This update took quite a bit longer than normal, but features a lot of new additions and changes that are all in use on the newly released “Lip Service” campaign level.
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Added
New campaign level “Lip Service”
Commander UI
New dialogue display method
New radio sounds, music, and ambience
More UI, character, clothing, and dialogue portrait sprites
Little Bird helicopter
Changed
Bandits will now randomize their appearance from a much larger pool of sprites
Renamed “Makarov Pistol” to “PM” to match better with other gun names
AI and player now use the same code to call reload animations, and AI can now use all weapon reload animation types whereas they previously could only reference the rifle reload animation.
More locations added to the South Miji map
Increased raycasts used by AI for target detection to reduce instances of not seeing enemies
AUG side-view sprite now displays a loaded magazine
Fixed
Shoulder swap animation conditions
Civilian appearance randomization
Separatist soldiers now spawn as part of the Separatist faction, rather than Obatenwe
UMP no longer causes magazine instantiation errors on Survival Contracts
Campaign Bugfixes
I noticed a few issues in the first campaign level that have now been fixed, and some code optimizations have been implemented.
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Changed
Refactored campaign functions for performance
Fixed
Map screen overlay UI object for Wolf HQ in the Introduction campaign level is no longer duplicated on all other campaign levels
AI in Introduction level no longer throws errors
Technical gun in Introduction level now displays correctly.
Sprites, Lights, Bugfixes
v1.27.0
A smaller content update this time as the primary focus was on writing the next few campaign levels, which were previously only outlines. As for the content in this update, most of it will only show up in the upcoming campaign level, but most of the new content and features will be added to past levels as well.
Full Changelog
Added
Overhead lights
Sprites for characters appearing in the upcoming campaign level
World-space waypoints for objective markers.
Changed
Garbage bin and bed sorting layers changed to render below characters
Code refactoring
Fixed
APRF officers now randomize appearance from the correct list
Removed
Unused enemy spawnpoints from the “Old Friends” and “Rule of Law” campaign levels
AUG, Length Stat, and Bugfixes
Added another new gun, the AUG, and added an Overall Length/Total Length stat to all guns currently in the game, which will play a role in the upcoming campaign level.
Full Changelog
Added
AUG and its’ associated sprites and sounds
Gun total length stat
Changed
Refactored Loadout UI code
Fixed
Correct ambient sound now plays on the Grocery Store contract map
Gun positioning on the humanoid backpack and bomb planting animations
UMP collider has been shortened to match the visible sprite’s length
UMP, .45 ACP Adjustments, and Bugfixes
A brand new gun, the UMP, has been added and will show up in the next campaign level. It can also be unlocked through the ingame loadout menu. Along with the UMP, .45 ACP and the M1911A1 have been rebalanced as it was erroneously using 9mm muzzle velocities when calculating its damage output, which resulted in it inflicting significantly more damage than it should. The friendly AI was causing some annoyances on the latest “Rule of Law” campaign level and so their behavior has been adjusted now so they will no longer crowd around the player. An issue was also found with Separatist AI causing errors due to them referencing a gun they weren’t actually using which has been fixed now.
Full Changelog
Added
UMP (sprites, sounds, magazines)
Changed
M1911A1 now uses a realistic muzzle velocity whereas it previously was using the same muzzle velocity calculations as the 9mm handguns, causing it to be rather overpowered.
Friendly AI on the “Rule of Law” campaign level now get in the way much less frequently
Fixed
AI no longer get stuck in the reload animation
Separatist soldiers no longer reference a default M4 which would throw errors.
Map fixed and other bugfixes
Several bugfixes in this update, most notably the issue with map objective markers being off in the newest Hot on the Trail has been fixed.
Changed
Map in the “Hot on the Trail” campaign level now changes when moving between the Savannah and Plantation, and the final objective is now marked on the map.
Fixed
Delivery truck can no longer be seen through and now acts as a solid obstacle
Injuries on friendly AI are now always visible, rather than only when they are in view
In-game map offset calculation. This fixes the markers being off in the new Rule of Law level, and allows for the map to be changed mid-level
AI in the campaign level “Hot on the Trail” gun positioning and animations synchronized
Rule of Law Campaign Level Released
The next campaign level, “Rule of Law” is out and playable now! As with many of the campaign level releases so far, there’s a lot of new content, mostly focused on improving South Miji and the many sub-maps (such as the Grocery Store from a previous update) belonging to it.
The next update will focus on some new weaponry that will be used in the upcoming campaign level, and some annoying behavior with friendly AI will be ironed out.
Full Changelog
Added
“Rule of Law” campaign level and related content (sprites, sounds)
Helicopter startup sound
South Miji full city map
Several new areas to South Miji
Changed
Lowered helicopter audio
South Miji grocery store exterior improved
Fixed
Parked Mi-8 on the Wolf HQ no longer spins up rotors when the level starts.
417 Sniper left-side idle animation positioning now aligns with the holders’ hands.
Null Reference Exception is no longer thrown when changing Footsteps (Other) volume level in a level where dead AI exist.
Vehicle engine audio loop now references realtime before replaying the sound rather than ingame scaled time which would cause the audio to cut out if the game was paused.
417 Sniper Improvements
The biggest change in this update is the 417 Sniper, which received a major face lift. I noticed several inconsistencies between the top-down and side-view sprite of the 417 Sniper, which then evolved into remaking and touching up large parts of the gun’s art.
The focus for the next update will be AI animations to make them work the same way as the player. Currently, they’re handled by two completely separate animators, but this will be changed so AI can be animated in the same way. As of this update, the AI gun positioning and movement are now handled in the same way as the player, and all other animations will follow suit until both are unified.
Full Changelog
Added
Road flare sprite, sound, and effects
West and northeast parking lots to grocery store map, and more detail behind the store itself
New sprites: delivery truck, traffic cones
Changed
417 Sniper side-view and top-down sprites.
417 Sniper calculated length shortened
Gun positioning between AI and the player are now handled the same
Fixed
Roof collider calculations now account for upscaled sprites, rather than using the direct size itself (this was causing some roof colliders to be significantly smaller than the roof itself)
Discrepancy between 417 Sniper side-view and top-down handguard sprites looking completely different.
Grocery Store Contract Map
The next campaign level is taking a while as it requires a large portion of the South Miji map to be finished. So in the interim, I’ve added a new playable contract map – the grocery store. This is one of the newly created South Miji areas, and is just one of many that will appear in the next few campaign levels.
Full Changelog
Added
Grocery store contract map
Bathroom sprites
Grass patch sprite
Grocery store sprites
Elevator music loop
417 sounds
Shopping cart sounds
Changed
More small clutter on the Airport map
417 Sniper now uses a unique set of sounds
South Miji map updated with grocery store and other structures for upcoming campaign levels
Fixed
Small clutter objects no longer obstruct your FOV
G17 dryfire sound now uses a striker-fired dryfire sound effect
M1911 magazine instantiation in survival mode no longer throws an error
"Old Friends" bugfixes and upcoming level preparation
Mostly bug fixes relating to the “Old Friends” campaign level, though some content for the upcoming level has also been added in this update as well.
Full Changelog
Added
Police variant of the “American Cold-War era sedan” vehicle
Changed
Optimized “Old Friends” level code
Some South Miji map changes for the upcoming campaign level
Fixed
Screen overlay now fades again on successive calls
Wires are now also destroyed along with the mortar round in the “Old Friends” level
Player control always re-enables after restoring from a checkpoint on the “Old Friends” level