Full notes
Full Shardpunk 2 update
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Repeated intro
Hello everyone.
What changed
- Gameplay
Shardpunk 2 changes
It's been quite a while since the last devlog.
Although I haven't been posting updates, development itself never stopped. Most of my available time went into actually working on the game rather than documenting the process (which is not perfect - I do need to build up that wishlist!), so there's quite a bit to catch up on.
Let's see what's changed.
Sniper rifles
Along with shotguns and assault rifle proficiencies, there will be a skill tree for a sniper rifle proficiency. This gives us three ranged weapon proficiency types to pick from, and I am thinking of adding one more.
Katana overwatch
Overwatch is one of the coolest features that you mention about in your feedback - so I've added it to katanas as well. It's not directional - instead it covers all adjacent tiles.
Movement waypoint system
This is a good quality of life feature. No more walking right into a fire - you can now select tiles through which you'd like your character to move.
Other than that, I was working on tuning the skill trees (this part is quite difficult; my main focus is to make sure that every skill has real impact on gameplay), adding depth to the outpost mechanics (more buildings, present, more to do in these buildings), and setting up the initial chain of missions/quests of the main plot. I will create separate entries for each of these items in the future, so stay tuned!
Oh yeah, and it can now rain during combat.
Take care!
Slawomir "bryqu" Bryk
Source
Changelog.gg summarizes and formats this update. How we read updates.
