1.0.0 : Released Game.
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1.0.1:
-Added AT Rifle and M1 Garand.
-Replaced void in map with snowy forests.
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1.0.2:
-Flamethrower nerfed from shooting 2 bullets every tick to 1 bullet.
-AT rifle also received a significant fire rate nerf.
-Bullets have become one-directional. If a bullet collides into an enemy by its side, it will no longer damage the enemy. This is done to slightly help prevent a bug where enemies will be thrown into the abyss if colliding with something going fast.
-Player will no longer collide with enemies. Player invincibility time 0.75s -> 0.5s and regen timer has gone from 3s -> 4s to balance out this change.
-Created a another tilemap for trees and optimization.
-Changed environment to improve the look of the game.
-Entities now adjust light levels based on the round.
-Environmental changes added during gameplay.
-Smith 25 reload time nerfed to 0.5 seconds due to debugging issues.
-Starting area has been adjusted, along with enemy spawns.
-Small general bug fixes.
-the pck and exe file no longer both have to be used. the plain exe file now works by itself.
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1.0.3:
- Added vfx for when a entity dies.
- Added brightness slider.
- Changed the version number to actually work. woops.
- Added splash text. A lot of it is inside jokes, but useful pop-ups will still happen often.
- polished the death animation a bit.
- Trees now sway in the wind.
- Street lights turn on when it gets dark.
- Cowpoked DMG buff from 10 -> 15
- Tec-9 recoil from 35 -> 18
- Tec-9 screen shake reduced by 33%
- Tec-9 dmg 15 -> 12
- Player light reduced by 50% to account for street lights
- Revolver max damage 350 -> 210
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Build 4:
- Closed off areas now have a wooden barricade over them.
- Fixed Volume Slider.
- Added a death theme.
- Updates will be changed to builds instead of the "1.0.0" style of updates.
- Changed the main theme.
- Trees are now in the starting area.
- Smith 25 reload time cut by 40%
- Revolver fire rate boosted from 1/3rd of a second to 1/4th of a second (0.07s change)
- Smith 25 fire rate from 1/2th of a second to 1/4th of a second (0.25s change) to speed up early rounds
- besides the other 2 song changes, I can't do much for music because of FL studio requiring me to sell my first born child to save a project. This isn't much of a change but it significantly hinders the audio of the game in the future.
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Build 5:
- Prototype Mk.3 Bullet Count 4 -> 3
- Shooting noises have been overhauled. Guns will now play audio based on the caliber of the weapon instead of the class of the weapon.
- Weapon noises have been redone to sound better instead of ripping up the audio for a bit.
- AA12 fire rate from 1/7th of a second to 1/3rd of a second
- a shell falling sfx plays whenever you shoot any weapon that has a ejecting bullet.
- removed a trait that slowed fire rate the lower ammo you had.
- Added 2 new prefixes: Profitable, Profitless. Info is in debugging section.
- Painkillers invincibility timer 1.5s -> 1s
- PPSH reload time increased by 40%, ppsh fire rate increased by 25%,
- SMAR 556 damage buffed by 100%
- Clover now boosts chance to gain ammo back by 25%
- added garand ping and no ammo sfx after shooting the last round
- got rid of the old racking sfx
- racking sounds are now created on the type of rifle (bolt action, semi, lever, pump, etc)
- buffed the garand's fire rate from 1/3rd to 1/5ths of a second (0.12s)
- better explained prefixes in debugging section
- clover now boosts the synergy between the uncertainty tome and wild weapons
- debug now starts at 100,000 points instead of keeping it at that number
- firing types have been fixed in the code. It's not a big thing in the game, but it sure as hell makes my life easier.
- Added accurate burst-fire. I will probably make an item or two out of this later, it went unexpectedly well.
- Old "Burst" Prefix renamed to "Clustered". A new 3-shot burst prefix has been added to compensate.
- Rounds renamed to "Waves" to remove confusion with the round function in godot.
- AK902 base damage from 43 to 50, it's also a 3-round burst fire now.
- FIXED THE YEETING ABYSS GLITCH
- this isn't an actual addition, but expect a lot of weapon changes in the future! now that the yeeting glitch is fixed, I can adjust the bullet speed a little bit more to make weapons feel better to use.
