Loading times for each level have been decreased, and we also fixed some memory leaks, which lead to a creeping increase of time spent on the loading screen the longer the game was running. We also improved the performance of the game. I would like to get rid of some moments where enemies take way too many hits before going down.Īny combat-related feedback is appreciated and it's best to send it via the in-game feedback form with the game data attached, so we can look at your current stats and equipment as context to your feedback about a combat situation. We will continue making changes to the combat in the following months. Previously, there was a big drop off in difficulty in later levels. The goal here was to make the combat more tight as well as keeping it intense enough especially in later levels. We touched a lot of combat-related values in this update. additional bug fixes and small improvements allow bold text usage for localization mods updated camera scale for some resolutions fixed not being shown Continue button in some cases despite having existing savegames fixed a few issues with new energy weapons fixed being able to try entering stealth again when at 0 energy for it fixed an aggro issue when NPCs accidentally hit characters from other faction fixed Agira walking into the house when trying to distance from player character fixed a few issues with the debug console fixed an issue that could make a bullet potentially hit the same target twice controller: fixed skill modifier missing in character creation controller: on large UI, use tooltip UI instead of bottom descriptions controller: apply optional targeting help to using directional abilities, too controller: when picking automatic target by melee without having direction input, prefer enemy characters over destructibles fixed worms and worm spawner in Flesh Crater boss fight not being clickable fixed player dodging all damage through rolling for some cases it was not intended for fixed item description when weapon was modified fixed some enemy salvo shots abruptly ending fixed character walk from exit on fade out even if blocked by collider fixed world map exits in New Delphi not triggering automatically fixed fade in from black on entering levels sometimes getting cut short make enemies walk instead of run when walking away after killing player close map on a few input events like weapon scrolling fixed and improved lots of small UI issues increased font size of some UI elements fixed not being able to switch weapons (for afterwards) while attacking updated audio plugin: fixes not having audio on some PC configurations additional small performance improvements for various objects fixed a few per frame memory allocations small per frame performance improvements general performance improvements on combat actions improved performance while in stealth mode fixed memory allocation due to exploring area map fixes some random frame spikes due to garbage collector slowdowns fixed a few enemy types not being set to aggressive combat behavior updated robot enemy visuals, damage and health reduced recoil pushback for some weapons updated energy weapons effect visuals and values relaxed difficulty: increased player damage, especially against bosses made ranged targeting characters take movement of target into account (standard and hard difficulty) decreased damage reduction by resistance values removed general range randomization on bullets (but kept the indiviual 'scatter' value) compressed player health over later levels increase damage portion on secondary targets when hitting multiple targets melee weapons have different ranges now updated melee timings, making some weapons a bit faster Unfortunately, the new content is not ready at this moment. We spent half of our time in March on performance, balancing and other improvements, and half of our time on new content. Welcome to our second regular monthly update.
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