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Squirrelmageddon! News

v1028 - Playtest Updated + Interaction 2.0



For those of you in our play testing group, I have updated the download to the latest 1028 version. Please do report any issues or suggestion for improvement in the community forum. Thanks heaps!



The new SquirrelTech Interaction 2.0 system is now live.

- traced items are outlined
- easily drop and re-pick up the same object
- messaging / hint system re-worked (a little buggy still but functional)



Squirrel Brains
- squirrels will sometimes run up trees.
- if there are no squirrels around they are probably up a tree somewhere, hunt them down!
- squirrel is stuck resolver updated
- squirrel AI double jump removed
- less air control so more natural air time



UI Updates
Have added some backgrounds to elements. I had to rework the UI layout structures to add the backgrounds. More UI work coming soon.

- Lobby / Hive menu updates (reverted back to borderless)
- character select / loadout screen (new header backgrounds)
- in-game player HUD (element backgrounds)
- game over screen (tweaks to layout and added backgrounds)



Other Updates
- character jump height reduced. (allows for meaningful suit upgrades)
- general map work
- mission tweaks
- weapon names and handling tweaks
- weapon proficiency reduces time between fire for trigger based weapons

I have a week off my from my day job so will be working hard to get the inventory and shop system working ASAP for you all!



Thanks for playing! See you top-side!

v1007 - Hotfixes

- improved body search, weapon, max ammo and health pickup interactions
- fixed map night time with fog lighting: Squirrel Mountain
- new points pick up type: recycling (plastics, scrap metal, electronics)
- laser rifle mesh updated
- 5 achievements added (retroactive completion coming soon - if you have completed the mission already you will get the achievement on Steam)

Working on:
- persistent inventory of pickups
- shop interface and data handling

v995 - Pickup / Interaction Fixes

- pickup system fixes
- messaging system update

v988 - Base Building Barriers, Crates & Turrets Update

While most people were taking a break from work this holiday season, I've been deep in the Squirrel Den adding moveable objects + persistent maps!

The result: turrets, large supply crates and barbed wire barriers can be picked up and placed anywhere on the mission zone map in single player mode.

Moved objects will remain where you left them when you die. This allows for some 'persistent basic base building' and making 'ultra squirrel' traps!

- single player mode: move barriers, turrets and crates
- persistent object placements (item locations carried over to next play)
- map tweaks and fixes (all maps)
- item pickup / interaction improvements
- pickup item select boxes now visible



- smarter turrets (turrets will only fire upon an enemy if in line of sight = no more ammo wastage!)
- turrets no longer damage players but applies hit force. Cause small player movement hamper effect.



- new lobby background scene
- squirrel fur textures updated
- squirrels get stuck less on maps
- new character fixes for weapon stats
- map selection functions re-worked
- weapon level / progression system fixes



- map optimizations = improved frame rates most maps!
- cleared out FPS DEAD ZONE surrounding spawn APC Vehicle late game

[h2]Current Focus:[/h2]

- improving the pickup system
- item shop
- character skill training

v924 - Hotfix: Turret Move Bug

- fixed bug where after moving a turret you could not select another turret / move further turrets

[h2]NEW FEATURE COMING SOON![/h2]
I am currently working on a custom persistent save system for movable map objects, so when you move a barrier or a turret, when you next come back to that mission map, everything will be in the same place as when you last ended a game. I'm pretty sure I can do it - and it might even be live in time for the Xmas weekend!