![]() random maps only give stars once per seed fixed humans getting stuck at mission start or in front of walls exploding barrels / propane tank will now do damage projectile explosions no longer do damage to humans that are crouched behind cover Steam Remote Play: fixed broken mouse movement added 'next mission' button for quickly iterating through random maps (also useful for changing maps in coop) look-at waypoints will stack with 'wait for clear' waypoints the previous plan is saved persistently (even after game restart) overhaul for how weapon stats are displayed added per-mission challenges: clock race, clean run, undetected, single trooper, single plan In other map-making news: check out the tutorials this guy (Void) is making: Įasy link to our Discord, where all the map-making is happening: The community-moderated modded maps list is here: Replays because they're pretty cool and you already know they're coming, and workshop (for maps only) because the map making community is already putting out tons of awesome maps which you should definitely play! While we like to keep things surprising, a couple of things we can say are on the priority list are replays and Steam Workshop support. Where before they would get deleted once you closed the game, they're now kept persistently on your hard drive, allowing you to iterate over large plans in multiple sessions.īeware though, future updates might/will delete them (the 'beauty' of Early Access). I have to think the answer is yes, since that is ultimately the reason nearly anything is done, especially when it is something this seemingly ubiquitous, meaning more and more is just normal to be in very long 'early access' phases.Īs usual, expect weapons tuning and details to completely change a couple of times until we fully release the game. Seems like games are developed to be in permanent early access, my entire wish list is games in early access for years with no end in sight and since I won't play early access I am wondering if that means I have to decide that this is just how games are now, that they are constantly in a state of 'early access' for 15 years or something.but it ruins the experience of playing a game to play it in little chunks or to play it over and over again.caves of qud, how long is it going to be in early access? Or starsector? What about Stone Shard? Some of these games have been in 'early access' for nearing a decade, I am not even getting a feeling they care that much anymore, its normalized, and I am wondering if it is being done more and more for profit reasons. achievement unlocked: three updates and not even 1 month since release fixed spy camera showing up through walls fixed default weapon attachments not being equipped when switching weapons fixed rclick not opening customization screen when clicking on undeployed troops fixed Botclone typo (you owe me 20 bucks) fixed grenade launcher shooting through walls fixed menus getting broken sometimes while playing coop fixed fleeing civilians counting as hostages on mission end fixed lockpicking sound looping after door gets blown up by RPG fixed bug where you couldn't select human when standing on a gocode+jump action 'wait for clear' is now done before all actions (except look-at), was done after all actions before no longer showing 'wait for clear' for detonating explosives can close waypoints menu by clicking on the trooper portrait fixed a couple of crashes in the editor drawing with rclick uses less bandwidth and drawings stay a bit longer on screen fixed music randomly stopping sometimes ![]() fixed grenade target resetting when switching grenade types fixed deploy troops number not updating anymore ![]() fixed explosive charges not doing damage through drapes fixed large drapes not getting broken with the Clear Window command fixed grenade preview not going through windows/grating doors fixed being able to walk through doors after editing the path path colors no longer repeat (if <= 10 troops) mousepick radius is dynamically adjusted with camera height (less chance to fail clicks on troops) troops now auto-switch to secondary when empty (while shooting the primary)
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