Welcome to Alpha 4.9.6 - Update #39!
Seems like only yesterday we were pushing update #38, but here we are again with some awesome new features for you all to get stuck into! We’ve got the long-awaited “Defend” enemy behaviour as well as new NPC’s, sound effects and ACK tools.
Enemy Behaviour Type: Defend
Defend is a new behaviour mode that lets you make an enemy defend a particular point, locking them to within a certain radius. It’s handy when you want to stop the player from accessing or passing through areas, since even if the player runs away from the enemies, they’ll always return to their defense positions.
You can also customise the starting rotation of Defending enemies (other behaviours are still random start rotation) and you can now customise the Wake Up Range of all enemies, even if they’re not Defenders!!!
Audio
We’ve got lots more audio in this update. We’ve added more effects for enemies, combat and lots of incidental moments like when the game boots up…. still lots more work to do for audio but we are making great progress.
New King and Queen NPC’s
We’ve added two new NPC types in this update, a King and a Queen. Make the throne room drama you’ve always dreamed of!
http://steamcommunity.com/sharedfiles/filedetails/?id=344153126Alpha 4.9.6 Change ListNew- Added King and Queen NPC types
- Added a particle effect when you use a Health/Mana potion
- ACK: Added “Defend” enemy behaviour
- ACK: Added controls to modify the wake up radius of any enemy
Changes/Improvements- DRAMATICALLY sped up initial game loading process!!!!!
- Second player in splitscreen now has the correct skybox (was just black)
- Improved ranged weapon auto targeting systems. Should be much better at picking up closer enemies
- Added an “ARE YOU SURE” dialog when activating the Exit marker in an adventure
- Added a complete message once the data integrity check is completed
- Optimised levels with snow particle effects
- Footsteps will now play when using two handed weapons and carrying a barrel
- Added new spider death animation and final pose
- Added new Rat enemy idle
- Improved Ranged weapon fire rate
- Ranged weapons can now combo, queuing attacks together
Fixes- Slugs should no longer fly away from each other when they spawn from a nest on top of each other
- Fixed teleporters at varying heights sometimes dropping the player from the sky onto the teleporter, or teleporting them under the destination teleporter
- Fixed mud movement modifier affecting movement on all surfaces
- Fixed Special Attack icons not showing correct visuals at the start of a game and when exiting the inventory
- Fixed controller navigation issues in the Online & Friends multiplayer game browser
- Fixed some UI staying on screen after a Game Over and sitting above the Game Over UI
- Fixed an issue where campaigns would not get cleared off your world map properly after a map reset
- Fixed a rare bug where projectiles would not destroy on impact
- Fixed potential lockup on ghost knights
- ACK: Possibly fixed a rare issue when playtesting a level with On Game Start events hooked up to gates
- ACK: Fixed publishing error “Not enough enemy types” when using Random enemy markers
- ACK: Fixed enemy/prop inspector UI staying open when palette is opened
Known Issues- Adventure End Marker sound doesn’t turn off when final UI appears
- Online player info (right of screen) overlaps World Map stats
- Slug death sfx plays at wrong time