Quick hotfix to fix some critical issues from the last hotfix.
Fixed a critical bug disabling player movement after convo in museum
Fixed a visual bug causing loops to appear all over said museum
Fixed a bug allowing you to kill NPCs using clever use of the kick skill in areas without equipment. Story missions will now always disable the kick ability for this reason.
Fixed an issue preventing mines from exploding
I'm on vacation so these fixes will not appear on mac and linux for a few days, sorry about the delay :<
0.8.7 Hotfix
Howdy Agents, (◕‿◕✿)
Here with a hotfix to fix a buncha BUSTED nonsense from the last patch. Here are the notes.
Fixed a bug that could crash email window after completing the first angel team mission
Fixed a bug involving the weight loss perk that could disable movement for a brief period upon loading an area.
Fixed a bug that prevented players from seeing the skeleton perks before the skeleton was equipped.
Fixed a bug that allowed players to move around and enter combat while being interrogated.
Fixed a bug allowing you to walk past a dog dialogue sequence if you moved too quickly.
Fixed a bug causing night-mode enemies to display the light-mode damage flash effect.
0.8.7
Howdy Agents (✿◕‿◕)
Thank you to everyone who left a review since our last update. As always, be sure to join the discord!
Today's update comes with some fantastic artwork from Emett, go check out their work here!
Today I bring you the 0.8.7 update. This comes with a major change to skeletons, a big new mission, a new story encounter, and lots of fixes. This update is currently only available for Windows do to an issue on my end :< Mac and Linux versions will release soon.
Here are the notes.
Skelly Passives
Skeletons now come with a random passive ability! The idea behind this is to make the skeleton a little more exciting to roll for. My concern was that unlike guns, melee, and nades; skeletons don’t have much of a difference in *feel* except for the speed they move. This new feature also gives me the creative freedom to add requested bonuses that weren’t quite deserving of a full perk slot. These passives should sit somewhere between the classic +3% ice damage and the existing busted-ass passives already in DDS. All of them should be at least *nice* to have, and clever agents should be capable of making game breaking builds out of some of them. I’ve added 25 of these to the game and plan to add at least another 25 more before we hit 1.0. Skeletons should now have a firmer place in your build beyond their stat distribution.
Skelly passives appear as an adjective in your HUD, and a full description can be found in the shop and armory.
This system has a few limitations to speak of. Currently, only the player and clones of the player will make use of these passives, enemies will spawn without them. This is because some of the passives are NOT fun to play against. Eventually I’ll add a whitelist of all the passives enemies can spawn with so we don’t have a weird break in symmetry between player and AI, but you’ll have to wait for the next update on that. The spread of passives also leaves some builds wanting for more right now. I have some ideas for more dedicated melee passives that I didn’t have time to get around to. Meanwhile gun-heavy builds are getting a buffet of passives this patch.
Special thanks to Koka productions for requesting this feature a long time ago. Be sure to check out their DDS video here! https://www.youtube.com/watch?v=D3h7e6sXAdE
New Skelly Passives
JACKED - Gain +1 starting data per skeleton level rounded up.
STRAPPED - Gain +1 bonus mag per skeleton level rounded up.
PACKED - Gain +1 bonus nade per skeleton level rounded up.
STOIC - Gain 20% damage resistance when standing still.
HEADLONG - Gain 15% damage resistance when sprinting.
SILENT - Walking into glass silently dissolves it.
MASTERFUL - Your kick deals 1 damage per skeleton level.
PUSHY - Your kicks push units and objects 50% harder.
STEADY - Reduce gun recoil by 50% when standing still.
PRECISE - Reduce gun innaccuracy by 50% when standing still.
VEERING - Reduce gun rotation difficulty by 25% when standing still.
MUTED - Your gun is silent when fired with a full magazine.
RESOURCEFUL - Without magazines, you may reload your weapon with 1 round.
GENTLE - Colliding with units puts them to sleep for 1 second per skeleton level.
DEFIANT - On death enter an invincible state for [timePerLevel] seconds per level then die fr.
INNOCENT - Overlord punishments are half as likely.
DYNAMIC - Ready your gun 50% faster after sprinting.
MINDFUL - Your top listed abilitiy has +1 uses per 4 skeleton levels, rounded up.
DESPERATE - The last charge of an ability is free to use.
SAFE - Your grenades are safe from damage while you cook them.
New Story Sequence and New Mission!
Angel Team needs your help! Again! You could technically cheat your way into this mission since the last patch but now it’s officially in the game! This mission comes with a new story encounter I’m very proud of. I hope you’ll find it both stressful and entertaining (.❛ ᴗ ❛.). These new missions can only be accessed by meeting with fallen_angle in the tutorial area. Once the quest is done I’ll add a shortcut or two, allowing you to begin the sidequest while skipping the tutorial.
Bug Fixes
Fixed a bug causing player laid landmines to not trigger when stepping on to them.
Fixed a bug causing the terminal to crash if you attempted to talk to daemon_de_los_juegos twice.
