Full notes
Full Organosphere update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Events
- UI and audio
- Balance
- Performance
Organosphere changes
Organosphere V0.9.5.3 - Quality of life update
New achievement for performing a headshot while using adrenaline/bullet time.
Added a new double barrel type attachment to the main customizable weapon. Now bringing the total amount of different gun variations to 60. [5 attachments x 4 barrels x 3 magazines]
Improved main weapon details.
Added an extra bonus score payout of +2,500,000 for completing the game. 5. "Jackpot" achievement score requirement has been increased from 40,000 to 1,000,000.
Removed unnecessary assembly dependencies.
Neatened entire project C# codebase.
Made game start not in spaceship but on city, based on user stats analysis plus it also makes the achievement for visiting the spaceship pointless. Spaceship still always available through the beam-up platform.
Fixed a small issue with Parktown Prawn animation speed.
Optimized A.I. Drone CPU usage.
Fixed issue with winter mode not being applied. [Minimal flying insect enemies]
Fixed issue with missing wasp corpse pieces.
Begun implementing a system for seasonal events (Easter, Xmas, Winter, Summer, Halloween etc.) to automatically start without the game needing to be updated. This also allows achievement hunters an easy way to get all seasonal achievements in a single time period simply by adjusting their PC clock. This system will become active from 2024 after the 2023 XMAS event.
Once the game is completed, a larger amount of zombies will now roam the city instead of only in the gravesite.
Adjusted the post- game zombie soldier skull masks appearance slightly.
Removed some unnecessary text label that was being cut off in inventory screen.
Fixed Haibonium triangulator radar from rotating while game is paused.
Added U.I. sounds for selecting weapon customization options.
Improved weapon customization U.I.
Added a text description for each weapon customization element to help users understand their functions and purposes.
Made silencer barrel attachment attempt to negate enemy alert routine when firing to behave closer to an actual silencer in close distance combat when sneaking. It is also worth noting that when sneaking on enemies it helps to be in a crouched state otherwise player footsteps alone can trigger the alert.
Improved extended magazine variation graphics slightly so that the magazines don't just look like stretched out versions of each other.
Zoomed out weapon customization camera for a better view of the weapon.
Improved clarity of "Red Dot" laser weapon attachment option.
Shrink ray now also makes enemies die from one shot instead of only being affected by stomping. Stomping still required for the "Squish" achievement though.
Simplified custom weapon background to not hurt ones eyes or brain too much when choosing attachments.
Fixed issue with wasps not counting towards total kills ever since the previous XMAS/Summer events ended.
Fixed issue causing Flamethrower chainsaw to no longer appear in the office making the "Extra" crispy achievement impossible to get.
Removed/repurposed a superfluous achievement[Shell-Shocked] to make space for more meaningful activities without also removing any achievement indexes.
Fixed issue with flying winter insects giving summer scores. [See summer/winter events]
Fixed issue with frying pans intersecting ground when swapping pick-axes found in city for frying pans.
Simplified melee "swap" modal window dialogue and decreased it's memory footprint.
Re-phrased "Exterminator" achievement terminology to represent the actual stats. [All kills, not just bugs.]
Fixed terrible icon for battery inventory item. Will eventually allow these to be used for crafting. [Currently a junk item]
Improved Haibonium triangulator appearance.
Added an "Inventory full" error message when trying to loot beyond the inventory capacity.
Fixed issue causing bike spawner to freeze when spawning on edges of highways and other precarious locations.
Fixed issue causing all mission souvenirs in your spaceship dormitory to be enabled from game start before the corresponding missions have been completed.
Fixed cyber-wasp appearances in final level and slightly decreased the amount of enemies in the core.
Added a reload drone to the final boss level to help with no ammo situations.
Fixed some floating trash geometry in the city level.
Fixed issue causing a UI overlap if user uses the office exit too soon after completing a mission briefing from the head scientist or in any other situation where a popup is triggered during a loading sequence.
Made office generator sound max distance falloff not audible from so far away while exploring the office.
Fixed issue with mouse cursor always spawning at level start when loading an office level.
Fixed issue with central info tooltips sometimes overlapping inventory.
Fixed mysterious waypoint to nowhere in office during final mission briefing.
Standardized UI Fonts to use only a singular streamlined font instead of multiple fonts for consistency as well as improved performance.
Added achievement for killing all enemies in nature reserve instead of running in and out with the soil/water samples.
Optimized a large amount of "Empty" transforms used as grouping agents to be less fragmented and use less memory.
Fixed issue with missing ATV lights at night when level starts at night due to travel time.
Added audio feedback for when confirming vehicle spawn.
Fixed issue with crosshair and other unnecessary UI elements displaying when in weapon customization mode.
Simplified sleep menu to match main game when sleeping in dormitory on spaceship.
Can now cancel bike spawn by pressing the bike spawn button again instead of just escape or tab.
Helpful tooltip on spawn location placement for when spawning bike if player does not know how. Will only fire once per level session.
Added new achievement for looting over 200 inventory items. ['Loot Looted' stat in PDA]
Added a new secret melee weapon.
Added responsive scaling to weapon customization U.I.
Fine-tuned variable magazine type bullet amounts.
Numerous performance micro-optimizations for smoother framerate and gameplay.
Changed default magazine to be the smaller amount. (30 bullets per clip)
Added a special shrink-proof coating to the spawnable vehicle to prevent it from accidentally being shrunk by the shrink ray, as well as also protecting it from ice and freeze ray damage. [Same has been applied to ATV as well.]
Fixed issue causing mounting vehicle while shrink/freeze/flame attachment is enabled to disable secondary fire.
Freeze/Shrink rays & flamethrower weapon attachments now cannot be fired while the weapon is reloading.
Fixed some missing/unassigned keyframes from the main weapon reload animation.
Flamethrower attachment for main weapon now shows its current charge level via a visible red bar on the weapon.
Fixed minor issue causing game stats to start at at 8% completion and 4 loots.
Improved shotgun reload sound audio quality.
Optimized weather manager dust color interpolation system.
Fixed some internal shader errors relating to shadow coordinates in player hair shader.
Realtime reflections quality can now be adjusted.
Discoverable locations now give 10x as many points as before.
Discovering all locations in a playthrough now awards 1,000,000 points.
Discovering all collectible toys in a playthrough now awards 2,000,000 points.
Discoverable Locations now appear as waypoints on screen while the PDA is enabled to assist users in acquiring the explorer achievement.
Nature Reserve now accessible after completing the game for achievement hunting after the main campaign.
Fixed issue with player hair flickering on slower systems and on faster systems during nighttime.
NOTE: The remainder of the 0.9.5.X update cycle will consist of 7 more smaller updates, focusing on any other small needed polishes, as well as adding more weapon customization options as well as a new ending cinematic. Once we reach the 0.9.6.X cycle, a month break from development will take place as we test more, moving into another year of development until mid to late 2024 by which time the game will be finally declared finished. Only once the game reaches 1.0.0.0 will it be considered finished, so expect at least another 40-47 updates before then. Future updates will also focus on character NPCs, voice acting, lip syncing and more fleshing out of the games lore and story through audio logs, text logs, emails & notes.
Source
Changelog.gg summarizes and formats this update. How we read updates.
