It's been a quiet month so far but I'm still grinding away to bring these streets alive This update fundamentally changes how resources are collected in order to make it a more engaging experience than just building 4 scavenger stations
Harvesters
These are portable all in one gathering units that must be deployed on resource nodes. You will need to search around the map to find these, they are scattered all over. Beware of other gangs doing the same and potentially wiping your harvesters out to take the node for themselves. You can build a harvester pylon that will construct an unlimited supply of extra harvesters for when your original 3 get lost or destroyed. Additionally the Scavenger Station has been significantly nerfed, it now only delivers a steady trickle of scrap and nothing else. Fissiles are now a very limited resource, the only way to acquire them is by attacking NPC bases or defeating the raids they launch against your base.
NPC Raid Captains
The mainframe NPCs have stepped up their game a little and will now start deploying Raid Captains when your base becomes large enough. Raid Captains have a shield that will protect their squad from a lot of abuse but they can still be overcome with enough massed firepower (or bum rushing them at melee range) Mainframe raids now also scale in strength with the total value of your base so expect a more challenging fight as you build up more.
New Map Quadrant
A new block and a couple of viable base spots have been added to the southeast corner of the map, go have a sticky beak when you can
Other Changes
Ladders are now significantly improved, you will automatically climb them if you walk into them and it's no longer possible to accidentally shimmy yourself off the side while climbing. Fixed some map buildings having incorrect textures Your chosen skin colour should now be applied to your first person arms Manual generators now keep producing power for longer
Alpha 1.06 Magnum Edition
Sup gamers
I've been on holiday for the last 3 weeks so there's been a bit of a slump in development progress, things should be going back to normal now though.
This update adds a new weapon: the Stratis Magnum mkV
Also, the LGS official server apparently crashed a few days after I left and has been offline this whole time so I've rebooted that now and also added a small patch that should hopefully make it more stable in future.
Alpha 1.051
Fixes
fixed being able to see other players build gun holograms
fixed weird collisions in the downstairs cyberwear building
fixed npc door opening logic
fixed faction damage protection timer not actually working (whoops)
scout powered sprint now only drains power when you are actually sprinting
can no longer set off the raid alarm by shooting your own factions buildings
Alpha 1.05 Better bits 'n bobs
General Changes
Breaching charges can now be thrown, they simply felt too weak and useless when you had to get up to melee range to plant. This allows them to be used in a more hit and run style and also allows breaching upper walls
Jump pads now launch you higher and protect you from a single instance of fall damage after using one
The blowtorch can now damage human targets, this makes it so if you get caught in a pinch you can charge the enemy down and melt them instead of having to swap to something else
Removed the scouts buggy combat roll ability and changed it to a powered sprint
Added 2 new gun mods to the groza LMG
Tweaked turret material costs a bit, most of them now cost some voltics
Demolisher now has 125 armor to compensate for losing his damage absorbtion
Demolisher & Assault have lower health regen delays
UI Changes
Improved gun factory UI to make it clear what weapons can be modified
You are now alerted when somebody is attacking your base
Fixes
Gun factories should no longer get weapons stuck inside them, you also have to be looking at one of their screens to build a gun
Player cosmetic items should no longer glitch out and float in midair if they spawned too far away from you
Alpha 1.042 Christmas Patchie
I been on that grind before christmas, I've managed to fix a bunch of longstanding bugs that have been annoying people (and me) for a long time now. Hope everybody reading this has a merry christmas and a happy new year!
Fixes
attacking a security guard NPC now aggros the mainframe core it belongs to
security guard NPCs no longer bug out and become braindead when attempting to wander to a location they cant reach
NPCs can now open riot gates
NPC raiders are now removed after 5 minutes in case they get stuck
Fixed a certain tan shed near chinatown that had corrupted collision mesh
pressing escape with the chat window open no longer causes a UI freeze
pressing escape or backspace again with the esc menu open now closes it
fixed build tool not updating structure class properly when you first join the server
added prediction to build tool so it doesn't lag behind when changing structure class
Balancing
Changed how player health works, players previously had a hidden damage absorb stat that would result in heavy armor being extremely effective against shotguns and pistol calibers. This was not explained anywhere in game and I feel that it didn't really add anything to gameplay and left people confused when somebody would be able to tank 5-6 shotgun blasts but still go down from half a mag of AK rounds
NPC mainframe turrets now take full damage from explosives (previously only took 50% damage)
mini turret health reduced to 200 from 250
added 2 new possible NPC base locations
Server Browser Overhaul
After 2 nearly months of giving myself a headache trying to fix this I'm proud to announce the server browser now shows an accurate count of how many players are online! You can also see your latency to the server :D Also if you are running a dedicated server you no longer need to set the servers internal name via command line, it'll now automatically match up to the server name you set in LGSServerConfig.ini
Alpha 1.041
Just a small patchie to fix a few things that were botched in the release
NPCs will now open doors properly
fixed some areas where NPCs couldn't climb stairs due to bad navigation data
fixed NPC bases not spawning turrets anymore (whoops)
fixed doors not taking any damage from melee weapons
Alpha 1.04
Greetings gangstas! I've been hard at work on the NPC faction, they are starting to feel more like an actual threat and not just a bunch of annoying squatters. They now have patrolling security guards in their bases and will occasionally send a squad out to raid a random player's base, so don't shirk on building turrets!
They only know how to use energy wrenches at the minute, training them how to use guns is still a uhhhh... work in progress (they manage to point the shooty end at the other guy most of the time now)
Regrettably I wasn't able to find the time to put anything christmas themed into the game, but hey there's always next year :D
Additions
NPC bases will now occasionally launch raiding squads against player bases
NPC bases now have troop spawners that spawn patrolling guards
NPC bases are a little more diplomatic and now only attack you if you enter their territory or attack them first
NPC bases now drop resources when you destroy them
Added graphics/display options to the menu
Added ambient sounds to the city
new bullethole textures
Changes
Made turret sounds less loud and obnoxious
Many objects have their LOD settings fixed, as a result the game should perform a bit better on older PCs
Reduced scavenger station limit back down to 4 per faction
Mini turret model updated
Fixes
Bullet factory screen panel is no longer visible when the structure is destroyed
Fixed shotgun bullets vanishing when fired downwards at a certain angle
Alpha 1.03
More map
The previously empty freeway side of the map has been extended with a small chinatown inspired area and another baseable building
Point defense turret
A new small turret has been added that can shoot down incoming rockets and 40mm grenades A good way to defend yourself against people camping the rooftops with missile launchers!
Repair turret
A new medium turret that will slowly repair any nearby damaged structures. Makes it more difficult for people to slowly whittle your base down with bullets and grenade spam.
Misc changes
material gain/losses now stack on the HUD instead of overwriting each other, makes it a bit clearer whats happening with your resources
made solar panels a bit more fragile
The server player count bug is still present, I've tried a couple different systems to properly show player count on servers and nothing seems to work the way its meant to. I'll keep plugging at the problem and something will come up sooner or later :)
Test build 1.021
Nothing too interesting, this is just a test of a fix for servers not displaying their player count (always shows 30/30 even when nobody is on)