Removed the bouncing cats from the angel introduction mission. Don’t worry, these lil guys are coming back in another level. They appeared for some players due to a weird plugin error I only just discovered.
Fixed the punch clock in the angel introduction mission, enemies will now appear in your graph when it’s used.
Fixed a few audio fading issues in certain zones. Some special conditions could result in music being switched off.
Fixed a bug in the angel introduction mission that made the mission a success even if you just completed floor 1 and then backed out to the apartment.
Fixed a few typos in agent emails.
Fixed some bugs involving blimp AI losing track of targets.
That’s all for now. The next major update (0.9) will add a final mission to the Angel Team sidequest, a huge overhaul to DDS AI that I’m in the middle of rn, and a few new endings to the game. This might take a while, so I’ll try to be better about releasing intermediate updates as we go. The game will release in 1.0 upon completion of the roguelike mode and a few passes for polish, dialogue rewrites, and mission adjustments.
Thank you all for keeping up with DDS! We’re nearing the approach of our full release and I’m so excited to get there with all of you <( ̄︶ ̄)>
0.8.5 Hotfix
Howdy Agents! (✿◕‿◕)
Quick hotfix for the last patch just dropped. Here are da notes.
Fixed a few typos in the new side quest emails, messages, dialogue, etc.
Fixed the names of the nodes in the new mission, they now all have different names. I’ve added a bit of code to hopefully avoid this issue in the future.
Fixed a small visual bug with the new mural in the Concierge’s pleasure fortress.
Fixed a visual bug that occurred when horses try to hack you.
Fixed an issue with the AI for the black hole agent in the PGD mission that caused them to freeze up.
Fixed an issue with bypass hacker AI, preventing them from hacking you for several seconds if the hack was interrupted by damage.
Fixed an issue preventing different pillars to appear in BBS missions
Buffed bows to deal 400% more damage. I originally thought bows needed to be weak since they are a ranged melee option, but they're actually pretty hard to use. I'm hoping the 400% damage buff makes them more fun.
Added a few new skelly sprites. Did some things behind the scenes so adding new skellies doesn't reset your appearance in game.
0.8.5
Howdy Agents (◕‿◕✿)
Today I bring you DDS version 0.8.5. This update comes with a new mission, new mechanics, and some tweaks and fixes.
Thank you to everyone who left a review since our last update. As always, be sure to join the discord!
Today's update comes with some fantastic artwork from Emett, go check out their work here!
Here are da notes.
Da Notes
Added a new early-game mission, this mission can be accessed by speaking with the strange angle fella near the beginning of the game. This will mark the the beginning of a alternate quest route to the main story with three missions in total.
Gave DDS a slight visual makeover. The more extreme makeover didn't pan out the way I wanted it too, so only minor things have changed. Post processing effects now have default slider values when you boot the game up for the first time.
Removed the vignette effect. Unity's built in vignette has some terrible color banding issues and it just looks awful.
Fixed color banding issues for many in-game effects and user line of sight with some tasteful dithering.
Rewrote the way hostile hacking is handled in DDS. This should make the system more stable, and allow me to create neat new hacking types in the future. A new hacking type appears in the new mission :O
Added a new Heart Monitor computer. This device works like the tollbooth and puppet master, adding a new rule to the area. Killing a unit within its line of sight will expose the player through walls. This computer appears in the new mission, and BBS missions past a certain level.
Enemies in BBS missions can now appear with alternative hacking types.
The Gun Runner perk has evolved to Arms Runner, you can now run and use melee weapons as well with this perk.
Fixed the damage flashing effect, should work on all enemies now.
Increased blimp speed. These things are meant to be slow, but they had a little bit of trouble doing anything until now. Blimps now move about half the speed of an average humanoid, up from 1/4th speed.
Spike vision around servers will now update more smoothly. Spike vision updates kinda slow for other computers as a cost-saving measure, but I have a better way to optimize this in mind for the future.
Added a sound effect to sight nades.
Expanded range of possible cook times and throw speeds for grenade generation.
Increased sleep melee weapon time floor from 1.5s to 5s. Sleep melee weapons should all be a lot more viable now.
Fixed a visual bug that could occur if a scene transition and black knight drop pod landing occurred at the same time.
The demo has been updated to 0.8.5.
That's all for now. I should have another mission for you in a week or two. That mission is mostly complete already, but I need to finish some narrative stuff before it goes in the gam propere. If you're impatient and wanna try that new mission now, just type "go_to_scene_ AngelOutpost" into your terminal :D The mission level will be raised to match your shop level.
Thank you all for keeping up with DDS! We are nearing 1.0. Two more missions will cap off this alternate route, and then all that's left to do is add the roguelike mode and polish polish polish!
0.8.4 Update
Howdy Agents (◕‿◕✿)
Here with a new update for you. This one is all over the place! Next update will be more focused featuring a substantial visual makeover for the entire game, and a new main-story mission for the early levels.
