With the new survival objective I’ve also added healing items, as survival would be too tedious without them. Healing items take time to apply, but will restore some lost health when used.
The next update will focus on adding player leveling, with unlockable skills as you play the game and get experience. Rest assured, the game won’t be transforming into an RPG. None of these unlockable skills will provide you with anything too over-the-top, and none of them will be required to play through subsequent levels. Instead, these unlockable skills will focus on allowing you to fine-tune your playstyle, such as by increasing your stamina regeneration rate, or increasing your total carry weight (which currently isn’t fully implemented but does exist in-game).
Full Changelog
Added
- AI loot drop system. Currently only used in the survival mode.
- Survival contract objective
- Healing items
Changed
- Gates have been disabled on the Wolf HQ contract map to accommodate new AI spawn locations added for the survival objective
- Throwables in the inventory can now be moved to different throwable slots
- Code relating to health overhauled to accommodate the new healing system.
- Optimized Game Handler for quicker startup times
- Refactored player animation code and removed redundant references to certain animations
- Refactored AI healing animations to work with the new healing system.
- Startup sequence when loading into levels has been changed. Game no longer briefly pauses and unpauses when first entering the level.
- Shanty town map south border is no longer diagonal for compatibility with enemy spawning on the new survival objective mode
- Merged some player and AI animations
- Footsteps are now emitted using a particle system instead of game objects for better performance and old footstep code has been removed
Fixed
- Game can no longer be paused while a contract is ending and showing your reward
- Game no longer pauses when closing tutorial hints in story levels
- AI groups no longer throw a null reference exception to the AI Patrol component when group members die or are removed
- All contract maps now use a single grid navmesh to prevent issues with AI pathing between separate graphs
- The correct number of slots per row in the inventory are now instantiated. Prior to this, 1 less than the intended amount were instantiated per row. This only changes the organization of the rows, the total amount of magazines and throwables remains the same.
- Guns in inventory show their correct caliber again
- Plantation roof collider size corrected
Removed
- Deprecated player saving code
Changed files in this update