Full notes
Full Organism8 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- UI and audio
Organism8 changes
Hi Guys,
First the bad news.
I don't believe I'll be able to make the end of September date for the demo. Earlier in the month a cardboard bale almost fell on me (they're around 800lbs each) when I was helping the recycling courier load the bales onto his semi (he also has a really shitty tailgate so I was helping prop them up from the bottom as he only has a manual pallet jack), so I've been lieing down after work for the most part or playing the odd game here and there.
Now onto the game.
Work has been done filling out the demo area just so there's enough for people to play around in and be satisfied.
I was asked to go into further detail on how the augmentation is split.
Each "Series" of augmentation pertains to a specific action that the player makes whether it be crouching, recharging energy (ammo), blocking, reflex parry, or picking up health orbs. Many with downsides depending on what the cost opportunity is and how well this could benefit the player as the game runs. Only 1 augment per action type or "Series" can be equipped at a time or none at all if you don't want to deal with any of the negative effects.
Many of these have to be crafted from materials that you find out in the game unless it's a mandatory augment to progress through the game in which they are obtained via boss fights or found outright.
Some new portraits have been implemented into the game.
Artwork is being drawn for the radio ui, more on that later.
Thanks again guys for reading and I'll see you next time.
Source
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