Full notes
Full Regulators update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Store
- UI and audio
- Balance
- Events
Regulators changes
Grab your gear, and get ready to be shipped out into Regulator City! The new public demo is here (v0.0.51) and it is the one you've been waiting for! The changes list is extremely long, so you might not want to go through all of those things, but don't worry, I can highlight some of the key changes while you grab and wishlist the demo on Steam!
I made many changes to the gameflow, this means an improved layout for the HQ building, but it also means the removing of the city-map view and only one mission per street (replacing the 3 missions per street). This all ensures better feeling of progress, and a smoother experience overall.
The money-system and somewhat forced Gear-shop are also removed from the game. Instead you will find cool upgrade-crates spread across the games, including some new weapon-unlock crates. You will always get a few extra gadgets when you return from a successful mission back in HQ. The grabbing/collecting of dropped money always felt a bit of a distraction from the actual mission and action, and removing those features make the core game mechanics a lot more prominent and feeling better.
Another thing that got removed, or perhaps, replaced is the inventory screen. We now have a radial-select, as requested by various players, which allows you to grab (flash)grenades or other useful items a lot faster than browsing inventory screens. Still being tweaked and improved, but have a play with it!
Finally there is now a much more interesting level-up for your AI team members, statistics info for your team-members in the pause menu, a cool extraction event when you complete a mission, new airfield and hospital maps and various small improvements to other existing maps, and I'm probably forgetting a BUNCH of cool things from the new demo!
So grab the demo now , and take it for a spin!
https://store.steampowered.com/app/1892750/Regulator_City/
Full changes list:
added: Implemented WIKI export for Orangepixel.net
added: Tutorial notebooks "shown" state now also saved
added: Extraction count down after mission completed
added: Change mouse cursor when performing tasks
added: floor lights
added: Radial button for inventory item select
added: Proper sound for melee-weapon swap
- addedGo sign when Extraction Chopper is available
added: Gun/Item lockers
added: Player can now mount alternate default weapons in HQ
added: Copy+Paste to level editor
added: Mission/game progress statusbar
added: Spec sheet for items in HQ Lockers
- addedNew weapons: Squad-MK II and Squad-MK III and MachineGun MII
added: revert to holding "default weapons" when returning to HQ
- addedshow new weapon-unlocks pop-ups
added: Vault task now do-able with mouse
added: Tasks are now done in slow-motion instead of full-pause of action
added: Extraction chopper now always targets last building-door
added: Street graphical changes to show Ooze taking over
added: Squad Level-up notification popups
added: pre-generate mission list and mission-maps (spread uniqueness of locations)
added: Squad members now stay away from proximity bombs
added: Merchant shows path to General on tutorial-level
added: limit demo duration / mission count
added: Extra squad-heads for variation
added: Squad-statistics to Pause screen
added: Squad members now always have unique looks
added: Weapon-crates can be placed in level-editor
added: first Airfield map
added: First hospital map
changed: Door information dialog only shown when player near door
- changedRemoved the city-view/mission map
changed: Streets now only have on mission
changed: Mission flow and code rewritten/redone
changed: redesigned HQ Layout and player start point
changed: blocked certain missions from happening in unsuited areas (vault in park for example)
- changeddisabled "danger/stealth" meter
- changedImproved controller code seperation for UI and game controls
changed: optimised Verlet system
changed: Scrambler now needs to be held to use (not an active item)
- changedRemoved infinite-ammo for default weapon
- changedAdded Ammo-clip drops
changed: Redesigned HQ layout
changed: Optimised some squad-AI decision calls
changed: Pathfinding code optimisations
changed: Optimised squad-AI goal-decision making
changed: General in HQ starts further from Mission-computer
changed: Optimised Squad-AI decision delays and handling
- changedDisabled money system (testing)
changed: notification/pop-up system
changed: cleaned up pause screen and squad-stats
- changedImproved extraction event with slowmotion
fixed: HDMI/M1 resolution issues - setHdpiMode(Pixels)
fixed: blockade from tutorial-enemy wasn't fully working
fixed: Chopper shadow not correctly mirrored
fixed: vertical curtains items would cause weird blockades
fixed: Hard to get item spawns in Park missions
fixed: Blocked certain mission-areas from spawning on roof tops (Park, Airfield, etc)
- fixedupgrade prices are incorrect in new mission upgrade
fixed: street/rooftop art has black area at the bottom
fixed: crash caused by breach-doors
fixed: Squad will freeze once security alarms trigger
fixed: Squad has no AI-nodes in street view for hiding/navigating
fixed: screenshake default settings and handling (more subtle, framework upgrade)
fixed: Tasks can blink/fade on the screen while performing them
fixed: Disable HQ-building from mission-area's
fixed: Detonators ignore slow-motion from being in the detonation Task (so they always explode)
fixed: level-editor removing tiles doesn't remove floor-textures
fixed: Street-entry starts with Squad outside of the screen (no car/chopper moving in)
Source
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