Hey guys,
just a very basic update to take care of some requests and to fix some issues. If you found an issue or would like to discuss a change for the game feel free to participate in the Community Hub as well. I cannot repeat this often enough because you really lack a chance in influencing the further development of the game. In fact many of the changes or additions to the game are already based on discussions in the Community Hub.
General
- Removed heat effect from muzzle flash due to user feedback
- Fixed some value drifting that caused the player to raise and drop slightly
- Flare Gun will now auto-eject shells once opened (only fired one will be auto-ejected. Unfired shells will stay in the chamber and need to be ejected manually.)
Forest Mode
- Removed player damage for shooting stag in the Forest Mode. I think it is confusing to become punished for killing something that could have been an enemy as well.
Holo Gun
- Fixed an issue in Holo Gun that one of the dual wielding pistols was not visualizing the chambering correctly
Editor
- Renamed AI_Spawner option spawn_max to spawn_active_limit to avoid confusions (if you used spawn_max you will need to assign a new value to the new option name)
- Street lights will turn now off on day light (I'm a responsible dev and thats why I needed to stop this waste of energy at daylight)
- Added Flare projectile for the Flare Gun to use as a light source (only available in the Editor via Ammunition Spawner)
- Increased collider for Zombies and Soldiers to make showing limbs through walls less likely (it can still happen but I will try some other ideas within the next updates)
- Added basic support for accessing options via text placeholder (see explanation below)
- Added paper note as an alternative to the tablet
- Added option 'name' to doors for also allowing triggering of them. You could now lock/unlock or open/close a door using triggers. Could be funny to enter an open room and suddenly being locked in.
- Fixed an issue that doors did not return to the original state once destroyed
So I added a placholder for text (only option 'display_text'). For instance you wrote something like that: "The door code is: 1337."
This is working fine but it can lead to issues if you mistyped the code or you want to have another one and forgot to change it somewhere.
What you can do now: "The door code is: $door_name.keypad_password ."
Notice the blank between the dot and keypad_password
This will get replaced with the actual keypad_password. The next step will be to add an option to randomize the passwords. I will do that once this "placeholder feature" has been proven stable :)
Another thing is that I changed the behaviour of the Flare Gun. I'm really not sure about it because on the one side I liked the way it used to be (frustrating and challenging to use) but on the other side it offers a bit more usability in the new way. Really would like to hear your opinions about that. :)
Wishing you all a nice weekend :)
Edit: I also just changed the shell drop sound and did tune some other effects :)
