Clandestine, latest update! (Includes v. 0.4 & 0.5)
Intro
Hey there Early Access friends! The latest Update for Clandestine, v. 0.5 is now available on Steam. We included two patches in this update, ver 0.4 was in the beta branch while we tweaked the Network Admin AI and in the mean time we finished the content for the ver. 0.5 patch. So instead of releasing 0.4 now and 0.5 next week, we're giving it all to you now!
We've made another summary video on youtube for you to check out here:
and you can read the detailed description of the update below:
Patch 0.4
The Network Admin is being introduced in this patch, they are a challenging enemy that exists in the Network View.
If the Admin ever lands on the Hacker player’s avatar the Hacker is kicked from the network and all of their progress is reset. Hackers are always safe from the Admin on the Home Node (that’s the Node you start the level on with the little blue triangle on top).
As the Hacker, players should avoid contact with the Admin, in situations where contact with the Admin appears inevitable we have provided Hackers with a few tools to help with evasion.
DDOS Attack - Hackers can Launch a DDOS attack which will stun the admin anywhere on the network.
Virus Attack - Hackers can inject a virus into the node they are on (only works on PCs, Servers, and Firewalls). If the Admin lands on the infected Node they are stunned.
Patch 0.5
AI Improvements: AI will be triggered into combat if they hear:
player Gunshots, bullet impacts, grenades, or fellow AI calling for help.
Animations: - added variations for the AI aim animations
- Fixed a bug that kept the AI from using shoot and reload animations.
- Fixed an animation issue with IKs to sort out an bug noticable when aiming and shooting
Typing passwords (instead of clicking on them) for the email client now works properly.
Enable or Disable cheat mode by simultaneously holding the “K-B-E” keyboard keys. New help included for references.
Added hit reactions to airfoil bullet (non-lethal) body-shots and removed the sweat/saliva particles for body shots.
The Player can now be killed if shot while performing a take-down.
Tweaked patrol routes, added stationary guards, fixed some alarms and objectives being set to the correct floor in both the Siedel Technik and Helios Microcomputing levels.
Alarming Investigation - Enemies in listening distance will now react to alarms going off. A Max of 3 AIs will respond, one will turn off the alarm and they will all investigate the surrounding area.
Character improvements - upgraded the hair shader with better specular and shadows
- fixed rimlight artifacts on skin
Introducing Hazards Hackable Transformers and Steampipes - Power transformers and steampipes can now be overloaded by the hacker and then triggered to take out enemies.
Steam pipes can be triggered and go off after a short time delay and can hit multiple enemies.
Power Transformers are primed, and will hit the first enemy to come within range.
Introducing Arresting Behavior There are now a number of circumstances in which the AI will try to arrest the player instead of going directly into a gun blasting rage.
The situations in which the AI will attempt to arrest the player include:
- being seen in the tactical outfit
- wearing the Low profile output and holding a gun in hand.
- player is continuously trespassing
- player picks a lock
- being seen nearby an area the AI is investigating
When performing an arrest the AI will draw their guns and point them at the player. When this happens the player has a few options:
- Run away. When the player has moved a few meters, the AI will start shooting.
- Drop gun, run away. In this case the AI will start shooting when the player has moved a few more meters.
- Attempt to kill the AI. As soon as the player starts aiming, the AI will open fire.
- Drop gun, do nothing. If this happens, one AI will approach the player, perform an arrest and the game will be over. When the player drop her weapon, she will raise her arms when idling.
-Fight them!
Furthermore, if the player does not drop their weapon within 30 seconds, the AI will also open fire.
If the player is trespassing (being in a low sec area in the low profile outfit) or if the player starts picking a lock and is spotted by the AI the AI will chase them until the player leaves the area. If the player does not leave the low sec area, the AI will attempt to arrest the player. If the player succeeds in picking a lock while under AI observation, the AI will attempt to arrest the player.
Tactical Map - The lock icon for security doors is now white when the door is unlocked. Previously, it was only white when the door was opened.
