Fixed an inefficiency inadvertantly intrroduced by 'Pup close-up interactions' in v1.5.18.
Demo Update 1.5.18
Just a wee patch - already found some things wrong with the last update!
Fixettes:
Regression: eliminate Context UI flicker introduced in last update
Fixed bug-printing fee rounding calculation
Really make husked DADs grabbable
Demo Update 1.5.17
An update to improve a number of bits and pieces:
HUD/UI
Juice meter now blinks when juice low
Energy bar also now blinks when energy low
Added new 'activity log' UI element, top right of screen. Non-critical info / confirmations now show up here. So that important info stands out more from these.
Offscreen Point Of Interest Indicators radial logic improved and eliminate flicker
The messages/prompts that appear at bottom of screen are now larger and if the information is very important is also a bit throbby
The very first sensor override - ensure the prompt to teach it is onscreen earlier, is big and throbby. Hopefully no longer missable!
Messages shown when player installs bug upgrade disks reviewed, simplified, improved. Hope. Also now keeps nagging about how to use the upgrade until it's been used the first time.
ControlsUI scaled up a bit, was pretty small
Tab/Meta UI flash unread arrows to draw attention
Mouse Sensitivity can now be set even lower
General/Gameplay
Grab -> Throw beefed up. You can now throw farther.
Bug 22 starts with higher energy
Bug Printer now 'gifts' Bug 22 some free energy, scaled by difficulty level
Dynamic 'rescue bug' objective no longer announces done if you reprint the bug instead
Improved Pup interact at close range (e.g you weren't able to collect battery when right up against it, you can now)
Aeronautics/Rocket ability improved controller so that double-space doesn't give you an initial lift when trying to rocket horizontally
Aeronautics/Rocket/Stun ability beefed up to make unwormed stun duration more useful (it's still better to worm it though, obviously)
Light blue static non-ethermatic (non-interactable) crates are now darker/dulle blue to more clearly suggest they're not interactable
The first MEM should now be less missable
Rocket Ctrl Warehouse - give crates blocking the exit door a little lower mass to make them more amenable to being rocketed into
Rocket Ctrl Warehouse: fix exit door not opening fully
Added a new worm somewhere. Not saying where.
Debugger map: relocate the Perf Mon so it's less missable. Added a second one to arrival room too.
Debugger map: Added another key to the locked debugger door. Not saying where.
Ensure husked DAD can be grabbed.
EgoSucker: There's now an upgrade path to enable sucking through see-through materials and even solid materials
EgoSucker: Fixed several hosts that should have been suckable and weren't
EgoSucker: various egosucker UI feedback improvements
Found and fixed a bug with long hurried HOPs that could leave your host in a weird half-enabled state
Increased size of solid vent covers to reduce chance of them getting jammed into vents
Stats
Technical change to handle case where player loads an old save in a newer version of the game (where area totals may have changed)
AI
Fixed case where evil eye was trying to target unshootable player host
Audio
Added a little beep whenever a new insight triggers