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Squirrelmageddon! News

v1.07.1009 - Compass Update

UPDATED OBJECTIVE NAV POINTS
- closest repair objective
- closest extraction point
- closest rescue
- removed closest squirrel marker (not really needed)

GLHF!

v1.07.996 - Secret squirrel business...



[h2]Squirrel Brain Surgery:[/h2]
So, I couldn't help myself... I went in and experimented again with the inner workings of the squirrel brain... this time with the results are a nice balance between exploration and action!

The tweaks:
- hunting mode triggered by proximity
- default passive mode for Red, White, Green
- quad points trigger all squirrels in the area to hunt the player

Results of the surgery:
- more emergent gameplay
- slower initial buildup into the inevitable chaos of becoming the hunted
- more opportunity to search dwellings for loot
- 'the unexpected squirrel'
- more ebb and flow of pacing / action
- more arena of engagement preparation time



[h2]Core Gameplay![/h2]
Aside from the mutated squirrel brains, I've added Extraction and Rescue mechanics to the gameplay loop...

[h3]Extraction mechanics[/h3]
- Objectives completed: "get to the transport!" message
- Return to the nearest form of transport to extract from the mission zone. Failure is not an option.

[h3]Rescue Mechanics[/h3]
Failed your mission? Can't handle the current state of affairs?
Just wait there contemplating the meaning of your existence in a world run by squirrels... Maybe someone will come along soon to talk some sense into you... The local squirrels appear to be studying you...

- On mission failed: player soldier becomes stranded awaiting rescue until found
- Locating rescue targets: listen for the SOS on shortwave to locate fallen comrades.
- (next patch: Compass Nav Markers)



[h2]Other Cool Stuff:[/h2]
- working on rain / weather effects
- working on sound effects
- compass added to HUD - (next patch: Compass Nav Markers)
- updated game over UI with PTSD and THREAT LEVEL pips
(shows what squirrel resistance strength + character PTSD increase if click continue)

[h2]Missions, Maps & Lore:[/h2]
- FINALLY: intel items added (unlocks side missions / lore - only a couple so far - more to come!)
- Autumnal Rituals map gets squirrel Bait mission. The Hive is starving... FEED THE HIVE!
- general tweaks to lore text
- map tweaks

[h2]Multiplayer:[/h2]
The new rescue and extraction system may have introduced some issues in multi-player. Will be fixing any reported issues in a future update. (solo dev woes / time / mass optimisation required - but fun 2 player or 3 player LAN with power server)



IMPORTANT: your old save games may behave strangely. It is highly recommended that you start a new hive from the main menu for the best experience with the new gameplay...

[h2]CURRENT STUFF I'M WORKING ON:[/h2]
These and more should be fixed next patch!
- Game over screen: on extraction hide extracted player / disconnect controller !
- Winter Wonderland map crashes (will remove map)
- Halloween map fixes (goes asset hunting... yes, I am not a 3d modeller or animator)
- Character Select: level up icon strange behaviour (result of new rescue system)



[h2]NEW GAMEPLAY FEATURE IN WORKS[/h2]
Now that the new continue / rescue system is in place... I have begin invoking the Wrath of Ratatosk!

Wrath are random squirrel powers / other random effects that occur when clicking the continue button... at first these will be powers squirrels are imbued with - resulting in special abilities.

For example Spirit / Poison Projectiles... these can then be subsequently upgraded into guided projectiles, exploding projectiles etc. Planned are usual different types such as fire, poison, electricity, spirit, ice etc... with usual and unusual variants of buffs, heals, slows, timed stat effects...

There are stacks of options here... just finding the time to add them all crazy as I am currently working 3 jobs (if I include this as a job - lol)

Crazy ambitious... but it will happen - heh heh.

Ratatosk, he tasks me... he tasks me!

GLHF! Party on and I'll see ya top-side!
Stay squirrely peoples!

v1.07.922 - The Squirrel Report

The Autumnal Rituals map has been overhauled and is accessible via the Squirrel Town zone.




Map works are still 'sticky / needs cleanup and tree pruning' but still super fun!

There is so much gameplay potential that I am still discovering. Hmmm... am I going to far? Have I gone completely Squirrely...? You bet I have!!!!

