Posted November 26, 2021
high rated
GOG build number: 0.5.0
It’s been a long time coming, but here we present to you the FRIDAY update! Naturally, this brings to the table some new errands and locations, but in addition we’ve added new weapons and entirely new NPC character models. This is only scratching the surface of what this update introduces, so see the full list of changes below!
While all the errands and locations are now in the game, we’re not done yet - as we now move onto the polish pass. Much of the content in the game is still unfinished, or in a placeholder state. Many errands need a lot of fine turning and others are missing features entirely. The AI and gunplay will get a lot more attention. We also plan to fill the open world with more things to do in order to reward exploration.
Wish us luck!
We also created a thread in which we list most of the known issues with the latest update
(ALPHA 0.5.0 - Friday update)
Some of the known problems may not be included here: https://steamcommunity.com/app/707030/discussions/2/3202617741919061356/
We suggest playing the game in its entirety before checking this thread due to any major spoilers that might be included. Also, please refer to this thread before reporting a bug: https://steamcommunity.com/app/707030/discussions/2/4328514571285267022/
“Friday” Update
===Added===
- New Errands!
Treasure Hunter:
“The Boss” informs the Dude that recent seismic activity has opened up a gaping sinkhole within the former Goldmine, revealing a passageway to an undiscovered lost underground civilization located beneath Edensin! He tells him that he’s long been seeking a particular prized “Artifact” from these people, and it must assuredly lie somewhere within their ancient empire here. However, reckless tomb raiders have already descended upon the location, swiping up whatever priceless relics they can. The Dude is instructed to head underground into this lost city and recover the Artifact before these grave robbers get their hands on it. And as it just so happens, the Dude might end up running into the natives of this supposedly “long lost” civilization too!
Pacify Merc Superior:
“The Boss” delegates several tasks to the Dude. By this point in the week, he feels that the presence of the increasingly pervasive mercenary force in town has started to contest even his control. The group has since taken over the upper levels of the local mall as their new staging point, and he decides now is the time to cripple their power structure by neutralizing their head of command, the “superior” in question. He instructs the Dude to head to their staging point, bypass their security measures, and confront and ultimately “pacify” their leader. But as it turns out, “pacify” could entail a lot of things, as this Merc leader may in actuality be a familiar face to the Dude!
Dam Inspector:
Having taken some extreme measures to deal with the local union boss, “The Boss” sends the Dude to the local dam to inspect the recent craftsmanship. When he arrives, the Dude discovers the dam has been left abandoned by a sudden complete disappearance of the entire crew, save for the worried foreman, and now he’s the only one who’s able to perform emergency repairs to keep the whole structure intact. Unfortunately, it’s also at this very moment that a Doomsday Cult decides to storm the dam to enact their plan to contaminate the town’s water supply. The Dude should probably try to stop them too.
Endgame:
…
- New locations!
Edensin Dam:
A proud technical marvel that stands in the northeast corner of town. On a good day, the dam is able to generate enough energy to power almost all of the lights in its parking lot (just the west lot)! Nonetheless, its presence qualifies the city for a “green” tax cut, so it certainly fulfilled its purpose.
Edensin MegaMall:
An indoor mall that’s now well past its prime and in the late stages of abandonment and decay. Of its many retail spaces, only a sparse number of stores still remain.
Goldmine:
The former Goldmine is located in the Ghost Town Tile just south of the Ghost Town area itself. When it becomes available on Wednesday, you find that the Goldmine now acts as a large indoor shanty town/ghetto, a sign of the impoverished citizens of the city just a stone’s throw from a major tourist attraction.
Lost Underground Civilization (a.k.a. the Lost City for short):
A gaping sinkhole has appeared in the Goldmine which reveals an ancient descending passageway to a hitherto undiscovered subterranean city. Big open subterranean caverns illuminated by eternally lit flames and bioluminescent lakes. Filled with a host of ancient traps, it’s designed to ward off grave looters of the subsequent ages. That said, the Tomb Raiders have already made their way in and set up camp. Expect to see lots of little camps of their mining equipment and portable generators powering their array of spotlights throughout.
- Subtitles! English-only for now with more languages coming
- New NPC models!
- Destructible ATMs
- Interrupt conversations for NPCs. NPCs who are talking to each other can become rogue
- Item Wheel!
- M60!
- Chainsaw!
- Major audio additions! Upgraded Scooter to sound more realistic, optimized audio streaming for less overhead. Added more physical materials with a wider variety of hit sounds based off of the item that hits them, updated items that can be thrown / have physics that react with said new materials
- New music for some errands!
- Two new radio stations! KDTF and EdenSYNTH
- Silent loadzone transitions! No more horrible noises when riding the scooter through zap-zones
- Expanded Emote wheel animations!
- Better Scooter AI: Pathfinding, braking and reverse decisions, dynamic obstacle avoidance, improved overtaking!
