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Visibility Update Changelog

[p]Hey Valley Dwellers! Jacob here, and today it’s finally time to take y’all through the myriad changes that Waterjacked has gotten in the multiple months since our last Demo update! It’s been a hell of a time, and we are all so happy with what’s been improved and implemented since October. Now then, onto the changes!
[/p][h3]Visual Changes and Improvements[/h3]
  • [p]New GRID sprites.[/p]
  • [p]Replaced or added brand new UI elements when in-scenario.[/p]
  • [p]AP is now called "Actions."[/p]
  • [p]When editing or placing modules on the GRID, there are now small previews that inform you of the action cost.[/p]
  • [p]Updated sprites for the Bumper, Splitter, and EMP modules (goodbye blue bumper, we will miss you).[/p]
  • [p]Scenario pips on the map have been re-done to be more responsive and readable.[/p]
  • [p]Scenario previews have been re-done:[/p]
    • [p]Now stylized after wanted posters.[/p]
    • [p]View which rewards you'll receive.[/p]
    • [p]Enemy icons now appear if at least one enemy of that type appears in the scenario.[/p]
  • [p]Added hanging signs for the Fabricator’s Shop, Water Bill (still WIP), and Map.[/p]
  • [p]While viewing the map and shop, your current run stats are shown in the bottom left.[/p]
    • [p]These update in real time as your purchase and sell items that adjust said stats.[/p]
  • [p]The Fabricator's Shop has received a visual update:[/p]
    • [p]The Backpack UI has been changed, and now also shows which Augments you own.[/p]
    • [p]Banners and decorations based on the shop item’s rarity have been added.[/p]
    • [p]When recycling an item, you now see a preview of what resources you’ll gain back.[/p]
  • [p]Tooltip system added:[/p]
    • [p]A small indicator will appear when hovering over an item that has a tooltip.[/p]
    • [p]Once the indicator fills, a tooltip will appear.[/p]
    • [p]Tooltips are available in the shop and in-scenario for enemies and modules.[/p]
  • [p]Encyclopedia system added: [/p]
    • [p]You can access the encyclopedia anytime from the pause menu.[/p]
    • [p]Small info pips are available on shop items that will take you straight to the item’s entry in the encyclopedia.[/p]
  • [p]The intro slides at the start of a campaign have been re-done.[/p]
  • [p]General alerts have been added at the start and end of a scenario.[/p]
    • [p]Specialized alerts play when the GRID is nearing its collapse state.[/p]
  • [p]A damage vignette appears when you are low on health.[/p]
  • [p]The pause button is now smaller and colored to match the other HUD elements.[/p]
[h3]Gameplay Changes and Improvements[/h3]
  • [p]Tutorial overhauled (and is now functional).[/p]
  • [p]Augments have been added:[/p]
    • [p]Can be received as a scenario clear reward, a rare drop from enemies, or purchased from the shop.[/p]
    • [p]Notification system added that notifies you when an Augment is triggered.[/p]
    • [p]Augments are the only items that allow you to adjust your stats.[/p]
    • [p]Augments can also provide a wide range of supplemental effects, such as causing excess damage to hit another robot or the triggering of status effects.[/p]
  • [p]Mini-Turret module updated:[/p]
    • [p]The Mini-Turret now shoots a targeting reticle when powered.[/p]
    • [p]Originally, we thought of adding some modules that appear next to the Player on the playfield. We decided against this, and as such, the Mini-Turret no longer appears next to the Player on the playfield.[/p]
  • [p]The AP Generator module has been removed, but will be added in the future as an Augment.[/p]
  • [p]New enemy: the Puddle Jumper.[/p]
  • [p]New system added: GRID shifting.[/p]
  • [p]New loss condition: GRID collapse.[/p]
    • [p]GRID collapse occurs when the number of active slots on the GRID drops below three (3).[/p]
[h3]Bug Fixes[/h3]
  • [p]An abhorrent amount of bug fixes and stability improvements[/p][p][/p]
[p]As a reminder, the Visibility Update will be releasing Friday, February 20th, so keep your eyes on that Steam download queue![/p]