![]() ![]() Changed Cerebral Trauma - Damage bonus changed to 20% (down from 25%) and psi burn changed to 10% (down from 15%).Changed Recklessness - Critical damage chance bonus changed to 7% (down from 10%).Changed Opportunist - Bonuses changed to 25%/15% (down from 35%/20%).Changed Gunslinger - AP reduction changed to 2 (down from 3) and only applies to firearms now.Changed Gun Nut - Upper damage bonus changed to 15% (down from 20%).Changed Premeditation - Now also requires 6 intelligence.Added silencer enhancement that can be added to 5mm pistols and SMGs.You can now properly target items in your action bar, quick bar, weapon and shield switch buttons (e.g.Numeric pad cannot be used for dialog choices.Added an option to automatically overwrite saves.Pathfinding estimation during turn based combat no longer show the path once it gets into the undisovered part of the map.Added hard difficulty (less player health, less healing with longer cooldown). ![]() These changes will undoubtedly make some encounters more difficult so we will go through most problematic of them to make sure they are not too ridiculous. In addition to this, a lot of NPCs will now holler for help on their turn if they are not stunned or incapacitated, so it's important to dispose of them quickly and silently if you want to avoid fighting the whole camp. This will cause certain weapons - crossbows, knives and silenced pistols (and to lesser extent sledgehammers), will now have an edge over other weapon types when doing a stealth assassination. This system works in a simple manner - certain actions, mostly relate to combat, such as firing weapons, grenade explosions, etc now emit a certain level of noise that travels through the map, with walls and other obstacles dampening their propagation (with certain thick walls doing so drastically). Most importantly, I implemented a noise system so the player will now have to consider more than just visual perception when handling a hostile area. Hey guys, while the rest of the team is working on wrapping up the remaining content (a few obligatory teaser screenshot included below), I took the time to work on some of the last game mechanic stuff to be implemented. ![]()
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