Very small update, just fixing a few bugs. Tune in at the end of this month for a more substantial upDATE.[/p][p][/p]
[p]Fixed import settings for one of the skeleton sprits so it doesn't appear teeny weenie in game[/p]
[p]Legendary weapons should now display the correct information in the shop.[/p]
[p]Fixed an issue with the shop that was impacting performance for no reason.[/p]
[p]This update is only out for windows because I'm lazy (ᅌᴗᅌ✿)[/p]
0.9.1 Windows Fix
-set windows version to 0.9.1, that's all!
0.9.1
Helloooo Agents (✿◕‿◕)
Been a little while since our last update! I took a break but I'm back in the saddle now. This update isn't too exciting but it comes with lots of new stuff to play around with.
Thank you so much to everyone who left a review since our last update. As always. be sure to join the discord!
Here are the notes.
New Perks - One For Each Class! +Added a new perk to every class. Every class now has a martial art perk that modifies the kick! Here they are. +Gunmeister - Martial Art Squirrel - Kicking deals mag size in damage, reloads weapon, unloads victims +Acrobat - Underhand Throw - Grenades throw you. +Medic - Pain intolerance - Taking damage teleports you to the cursor if in direct line of sight. +Technician - Martial Art: Beaver - Kicking interrupts hacking attempts. Chronomancer - Moment of Zen - Take half damage with slug active, double damage without. +Esper - Neuromancer - Hacking consumes ego before data if ego is available. +Hacker - Intrusion Detection - Taking damage closes laptop and snaps camera back. +Empath - Martial Art: Peacock - Kicks scramble the enemy team. +Knight - Martial Art Armadillo - Kicks deal melee damage and grant damage ignorance status. +Necromancer - Martial Art: Vulture - Kicks deal missing ego, kills with kicks summon vulture companions. +??? - Martial Art: Djinn - Kicks grant money or lose it all. +??? - Martial Art: Dragon - Kicks extinguish your fire, ignite victims. +??? - Martial Art: Leviathan - Kicks affect all targets in direct line of sight.
New Abilities +Added Magic Missile ability for Esper. Fire a damaging projectile. +Added Swamp of the Stars ability to Chronomancer. Create a zone at cursor that slows enemies. +Added Alternate Timeline ability to Chronomancer. Summon an evil clone. +These abilities are things I was hesitant to add, but are surprisingly versatile and useful in game. Esper and Chronomancer have needed a little love for a while. Check em out!
Adjustments +The cost of kick perks now stack. Kick builds are very fun and silly, being free on top of that made them a little too attractive. +Removed tollbooth from second level on the Angel line introduction mission. I’m okay with toll booths softlocking agents in levels, but not when it's the second level in a sequence. +Added and tweaked shaders on some abilities. +The One hacker ability now kills enemy hackers instead of just interrupting their attacks. +New stylish icon for medic class so I don’t get sued teehee +Fixed typos. +Added a cooldown parameter to AI, should prevent AI ability spam in encounters a bit. Still being fine tuned. +Updated Jester so that you can get new abilities and perks. +Vocation folders now show total abilities and perks. Seeing a button with “15 new perks and abilities” is just silly and I like it better this way.
0.9.0.5
0.9.0.5 Update
Howdy Agents (✿◕‿◕)
Welcome to the 0.9.0.5 update. This comes with a bunch of fixes and some cool new toys.
Since our last update, DDS has reached 10,000 copies sold! Thank you so much to everyone who picked up the game or left it a review. As always. be sure to join the discord!
Need to sell your friends on DDS? Consider sending them this awesome review by Diavil. Their twitch streams helped me find a lot of the bugs in today's patch.
New Stuff -Added a new ammo type: BEAM. Beams generate a straight line of damage after a brief delay. They bypass many projectile counter effects, and can fire through glass without breaking it. IThis ammo has some fun nuances so I hope you enjoy it.
-Added Speed Bumps to levels. Speed bumps are a wall of lasers that will trigger when a hostile unit passes through. These have been sprinkled into many existing missions to provide a fun new challenge.
