TEXNOPLAZM Demo 1.1 update
TEXNOPLAZM Demo 1.1 UPDATE (May 4th 2024)
WARNING: THIS UPDATE DELETES PREVIOUS SAVE FILES
After reading the feedback left and watching people play, I have come to the conclusion that many things needed a substantial rebalance as I based the game's difficulty too much on my own skill level as its own creator.
I still believe in my vision of TEXNOPLAZM as a game where switching combat styles on the fly is the key to progress, but this concept shines the most when fights are more up close and personal, and less about hordes of enemy all beelining towards you.
For this reason I have substantially rebalanced Melee Weapons and Firearms for both the players and enemies, to have higher stakes in a combat encounter where each hit counts; for the same reason and to ease new players in I have reduced the amount of enemies across the maps, and switched some enemy types as well.
I also felt that combat still lacked some punch (heh) and revamped the sounds for many things, from punches to firearms.
I have improved signposting and the few platforming sections found throughout the maps, so that people will hopefully find them more readable and easier to go through.
All of the above, plus a whole bunch of various bugfixes, which leads me to...
READ THE PATCH NOTES
And maybe other things that I am probably missing at the time of this writing, but nevertheless this will be a cool update.
Be patient with bugs and have fun
-ML
:::
Stay in touch!
Twitter 1 / Twitter 2
Support my work
Patreon
Ko-Fi
:::
Itch.io
WARNING: THIS UPDATE DELETES PREVIOUS SAVE FILES
After reading the feedback left and watching people play, I have come to the conclusion that many things needed a substantial rebalance as I based the game's difficulty too much on my own skill level as its own creator.
I still believe in my vision of TEXNOPLAZM as a game where switching combat styles on the fly is the key to progress, but this concept shines the most when fights are more up close and personal, and less about hordes of enemy all beelining towards you.
For this reason I have substantially rebalanced Melee Weapons and Firearms for both the players and enemies, to have higher stakes in a combat encounter where each hit counts; for the same reason and to ease new players in I have reduced the amount of enemies across the maps, and switched some enemy types as well.
I also felt that combat still lacked some punch (heh) and revamped the sounds for many things, from punches to firearms.
I have improved signposting and the few platforming sections found throughout the maps, so that people will hopefully find them more readable and easier to go through.
All of the above, plus a whole bunch of various bugfixes, which leads me to...
READ THE PATCH NOTES
- Steel pipe damage increase to 50
- Stun mace damage increased to 75
- Pistol primary damage increased from 45 to 50
- Pistol alt fire correctly deals damage to shields (bugfix)
- Pistol base ammo decreased from 6 to 4, max ammo decreased from 12 to 10
- Hand Cannon base ammo decreased from 5 to 4, max ammo decreased from 12 to 10
- Blaster primary fire damage increased from 18 to 25
- Blaster alt fire now explodes when hitting the last enemy or a shield, dealing 100 damage in a 4 meter radius
- Blaster base ammo decreased from 40 to 20, max ammo decreased from 120 to 60
- The player can throw the empty weapon and stun enemies by pressing either primary or alt fire inputs
- Enemy Knife damage increased to 25
- Enemy Steel Pipe damage increased to 30
- Enemy Stun Mace damage increased to 40
- Enemy Pistol damage increased to 20
- Enemy Hand Cannon damage increased to 5 per pellet
- Enemy Blaster damage increased to 10 per bullet
- Increased the time window to land perfect parries on enemy punches and melee attacks
- Decreased the attack animation speed for certain enemies, and removed unwanted delay during hit registration
- Enemies getting attacked will alert other enemies within line of sight if they are within a 6 meter radius
- Heavy Thugh enemy health reduced from 500 to 350
- Shielded Renegade health reduced from 125 to 75, leading shot precision reduced from 0,25 to 0,2
- Shield health reduced from 250 to 100, damage reduction factor for non-energy projectiles reduced from 4 to 2.
- Added visible cracks to the shield when health goes below 50HP
- Added visual indicator on the firearms first-person HUD when the alt-fire cooldown has finished
- Activating a checkpoint restores the current max health
- Fixed gleam sound effect not being culled by distance
- Fixed bug that prevented base Thughs to get killed by a charged punch upon hitting a wall after getting launched in air
- Fixed bug that allowed certain enemies to block attacks when they are on ground after getting launched in air
And maybe other things that I am probably missing at the time of this writing, but nevertheless this will be a cool update.
Be patient with bugs and have fun
-ML
:::
Stay in touch!
Twitter 1 / Twitter 2
Support my work
Patreon
Ko-Fi
:::
Itch.io