- Open/Close hacked security doors
-Improved camera panning so the speed is relative to the zoom level.
Changed key bindings in Hacker view
This was done so that the Hacker controls are similar to the Spy controls for movement, interaction, cancelling actions etc.
Action - “E” (was previously the Return key)
Cut Camera feed - “C” (was previously backspace)
Leave Camera feed - “Q”
Move Avatar - WASD (now it always moves the Avatar no matter what window you are focused in)
Rotate Camera - “Arrow Keys” (now always moves the camera no matter what window you are focused in)
Camera feed rotation speed -Has been increased dramatically so that it doesnt take ages to look around a room.
Bug fixes
Movement Fixes - improved the responsiveness of turning input to the crouched knee idle animation.
- the impact animations will now play when the player character is shot while walking.
-Fixed an occlusion issue in Seidel
-Fixed some graphical issues in Construction Site
-Fixed duplicating emails when pressing on certain parts of the email view
-Fixed password nuker not stopping when the character aborts the cracking
Known Issues
- Muzzleflash misplaced in the weapons
Our Latest Update! [version 0.3]
Intro
Hi again to our Early Access Club! We've just now released our latest Update for Clandestine, v. 0.3 Hooray!
Check out this quick summary video on youtube and read the detailed description of the update below:
Here are some of the exciting things we have included in this latest update:
Visual Improvements
We’ve done some exciting things to visually improve Clandestine:
-Rim Lighting has now been added to the character clothes as well as their skin (oooh shiny)
-Character Eyes have an additional illumination to avoid the horrifying undead look in the dark
-Blood decals on characters - if killed, enemies now display a blood spray decal on their face.
-Increased screen-space ambient occlusion, meaning that the darker areas of the map have a bit more contrast and shadow definition, instead of just being generally dark.
Armor Improvement
-Wearing Armor as Katya now provides damage reduction as opposed to increasing health, this fixes an issue we had where spawning in the Low Profile outfit would start the player with “yellow” health.
Crouched Movement Improvement
-We sped up the animation and added a new crouched idle animation (Katya will take a knee when idle in crouch).
Email Client improvements
-Spy can now access the PC Login interface by using a PC in the game world.
-Camera Shoulder Switch if you would like to have the camera switch shoulders while you are aiming - press “Climb” (Default “Spacebar”).
AI improvements
New AI Awareness System: There are three awareness zones that will increase awareness (based on visual stimulus) at different rates. Awareness is now sustained for 5 seconds after breaking line of sight and the detection meter is hidden when line of sight is broken.
Each of the zones have a different effect on the rate of detection increase and these rates can be modified by various factors, but the basic rates are:
In Zone “A” The rate is slow
In Zone “B” The rate is medium
In Zone “C” The rate is fast
There are various modifiers that can affect the rate of awareness including:
AI behavioural states (patrol, investigate, combat)
Player outfit
Note: when wearing the low profile outfit in a public space, the AI will not pay attention to you unless you have your weapon drawn or attack them.
Player stance and movement (idle, crouched, walking, running, sprinting, unholstered weapon, aiming weapon)
There are some events in which the AI will become instantly aware of the player:
seeing a player after lost target awareness and still investigating
hearing a gunshot fired by the player
seeing a friendly AI in combat with the player
getting shot by the player
Decreased investigation behaviour duration (from 5 mins to 1 min.)
Added Look Ahead animations for AI, which are used by the AI to focus their attention in the direction of their curiosity. They also look in the direction they are walking when they hear a noise.
Partial Awareness reaction: when the AI has 50% awareness they will turn in the direction of the player.
Implemented AI pain sensor, this forces the AI into combat when they get shot (hopefully reducing the number of macabre body piles)
AI spawn with the G17 instead of the Mk23 (less powerful, less accurate pistol than before)
The AI can now hear Grenade explosions
Changed AI reaction to “Alarming Noises” (gunshots). If a friendly AI fires their weapon, the listening AI will now respond to the location of the noise and then do a coordinated investigation of the area, if the player makes the Alarming Noise the AI will go straight to combat.
