I try to avoid personal announcements online, but in this case I'd like to make an exception because it relates to someone in the credits of my game, I hope you don't mind.
I am devastated to announce the passing of an integral part of my life and IndieAnonGames. My Cat Orion, my best friend and teammate, passed away on Feb.23 at approx 6:00 PM after a long hard battle with multiple health issues relating to cancer. He was having such a hard time for the last few months, but we did all we could for the poor little guy. Now he can finally rest in peace.
My little hero was always looking out for me, since I started developing games he always made sure I took my breaks from time to time to enjoy the small things in life. Orion was a huge help during the whole process of creating Endgame, providing much needed inspiration and motivation, as well as comfort during the harder times.
He was our little miracle, he was found abandoned in a snowbank when he was just a kitten, then had an interesting time living in a busy party house for awhile, until he was given to Nykol when his owner had to give him away. Nykol introduced Orion to me about 10 years ago, and I fell in love with his open heart and gentle personality despite not being much of a cat person at the time and never actually having a pet of my own. We moved into my first house, Orion came to live with us and immediately became a loved member of the family. Since then, I think we've been able to give him a full, rich experience with all the love, respect, and care that he could handle.
He has been there through the darkest times of my life, always offering love and cuddles, or doing silly things just to make us laugh and smile. I've met many pets in my life, but never a cat like Orion, from his almost human facial expressions to a deep sense of empathy, it seemed to allow for a certain communication I've never experienced with an animal. It was easy to develop a strong connection with such a wonderful creature.
We miss you like crazy little guy. It's really hard to say goodbye when they have such a happy love of life, but a little piece of me is going with you buddy. We're gonna love you and remember you forever. RIP my hero.
I appreciate your patience with me during development, I have many more updates planned before the final release of Endgame: Road to Salvation.
V0.888 New Kind Of Hell
Hello Survivors!
The New Kind Of Hell Update is finally here, and brings with it a massive list of new content, bugfixes, and general system improvements.
The main feature of this update is the new Hellgate system, which creates a procedurally generated and destructible island in the demonic plane with random locations and epic loot. Find a way to bring down the towers and destroy the gates from within! The Demonic Plane can be very difficult, but the risk is worth the reward so make sure you are packing some serious firepower and fix yourself up as best you can before taking a chance. Every gate you shut down will make the next even more difficult, but also provide you with more rewards.
True flight has been added to Dragons and Hunter Mechs. Dragons will now strafe and harass their prey and Hunter Mechs will fly to advantageous positions to fire on the player with new updated weaponry and effects. Four new audio tracks have been added, as well as updated sun lighting, now with much nicer shadows using proper distance fields. It should eliminate the shadow flickering that would sometimes occur at larger distances. The Item Information tooltip now shows the resource value for the whole stack while you are in the colony, this is useful for determining the resources you will gain for sending items to the caravan.
Added delta time to gamepad camera movement, also increased the default control speed a little in vehicles, trailers, and while in the passenger seat. Aiming/firing from the passenger seat has received an overhaul, adding zoom and recoil. Tires were squealing too much during turns for my liking, I've limited the frequency and general volume to a more manageable level.
I'm always interested in hearing your stories about the game, as well as your suggestions and bug reports, it all helps in the end. I hope you enjoy the update!
Updates and Content V0.888
-Added a new Hellgate system with procedural island generation and destructible terrain -Added true flight to Dragons and Mechs -Added new combat/flight code to both Dragons and Mechs -Item information widget will now show resource returns for sending items to caravan while in the colony -Adjusted Vehicle + Trailer collision damage values (Mass and velocity have more effect, Some objects no longer cause damage if physics is active, less overall damage from impacts) -Added Friendly fire check to damage caused by vehicle/trailer collisions, less danger of destroying ally if friendly fire is disabled -Changed the player's attack code, pressing attack too early will not ignore the input for single fire/melee attacks anymore -Added one new BGM track to character creation -Added two new radio tracks! -Added one new BMG track that only plays in hell -increased controller cam movement speed while in vehicle turret/trailers/passenger -Added