-Completing the PGD mission now gives you an additional reward, re-rolling the equipment in your shop for free! This is just a small convenience, and there’s another better reward coming along but it’ll take some time to finish. You can also unlock this early in future playthroughs using the “_reroll” cheat code.
Fixes -Fixed lots of errors with AI pathfinding. Agents can now correctly adjust their path if they bump into a wall along the way. Agents should be far better at pursuing you and navigating through the level. -Updated the AI for Guilt. Guilt also had a lot of trouble getting stuck in walls and wandering off to the fringes of the level. Guilt now has the ability to get a very rough approximation of the nearest enemy’s location, always keeping them relevant. -AI now immediately smashes through glass when investigating, instead of getting stuck on it for a moment before. -Made some adjustments to how AI behaves when finding you after pathfinding to your location. -Grenades now have angular drag, so they won’t spin crazy rapidly after clipping on a wall. -Fixed an issue that prevented shooting enemies from cover when they themselves were behind cover on the other side. -Freyja now has a training_wheels command that opens up the ez hack interface without diving into gameplay settings. This appears as the first option when you type helpremote. -Fixed another issue with the Flame Maw ability that could make you immune to burning even after the duration was up. -Sneaky weasel now applies to speed bumps. -Fixed a bug that unequipped abilities after picking up a character during Starbucc’s questline. -Added a new and hopefully better sound effect to sleep nades. -Updated the shader on grenade progress to help the sprite stand out more -added a _unstuck command that forces your speed to 10
0.9 Update - Death of Dao
Howdy Agents! (✿◕‿◕)
DDS Version 0.9 is out! This comes with a new mission, new endings, new secret vocation, and a few improvements and bug fixes. It's actually been out a few days but I didn't have time to finish the writeup till now teehee!
Thank you so much to everyone who left a review since our last update. As always. be sure to join the discord!
Here are the notes.
New Stuff New Stuff
New mission, an epic heist in the most sensitive depths of the corporation. Everyone wants a piece :O
New ending(s)
New secret vocation with 4 passives and 6 skills. This vocation is not balanced very well LOL so I’ll be tweaking it soon.
One of the longest and most up-its-own ass dialogue sequences in the entire game (if you can believe it!)
Fixes Fixes Fixes
Updated agent pathfinding so that your friends don’t get caught in doors as much. Pathfinding is still a little wonky since the big AI overhaul but it’s getting there.
Fixed the deadeye skill so it no longer bricks your gun’s accuracy. Several agents reported this problem and I couldn’t recreate it for the life of me. Started happening on my end all of the sudden the other day! :| I rewrote the ability and it should be fixed now.
Fixed some directional audio stuff in the abilities. Still super wonky and bad as you’ll see in the new mission, but not as bad.
Fixed typos.
With this update, DDS will enter a bit of a mission freeze until version 1.0. This is basically what I want to be in the """full""" game, and additional story content will only appear after we’re out of early access. Between now and then, I’ll be focusing on polishing the game and updating existing missions and side quests.
*Ahem* There is *one* additional bit of ending / story content I’ll release before then. It ties into the new ending, a choice your character should be able to make but can’t yet. Just a little dialogue sequence is all. Nothing special.
Ahead of 1.0, here are some things I’ll be working on:
Updating quest chains with more satisfying rewards and narrative conclusions.
Adding more stuff: new ammo types, grenade types, melee weapon types, skelly passives, etc.
Adding 2 additional perks to each vocation.
Updating sound effects.
Updating AI, pathfinding especially.
Adding additional enemy types.
Adding Steam saves.
Adding visual and audio effects to perks. Many of these operate in the background which isn’t super satisfying. This was intentional to avoid visual clutter, but I think I’ll just add an option to turn visuals off on a perk perk basis if it gets too noisy for you.
Patching up the UI and clumsy menus.
Improving performance.
Adding abilities to the lighter vocation packs out there.
Overhauling the jester vocation to make it more impactful and more fun.
Fine tuning core gameplay and rules.
And much more!
I’ve begun work on a roguelike mode for DDS hosted by an exciting new character! This might be in the game before 1.0 depending on how things go.
