Added about 25 minutes of new music and replaced almost all of the combat music in the game.
Improved Lux's DNA mod casting and grenade-throwing animations; they now look much more natural.
Bug fixes
Fixed various shader issues which caused some items to be rendered as pink.
Fixed issues with three DNA mod effects which were broken by the recent engine update.
Restored missing audio for many DNA mod effects.
Lux now always equips the last-used gun and DNA mod each time you play.
News
There's a massive update coming in June - stay tuned!
Build 20190510 is live
Performance tuning
[Dogan Outpost] Reduced texture sizes to decrease memory usage and rendering workload.
Bug fixes
Metal in some of Lux's clothing was being rendered as pink after build 20190507. Fixed.
Removed GPU Skinning, as it was generating errors with blend shapes. Unity have identified the issue in the engine; I'm waiting on a fix.
Fixed an issue which was crashing SteamWorks for all users.
[New Shinjuku] Fixed a bug which was preventing Lux from re-entering the safe house after defeating the scavengers.
[New Shinjuku] Cailee now runs away towards the safehouse when the scavengers attack.
[New Shinjuku] The cutscene with the scavengers is now replayed correctly if Lux dies after the first time it plays.
[New Shinjuku] Fixed a bug introduced in build 20190507 which broke the thunder and lightning effects.
Switching guns in the Weapons menu
Someone reported a bug about not being able to switch guns in the Weapons menu, but because it was reported via Send Diagnostics, I can't contact them.
Has anyone else come across this? I can't reproduce it. To switch guns, you click on the arrows on either side of gun icon in the Weapons window. If that's not working for anyone, just let me know and I'll take a look right away. You can add to the comments on this post or just email me directly at pete@basedontheplay.com - thank you!
Hotfix build 20190508 is live
Bug Fixes
Fixed a new bug introduced in yesterday's build (20190507) which prevented the right stick on gamepads from moving the camera.
Build 20190507 (The Dogan Reboot) is live
I've just published build 20190507, and it's a big 'un. The Dogan Outpost has been completely recreated from scratch, and it's much better. The objectives, characters and dialogues are all the same, but the size of the map has been reduced massively. That's a good thing: the old map was just too big, and too much of the desert was content-free. The new, compact Dogan is quicker to traverse, and I think that makes it much more fun.
This build also introduces a swathe of new performance improvements. Right across the game, I'm selectively downscaling memory hogs where possible, reducing the render workload sent to the GPU. I've also introduced a few new tricks behind the scenes, like manually triggering garbage collection (memory defrag) while cutscenes are playing. Finally, I've reduced pressure on the CPU by moving some method calls out of Update() so they're not executed each frame (e.g. there's no need to redraw the HUD 60 times per second!).
I hope y'all like the changes! Later today I'll be looking at totally reworking another location in Lux's world. More details about that soon.
Improvements
Completely recreated the Dogan Outpost.
Performance Tuning
Multiple performance improvements implemented across all levels (especially Saint Sophia, the chupacabras' lair and Rosa Park).
Bug Fixes
[The Redaction Commission] The first RC agent that Lux meets on the ship was floating slightly. His feet are firmly on the ground now.
[Dogan Outpost] Fixed a bug which broke the gameplay if Lux died and respawned while raiding the store houses (the objective marker was getting stuck on the first store house and not advancing past that).
Build 20190423 is live
Apologies for releasing another build so soon, but I need to patch any game-breaking issues as soon as they arise. We should be clear of these soon - they're just appearing because so much code was changed in the upgrade build released at the weekend.
This build just fixes a single bug, but it's a really nasty one (see below). A whole new level for New Shinjuku is also being installed in this build, although you won't see it just yet as I still have some work to do before it can go live.
Bug fixes
[Dandy Valley] Fixed a bug which crashed the game after clearing out the mutants for Croft.
Build 20190422 is live
Bug fixes
[Dogan Outpost] Fixed a bug which was preventing dialogues from playing in the Dogan Outpost, and slowing performance.
Disabled GPU skinning as it introduced an error processing some meshes.
Fixed a minor formatting bug in the main menu.
Build 20190421 is live
This is a big update, but it's mostly "under-the-covers" stuff to prepare for porting to consoles and macOS. The game has been migrated from Unity 2017.4 to Unity 2018.3, and during the migration I've implemented lots of performance improvements and general bug fixes (too many to list here).
