Full notes
Full Regulators update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Compatibility
- UI and audio
- Balance
- Fixes
Regulators changes
A fresh new public demo! This is to welcome people coming over from the Indie Live Expo 2022 that Regulator City is participating in. Check out the demo, it’s still a heavy work in progress, but it does show you where this game is moving towards and it’s only getting better from here !
For existing demo players, this version comes with such a long list of changes, I don’t expect anybody to read through it, but trust me, it’s a good list from a development point of view. A lot of changes, fixes, improvements and new content all over the place. I also changed some of the level maps, giving them a better flow and more interesting tactical wise. I’ll continue tweaking these things and of course I’ll be adding new maps to play on (there are already one or two new ones in this version).
Make sure to wishlist the game, and also come hang out on the Discord: discord.gg/orangepixel – where eventually we will be moving to private beta’s/demos closer to release! https://store.steampowered.com/app/1892750/Regulator_City/
One or two of the bigger changes are featured in my latest devlog video, so if you want to hear me explain some thought process on these things AND show the creation of a couple of NPC avatar pictures, then this is the video to watch:
Full changes list:
added: Time-limit variations on missions
added: better HUD design for timelimit (also on detonations)
added: “one-time missions” will be striked-through on failure
added: Park areas are now darker, with light coming through trees
added: More grunts to enemies which are attacking
added:”fallen” squad members now don’t move in/out buildings anymore
added: single-floor-tile editing to level editor
added: mission-type icon to interface (top right corner)
added: grass floors
added: vending machine should only give X amount of cans – and these should restore HP
added: halved-HP missions should restore that “taken hp” after a mission
added: extra triggers for squad members to respond to and behave on
added: statusbar for fallen squad members now blink
added: a “marker” floor area to be used infront of operational computers like in HQ
added: NPC avatars to dialogs
added: ammo-handling now done per-weapon type
- addedDisabled power will be automatically reset after X amount of seconds
added: Nightvision goggles for power-less mode
added: escorting hostage will now have more enemy spawns
changed: mission-variations now more random (better randomness)
changed: keycards only picked up by player (less confusion to the player)
- changedimproved first park area
- changedupdated first Park area to look much better now
changed: after completed mission you first go back to HQ instead of citymap
changed: your squad team now build out of non-main characters (clones)
changed: only show human-player HUD
changed: Only “human players” appear in HQ
- changeddisabled using HP on squad members (they are now fragmeat)
changed: slowed down bouncy arrow in city view
changed: small fixes to HUD
- changednew interface designs
changed: some weapons won’t be dropped by enemies
- changedimproved feeling on melee-hits and punches
- changeddisabled “auto-snap” on gamepad aiming
changed: melee weapons now have a limited-use (except Knife)
changed: weapon Knife is always restored as alt-weapon if no alt-weapon is there
changed: item-drops on enemies now random (not ammo/dna only)
changed: hostage can’t be killed (we had no control over the outcome)
- changedmission progress info rendered smaller, and added sound
fixed: failing mission with 2 soldiers doesn’t reset 4 team members on retry
fixed: bullets colliding seem blocked by furniture
fixed: gamepad aiming was a bit off
fixed: melee-enemies can still swing when Morphed
fixed: security-camera danger-zones aren’t stopping the squad from moving
fixed: shade of squad members who fell turn green
fixed: npc dialog text not properly centered (more room on left side)
fixed: extreme pathfinding slow down bug
fixed: returning to street doesn’t reset No-Dodge modification
fixed: Dodge move delay/duration overlapping issues
fixed: bullets moving slowpaced and only horizontally (when hit a wall vertically)
fixed: safe-cracking task arrow rendering bug
fixed: issues with blasting walls
fixed: trees block bullets on their visual-properties, not their collision box
fixed: some items are placed inside walls
fixed: hostage can run through closed keycard door
fixed: tasks sometimes don’t get activated
fixed: circle for HQ computer is wrongly positioned when flipped
fixed: enemies still spot players in dark (no power mode)
- fixedenergy not increased from dispensor drinks
fixed: modifier with 1DNA for abilities doesn’t work
- fixedimproved mission modifiers randomness
- fixedinventory items (keycard) sometimes gets added 30+ times
fixed: exit-hotspot on vertical door on right is a bit off
fixed: possibly close garage-door when mission is done
fixed: picking up ammo should go to weapon-slot if walking with melee weapon
- fixedentry door should be disabled and not function as exit-door when proper-exit is there
Source
Changelog.gg summarizes and formats this update. How we read updates.