delta time to camera control values, ensuring proper camera movement speed at all performance levels -Lowered tire squeal frequency and volume -Added "eye turrets" to some hellscape scenes -removed some unnecessary props from hellscape scenes -Fireballs and rockets can now be shot and destroyed in flight -Added LOS checks to fireball/ some other ranged attacks -Adjusted damage values for destroying doorframe walls with regular attacks -Convert Vehicle support option (and a few other vehicle mod supports) will now remove existing mods instead of deleting them, then add them to the player inventory (or drop them to the ground if inventory is full) -Skeleton Variants will only spawn 30% of the time -D-pad up/down can be used for dialogue and trading menu selection -Lowered Titan spawn frequency -Enemies and vehicles no longer affected by debris physics to avoid weird physics glitches and improve navigation performance -Updated Zombnado code and performance -Changed how distance structures and actors are removed from the game, now properly assigning ownership as needed. Should boost performance to use the built in system -Horrors/Dragons/Fireballs etc will no longer affect player physics, preventing players being unnaturally launched regardless of mass -Reduced default night/apocalypse spawns slightly -Bandit ambushes are no longer announced on screen -Goal actors/NPC Info widgets on NPCs are less "twitchy" during ragdoll -Virgil will now temporarily retaliate if attacked -Adjusted recoil effect on firearms -Complete overhaul of the passenger aim/fire code, now matches on foot firearm code + recoil -Added zoom functionality to passenger aim -Further adjustment to vehicle armor mod values (wood armor stronger) -Removed area clear on Death (was causing large enemies to be destroyed while other player still engaging) But enlarged area clear on respawn -Lowered required XP for high ROF weapons skills -Added a hard limit of offspring that queens can spawn to prevent over-farming -Headlight brightness slightly reduced -Nighttime brightness slightly increased -Adjusted some vehicle mod prices -Vehicle mods (turrets) now show durability in Item information widget -Tornado Audio is now based on distance from player -Enemy spawns for buildings will now check for a roof before spawning, to prevent enemies spawning in destroyed buildings -More hellgates will spawn based on threat level -NPC/Bandit Auto shotgun was too powerful, they now use burst fire instead of full auto -Nighttime spawns now spawn enemy types based on less distance/threat range, meaning more variety earlier -Updated water kill collision code -Added (click to hide) to dynamic controls widget -Prevent soldiers from being spawned too early in the lab levels -Added death screen tip about accessibility and difficulty controls -Zombie attack triggers damage slightly faster
Bugfixes
-Fixed vehicle relocation code to instead find and delete any buildings/towers near the player on game load -Fixed issue where Players entering motorcycles/quads as passengers would have the wrong animation -Fixed player direction when sleeping in bed/bedroll/tent -Fixed player direction when Reviving partner -Fixed bug where the zoom button would activate your weapon scope without holding the aim button -Fixed the leaky roof bug, rain is now hidden while indoors -Fixed weather display and weather detection bug in the inventory screen -Fixed bug in the Item information widget, ammo capacity will now take weapon mods into account -Fixed Vehicle/Trailer Laser Code -Fixed unnatural landscape collisions with vehicle -Fixed Horror audio pitch to be more consistent -Fixed Issue that would cause the tornado to destroy collision for landmark structures -Fixed bug where the progress bar would remain visible if player gets up under a vehicle or trailer -Fixed Mid-size car was flipping too easily -Fixed Horror Multi-hitting targets on stomp -Fixed gate teleportation code for proper teleportation of players, vehicles, trailers, etc. -Fixed a relocation issue that was happening on game load that would occasionally result in death/destruction under landscape -Fixed max plow value in the vehicle inspection modifications screen -Installing wood armor on your vehicle will now provide the proper durability -Fixed an issue where enemy AI was unable to properly see players from a distance -Fixed a bug that updated player 1's vehicle inspection screen with player 2's vehicle mods on drain -Fixed shadows on sun lighting, now properly uses distance fields and looks much nicer, should fix the shadow flickering issue as well
In this update, we mark the end of the Halloween Edition and related content. There has been some bugfixes and a variety of improvements across the board, such as some improvements with melee combat mostly involving tighter hitboxes closer matching the enemy's actual reach. Check out the changelog below for details.
I've been sorting through and testing a few new systems to include in Endgame:RTS, and I'm excited to finally introduce the new gameplay content to the community. The next content update shouldn't be too far behind.
If you find any bugs or have any suggestions, let me know in the community forum!
