Full notes
Full The Seeker update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Balance
- Maps
The Seeker changes
The Vault is open! And I'm here to address most of the changes. This update has been the most fun and the most challenging to make due to the AI issue I've came across and having to rebuild everything from practically zero.
Full change log:
https://www.intercido.com/pages/the_stealth_vault_0.8.html So let's get started:
Camera:
The main course of this update has been started with the camera. It was fixed, rigid and you couldn't really see much beyond the spectrum, which made playing the game rather difficult. With a simple click of the Left Control, you can easily switch between locked and unlock camera.
Enemy Range:
Like discussed previously the enemy range have been upgraded to a raycast one, that shows exactly where the enemy can see, rather than a static circle. This allows players to plan their moves more accurately in the new stealth mechanism which has been implanted.
Stealth:
This was a major issue for me when I start making the game due to its natrue of the genre. You were instantly detected if an enemy spots you, with no chance of retaliation. This was unfair and unnecessary hard which while made a challenge, was too hard of a punishment to screw up the whole level. Thus the new stealth system has been implanted to combat the issue. The enemies now have 6 states which reflect upon the changes:
Idle - Follows his given path, and lurks Suspicious - Has detected something, however will not go to investigate Curious - Suspicious, but goes to check what was that about (goes to the last registered position) Aggro - He has found an intruder and is actively hunting him Seeking - Lost the player, however is going to the last position where he was seen. Alerted - If the player has been spotted, enemies will have bigger view distance and speed both idle and while chasing.
This has been more detailed explained with formulas in the full change log, which can be found above. Also this update brings one new enemy,
E_04 aka Tesla Coil
Which as the name suggests, uses electricity as its power. It is very slow, but, it pack a huge punch to the enemy and can even trap the enemy to a deadly trap. It halves the movement speed of the player, while drawing energy and health slowly, and calls for backup. This can pretty much trap the player into a certain death if not careful ;)
XP, Upgrades, Leveling:
For this update I've brought back the XP point system that has been removed way back in 0.3. The reason to this is to bring more gameplay variation to the game, and help the players along the way as harder levels come. Each level gives you one point to spend in the tree, and branch out. For now there are 12 upgrades, of which one is a gadget, but this will further expand when the game is fully released.
New Levels:
There are 2 new levels in the game, and 3rd one in the way (new berserker mode map): U-235 is a nuclear satellite that features all new walls and some new floor tiles, along with a lot of new objects. It also features the infamous E_04 , which should be fun to see how it plays out.
Testing Grounds
Similar design to the U-235, and its only goal is to test the enemies behavior and gadgets. There you have infinite energy and spawn enemies when crossing a border. This map will receive another update that will add more controls to shifting the maps design for better use.
Cryo (Berserker Mode)
This map is still under construction but will be featured in a soon update.
Traps:
Traps have also gotten an update, regarding their timers and indicators to bring more visual fidelity to the
Source
Changelog.gg summarizes and formats this update. How we read updates.