There's also more quest stuff planned for after release revolving around various factions and more out there gameplay ideas. This would probably hold up release another year though so I'm tabling it for now!
By the end of this month I plan to have a 1.0 release date decided. Probably won't be for a while so I have plenty of time to polish things up. It’s been a long road getting here but the end is in sight! Thank you all for reading and keeping up with development.
0.8.99999... Update
Hellooo Agents (✿◕‿◕)
Here's a little update ahead of 0.9. That should drop March 2nd or so, but I wanted to throw some updates out now before I begin my final sprint on that. This update comes with a few tweaks, bug fixes. and some nice quality of life improvements.
Thank you to everyone who left a review since our last update. And as always be sure to join the discord!
Here are the notes
All auto hack attacks now have a symbol that moves with their package. This is intended to make hack attacks more clear, and help out color-blind agents who might have had trouble differentiating between some attacks.
Items in the shop and armory now show you a "quality" bar for each stat, showing how the item was rolled.
The shop now allows you to preview options just by hovering over them. Let me know what you think of this change, I'm considering adding this to all the equipment menus if the change is welcome. I hope these changes will make comparing weapons in the shop much easier.
Fixed a bug causing Melee weapon penetration to use the damage roll for its quality. Now these two stats are completely independent as intended.
Smoke and sleep nades now roll for sound, but with a 50% quiet bonus. Making these grenades completely silent eliminated a lot of variety between themselves.
Fixed a bug that would mess up Freyja's right weapon if you tried to sprint.
Fixed a bug with the Alcubierre Drive ability visual that occurred when enemies died mid dash.
Adjusted enemy melee AI (yet again) if enemies get close to you they'll stop sprinting, which hopefully makes them feel a little more natural.
"Chad" enemies in the first and second Angel missions now have bigger bodies. These silly billies are no joke and I thought a larger body size would make them feel a little more intimidating.
Characters now wiggle their bodies when sprinting with the Assume the Position ability active.
Clarified the description on some perks.
Fixed typos.
0.8.8.2
Howdy Agents (✿◕‿◕)
Here with some quick fixes to top us off ahead of the winter steam sale. None of these updates are too major but a few builds should be working correctly now.
Today’s update is brought to you with artwork from Watari!! You can find more of their amazing work here https://twitter.com/nijimukiokuiro
Thank you to everyone who left a review since our last update. As always, be sure to join the discord!
Here are da notes!
Added a little fade out effect to the peek shader
Fixed the pyromancy flame maw ability so that it doesn't grant permanent fire invulnerability >:|
The word "releasing" is now spelled correctly when ending a pilot through the terminal.
Bloodmage perk should now work with laptop casting.
BBS missions featuring zombies or guilt should no longer break.
fixed many 3D effects so they don't poke through the screen in weird annoying ways.
Adjusted the damage flash effect to make it more visible.
Added a new floor shader to the PGD hell mission that should improve performance and load times.
Enemies now shatter glass more smoothly, since the AI update they've been getting caught on glass before kicking to break it, now they do so in fluid motion.
Couches now burn correctly.
Shield drones now provide fire immunity and extinguish fire. The interaction between fire and shields was in weird undefined behavior territory.
Made an adjustment to the Deadeye ability that should prevent it from messing up gun accuracy in the apartment when buying things from the shop with the skill in effect.
Made some small adjustments to melee AI behavior.
Fixed typos.
Updated windows, mac, and linux to 0.8.2, along with the demos!
The massive 0.9 update is well underway! Over the holiday break I'll have lots of time to finish that up. Thank you all for playing and see you again soon!
0.8.8.1
Howdy Agents! (◕‿◕✿)
Special thanks to everyone who left a review since the last update. We're almost up to 500 for that juicy juicy overwhelmingly positive rating (っ˘ڡ˘ς) As always, be sure to join the discord!
