In this update15
Full notes
Full Acatalepsy update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- UI and audio
- Maps
- Server
- Events
Acatalepsy changes
Currently pushing all changes and updates that were on the unstable branch to the main branch. The unstable branch will be identical to the main branch for the time being.
First, here's what's brand new on all branches today:
MODIFIERS
Added Modifier: Immediate Danger - Causes the entity to be released immediately without any grace period.
As of now, this modifier cannot be permanent and only exists for the next level if it's decided on the wheel.
Added Modifier: Working Overtime - Any level to which this modifier is applied will require an extra task to be completed for the escape lift to be accessible.
A maximum of two of these modifiers in a run is possible.
Added Modifier: Clock Reduction - Reduces the amount of time given when the escape doors open by one minute per modifier.
A maximum of two of these modifiers in a run is possible.
ACHIEVEMENTS
Added a few basic achievements for reaching a certain number of levels deep. I will experiment with more types of achievements and possible cosmetic rewards for completing these achievements.
USER INTERFACE
Improved the UI clarity of the wheel modifiers widget to be less cluttered and more visually pleasing.
INTERLUDE
Adjusted interlude post-processing to be less intense.
Increased the FOV on the modifier wheel camera.
Various smaller visual improvements in the interlude.
ENTITY
Slightly increased the entity's sprint speed from 615 cm/s to 620 cm/s
Increased entity acceleration by 50%
Adjusted various AI settings to ensure the AI works properly when chasing a player.
Below, I'm repeating all the changes I've outlined in previous updates on the unstable branch, just to clarify exactly what is being added to the main branch today.
LEVELS / MAP
Added 3 new room variants to Level 0: "The Lobby"
Added 2 new room variants to Level 1: "Event Space"
Adjusted the lift room's ceiling on each level entrance to improve immersion.
TASKS
Another attempt to fix a rare case of tasks not orienting to the wall properly if they spawn near each other.
With the fix provided, it's still technically possible for a task to spawn floating, but it is now exceedingly rare.
ENTITY
Made some additional entity AI pathfinding changes and alterations.
INVENTORY
Allowed the player to open and interact with their inventory while actively moving. Briefly altered the animation graph to allow for an open inventory whilst moving.
The animation for walking and running with the inventory open may continue to change as time goes on. I got it into a semi-usable state when moving for now.
PLAYER
Temporarily disabled the ability to jump, as it serves zero purpose at the moment and only causes buggy movement patterns.
Greatly decreased mouse smoothing, making mouse movements far more responsive and player movement far more comfortable.
Temporarily removed all idle head bobbing when standing still.
This made interactions with the inventory difficult, and simply disabling it when the inventory was open didn't feel right during testing; it's hard to describe why, but it was inconsistent. I'm removing the idle head movements until I find a better solution.
INTERLUDE
Attempted to fix the modifier wheel displaying permanence status incorrectly.
USER INTERFACE
Updated the loading map widget
The old UI for loading the map was pretty bland. The new one is a tad more polished.
Added hints to the map loading widget
MULTIPLAYER / DESYNC
Attempt to fix inconsistencies with the lever task not completing or not giving credits in multiplayer.
Attempt to fix inconsistencies with the battery task not completing or not giving credits in multiplayer.
Attempt to fix inconsistencies with the crank task not completing or giving credits in multiplayer.
Attempt to fix improper credit applications and inconsistencies across all tasks for clients.
Attempt to fix the modifier wheel, which sometimes displayed incorrect modifiers or permanence status in multiplayer.
Attempt to fix the entry lift not moving for clients in rare cases.
Attempt to fix a bug causing all lights to be present on the level "Parking" on clients, ignoring all light percentage multipliers.
Attempt to fix the incorrect name displayed on the player's escaped screen in multiplayer.
Temporarily removed the "Spectating" widget that appears in the top left when actively spectating.
In the old multiplayer system, if there was a single stutter or small bit of lag on the host's internet, all clients would feel desync as some of the most important functions and pieces of code wouldn't be called. I have since forced the call of these functions to ensure that even with ping spikes or brief connection drop-outs, these events are still called across all clients.
Source
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