v0.5.0 - Warehouse Armed

major update

Project Exodus · build 24778051 · published

On SteamNotes only · this build shipped before we watched the app

New Content

Maps:

  • Warehouse:

    • Rework of the Warehouse or "Armory" map. It is mainly visual, but I have also added many new gameplay areas and adjusted the old ones to make it feel more claustrophobic.

    • As for the garage, it keeps the same structure but now has more walls and obstacles that create blind spots and add to that claustrophobia. You will no longer be able to see the entire garage at a glance like before.

Animations:

  • New grab animations for some items.

Ship:

  • Now you can see the selected map on a hologram inside the ship.

Traps:

  • Explosive mine.

  • Turret.

Tips:

  • New on-screen tips system.

Weapons:

  • Pistol.

  • Flare Gun.

  • Double-barreled shotgun.

Artifacts:

  • Ammo Box.

  • Military Backpack.

  • Military Helmet.

  • Military Vest.

  • Missile.

  • Broken Radio.

Changes

Ark:

  • Now the quota strictly spans 3 days, allowing you to exceed said quota and earn a "free" day. For example, if the quota is 15, you could deliver 20 and have 20/15, giving you an extra day to gather money or more biomass for the next quota.

  • Added decoration.

Ship:

  • Added decoration and changed the lighting.

Gameplay:

  • Money is now deducted for each dead player in the match. The deducted amount increases as you fulfill more quotas.

  • Now you can go into the red (negative balance).

  • Enemy spawns now behave as follows:

    • Enemies no longer spawn individually; they now spawn in waves. These waves increase in size as the day progresses, meaning staying until the end is very risky but you can get great loot.

    • The time interval between wave spawns is also reduced as the day progresses.

    • The more players there are, the more enemies will spawn.

UI:

  • Improved menu and options interfaces.

Net Launcher:

  • If the net breaks while you are holding it, the weapon will now jam/lock for a few seconds before it can be used again.

Artifacts:

  • Gramophone:

    • Now explodes if it breaks.

    • Increased price (50-150 -> 75-150).

Balance

Enemies:

  • Statue:

    • Now takes damage. It has 900 HP and is only affected by medium or heavy force impacts, such as explosive grenades or shotguns.

  • Turtle:

    • Now it cannot pull you if you are behind a wall, but it has a larger attraction radius.

    • Now, after using its attraction attack, it becomes exhausted for a few seconds.

    • Reduced attraction force.

Maps:

  • Warehouse:

    • Reduced the spawn probability for Statue.

    • Increased the spawn probability for Whisper.

    • Increased the time until the first enemy spawns (60s -> 90s).

  • Mansion:

    • Adjusted enemy spawn probabilities.

    • Increased the time until the first enemy spawns (60s -> 90s).

Items:

  • Cheap Flashlight:

    • Increased light intensity.

    • Increased maximum range.

    • Consumes less energy when recharging and takes less time to recharge.

  • Modern Flashlight:

    • Increased light intensity.

    • Increased maximum range.

    • Decreased the width of the light cone.

    • Consumes less energy when recharging and takes less time to recharge.

Bug Fixes & Optimization

  • Fixed a bug that allowed more than one Statue to spawn on the Mansion map.

  • Items on the charging station were not visible to clients.

  • Physics should now respond better to the player, and items shouldn't break as easily.

  • Fall damage is now more consistent, and you will no longer take double damage when falling in ragdoll.

  • You can no longer get stuck inside the artifact selling area.

  • If you had more than 4 saved games, the scroll bar wouldn't show up.

  • Fixed collisions in the shop.

  • Fixed strange behavior with Nimbus.

  • Fixed a bug where clients could not pick up items.

  • If you had several items selected to buy, the scroll bar wouldn't show up.

  • General FPS optimization (>35%).

  • Fog optimization.

  • Lighting optimization.

  • Optimized CPU load (this isn't very noticeable since the GPU is the bottleneck, but it should prevent a lot of stuttering).

  • Fixed an issue where the flashlight wouldn't keep its battery state correctly when leaving and re-entering the game.