Tonight I bring you update 0.8.8.1. Currently this update is only available for Windows, but will go out for the 2 of you on Mac and Linux if no critical issues are found. This update is brought to you by some artwork from Emett! Please go check out their new bluesky account here: https://bsky.app/profile/emett-b.bsky.social
This update has a couple of misc. fixes and adjustments. Update 0.9 is till in production, but is taking a while due to work eating up most of my time. That update will have some alternate endings, a new mission, new class, and tons of stuff, so stay tuned.
Some of these changes are long overdue so I thought I might as well upload a new build now. I feel like writing tonight so you're getting some lengthy justifications with a few of these whether you want them or not! Anyway here are da notes.
0. Agent AI now stops moving in ranged combat
Just some lazy programming on my part. AI could move in a random direction when firing a gun, but would keep doing so until the state ended, leading to lots of sliding and bumping against walls. AI will now hold position 1-2 seconds into this random movement.
1. Added a minimum reaction time to the AI for new targets.
AI in DDS currently has a long delay after first spotting a target, but effectively zero reaction delay when dealing with a target already spotted. This means AI can spot you, lose sight of you, and then instantly pop you if you peek back around a corner. This is intended behavior, as you're meant to flank enemies and take advantage of the same aim delay you the player has. However, this zero reaction time also applies when switching targets while in active combat, leading to a frustrating situation where the AI defeats a target, and then instantly pops you as you peek around a corner and become the new target, even when this is the first time you're seeing the AI. To address this, the AI now has a minimum pause of .15 seconds when switching targets. That's still pretty quick! But has largely resolved this issue in my own playtests.
2. There and Back Necromancer perk has a new downside, abilities can't be used when health is below max.
There and Back is a weird perk with some busted implications if you play your cards right, especially considering some of the new abilities and perks coming in 0.9. The old downside, spawning with half ego, was not interesting and outright overridden by other perks in the same class that add ego recharge. The new downside places you in a vulnerable state whenever your health is not maxed out where you want it to be, meaning agents will have to be clever about using other passives, or finding ways to restore health within the level reliably. I think the perk is a lot more interesting with this change so lemme know what you think.
3. Added a tasteful fade to the line of sight effect.
I've always wanted to do this but never found a way that was both pleasing and functional. I think the new effect is a decent balance between the two.
4. Fixed an issue where perks affecting the same skeleton resource could interfere with one another.
I think this is like 99% fixed now. Due to how things were loaded, perks could have different outcomes based on equip order (or just randomly), meaning your skeleton armor, ego, and slug wasn't consistent. There are probably some issues hiding out in the game still but I've fixed a lot of these interactions.
Other fixes.
Fixed some dialogue cutoff issues.
Fixed a bug causing the shop to show you a lower armor value than the purchased skeleton would actually have.
Severance perk now correctly limits max ego when loading into an area.
added freezer commands to auto complete so ez hackers can get the chiplet in there
Fixed many bugs with the Make it Double guns akimbo ability.
Bloodmage perk description was updated to specify that skills are effected, not perks too.
Avatars now reset their barcode when moving without a target.
Defensive Twirl perk now hides your player accuracy sight.
Blimp ricochet ammo no longer bypasses their shield array and will bounce back and forth as intended.
Fixed a bug allowing you to "edge" hackers by getting them trapped right at line of sight distance. This would freeze up their AI since they were close enough to see you, but not technically close enough to hack you.
Fixed typos.
Fixed issue with shower zombie spawning with wrong weapon.
Thank you all again for keeping up with Deadeye Deepfake Simulacrum. 0.9 Is on its way and will be out by the end of December. After that it's just the roguelike mode and adjustments ahead of 1.0!
0.8.8 Hotfix
Switch ability now uses enemy closest to mouse cursor, not player body. Should allow for more interesting synergies. Special thanks to Steam user The_MixMaster for suggesting this change forever ago.
Fixed overlord auto hack attacks, these should now be working properly.
Updated Mac and Linux Versions to 0.8.8
0.8.8 Update
Howdy Agents (✿◕‿◕)
This is update 0.8.8. It comes with a huge rewrite to DDS’s AI, along with tons of refinements, tweaks, and fixes.
