EAV 18.4, is by far probably my largest update since launch, I really hope you Mortals enjoy as we cheer in the new year. Judging from the time taken to plan, create, and rigorously play test chapter III, we are looking at anywhere from 15-20 month's until full release. This is a estimated time frame, as anything can occur between now and then to post pone launch!
Chapter III, did you think chapter II was too easy? Take a journey into the depths mortal.. Chapter III has now been added after exiting chapter II. This is by far my largest and most ambitious chapter yet, utilizing many new mechanics added into Om6n. Good Luck!
Akimbo, put all those extra guns to use! You may now akimbo pretty much all weapon types as ridiculous as it may be. (akimbo m1 garand, akimbo rpg, etc..) I want Om6n to be fun and not so grounded in realistic gun play, just open a room up and blast a horde of monsters. When using akimbo you may not ADS but do gain double the ammo capacity and slightly faster fire rate with semi-autos. Only equip able when you have two or more of the same gun type, they do NOT carry over when chapter exiting unless equipped so unload your ammo! Multiples of gun types do NOT carry over between chapters either. this is by design and not an error.
Weapon Unloading, the ability to unload weapons may not seem like a big addition but can be life saving in the long run. Pressing 'U' will unload all current bullets in the magazine and add it back to your inventory.
Access Areas, new clearance areas chock full of loot & demons. These areas may be of significance in progressing a chapter so be sure to keep an eye out. Pretty much self explanatory, access cards of specific clearance colors must be in your inventory to access these areas. The doors may either be fully colored or striped with their access requirement color.
Interactable Consoles/Computers, this has been a staple feature of horror games I've admired and felt like I could make at home in Om6n. Some doors may be pass coded with a console or computer requiring input from the user to open. These panels may only be accessed when in-menu, preferably your journal (where most codes will be found but not all!), but not limited to.
Grenades/Explosives, finally have been added after some time of talk about them a while back. As of right now you currently only have access to F1's but the loot table will expand to include all the throwables pictured below. Boomer + Explosive Expert skills have been activated now and increase explosive damages respectively. There also will be grenade/missile launchers as well... don't you worry. Works just like weapons, click to equip, may also be equipped via the toolbelt. High damage...be careful..
Tomes, a new mechanic that I've always thought about implementing but just never had the time to. Now its here - enchant yourself with all kinds of effects with these single cast tomes. Currently there are three base tomes with more to come; Healing, Swift, Beserk.
AI Aggression, AI behavior that was missing. Now when shot, demons will aggressively hunt towards the player rather than walking into that garbage bin. Ranged AI now register obstacle obstructions before firing.
Hit Scanners, I'm sorry to do this to you Mortals... but.. happy new years.. Deadly hit scanners have been introduced to Om6n, if you played any shooter - you know.
Achievements+Performance, saw big changes as well. Achievements had all kinds of problems in 18.3, I'm glad to say majority of them have been fixed. Progress should track even when force shutting down or alt f4'ing out. Performance saw huge improvements after reworks to lighting, enemies, and player behaviors. There are still some rare stutter occurrences on first playthroughs but once most of the data is cached, frames seem to achieve well above 100+ on multiple systems I have tested. (i5-8gb ram, gtx 970 & i7-16gb ram, gtx 1060). I've yet to benchmark lower end hardware so it is hard for me to gauge the low performances, I'll try my best though - even for you Mortals on the potato ends.
Changelogs, a few weeks ago I had added another sub forum here on Steam for all changes made to current builds. If you are curious to what all the small fixes are post patch/update, you may always check here for a complete collection: https://steamcommunity.com/app/681000/discussions/4/
Quite a lot has been achieved this year's last quarter, but even more will be reached in 2021. The demons are hungry Mortal, and somebody is going to need to feed them some lead.
Thank you so much to everyone that has experienced the Om6ns this year, stay tuned as so much more is yet come. Well this concludes my 18.4 update, hope everyone had a good year, and as always, good luck out there!
Hello boys, girls, and robots. Aesop here with the character sheet for none other than Barbara, the Mechanist!
Check it out here:
Looks like she's got herself a nice sentry turret along with her, guess we'll have to see what she does with it!
Stay on the lookout, more Barbara is coming soon! Check out the Roadmap to see what else is coming and sneak on over to the Official Discord so you don't miss a thing.
Fixed AI cover in Moon and Farm map & Hotel Lobby Make Moon map brighter Fixed roof resolution in Hotel Lobby Changed menu look Turned down some shine on objects Improved some shadows Fixed pickup gun text Changed more UI colors and looks Added foregrips to guns Changed m4a1 model Fixed some ads sight positions Cant fire while running anymore Make waterfall audio louder Change scar and pistol sound Changed scorpion model to new gun AR-VR Added path in Medieval map Changed ak12 model to AK47 Added red dot to SCAR Turned background gun fire sounds down Changed jump sound added more grass density
[Bug Fixes] - Fixed issue where player score being reset too early which reduced player's score on game over screen - Fixed Dungeon Node tool tip text size being too big sometimes - Fixed effect for playing a 'Soul' card from hand and getting back incorrect # of cards from graveyard
If the old player has an archive in the old version, he will not read the new variable and make it empty without triggering the plot. It has been updated to solve this problem.