Posted February 14, 2024
Post-update Hotfix (October 02, 2024)
• Resolved a null pointer error that causing crashes.
Early Access - Assembling Tactical Neural Update (September 16, 2024) • Powerkill reward for successful parry reduced;
• Parry pushes enemies backwards, if the enemy hits something while being pushed backwards they will take damage;
• Small powerkill reward when damage is dealt this way;
• Small powerkill reward when an enemy is killed this way;
• Weapon upgrade – shotgun grenade upgrades have been replaced with cluster grenades;
• New level – E3 now contains a new level between the citadel and the tower defence section.
New ability: Ground pound
• Crouching in the air causes the player's horizontal momentum to stop and they fall quickly to the ground;
• Does not deal damage, this is only a movement tool.
New Augments:
• Poison spread – killing a poisoned enemy poisons other nearby enemies;
• Ice chill – same behavior as the poison spread but with the ice effect;
• Augment synergy – performing a powerkill recharges a dash charge
• Power-dash – dashing into an enemy pushes them backwards just like the melee parry
→ large enemies and enemies with shields cannot be pushed and dashing into them causes the player to bounce off;
→ dashing into an enemy while crouch sliding or shortly after crouch sliding pushed them farther back and deals more damage when they hit something
• Ground Pound Attack – same as the standard ground pound but will create a damaging shockwave when the player lands
→ if the shockwave damages an enemy this uses 1 and only 1 dash charge;
→ shockwave can damage destructible objects but doing so does not consume ammo;
→ shockwave cannot activate shootable switches;
→ if the player does not have enough dash charges, is very close to the ground, or has not been in the air for a long enough time the player will not perform a ground pound attack and will instead do a standard ground pound.
Early Access - Prelude Update (June 12, 2024) • Parry pushes enemies backwards, if the enemy hits something while being pushed backwards they will take damage;
• Small powerkill reward when damage is dealt this way;
• Small powerkill reward when an enemy is killed this way;
• Weapon upgrade – shotgun grenade upgrades have been replaced with cluster grenades;
• New level – E3 now contains a new level between the citadel and the tower defence section.
New ability: Ground pound
• Crouching in the air causes the player's horizontal momentum to stop and they fall quickly to the ground;
• Does not deal damage, this is only a movement tool.
New Augments:
• Poison spread – killing a poisoned enemy poisons other nearby enemies;
• Ice chill – same behavior as the poison spread but with the ice effect;
• Augment synergy – performing a powerkill recharges a dash charge
• Power-dash – dashing into an enemy pushes them backwards just like the melee parry
→ large enemies and enemies with shields cannot be pushed and dashing into them causes the player to bounce off;
→ dashing into an enemy while crouch sliding or shortly after crouch sliding pushed them farther back and deals more damage when they hit something
• Ground Pound Attack – same as the standard ground pound but will create a damaging shockwave when the player lands
→ if the shockwave damages an enemy this uses 1 and only 1 dash charge;
→ shockwave can damage destructible objects but doing so does not consume ammo;
→ shockwave cannot activate shootable switches;
→ if the player does not have enough dash charges, is very close to the ground, or has not been in the air for a long enough time the player will not perform a ground pound attack and will instead do a standard ground pound.