Today’s update is brought to you with artwork from Watari!! You can find more of their amazing work here https://twitter.com/nijimukiokuiro
Thank you to everyone who left a review since our last update. As always, be sure to join the discord!
The update is currently only available for windows, but will be up for Mac and Linux this weekend if no critical issues are found.
Here are da notes:
AI Rewrite
AICode written from (almost) scratch, now much more performant and reliable.
AI is more capable, since it is now actually working correctly.
Agents now search for targets using a spatial hash grid. This means time-to-notice is very consistent. AI previously found targets with a time-sliced linear search, creating artificially long notice times in levels with lots of creatures.
Agent melee attack pattern was reworked to make them more aggressive and capable.
AI is mostly the same, but much easier to code with on my end and a little more fun to play against in my experience.
Enemy Changes
Agents can now refill their ammo by picking up an unused weapon off the ground.
Probuscised Meatlords no longer materialize barb ammo out of nowhere, and have a new “balloon” attack.
Umbral Squids no longer materialize orb ammo out of nowhere, and have a new laser attack.
Turrets now have a laser sight. It was previously difficult to see where turrets were pointing when they spawned with short weapons.
Turrets can now see farther and react faster, making it harder to “edge” hack them. Not sure how I feel about this change, definitely makes turrets more interesting but open to reverting it.
Black knights have been completely reworked. The drop pod now pings the player location for them. Drop pods can be hacked to disable this effect, and gain access to the knights.
The speedy agent from the PGD mission has been reworked. This was unintentionally a major F U moment that could insta-kill the player. The agent is now more forgiving to deal with, on top of being even sillier.
All enemies in the “Zombie” faction can now be hacked. These enemies used to be unhackable to make them scarier (I think), but hard immunities aren’t in the immersive sim holiday spirit. Autohacking also works on these enemies too now.
Mimics can now chain their laser attack rapidly.
Acolytes are now trigger happy with they nades.
Standalone hackers in the cloud office level now use the snipe hack attack.
Grunts in the cloud office level can now use the Alcubierre Drive ability
Dog enemies now use the bypass hack attack, making them more thematic.
Misc. Tweaks and Changes
Gave some of the final climb levels a visual and mechanical makeover.
Added some walls around the House level. This will prevent the AI from awkwardly wandering around into the void.
Graph display will now show up the next level you load after you close it. Some players accidentally closed this thing and didn’t think to open it up again, making hacking a LOT harder. Virtually no one is gonna close this thing forever.
Intro text scroll is now progressed with a next button for accessibility reasons. Many players couldn’t quite keep up with the speed of the text. You can still skip everything like before.
Zombie teeth are now a proper weapon you can pick up and equip.
Opening the temple of the worm now brings the chippy worm out sooner.
Big concierge room received a visual makeover to fit the urgency of the situation.
Added some new floor tiles to the acid rain office level.
Improved love effects for Squirmy.
Bug Fixes
Late game Mission BBS levels should no longer break. One of the computers was not hooked up to the spawner properly, causing the generator to crash.
Fixed a bizarre bug causing a tiny piece of the player UI to collide with furniture, which would push stuff around offscreen without your knowing.
Fixed a weird flash bug with Black Knight nades.
Special ammo no longer clips through cover (except rod ammo as intended)
Fixed an issue preventing train tracks from appearing
Fixed a bug causing the blowable kiss to linger after hitting a wall, creating an invisible zone of love.
Fixed a bug causing the silent skelly passive to make breakable walls non-breakable.
Fixed visual issue with spike bubbles, causing them to grow a little too big.
Fixed a bug where failing the Angel interrogation would complete the mission you originally selected.
Fixed a bug causing the correct weapon panel not to show after purchasing one in the shop.
Fixed a bug preventing certain land mines from detecting cyborgs.
Fixed a bug allowing you to spawn infinite worms and worm chiplets from the worm temple.
Fixed a bug causing melee shop panel to not update it’s price.
Fixed typos.
Many other tiny misc fixes.
That’s all for now! The next major update should wrap up the story content ahead of 1.0. Thank you all for playing and continuing to keep up with DDS