Updates V0.88
-End of the Halloween Event -Better hitboxes for most enemy attacks, much closer to the actor's actual reach -Secure lab doors are now indestructible/ must use the maglock keys to gain access -Total Titan jumps reduced from the new 4-13 down to 1-6 based on distance travelled -Made more efficient rain particles that look a little better than before -Reduced spider count in arena combat/ enemy count multiplier now affects arena combat -Added more instances where the new spec ops and agent NPCs will spawn -Reduced the distance travelled boost on most enemy types -Cannons/Rockets are now more powerful, but fire a little slower and drain a little more durability -Zombies spawned from the zombnado will now have the same scream effect/ get up code from Deadfall zombies -D pad buttons can now be held down for quicker options menu navigation -Fixed enemy navigation for approaching vehicles -Restored critical Melee headshots on downed enemies -Removed chance of snow in spring, will now only spawn in winter months -Fixed foliage cull distances on some instances that would fire too early -Better tornado detection to throw players/some enemies out of its radius -Fixed deadfall enemies would destroy themselves on occasion -Removed bandits from arena -NPCs/Bandits no longer affected by the enemy count multiplier -Zombie child fixed attack and navigation -Vehicles will be forced to accelerate while nitro is active -Inspiration gain from enemies is now divided by the enemy count multiplier for horde type enemies (minimum of /1) -Hitting armored or hard type enemies will now cause sparks instead of dust -Enemy AI should now properly See players/vehicles -Fixed players could see through doors if looking through a scope while too close to the door -Fixed Sentry turrets lost their AI controller occasionally when spawned underground -Fixed Imps throwing fireballs through walls -Reduced consumable delay from 3 seconds down to 1.5 - no longer affected by your medical skill -Higher chance of enemy spawns at wreckages -Fixed players still getting candy from vendors with Halloween edition deactivated -Fixed Shock Mech navigation/animation and attack code
The time has come for Steam Scream: The Revenge. From Oct. 26th till Nov. 2nd you can purchase Endgame: Road To Salvation for 40% Off! So grab a friend and prepare to experience co-op gaming at its finest with an exciting experience you will not soon forget!
Hello survivors!
The Halloween Edition comes with enemy variants that will drop limited edition candies that can be traded at the new Colony Event kiosk for rare equipment and other special prizes. Players can also go trick-or-treating at any merchant to collect extra candy. The Halloween Edition can be deactivated at any time from the options menu, this will remove the variant enemy spawns and colony Kiosk, but the candies already collected will remain in the game.
In the last few updates, I've added some requested features and content. Control Mapping, improved visuals, AI improvements, Nitro/Night vision improvements, Additional NPC dialogue options for more interactive control, improved time system, optimization, and more. The new enemy count multiplier option can be set from 0-4.0, multiplying the spawn count to allow for a wider range of gameplay experiences. Set the enemy count multiplier to 0 to experience a more peaceful roadtrip with minimal enemy contact and disabled events, or set it at 4X to experience the true apocalypse, spawn hordes of enemies that will hunt and swarm you. This modifier can severely affect performance at higher counts, but the option is there for those who wish it.
I've got tons more content and major updates coming your way as well, such as a brand new hell system and at least 1 new game mode, but that's just a hint at what is to come. Join me during early access and help support and shape the growth of Endgame: Road To Salvation!
The recent update V0.883 comes with a few minor changes and bugfixes. If you have any bug reports or suggestions, let me know in the community forum. I look forward to your input!
V0.883 Changelog
-Fixed caravan support bug that could potentially leave the screen faded to black -Swapping between scoped/iron sight weapons while aiming now displays the proper aim assist/scope overlay -summoned signal towers/bases now check for water and uneven terrain properly before spawning -Sniper/Sniper team will now activate after a timer delay, and no longer fades the screen on activation -Snipers will now check LOS when firing at nearby enemies, preventing enemies in buildings from being targeted -Base turrets are now properly set and will no longer be targeted by followers -Death location markers are now color coded to each player, and they will now spawn every time a player drops inventory -In splitscreen, p2 unpausing the game would hide the mouse during death menu/quit without saving menu -Helicopter audio limited to one instance -Basement doorways no longer destructible -Merchants no longer give candy if game is loaded in colony to prevent exploit -Fixed passenger NPC rotation -Controller scope zoom no longer removes scope/aim indicator -Updated gamepad sensitivity - further reduction for aiming + scope zoom, more balanced values
Halloween Update V0.88 is finally here and comes with another load of content, updates, community suggestions and bugfixes. Thanks again to everyone submitting bug reports and suggestions, I wish I could've got to them sooner but here we are. If you don't see your suggestion added, it's possible it may come soon, there is a growing list of content I plan on adding in the near future. There has been some balancing changes across the game, let me know what you think in the community forum. As always, if you find any bugs please let me know.
After some technical difficulty, I am happy to announce that my hiatus is finally over. Thanks to the help of some good folks, I can now resume production of Endgame: Road to Salvation as intended!
I've removed the original "Enemy Count" option that originally modified enemy spawn rates from 20% to 150% in favor of a new multiplier allowing more freedom for those that wish to experience the true apocalypse, or try out adventure mode with a peaceful roadtrip. The new enemy count multiplier option goes from 0% (adventure mode with minimal enemy encounters) to a massive 400% enemy spawn rate multiplier. This will impact performance severely, but the option is there for those who wish it.
I've added massive demon-sized double doors on the towers, so now they can be assaulted and destroyed on foot. Turret locations have been modified on the towers as well to potentially provide better cover fire. Short range cheap lights have been added to the turrets as well to indicate when a player is being targeted.
