Version 0.18.4 is out!
The newsest demo release is here!
Now a detailed list of the changes on top of the previously mentioned ones:
⚙Title Screen:
Revamped for a more modern look the new logo has been included and a new "patch notes" option has been added to check the latest changes.
Our new discord server is also availale as a clickable image at the lower right corner.
⚙Mouse System:
Previous versions always had this demand/suggestion which wasnt possible at the time.
The biggest change of this version is the possibility of playing entirely with mouse and keyboard setup.
A custom mouse cursor has been added.
The ability to attack or fire your weapons with the right mouse button, leaving left mouse button for "use/interact" as it worked previously on the item menu.
You can now left click on any item or any other interactable to activate it, space has been remapped to "interact" too for easier movement and interaction in case the player prefers that over clicking everything.
The item/skill/menu UI indicators at the bottom left have been revamped, boasting new icons and more importantly being clickable opening their respective functions making complete mouse navigation for menus possible.
Movement will stay tied to WASD and arrow keys, the skillbar will remain on the 1-8 numerical keys and the menus will conserve their keyboard shortcuts, space has been changed to "interact" instead of the previous "attack" function.
⚙Bug fixes:
After causing a game breaking bug, armored enemies have been revamped, keeping their indicators they will be now immune to certain damage types encouraging different approaches than just spamming normal attacks.
For now armored enemies are immune to ballistic damage only leaving shotguns, skills, explosives and melee damage as viable options to combat these enemies.
Fixed various visual and collision bugs and unwanted interactions, including objects that werent interactable due to eventing conflicts.
Fixed vending machines to not be useable in combat as the dialogue let the player vulnerable to enemy attacks.
⚙Gameplay changes and fixes:
Adjusted the majority of tutorials to be executed by in-game examples, leaving video tutorials for 3 mechanics which are better shown that way.
Choices now have a pause after showing to avoid accidental selection/skipping.
Adjusted overall levels according to player leveling curve, affecting [SNAKE] difficulty this should make some sections "harder" if the player doesnt update their equipment.
New enemy spawns and encounters, dependant on player choices during the mission.
Fixed Mechgear bossfight drop to avoid an exploit which yielded multiple of the item.
Skills no longer require FP and Super attacks require FP only.
Reduced SP regeneration on [Bloodsnake Factor] to encourage the use of consumables, increased recovery amounts on consumables.
All firearm skills now require [1] of the corresponding ammo to use besides SP costs, the ammo total will be displayed on the skill icon besides the UI ammo count.
[Frag Grenade] now has a cooldown of 3.5 seconds.
[RPG] now has a cooldown of 4 seconds.
[CIGS] changed functionality, recovering 50 FP at the cost of 20% HP over 5 seconds (+10%FP/-4%HP per second).
[Petrol Bomb] increased burn chance to 100%, reduced initial damage.
A new sub-weapon has been added, the [Twin Karambit] will be given during the course of the game in [SNAKE] difficulty and will be part of the starting gear for the [RABBIT] difficulty, this sub weapon adds 2 skills on equip which are focused on single target damage:
[Twin Rend] 20SP high bleeding chance and damage.
[Cross Gullotine] 30 FP single target special attack with a very high damage.
Reduced cast time for enemy grenades, slowed their speed to make it easier to dodge them.
Tweaked [Alarm!] enemy spawn quantity and pathfinding, all alarm spawned enemies are now armored, equipped with multiple grenades, higher movement speed and fire rate.
Firearm skills have been tweaked:
Gun skill [Headshot] cast time reduced to 1 second, increased the damage and added "Armor Down" status on surviving targets it uses [Ballistic] damage which wont affect armored targets but will weaken their armor for other damage types unless the weapon is equipped with [AP Rounds].
Shotgun skill [Dragonblast] Added, an AOE dash and shot that damages enemies in front instantly, hits in a [2x3] area with a chance to burn any enemies hit, it uses [Fire] damage and bypasses armor.
SMG skill [Frontal Assault] changed to AOE damage in front that hits instantly in a [2x3] area each target is hit 3 times and lowers enemy attack, it uses [Armor Pierce] damage and bypasses armor.
Rifle skill [Burst Fire] Changed to an AOE projectile that explodes on target hitting a [3x3] area, this skill can shoot diagonally and lowers enemy defense on those hit, it uses [Explosive] damage and bypasses armor.
⚙Visual changes:
The overall UI theme has been changed to red and black including inventory/skill screens, symbols and buttons.
Some areas recieved shading and detail increases, while others changed their entire look to fit with their intended themes.
A new title screen, game logo, icon and loading screen, windowskin has also been slightly modified tweaking some details.
Added a click-able button on the title screen that links to the game's discord server.
New icons
Shotgun, rifle and SMG now have proper skill animations for their exclusive skills.
A ladder climbing animation was added.
New zombie models doctors and patients, to theme up with some areas (new models in the works too)
Smoke Bomb and Flashbangs now have new icons, shop item images and sprites when used so they can be easily differenced on map pickups and inventory.
Weapons Items parts and mods now have a new images for shop/modding menus.
Thank you for playing MechGears and please report any bugs via discord!