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Squirrelmageddon! News

v1345 - Squirrel Town Trim Down

- MAP UPDATE: Squirrel Town ~ trimmed foliage
- GAMEPLAY: added caps to character and weapon level at 11
- MULTIPLAYER: UI and server name limit characters

v1350 - Hotfixes & UI

- FIXED: stuck 1st / 3rd person toggle on Hive missons
- BALANCE: Larry's MG (lower rate of fire at level 1)
- UI: merchant, skill and mods
- DIFFICULTY: more points at higher difficulty

COMING SOON:
- weapon level up increases clip size and ammo stock carried

v1345 - They're all Dead... even Jim!



[h2]THE ROLLUP[/h2]
I have been putting in as much time as I can to keep improving Squirrelmageddon! in so many ways at the moment including:

- FIXED: weapon level up UI (was not updating after level up after the last patch)
- ADDED: unit recovery wait 1 day pop up
- ADDED: all dead game over pop up
- NAVIGATION: character select and prep navigation buttons now show or hide based on if the character is still alive... can't really train or mod your suit if you're dead yeah?



- UI UPDATES: lobby, character select, logo sizes, lobby map, weapon level up (nothing major, but any improvement makes me happy :)



- MAP UPDATE: Summer Squirrels mission zone flora updated with ferns... this has added difficulty, as well as requiring more user focus. This has also resulted in some additional unpredictability to the gameplay as squirrels dart in and out of the ferns.

- GAMEPLAY CHANGES: wave start sound and wave counter HUD removed...

Why? Basically, there is no real "need" for these... after thinking about it, the wave counter and sound was just 'alerting the player when to expect more and bigger squirrels'.

I don't want the player to know... :P The premise is that dead squirrels simply piss off and attract larger squirrels... Because squirrels never ever kill each other, the smell of a dead squirrel alerts the other squirrels that there are people treats in the area...

In testing, the game just had more immersion, flow and surprise as to when the Ultra will arrive. Please do comment and let me know what you think?



- MAP UPDATE: general odds and end fixes and work on maps

[h2]QUALITY OF LIFE GAMEPLAY CHANGE[/h2]
"Find weapon" objectives no longer require the player to pickup found weapons. The pickup trigger proximity now completes the objective. The weapon starts with a red light marker, which turns green when tagged for collection. You can still pickup the weapon. The HUD messaging needs work ASAP - but there is an audio cue when the objective is triggered.

[h2]REMOVED UNTIL FIXED: [/h2]
Back button on Select & Prep screen (causing issue with multiplayer lobbies under specific circumstances)

[h2]COMING SOON: [/h2]
More moveable objects! While I don't have a rotate object function yet, I have confirmed I can take any mesh and make it moveable on the map. I need to optimize the system more as yes, the more objects the more triggers need to be watched, increasing demand on the CPU.

Thanks for your continued interest and support for Squirrelmageddon! - it's going to get even squirrelier as time goes by!

See you all top-side!

v1310 - Minor Updates

Have been working on the graphics and improving the game UI across all screens.

CHANGES
- UI: character select row background graphic
- UI: character select screen back button
- SOUND: shop coin drop volume reduced 50%
- FIXES: player squirrel hud and respawn (multiplayer / single player)

v1306 - Jetboot Hotfix

Orbtech apologizes for the recent malfunction in their Jetboots activator. A quick software update and the problems have been fixed. These boots now go to 11 !!! (you can upgrade them 11 times)