Hey everyone, been quiet for a couple of weeks, we have been working hard with some things in the background. This week we are excited to announce that we are making the playtest public, hopefully we will see some new faces around in this last stretch before we get a demo out to the world next month.
Playtest Update 4 brings:
Features
New combat event types have been added!
The impossible events have been replaced by a difficult but winnable event for each major path.
You will now see a run summary screen at the end of a run, this is still placeholder but it gives you a glimpse of your overall performance before landing back in the workshop.
All enemies have new attacks and behaviours.
The downtown path has been opened up, this adds an alternative route with several new events and a boss.
More ragdolls for enemies, corpse chunks and dismembered ragdolls may also spawn.
Weapon UI overhaul, the weapon icon itself will now fill with weapon charge instead of the background, and the frame will fully colour match the selected target. Weapons that aren't auto-firing will glow when they are ready to use.
Achievements and steam stats have been added for some extra challenges.
Adjustments
Boss fights have been adjusted with new waves.
Improved the weapon and auxiliary aiming algorithms so you don't miss as many shots while moving, attacking, or aiming at awkard angles.
Enemy outline selection logic has been updated to prefer a consistent type per-slot, and cascade when a selection is shared, instead of pulling from the pool every change.
Rewards won't be granted in the middle of combat when you do something like clear an ambient pack during a combat event, ruining your flow.
Voiced enemies (bosses) will now duck the music and SFX volume so you can hear them.
Bug Fixes
English 200 and 10k word sets will now be correctly loaded when selected for random words mode.
Fixes melee hitbox issues at lower framerates.
Fixes an issue where weapons will maintain a lock on enemies that have moved out of line of sight and can't be hit.
Fixes some systems that keep running after death.
Stuck enemies will now be killed after a short period to prevent an edge case where the player can be softlocked in a combat event.
Fixes an issue where multiple on-death events can activate from a single kill.
Stops the Disciple of Rust leaving his voice behind when he retreats or dies.
Enemies will now retreat and seek cover correctly.
Enemies will no longer unintentionally feint with melee attacks.
