The changelog for this version grew bit too long to be included in the release post...
v0.3 - 2014-07-27
Highlights:
* Added floor progression (the game is now winnable)
* Added three secondary objectives: Assassinate, Devices, and Hack (a random one appears on floors 3, 6, and 10)
* Added six new enemy types: Nemesis, Guardian, Combat Engineer, Cerberus Turret, Phantom, and Atlas
Shooting and combat in general:
* Removed aiming mode to streamline gameplay
* Changed how accuracy is calculated for headshots
* The player now starts with 95-100 headshot range (increased from 100-100)
* Shooting from cover now grants a 30% bonus to weapon stability
* Projectiles now take a more favorable trajectory in order to hit a target
* Reloading a weapon after firing it is now faster in game time (mostly noticeable with slow firing weapons)
* Grenades are now less likely to stay on top of an obstacle they happen to land on
* Doubled the speed of switching weapons
* Melee damage bonuses were not working
* Doubled the player's shield and health gate durations
* Fixed a possible bug with shield gate
* Explosions weren't applying power effects on targets (like Concussive Shot's knockback)
* Fixed a bug causing a crash when grabbing an enemy
Enemies:
* Enemies now spawn farther away from the player
* Hopefully fixed a bug that caused enemies to spawn in odd places
* Enemy damage now scales with player level
* Reduced enemy health and shields by ~30%
* Increased enemy shield regeneration delay by ~20%
* Made Assault Troopers and Centurions less aggressive
* Decreased the movement speed of Assault Troopers and Centurions by 20%
* Slightly increased Centurion's melee damage
* Fixed various bugs in pathfinding and AI
* Fixed a bug that caused unarmored enemies (and the player) to have damage reduction
* Enemies now leave corpses and spray more blood around
* Enemies now drop only grenades and thermal clips as loot
* Mostly fixed couple bugs with entities vaulting over the same obstacle or into the same cell
Items:
* Scope mods now increase weapon accuracy by 15% (down from 35%)
* Geth Plasma Shotgun's projectiles now home in when distance to the target is 15 or less
* Weapon mods are now picked up automatically
* Weapon bonus items now have a slightly different icon
* Sniper Rifle Enhanced Scope now highlights enemies through smoke like it was supposed to
* The Javelin now also highlights enemies through smoke as well as walls if the enemies are near enough
* Fixed a bug that caused cover penetrating projectiles to lose all their damage
* The Cobra Missile was using the previously wielded weapon's rate of fire when fired
* The Cobra Missile now ignores enemy shield gate
* Cyclonic Modulator's description had an incorrect value
Map:
* A set amount of loot now spawns on the floors without a secondary objective
* Objectives reward loot upon completion (amount based on the speed the objective was completed)
* Made ammo boxes rarer and randomized the amount of clips/grenades inside
* Slightly increased the brightness of floor
* Medals for surviving three, six, and ten floors are now being awarded
* Walls and such can no longer be destroyed by pushing crates into them
* Reduced the durability of walls by 80%
UI:
* Added action icon hints for possible grabs and vaults (can be disabled in the options menu)
* Removed autotarget setting from the options menu (the in-game toggle remains)
* Power cooldowns and durations are now shown in more accurate values in the power upgrade screen
* Fixed a display error in Concussive Shot's recharge speed
* Added a number in the inventory screen to indicate the amount of mods found for a weapon type
* Keypresses are now stored in buffer off-turn to improve responsiveness
Misc:
* Fixed a bug causing the game to sometimes crash when returning to the main menu
* The fade-in from the title screen no longer gets stuck if a new game is started before its completion
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