The big one is Enemy Infighting. If an enemy of a different faction gets too close to another enemy, they may start fighting each other. Currently this is in the beginning stages, as I was worried it would mess with balance too much, but it actually looks good so far.
Enemy Infighting will happen the most often if they don't see you, encouraging stealthing around. If they see you first, they'll hate you way more than they do each other. In the next major update, depending on feedback, we are most likely going to make the Infighting more aggressive.
The second experimental change is starting to make Sandbox Mode have custom, configurable options. Let us know what you'd like to see here. Currently you can do thinks like adjust enemy size, amount of materials found, and amount of weapon loot found.
We're going to try to get out the next big update fast, to take advantage of all the feedback. Thanks for your continued support, especially people on the Official Discord (link in-game) that have been helping us track down gamepad issues.
List of Changes, Version 0.9.9.8.6
Experimental
- Enemy factions now fight each other. This includes other human factions hating bandits!
- Enemy detection distance reduced versus other enemies, they'll see you easier
- Sandbox Mode now lets you tweak specific game settings, let us know what you'd like to see here
Experimental
Balance and Design Tweaks
- The zone around your base where enemies can't spawn in has been doubled. Let me know if they still spawn inside or too close to your base when fast traveling back to it!
- Changed how the requirements for the different doors and helicopter work, they were using a placeholder testing code. Now they should properly require their parts, with the helicopter parts coming last
- Hunger rate reduced to 0.03 Food per second, was formerly 0.034
- Enemy appearance amount lowered in the earlier days, with a slightly more gradual buildup. This is to give struggling players more of a chance to build their base in their early game, while not affecting the later days that much
- Lowered Human Quantity day spawning from days 1-3 significantly, with a reduction of 1 in day 4
- Laser Rifle's laser now has a lower opacity before it enters damage mode (it needs to warm up a bit before it starts to damage enemies)