Some players have reported running into invisible walls at random locations, even NPCs seem to be affected. This issue started happening to me as well so I've been able to test the issue a little better. So far, I noticed that turning on Vsync seems to completely remove the invisible walls. (I'm not sure of the exact cause yet, but possibly something to do with high refresh rates?) If Vsync is already on, then turn it off, apply, on, apply, and that should fix it. I've added an invisible wall fix to the options screen, pressing the new button should also fix the issue. This is a temporary workaround, hopefully I can get to the bottom of the issue and get a proper fix in soon.
I have removed instant kills with melee weapon headshots and added critical damage, making heavy weapons more useful again. Players with faster PC's were having trouble performing certain actions due to the progress bar not taking delta time into consideration. Now certain important timed features such as get up progress and support drops should run at the same rate regardless of frame rate.
I've altered the storage capacity of the day cab, long haul, and gravel trucks, representing the cargo space in the storage compartment at the bottom of the cab, adding extra space for a long haul truck's additional cab storage space. The gravel truck no longer has a massive storage capacity, but I will offset this by adding either cargo storage type trailers or adding some extra trunk space for all trailers in the next content update. Boss spawn code has been altered, I've removed the limitation of one boss at a time. The Titan wasn't behaving properly either, now Titans will spawn in front of a player in an attempt to block your path as you flee, until they run out of jumps (jumps now based on distance travelled) and give up or the player reaches a checkpoint.
The Halloween Edition comes with enemy variants that will drop limited edition candies that can be traded at the new Colony Event kiosk for rare equipment and other special prizes. Players can also go trick-or-treating at any merchant to collect extra candy. The Halloween Edition can be deactivated at any time from the options menu, this will remove the variant enemy spawns and colony Kiosk, but the candies already collected will remain in the game.
Hotfix V0.881
-Fixed controller aim for firing from trailers and the passenger seat -Fixed Unpausing the game would cause p1 mouse to remain visible -If a vehicle mod is uninstalled by a player other than the driver, that player will now properly receive the mod -Split screen Mouse now limited to the player's screen unless the game is paused -When the mouse is shown, it will relocate the mouse to the center of the screen -Fixed controller unable to activate save slot 10+ -Fire station and Police station are now destructible -Trying out a new feature - steer with the mouse while holding down the right mouse button. I will soon make it optional and configurable, let me know in the community forums what you think.
Updates and Content V0.88
-Added new Halloween Kiosk in the colony to spend collected candies for some rare equipment (Limited time only!) -Added trick-or-treat for the Halloween event/ Collect candy from merchants (Limited time only!) -Added an interior to the Demon towers, allowing players to destroy them from within -Replaced the "Enemy Count" option with a new float multiplier, allowing 0-4.0X the enemies spawned (The old "insane" setting spawned 1.5 times the enemies. 0X allows for an "adventure mode" removing almost all spawn events) -Invisible wall movement bug workaround -Removed melee instant kills and replaced with double damage on head impact -Lootables that have already been tagged as searched will have a dim interaction notification -Added a visual indicator for health/aid item activation delay -Slightly increased the rate of fire for the assault shotgun -a variety of firearm stat balancing -Lootable objects now provide specific resources dependent on their material when dismantled -changed long haul/ day cab/ gravel truck storage, but added an overflow to protect players with an excessive amount stored in these trunks -Slowed down tornado speeds a little -reduced the difficulty of standing up after ragdoll on all devices, regardless of game speed -Leaving the credits screen now plays the proper BGM -Credits screen can now be scrolled at will -BGM volume option now properly saved -Balanced Scavenge and Rally survivors support options -Reduced cost of fuel bypass cards -Boss jump count now based on distance to salvation -Reduced frequency of the plane crash event -Added more horrors late game/ increased endgame difficulty -NPCs will teleport closer to the player in formation -Multiple boss types can now potentially be spawned at once (sorry in advance) -Slightly less enemies spawn at night, more during the apocalypse events -Reduced the amount of battery drain when starting a vehicle -Changed tower eye turret locations -Eye turrets now have close range spotlights that focus on players they are targeting -The stamina system received a few tweaks, low stamina will no longer prevent a player from attacking -Running out of breath will no longer slow you down temporarily, just prevent jumping, sprinting and blocking -Any key will now close the income screen -Damage to vehicles/trailers is now only mitigated based on damage type -Lowered the volume of the radio crackle audio -Halligan bar does more damage -The shop purchase widget will now close if the player opens the action menu -Added green lights to more interactable objects -Changed taillight lighting style -Upgrading follower equipment now properly removes inspiration -Bows/Crossbows now receive the full effect of the electric/fire mods -Sniper rifle fixed description/ now uses .50 ammunition -force NPC lose focus on enter/leave transition -MP5K and Tec-9 now use 9mm ammunition -Fixed gamepad profile selection bug in Load game menu -Fixed followers occasionally getting into vehicle sideways -Fixed typos Macaroni - balaclava - Flannel -Fixed the bread crafting recipe -Fixed dry pasta recipe -Fixed auto turn on flashlight if game loaded at night/exit vehicle at night -Fixed some objects had with gravity when hit by explosions -Fixed air support drop speed regardless of game speed -Fixed issue with kiosk menus that would leave the mouse cursor visible on close -Fixed Aid delay even if item failed to activate -Fixed Deadfall zombies disappearing after get up -Fixed Titan teleport location on chase player -fixed some actors not being properly cleared from memory when entering a colony -Fixed jerrycan disappearing when filled at pumps with a full inventory -Possible fix for the invisible zombie bug related to zombnado spawns -Fixed summon trader summon location to avoid spawning underwater or on uneven terrain
This quick update fixes a few bugs that came in with the new systems, and adds a few requested features. Some tweaks have been made to the new driving physics, along with a faster Supercar/Sports Bike. You can now prevent the daily income menu from pausing the action at midnight from the options menu, as well as adjust the BGM. I hope you enjoy the changes, please send your bug reports/feedback to the community forum! Full changelog below.
