It's a lovely Monday, and what can make a Monday better than a patch? I spent a good chunk of time refining the Operation Freetown expansion. I tried working on the AI and improving it to suit urban operations more. Also I created a "new" item that will have people excited for sure. There are now scripted AI spawn areas where enemies will spawn and assault your position. These come in handy to keep the action going in Freetown, but also have been placed in a couple locations in the standalone game. Let me know how you like them! The full change log is below.
Change Log
- NEW FEATURE: AI Spawn zones. Okay, so it's not the most revolutionary feature. But it does add some more excitement to the game. In both the regular game an Op Freetown, some enemy forces can now respawn and attack the player's position. Right now this is not fully implemented, and more will be added as I see fit while maintaining balance in later patches.
- Fixed the physics collision asset for the ECOMOG soldier you play as, so when you get ragdolled/die you don't spaz out and fly around the level.
- You can now exit the lockpicking minigame properly, you used to have to use the E key no matter what your use key was bound to.
- Added a delay when you die in Op Freetown so the menu doesn't just instantly appear.
- Added a loading screen for switching between op freetown and E:SL.
- Did a lot of work on the main menu UI Op Freetown.
- Added a stats screen to Op Freetown, this can be found in the main menu pause screen when playing.
- Halved the time impact smoke/dust lingers, it was a little excessive before.