- Waypoint improvements / additions! Clicking on an errand will now set the waypoint to that errand’s location. Added a waypoint indicator to fast travel stations, showing you which area specifically you have to go to to reach your destination. The Errand List will now show a little baby waypoint icon next to it when it is set as the waypoint destination
- Third-person animations for all weapons!
- Better color wheel for Spray Paint Can, unlimited selection of colors!
- More Interest Points for NPCs!
===Changed/Improved===
- Improved NPC navigation especially around doors
- Implemented Flinch Animations for Dude and NPCs
- Improved Pizza pickup model :)
- Added more signage across various levels
- Simplified and improved puddle spawning from fluid weapons and streams
- Split Nitro away from Walk into its own control binding. Added analog controls for driving
- Added default Sprint binding. Added custom weapon bindings for the Mop, Rattler, Chainsaw, P350, Hunting Rifle, Rocket Launcher, and M60
- Set Pet Shop Worker to ignore combat, so he’ll stay at his post
- Made it easier to pee in Spike's dog bowl without the collision getting blocked by something else
- Implemented impact effects for the Chain Sickle projectiles
- Implemented explosive barrels
- Baton now starts with a full battery on pickup
- Implemented projectile behavior changes when kicked
- Improved the weapon fire and alt fire input queuing
- Added audio maps to the Grenade Projectiles
- Polished the M16's aim view offset and rotation to better align with the reticle
- Finished implementing aim sensitivity found in the Control options
- Implemented dual wielding view offset to prevent clipping when sprinting
- Updated the FITH building with the new bar assets and removed the old looking stuff
- Added the overhauled Animal Shack
- Improved many interiors that were previously either empty or boring, this mainly applies to houses
- Improved the visibility of the shell casing smoke
- Refined the red dot blending a little bit when aiming and firing
- Increased size of Rocket explosion particles
- Polished the chain spacing on the Chain Sickle projectiles
- Increased SniperRifle max range to prevent cases where a player could scope in and see a KI powerbox but not be able to damage it with the sniper rifle
- Homing rockets will now explode if they circle around their target
- Updated explosion and bullet impact attenuation across the game
- Updated weapons to have empty sound when fired with no ammo
- Updated audio in Border Smuggler errand
- Dude will now reequip last held weapon after releasing a grabbed actor
- Implemented grenade throwing for AI
- AI interaction pawns now ignore all the senses (Pit Boss side-errand givers won’t run away)
It’s been a long time coming, but here we present to you the FRIDAY update! Naturally, this brings to the table some new errands and locations, but in addition we’ve added new weapons and entirely new NPC character models. This is only scratching the surface of what this update introduces, so see the full list of changes below!
While all the errands and locations are now in the game, we’re not done yet - as we now move onto the polish pass. Much of the content in the game is still unfinished, or in a placeholder state. Many errands need a lot of fine turning and others are missing features entirely. The AI and gunplay will get a lot more attention. We also plan to fill the open world with more things to do in order to reward exploration.
Wish us luck!
We also created a thread in which we list most of the known issues with the latest update
(ALPHA 0.5.0 - Friday update)
Some of the known problems may not be included here: https://steamcommunity.com/app/707030/discussions/2/3202617741919061356/
We suggest playing the game in its entirety before checking this thread due to any major spoilers that might be included. Also, please refer to this thread before reporting a bug: https://steamcommunity.com/app/707030/discussions/2/4328514571285267022/
“Friday” Update
===Added===
- New Errands!
Treasure Hunter:
“The Boss” informs the Dude that recent seismic activity has opened up a gaping sinkhole within the former Goldmine, revealing a passageway to an undiscovered lost underground civilization located beneath Edensin! He tells him that he’s long been seeking a particular prized “Artifact” from these people, and it must assuredly lie somewhere within their ancient empire here. However, reckless tomb raiders have already descended upon the location, swiping up whatever priceless relics they can. The Dude is instructed to head underground into this lost city and recover the Artifact before these grave robbers get their hands on it. And as it just so happens, the Dude might end up running into the natives of this supposedly “long lost” civilization too!
Pacify Merc Superior:
“The Boss” delegates several tasks to the Dude. By this point in the week, he feels that the presence of the increasingly pervasive mercenary force in town has started to contest even his control. The group has since taken over the upper levels of the local mall as their new staging point, and he decides now is the time to cripple their power structure by neutralizing their head of command, the “superior” in question. He instructs the Dude to head to their staging point, bypass their security measures, and confront and ultimately “pacify” their leader. But as it turns out, “pacify” could entail a lot of things, as this Merc leader may in actuality be a familiar face to the Dude!
