Full notes
Full Beast Agenda 2030 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Store
- Maps
- Fixes
Beast Agenda 2030 changes
Version 1.0 After two years in development Beast Agenda 2030 has reached version 1.0! Thank you so much for your support. There are quite a few changes including a complete campaign, new missions, new survivor conversations, new skills to unlock and much more. Check out the patch notes below!
NEW: The story mode is complete and playable from beginning to end.
NEW: You can now complete the game in Free Play mode.
NEW: There are now “Trial” missions on the mission board. These are missions you can complete only once and are designed to show you the basics on using some of your gadgets and hacking abilities.
NEW: Winston’s “General Skills” section of the skill book now has opportunities to increase health and battery capacity.
NEW: Survivors you’ve rescued will now have small conversations with you occasionally in Free Play and Story mode.
- NEWI’ve added some new variations to the procedural generation in District 1.
- NEW14 new achievements. (These were added unannounced a few weeks ago)
- NEWI’ve added explanations for the various modes in the mode selection screen.
NEW: The save slot, mode and if permadeath is on or not in the selected save slot are now displayed on the main menu.
NEW: There is now a note from Winston on the mission board to explain how the repeatable missions work.
- NEWThere are some new loading screen tips.
- CHANGEI’ve added continuity to investigations you run into while in the city. Now when you run into an investigation the npc and/or Arnis will remember, even if you don’t complete it on that run. So, as an example, if you run into the guy that needs a med kit he won’t act like you’ve never met him before.
CHANGE: Missions from the mission board that require you to go to a district you haven’t unlocked are now grayed out and titled “Unavailable”.
CHANGE: The Hack3000 now displays “LOW BATTERY” when you don’t have enough battery to perform a hacking ability instead of only displaying “BATTERY EMPTY” when the battery is empty.
CHANGE: Morale now affects the cost of Douglas’ and Lester’s orders up to half price off.
CHANGE: You can no longer boost when various ui elements are open.
- CHANGEI’ve added a chance for loose loot to spawn in various places it previously didn’t spawn.
CHANGE: The Stun Prod now has twice the range.
CHANGE: There’s now a fade-in transition when entering the sewer.
CHANGE: Enemy mines are now yellow to differentiate them from player mines.
CHANGE: You can now close the mission board with the escape key.
CHANGE: When presented with orders for the survivors in the sewer base there is now a “No Thanks” option.
CHANGE: The cat in District 3 now only spawns after rescuing the dog to avoid confusion.
CHANGE: Oil slicks caused by knifing a car before hacking it disappear much faster now.
CHANGE: Various minor changes to graphical assets and effects throughout the game.
- CHANGESound effects added to certain actions that were lacking them.
CHANGE: There’s now a close button on the mission report.
FIX: The brain hacking ability now drains battery as it should have.
FIX: Prices in Val’s shop are now properly affected by moral.
FIX: Enemies no longer occasionally disappear when being hit by destroyed cars.
- FIXThere was a small chance for the wrong signs to spawn on certain buildings. This has been fixed.
- FIXIn the main story mission requiring you to find the CyberWake building the building’s sign has been changed from CyberWave its proper name CyberWake.
- FIXI removed a giant arrow from the map screen pointing to a specific npc for testing purposes I had forgotten to remove.
FIX: Permadeath is now automatically switched to off when you delete a save file to avoid accidentally starting a save file with it on.
{*]FIX: When leaving a basement in District 3 the music will not switch to District 2 music anymore.
- FIXFixed a graphics issue caused when you die with the map open.
FIX: In the “MacMan” arcade game you now turn red to indicate you ran into one of the enemies instead of just when hit by their bullets.
FIX: In the “Bomber” arcade game enemies that have been bombed no longer hurt you when flying away.
- FIXFixed an issue that would cause the mission board to be drawn on the tv when opening the tv after the mission board.
FIX: The NPCs in the sewer base now animate occasionally instead of continuously.
FIX: Reading a note and then continuing to loot a suitcase no longer causes you to use equipped items.
Source
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