This is a game mode I've been wanting to add ever since I completed the moveable Plasma Turrets. I will be expanding on this game mode with more place-able barricades, towers and traps ASAP.
Squirrel Tower Defense
Everyone serves a purpose in the hive - even after death. Use fallen comrades and expired hive dwellers as squirrel bait. Squirrels will be in a feeding frenzy, focusing only on getting to the delicious smorgasbord prepared for them...
Build your meat pile defenses to maximize your squirrel harvesting potential. Collect as much meat as you can. People are starving. Feed the Hive!
GAME MODE FEATURES:
pile of bait that attracts squirrels
pile has 'health' reduced as squirrels eat it
place moveable objects and turrets to protect the bait
once the bait is eaten, you become the target
IRON SIGHTS & SCOPE UPDATE
New FIRST PERSON ADS / IRON SIGHT system applied to all weapons. This improves the balance of 3rd Person / 1st Person action. NOTE: IT'S JANKY BUT WORTH IT!
WORKING ON: - fixing left had kinetics / positioning / disappearing - adding a game option setting to auto ADS for all weapons when in 3rd person camera...
MORE WEAPONS
There are now 14 usable weapons available, many of which have been reworked and improved.
NEW & IMPROVED & FIXED SHORTLIST
NEW: All first person sniper rifles have proper scopes. Not great but better!
NEW: 1st Person aim iron sights offset for each weapon.
IMPROVED: Laser cannon, Rocket launcher and Plasma cannon reworked.
FIXED: rocket explosions and sniper projectiles. They now explode barrels properly and no longer damage player.
NEW: HUD hit direction indicator
NEW: missions can now have different starting spawn points
IMPROVED: lighting most maps
IMPROVED: more squirrel missions
NEW: Salvage defense / baiting squirrels game mode and missions
NEW: Easy setting shows objective pointers
UPDATED: most maps in one way or another
IMPROVED: squirrel wall 'climbing' (laughable but reduces roof cheese - will be adding to all maps ASAP)
NEW: Loading screen 'hints'
Experimental Marketplace Asset Maps + Missions
Both new maps and missions can be currently found under the 'Special Events' mission zone and are unlocked.
Is that you John Squirrel?
Map Features:
T'PAI bots in cowboy hats. Damage / aim speed scales to difficulty.
10 bots and fewer squirrels
an old west town to get shot in
a vast empty dessert to get eaten in.
New Item: mineral ore
Sanctuary
Map Features:
Improved Squirrel 'climbing'
New urban environment gameplay
Character Updates
As part of the new FPS ADS/Iron sight system, most of the character models, animations and skins have been updated.
Other Worthy Changes & Fixes
WEAPON LEVELS: The weapon level system now includes clip and stock ammo increases per weapon level. I will be balancing and expanding on this core system as time permits.
QUALITY OF LIFE IMPROVEMENTS: Mission select screen 'request re-assignment randomizer' changed to buttons.
MOVEABLE OBJECTS: Objects can no longer be placed on top of barbed wire barriers.
DESTRUCTIBLE BARRIERS: GM Squirrels are insanely dense and powerful. They can shred metal and crush concrete with their skulls. This feature was added as part of the Squirrel Tower Defense game mode creation. This makes sure there was no way the player could forever block squirrels from reaching their objective.
What's Next?
I will be reviewing the whole mission system and lore in the coming weeks.
Player Squirrel missions for each mission zone Some people are asking for more 'player squirrel' based missions. These will be simple objective based missions until I can successfully strap a laser beam onto their tiny frikin heads...
New Squirrel type: The Brethren Squirrel. These squirrels 'charge' up at Ratatoskr shrines, and release an electrical plasma explosion when near the player. Unlike grenade squirrels, Brethren squirrels do not die, and instead return to the nearest Ratatoskr shrine to recharge.
'Brethren' AI The Brethren command Brethren Squirrels (naturally). Brethren AI will have their own primary and possibly secondary attack.
Economy Balance Item values will be tweaked. Suit Mods and Weapons to be purchasable at a balanced rate to keep progression momentum going.
Long Term Ideas
Making the GM squirrels absolutely terrifying...
Adding an in-mission inventory (requires additional character pre-mission load out) that can be used to drop on demand Quad Points, Ammo, Health, Traps, moveable objects and possibly more. These will need to have a cool down to avoid spamming.
Factions for players. Each character can join 1 faction. Characters will be 'invited' to join a particular faction depending not only on what missions they accomplish, but also on player actions during the game. Joining a faction gives that character access to that Faction Merchant, additional Faction Mission Objectives and in-mission 'Faction Abilities'... I'm thinking things like 'drone strike', 'wrath of Ratatoskr' and other craziness.
Weapon specialization. Characters can add weapon specializations. Any weapon that a character has achieved proficiency of at least Level 5 in, can be specialized - but only 1 weapon can be selected. This specialization will provide bonuses with that weapon.
Melee weapons... or at least some sort of melee last resort defense / action.
Character and squirrel skin system. It must be done.
More Suit Mods and abilities. Suit abilities such as 'repulsion', 'homing rockets', 'shields', 'backup battery', 'zero point', 'shoulder laser' etc are being dreamt up.
'The living hive' with economy, resources and events that drive mission availability
POSSIBLY: Crafting. The idea would be to create a 'sub-system' players can choose to engage with - but is not required as part of game progression - could yield some interesting things...
I still have heaps to learn - but will keep working the game until 'it is accomplished'. Unfortunately with Steam there is no way to go back to 'early access' - so I will continue developing on!
Thanks everyone for your continued interest in the game and hope you have fun with the recent update!
Stay Squirrely! See you top-side!
v1477 - First Person ADS
- new first person ADS / Ironsights system (improved FPS gamesplay) - new lens based scopes for snipers and mag rifle - mag rifle now fires projectile instead of using trace fire - game CPU optimisations - quad bike movement tweaks - quad bike handbrake on exit fix
v1448 - QOL + MOVEABLE OBJECTS
- mission select back and next buttons (replaces re-assignment random) - no placing objects on barbed wire barricades - moveable objects now destructible by squirrels
v1436 - Highscore System Fix
After adding new Western Town map I noticed the high score system was not recording.
- new experimental asset map and mission added under Special Events - map lighting tweaks - "new game" button data erasure warning and confirmation dialogue added - squirrel attack trace updates (squirrels are even deadlier - keep your distance) - object glow tweaks - health and ammo pickups now have constant glow - more squirrel berries pickups added to all maps - re-added intro story to startup sequence