- Fixed a glitch where the main audio would cut off forever.
- Pressing the third debug key (C) now sets the player's points to 100,000 instead of giving the player a full perk list.
- more trees.
- stone tiles have gotten toned up a shade. wood tiles are slightly more detailed. It's not much of a difference, but it feels more cohesive.
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Build 6
- Reduced AT Rifle bulletspeed
-Clustered no longer changes the weapon to semi
- .50 BMG sound is louder
- the flamethrower wasn't full auto on account of me changing the firing types, whoops
- M4A1 resprited to be easier to see
- Added the M16A2 as a replacement for the machete until I can get a proper melee system working.
- Robot lights no longer stay bright after attacking.
- fixed the AK being semi for some reason
- Enemies no longer collide with eachother, but have random speeds to compensate for it. This results in a slightly smarter AI that is harder to avoid and doesn't pile up and get stuck to eachother.
- The machine gunner robot now shoots in consistent 8 round bursts.
- enemy size is dependent on its job now
- the machine gunner now has its own gun
-added a sniper bot
- bullet color now matches enemy class
- significantly reduced chances of getting high rarity weapons
- introduction of Windfall mode. If windfall is enabled, the player has horrible luck in the first 20 rounds. After those rounds, the player becomes incredibly lucky.
- Duplicator now multiplies bullets by 3x and applies a -25% damage boost instead of the earlier 75%. the arc gain remains unchanged.
- Painkiller speedbonus nerfed from 0.5x to 0.35x
- Machine gunners no longer enable the invincibility timer upon hitting a player. If you can dodge a wrench, you can dodge a 5.56.
- reduced ak-902 recoil and screen shake
- Replaced the FEIT-GD with a raffica that can be chosen as a starting weapon. The FEIT-GD will be making a return in Dead Men Walking: Doomsday.
- The debug menu no longer shows the time in between rounds due to reorganizing some of the code.
- Turned off one-way collision for bullets as it never fixed the yeeting issue and just made things more difficult.
- Simplified a lot of code to shorten the amount of scripts while making it easier to code.
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Build 7:
-Got rid of different types of bullets and threw em into one unified script.
- Smith 25 fire rate boosted by 25%
- New sound effect upon having bullets saved by the resourceful trait or the ammo box
- Excess bullets pierce enemies instead of lodging into them and deleting themself
- Added a Kriss Vector
- The right wing entry spot for the 3500 cost gate was moved up to avoid collision errors.
- Map has been adjusted to contain all of the enemy spawns in small boxes to avoid spawning into players.
- player now breathes
- All items have been retextured to have shadows.
- optimized the code for reducing ammo upon shooting
- Added item: Analyzer
- Fixed an error where shooting a enemy with low HP would give points as if it were killed.
- added wobble to the weapon
- removed description text due to interference with gameplay.
- Interacting without anything to interact with now makes a noise. same goes with shooting.
- rework to interaction and perk code
- you can now buy multiples of the same perk
- lights now buzz
- perks added to debugging section for listing
- buffed officer's boots significantly
- sound added upon activating a challenge mode
- got rid of the bottom left debug label
- pressing X in debug now empties the perk list, pressing Z now sets the first slot to the debug item selected prior.
- Blitz mode now gives 1500 bonus points instead of the normal 1000
- nerfed the blessed loot pool from windfall mode, but made the blessed luck start at round 15 instead
- the main menu's vfx and sfx are slightly better
- birdshot nerfs damage by 10% more
- the bipod's recoil reduction calculations have been changed, and now only schrodinger himself knows whether or not I buffed the item.
- the volume slider's default is now the game system's default.
- added bushes.
- snow now always fills the map by round 25.
- resprited icon buttons on main menu and the sawnoff.
- separate slot for game modifiers in main menu.
- added modifiers to debug section.
- enemies now will get progressively more complex as rounds progress instead of randomly selecting from all enemy types at the start of the game.
- Added "Backup" mode, which undoes the above effect. As a payoff, enemy bullets are 25% slower.
- replaced the tooltip for the blitz mode button.
