Full notes
Full Regulators update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Store
- Fixes
- Maps
- UI and audio
Regulators changes
It’s here! The new demo, and it’s a BIG one in terms of changes, improvements and steps towards the final game. The list of changes is extremely long, so let me quickly talk through some of the highlights while you download the latest demo !
So where to even start? There’s so many improvements here, from the character-select screen showing more info on the special abilities, to the flow of things on how you get your team and you can now have the computer randomly create your team (I’m a big fan of such features, cause I personally don’t like fiddling with all these settings in games).
The whole level-up/upgrade system is replaced with a much more straight-forward Gunstore that appears after every mission. Same for finding upgrades to weapons and ammo inside buildings, this is now much easier done with clear upgrade-boxes spread across a building.
Players who enjoy sneaking and stealth will also be happy to learn that there are some improvements there. Sneaking up on someone will show you an action-circle and timer to let you know when the enemy is about to detect your presence. You can now also turn off lights and that will confuse enemies suddenly being in the dark, and you or your team can go in for a quick and silent kill.
Everything that’s important to complete a mission now is also much more apparent in the game, and there are more guiding markers and general information bits all over the place. I also tried to declutter various events happening as much as possible (so don’t show a dialog pop-up alongside a tutorial thingies while in the middle of battle!) – It’s hard to completely get rid of all overlapping things, but most of the time you won’t be bombarded with information all at once.
Besides that there are so many improvements all over the place, including a couple of new items that should be interesting on your missions (and a LOT more are coming, don’t worry) and just a general nicer handling of the game itself. I even improved the level-editor – while I’m still not even sure that will remain in the game when it finally releases!?
I’m really confident about this demo, and I hope you enjoy playing it! Don’t forget to drop by on Discord to talk about the game, give your feedback, pitch in some cool ideas, and perhaps make it into the credits of the game…
https://store.steampowered.com/app/1892750/Regulator_City/
Full changes list:
fixed: risk-taking setting on Team-Generator got stuck on 0%
fixed: editor removing doors keeps creating a door underneath it
fixed: detonator task now playable with mouse
fixed: swipe card task now playable with mouse
fixed: camera-zoom near map-edges hides the action
fixed: using mouse on “back” in gamepad setup would select button change
fixed: level-editor blockades don’t stop FOV/light
fixed: shooting lights has no effect on the light in the area
fixed: AI detection bug (through the walls)
fixed: mod DNA need 1, isn’t reset
fixed: speech-dialogs moving off screen on the sides
fixed: when leaving a building, squad can be all over the place in positions
fixed: zoom issues on take-downs near map edge
fixed: security cameras are not slowed down on world-slowmotion
fixed: sometimes there’s a mission-door missing on the street (or not activated)
fixed: if player uses (A) to open a chest or turn off/on stuff, Squad shouldn’t operate the door (A) is being handled already!
fixed: Intelligence not being gathered once action/danger is gone
fixed: hud-blood spatters (hit indication) barely noticeable
fixed: notebook hand on right covers text slightly
fixed: don’t have tutorials show up if danger is too high
fixed: there was a fire-barrel covering the tutorial badguy
fixed: exit circle not positioned close enough to door
added: Random button on soldier-generator screen
added: First Boss fight
added: Take Down notice when taking down a mission-target
added: more punch to grenades (=doing more damage to surrounding enemies)
added: danger-markers (for bikers,bosses, and other dangers)
added: Oozed-up spike-enemy
added: sound to upgrade ring for squad
added: information to sneaking-tutorial to make it more clear to player
added: Switching off lights will “confuse” enemies for a bit and keep them at one spot
added: Thumbnails to characterselect showing abilities in action
added: Sound-icons when unseen enemies make a sound (in other room, behind doors, etc)
added: bunch of user-friendly improvements to the level-editor
added: Gun-shop and Merchant (inbetween missions, on the street)
added: Buyable items
added: Gun-shop level/area
added: Item: Oozed Silencer
added: Improvements to mission-result screen
added: heartbeat and take-down focus circle underneath enemies
added: Extra radio voice: Stijn
added: warning about security cameras on first encounter
added: Instruction pop-ups for first-time a mission appears in the game
added: Random team will now spread skill based for bigger variety in team members
added: a “SQUAD UPGRADED” effect to members upgrading skills
added: various tutorial instructions
added: Item – Master key
added: Give NPC’s with something to say a highlight circle
added: gave the Gunshop attention beams to stand out more
added: heartbeat/sneak effect to the tutorial badguy
added: Item Hearing-Aid
changed: path-markers now rendered outside the light-system (so not covered in shades)
changed: GO arrows above doors will appear below if door is “above” camera view
changed: gave soldier-creator properties descriptions instead of numbers
- changedimproved Bionica’s dodge move (no melee weapon forced, shorter usage and faster revive)
changed: Pickups can be picked-up mid-bounce (feels smoother for gameplay)
changed: Melee weapons degrade when used (not just when hitting things)
changed: made certain level areas bigger
changed: weapon-crates now give weapons+special items (not ammo)
changed: Powergenerator now only works if you got Nightvision item
changed: soft limit on amount of enemy spawns when more than enough enemies on screen
changed: first HQ entry, make player move to general – not to Team-generator
- changedremoved mission-result screen (had no purpose + added confusion)
changed: various engine optimizations
changed: Various map improvements with layout and placements/flow
changed: Flashbang sound
- changedImproved character select screen
changed: Default clone settings are now random as default
changed: sound for Triple-gun
Source
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