Playtest Update 2 is live with the following changes:
Features
- Now that the map layout is starting to finalise we have baked a full lighting pass with global illumination. This is baked GI with probe volumes so it should look a lot better without a big performance hit, but shout out if you notice any regressions on your systems! Some areas might be a bit dark with the new stronger shadows, but we will bring these up with some local lighting.
- Enemies will now have slightly randomised colours and sizes to create less uniform looking hordes. Not too dramatic so you can still spot the key targets.
- You can now select upgrades directly with a keybinding (displayed on the card) instead of navigating to them and holding space/enter.
Adjustments
- Zombie health has been increased slightly, and bloater health has been decreased so they are less of a slog early on.
- Lingering ozone has the correct icon and a new sound effect for the electric field.
- Radioactive decay now has a gas sound effect instead of activating the Helios missile sound effect (which was funny, but annoying).
- Reduced horde damage on katana and increase cleave profile.
- The game now ships with MSAA 4x anti-aliasing on by default. This will all be configurable in graphics options soon, but for now this will help the visual clarity on mid and lower resolutions.
Bug Fixes
- Fixes an issues where the mech won't swap to ranged combat if you manually target a ranged enemy during a melee attack animation.
- Fixes an issue with missile trajectory if the target is killed while the missile is in launch phase.
- Fixes an issue where ammunition based weapons will stop reloading before reaching capacity.
- Fixes some eager weapon swapping in melee combat.