An update to Alien Swarm: Reactive Drop has been released. The update will be applied automatically when you restart Steam. The major changes include:
Improved game performance in many maps. Frame rate is more stable now.
Added Bonus Mission 6, which is the original undivided version of High Tension mission(thanks to Eerie-Eg)
Improved medic bot's healing abilities(thanks to element109)
Reworked the starting area of Arctic Infiltration mission
Changelog
Fixed frame rate stutter and various little things in several maps
Medic bot now heals infested marine without waiting until health reaches low limit. By element109
Make medic bot immediately heal marine which is on fire. Also fix medic couldn't start healing infested marines because their health was not lower than 85% of total health.
Add more fence models to lights.rad to forcetextureshadow list. These affect Deima map, near the first hack there was a big black unrealistic shadow coming from a fence. Compiling with this new lights.rad make shadow more accurate.
Fix minor issues in Deima mission
Removed a light stand which was floating in-air
Fixed some spawners spamming errors in console for missing activities
Fixed players could get under map during death camera slowdown
Fixed aliens could run through air after marines passed the ship bridge and ship flew away
Added more player spawn points to fulfill 8 spawn points requirement
Fix minor issues in Timor Station mission
Prevented Grenade Launcher's grenades to fly into the sky in place near the biomass block
Fixed aliens from hordes getting stuck in non playable map areas
Added more player spawn points to fulfill 8 spawn points requirement
Rework the starting area in til3ArcticInfiltration
Fix several minor issues in area9800LZ and til2RoadToDawn
Fix pipe glitch in par5crucial_point, by Eerie-Eg
Fix crashes at first holdout area in par4high_tension, by Eerie-Eg
Add bonus_mission6 into Bonus Missions campaign. High Tension undivided.
Improve bonus_mission6(High Tension undivided), by Eerie-Eg
Fixed crashes during first holdout
Ported changes from split versions of High Tension into the undivided one
Here is a selection of the weapons you will be able to use, out of the total of seven in the full game. Each has it's own specifics, ammunition and effect on the enemies.
What would be your weapon of choice for busting some rotten heads? Let us know below. But beware! Whichever weapon you carry, make sure you're thrifty with bullets, as ammunition runs scarce in Keen Sight!
Finally! Phew. I worked about 14 hours yesterday trying to get everything finished for release. Hopefully I didn't break anything in the process (but you never know)
I've also just published a guide with a detailed breakdown about how the gameplay works. When designing the game, I wanted the gameplay to be a bit of a puzzle that the player had to figure out on their own, but after a lot of playtesting it turns out that many people find it a bit hard to figure out and that's put some people off. Rather than rebuilding the intro and doing a full tutorial, I opted for a community guide instead. It's a bit like an old school instruction book, in a way.
Anyway, hope you all enjoy! Let me know if there are any bugs and I'll fix them asap.
Here is a selection of the weapons you will be able to use, out of the total of seven in the full game. Each has it's own specifics, ammunition and effect on the enemies.
What would be your weapon of choice for busting some rotten heads? Let us know below. But beware! Whichever weapon you carry, make sure you're thrifty with bullets, as ammunition runs scarce in Keen Sight!
So the updated Grimoire is 90% done! See it in action below:
Additionally, the writing of Episode 2 has been finally been completed. Expect the revamp of Episode 1 within the next week and Episode 2 to be released shortly thereafter.
It's basically the same as the 0.6 version, but with a few more AI updates and bug squashes. I've started a list of features/enhancements for the next update, so get on the forums and keep suggesting things!