Build Number: 0.2.0.0
“Tuesday Update”
===Added===
- Three new zones!
Border Land
Overview:
The “Border Land World” is located in the southwestern-most part of town. This tile is part of the Commercial District zone where many of the larger businesses are situated. It also includes the portion of the town located in Mexico, hence the name of the tile.
Since this tile is on the border and includes the Mexican portion of the town, of note is the border crossing and its trademark landmark, The Wall. It serves as the sole entrance into Mexico in the game.
Visually, there’s a contrast between the US portion north of the border and Mexican portion south of the border. However, the south-of-the-border area of town nonetheless functions in a largely identical manner, albeit with the Mexican visual twist
Retail
Overview:
The “Retail World” is the southern-middle part of town. This tile is part of the Commercial District zone where many of the retail shops and larger businesses are situated. Some commercial offices are found here as well. Covering the entirety of the border along the southern edge is The Wall.
Of note is that this tile, true to its name, contains the most highly concentrated number of business establishments. All types of vendors (health items, weapons, ammo, cosmetics, etc.) can be found in their individual stores here.
Ghost Town
Overview:
The “Ghost Town” is located in the central westernmost part of town. This tile is part of the Historic District zone where the town’s aforementioned ghost town is located. This is also where the poorest of the town’s poor congregate in the dedicated shanty town/ghetto.
In keeping with the old west theme established by the ghost town, this area is distinguished by its dry, dusty, desert atmosphere, even more so than the rest of the town’s desert areas. Expect to see tumbleweeds and dying, yellowed shrubbery.
- New missions!
Meet Associate
Errand description:
Tuesday's Meet Associate errand is immediately assigned at the beginning of the day and sends the player to meet his new boss-of-the-day following Bellow. The main purpose of this errand is to teach the player how to use the pseudo-fast travel system which is required in this case as he needs to travel from the northern Residential District down to the southern Commercial District. On the street level, these two areas are completely disconnected from one another on this day as the associated surface paths are blocked and bridges are still drawn. Instead, the player will have to take an underground detour using the town's now newly (re)opened subway system which conveniently has available stops between these two districts. Come Wednesday, the rest of the stops will be available, making four total between the four districts around town.
Aside from that, the other major part of this errand is the cutscene where we meet the new boss and his faction: El Plago and his Los Oscuros cartel who operates out of Edensin's South-of-the-Border Land. The gang is meant to be a combination luchadores wrestler/roving mariachi band, and El Plago himself has a Dark Knight Rises Bane-esque appearance.
Border Smuggler
Errand description:
The short of the errand is that the featured Border Slingshot acts a mounted turret you can aim and fire with your "ammo" being the American immigrants you're launching over The Wall border into Mexico. The task here is set up as a target range challenge where you must successfully aim at floating holographic targets. If you miss a shot or fire an immigrant which is spotted by the Border Patrol, you still need to launch more immigrants over The Wall, but at this point hostile Border Patrol officers will also be spawning in waves to fight you.
Tag Turf
Errand description:
The one special gimmick in this errand is the use of the new Spray Paint Can weapon on the designated Billboards. The majority of this errand features combat against a new group, the Sensitive Hipsters
Pet Shop Delivery
Errand description:
On Tuesday, after his meeting with the Mexican Luchadores boss El Plago, the Dude is sent on a delivery mission to bring a nondescript package to a local Pet Shop. Upon his arrival and descent into the building’s undisclosed underground storage facility, he discovers the place is actually a front for a drug lab. Not one to be remiss in his duties, though, the Dude braves the toxic fumes swirling through the air to complete his delivery, only to pass out on his way back to the exit. In his fume-addled hazy mind, he hallucinates himself having turned into a cat, suddenly believing himself to be completing a day’s list of feline-based Mini-Errands. Cat-based catastrophes ensue.
After turning into a cat, Dude (or Dude Cat) needs to complete three mini-errands
Pay Fine
Errand description:
Here, the player is offered two branches to follow: Pay the fine by performing community service as a Meter Maid or manually dropping his ticket into the conveniently located drop box. Taking the Meter Maid route means roaming the town's free roam areas looking for illegally parked cars to ticket to meet your fine quota. Upscale cars can be ticketed more, but the vehicle's owners will respond with hostility. Going with the drop box route happens to trigger the station's lockdown mode, and the player will need to head to the Lockdown Terminals in the Security Offices to manually disable it. The station's Armory can be unlocked as a bonus!
The gameplay mechanics employed here aren't just for this errand. The Meter Maid will become available later in the week as an optional job/Side Quest to earn more cash. The lockdown mechanic in the Police Station remains a constant in this location, acting as the regular challenge to doing things like stealing from the evidence room, stealing from the Armory, gaining access to the Super Evidence Room, and so forth.
- New P2-style shovel!
- Ingram
- M16
- New sounds for the Intro sequence
- Facial animations for dead pawns
- New sound effects for Tazer Baton
- Footprints
- Cutscene movie volume slider
- Interior sounds to various buildings
- Dual wielding crosshair (Borderlands 2 style)
===Changed/Improved===
- Improved Combat AI:
[list]
[*] NPCs not firing at long range distances
[*] Melee enemies should now spread out a little when chasing you
[*] Enemies will also no longer crouch when attacking with a melee weapon
[*] Ranged enemies should no longer run up to your face before attacking
[*] Enemies that lose sight of you no longer stand in place waiting for you to walk up to them
[*] Cops shouldn't get stuck on the border of the Chase/Arrest radius anymore
[*] Changed how enemies react to pointing a gun at them so they don't immediately attack you even if they're panicking
[*] NPCs shouldn't freeze in place when entering Reload state anymore
[*] Refined NPC weapon spread so they don't deal as much initial burst damage
[/list]
and more!
- Optimized vehicle and bystander models
- Cars will now exploded when set on fire with Gasoline
- Distance quality of foliage models
- Reduced health on Cop NPCs
- Greatly improved the look of various cutscenes
- Sonic and Sanic cheats now apply to flying
- Added more pickups across all levels
- Weapons that use time based ammo consumption now consume 1 ammo at the start
- Smoothed the AK firing animation to be less erratic. Reduced the recoil on the AK to make it a bit more manageable
- Decreased AI Revolver fire rate from 0.3 to 1.0
- Reduced frequency of ambient hawk screeching
- Game now autosaves once instead of twice when going through zap zones
- All Characters should now drop their Weapons when they die
- Tweaked the walking animations
- Camera will now pan to errand as the giver talks about it, and zooms to default zoom
===Fixed===
- A ton of mapping bugs
- Crash that could occur after throwing many Pigeon Mines as well as when standing in a queue / interacting with the cashier. And many others!
- Collision on many, many assets
- Nades and Mollies not colliding with doors
- Broken interactables
- Various issues with Prison
- Car explosion sounds playing when master volume was set to 0
- Video Menu “Show Outlines” text not matching checkbox
- Player taking lethal headshot damage from the Revolver and Shotgun
- Implemented fixes for the Dogs and Cats when transitioning back to normal movement
- Beggar Sign “nag” dialog lines playing when a sign has already been constructed
- Player facing the wrong direction when exiting the Scooter
- Map screen panning off to Narnia when finishing errands
- "Show Pickup Messages" menu option not working/Hide HUD not hiding pickup messages
- Slugs not using any HUD icon
Post edited September 14, 2020 by marcinshaq