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  3. v1.07.698 - Cyber Metal Squirrels

v1.07.698 - Cyber Metal Squirrels

Quite a few things going on with the game since my last update. Added a new music pack by Bryant Lowrey and hooked up some hardcore tracks to the Hard & Insane difficulty settings. DIE BY THE SQUIRREL!

My intent with music for Squirrelmageddon! has always been a metal / hardcore backing soundtrack. I will one day find the time to write and record my own guitar riffs...

[h2]Squirrels of the Night[/h2]
All missions are now NIGHT TIME missions. The Earth's magnetic field has collapsed. It's not safe to go outside during the day time.... or any time for that matter! The hive is starving, feed the hive!



[h2]FULL UPDATE LIST:[/h2]
  • 12 new heavy tracks for Hard / Insane difficulty
  • GAMEPLAY: player speed nerf - crazy speed at higher levels reduced a bit
  • GAMEPLAY: generally more spawners across all maps
  • GAMEPLAY: Comms tower repairs are now proximity timed - hold the area for X to repair the relay.
  • GAMEPLAY: Night missions only. Embrace the darkness, fear the squirrel!
  • FIXED: weapon found HUD messaging - now shows weapon deets on 'find'
  • FIXED: player flashlight toggle - spotlight no longer turns on automatically / randomly
  • FIXED: Ultra Squirrel weapon drop now adds weapon to inventory
  • FIXED: squirrel slam launching player into skybox (should be fixed!)
  • FIXED?: music queue priority (background music drop outs - more work to do here)
  • MAP: Squirrel Town - mushroom unreachable under ground fix, more spawners, small tweaks
  • MAP: Deadlands - improving interiors / map prop density... wary of performance...
  • MAP: Squirrel Mountain - airport hanger / storage facility filled with moveable crates
  • MAP: Training Gauntlet - clean bloody concrete, added moveable crates to start, added Ratatosk statue tutorial pop up tip...
  • TEMP CHANGE: Mega Purple drop = pills not medpack (will be revering next patch)


[h2]HUD IMPROVEMENT[/h2]
Player HUD UI updated with messaging now center bottom instead of top center



[h2]UPCOMING[/h2]
I am still working on The Hive system... lots of idea testing at the moment while fixing / tweaking other things. This one will take some time to get it right and into the game loop.

With the new tracks, I am working on a more 'responsive' music system, hopefully I can work some of the new tracks into Exploration / Danger / Battle / Boss Battle loops. The trick here is that all the tracks must be of exactly the same length and loop perfectly over each other... hmmm...

I have also been looking closer at migrating to Unreal Engine 5 - there are so many improvements and optimizations that it has to be done!

The biggest hurdle at the moment is the old Apex Destruction physics system.... Basically all the breakable windows / destructible meshes have to be completely removed from the code and updated to use the new Chaos Physics system in UE5...

Promising progress on all fronts!

GLHF! See ya top-side!

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