[h2]Patch Notes[/h2]
- FIX: Info overlay Suit Mods grid
- FIX: Single player overview map
- MAP WORKS: Autumnal Ritual in Squirrel Town
- NEW MISSION: Ultra Rituals...
- AUDIO: Ultra Squirrel landing crunch audio fix
- MISSIONS: unlock structure rework (mission story flow)
- NARRATIVE: Autumnal rituals mission description tweaks
- DIFFICULTY: Ultra Missions 5x Ultra Objectives

Can't believe I am still having fun after over 700 hours of squirrel insanity and approximately 5000 hours of development over 3 years!

There are more things I want to try, but saving them for Squirrelmageddon! 2... been working on some interesting hive and mission mechanics :D

I should be starting Pre-production on SQ2 around January 2024...

Stay Squirrely! GLHF!

v1.07.912 - Ultra Squirrel Update!

[h2]THE ULTRA SLAM[/h2]
Giant blue ultra squirrels now have a jump and slam attack. If not attacking they will try to pin the player down so other squirrels can rip them to shreds...

Tons of updates and map tweaks - now is a great time to reset your hive / mission zone moveable objects...



[h2]OTHER SQUIRREL MUTATIONS:[/h2]
  • Squirrelmadillos now fire ecto-plasmic projectiles...
  • Green vomit squirrels now eject 'green globs that go sploosh'
  • Mega Purple squirrels now bulldozer the player, crushing innards...
  • Squirrel Brain surgery performed = little more crazy
  • Squirrel Sounds: less density, but hopefully enough where it's important to keep 'listening out for squirrels'




[h2]LORE / AI INSANITY[/h2]
  • all AI art (a comedy of squirrel horror and AI assisted insanity) removed
  • my prelude lore removed until new artwork created (it's not vital to the gameplay)




[h2]THE STATE OF MULTIPLAYER[/h2]
Things have been steadily improving with client replication on new overlay HUD features seemingly fixed. Still issues with lag on high density maps. Insanity is by definition debugging multiplayer replication...

  • TESTING: added Squirrel Town zone to multiplayer
  • FIXED: points pickup item replication - clients should now receive pickups!
  • FIX: client character detail overlay - skills and pickups should now show
  • MOVEABLE OBJECTS: saved to multiplayer map file so will reload
  • CLIENT OVERLAY MAP: temporarily removed until fixed on clients
  • DROPPED WEAPONS: removed in multiplayer
  • CLIENT BUGS: weapon level percentage bar replication + flashlight intensity settings + others!




[h2]MAP / MISSION UPDATES:[/h2]
RECOMMENDED: 'reset moveable objects' on mission select if experiencing any object weirdness or broken level loading (soz - I've been adding / removing / relocating objects on some levels)

  • Training Gauntlet: added new 'tight quarters / interiors training area'
  • All maps: pickup fixes / tweaks / relocations / additions
  • FIX: Squirrel Turbine music
  • FIX: Turbine repair objective glow on complete
  • Desert Squirrels: moved Ratatosk statues outside of town, tweaked lighting to accommodate full moon
  • Removed spotlights (required real time lighting = huge performance hit on older machines like mine...)
  • Ultra Squirrel missions now spawn an Ultra at the start of mission




[h2]WEAPON UPDATES[/h2]
  • SNIPER WEAPONS: reworked until 'feels good'.
  • SCOPE / AIM FPS optimizations
  • Weapon Balancing - the auto-shottie was way too OP (nerf damage 25%)




[h2]GAMEPLAY: 'True Scavenger': [/h2]
I wanted the ability to turn off the objective spotter sparkles....
  • 'True Scavenger' mode checkbox hides object sparkles / location hints. This gameplay mode is auto enabled on Insanity Difficulty.




[h2]UI / UX[/h2]
  • GAME OVER SCREEN: updated UI
  • GAME OVER SCREEN / DIORAMA MODE:
    HUD auto-hides after 10 seconds of no mouse activity.
    (move mouse to re-activate HUD)
  • CHARACTER SELECT: [A] [D] keys rotate character model
  • SUIT MODS: cost per level multiplier (interest rates ya know?)
  • TRAINING / SUIT MODS: added character image status skull overlay (recovery / dead)
  • MISSION SELECT: fixed reset moveable objects button
  • PLAYER HUD: reworked with deployables moved top right
  • MAP HUD OVERLAY: now shows character details, pickup items, suit and skills
  • PAUSE MENU: updated / reverted to my 90's Web Style UI
    (made with authentic 90's web software - lol)
  • GAME OVER: updated / reverted and tweaked UI
  • LOBBY: fixed mission data box title wrap


Stay squirrely people and I'll see ya top-side!

v1.07.867 - Multiplayer Fixes

- FIXED: client pickup item replication
- FIXED: client HUD overlay