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ADACA Now Released!

It is done.

*(Well not really, there’s still going to be Ep 3 and Zone Patrol content updates in the future. But for now ADACA 1.0 is finished and released!)


Gold: 1.0.0:


New Features:

-Changes have been made to Zone Patrol. They can not be detailed as doing so would be spoilers.

-Various polish and improvements to Ep 2 Levels.




Bug Fixes:

-Fixed bug that was causing NPCs to sometimes not react to seeing enemies.

-Fixed bug where being sent to Storm Drain via a rift could spawn you inside a train car.

-Actually fixed bug where some text in HUD would scroll off screen at high resolutions.

-Sentry turrets now save their faction after it changes.

-Fixed more typos.

-Gave bayoneted weapons their Alt hint text.

-Fixed bug where the player could spawn with a loadout that they were not supposed to have.

-Fixed bug where the player’s body would fling itself wildly into the air after death.

-Fixed bug that cause AI with Plasma Rifles to fire them forever.

-Fixed bug where AI could get stuck in drop pods.

-Fixed glitch that caused player to spawn under the floor in Power Plant in Zone Patrol.

-Fixed bug where using the Ammo Bag equipment would not increase the max ammo you could scavenge from weapons on ground.

-Added solution to hopefully prevent player from dropping weapons after respawning.

-Added solution to hopefully prevent player from falling through the ground when starting the level The Breach.

-Weapon Name and Weapon Alt Tip should no longer wander off of the screen when playing at high resolutions.

-Fixed various minor issues in Zone Patrol.

-Made smaller props no longer dynamically update Nav Mesh in hopes to improve performance.





Changes & Tweaks:

-Version tag is no longer visible in HUD

-NPCs will now move faster during combat.

-NPC voices are slightly louder.

-Companions in Zone Patrol will now teleport behind the player rather than randomly near them.

-Picking up Sentry Turrets will make them stop shooting you.

-New Shield visual effect that should no longer blind the player…

-Improved signage in the Zone to help with navigation.

-Codex pickups now have a blinking light.

-Warning siren in Patrol gives longer warning before storm starts.

-Tutorials will now explain how sidearm slots work.

-Artifacts will no longer produce a signal.

-First cop in Ship Breaker will no longer turn around if they hear the player.

-AI should move slightly more often during combat.

-Training Hologram AI should be more aggressive.

-Gave Health Packs a green light to make them more visible.

-Lowered Minotaur Max Health and made them more aggressive.

-Gave Minotaurs a crit spot on their back.

-Nerfed the amount of damage the Slag Cannon does to the player.

-Made it so explosive damage does more damage to energy shields.

-Added Health stations and supply crate spawns to Blue Caverns.

-Hyper storms no longer bias towards hitting the player as often.

-Hyper storms will no longer occur in BeachHead.

-Reduced Pulse rifle reserve ammo, but also increased minimum fire rate.

-Aggroed enemies will now call out their target to near-by allies more effectively.

-Made certain scripted enemy spawns in campaign more directly enforce aggro on player.





Misc:

-New background texture in terminal screens.

-Updated Credits Screen.

-Other misc improvements and fixes.



Have Fun!

And thank you for playing ADACA!


-Siris

ADACA Beta 0.15.5 DevLog (Now with three Guns!)

We have come a LONG way since Spring 2020 when I started work on ADACA!

The finish line is in sight for the 1.0 Steam release!

But first, a LOT of play testing needs to be done on what will hopefully be the final Beta build!

What's in said build you might ask? Well just a 99% feature complete video game, that's what:





Beta: 0.15.5:


New Features:


-The player now has 3 weapon slots! (One being reserved for sidearms)

-The player can now spend collected Artifacts at various vendors around the Zone for weapon unlocks, equipment and Lore Codexs.

-Any weapons or gear bought with artifacts can now be accessed in a new Armory room in the Vakt Ship and can be taken into Patrol or any Conscript Mission!

-New Zone Patrol Quests.

-New Zone patrol Locations.

-Main Quest for Zone patrol is complete!

-New Zone patrol NPC quest givers.

-Artifacts have been hidden in Conscript missions.

-New enemies.

-New weapons.

-New secondary tutorial level added to Zone Patrol for those who wish to play it before the Campaign.

-The player character will lower their weapon during dialogue where that action would be appropriate.

-The player can now lower their weapon by holding the Use key.

-Better time-of-day audio effects for Zone Patrol.



Bug Fixes:

-Fixed glitches caused by 2 signal scanners existing at the same time on one map.

-Fixed some Misc typos.

-Removed an errant Post Process filter on Operation Earhorn that was causing graphical issues.

-Improved LODs for high poly models to improve performance.

-Fixed glitches involving Holo sights used at high FOVs

-Fixed the Crossbow. It's not horribly broken anymore!

-Trap Anomalies will no longer consume bullets that trigger them.

-Fixed a glitch that was causing a bunch of ragdolls to spawn at the center of a map after loading a save.

