We also made a couple other improvements & fixes, here’s the full changelog:
Updates to A-Tech Cybernetic have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
These changes affect the Early Access game and the Free Demo build too.
Watch Our Chapter 02 Trailer on our Youtube Channel:
https://youtu.be/g9kiFv_BJ9w
Update v0.8.4.3
Sorry for the long silence, we grabbed a little more than we could handle at the time. But here’s the list:
- Complete narration overhaul
- Complete Zombie AI and animation overhaul
- Melee overhaul
- A new chapter of adventures
- Swarm mode updates
- Literally thousands of bugs fixed (and several dozen more bugs features generated as side effect)
- Even more linear gameplay (we never thought that this might be a good thing)
- Optimization tweaks, the game should even run below the minimal hardware
- Additional sounds in many places
- Graphics improvement all around
- Checkpoint system, save and load options
Details
Chapter 1
- We completely ditched the previous narrative, both the voice acting and the story. Yaaaay.
(Sorry guys who actually liked it).Now it contains strong language, so faint hearted beware! - Removed the “flashback” scene. It made no sense.
- Added a new introduction period where you gradually get access to the features of the game.
- Added some hand-holding to the first corridor (“what the hell am I supposed to do”)
- Serious (according to our GFX team, go see for yourself) graphical improvements to the main chamber.
- Overall removed every obstacle from the main path, you can play using only locomotion (some areas are still only accessible with teleport but they aren’t needed for the story)
- Removed many “where the f.ck did these come from” moments
- No more facetearing maniacs running from the rooms that merge with your body because they are so fast.
- Somewhat improved loot, more HP in the later stages of the map. (and overall more LEWT)
- Improved pathing and corridor layout (You won’t stuck on everything, maybe only on every 2nd or 3rd object.
- The Network (the matrix-thingy) drops you out automatically after completing the task. Which is now much more obvious.
- Object clipping, like lights and fires is fixed
Chapter 2
It’s finally implemented. We won’t go into details because explore it for yourself, but we can tell you it was seriously reworked based on your feedback. When you find ways to break it please message us and we will include your name in the next patch notes (Eternal fame, infinite money etc. might come with it).
Enemies
- A massive all around rework. Basically everything changed. Noticeably stronger enemies. Much more HP and damage (even if you play on “tea party” difficulty you might notice it).
- Body shots do way less damage than headshots.
- Their animations are more responsive, they react if you hit them.
- Improved AI and overall behavior (no more running in one place)
- Sometimes sneaking is an option (to a certain degree)
- Melee improvements. You have to hit them properly to do damage, melee weapons are OP AF. You might throw the enemies across the room with a proper hit. But if you let them come close, you can get overwhelmed in mere seconds. High risk, high reward. If you just b.tchslap them they might collapse but they will get back up and get revenge for the offense. Brute (the big chubby guy) is much more durable now, acts like the tank he is.
- The shooter enemy is much more dangerous now, take cover.
- The fast enemy is tearing you to pieces in a few seconds.
- New teleport effect on the teleporting enemy
Objects
- Fire now damages properly and much deadlier now
- HP station recharge is gradual and the total amount is increased
- HP pickup health restore reduced from 50 to 20
- Armor pickup armor given reduced from 50 to 25
- Door opening panels are now much more consistent in both behavior and visuals
- Multiple objects received new interaction sound
- Force pull is now twice as fast
- Keycards open the door consistently
- Everything gameplay related (crates, drawers etc.) is now colored yellow, and has a distinctive lighting method
- Everything that is not related and was yellow before was recolored to grey
On the Store page, you'll find the Download Demo button here (scrolling down, in the right sidebar):
Let the feedback flow in again, we’re counting on you to tell us if it’s pure gold or real shit what we’ve just made - or something in between