General Noise reaction has changed so that that the AI will now turn towards the source of the noise and play a looking animation in that direction, this can be interrupted and updated in the case of a moving target (like a running player).
Takedown time constraint, takedowns can only be performed if the AI has not seen the player for 3 seconds (time to get sneaky spies!).
There is an animation added for the AI being shot when out of combat.
Tactical Map Enemy Icons Change
White: Patrolling/Idling
Yellow: Investigating
Red: in Combat
Improved Throw Aiming
More precise aiming when throwing objects and players are now able to throw a higher arch while looking upwards.
Interpol Challenge Map
Modified the AI patrol patterns and added some stationary guard posts. (Good luck!)
Bug Fixes
-Fixed a bug where the AI would be unresponsive if they had only 1 way point.
-Fixed Katya being able to take down two guards with one takedown animation
-Fixed non-lethal ammo from killing enemies
-Fixed AI bug that caused them to shoot instantly when the player became visible
-Fixed typed-out PC node passwords being rejected on Windows
-Fixed the rotation of grenade explosion effects
-Fixed fragmentation grenades
-Fixed grenade networking
-Fixed: Katya's name missing from overheard conversations
-Fixed: When the E-mail client is visible controls are disabled
Known Issues
-Sometimes your magazines will be depleted after respawning.
-Tutorial_1 network nodes sometimes flicker when playing in Coop.
-Objective markers for Smash’n’Grab will sometimes be invisible after respawning in Coop.
-Hacking E-mails as a Hacker in Coop prevents you from using Local Assets for the rest of the mission.
-Interpol Map: The tactical map markers for PCs are all shown on the ground floor, although some PCs are still located on the 3rd floor.
The New Patch is Out! Version 0.2 extended notes.
Greetings Early Access users, and everyone else out there in Internet-land. We are pleased to bring you a new update, Version 0.2! We thought it would be nice to highlight some of the more interesting additions to Clandestine in this version.
Hackers can hack PCs!
Congrats Hackers, you can now move your avatar in the Network view over active PCs and interact with them by pressing “Enter”. Armed with our very own HashRipper password cracking software, you can now click on the password (once the HashRipper has cracked it) and it will automatically be inputted into the password field. Then just click the “OK” button and you’re off to the races snooping into people’s emails.
Hidden within are some references to main story characters and events. So, for the interested sleuths, happy snooping! Emails will come into play more in the story mode on full release, where players can find useful information about not only the story, but the mission itself.
Guards get a new look!
We have implemented some additional variations on the existing guard model and included one additional more athletic guard model.
Gamepad Support!
Hooray! We now have gamepad support for the Spy preconfigured for the Xbox controller and with our first crack at aim assist. You’ll find that most Hacker view things can already be accomplished with the gamepad (use the D-pad for movement and the shoulder buttons to cycle the active window), but for now it’s best to stick to keyboard and mouse in that part of the game.
Gunplay Adjustments!
A number of things have been done to improve the “feel” of the weapons handling including:
-The gun stats in the Loadout menu are easier to compare.
-Faster aim transitions - moving from aiming to not aiming is faster.
-Moved the aim camera for less view obstruction by the character model.
-Decreased aim time on the aim reticle, so you don’t have to wait as long for the gun to become accurate.
-Aim reticle expansion gives less penalty when moving your aim and stacks with the walk penalty (moving your aim while moving the character gives you a higher penalty).
-Non-lethal bullets got some effects changes - they no longer spray blood when you shoot an enemy, now they spray saliva!
Stay tuned for further improvements in the next update, including the much requested ability to switch the camera to the left shoulder while aiming.
Grenades!
Flash bangs: Now with flying sparks!
Frag Grenade: Have gotten a heat wave and a flash of fire! Kaboom!
