Hey Gang! Some of you might have noticed that we've been quietly pumping out a lot of changes the past month. The changes were happening so often that I figured to just save it all for one big post. This one's a Whopper so get ready ;]
We've been listening, boo! (。•̀ᴗ-)✧
- Game Price has Dropped
- Legacy Supporters Gifted all future DLC's (Thanks for your early support guys! I got to eat real food <3)
- All Levels are now Procedurally Generated (Weapon Table Spawns with the Player)
- Bullet Decals and Particles now Effectively Applies
- Critical Damage Now Properly Applies (50Cal receives a higher modifier)
- All enemies behavior patterns & attributes have been altered
- Replaced majority of meshes & added substantial animations to their respective types
- New Mechanics: Feint, Flow, I-Frames, & Modifiers
- Mobility & Understanding of F&F (Feint & Flow) is Crucial for survival
New Mechanic: Feint & Flow
Flow
- Crouch
- Powerslide (Sprint + Crouch - 3 Sec reset shared with Dive)
- Dive (Sprint + Jump + Crouch - 3 Sec reset)
- Low Openings can be accessed through an aimed Powerslide
- High Openings can be accessed through a Double-Jump Dive
- Disabled Wallrun - Maps are too small atm & Procedural Design is Unstable
Feint
- Crouches will dodge Horizontal Swings
- Jumps will dodge Low Swipes
- Strafes will dodge Vertical Swings
- All Enemies have an attack window from Initiation to Damage Application, which can easily be (individually) Kited by simply Backstepping or Strafing. This is Different from I-Frames (see next)
New Mechanic: I-Frames (Invincibility Frames)
- There is a small I-Frame Window during your Dive & Slide where players are immune to all damage
- A Properly Timed I-Frame will Ignore all Status Effects (e.g. Banshee's Scream)
- Some enemy types & modifiers possess this same mechanic
New Mechanic: Enemy Modifiers
(Varied Probability to activate on Spawn based on Type)
- Charred (On Fire) - Health & Damage Increased
- Jacked (Halloween Update) - +Health & Immunity to Critical Damage
- Chameleon - Permanently Invisible
- Aegis - Vulnerable Only to Headshots
- Feedback - Causes Return Damage to players within Range (Electrical Sparks)
Replaced/Added Unique Models:
- Tank
- Runner
- Melder
- Blinker
New Enemy Types:
- Crawler - Low Frame & Small Knockback
- Caustic - Low Frame, Fast, & Explodes upon Death/Proximity
- Banshee - Stationary & Slows Movement
Note: The change to procedural levels & large number of new enemy types will require a substantial amount of rebalancing.
Since small adjustments have and will occur on a daily basis, I won't post any changes unless they are substantial.
The Banshee & Blinker are both extremely difficult additions (on purpose), even for us developers σ(≧ε≦o), so watch out for them! Remember that a lot of the stronger enemies have key weaknesses.
Working On:
- Ammo, Currency, Experience, Upgrades
- Lost Dahlia (Card Modifier Meta-Game)