Fleshgrinder · published · build 26347643
If you have played the demo pre 0.3.7.0, now is a good time to give it another go! Changes include:
• 3D overhaul: props, doors, machines, conveyors and ground loot dropped their sprite sheets and render with surface materials
• All 3D objects received damaged variants and multiple health values were tweaked
• Added emission maps so objects light up on their own, with the rotation and illumination of their built-in lights fixed
• Texture compression added to reduce VRAM usage
• Doors now fit their wall spaces
• Added conveyor ramps and fitted them to processors
• Corpse piles are now baked from real 3D positioned monster models, with raised thresholds so they form less easily
• Removed 2D blood from corpses in favor of shader-based red blends that fit the 3D models
• Ragdoll physics extended to characters and NPCs, with the Wyrm and Suspended Devourer excluded
• Added physics properties to 6 more props
• Replaced the EM scanner with a holographic laser projector
• Flashlight now illuminates the area better
• Fleshgrinder machines reworked: processor jaws now open and close separately from chewing at the proper distance, ejection port is now respected and drops monsters from the height that was kept from ramps
• Output monsters now get up first instead of going idle at once
• Lab 3 Devourer room changed and Devourers now aim their lasers at characters heads
• Moving accuracy penalty changed to -20% and the crosshair now indicates the accuracy of the equipped weapon
• Armors can now roll stagger and knockdown threshold reduction, and these resistances are shown on the character panels
• Added descriptions for BCI and the knockdown and stagger resistances
• Monster move speed now drives animation speed just like with operatives
• Monsters that killed their targets now wander around where they stand instead of walking back to their original position
• Genesis uptier signals now get lying monsters up from the ground first and face them north instead of south
• Turrets now have unlimited ammo and their collision was tweaked
• Added destruction sounds for all destructible props
• Sound engine now enforces maximum simultaneous sounds from the closest sources
• Gore decals bouncing off walls now paint blood splatters on them
• Blood sprays now stem from the bone of the dismembered body part
• Head splatter and dismembered part heights corrected
• Added 4 more difficulty multiplier bars on the difficulty selection screen
• Inspect panel upgraded
• Death now closes all ui panels
• Added price labels on items sold by NPCs
• Operatives XP bar made more visible
• Tweaked monster silhouettes, the cursor and hover detection
• Added a hint when waypoints are first found
• NPC dialogue choices now allow declining side quests at Maria and Smith
• Tutorial operatives are now capped at level 5, its sprinter wave was upgraded and the MG233 changed to the MG67
• Enclave gate now fits better between the walls and gate sounds carry further
• Up and down facing input position is now kept
• Fixed buckshot pellets triggering staggers individually
• Fine tuned the collision rects of monsters getting up
• Fixed plasma turrets not receiving the penetration bonus of their weapons
• Fixed overlapping flame streams canceling each other out
• Fixed some quests being resettable and restartable after failing or declining them upon area reset
• Fixed higher tier loot table problems with monster drops
• Fixed stalled monsters getting stuck trying to take a corpse eating slot
• Fixed a dead monster's idle wander path being reused by the one taking its place
• Fixed sprinters having two stale frames in their run animations
• Fixed dismembered limbs falling offset
• Fixed autosaves freezing ragdolls mid-air by delaying them while a body is falling