Damage from the grenade is now based on distance from the explosion.
More Hacker Controls!
As part of our mission to fulfill players’ hacker-keyboard fantasies, both the Network View and Camera Feed can now be fully operated with just the keyboard. However, for now, players still need to use the mouse to access and interact with the Local Asset Menu and the Tactical Map. (Check the Quick Reference Guide available on the store page for controls updates)
AI Improvements!
The AI behaviour is something that we will be working on continually throughout development, but here is what we have adjusted or added for this build:
-Alarming Noises - all unsilenced gunshots are considered Alarming Noises and the AI will now become instantly aware of your position when hearing an Alarming Noise if they have line of sight.
-Combat Awareness - the AI now gains instant awareness if they lose line of sight and then regain it when the player re-enters line of sight close to the last known position, the detection meter no longer resets when they lose sight.
-Combat Propagation - if an AI sees another AI in combat they will join the combat (they don’t have to see the player first any longer).
If the AI is running while in combat, it will now strafe when within 5 meters of the target position.
Bug Fixes
-A bug which locked the tags on dead/incapacitated enemies is fixed. Now when enemies are neutralised, the tag is automatically removed.
-AI should now always open doors in the correct direction.
-Bullets are removed from the ammo count when shooting glass.
-Enemy guns no longer visible through walls when aiming.
-The Pause menu can be called while lockpicking.
-Correct character names now used in the subtitles box.
-Intel devices should no longer be available for pickup through walls or doors.
-Selecting Exfil for the Tutorial no longer breaks the AI in the level.
-Security Guards drop their guns closer to their bodies when killed or KO’d.
-Fixed some discrepancies with the Tactical Map lines in the Helios Level.
-Grenades can now kill more than one enemy within the damage radius.
Known Issues
So if you have been with us for a while on Early Access, you may have noticed that we were quick with the first patch and slow with this second one. Part of that stems from us wanting to clean up as many bugs as possible, but now we’ve put our foot down! There are gonna be bugs folks, we tried our bestest, but for the sake of progress we thought all that stuff we’ve added might make up for it.
-Shooting a camera: if you shoot a security camera the game logic seems to break.
-Frag grenades almost never work. We know why and will be fixing it for the next update.
-Using the new PC email mechanic breaks the local assets menu.
-Typing passwords into the email client does not currently work, you must click on the displayed password in the Hash Ripper application.
-Reloading the first time causes a bug where the clip you reload with looks like it is full, but actually it is empty.
-Button Spamming the “H” key when loading a level will prevent the level objectives from loading.
-Pagers are not interactive for the Hacker on the 4th Floor and Attic of Interpol.
-[Level: Helios Microcomputing] - Alarms currently do not produce any sound for the Spy.
Thank you for your support so far, and the feedback you’ve provided on our Steam forums and elsewhere. We hope you’ll continue to follow our progress and let us know what you think, and have patience if certain old pesky bugs manage to stick around for a while before we fix them.
Patch News [version 0.1.1]
It has been a hectic week and we have been listening folks, thanks for the feedback!
Here is the Changelog for Version 0.1.1:
- Changed Key binding for Cover to "Ctrl"
- Fixed so Player cannot tag dead enemies
- Implemented alarm interaction in the tactical map
- [CM_Loft] Metal cabinets now appear in co-op
- Enemies performance optimization
- Home nodes now appear in the network view
- Tactical map camera optimisation
- Improved AI performance in investigation and combat
- Fixed a bug where doors would not open when AI would approach
- Fixed a bug where the player would vibrate when in cover at certain corners
- Added audio settings menu (more settings to come, obviously)
- Fixed objective marker not showing up for exfil area
- Fixed readable objects showing text twice
- Added highlighting affecting only selected objects that show the prompt
- Fixed shoulder issue in some of Katya animations (work in progress)
- Covert Ops outfit now provides damage reduction from body armour
- Improved occlusion in construction site
- Improved perfornance in Interpol challenge map
- Added version number label