-The player will now leave the scoped in view when they die.

-Fixed glitches where the Naturalist modifier would cause some sound effects not to play.

-Fixed more glitches with enemy AI.

-Fixed some messy hit-boxs…

-The unmarked soldiers will now cause the player’s ridicule to turn red when aiming at them.





Changes & Tweaks:

-Updated Zone map.

-More artifacts have been hidden in the Zone.

-NPCs will now look for cover when panicking.

-Hyper Storms will now cause NPCs to panic.

-New minimalist HUD Mode.

-NPC companions will now teleport near the player if they get too far away.

-Added setting to turn off prop highlight.

-Added setting for instant Dialogue text.

-Advancing Dialogue text that is still scrolling will prompt it to complete instantly.

-Added setting to reduce view-bob from movement.

-The hatch to the Concrete Forest will stay opened after entering and leaving the area.

-Finalized the Companion system in patrol: Companions will now be unlocked through quest progress.

-Important locations like Quest Givers will now be marked on the Zone map after being discovered.

-Replaced grass footstep sounds with better sounding ones.

-Flares are now much brighter.

-The Flare Gun has been re-introduced into the loot table.

-AI will now do normal damage to other AI. The damage debuffs on weapons will now only apply to when AI are targeting the player.

-Some weapons have gotten buffs to damage and or ammo capacity.

-Wooden boards will now break in one hit when using Force Punt on them.

-Security Droids now have crit damage for head shots.

-Monsters and Anomalies are more likely to spawn at night in patrol.

-Removed excess props from Storm Drain and Junction 06 to improve performance.

-NPCs will now face each other when talking.

-Psy attacks will no longer do permanent damage to the player’s health.

-Redesigned an annoying dungeon encounter to make it less annoying.

-General polish made to Ep 2 levels.

-The Haunt is now even more spooky.





Misc:

NOTE:
There is a known issue where playing the game on FullScreen Mode at a Resolution ABOVE your display’s max resolution WILL cause poor performance and graphical issues!

Please ensure you have selected a proper resolution for your display!


-Addressed Steam Support feedback.

-Removed listing for Controller Support on Store Page.

-Full menu controller support has been postponed until after launch.

-Keys 1, 2, and 3 now select the Sidearm, Wep A and Wep B slots respectively.

-Scrolling up is now the default control for switching to previous weapon.

-V is now the default key for switching Grenade type.

-A text tip describing the currently equipped weapon’s alt fire will now appear where the second weapon’s ammo would appear on the HUD.

-The Info Terminal has more information.

-A secret that never existed now does.

-He never left, he didn’t die, he’s just been hiding.

-Those stairs are not an entrance, they are only an exit.

-The chair is not empty.

-A friend has returned.

-Only cheaters press Ctrl+Backspace…




WE ARE ALMOST THERE!

The road ahead is now mostly networking and last minute marketing for me!

If no problems arise in testing I'll be ready to announce the final release date soon!
(Spoiler: its not a long time from now...)

- Huge Zone Patrol Overhaul! - ADACA Beta 0.14.4



​This update primarily features massive improvements and changes to the Zone Patrol mode as well as a fair bit of new content!

However, there's also been a good amount of bug fixes and polish for the Campaign and new player experience in general.

All and all, its a big one and the change log is not entirely comprehensive; a lot of changes end up getting made and then not properly recorded simply because there's so many and most are very subtle.

In addition: I'm beginning to be able to nail down a more specific release window, likely July.
And ADACA will also very likely be joining a pretty massive itch.io bundle this June if all goes well.
But more on that when I have things confirmed for myself.

Until next time!




Change log:

Beta: 0.14.4:


New Features:

-Improved Main Menu.

-New Sub-menus for Campaign and Zone Patrol.

-You can now begin a new Campaign at any time from this menu.

-Complete overhaul of Zone Patrol Quest System.

-New Patrol quests and dungeons.

-Added Mission Debriefs when returning to the Hub level after completing Conscript Missions.

-New conscript mission that can be unlocked in Zone Patrol.

-New weapons, anomalies, and enemies in general.



Bug Fixes:

-Fixed a bug where AI would sometimes ignore enemies if other friendly NPCs were nearby.

-Fixed bug that was causing highlight effect not to work on Op Earhorn.

-Fixed objective indicator in Op Earhorn to not show several decimals when displaying its health.

-Fixed bug where the leaves of some trees could block bullets on Rail Head.

-Fixed bug where the compass was still visible when ‘Naturalist’ is active.

-Made it so that props on levels like ‘Gas’ and ‘The Breach’ should no longer disappear or act strangely when bringing them between different locations.

-Made it easier to move metal sheets in the underwater portion of ‘Tunnel Vision’.

-The Shard Rifle should now be able to damage power cores in power sockets.

-Fixed bug where NPCs would constantly speak their agro lines when unable to see their target.

