Howdy Agents! (✿◕‿◕)
DDS Version 0.9 is out! This comes with a new mission, new endings, new secret vocation, and a few improvements and bug fixes. It's actually been out a few days but I didn't have time to finish the writeup till now teehee!
Thank you so much to everyone who left a review since our last update. As always. be sure to join the discord!
Here are the notes.
New Stuff New Stuff
- New mission, an epic heist in the most sensitive depths of the corporation. Everyone wants a piece :O
- New ending(s)
- New secret vocation with 4 passives and 6 skills. This vocation is not balanced very well LOL so I’ll be tweaking it soon.
- One of the longest and most up-its-own ass dialogue sequences in the entire game (if you can believe it!)
Fixes Fixes Fixes
- Updated agent pathfinding so that your friends don’t get caught in doors as much. Pathfinding is still a little wonky since the big AI overhaul but it’s getting there.
- Fixed the deadeye skill so it no longer bricks your gun’s accuracy. Several agents reported this problem and I couldn’t recreate it for the life of me. Started happening on my end all of the sudden the other day! :| I rewrote the ability and it should be fixed now.
- Fixed some directional audio stuff in the abilities. Still super wonky and bad as you’ll see in the new mission, but not as bad.
- Fixed typos.
With this update, DDS will enter a bit of a mission freeze until version 1.0. This is basically what I want to be in the """full""" game, and additional story content will only appear after we’re out of early access. Between now and then, I’ll be focusing on polishing the game and updating existing missions and side quests.
*Ahem* There is *one* additional bit of ending / story content I’ll release before then. It ties into the new ending, a choice your character should be able to make but can’t yet. Just a little dialogue sequence is all. Nothing special.
Ahead of 1.0, here are some things I’ll be working on:
- Updating quest chains with more satisfying rewards and narrative conclusions.
- Adding more stuff: new ammo types, grenade types, melee weapon types, skelly passives, etc.
- Adding 2 additional perks to each vocation.
- Updating sound effects.
- Updating AI, pathfinding especially.
- Adding additional enemy types.
- Adding Steam saves.
- Adding visual and audio effects to perks. Many of these operate in the background which isn’t super satisfying. This was intentional to avoid visual clutter, but I think I’ll just add an option to turn visuals off on a perk perk basis if it gets too noisy for you.
- Patching up the UI and clumsy menus.
- Improving performance.
- Adding abilities to the lighter vocation packs out there.
- Overhauling the jester vocation to make it more impactful and more fun.
- Fine tuning core gameplay and rules.
- And much more!
I’ve begun work on a roguelike mode for DDS hosted by an exciting new character! This might be in the game before 1.0 depending on how things go.
There's also more quest stuff planned for after release revolving around various factions and more out there gameplay ideas. This would probably hold up release another year though so I'm tabling it for now!
By the end of this month I plan to have a 1.0 release date decided. Probably won't be for a while so I have plenty of time to polish things up. It’s been a long road getting here but the end is in sight! Thank you all for reading and keeping up with development.