V0.871 Hotfix -Added option to Hide Daily Caravan Income Menu -Added option to adjust BGM audio -Reorganized options menu -Demon trap delay adjustments -More variation on random survivor's armor class/tier -Adjusted motorcycle type steering/traction/top speed -Can cancel support drops from vehicle -Updated armor + weapons for followers called in with support options -Updated all giant type enemy code for better offensive/defensive capabilities and Nav -Fixed Enemy Mech machine gun fire -Fixed slow actor culling from kill volume, proper building placement restored -Fixed Demon in-fighting -Fixed "variable Input" Staying on screen when Hide Floating text is true -Fixed Distant cannon shots to not interrupt successive/closer impacts -Nitro stops when a vehicle is out of fuel/off, or has no driver -Increased frequency of status effect notification -Properly set up automatic flashlight on if exiting a vehicle at night -Proper braking in vehicle on driver exit -Increased collision damage with solid structures a little
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Update 0.87 - Massive Overhaul
Hello Survivors!
Update V0.87 is finally here and brings a massive list of updates, overhauls, and some brand new content like a few new late game enemies and new driving physics. A persistent crash that was related to high speed driving was finally crushed, including another boost to overall performance. New AI and detection code with a new faction system should now run much smoother. Control mapping has been added as well, if you don't like the control setup or if you're used to the old controls, it can be changed to your preference! Added some marker lights to all the semi trucks and the regular semi trailer. The full changelog is available below.
Detection and Combat AI has received an overhaul, NPCs will now sidestep, block, crouch to fire, retreat backwards while attacking, and more, making them feel more alive. NPC skill level will now directly influence all aspects of combat. The AI detection process has also been updated using a new method of faction detection and hearing process.
Nitro and Night vision will now both work in a different way. Holding the button will activate nitro boost, and I've added dual-exhaust nitro effects to applicable vehicles. Nitro will lose boost power as your velocity increases, but provides a massive boost at low speeds. Night vision is available in certain helmets, and can be toggled with a keypress, slowly reducing durability over time while active. Night vision can now be used in vehicles as well.
Updated Dialogue to allow healing any survivor/follower with medical items in your inventory. You can also spend inspiration and cash to upgrade Follower's weapons and armor up to a max determined by your caravan weapon/armor tier, or even get them to switch between melee and ranged combat. Inspiration can also be spent with a higher chance to improve disposition.
Control mapping has been added to the game, including a new mappable controls screen in the pause menu. Most keys can now be remapped to better suit individual playstyle. Controls have been removed from the HUD as well, instead a dynamic control widget will appear at the bottom of the screen when inventory is open, showing the player all relevant controls to their current situation. I also added a few new options to remove the dynamic control widget entirely and another to remove non-essential two-way chatter. Immersive HUD mode has been updated so that it just hides all active HUD elements, allowing the use of inventory, crafting, looting, etc.
I did some playtesting, but there are bound to be some bugs with the new systems, so if you encounter anything, please let me know in the active bug reports community forum with as much information as possible. As always, I appreciate your feedback and suggestions, and look forward to seeing your ideas. Happy hunting!