Thank you to everyone who left a review since our last update. As always, be sure to join the discord!
Today's update comes with some fantastic artwork from Emett, go check out their work here!
New Stuff
Two new abilities and two new perks for a secret class (not the new one the old one)
Added a new shader to the first secret class folder, I figure all the secret classes should get fancy folders.
Added three new hacking attacks to the system overlord
Removed alert nearby enemy overlord attack. This attack consistently confused players. The weapon discharge attack has the same effect and is easier to understand.
Added a secret armory to your apartment that stores legendary weapons. These will not appear if you've already picked them up but it should kick in for subsequent playthroughs.
Legendary weapons can now be purchased from the best shop ever once discovered on a different save file. Other meta progression will probably be handled through this shop in the future, since it feels a bit weird to just start from everything.
You can also buy sex through the best shop ever now (for 1 million dollarinos)
Improved algorithm to generate random distributions for weapon and gear generation.
Added a handful of new skeleton and grenade sprites.
Added dozens of new tiles to procedurally generated missions.
Piloted units now (finally) have an aim guide if the setting is enabled in gameplay options, which it is by default.
Added a dedicated "exposed" status effect that appears to show enemies can see you through walls. Previously this status effect was implicit and easy to forget about.
Fixes
Overheal mechanic nerfed to max out at 300% of max health, down from infinite percent. This makes the mechanic interesting instead of completely broken. Many medic abilities have been buffed slightly to make up for this change. This change does not apply to the unsalted cracker ability, which can still overcharge your armor indefinitely.
Fixed material on the replica moon in museum. Unity really likes disconnecting materials from objects for some reason >:|
Fixed bug where enemies using the clone ability would create invisible clones of themselves.
reduced brightness on some daemon character portraits
Adjusted damage body flash effect, enemies with brighter colors will flash to black.
0.8.3 Hotfix
Fixed a lil bug that disabled the new secret class if you had already unlocked it when the last patch went out.
0.8.3 Update
Hello Agents! (◕‿◕✿)
Here with an extra spicy update for you. Work has been beatin’ my ass lately, but I finally eked out some time to get this done. A special thanks to everyone who left a review since the last patch. And as always, join the discord! to meet your fellow agents and get some help unlocking the new secret class.
Anyway, here are the notes.
Notes
Added a new secret class with 4 new perks, 6 new skills, and a new core mechanic. This class is a weird one and might need some buffs, but I’ve had lots of fun toying around with it. Expect to see some new skills added between now and release too!
Added new damage feedback effects. Player UI will now shake proportionally to damage taken, and enemy bodies will flash when taking damage. I know some players can find stuff like this grating, so you can turn it off in the new Gameplay VFX section of the Gameplay settings.
Added some new daemon-y encounters around the apartment.
Fixed several spelling mistakes across dialogue and alert messages.
Fixed an issue with the pulsating heart enemy’s shader.
Fixed a bug preventing squirmy from appearing in prism missions. I think I fixed it anyway, couldn’t recreate it but I suspect I found the issue.
Fixed several issues that had audio fading out where it was not supposed to be.
That’s it for this update! I’ve started working on the final bit of main story content before 1.0 releases. I’ve also got some short-term changes planned for legendary items, new overlord attacks, and more incorporation of the secret new core mechanic.
0.8.2 Update
Hello Agents (◕‿◕✿)
Here with another small update. This one was delayed by a little bit since the changes I made to DDS's sleep system were not good! I'll revisit sleep later but for now I'm just leaving the current system in place.
Thank you to everyone who left a review since the last update. As always, be sure to join the discord so you can meet your fellow agents!
Here are da notes.
Added a new """common""" enemy type. You can find these sprinkled in a few missions. I've been wanting to add a little bit more enemy variety to DDS for a while now so this is just the start.
Added Cloud Cohort, a new technician ability allowing you to summon this new enemy type as a friend.
Added Creep, new ability to the infiltrator class. Lose 50% movement speed but see through EVERYTHING for 30 seconds. The idea of this ability is to give infiltrators a slightly more interesting way of stealthing through larger late game mission.
Rebalanced many infiltrator abilities. Allowed infinite and more rapid uses of the rat trap ability, and reduced the cost of many other abilities. I
The peek ability for infiltrator now adds computers to the network graph, also increased duration from 10s to 15s.
Removed exploit allowing you to shoot through walls if you poke your gun through them.
Fixed a bug causing mounted guns to play their sound when starting the desert op mission.
Fixed a bug preventing wallhack enemy AI from using their accuracy ability. This ability is meant to give the player further warning, so hopefully these little dudes are less frustrating to deal with again.
Fixed a bug introduced in the last update causing the accuracy visual to freak out when picking up a gun with perfect accuracy.
That's all for now. The next update will feature...a whole new vocation! :O Possibly a new mission too depending on how busy I am.
0.8.1 hotfix
whoopsie!
Fixed bug causing zomble ai to break.
Fixed bugs causing hackers to not pursue you after leaving their line of sight range