Difference between revisions of "Bionic Dues:Alpha Release Notes"
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* Changed how mines/tripwires/etc do their "on stepped on" logic so they no longer fire when an entity is being put on a tile during game-load or because an exo is switching in to that tile. | * Changed how mines/tripwires/etc do their "on stepped on" logic so they no longer fire when an entity is being put on a tile during game-load or because an exo is switching in to that tile. | ||
** This prevents the situation where you step on a mine with a weakened exo and the mines kill it, then immediately damage the next exo. In fact, if that resulted in the second exo's death sometimes this caused an immediate mission loss despite having more exos to switch in (not sure why). | ** This prevents the situation where you step on a mine with a weakened exo and the mines kill it, then immediately damage the next exo. In fact, if that resulted in the second exo's death sometimes this caused an immediate mission loss despite having more exos to switch in (not sure why). | ||
+ | |||
+ | * Baseline part stats have been bumped up four rows on the table. | ||
+ | ** Thanks to Misery for inspiring this change. | ||
== Alpha 0.902 == | == Alpha 0.902 == |
Revision as of 15:53, 8 September 2013
Alpha 0.903
(Not yet released; we're still working on it!)
- Changed how mines/tripwires/etc do their "on stepped on" logic so they no longer fire when an entity is being put on a tile during game-load or because an exo is switching in to that tile.
- This prevents the situation where you step on a mine with a weakened exo and the mines kill it, then immediately damage the next exo. In fact, if that resulted in the second exo's death sometimes this caused an immediate mission loss despite having more exos to switch in (not sure why).
- Baseline part stats have been bumped up four rows on the table.
- Thanks to Misery for inspiring this change.
Alpha 0.902
(Released September 8th, 2013)
- Fixed a display bug where the amount of power generated by an auxiliary reactor or whatever would display as 4000 instead of 40, etc. FWIW it was counting correctly in the stats.
- Thanks to Misery for reporting.
- Fixed a bug where the part effect that gave a +% to attack power of all your exos weapons was... well, giving you a whole lot more than it said it would.
- Thanks to Misery for the report.
- Fixed a bug where your using the Minelayer would actually deploy a... well, a computer terminal. There was an accident involving testing code. And then an accident involving the programmer.
- Thanks to mrhanman for the report.
- Improved the sentry turret placement tooltip to say:
- Left-click to place a sentry turret in front of you. If you don't like what direction you are facing, you can use the arrow keys to change your facing without actually moving.
- Also updated the description for mines and virus similarly.
- Thanks to Misery for suggesting.
- Toggling stealth is now an inherently stealth action, meaning that enemies don't get to fire on your when you go into or come out of stealth.
- Thanks to Misery for suggesting.
- The range on the laser rifle of the players has been reduced from 10 to 6.
- Thanks to Misery for inspiring this change.
- Sniper Balance:
- The range on the sniper's gamma ray laser has moved from 50 to 12, and ammo has dropped from 70 to 20. Still very powerful as an effect.
- The sniper's sight range has moved from 50 to 12 (as opposed to the usual 8 per exo).
- Thanks to Histidine for inspiring these changes.
- Updated the tooltip for the human cryo pods to make it clear that they just have to survive to the end of the mission for you to get the loot.
- Thanks to Misery for reporting.
- The basic tooltip at the bottom of the screen now mentions that you can hold shift to attack the ground.
- Thanks to Tridus and Histidine for reporting.
- When you are in the store window, the exo customization window, or the inventory window, your outer screen will no longer pan invisibly behind there.
- Thanks to Misery for reporting.
- The part picker in the exo customization view now shows the full tooltip when you hover over anything there.
- Thanks to Misery for suggesting.
- The function of the mouse clicks in the store are now consistent with what the instructional text tells you.
- Thanks to Histidine for reporting.
- The "click a mission to start" tooltip no longer shows into the store or the exo customization screens.
- Thanks to Tridus for reporting.
Better Difficulty Level Balance
- The health of exos now varies by difficulty:
- 10x higher on easy.
- 4x higher on normal
- Same on hard as it was before.
- 0.75x on expert.
- Thanks to Tridus for inspiring this change.
- The first X missions now have hand-designed mixes of bots that should provide a more natural progression. It then becomes purely-random after these missions are done.
- Easy: 10 days
- Normal: 5 days
- Hard: 3 days
- Expert: 0 days
- Thanks to Tridus for inspiring this change.
- The first X days no longer include the "special bots" like sentry bots, razorbots, etc, instead letting you get your bearings (and your parts in order) first:
- Easy: 20 days
- Normal: 12 days
- Hard: 8 days
- Expert: 0 days
- Thanks to Tridus for inspiring this change.
Alpha 0.901
(Released September 8th, 2013)
- Fixed a couple of typos in the stealth tooltips.
- Possibly fixed that null reference exception in the GetEffectiveIsOnAlert logic. Do let us know if you see it again.
- The way that the edges of the walls look has gone back to how we did it earlier (in earlier screenshots and the PAX build), to make it more clear where the lines are between that and the unexplored areas are.
- When in the fog of war (in sensor range), objects now show up mostly as outlines, particularly the cover objects.
- When hovering over many objects (in sight range), they now show up with an outline under them hinting at their function.
- The radarbot now just makes you miss on a tile adjacent to it, not in a wildly different direction. This was the original design intent.
- Fixed a bug where entities missing a shot could never miss to the left.
- Fixed a bug where temporary system damage from EMPs was not wearing off.