Fleshgrinder Visual Overhaul - 3D Props Update

major update

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