-Fixed bug where some NPCs would leave their hats/hair floating above the ground when their rag-doll despawned.

-Fixed issues where terminals could sometimes be difficult to use.




Changes & Tweaks:

-Overall improvements to AI awareness.

-”Conscript Missions” is now referred to as “Zone Patrol” in all menus.

-You can now reset your Zone Patrol progress from the start menu rather than the terminal in the Hub level.

-Complete redesign on the ‘Custodian’ Quest.

-Change to how ‘Operation ArrowHead’ is unlocked: It is now a separate quest.

-Changed a quest step for ‘Vault No. 8’ to remove dependencies from other quests.

-Added a way to get into the secret room in Undermined.

-Removed Random objectives from Zone-Patrol and reintroduced them as short quests or as more organic discoveries.

-Various polish and improvements to Ep 2 levels like ‘The Zone’ and ‘Cathedral’.

-Adjusted enemy and event spawn rates in Zone Patrol.

-Removed the ATV from Op Earhorn. (It was unpolished and added little to the experience.)

-Changed how the grenade boxes work.

-Changed the ‘HedgeHog’ Anomaly’s name and attack.

-Made Operation Earhorn objective scale better with difficulty and added more health.

-Props affected by ambient Poltergeist forces now emit effects in the hopes that they will no longer be mistaken as a glitch…

-Various improvements to Poltergeists in general.

-Improved detail on Zone Patrol Map.

-New bullet pass sounds for plasma and shard projectiles.

-Various other changes and polish to weapon sounds.

-Various polish and improvements to PFX and their systems.



Misc:

-Added a photosensitive seizure warning after start-up splash screens.

-Improved Quest tracking and saving systems so that the Zone Patrol save file should no longer get corrupted between updates.

-Added better tutorialization of certain mechanics in Ep 1.

-Many, many other changes and improvements that I forgot to write down…


THANK YOU ALL

DevLog: ADACA Beta: 0.12.3

Beta: 0.12.3:

New Features:

-Improved Muzzle flash PFX

-Improved Blood splatter effects and decals.

-Added a setting to adjust Motion Blur.

-Added setting for Jump acceleration.

-Added setting for body despawn.

-Quest Log now has more polished Quest entries with Quest Titles.

-New Quests added to Zone Patrol.

-New Enemies.

-New Weapons.



Bug Fixes:

-Fixed bug where the Grab Bag Modifier would cause some NPCs to wield weapons they shouldn’t, as well as causing animations to break.

-Fixed various typos and grammar mistakes.

-Electric traps no longer block ability to pick up objects.

-Fixed multiple bugs involving ladders.

-Fire will no longer cause NPCs to bleed profusely.

-Various fixes to Quest log.

-Fixed bug where doors on some props like cabinets and washing machines wouldn’t highlight correctly when hovered over.

-Fixed issue where rolling rail carts were too hard to punt, they can now also be grabbed.

-Fixed a bug that caused some enemy encounters not to spawn correctly.


Changes & Tweaks:

-Gravity arm now holds most objects to the side, allowing for better target visibility.

-Improvements made to settings menu layout.

-Muzzle flashes are now visible while scoped.

-The Level Rail Head is now better sealed to avoid boundary breaking.

-Various improvements made to AI, including ability to hear footsteps and other NPC voices.

-More development work done on Ep.2 Levels.

-Increased Swarm Launcher homing range.

-Put starting weapons near beginning of most campaign levels.

-Adjusted the visibility and clues for spotting certain anomalies.

-Supply crates in Zone Patrol Mode have a slightly higher spawn rate.


Misc:

-Created a new Demo Branch for Next Fest. This new demo will also be available on itch.io and GameJolt.

-Buttons that open web-browser now link to new places.

-Price Increase on itch.io to $18.00 USD (Final retail Price on launch will be $25.00 USD for all platforms.)

-Added new bug report portal on the main website: https://siristhedragonart.wixsite.com/pendrake/post/adaca-known-bugs

-Various other tweaks and changes.

Also a thank you to everyone who participated in Next Fest!

ADACA Demo Will Remain Available

Thank you everyone who played the ADACA Demo this Next Fest!

During the event I received loads of positive comments and helpful feedback from some of the hundreds of lovely people who gave my game's demo a try!

As you're likely aware, this year's Next Fest was completely packed with some amazing demos; so there's a genuine concern that many players won't get a chance to try out every game they were interested in.

So, I have decided to keep the Steam Demo for ADACA available to play indefinitely, beyond the end of Next Fest, giving anyone else interested in trying my game out more opportunity to do so!

As for all the feedback and comments, don't you worry: the main development branch of ADACA has already begun to receive updates and bug-fixes to address many of the concerns brought up by players this week.
This game is still very much in development, and has plenty of improvements and overhauls planned before its Steam Release later this year!

Until then, feel free to plunge head-first into the demo and explore to your heart's content, without any time pressure!

Thank you all for playing ADACA!

More updates are to come!