Dam Inspector:
Having taken some extreme measures to deal with the local union boss, “The Boss” sends the Dude to the local dam to inspect the recent craftsmanship. When he arrives, the Dude discovers the dam has been left abandoned by a sudden complete disappearance of the entire crew, save for the worried foreman, and now he’s the only one who’s able to perform emergency repairs to keep the whole structure intact. Unfortunately, it’s also at this very moment that a Doomsday Cult decides to storm the dam to enact their plan to contaminate the town’s water supply. The Dude should probably try to stop them too.
Endgame:
…
- New locations!
Edensin Dam:
A proud technical marvel that stands in the northeast corner of town. On a good day, the dam is able to generate enough energy to power almost all of the lights in its parking lot (just the west lot)! Nonetheless, its presence qualifies the city for a “green” tax cut, so it certainly fulfilled its purpose.
Edensin MegaMall:
An indoor mall that’s now well past its prime and in the late stages of abandonment and decay. Of its many retail spaces, only a sparse number of stores still remain.
Goldmine:
The former Goldmine is located in the Ghost Town Tile just south of the Ghost Town area itself. When it becomes available on Wednesday, you find that the Goldmine now acts as a large indoor shanty town/ghetto, a sign of the impoverished citizens of the city just a stone’s throw from a major tourist attraction.
Lost Underground Civilization (a.k.a. the Lost City for short):
A gaping sinkhole has appeared in the Goldmine which reveals an ancient descending passageway to a hitherto undiscovered subterranean city. Big open subterranean caverns illuminated by eternally lit flames and bioluminescent lakes. Filled with a host of ancient traps, it’s designed to ward off grave looters of the subsequent ages. That said, the Tomb Raiders have already made their way in and set up camp. Expect to see lots of little camps of their mining equipment and portable generators powering their array of spotlights throughout.
- Subtitles! English-only for now with more languages coming
- New NPC models!
- Destructible ATMs
- Interrupt conversations for NPCs. NPCs who are talking to each other can become rogue
- Item Wheel!
- M60!
- Chainsaw!
- Major audio additions! Upgraded Scooter to sound more realistic, optimized audio streaming for less overhead. Added more physical materials with a wider variety of hit sounds based off of the item that hits them, updated items that can be thrown / have physics that react with said new materials
- New music for some errands!
- Two new radio stations! KDTF and EdenSYNTH
- Silent loadzone transitions! No more horrible noises when riding the scooter through zap-zones
- Expanded Emote wheel animations!
- Better Scooter AI: Pathfinding, braking and reverse decisions, dynamic obstacle avoidance, improved overtaking!
- Waypoint improvements / additions! Clicking on an errand will now set the waypoint to that errand’s location. Added a waypoint indicator to fast travel stations, showing you which area specifically you have to go to to reach your destination. The Errand List will now show a little baby waypoint icon next to it when it is set as the waypoint destination
- Third-person animations for all weapons!
- Better color wheel for Spray Paint Can, unlimited selection of colors!
- More Interest Points for NPCs!
===Changed/Improved===
- Improved NPC navigation especially around doors
- Implemented Flinch Animations for Dude and NPCs
- Improved Pizza pickup model :)
- Added more signage across various levels
- Simplified and improved puddle spawning from fluid weapons and streams
- Split Nitro away from Walk into its own control binding. Added analog controls for driving
- Added default Sprint binding. Added custom weapon bindings for the Mop, Rattler, Chainsaw, P350, Hunting Rifle, Rocket Launcher, and M60
- Set Pet Shop Worker to ignore combat, so he’ll stay at his post
- Made it easier to pee in Spike's dog bowl without the collision getting blocked by something else
- Implemented impact effects for the Chain Sickle projectiles
- Implemented explosive barrels
- Baton now starts with a full battery on pickup
- Implemented projectile behavior changes when kicked
- Improved the weapon fire and alt fire input queuing
- Added audio maps to the Grenade Projectiles
- Polished the M16's aim view offset and rotation to better align with the reticle
- Finished implementing aim sensitivity found in the Control options
- Implemented dual wielding view offset to prevent clipping when sprinting
- Updated the FITH building with the new bar assets and removed the old looking stuff
- Added the overhauled Animal Shack
- Improved many interiors that were previously either empty or boring, this mainly applies to houses
- Improved the visibility of the shell casing smoke
- Refined the red dot blending a little bit when aiming and firing
- Increased size of Rocket explosion particles
- Polished the chain spacing on the Chain Sickle projectiles
- Increased SniperRifle max range to prevent cases where a player could scope in and see a KI powerbox but not be able to damage it with the sniper rifle
- Homing rockets will now explode if they circle around their target
- Updated explosion and bullet impact attenuation across the game
- Updated weapons to have empty sound when fired with no ammo
- Updated audio in Border Smuggler errand
- Dude will now reequip last held weapon after releasing a grabbed actor
- Implemented grenade throwing for AI
- AI interaction pawns now ignore all the senses (Pit Boss side-errand givers won’t run away)
Post edited November 26, 2021 by marcinshaq