What's Next? Milo Demo v0.1.57 Patch Notes
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Milo Demo v0.1.57 Patch Notes
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- There is a “developer/sandbox mode for Milo that I included in the demo for a while. To access the level/mode, start the game and then access the menu and choose “developer mode”. Inside this map you can experiment with with more freedom and makes it easier to spot some bugs :bug:
- Removed cultist charge attack due to bug that causes them to sometimes leave navigable areas. I’d like to bring it, or something similar back.
- Fixed bug that caused some cultists to not move towards the barrier.
- Cultists who are unable to reserve a barrier slot will now roam around randomly near their target barrier until a slot opens up
- Disabled virtual shadow maps for performance
- Made a lot of cosmetic changes to blood and gore FX. Blood squirting from headshots will now spawn blood
- Cultists footsteps now produce sprite and particle FX that is contextual, e.g, dust and light footprints on concrete, bloody footprints when stepping on dead bodies. I will be expanding this further over time
- Living cultists will now nudge the dead bodies when walking through them
- Explosions and corpse bursts, and anything that produces a physics force on simulating objects has greater magnitude
- Bloodied gibs will now spawn pools of :drop_of_blood: blood :drop_of_blood:
- 🏃🏽➡️:man_walking:Cultists no longer (by default) sprint toward barriers. I’d like to fine tune this system but more broadly I’d like to establish very clear phases of each play session(early game walking, late game sprinting, etc)
-:eye: I removed the power up and rat spawning system, and made the time between rounds much shorter. I will likely talk about reasons and plans for this stuff in another post
- Increased the maximum amount of spare ammo you can have for Garand and the Thompson.
K N O W N I S S U E S
- Management of ammo is completely whack right now. I know it sucks, it will improve
- The readability of UI elements that indicate things like temporary buffs/debuffs is really not clear and it's something that is high on my list to sort out.
- The rats implementation and place in Milo is still precarious. They will certainly have a place, but I still am not sure what the hell I'm going to do with them
- The default map is very ugly, and a lot of UI and map assets for Milo need an upgrade