Updates and Content V0.87 -New Transition stairs mesh -New AI for Bandits/Survivors including strafing, crouching, defensive maneuvers, blocking, fleeing, and more. -Added Control mapping for most actions -Added Dynamic control list that shows relevant controls when you open your inventory -New night vision style, toggle to activate if equipped with a night-vision capable -Night vision goggles as helmet added, night vision can be activated with certain other helmets as well -New Nitro style, hold the button down to boost, slowly drains durability/ added speed effect -New pneumatic blade vehicle mod style with a telescopic action -New conversation options with NPCs: Medical and Equipment for healing and upgrading/switching NPC equipment -Added path prediction for archery, spear throwing, and grenade throwing -Added proper sound detection to AI, and gave AI a general overhaul -Dual exhaust nitro to certain vehicle types -Better plane crash explosions -New marker lights to Longhaul Semi, Daycab Semi, and the Gravel Truck Tandem -Higher longhaul semi roof for better turret location/aerodynamics -Ambulance and firetruck now have red/white lights, police has red/blue -Added new AI commands, Engage- Followers will advance on the selected location, freely engaging enemies along the way -Hold- Followers will stand guard at their current location, returning to it if forced to flee -Flee- Followers will keep their distance from all seen enemies as best as they can -Follow- All followers will return to your side -2 New late game NPC enemy types, and a few new weapons for NPC AIs -Firefighter zombie type added -Added the ability to push a vehicle a small amount based on strength, could help get a vehicle unstuck or to a nearby fuel pump -New driving physics and wheel setups for all vehicles and trailers -Better wheel friction and control for vehicles, better braking -New Defensive turret and eye turret replaces old turret actors, uses proper AI for sight + sound detection and optimization
-Character creation audio now loops -Character creation less random base Stat points, more starting skill points to distribute -Throw flare now has an animation -New sentry turret with proper AI and target acquisition -Prompt in character creation menu to allow players to start game with points remaining -Spiked plows will no longer auto crit-kill enemies, but will apply bonus damage -Vehicle load check that will relocate vehicles that attempt to load inside of buildings and other obstacles -Removed persistent control display at bottom left -Added option to remove Dynamic control list -Added option to remove unessential two-way chatter -Swapped vehicle e-brake button to B (right face button), and vehicle menu button to right shoulder default -Swapped nitro button on keyboard from N to Left shift default -Changed headlight cycle to Bright/Dim/Off -Demon towers have less chance of spawning Meteor strike eye turrets -Added new effects to the Titan spawn sequence -Limited all skill and attribute gain in the tutorial area to LVL 4 maximum -Added audio to install/uninstall mods, and using screwdrivers and wrenches -Interact key will no longer open inventory/vehicle inspection screen when near a vehicle -Adjusted mech controls -New vehicle save method to better suit the new quit without saving option -NPC Names will now turn red if they become hostile to the player -Caravan Weapon and Armor levels now influence local weaponry and equipment available to all survivors and followers -Bandit weaponry and armor now limited to both threat level and distance travelled -Armor has been fixed and is now much more useful -More engaging Melee combat with advanced enemy AI -All enemy skill is now based on distance and threat level, making some strong late game enemies -Enemies will now be able to hit targets easier, targeting a small area instead of a line - Immersive mode added to controls, updated to be more useable for gameplay (Will now only hide main HUD elements, but players can still loot storage, open inventory, etc. -Rain wetness on screen will fade while under roof/in colony/in transition -Shut off engine now requires player to briefly hold ignition key to prevent accidental engine shutdown -Landscape and terrain fixes on a few maps, more shallow lakes to prevent giants from getting stuck -Rebalanced many support options -Changed NPC inspire method in conversation -Aiming weapon with a scope will now use a red-dot sight image in the scope sight to maintain proper accuracy -NPCs can now headshot enemies for a crit-kill -New animation styles now allow reloading while crouching, and skill/dexterity based reload speed -Arrows that would attach to a missing body part (such as the headshot) will drop the arrow to the ground -Stopped the Rogue AI Mech from always trying to land on the player, preferring ranged combat -Removed Nitro effect while in reverse -Removed impact on leave colony teleport -Tornado now properly detects windows -Removed floating damage text from player damage -Vehicle flip will now check the new location for obstacles and relocate higher if possible -Slightly lighter trees/ added tree bottom meshes -Slightly heavier trailers with higher trailer tire friction -Removed landslide at South end of starting map -Updated storyline entries/Virgil dialogue -Inspiration gain and other floating text now set to timed relay -Fixed major long term crash issue related to high-speed driving -Restored a chance of auto-dodging regular attacks based on dodging skill -Fixed NPC skill based aim time -Added ammo to weapon drop/More ammo to ammo drop -Blocking attack now blocks 90% of incoming damage -Followers list added to main HUD elements hidden by F8 (Hide HUD) -Updated Followers list to include current AI Task -Stopped NPCs from making Death noise after headshot -Rebalanced the healing herb -Rebalanced training speeds -Drop on inventory slot color fix -Colony navigation fix -Crafting menu font sizes -Fixed NPC