During the last week we've mostly been fixing and polishing existing stuff but we managed to squeeze in the Overseer level change feature as the last thing today. The UI for the "System Hacks" will change in the future though. Details below.
Improved EMP effects.
Adjusted pulse effects
More enemy variants.
Added emp pulse effect.
Purchased weapons, abilities and enhancements are now removed immediately when the player dies.
Fixed bug in populating functions (in later Overseer levels the population was lower than designed)
Fixed a bug that rarely caused the game to get stuck after pressing the death screen away.
Office stages no longer have music when LEVELMOD_EERIE_SILENCE is active.
Renamed penetrator -> piercing
Tutorial fixes (1 key, tips to wall, neon ad removed)
Rare crash bug fixed in intro
Intro cam heads for neon chrome more exactly
Levelmod prob caps at 3.0
It is now possible to change the overseer level (lower it)
Added some code for drawing more up to date mouse cursor to reduce feeling of control input lag.
Minor fixes on the first level (wrong floors etc).
Minor Hub fixes (text angles etc).
Added Explodz vending machines to residential.
Hacks console has info on os parameters
Added console with overseer hacks
Fixed male hologram hand wave animation loop
Made button sounds a bit softer
Some new stats in stat screen
Nano vampires now 40% chance of 1HP
The nano vampire health gain is forced to happen immediately
Now the game always starts from the hub after a suicide in co-op.
Gunz and Booze is now single player only (had problems)
Renamed some elements in hub
Gun attribute drawing on pickup changed a bit according to feedback
Toned down cam shake a bit
Added cam shake for weapons with >= 18 single shot damage per projectile
Optimized laser drone functions a bit
The player dead screen "highest level reached" should be drawn in a smarter place
The tutorial credit chips are now permanent
Increased rocket soldiers' reaction time slightly.
Hub elevators are now correctly opened in a co-op mode.
Pressure mines now work correctly.
Boss music should now start correctly.
The hovertank does not keep targeting dead co-op players anymore.
Fixed a bug that made it possible to kill the hovertank by standing at the starting door.
Added Attractor Grenades enhancement icon
Replaced an odd crate with a less durable one in Exordium Imports Inc.
Made the billboards in boardroom stage slightly smaller.
Fixed selecting profile.
A companion drone does not trigger mines anymore if the player has the friend of mine enhancement.
Detail settings now read after all screens have been loaded to guarantee that DisplayOptions screen has been loaded as well (there may be randomness in screen order because of linking order).
Laser drones no longer try to poke at the player through walls.
Removed the FRIEND_OR_FOE flag from cryocasks that have an auto_wake keyvalue set to true. That caused some strange behaviour.
Suiciding grenadier no longer blow up instantly when shot.
Made some tweaks to elevator tooltips.
Different start rooms to Hospital.
Fixed some placeholder screens not being replaced.
Added BOSS_HP_MULTIPLIER_PER_EXTRA_OVERSEER_LEVEL to game settings. Bosses are now harder in higher Overseer levels.
The intro text should not float on the screen anymore if intro skipped
The intro speech assets are released when leaving intro
Added a new Attractor Grenades enhancement.
Made it a lot more difficult to "cheese" the spiderbosses.
Improved the Caretaker intro a bit.
Removed the reload indicator from the hovertank. It showed the status of the railgun which was a little confusing.
Unlock terminals now drop the new weapon to the ground if the player decides not to try it.
Boosters are now restricted to 1 per level, loot settings were updated to use keyword "booster"
The connection display scales properly
Some small fixes to storyplayer
Made some tweaks that might fix the problem where the player sits in the chair in a strange angle.