In this update15
Full notes
Full A-Star Theft update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Balance
- Gameplay
- Store
- Maps
- UI and audio
A-Star Theft changes
Two Dollar Suits
After a year of development, a long break, and much emotional turmoil, I am finally in a place where I feel ready to properly announce the long talked about remaster of A-Star Theft, first announced in 2023.
WISHLIST THE GAME TODAY
What does this remaster mean?
In short, a whole lot of things.
New Story
Writing the new story has been an incredible process. I have taken in feedback from years of play testing to construct a brand-new experience for Logan Huntborn and his daughter Vanessa. This time, my most important goal has been to make players connect more deeply to the characters. The structural story events are similar to the original, but told in a very different way. All dialog is rewritten, the characters are rethought, and Logan's connection with Vanessa is explored to the fullest it can be.
New Weapon System
A new internal weapons system leading to better stability, more weapon stats, faster development of new weapons, and even allowing entirely new weapon concepts that do not fire bullets (eg. flame throwers). Various melee weapons are added too. This is usable within a completely new interface built from the ground up.
Skill System
Get ready for more play style variation than ever before. With Two Dollar Suits, I introduce a skill system to complement equipment for delightfully creative synergies. These skills are designed to deeply modify your strategies instead of being simple stat changes.
Graphical Style
Major graphical overhauls make the game feel more immersive. I have iterated intensively on creating a style that captures the brutal feelings of the world we play in, and at the same time improves clarity during stressful gameplay moments. Vibrance and dynamics have intensified, the world is more colorful now.
So much stuff is going to change now. Don't believe me? Take a look at this scientific table to compare:
| A-Star Theft | Two Dollar Suits |
|---|---|
| Old and ugly | New and fancy |
| Bad story | Hopefully a good story this time lol |
| Outdated level design | Redesigned heists |
| Multiple inconsistent art styles | Consistent art style |
| Clunky user interface | Overhauled user interface |
| Fewer features | More and better features |
| More buggy | Less buggy |
| Worse | Better |
This is by far the biggest project I have completed, and I am honored to have your support.
Full change log (so far)
Story
Rewritten story, including new characters, events and missions
Improved character depth and motivations
Improved conflicts
Multiple facial expressions in dialog
Dialog boxes now have controls to rewind text for convenience
Major level design improvements
Theme-appropriate safe house music
Art Style
Established a new art style
Lowered ambient lighting
Created new color filters to shift dark colors gray-blue
Added outlines to objects
Generally made the game more dynamic and colorful
Weapons System
Created a new internal weapons system and unified handling of different weapon types, leading to better stability, more weapon stats, faster development of new weapons, and even allow entirely new weapon concepts that do not fire bullets (eg. flame throwers)
Created a new melee system
Added a new store system
Added new weapon: Plastic Pistol
Added new weapon: Hand Cannon
Added new weapon: Precision Sniper
Added new weapon: Light Machine Gun
Added new weapon: Minigun
Added new weapon: Knife
Added new weapon: Baseball Bat
Added Katana as a purchasable weapon, defaulting to fists again (The purchasable katana is a lot stronger than the current default one)
Added new weapon stats: Recoil, Damage Falloff, Bullet Speed, Ammo Pickup, Noise, and Headshot Distance
Further reduced store prices
Slightly improved weapon icons in the store
Reduced credit cost of the Loot Bag to 1
Skill System
Added a skill system
Added 30 skills, organized into 5 tiers based on their power level
Skills are divided into the categories Action, Stealth, and Money
Skills are intended to significantly change playstyles in different ways than equipment
Like equipment, skills are purchased using money, then equipped using credits
Hard Mode
Added a setting to enable Hard Mode
Hard Mode affects many aspects of both action and stealth approaches, including the following:
Enemy reaction times
Enemy sight distance
Damage taken
Maximum police on the map
Police response times
Stealth detection speed
Body bag size
Police call speed
Ammo drops
Amount of healing stations
Amount of guards on some Freeplay maps
Amount of cameras on some Freeplay maps
Settings Menu
Redesigned the settings menu from scratch
Categories are now displayed in separate tabs
Keybind settings are now displayed like other settings
Added reset settings button
Greatly improved gamepad support
Added several new settings