shotgun fire groupings/auto fire combat -Added aim offset based on self/target velocity -Blocking attacks now only works if hit from the front for all characters -Hostile NPC damage fixed -Flashlight will now turn on automatically if the game is loaded at night/exit vehicle at night -Can no longer drag and drop ammo into inventory -Changed name of Jerrycan to Full Jerrycan -Can now drag a weapon into your secondary weapon slot -Dialogue and two way chatter that gets added to the message log will now produce a notification at the bottom right of the screen -Tutorial dialogue added to message log -After completing the tutorial, speak with Virgil to refuel/restore the destroyed starting vehicle -Can now remove player 2 while they are still in the load game menu -Fixed demon trap function and effects -fixed melee attack speed at high skill to properly show the animation -Duplicate .22 cal handgun recipes in the crafting menu -Fixed endurance drain/gain for all skill levels/ slower endurance gain while moving -Action menu now greys out unavailable options such as dismantle and send to caravan -GUI Scale mentioned in death hints -All Healing items now trigger a short cooldown period between uses to prevent spam healing -Moved location of Multi pickup menu, floating text, and vehicle menu -Restored dismantling of Ranged Weapons -Spawn less ammunition in the world -Drag over storage slot highlight fix -Updated loot tables -Eyeball turrets now have a spawn delay before starting combat to prevent load game instant attacks -NPC Disposition now drops when hit by a player/ followers may leave you if friendly fire is off -New tier system for all NPC weaponry and armor -Soldiers can now use rocket launchers -Vehicle camera will lift when looking up past a certain point to prevent blocking the camera -Removed NPC weapon pickup, replaced with upgrade system -Slightly reduced NPC name size -Doubled durability values for vehicle armor -Fixed AI sight detection, added proper hearing, AI overhaul -Less recoil from MBMG and MG vehicle turrets -More endurance drain from melee attacks -Removed XP gain for attacking other player -Fixed NPC combat against spiders, now properly detects and targets smaller enemies -Removed Max follower count on recruit -Restructured Night spawns and apocalypse spawns to better reflect distance/threat level difficulty -Removed science lab from farmers fields building spawns -Changed klaxons from spinning to flashing left/right for performance reasons -Made Rocket Launchers and MRLs more powerful -Stopped all deer animation on death -Fixed debris separation issue for more realistic destruction -Lowered Follower Audio cue frequency -Overhauled Storyteller AI for more variation of event spawns -Demon fireball throwing has been adjusted to target vehicles quicker when they are charging the player -Rocks and other objects can now cause collision damage to the player -Made vehicles much harder to flip -Adjusted enemy count from night spawns and apocalypse spawns -Fixed NPCs getting stuck on doors -adjusted default sensitivity for controllers -Reduced inspiration gain for infected walls (5 to 1) and zombies (10 to 5) -Changed default camera rotation and zoom if entering a large vehicle -Allowing trailer turrets to fire through attached tractors to hit forward targets -removed compass points for some enemy types to reduce performance impact -Bandit basement added to bandit strongholds -Increased vehicle turret distance -Killing a Titan now properly ends apocalypse events -Only essential messages will now be saved to the message log -Increased vehicle lasersight size to make it easier to see
Fixes -Fixed tap fire turret audio issue with multibarrel turrets -Fixed lighting at dusk/dawn -Fixed p2 drop out from death screen issue -Restored chance of spawn enemies at wreckages instead of constant -Stopped backpack movement on player ragdoll -Set invulnerable during basement-main floor transition -Slowed down sleep time speed a little to allow more healing in a night -Updated Help menu entries for new content -Blades no longer kill followers -Fixed arrow damage not turning survivors hostile -Fixed muzzle flashed and blood splatters -Fixed motorcycle blades collision with trees -Proper blackout sequence on multiplayer game start -Night enemies will no longer spawn under water -Can no longer select the same profile as the other player in the Load Game menu -Can no longer drag and drop ammo into inventory -Fixed arrows/spears not sticking to walls -Fixed deer AI -Fixed NPCs getting stuck on doors -Fixed double axis input issue for camera movement -Fixed bug that allowed multiple options screens from opening -Fixed headlight distance option left/right selection and arachnophobia selection
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With update 0.87 just around the corner, I thought it might be a good time to let you all know about a few of the many changes coming your way. There is also a long list of implemented suggestions, fixes, and crushed bugs, the full list will be available soon! Thank you all for your feedback, bug reports, suggestions, and most of all your patience! Keep them coming, with the new systems I can imagine there will be a few bugs to crush.
Detection and Combat AI has received an overhaul, NPCs will now sidestep, block, crouch to fire, retreat backwards while attacking, flank players, and more, making them feel more alive. NPC skill level will now directly influence all aspects of combat. The AI detection process has also been updated and optimized using a new method of faction detection and hearing process.
Nitro and Night vision will now both work in a different way. Holding the button will activate nitro boost, and I've added dual-exhaust nitro effects to applicable vehicles. Night vision is available in certain helmets, and can be toggled with a keypress, slowly reducing durability over time while active. Night vision can now be used in vehicles as well.
