
Hey Everyone!
Thanks for your patience as titolovesyou has been hard at work on some improvements, tweaks, and mostly chasing down a nasty crash bug that's been plaguing a decent amount of players.
If you encounter any more crashes please let us know in discord or in the steam discussions. We're no longer able to reproduce it, but we'll get right back to it if more reports come in!
Enemy Changes
Both ranged AND melee enemies can now activate alarms
Enemies now go for alarms if one is nearby and they are either fully aware of the player OR their awareness state is high
Ranged enemies that are too close to the player now retreat from them with reduced speed (from 3 units to 2)
This was done to reduce punishment for going after enemies with melee weapons as now they cannot retreat as fast out of the player’s effective melee range
Reduced the range that enemies can seek out Alarms from 15 to 7.5
Enemies have increased chance of noticing player when they notice a dead enemy while player is in direct line of sight
Enemies will return to previous location & state when losing interest in player if idling/patrolling
Misc Changes
Alarms can now be destroyed!
Removed SSAO from options (this may have been related to the crash and will hopefully be added back in a future update)
Lowered texture streaming memory budget from 4096 back to Unity’s default of 512
Junkbow mesh optimized, no longer renders both faces, uses GPU instancing, and no longer uses environmental reflections or specular highlights.
Improved laser attachment for visibility
Laser line is thicker and more uniform
Endpoint of the laser now has a visible “dot”
Aiming in with a scope and a laser sight shows the laser point
SKS damage, starting ammo, and reload speed have been buffed
damage increased from 60 to 75
reload speed increased from 1 second to 0.5 seconds
starting ammo increased from 40 to 80
Added SFX for laptop objective on Urban Plaza level
Subway armour changed from Medium to Metal to encourage going for the optional objectives as well as making the combat more manageable
Added a check to stop crouching out of bounds, as well as a delay between when you can crouch and stand to prevent spam
“Kill half of all enemies” optional objective now displays the amount required to complete the objective & completes properly
Thrown weapons that deal damage to enemies are now counted as melee damage
Bear traps that are not owned by the player are no longer able to be picked up
Bug Fixes
Fixed crash bug in Train Station
Removed all references to old input system (this should patch a memory leak)
Fixed bug where Yuppies would trigger an alarm instantly upon seeing the player — now they must fully detect the player before running to an alarm
Fixed a bug with enemy pathfinding that was returning false when it shouldn’t
This should affect enemy behaviour across the board, meaning that enemies will consider locations reachable with more consistency.
Fixed bug that was causing enemies to briefly forget the player while wandering
Fixed enemy pathfinding bug when navigating to Alarms
Fixed an issue where enemies were aiming incorrectly as the player was further away
Fixed enemies pathfinding to prevent overshooting their destinations
Enemies should now face the correct direction instead of looking at walls when returning to idle
Fixed navmesh issue on suburbs that was causing some enemies to fall below the map and shoot at the player
Fixed enemies not being able to detect player through fences
Fixed entity “stuttering” in melee enemies while in chase state
Fixed an out of bounds exploit on Urban Plaza related to shelves
Fixed geometry in Suburbs that resulted in enemies falling below the map
Fixed a clipping issue in the entryway of the Penitentiary
Added additional clipping above the sewer in Urban Plaza to stop players from uncrouching and getting out of bounds
Fixed bug where G18 and Eagle would not properly snap to middle of screen while aiming down sights
Added additional check in PlayerHealth to enable UI Controls upon death
Fixed crafting station item rotation speed to be consistent
Fixed animation bug for alarm lever - when it is activated, the lever flips down, and when it is deactivated, it flips up