Devlogs
[v1.2.0] Upgrades System!
New Neander-Z update!
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Upgrades system finally arrived!
Players can now upgrade weapons stats like Damage, Firerate and Magazine Size, as well as the player stats like Max Health, Movement Speed and Stamina. You can also upgrade the backpack to increase the Ammo Capacity!
You can find the weapon upgrades at the Inventory Tab, after buying it. Select the weapon and see the preview panel at the right:
The backpack and player upgrades can be accessed from the left side of the inventory tab:
Upgrades are a huge deal since you have more to invest your money on and get extremely overpower!
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Options Screen with volume adjustment.
We've added the option to change the volume for each part of the game: Music, UI, Player and Enemies:
Here's what else has changed: (Feature, Improvement, Bugfix)
- The Boss (RUI) now has a Rage transformation animation when he gets below 50% of the health, enabling a new attack mode. He also triggers an "Screen Shake" effect when he hits the ground.
- Now the precision you had in a wave (ammount of bullets/attacks fired divided by the ammount you actually hit) is rewarded with money, by 1 + half of your precision. So if you were 100% accurate, the money you made will be multiplied by 1.5. If you were 20% accurate, your money multiplier will be 1.1. Count your bullets!
- Added the secondary weapon to the In Game Screen, so it displays the other weapon that you are not currently holding.
- The weapon now also moves down when the player crouches, allowing for some nasty collateral damage on crawling targets!
- The RPG (most expensive and weak weapon in the store) received a behaviour redesign. Now it's rockets won't explode on contact with the first enemy, but will push it forward (knockback) along with the projectile and explode 0.5 second later. This means that some zombies will be pushed together before the explosion, increasing the number of targets hit. It also received a generous 3.0 headshot multiplier! (it was 1.0). To counterweight it, now the rockets damage the player. Be careful!
- Fixed bug where dead enemy bodies would push living enemies around (clustering prevention) and eventually launching an enemy towards the player.
- Fixed bug that prevented the Boss Wave from being infinite, causing the enemies to stop spawning before the boss was killed.
- Fixed bug where finishing a wave with the RPG unloaded would prevent it to be reloaded on the next wave.