Full notes
Full Rushaug: Feline Warfare update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Events
- Maps
- Security
Rushaug: Feline Warfare changes
New update is now live, with emphasis on player feedback; particularly from Spillexpo 2023 (Annual Norwegian Game Exhibition). These are the 4 most significant changes:
A Weight Rating System is now in effect, determined by the player's loadout. All weapons have a specific rating, SMG typically "2", AR "3", and so on. Stamina duration is entirely determined by the combined rating of primary and secondary weapon carried.
A significant change to the Alert Mode has been introduced; an Enemy Ticket System. During alert mode, the enemy units will receive a limited pool of reinforcements, which when depleted cuts off their ability to respawn, and instantly end Alert Mode when last enemy in sector is eliminated. This is to combat the ever-lasting alert mode if player is not avoiding enemies for a long enough duration, giving the player an option to fight his/her way out of an alarm/detection.
Contextual UI has been made clearer in several situations, most significantly for keycard doors, clearly indicating if player lacks an item, and the keycard doors has also been optimized.
Mission Briefing Cutscenes have finally been added. (Players can only trigger the briefing for Mission 1 currently) The Dialogue System have been revamped for the occasion. The text box has been shrunk to take up less space on the screen, and made more responsive by adapting it's height and position to the displayed text. The dialogue UI have received a visual overhaul, and been properly optimized.
Full changelog with all other changes and improvements listed below!
v0.8.74 Changelog:
Fire mechanics (introduced in last bugfix update, but expanded upon)
"Last Save" made default option on Game Over Screen
Bugfix: Player throwing ordnance while climbing ladder
Enemy Ticket System, adding a new layer to Alert Mode
Updated missing animation of Enemy Captain Unit (Death Animation 1 & 2, Crouch Walking)
Prevented Player from bleeding out while consuming healing item
Added contextual UI for interacting with keycard door without sufficient keycard level
Updated sprites;
Base Layout Map (in-game object)
Ledge Grab animation
Weapons
AVGR-7 (Galil inspired)
CHC33 (QJY-88 inspired)
(Mission 1:) Replaced BG color inside base from pure black (RBG 0 0 0) to slight blue tint (RGB 12 15 22)
Cleaned up redundant assets not visible to player
- BugfixCorrected missing wall in Security Annex (Mission 1)
Added an UI FX for when the alarm is triggered
Weight Rating System added
Keycard Door panels have been optimized, level 0 (no keycard) buttons are introduced
- Bugfixfixed bug causing keycard door panel to not properly animate in certain instances
More scripted encounters with Krynkel added
Changes to Mission 1 Level Design
Added a (secret) corridor with a connection to armory
Added a ventilation shaft connecting floor 1 & 2 above hangar
Added a Ceiling CCTV near save station in Electrical / Archives
Slightly raised the roof at jumping point inside ice cave
Added ignited Gasoline Tanks to memory array, not to respawn when reentering area
Integrated Exploding Barrels into Gasoline object as a variation for streamlined & optimized coding
Made ammo a potential loot drop from enemies (currently equipped guns determine ammo type)
Created collectible/item sprites for all ammo types
Minor adjustments to Item Feed UI
Made CCTV objects destructible from explosive blasts
- BugfixFixed bug causing Mounted Sentry to fire endlessly when reloading save
Significant improvements to Dialogue System (Box UI & code)
Made healing animation cancel when taking damage
Made player able to cancel
Source
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