- changed a error in the map where you could phase through a door
- made the 5.56 sfx better
- Tec 9, SCDMR, and M4 reload time increased
- Reloads can't be interrupted by shooting again
- the player can't swap slots while loading in, which makes sure that the first item always has ammo at the start of the game
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Build 8:
- got rid of the disable health bars option
- different font for a majority of text
- buttons are now larger when hovered
- The pause menu now has a back panel, non-wavy buttons, and hides the hotbar.
- Volume and brightness sliders are now in the pause menu as well
- Buttons now have a different color when actively being hovered over
- red color in menu made more red instead of being an orange-ish color
- sfx upon changing weapon in main menu
- enemies hitboxes are now areas instead of prior collisions, which optimizes them just slightly
- this goes for bullets too now
- buffed the rotdog 12's fire rate from 1s -> 1/2s
- trees now have collisions... don't know why they were removed, I put them in earlier.
- enemies collide with the player again, but they don't collide with other enemies.
- changed the color of the hazmat suit to make it less obnoxious
- gave shading to the bandaged head sprite, re-shaded both head sprites with a cap on them, and re-did the damaged sprite in the bottom left of the screen. Looking at it now, I should've done it way sooner. It's a really small change, but it makes a crazy difference.
- adjustment to the rotdog 12 so it no longer racks at the wrong time and fiddles with the hands
- sliders are now customized instead of the normal godot look
- massive buff to enemy bullet speed
- enemies now have sounds dependent on the caliber they are shooting
- enemies now shoot at a significantly lower volume
- I FINALLY HAVE A COPY OF FL SO I CAN WORK ON MUSIC AGAIN
- due to this ^, this update is going to be taking a while. let me cook.
- added belt-fed and vampire cloak.
- fixed a glitch where the player would temporarily gain health after rolling for an item
- cowpoker fire rate doubled
- speedloader buffed: when reloading, the whole mag will be reloaded instead of single rounds
- spas-12 resprited, reload time nerfed for spas 12 as well.
- perk machines resprited
- sfx upon changing skins
- added thompson smg
- player now gets 100 points after each round to avoid getting softlocked
- .357 sfx made louder
- no interact sfx made more random and quieter
- escape can now be pressed to fast forward death
- ui is invisible upon loading in, but gets more visible as you spawn in
- buttons now have customized backgrounds
- muzzle flash light upon shooting added
- flamethrower no longer initiates freeze frames
- pitched down the main theme and lowered the volume
- power-ups have been added. info is available in debug section.
- hourglass renamed to "Broken Hourglass" and resprited as such. on top of reversing damage calculations, it now slows enemies down. On top of that, it also extends the time for the full hourglass power-up.
- publishing this update early- couldn't get to the music, but I still got a lot done.
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Build 9
- changed the position of the bullet so that it doesn't come out of the gun sometimes
- bullet now has a larger hitbox
- bullet is now more dim and compact
- player now has arms
- removed the "eye-like" look from robots
- player no longer gets invincibility from damage due to voodoo rounds.
- unique max damages have been removed. the max is now 3x the normal damage.
- crits now go around max damage.
- buying saving grace now starts regen again after the interaction code changing
- crit formula changed [dmg * (multiplier + (critdmg + {amt_of_crit_upgrades + other_upgrades})] -> [dmg * (2 + (0.2 * upgrade_amt)]
- active and lazy prefixes now give extra crit chance rather than giving more crit damage. same goes with the analyzer.
- player can no longer shoot while dead
- camera now shifts 5x faster to player when dead
- added a setting for borderless/stretched fullscreen for different monitors
- damage is now rounded to the nearest whole number to avoid enemies living on 0.0001 hp
- screen shake is now based off of fire rate and recoil rather than being independent
- speed upgrades from serum have been nerfed from giving 5% speed to 2.5%
- snow is now constant instead of happening after each round
- going from night to day is now smoother. same goes for the player's light and snow particles.
- the shotgun prefix no longer changes firing type from full auto/burst to semi
- weapon can no longer be shot while the shooting animation is playing. it will take a bit to adjust all of the fire rates back to normal.
- slight optimization to shooting code again
- capped prefix limits damage to base damage times 0.9
- analyzer now shows enemy health much more clearly
- door to gun machine is now 200 points cheaper
- buttons are now 10% larger than before when hovered in the main menu
- added an explosive crossbow to the game
