Hey guys! We've been working on smoothing out multiplayer experience, adding skills, a better interface for match making and now a new game mode! A classic Capture the Flag is being tested, our first team-based multiplayer game mode, soon we'll be testing new team-based game modes as well with special buildings that you cannot see inside unless you are in the building!
The Apollyon Mystery Box features distinct designs that bring a mystical glimmer to Wraeclast. In today's news post, we've gathered some concept art to share a look at the magic that goes into creating these ethereal cosmetic effects.
You can check out the full Apollyon Mystery Box sets or buy yours here.
Hello Agents and welcome to Intruder update 1945! In this update we finally bring in the long asked for, much desired radial menu system. And it comes in a few flavors. We've also got gameplay updates and a new damage drop-off system. Let's check it all out!
Radial menu
WARNING: The new radial menu system has added a few new keybinds to your settings. To make sure there are no conflicts, your keybinds will be reset the first time you start the game again.
Sick of reaching across the keyboard with your other hand to equip the lock pick or cardboard decoy? Sick of rebinding different equipment when you pick up something new or change maps? With the new pack radial menu, you'll never have to reach or rebind again! The pack radial menu has been defaulted to the Middle Mouse button and the G key. There are two ways to use it.
Tap middle mouse/g and let go. Move your mouse in the direction of the item you want and click to equip.
Faster: Hold middle mouse/g and drag towards the item you want, let go to equip.
There are two types of radial menus available for your equipment.
Pack radial: shows all equipment in your pack/inventory
Slot radial: shows equipment bound to the classic number slots system only
We think the pack radial is the best choice, but you can mix and match all of the systems how it works best for you! Rigging is much faster with the radial menu
NOTE: If you'd like to forego the radial system altogether, you can bind your binds just like you always did and it will still work as normal!
Front, Back, Holster binds
There are 3 other new equipment binds as well for the Front item, Back item, and Holster (pistol) item. These binds mean when you pick up a sniper rifle, shield, shotgun etc. you will no longer need to bind them again from the inventory menu. By default Front, Back, and Holster are bound to the 1, 2, and 3 keys. Since those keys are easy to reach, you also have the option to show/hide them on your radial menus. Here's the difference:
WITH Front, Back, Holster: WITHOUT Front, Back, Holster:
Make sure to check your radial menu options in the general tab of the options menu. The radial menu will be brought to other features in the future, like hand signals and ammo changes, so keep an eye out!
Shotgun Slug adjustments & Damage drop-off
Last update we introduce the shotgun slug ammo type. While the lethal new addition to shotgun is a lot of fun, there was valid concern that it could be pretty powerful, maybe too powerful, maybe a bit OP is what we're saying. To keep the fun parts while mitigating the overpowered parts, we've introduced a totally new damage drop-off system. Currently this is only applied to the shotgun slug, but is usable for other projectiles in the future as well.
The damage drop-off system can apply to all damage types: base damage, balance, and energy. Here are some graphs of the shotgun slug damage drop-offs. Notice that it is still powerful at very close ranges, but will no longer be a 2 shot kill after a small distance.
Shotgun Slug BASE DAMAGE: Shotgun Slug BALANCE DAMAGE: X: Distance in Meters, Y: Damage
How would you apply damage drop-off in the future and what gun types does this make more viable?
We're also working on a new buckshot ammo type to help fulfill the shotgun's role as a room clearing device. Right now it's working and feeling nice, but we definitely want to test it a bit more before release. With the buckshot, the new radial menu will be integral in switching ammo types.
Changes & Additions
Several gameplay changes have been made which may seem subtle, but we hope take your tactics to a higher level.
Grenade colliders made smaller and more consistent so you can now through them through gaps like the doorway glass when room clearing.
Default equipment now has 1 concussion grenade instead of 2 to prevent grenade spam.
SMG balance damage has been lowered slightly to reward those keeping high balance and moving slow in gun fights. Previously SMG was almost guaranteed two shot knock down in most stances.
Balance is slightly slower to gain than to deplete.
Front and back items can be position swapped by dragging on top of each other
Shotgun slug now has blood effect
Main menu popups can have timers before you can click buttons to hope that you reeeeeead them!
Tutorial updated to reflect radial menu addition and changes
Fixes
Ignoring controller stick input for now to avoid "Right Stick Down" down bug some people were getting
Fix for red dot on shield bug
Keybinds will reset if you accidentally mess them up and have duplicate keys bound
Riverside B1 Hack shutters shadow fix
Thanks again to all the dedicated agents of Secret Base Alpha who tirelessly test these updates before they are ready to go live. As usual, drop into our Discord server at https://discord.gg/superbossgames for more about updates and development as well as info about events and tournaments! Stick around for a bit and you can join Secret Base Alpha too, we'd love to hear what you think!
- The game now renders aspect ratios other than 4:3. - Gem Slugs now animate in slug pods. - New bubble goo effect in slug pods. - New effect for scutters cleaning up junk. - New swing door effect on bars...less snappy, but still glitchy. - Limited UHD screen modes as a temporary measure to prevent crashes.
Bugs Fixed
- Fixed a couple of issues where Gem Slugs got stuck and died in slug pods:
- An old code fudge that expected an animation to be present, but which wasn't was Gem Slugs.
- A stat which allows races to sober up when they've passed out, was missing for Gem Slugs.
- Fixed the interpolation on the segment breach graphical effect. - Fixed the interpolation on the temple arriving graphical effect. - Fixed the interpolation on the gunner's scan effect. - Fixed a bug where a save game containing unrecognised script elements crashed the game.