Experimental Enemy Infighting + Custom Sandbox Update
We've been getting a lot of new feedback lately due to new players, and this is helping out a lot with development. While continuing to do tweaks, bugfixes, responses to requests, and gamepad work, we're also going to try to start a couple of big experimental changes!
The big one is Enemy Infighting. If an enemy of a different faction gets too close to another enemy, they may start fighting each other. Currently this is in the beginning stages, as I was worried it would mess with balance too much, but it actually looks good so far.
Enemy Infighting will happen the most often if they don't see you, encouraging stealthing around. If they see you first, they'll hate you way more than they do each other. In the next major update, depending on feedback, we are most likely going to make the Infighting more aggressive.
The second experimental change is starting to make Sandbox Mode have custom, configurable options. Let us know what you'd like to see here. Currently you can do thinks like adjust enemy size, amount of materials found, and amount of weapon loot found.
We're going to try to get out the next big update fast, to take advantage of all the feedback. Thanks for your continued support, especially people on the Official Discord (link in-game) that have been helping us track down gamepad issues.
[h2]Experimental[/h2]
- Enemy factions now fight each other. This includes other human factions hating bandits!
- Enemy detection distance reduced versus other enemies, they'll see you easier
- Sandbox Mode now lets you tweak specific game settings, let us know what you'd like to see here
[h2]Experimental[/h2]
[h2]Balance and Design Tweaks[/h2]
- The zone around your base where enemies can't spawn in has been doubled. Let me know if they still spawn inside or too close to your base when fast traveling back to it!
- Changed how the requirements for the different doors and helicopter work, they were using a placeholder testing code. Now they should properly require their parts, with the helicopter parts coming last
- Hunger rate reduced to 0.03 Food per second, was formerly 0.034
- Enemy appearance amount lowered in the earlier days, with a slightly more gradual buildup. This is to give struggling players more of a chance to build their base in their early game, while not affecting the later days that much
- Lowered Human Quantity day spawning from days 1-3 significantly, with a reduction of 1 in day 4
- Laser Rifle's laser now has a lower opacity before it enters damage mode (it needs to warm up a bit before it starts to damage enemies)
[h2]Gamepad and Controls Changes/h2]
- Trying out assigning Melt/Break to B on Keyboard. This can be reconfigured
- Work on Break/Melt inventory functionality on gamepads
- After melting/breaking something in inventory, an inventory item should be selected now
- Smoothing out gamepad movement for rotation and aim
- Using a throwing item now puts you into a THROWING MODE, where pressing your shoot button will throw the weapon. Pressing the use item key again will cancel this mode now, instead of using the throwing weapon
- 1 second input delay added if you quickly deplete a previous item to 0, to prevent accidental use from jamming the button
- Movement buttons can now be used for map navigation
- Fix for G button rebinds for keyboard
- Controller preferences are now saved, remembering if you went keyboard or gamepad last game
[h2]Bugfixes[/h2]
- Quantum Box bug fixed that may have been a caused of base storage getting screwed up
- Double check if destiny point of teleporter is a valid area, with it being cancelled and the character saying something if it's not valid
- Checks for north door opening
- Disabled a bullet hitbox when enemies are in a "waiting for you to start boss fight" mode
- Fixed some text positions for quests and so on, error caused by a Unity engine update
- Possible fix for mouse visibility issues on the Main Menu
- Fix for an ending bug that prevented use of the helicopter, it was due to a prologue check. This has been changed to beating any prologue as any character
- Quill fix to give him total corruption protection
- Fix for a storage visual issue
- Fix for a container style index for the number of items displayed
- Fix for the damage increase for the full focus Wisdom talent
The big one is Enemy Infighting. If an enemy of a different faction gets too close to another enemy, they may start fighting each other. Currently this is in the beginning stages, as I was worried it would mess with balance too much, but it actually looks good so far.
Enemy Infighting will happen the most often if they don't see you, encouraging stealthing around. If they see you first, they'll hate you way more than they do each other. In the next major update, depending on feedback, we are most likely going to make the Infighting more aggressive.
The second experimental change is starting to make Sandbox Mode have custom, configurable options. Let us know what you'd like to see here. Currently you can do thinks like adjust enemy size, amount of materials found, and amount of weapon loot found.
We're going to try to get out the next big update fast, to take advantage of all the feedback. Thanks for your continued support, especially people on the Official Discord (link in-game) that have been helping us track down gamepad issues.
List of Changes, Version 0.9.9.8.6
[h2]Experimental[/h2]
- Enemy factions now fight each other. This includes other human factions hating bandits!
- Enemy detection distance reduced versus other enemies, they'll see you easier
- Sandbox Mode now lets you tweak specific game settings, let us know what you'd like to see here
[h2]Experimental[/h2]
[h2]Balance and Design Tweaks[/h2]
- The zone around your base where enemies can't spawn in has been doubled. Let me know if they still spawn inside or too close to your base when fast traveling back to it!
- Changed how the requirements for the different doors and helicopter work, they were using a placeholder testing code. Now they should properly require their parts, with the helicopter parts coming last
- Hunger rate reduced to 0.03 Food per second, was formerly 0.034
- Enemy appearance amount lowered in the earlier days, with a slightly more gradual buildup. This is to give struggling players more of a chance to build their base in their early game, while not affecting the later days that much
- Lowered Human Quantity day spawning from days 1-3 significantly, with a reduction of 1 in day 4
- Laser Rifle's laser now has a lower opacity before it enters damage mode (it needs to warm up a bit before it starts to damage enemies)
[h2]Gamepad and Controls Changes/h2]
- Trying out assigning Melt/Break to B on Keyboard. This can be reconfigured
- Work on Break/Melt inventory functionality on gamepads
- After melting/breaking something in inventory, an inventory item should be selected now
- Smoothing out gamepad movement for rotation and aim
- Using a throwing item now puts you into a THROWING MODE, where pressing your shoot button will throw the weapon. Pressing the use item key again will cancel this mode now, instead of using the throwing weapon
- 1 second input delay added if you quickly deplete a previous item to 0, to prevent accidental use from jamming the button
- Movement buttons can now be used for map navigation
- Fix for G button rebinds for keyboard
- Controller preferences are now saved, remembering if you went keyboard or gamepad last game
[h2]Bugfixes[/h2]
- Quantum Box bug fixed that may have been a caused of base storage getting screwed up
- Double check if destiny point of teleporter is a valid area, with it being cancelled and the character saying something if it's not valid
- Checks for north door opening
- Disabled a bullet hitbox when enemies are in a "waiting for you to start boss fight" mode
- Fixed some text positions for quests and so on, error caused by a Unity engine update
- Possible fix for mouse visibility issues on the Main Menu
- Fix for an ending bug that prevented use of the helicopter, it was due to a prologue check. This has been changed to beating any prologue as any character
- Quill fix to give him total corruption protection
- Fix for a storage visual issue
- Fix for a container style index for the number of items displayed
- Fix for the damage increase for the full focus Wisdom talent