COMPOUND - BEBUN


Every FPS needs a rocket launcher!

As you can probably guess, the rocket launcher fires an explosive projectile that travels in a straight line and explodes on impact. Splash damage can be used to great effect. Also, the railgun got a new sight!

New:
  • New rocket launcher!
  • A new holographic sight for the railgun

Changed:
  • Laser rifle battery capacity reduced
  • Explosion blast radius and damage slightly reduced
  • Adjusted MapMan9009 location to reduce clipping and interfering with reloading
  • Explosion force on player physics object reduced

Fixed:
  • Grenades no longer explode on dead bodies
  • Shotgun and SMG guards no longer play buggy crouch animation
  • Soldier much less likely to get stuck in the floor on Profit Management after dying from an explosion

As always, if you have any new issues please report them. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.

Now that the weapons are finally out of the way I will get back to work on enemies and maps for a while.
COMPOUND - BEBUN


The laser rifle has incredible damage output at the cost of a very slow reaction time. Hold the trigger to start charging the weapon. When the charge is full it will unleash a devastating barrage of laser fire. Shares ammunition with the railgun.

+ Highest DPS (damage per second) in the game
+ Hitscan, not a slow projectile
+ 100% accurate even at full auto
+ Completely annihilates tough enemies like stalkers even on hard

- Slow charge time means you'll have to plan your attacks, use cover, and dodge enemy fire
- Does not penetrate multiple targets like the rail gun
- Too slow for practical use against weaker targets

New
  • Added the Laser Rifle
  • Added Debug Mode* (all weapons, teleport to any level)
  • Completely new weapon spawning algorithm - no more maps with missing weapons. Better weapon variety and placement.

Changed
  • Updated to Unity version 2018.1.13f1
  • Extended sensor range for doors in Research & Development maps
  • Added more props to HQ
  • Added the Laser Rifle to the shooting range

Fixed
  • Player can no longer teleport inside the elevator by putting their hand through the wall
  • Fixed missing faces on the backs of some elevator doors
  • Player can no longer force themselves out of the level by squeezing between the wall and the chemical vats
  • Players can no longer use an exploit to smuggle weapons from the shooting range
  • Removed z-fighting (glitchy textures) in HQ
  • Now much more difficult to 'climb' pipes into the ceiling in Chemical Processing

* For advanced users: debug mode is available for those who would like to test specific maps and/or weapons. First run the game and exit, to generate the new config file format. With a text editor, open the config file located at \users\[username]\AppData\Local\COMPOUND\config.cfg. Change the value of 'DebugMode' from 'False' to 'True.'

As always, if you have any new issues please report them. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.

Just 1 more weapon to go and then I'll be back to adding new enemies and maps :)
COMPOUND - BEBUN


Another new weapon: the Bouncer Shotgun!

A new shotgun type weapon. At first, it might seem under powered, but with mastery it becomes a versatile weapon at *all* ranges. This weapon is inspired by the weapon of the same name in the incredible Nuclear Throne. Check it out!

  • + Pellets bounce! (once)
  • + After bouncing, pellets become slightly homing
  • + The longer the pellet is in the air before it bounces, the more it will home in on enemies after it bounces
  • + More than double the ammo capacity of the double barreled shotgun

  • - Requires 5 shells to reload
  • - 'Bullpup' reload more awkward that traditional firearms
  • - Significantly less damage per shell than the double barreled shotgun

New
  • Added the Bouncer Shotgun
  • Added basic tutorial text and blueprints for the Assault Rifle and Bouncer Shotgun to the shooting range

Changed
  • Moved the Assault Rifle ammo counter from the side of the magazine to the back of the sight
  • Increased number of starting shells from 4 to 5 (to allow one reload of the bouncer)
  • Slightly less load on the CPU from AI

Fixed
  • Fixed Assault Rifle ammo not showing up on the map
  • Thickened collision geometry on the lab walls to prevent falling out of the map

As always, if you have any new issues please report them. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.

2 weapons down, 2 more to go! The next weapon is already under construction :)
COMPOUND - BEBUN


New weapon!

This is not an upgrade over the SMG, rather it's a sidegrade. It's the first of a new batch of weapons - one for each ammo type. It's very accurate, especially when fired in small bursts. The longer you hold down the trigger, the less accurate it will be, but the first shot or two will also be perfectly accurate. The assault rifle also features holographic sights. Much better than the SMG at medium to long ranges, but still loses to the SMG in raw DPS (damage per second) at close range.

New
  • New Assault Rifle spawns on all map types. It's leaning against the wall in the firing range if you want to try it out ASAP
  • New music for the labs, thanks to SPEEDBLACK

Changed
  • Kamikaze drones (green) are better at following the player

As always, if you have any new issues please report them. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.

Thanks! I'll start work on a new weapon, hopefully out next week. :D
COMPOUND - BEBUN


A new map type - the labs where all the (unethical) science happens

Sorry for going a few weeks without an update - I recently moved house to a new town in a whole new part of the country.

New:
  • New 'Research And Development' map type. The most detailed and complex map type yet!

Changed:
  • Expanded the size of the spawn room in 'Profit Management' to give me player more room to get their bearings before play
  • Shrunk the size of 'Vaccine Warehouse' maps as they were significantly larger than the other map types

If you have any new issues please report them and you can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.
Aug 29, 2018
COMPOUND - BEBUN


New enemy type! A bipedal 'stalker' robot - quite tough on harder difficulties!

