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Gone Feral Playtest · public · first seen

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Patch notes · published by the developer

New Patch! Version .29

On Steam

A new patch is officially up for Gone Feral. If you want to make sure you have it (Steam doesn't always update right away), just reset Steam.

This patch features:
-A whole new overhaul on progression
-Perk points from leveling unlock powers and those have been rebalanced
-Mastery challenges unlock unique cosmetic awards per map. You can unlock new masks, outfits and even change your species.
-There is a WIP lair that you can use to equip cosmetic unlocks, see what weapons you have killed with (and how many kills) and you can see targets you have killed before. It shows what they looked like, when/where/how they died and you can even use all the weapons to kill them again. 🙂 Final art will be coming later.
-There is a merchant that shows up randomly in missions that you can use cash with to buy items
-Artifacts now spawn from targets and randomly around the world. These will be used to unlock decorations in the lair at a later date.

As a reminder, the playtest ends soon! I will be keeping it up over the weekend but then shutting it off. So tell your friends! This is the last weekend you'll be able to play it for awhile! I most likely won't have another open playtest until the MP playtest sometime next year.

Here are the full patch notes:
• Made the lantern count as electric
• Reduce the amount of cash spawning
• Added sigils that drop from characters and spawn in the world. These will be used to unlock cosmetic decorations in the Lair.
• Fixed the cash total and the amount earned in this level being flipped at the end of the level screen.
• Added sigils to the end of level screen
• Made sure sigils save and work between levels
• Added sigils and cash in as a random item spawns. Added a percent chance on each item spawner and a flag that can be overridden to block it in spaces that don't make sense like store shelves.
• Did a pass on spawners to tag which ones can be cash or sigils
• Made merchant character
• Made merchants ignore the player and not take damage but reflect it
• Setup the cost on each item and an opt-in flag if they can be sold at the merchant
• Setup ability to spend money at merchant to buy weapons
• Added the Merchant to map
• Added a custom Merchant cash emoji and ghost particles to the Merchant to help it stand out from normal characters.
• Setup the Merchant randomly spawning somewhere in the level.
• Made sure the Merchant doesn't react like normal AI so they don't beat up the player for crimes.
• Added the Merchant to the map legend
• Polished Merchant table, added candles
• Placed Merchant spawns in levels
• Made xp and cash count up at end of level
• Changed the order of the screens to show mastery->level up->skills
• Added key art to all level up screens and tie its color to if you died or not
• Changed level up balance and award perk points and use that for power unlocks instead. This was previously using mastery points.
• Added better feedback when you unlock a power and block button spamming.
• Fixed a bug where it would say you earned 0 xp after leveling up.
• Created new cosmetic unlocks for the player
• Added a preview of upcoming unlocks to the mastery screen and store those unlocks on the player
• Made icons for the unlocks and store that per map
• Fixed a bug where hitting continue on the challenges mid-map would complete the level
• Added new variable for initial outfits/species/accessories that saves/loads. This was previously tied 100% to your character type.
• Setup the new cosmetic customization items, pick mask, outfit, species. Added the ability for accessory only + species only changes
• Fixed a bug where changing outfits could change your skin color.
• Fixed Rabbit Head scrunching down after switching back to it - was never setting its position so if something else changed it, it would be off.
• Fixed Deer Mask to work better with more heads
• Setup an enable parent system so that cosmetic unlocks only show up after you have unlocked them
• Fixed warnings with itemspawners being static
• Removed confirmation on mastery challenges. Not necessary since you aren't actively doing anything it just shows you unlocks. Was particularly annoying mid-mission.
• Fixed a bug with puddles suddenly damaging everyone
• Setup a Weapon tracking system - pass through weapon class for all items on damage, made new weapon classes for even non weapon items such as fall damage/elemental
• Made it show the # of kills on weapons when you go to pick them up
• Added # of kills in inventory
• Setup weapons in the lair that can be shown/hidden based on their kill counts
• Setup Body tracking system. Keeps track of who you killed, what they looked like, when you did it, where you did it and with what weapons
• Spawn actors based on body tracking system in the Lair
• Fixed a bug where you could get button prompts on weapons characters were holding.
• Added the Lair in between levels (past tutorial) - Made it an option when completing a level
• Made player invulnerable and impossible to see in the lair
• Rebalanced Perk Unlocks now that it uses the level ups instead of mastery.
• Temped in all weapon unlocks in lair
• Fixed the mouse cursor getting locked to the center of the screen if you brought up the mastery challenges mid-map

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