The 9th Early Access update for Project Downfall is now live and available for download.
We are getting ever closer to adding all major content. This update is quite a big one: adding all plot paths and major levels (without the endgames though)**, new combat features, weapons, tunes, destruction...more on that in the details further below. Worth noting: many new levels are still Work In Progress and whilst some of them are rough around the edges, others will be more refined (worst case scenario:level will be in a state similar to those which were intially released with the Early Access launch). This ought to be addressed with the next update. Also, this update unfortunately has also seen a few snafus, which should be addressed within the few days with a flash update.
-enemies with rifles will sometimes get stuck in a reload loop
-On death and collision AI will hurt each other. This will be tweaked and fixed soon.
Word of warning regarding endgame routes: if you reach one of the endgame routes by meeting specific requirements you will most likely not be able to exit the apartment since the outro levels are not added yet (besides the only one currently available: the madkiller ending). You can still replay all unlocked levels via the pc in the apartment. Next update will bring the appropriate outros to endgame routes. Currently achieved when one of the following levels are finished: [spoiler]small time, fugitive, top dog, brainfreeze[/spoiler]
Next Update is expected to arrive late February and should patch up and add all remaining endings as well as further polish and fixes. After that we are going to fix, tweak and adjust the game until is is considered good enough leave Early Access.
Now, on to what's new!
-Contractors: get called in for an interview at rival company Titan Prog. Things might go a bit awry [spoiler]Will result in some kind of accident[/spoiler]
-Ratrace: Alternative route for contractors. [spoiler]you'll get this one if you are sane enough[/spoiler]. Only the intro for now.
-Setup: Something is going down at queen mall.
-Small time: time to go full vigilante and crash a private party
-Trauma: Kyoncha lockdown on Crimson Memorial Hospital.
-Brainfreeze: What's going on here? [spoiler] are these hallucinations after surviving the fall at the end of the contractors level? This will be explained the following levels coming next major update [/spoiler]
-Top Dog: Time to get some answers at the terrace Executive Suites where some big fish have gathered for a meeting.
-Downtime: You arrived at Crimson Tide International Airport. Things will get bloody!
-Fugitive: Escape through the canals and make it home alive.
Heavy MG: This big boy packs quite a punch but will be rather hard to come by
Double barrelled shotgun: Now this one packs a wallop! Downside: not good at long range and requires frequent reloading.
-Multiple new dynamic music tracks recorded and adapted for their respected levels stages.
-The crouch: will be handy for evading incoming fire as well as with combining with special moves.
-Running slide and dash. !!NOT EXPLAINED IN GAME!! Press crouch during a run and you will perform a dashing slide. Works in all directions
-Vaulting slide: Press crouch during a jump to vault slide over objects. Will be tweaked further to be more dropkick like and in combination with a flying kick.
-New Combos: quite a bit of them. “Close call” evade a bullet by a hair, “Striker” hit an enemy with a thrown weapon, “ninja” get max time dilution multiplier during a chainlink pill rampage, “berserker” get 3 kills during blue pill rampage.
-Environmental damage with AI: this one is pretty cool and long overdue. If the impact of a dead enemy is strong enough he will destroy the part of the environment (if destructible).
-Key remapping has been finalised and should be working correctly.
-New Headbob logic. Should be more immersive and unique now. Still Work in Progress and will be tweaked and improved from now on.
-A heck of a lot of new destrucitlbe environments: marble walls, plaster walls, ceramic walls, beams, panels, variations, columns, statues, busts etc etc
-updated AI for continuos attack which ought to lead to many visually satisfying scenes with enemies blasting the destructible levels up when engaged in combat with the player.
-Added Steam Overlay Call to Action: Thanks to all the reviews and feedback. No better way to improve the game but through constructive criticism:) So if you would like to give any suggestion to us, for your convenience we made a direct link to the message boards, so you don't have to go through all the links.
-new bonus score notification sound
-multiple new animations for AI
Kyoncha armoured variations
Kyoncha Heavy Guard with and without armour (the baron of hell of the game ;)
-Glitch effect added to intro when taking first pill.
-added MG logic for enemy and pickup
-added Shotgun double logic for enemy and pickup
-updated lev select activity and leaderboard activity with new levels
GENERAL FIXES AND TWEAKS
-Fix errors from disabled AI component
-Fixes to endgame logic at the apartment
-Fixes to station locked logic in level select hub (in the last build it would be open if correct conditions weren't met. So now, after the intro it should only be open if you have finished either “call of duty” of “liberator”
-Fix null pointer exception when player is fading out from bullet time.
-updated minigun enemy values (smaller mag, changed bullet position spawn to avoid clipping through objects)
-fix kyoncha grunt footsteps (Werent assigned in correctly in controller)
-update mp5 enemy AI ammo in mag start-update to explosion force in casino
So that's more or less it for now. Hope you enjoy and let us know what you think! Thank you for sticking by!
Till the next one!
The Downfall Team,