The Bugs Manor demo is now available!, it's a prologue that takes place a few years before the main story, where Mike, Julia and Andrea face the dark mysteries and terrifying creatures of the mansion.
Characters can now enter stealth via an action. Some actions (like firing a rifle) break stealth, while others (like using a knife) donโt. Stealth can also be broken if an enemy directly targets the character.
Entering stealth gens a value which is then dynamically combined per turn with zone stats (such as concealment) to determine a final rating per turn. If an enemy detection rating defeats stealth, then that enemy can spot and target you. (Note that defeating stealth is twice as hard at range.)
Attacking while stealthed against an enemy that cannot see you applies an automatic blindside crit that canโt be evaded. (This also applies to attacks that break stealth.)
Rubble System and Corpse Decay
Damaging or destroying objects in the world can now create new โrubbleโ objects. Damaging a tank wreck, for instance, might start a scrap metal pile.
Rubble objects level with added hit points (and can thus add more stats to zone, like concealment or terrain difficulty), and lose levels with lost HP. This leveling system also applies to monstrous growths.
Corpses now decay over time, and can create their own โrubbleโ objects (like a corpse pile, or bone pile). Inventory can be transferred from the decayed corpse to the pile, allowing the pile to be looted. (This also works on zone objects.) Mana in the corpse is currently lost.
Iโd like to add flags to items such that some might be destroyed on a decay/destroy transfer to a pile. Note that destroying a scavengeable object does not transfer any hidden items it might have contained (so spamming AoE can destroy unique items in the zone).
New Rooms at Base
Medbay (healing for a price)
Primordial Orrery (life/death/light/dark mana)
Residential (free health/stamina via resting)
Simulators (training)
The Medbay provides healing, debuff removal, and buffs. As it levels, the services will get more powerful (and possibly less expensive), and new services may be added. Note that heals or removals may be stacked to do a full heal or removal in one go.
The Primordial Orrery is the life/death/light/dark counterpart to the Elemental Refractory. Both now provide training in their respective resists and affinities. Resistance training now costs hit points (and prestige). Note that arcane resist and affinity is trained at the System Pylon.
The Residential level provides a rest option for free health and stamina recovery (though slower than the medbay). Leveling will increase how much you gain by resting. I also want to add item and mana storage, possibly equipment set management, and maybe even things like trophies (but weโll see).
The Simulators level currently provides training for attributes and physical resists, and I may expand that to include other stats.
Note that training can now cost prestige, mana, stamina, hit points and so forth.
Other Changes
Abilities can now use zone stats to increase power and face added resists. So a death ability might face added resistance if used in a life-ambient zone, but gain power if used in a death-ambient zone. If ranged, this applies to both from source and destination zones, so ambient mana levels in both zones should become more interesting.
Added a distortion stat to zones, which I can leverage to make magic abilities harder to use. (Iโm thinking arcane abilities will ignore distortion, and possibly even benefit from it.)
Conditions can now be persistent (like diseases).
Conditions can now include zone stats on their effect (note that zones can also affect condition power via abilities).
Environment-applied conditions from zones can now affect zone objects.
Room upgrades no longer require capacity stats from faction: just research. I figured that the capacity mechanic, while standard for 4X games, forced certain rooms to be upgraded first, which removed interesting choices. (If this doesn't play well, however, I can re-add capacity requirements.)
Fuel for regen only burns per tick, not via tick magnitude (so increasing health regen will always be desirable and use calories efficiently).
Patch notes of Steam update #168, released on October 27th, 2024:
Maps
Added They Hunger Hospital
Re-added Lunacy
FoF Tijuana
Increased accesibility by adding more ladders
TH Church
Improved clipping
Added new NPCs
Updated models used for health pickups
Updated the car to be able to ram things
Tweaks to coffin's rat velocities
Detailing
TH Station
Improved clipping
Added new NPCs
Updated models used for health pickups
Various minor tweaks
Game modes
Tweaked player selection in Sneak vs. Terrorists, Sneak vs. M..., Shidden, Hunted, and Giant Slayer game modes
Giant Slayer
Added jb_cl_skip_juggernaut_queue convar for the players that do not wish to play as juggernauts
Sneak vs M...
Added 'Monsters' round type
Player models
Added Dr. Franklin, Sheriff Rockwood, and Zombie Cop from They Hunger
Added Giblets from Left 4 Dead 2
Added pumpkin head variant for Scarecrow
Updated first person view arms when using Umbrella
NPCs
Added more NPCs from They Hunger
Increased cooldown between attacks for Snarks
Weapons
Food Fight will now also shoot pumpkins during Halloween
Fixed Handgun voice lines often cutting off on servers with high ping
Graphics
Fixed CSM light brightness applying incorrectly (regression since patch 157)
Fixed fog being culled on maps with no 3D skybox
Fallback to the default environment map texture on maps with cubemaps
User Interface
Added 'typing' overhead icon diplayed for players with either text chat or pause menu opened
Implemented navigation by typing in VGUI based file opening/saving dialogs
Miscellaneous
Fixed corruption of certain fields containing names of template entities (regression since patch 164)
Fixed cheat commands not reverting when connecting to another server (regression since patch 164)
Fixed players couldn't be unmuted in demos (regression since patch 119)
Implemented jb_sv_voting_cooldown_gamemode and jb_sv_voting_cooldown_map convars to allow server owners to exclude recently played game modes and maps for a specified number of level changes
Implemented sv_log_filenaming convar to let server operators choose the naming pattern for log files - with or without an IP address (set to the latter by default)
Implemented sv_log_rotatefile convar to let server operator choose whenever new log files should be created with every level change, or once per day (set to the latter by default)
Dropped support for per-map log folders (-uselogdir startup param)
Updated fruits models
SDK tools
Fixed working directory detections for various tools
bspzip
Various tweaks and stability fixes
Faceposer
Fixed the tool not starting when launched outside of the root game directory
HLMV
Fixed the tool not starting when launched outside of the root game directory
studiomdl
Fixed loading of files from the working directory
Increased max number of textures from 32 to 100
Various minor tweaks
vlocalize
Track changes of the English lines in other language files