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Steam News26 October 20178y ago

Update #2 - Weapons, CRT effect & walking animations

Warning: your saved stats will be lost (not used in the current version). The only nuance right now is that you will need to play the short tutorial again to unlock the regular game mode.

Full notes

Full Trespassers update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition7 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
addedWarning : your saved stats will be lost (not used in the current version). The only nuance right now is that you will need to play the short tutorial again to unlock the regular game mode. The new CRT/retro image effect is highly customizable, so play with it and share some screenshots ;). You can switch among different presets (by default the effect is subtle), or configure any of the individual parameters. I've added different textures to choose from, so you can mix them to get the vibe from your old TV. It does not pretend to be realistic, but sure brings long-forgotten memories back. (Note: rb = requested by, in case that update came from user's feedback)
changedNewCRT/retro shader , with options menu to tune and disable it (Menu under Graphics -> Retro/CRT effect settings)
changedNewSome enemies may drop health/beers . Probability is roughly the same as dropping a shotgun
changedUpdates & improvementsSome enemies' walking/moving animations have been updated , to reflect the enemies clumsily walking (infecteds) or leaping (bulldogbies)
changedUpdates & improvementsDamage messages stack up the damage received/done, so it is easier to check how much damage is being done
changedUpdates & improvementsBlood emitted with each hit depends on the damage (~ more damage = more blood)

Trespassers changes

addedWarning : your saved stats will be lost (not used in the current version). The only nuance right now is that you will need to play the short tutorial again to unlock the regular game mode. The new CRT/retro image effect is highly customizable, so play with it and share some screenshots ;). You can switch among different presets (by default the effect is subtle), or configure any of the individual parameters. I've added different textures to choose from, so you can mix them to get the vibe from your old TV. It does not pretend to be realistic, but sure brings long-forgotten memories back. (Note: rb = requested by, in case that update came from user's feedback)
changedCRT/retro shader , with options menu to tune and disable it (Menu under Graphics -> Retro/CRT effect settings)
changedSome enemies may drop health/beers . Probability is roughly the same as dropping a shotgun
changedSome enemies' walking/moving animations have been updated , to reflect the enemies clumsily walking (infecteds) or leaping (bulldogbies)
changedDamage messages stack up the damage received/done, so it is easier to check how much damage is being done

Warning: your saved stats will be lost (not used in the current version). The only nuance right now is that you will need to play the short tutorial again to unlock the regular game mode. The new CRT/retro image effect is highly customizable, so play with it and share some screenshots ;). You can switch among different presets (by default the effect is subtle), or configure any of the individual parameters. I've added different textures to choose from, so you can mix them to get the vibe from your old TV. It does not pretend to be realistic, but sure brings long-forgotten memories back. (Note: rb = requested by, in case that update came from user's feedback)

New

  • Two more weapons: flamethrower (Kremator 2000) and electric gun (taser gun)

  • CRT/retro shader, with options menu to tune and disable it (Menu under Graphics -> Retro/CRT effect settings)

  • Option to shut off the controller's vibration (rb Tyler Zeta)

  • Some enemies may drop health/beers. Probability is roughly the same as dropping a shotgun

Updates & improvements

  • Preferences and stats saved are stored in a different, shorter format, generating smaller files faster to read

  • Some enemies' walking/moving animations have been updated, to reflect the enemies clumsily walking (infecteds) or leaping (bulldogbies)

  • Damage messages stack up the damage received/done, so it is easier to check how much damage is being done

  • Blood emitted with each hit depends on the damage (~ more damage = more blood)

  • Stringer and Ripper updated to be a bit less dangerous (rb Eflosten)

  • Some few enemies are sensible to electric shocks, getting more damage from electric weapons

  • Level scores readjusted; now it is harder to get the "Apocalyptic" score

Bugfixes

  • Shadows are not drawn so dark when they are projected over deeper elements

  • Shooting at the limits of the city (top-down) hit an invisible wall (rb Nazsgull)

Thanks to everyone in the community for their support with comments and feedback.

Source

Steam News / 26 October 2017

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