PATCH 0.0.1c
(8/30/16)
Features Added:
(as always, let us know if these are fun and/or functioning properly)
- DIFFICULTY! - you can now change the difficulty of the mission when you select it! There are 4 difficulty levels, and we will eventually tie in more variables affected by these levels. For now, it's mostly dino attack damage and health multipliers, as well as your melee weapon strength.
- Added surface height detection to player pawn - sprinting adjusts to the terrain height. We're liking how this feels, but acknowledge that the ups/downs could cause some discomfort to those who are sensitive to it. In the next patch we will likely make this toggleable in the advanced settings. We had this working for standing in place as well, but ultimately have to pull it for now as it causes too many other issues with object interacts and physics.
Bugs Fixed:
- Melee strength is actually in effect now - you will probably notice melee items breaking quicker (they weren't counting compies before). To compensate for the increased breakability, we've added another dozen or so around the map with certain odds of spawning in per game.
- Fixed a collision bug on explosives that allowed a player to teleport up onto held items indefinitely
- Fixed and old bug that came back where players could get stuck in collision and would jump up into the air
- Dialed in red-dot sight to be more accurate
- Fixed laser beam sight sporadic turn off bug (hopefully for reals this time - Thanks again @Sixx)
- Disabled player sprint boarding final chopper (although the player positioning is a bit off, will adjust in next update)
- Adjusted the location of the inventory bag trigger box (behind head) - should be easier to grab/return bag now
- Fixed a guard tower enter/exit bug that would send you back to the ground on your second climb up (along with many other minor bugs in the tower logic) - Added a fade out when exiting towers
Additional notes:
Regarding difficulty, we hope you'll find the game more challenging overall now, and dino encounters will hopefully not be so spammy. We've found this balance pass to be a lot more fun as it makes us more engaged seeing fewer packs of raptors and compys in the world. It makes their interaction feel more special. The two hardest modes are definitely what we find to be the most fun, but and the two easiest modes are very similar to the last build's difficulty levels - the only difference is less dinos.
Also note that the difficulty balance will definitely be tweaked as we go forward. We value your feedback as to how each level feels, so feel free to discuss and let us know.
Raptors and compies MAY jump up now, and it might look broken and hilairous as this needs a lot of tweaks, but it's a start. The jump animations (like most animations in the game) are placeholder and will hopefully look more bad ass in the near future.