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Full Syndeo-Complex update
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Repeated intro
Hello,
What changed
- Gameplay
- Fixes
We're not here to sell lily of the valley, so here are the major changes: new enemy behavior (let's say more realistic), new level design for some rooms in the first level (and a new enemy), new locations to visit in the third level, and a new progression mechanic on the surface. Some heavy stuff.
-Overhaul of enemy behavior (increased rotation speed, no longer lock onto the player, no longer shoot while moving but only after reaching a pathnode) -General revision of pathnodes -Revision of damage notification effects (reduced shaking and color modification) -Revision of ammunition crate textures -PJS01: Minor visual revisions -PJS01: Room revisions on the third floor with the three enemies (second part) -PJS01: Major revision of the "Into Syndeo’s City" room -PJS01: Emphasis on certain colors to better differentiate enemies with the pistogun from those with the rifle -PJS01: The rocket launcher is now obtained on the fifth floor (second part), the crate in the blue card room now gives a rifle -PJS01: Overhaul of the fifth floor (second part), addition of a new enemy -PJS01: Revision of the blue card room (addition of a switch and optimization of enemy placement) -PJS01: Revision of drones (less damage per projectile but fire in bursts and reduced movement speed) -PJS02_2: Addition of an extra block on the elevator so the player can hide completely -PJS02_2: In the area with the aerial camera: reduction of block height, the player no longer needs to double jump to pass -PJS02_2: In the last room: reduction of the height of the platform where the Architecta is located, the player can no longer be hit while staying behind the "puppets" -PJS03: Revision of the underground part (level design and enemies) -PJS03: Enemies in this level are now faster -PJS03_2: Visual revisions (lighting, assets, decals) -PJS03_2: Revision of the outdoor level design (new buildings to visit) -PJS03_2: Addition of an ammunition crate near the Tesla tower -PJS03_2: New progression mechanic in the outdoor part (combat becomes objectives) -PJS03_2: Revision of enemy spawn rules -PJS04: Fix for a bug where the player could pass through the walls in the first dome
News: We are now extremely close to the final versions of the first three levels. More additions are still planned, such as [censored] to earn [censored]. That's all. Have fun until then.
Have a nice day, ddzev
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