Over the last few days I've received reports about an issue completing the level with the chupacabras' lair - that's also been fixed in this build.
Please do continue to let me know of any issues you run into - it will really help me, and of course the wider community. You report 'em, I'll fix 'em. :)
Resequenced is coming to macOS
Just a quick update to let you know that I’ve spent the last two weeks porting the game to macOS, and along the way I’ve introduced heaps of performance enhancements and general improvements. The good news for Windows players is that all of these changes have made their way into the Windows build, so you should see a performance boost across the entire game when the next build lands.
I still have some more work to do on this - and a ton of testing - but this performance build should go live around a week from now. After that, I’ll be working on more content, starting with Dogan Outpost. Stay tuned!
Build 20190331 is live
New features
Lux can now damage enemies by shooting explosive tanks, crates and barrels. If an object is explosive, it will appear in Target Lock along with the enemies. These explosive objects deal a lot of damage, so select the object, wait until an enemy is near it, and...boom! Mutant: meet Death.
Supply crates now randomly appear in many levels. They're dropped by the Redaction Commission to help out agents in the field. The contents vary, but they may contain medkits and shield energy packs, ammo and weapon parts. They almost always contain new clothing items for Lux. You'll know it's a supply crate from the pink flare and smoke trail near it.
Improvements
Improved the grenade explosion effect.
If you're using an Xbox One gamepad, a rumble effect is now applied when Lux uses DNA mods, guns and grenades.
Added a new option "Vibrate" to enable or disable gamepad rumble. If you're using an Xbox One gamepad, it will automatically appear at Options > Controls > Vibrate.
There were some rendering issues with the Daisy Shirt (all five versions of it), the Ninja belt and the DATM Jumper. They've been replaced by other clothing items, including the new Foxy Stripe design. If you've already unlocked a Daisy shirt, the Ninja belt or the DATM jumper, you'll automatically unlock the corresponding new item after updating to this build.
The full HUD display is now the default; i.e. health, shield and stamina bars are displayed. You can still switch to the minimal HUD by selecting it in Options.
The Melee command has been changed to match attacks with DNA mods and guns. To perform a melee attack, hold down Aim and then press the Melee command.
The Roll command is now available when using a gamepad. It's Circle on a PS4 controller, or B on an Xbox One controller.
Added decorative bird flocks to some of the outdoors levels.
Various performance improvements across most levels.
[New Shinjuku] It's brighter in the Genji Service Tunnel now.
Bug fixes
Fixed a bug where the icons for the current DNA mod and the current gun would both be displayed simultaneously in the HUD.
Enemy "got hit" animation is now played when a grenade explodes near an enemy but doesn't kill it.
Fixed a bug which could sometimes prevent the Threesome achievement from being unlocked.
Target lock range is now correctly tied to the range of the current gun or DNA mod, as determined by skill point upgrades.
Fixed a bug in the UI where Lux's arms could twist unnaturally when selecting a weapon to upgrade.
Fixed a minor bug in the UI where Lux's animation would be unpaused under certain conditions while the menu was still open.
One of Lux's Invoke DNA mods was not being rendered correctly after some performance enhancements were implemented (a pink square was being displayed). This is fixed now.
[Saint Sophia] Trees were not being rendered correctly during the cutscene where Lux first sees the trolls.
[Saint Sophia] Plugged a hole in the terrain where Lux could run through and fall off the edge of the earth.
[Saint Sophia] Removed lots of small stones from the floor of the chupas' lair. These were causing Lux to walk in a stilted way whenever she stepped on one.
[Saint Sophia] Removed an unnecessary waypoint in the chupas' lair which appeared after Lux found the sacred Fire Rod. The waypoint led back to the entrance, but since we've placed a Fast Travel Station there now, the waypoint back is no longer required.
[Saint Sophia] Fixed a bug where a gamepad button was being displayed at the Fast Travel Station in the chupas' lair, even if you were using a keyboard and mouse.
Hotfix 20190321 is live
Bug fixes
Fixed a bug introduced in build 20190320 which broke the shader used by bullets. After this fix, you'll see bullets again when Lux fires a gun, not pink squares.
Apologies all! On the positive side, there's more new stuff coming soon. :)