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Full Endgame: Road To Salvation update
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Repeated intro
Hello survivors! It's been some time since the last update, but I'm here with a small bugfix to start. This one will tackle some of the community bug reports and suggestions, and is quite small compared to what I've got planned for the next major content update. For now I've added a few features, fixed a few bigger AI issues and bugs, and made some general QOL improvements aside from the community reports.
What changed
- Fixes
- UI and audio
- Gameplay
- Balance
- Events
- Store
Endgame: Road To Salvation changes
One new feature i've added is the cruise speed system for keyboard controls. Holding Left Ctrl while accelerating or braking will reduce the total application to around 30% (not counting engine damage.) This is extremely helpful when offroading with sports cars or other high-power vehicles. This mixed with the right mouse button precision steering allows full control over your vehicle.
Npc AI has received some attention, from ranged combat aiming speed now being based on enemy distance and an aim offset for all enemy types, allowing NPCs to properly target small enemies as well. Furthermore, To force your followers to aim at the spot you are looking at, you now have to press the hotkey button (MMB or Right Shoulder by default) while aiming, instead of just aiming.
The next major content update "V0.9 - Deliver Us From Evil" will contain a large list of features and improvements, including some community feedback and some changes that shouldn't harm the overall flow of the game.
-Item Rarity + Quality level - Rarity will also affect features such as mod slots available and upgrade potential. This will span across all equipment, vehicles, and possibly even modifications
-Better weapon models including physical elements to certain modifications such as laser sights
-Armor modification - Armor and clothing can be enhanced with a host of new special modifications such as additional pockets for storage, Armor plating, Thermal lining, Kinetic mobility enhancement, and more.
-Companions - Different from survivors, these NPCs will have better combat abilities, upgradeable skills, fully customizable gear, and can be called upon like a support ability or sent back to the base at will.
-New enemy types such as boss types and late game tougher variants. Bosses can be tracked down via the new bounty/quest system or found through exploration. Bosses will provide better, higher quality loot and better rewards.
-New AI vehicles - Random AI survivors just trying to get by, gangs of marauders looking for their next victims, a militia patrol keeping the roads under control, or something darker... This opens up a few possibilities.
-New Tutorial - A brand new story to show players the ropes. Experience the terror of the initial onslaught as the authorities struggle to contain the threat.
-Expanded quest system - take on special contracts for reputation and rewards, potentially with instanced locations for specific contracts like siege or defense jobs.
-Expanded fishing system - a new mini-game and different fish types and sizes. Fish can be cut into fillets for cooking or sent to the caravan.
-Potentially a new cooking system - Not too sure on the specifics yet, but something to allow culinary creativity and more opportunity to use the culinary skill.
-Requested feature - The garage system. You will be able to store and retrieve a limited number of vehicles complete with saved inventory and modifications. Allows the possibility of restoring a saved destroyed vehicle at higher levels.
-Enhanced Melee combat - Parry an enemy attack with the right timing to set them off balance, off balance enemies take more damage, counterattack after a successful dodge for increased damage
-Motorcycle/Quad melee swing - With a melee weapon equipped, players can time a powerful swing along with a velocity boost to deal increased damage from the back of a motorcycle or quad.
-New trailers - The plan is to bring back some of the small trailers, and add more trailer types for utility, storage, or other features.
-Sticky turrets - similar to the AI turret, these can be placed on any surface, including vehicles + trailers to provide additional firepower. These will self destruct after running out of ammunition, and the number placeable is dependant on your electronics skill.
-More work to be done on NPC models and equipment, and better animations.
These are some of the features I've been excited to work on, there are plenty more but some will have to be reserved for later updates. The full storyline is planned to be available in the 1.0 full release. This is general direction, but not a definite roadmap. I will also update vehicle models, furniture, turrets, everything else that needs some attention, but It's not yet clear which update will focus on these issues.
V0.895 Changelog
-Added shadows to start screen grass
-New Feature - Keyboard users can hold Left Ctrl to use cruise speed/brakes (30% application) to simulate a light trigger application
-Added an aim offset so that all NPCs should properly target and aim at small and large type enemies properly -Players can now elect to sell an item for whatever funds the merchant has remaining
-Players can now use the D-Pad up/down when using colony menus
-Variable message types on the HUD will feature a short fade in/out
-NPC Followers will no longer be able to unlock doors by walking into them
-NPCs will now back up and find a new location if too close to the player
-You will now only order your followers to direct their attention if you press the hotkey menu button while aiming (MMB/Right shoulder)
-Adjusted ranged combat to allow Ranged NPCs to aim less and fire faster based on enemy distance
-Hooking up to a trailer will now raise the camera focal point to allow a more clear view around the truck/trailer
-Further reduces impact damage from ramming vehicles into soft enemies
-Fixed materials in the T4-T5 armor bug
-Fixed mismatched Follower Level Xp bug in the dialogue menu, both now properly display level instead of skill
-Fixed bug that would make followers invisible if picked up in a vehicle while ragdoll
-Fixed an issue that would block the ADS camera while strafing to the right
-Fixed a bug that would prevent the player from completing the tutorial - manually dragging quest items will now use the same code
-Fixed an issue that would make players lose the ADS focus while switching ranged weapons
-Fixed an issue that would cause the loss of the ADS focus when switching weapons due to lack of ammo
-Fixed the Archangel Compass rotation bug
-Fixed the endless dismantle bug for beds
-The mouse should now properly show/ hide when you close the caravan upgrades menu
-Fixed a few audio tracks that were not being affected by the BGM option
-Changing Disposition over to Trust, I'll fish out the remaining references by the next update
-Enter point on the Archangel will now only appear when entering the mech is Grounded and functional
-Unlocking doors and trunks will now be done with the standing animation
-Made some changes to the Daily Caravan Report
-Fixed bug that would cause NPCs to lose their aim/lasersight while firing
-Fixed Witch combat code
-Updated Dragon flight code and combat functionality
-Fixed bug that would prevent the overencumbered status from properly updating player speed
Source
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