Control mapping has been added to the game, including a new mappable controls screen in the pause menu. Most keys can now be remapped to better suit individual playstyle. Controls have been removed from the HUD as well, instead a dynamic control widget will appear at the bottom of the screen when inventory is open, showing the player all relevant controls to their current situation. I also added a few new options to remove the dynamic control widget entirely and another to remove non-essential two-way chatter. Immersive HUD mode has been updated so that it just hides all active HUD elements, allowing the use of inventory, crafting, looting, etc.
There are too many changes to go into detail, but I hope everyone enjoys the update! It shouldn't be too long before it is available. We are rolling on towards major update V0.9, which should include a long list of new content and more polished models and UI.
Upcoming V0.87 Update Partial List
-Improved AI Survivors + Bandits -Added sidestep/retreat/crouching to NPC combat AI -Control Mapping - Most controls can now be customized -Dual exhaust nitro -Nitro system revamp - hold to boost / Moved default keyboard nitro control to shift (same as sprint) -Night vision revamp - Changed night vision from a useable item to equippable gear/ some helms provide night vision/ night vision is now on toggle/ Night vision can now be active in vehicles -Blades vehicle mod changes - New telescopic blade mounts -HUD improvements/ remove on screen controls + Added dynamic controls when Inv open -New transition meshes in basements -Option to remove non-essential two-way chatter -Changed method of saving vehicles including drop in/out method -NPC names will now turn red when hostile -Caravan weapon/armor level will now affect weaponry/armor available to survivors -NPC skill is random, max value based on distance travelled -Armor added to bandits possible loadouts -Added hearing to AI and removed the slower draw attention call code -Enemy attacks will hit a wider area to make melee combat a little more dangerous -Immersive mode added to controls, updated to be more useable for gameplay (Will now only hide main HUD elements, but players can still loot storage, open inventory, etc. -Can now access hotkeys, inventory, skills, crafting, and caravan while operating Archangel -Rain wetness on screen will fade while under roof/in colony/in transition -Changes to Titan spawn process -Nicer plane crash explosions -Shut off engine now requires player to briefly hold ignition key to prevent accidental engine shutdown -Landscape and terrain fixes on a few maps -Rebalanced many support options -Changed NPC inspire method -Aiming weapon with a scope will now use a red-dot sight image in the scope sight to maintain proper accuracy -Fixed NPC skill-based combat system -Fixed all muzzle flashes/ Blood particles -NPCs can now crit-kill enemies on occasion/Headshots unlocked -New animation styles now allow reloading while crouching/ skill or speed based reload speed -Adjusted brightness at sunrise/sunset -Added audio when using wrench/screwdriver
V0.8675 Hotfix
Hello Survivors!
This hotfix should clear up a few of the recent reports, including a new time system, as well as a massive performance boost all around. The new systems and modifications will help optimization and long-term playthrough performance, and they shouldn't affect your save files at all. I have removed the save on exit system, and added a new confirmation widget on exiting/dropping out of the game. Most placeable objects will now activate build mode when used, allowing the player to position the item manually, and some storyline and tutorial dialogue has been modified. Check out the hotfix changelog below for all the new changes and updates. The AI update and input mapping should be coming soon! With the new systems bugs are possible, so please let me know if you find any new issues!
Still no luck trying to get the elusive movement bug to happen for me, so if you have any additional information about it, please let me know! It is starting to sound like some sort of hardware conflict, but I'm not giving up yet.
V0.8675 Hotfix -Created new time system to fix reported bugs + improve performance -Optimized temperature system -Modified lighting system to work with the new time system, should be better performance all around -Modified night horde threat level range to make mid-late game more difficult -Game is no longer saved on exit, now spawns confirmation widget to warn players -Fixed spawn efficiency inside buildings/ more daytime enemies at higher difficulty/Larger detection area -Changed some storyline/tutorial dialogue and changed the font on the Storyline widgets -Reduced hp of volcano spawns -Save slot typo fixed -Set static inventory in all starting cabin lootables and vehicle -Firetruck replaced lit firestation logo -Fixed drag+drop bug when dropping and item from storage after closing -Stopped storage widget from closing automatically from auto-saves -Removed storage widget drag functionality -Fixed lighting fire in basement takes longer in the rain bug -Fixed drag and drop issue when closing inv while dragging -Fixed occasional flag getting stuck on, preventing looting -No longer pick up items on release interact if another action (such as butchering) is taken -All placeable items are now placed in build mode, and xp gained/skill boost for each has been updated -Reduced attenuation radius of firepits to be much smaller, should help with headphone audio -Raised max Sensitivity to 5.0 -Colony gate opens faster/ added open+ close audio -Fixed arachnophobia mode animations
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