Devlogs
Changelog v24-12-14
Posted December 14, 2024 by alxl
Although it doesn't seem like it, this update contains a lot of work on the underlying structure of the game. I think it might be close to a complete foundation now (famous last words, I know).
A mid-stage save from previous versions is likely incompatible; if you have one, restart the stage from stage select instead of continuing it.
- Removed the Factory level; I want to make some changes
- Nightclub features more civilians
- Added alternative ending to Nightclub
- The final dialogue of the prologue doesn't get skipped anymore
- The prologue cutscene is substantially longer
- Sentinels have entirely new models; Omen's models have been updated too, though the changes are less drastic
- The Sentinels in the prologue no longer bark
- Slightly altered the Vindicator Laser Pistol model
- Enemies always turn to look at diversions (e.g. sounds) as long as they aren't in combat or holding position
- Tweaked the civilian decision-making to make them a bit more cowardly in the face of danger
- Civilians and hostiles have different barks
- Shotgun shells are visibly ejected
- Sprint no longer goes on cooldown as long as it's used when not Suppressed
- Omen can vault over low obstacles
- When using abilities that spin a target, the arrow at their feet turns with them
- [New Primary] Beholder Laser Rifle
- Shoots a beam that penetrates Units and bounces off walls, dealing 5/3/2/1/1 DMG on each hit (each subsequent Unit hit takes less DMG)
- 2-turn cooldown
- Currently only available using the option to unlock all loadout items
- The Chain Hook is now only available using the option to unlock all loadout items; it'll make its return in a future stage
- Added tutorial hints that show up to explain non-obvious mechanics when you first encounter them
- Currently just one for enemy movement reduction and one for stance locking
- Hints can be disabled in the options menu; there's also a "disable all hints" button on each hint
- Projectile effects (coin, shotgun shells, Paladin ejection, etc) get their shaders built during the loading screen as intended
- Several dialogue changes
- Omen's portrait depicts her wearing her helmet during mid-mission dialogue
- Characters in story stages no longer uncannily breathe in perfect sync
- Duncan's van's engine makes sound
- Minor tweaks to a lot of animations
- The loadout menu features 3D vignettes in the background
- The back side of the arrow that indicates entity selection has been removed to make its forward direction more clear
- 3D markers (e.g. the exfiltration symbol) no longer attempt to avoid overlapping with the ability bar
- Markers more accurately pin themselves to their appropriate 3D locations
- Added option to show objective markers; either none, exfil (default), or all
- Added option to show only required conversation markers
- Added option to set the max number of simultaneous barks
- Made some optimizations about what gets loaded and when
- The current song plays from its beginning when increasing the music volume from zero
- World sounds fade in on load, rather than playing suddenly
- Fixed music cutting itself off too early under specific conditions
- Fixed transparent materials (such as glass) not becoming desaturated upon death (this seems like a simple change - but it was not!)
- Fixed a freeze that would occur when standing against a wall and aiming a bounce weapon towards it at a perfect 90-degree angle
- Fixed the mist pain flash sometimes persisting beyond the initial flash
- Fixed the mist death color persisting into other menus when exiting while dead
- Several fixes and improvements to the cutscene skipping logic
- Upgraded to Godot v4.3
Files
The Null Doctrine Alpha (Windows) 92 MB
The Null Doctrine Alpha (Linux) 86 MB
The Null Doctrine Alpha (macOS).zip 113 MB