New:
  • New 'Stalker' enemy type to Chemical Processing. Cannot be stun-locked like other enemy types. Critical area on its back
  • Brand new damage system. Damage done to enemies is much more consistent (may need balancing)
  • New option to switch the function of thumbsticks without changing handedness (i.e. move with gun hand, front-facing turning with off hand. For Rift players only for the moment)

Changed:
  • When teleporting to the map exit, you will now be facing the elevator (quality of life change, still needs some improvement for office levels)
  • Made the collision mesh for the HQ windows match the 3D model more closely; easier to throw things outside
  • Hamburgers no longer block bullets

Fixed:
  • Fixed new issue where strange physics behavior would happen when grabbing some objects
  • Fixed an issue where birds were falling out of the sky or shooting off into the distance!
  • Fixed the gun angle on HQ pistol, was about 1 or 2 degrees different to other pistols

If you have any new issues please report them and you can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.
COMPOUND - BEBUN
Note that this isn't the new version 0.1.8. This is just a hotfix + a few extra features as I wanted to deal with the major tutorial bug ASAP. New enemy type is coming soon!

Changelog

New:
  • Added continuous smooth turning for front facing players (Rotation speed can also be set in the options menu)

Changed:
  • Improved ragdoll push force with grenade launcher
  • Slight shotgun damage nerf in preparation for new enemy type
  • Add pickup sound when pickup up weapons with off hand
  • Slight update of some menu text

Fixed:
  • Fixed the broken SMG in the tutorial room. Sorry!

If you have any new issues please report them and you can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.
COMPOUND - BEBUN


I fixed the dreaded 'missing elevator' bug! Teleport to elevator! New Music! No Gore mode!

Changelog

New:
  • New music for Chemical Processing
  • A teleport button on your MapMan9000 to teleport you to the elevator once you have defeated all the enemies in the level
  • No gore mode: removes blood and makes enemies become "unconscious" instead of dead. Snoring is much funnier than I expected

Changed:
  • Reworked grenade and kamikaze drone explosions
  • Prevent enemies from occasionally being immediately alerted to player in Chemical Processing maps
  • Improved hit animations for ragdolls on death

Fixed:
  • Fixed the bug where the elevator to the next map could be missing, finally! (Sorry it took so long!)
  • Fixed an issue where soldiers' legs could vibrate and/or become detached!
  • Fixed infinite sprint exploit (could sprint and shoot at the same time)
  • Fixed an issue where the bullets on the SMG could become warped / twisted
  • Fixed issue where hand animations could freeze
  • Improved overlapping explosion audio glitching
  • Fixed obscure rendering bug that was causing some slowdown

If you have any new issues please report them and you can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.
COMPOUND - BEBUN
I've added the first of a couple of upcoming new enemies, the Kamikaze Drone.



You'll find the new Kamikaze Drone in the new Chemical Processing map. It explodes on death, so either shoot it before it gets too close or let it start its self destruct sequence and get out of area. Although it's dangerous, you can also use it to your advantage by making it explode as it as it passes by a group of enemies. It's also very noisy so if you stay aware it won't sneak up on you.

Changelog

New:
  • New Kamikaze Drone enemy
  • Added sounds to doors in Chemical Processing

Changed:
  • Textures reworked for Chemical Processing (darkened, more contrast, doors made to stand out more)
  • Added a new map marker to show where the elevator is even when the map isn't cleared yet
  • Updated to a new version of Unity
  • Updated SteamVR API
  • Updated Renderer

Fixed:
  • Fixed a bug where you couldn't teleport near doors and into the elevator in Chemical Processing (sorry!)
  • Fixed an issue where debris in Chemical Processing could get in the way of teleporting
  • Fixed rare issues where the controllers and sensors could swap locations
  • Drone-type enemies less likely to spawn out of the map / in strange places (Please let me know if this still happens)

Addition Information:
TL;DR: if you still encounter issues with your controllers not working then please launch COMPOUND from withing SteamVR. If you have any new issues please report them and you can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.

(Sorry, this section has quite a lot of technical jargon) In an effort to solve the 'missing hands' issue, I did a lot of digging. It seems (unless I'm mistaken, which is quite possible) the issue lies in the SteamVR API, as the issue existed even within their example programs (unless I'm doing something wrong elsewhere). I updated the SteamVR API to the latest version in the hopes of resolving the problem but in order to do that I had to update COMPOUND to the latest version of Unity and that in turn required an update of the Valve Lab Renderer so many things have changed under the hood for this version. It seems the update has solved some issues with the hands not being attached to the controllers properly but it seems launching the game when SteamVR isn't running still has a chance to cause issues on some setups. If you experience this the solution is simply to launch COMPOUND from within SteamVR and there should be no problems. I'll keep looking into this. As mentioned above if you have any new issues please report them and you can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.

COMPOUND - BEBUN


New map type!! New Music! I added the first iteration of the new "Chemical Processing" map type. Currently it's populated with the usual enemies but expect new enemy types in the next update. Keep reading after the changelog for more info on the new enemies. Also, the always excellent SPEEDBLACK created a new music track, "Kill Quotas", for the "Profit Management" map type. It's my favorite track so far!

COMPOUND: full time!

As many may know, up until now I've been working on COMPOUND after work and on weekends. Recently I handed in my resignation at my day job to work on COMPOUND full time!! A HUGE THANK YOU to everyone who has purchased the early access version of COMPOUND and allowed me to realize my childhood dream of being a real game developer. Thank you so much! The long delay since the last update was due to the fact I had a lot of extra IRL work preparing things for my replacement. I still have to work for about another month, but once the hand-over is complete COMPOUND development should get a huge boost. Thank you again for believing in me! I promise to make the best game I can, to proper completion.

Changelog

New:
  • New map type: "Chemical Processing"
  • New music track for "Profit Management"

Changes:
  • Very minor optimizations here and there

Here are some WIPs (working names: Stalker and Suicide Drone) of the new enemy types I'm looking at adding in the upcoming update(s). Note that these may change! More humanoid enemies coming later...

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