Removed True Pixel Style setting, deciding to always leave it enabled due to graphical issues (All new graphics has been designed to look best with this setting enabled)
Removed Relative Movement mode due to quality issues and difficulties keeping both movement modes up to date
Help menu
Redesigned the help menu from scratch
Contents of the help menu has been updated to reflect the current version of the game
Interactions
Added ability for explosions to destroy nearby explosive barrels
Added ability for crew members to enter the van during escapes
Added ability to carry multiple keycards at the same time
Added ability to melee kill civilians
Added ability to step on rats to kill them
Added a rat infestation problem to the Freeplay safe house
Combat and AI
Improved NPC combat stability
Enemies are less prone to stay still for prolonged periods (Still happens sometimes)
Enemies take cover more consistently
Enemies are less prone to run in huge packs toward the player
Possibly fixed NPCs sometimes walking through walls
Improved smoothness of crew members finding a new path to the player while the player is moving
Improved decision making when enemies consider opening alarmed doors
Removed leaning mechanic due to animation issues, reliability issues, AI issues, game balance issues, usability issues, and production issues (probably also other issues)
Improved NPC pathing to make them less prone to moving very close to walls and have their shoulders clip inside
Improved guards escorting players
Fixed NPCs sometimes running through security bars
Tweaked gamefeel when kicking open doors
Reduced frequency of enemies dropped their weapons when punched
Removed SWAT bomb planting teams due to quality issues
Added a new gamepad aim assist system, active when not manually selecting targets using the cursor. The aim assist intensity can be modified in the settings
Improvements
Redesigned internal Freeplay heist management to be unified with the remastered story system, leading to faster development and ability to add story heists to Freeplay
15 new Freeplay heists added from the new story, giving a total of 30
Slightly increased EXP needed to level up in Freeplay for improved progression balancing, but reduced additional EXP needed per level
Added a new sound effect for the Improved Drill, so it sounds different to the normal drill
Added headlights to vehicles
Added siren audio to SWAT vans
Added red and blue lighting to SWAT vans
Added ability for SWAT to turn on power during combat
Added a timer to intimidated civilians to better show how long they will stay still
Added over 30 more environmental car designs (Thanks to PKPain!)
Added flies that fly around garbage bags
Driving into cash registers now destroy them and drop money like other loot objects
Changed so you have to release the shoot button before you can start melee attacks, to prevent accidental melee in close battles with many enemies
Improved visual effect when destroying military turrets
Improved unplanted bomb visual clarity
Tweaked camera shake to emphasize certain moments, but be more mild in others
Tweaked gamepad functionality to be more consistent (still struggles in some areas)
Removed zoom out effect on some camera shake events because it was annoying
Decreased ammo drop rate from killed enemies to better balance different weapon ammo amount and pickup rate
Reduced crew cuts for both stealth and loud
Improved light blurring at screen edges
Improved door kicking predictability on double doors
Improved clean up body parts: Players should no longer accidentally clean up body parts instead of stealing loot, if both items are nearby
Lowered shooting and explosion volume for more balanced audio
Improved explosion sound when destroying fuel tanks (no longer multiple explosion sounds on top of each other)
Improved spatial audio
Improved reliability of the Stuck In Wall button
Improved item wheel UI
Improved character appearance menu UI, especially for gamepads
Improved some minor UI elements
Fixed pause menu not working using a gamepad, if paused while overview mode is active
Fixed characters pushing Logan in the safe house
General improvements to gamepad support
Miscellaneous improvements
Bug fixes
Tweaked hospital penalties to be less expensive for revived crew members, but more expensive for those left behind
Fixed cameras triggering immediately if players had been hit by a bullet
Fixed inability to steal loot if police were called while cleaning body parts
Fixed ability to disable electrical objects while the power is down
Fixed stoves and kitchen grills not able be destroyed by driving the van into them
Fixed moving multiple nearby characters at the same time when dragging them to a new target location
Fixed a few keybinds showing in the wrong category in settings
Fixed the same keybinds not being reset when clicking the Reset Keybinds button
Potentially fixed dropped weapons getting stuck in walls
Other minor bugs fixed
Source
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