Full notes
Full Slag update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Fixes
- UI and audio
- Performance
- Balance
Patch 0.46
Greeting Fellow Slaggers, First I would like to apologize for my lack of communication over the past few months, I should have been doing more updates to what's going on. I am still chugging along with the development and have made some nice changes, mainly that the game is fully playable from start to finish with Game-pads. For a bit more transparency I am currently developing this game solo, I also have a bad back condition meaning I can only put 3-5 hrs a day into the game (I still think about it while not at the desk tho). This doesn't excuse me for being bad with communication of development though, so I will try my best to do a monthly report on what's been worked on. Now for what's changed, As I said before a lot of work with Game-pads, there are still a few case problems I'm having with the quick forward and quick back but they only lose their held down timer for some reason after you do it once (becomes instant). Map work and flush out with the addition of decals that add lines, stane and a path to give you an idea where to go. Along with some major structures to give it more feel of a massive complex that you are navigating. I have been also working on Map set 2 but wont be available till release. Some small balance changes as well, Pulse laser got a damage buff as it was too weak compared to the other options. I also bumped rocket speed up a bit to make it a bit easier to aim.
Going forward, more flush out with the maps and game play. I want to add random drops that can give you a free heal or damage boost etc just to mix up the carnage a bit. Logic is mostly there for this so should be in the next patch. Also going to fix the high scores and add a viewer for these too. List of most changes below (I may have forgotten to note some down)
PATCH 0.46 LOG
-Added core v3 mesh and mats
-Added FanVent mesh and mats
-Changed Pawns and some map assets to not receive decals
-Added textures and mats for Decals
-set up gantry's to spawn there own decals for floor markings
-set up fixed turrets with their own decal
-added spline wear decal to level 5,
-fix errors with objective capture (valid check's)
-added Refinery mesh and mats
-added Boiler mesh and mats
-added Crusher mesh and mats
-added method for using paddles to switch panels on controller,
-tweaked slot layout and effects to try better show what one is selected (probs needs more)
-Added slag title to cost block and enable active effects
-Tweaked layout of infoblock
-Change the way focused point is chosen
-Fixed issue where could not interact with selected panels
-Set global colour assignment.
-Added controller interactions to widgets that hadn't gotten them yet.
-Ran into a major bug where listeners stop working if the level isn't unloaded after the first load of the loadout.
-Added Master Widget and move common code for navigation and border highlights to master
-applied to fixed logic in loadout
-applied to settings and fixed logic.
-added MasterWidget as parent to Debrief, Gameover and MainMenu.
-added various functionally to the above widgets for controller navigation
-Added function for resting to default keys (the map is kept inside setting widget)
-Added CanUnlock bool to gates so they can be used as detail and not be run by the room controller
-Looked into a crash issue that was happening with medium graphics.
tweaked various particle textures and removed a conflict in one of the particle systems.
-Fixed issues with hover tanks not been useable
-Fixed issues with aim being too high when using a controller should aim more at the ground so using aoe weapons feels better.
-Tweak rocket movespeed to be faster.
-Fixed minor bug in reload for bad index -Blocked binding the same key to the same axis for + - (caused the binding to remove a slot which couldn't be rebound without resting bindings.
-Added warning to settings for this case above
-Added refresh on keys selected when binding reset is used (just updates what is displayed)
-Added slag cost to breaching Shrapnel
-Added a way for bosses to spawn more bots base on hp left 3 stages 1 at 75%, 50% and 25% also -Added a way to add custom logic when these are triggered (not passed to the Blackboard yet)
-Fixed issue with elevators causing a stop or slow down due to wall height.
-Fix Hud grab for bosses hp bar display when a new game is started after dying
-Finished off bossbotspawners so they can have bots spawn in as their health goes down.
-Remove map 2 form map one (the view of it in the fog)
-Gave pulse laser a damage increase from 3 to 4 is now on par with the other early options
-Tweaked lvl 1-5 to make the core room bigger.
-Fixed ball bodies clipping into the ground causing stalls.
-Added sound to gantry's, Subject to change.
-Fixed text on demo done screen so it's more readable.
-Tweaked elevator spawning so NPC's shouldn't get stuck. Happy Slagging !!
Source
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