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Full Turscar Isle update
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What changed
- Gameplay
- Balance
- Security
Turscar Isle changes
I've added some changes to both the demo and playtest.
New unit
The Hoverbot is the Turscarites' primary assault bot, boasting a tear gas cannon and an ominous mask intended to strike fear into those who would block the worship of Turscar!
You can't damage them. Yet. I might add EMP grenades as an unlockable option to replace the flashbangs. They're mostly present on the surface of the island, so I've added a lift from there to the mech bay/guardhouse.
Bots can use locked doors
If they have clearance, that is. Initiates do not, and certain other NPCs have higher levels. None of them drop keycards, but instead they internally use a chip to monitor and restrict access.
I've added more doors throughout the main level, some of which are locked.
Lighting/detection
Banners and teleporters will now provide detection when player is standing next to them. Should've done that ages ago!
Security Camera interactions
Instead of having a 3-second rotation time, they now rotate through a maximum angle. I've also adjusted some placements, along with adding more. They also detect the player more quickly now, and make noises when alerted.
You can disable them across the entire map via a terminal in one sector. Doing so will spawn an alert.
Bug fixes and QOL
Dead bots will no longer come back to life if a sector is alerted. Even if this is funny.
When changing sector, you now face forward.
Playtest end-of-life
I'm converting the playtest to open, but closing it entirely on the 31st of March. If you haven't tried it, please do so and let me know what you think!
Source
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