• Prelude episode (updated demo episode) added to the game
• Enemies updated to use new AI system
• SMGs replaced with battle rifle
• Rocket launcher replaced with missile mod
• Encounter balance adjusted for new combat mechanics
• DX7 Boss Fight balance adjusted for new combat mechanics
• Chapter 0 Tutorial updated
• Minor level pathing changes to minimize navigation issues
• Tweaked level visuals
• Added more birds
• Melvin sometimes
Early Access - Update 3 (February 14, 2024) • Enemies updated to use new AI system
• SMGs replaced with battle rifle
• Rocket launcher replaced with missile mod
• Encounter balance adjusted for new combat mechanics
• DX7 Boss Fight balance adjusted for new combat mechanics
• Chapter 0 Tutorial updated
• Minor level pathing changes to minimize navigation issues
• Tweaked level visuals
• Added more birds
• Melvin sometimes
• E1M1 overhaul - update progression track with changes to level layouts for easier navigation;
• E1 - addition of 7 secrets in existing maps;
• E2 - addition of 10 secrets in existing maps;
• E1 - addition of new timed challenge level;
• E2 - addition of new timed challenge level;
• E2 - addition of new timed challenge level;
• E3 - the ability to repair turrets;
• E3 - remove reliance on hacking puzzles, limit to 3 puzzles;
• Major overhaul to every single combat arena in the game - reducing reliance on large numbers of enemies and multiple waves in favor of streamlined 1 - 2 wave format per fight;
• Update of the enemy roster to balance the diverse enemy types;
• Increasing the effectiveness of weapons against certain enemy types to encourage more weapon switching;
• Significantly reducing reliance on the powerkill mechanic, decoupling it from health and ammo management;
• Making the Katana-reflect more consistent and effective.
The combat overhaul is truly an overhaul. We've reworked every single fight in the game to meet some criteria:
• "no filler" – fights don't drag on with endless waves. All fights have been streamlined to 2 wave maximums;
• more incidental combat – using enemy placement to better guide player movement;
• better escalation in challenge level, fights have clear goals.
• Fixed Crashes during Mirage boss fight.
• Fixed 'Superjump' bug.
• Added prompt for skipping cutscenes.
• Updated to use entirely new HUD.
• Respawning completely recharges health.
• Powerkill no longer regenerates automatically.
• Powerkill yields static amounts of health and ammo per enemy killed.
• Breaking shields now yields full powerkill charge.
• Killing enemies regenerates powerkill charge.
• Shotgun and Rifle attacks make enemies drop health.
• Katana and Pistol attacks make enemies drop ammo.
• Lowered the health of every enemy.
• Killing lootbots uses no powerkill charge.
• Tweaks to tower defense section to improve quality of play.
• Fixed Missing textures in S2M2.
• Fixed Missing textures in S2M4.
• Admins give data discs.
• E1 - addition of 7 secrets in existing maps;
• E2 - addition of 10 secrets in existing maps;
• E1 - addition of new timed challenge level;
• E2 - addition of new timed challenge level;
• E2 - addition of new timed challenge level;
• E3 - the ability to repair turrets;
• E3 - remove reliance on hacking puzzles, limit to 3 puzzles;
• Major overhaul to every single combat arena in the game - reducing reliance on large numbers of enemies and multiple waves in favor of streamlined 1 - 2 wave format per fight;
• Update of the enemy roster to balance the diverse enemy types;
• Increasing the effectiveness of weapons against certain enemy types to encourage more weapon switching;
• Significantly reducing reliance on the powerkill mechanic, decoupling it from health and ammo management;
• Making the Katana-reflect more consistent and effective.
The combat overhaul is truly an overhaul. We've reworked every single fight in the game to meet some criteria:
• "no filler" – fights don't drag on with endless waves. All fights have been streamlined to 2 wave maximums;
• more incidental combat – using enemy placement to better guide player movement;
• better escalation in challenge level, fights have clear goals.
• Fixed Crashes during Mirage boss fight.
• Fixed 'Superjump' bug.
• Added prompt for skipping cutscenes.
• Updated to use entirely new HUD.
• Respawning completely recharges health.
• Powerkill no longer regenerates automatically.
• Powerkill yields static amounts of health and ammo per enemy killed.
• Breaking shields now yields full powerkill charge.
• Killing enemies regenerates powerkill charge.
• Shotgun and Rifle attacks make enemies drop health.
• Katana and Pistol attacks make enemies drop ammo.
• Lowered the health of every enemy.
• Killing lootbots uses no powerkill charge.
• Tweaks to tower defense section to improve quality of play.
• Fixed Missing textures in S2M2.
• Fixed Missing textures in S2M4.
• Admins give data discs.
Post edited October 02, 2024 by Berzerk2k2