We are thrilled to present the TechnoTsunami Director's Cut update! This update brings a plethora of features and improvements that were originally planned during the game's initial development but couldn't be implemented due to publishing deadlines. We hope you enjoy this enhanced gaming experience, featuring numerous quality of life improvements, combat enhancements, stealth-friendly tools, and revamped level designs to enable sneaky gameplay.
Patch Notes:
Graphics and Gameplay:
Upgraded most textures to 4K or 2K resolutions. Added DX12 mode in addition to DX11. Volumetric Fog. Enhanced the visual aesthetics of the maps. Now all robots use crazy neon hairstyles. Performance optimizations. Added German translation. Added French translation. Added Spanish translation. Added Italian translation.
Four new in-game music tracks: Robotic Rhapsody - Atrium. Galactic Grooves - Olympia. Sonic Steam - Boiler Room. Cold Breath (Kaya Ertanhan) - Credits Screen
New mini-game: Throw Matic. Introduced new loading screen images. Added NPC talk animations. Introduced dynamic character portraits for all actors. Added foliage around the ship, along with a foliage quality option in the settings. Vending machines now sell items from the future. Added a low chance for items from the future to spawn from containers. Added numerous new decals. Added new backgrounds for note papers. Increased the interaction distance with objects. Interactive objects are now highlighted with a white line Added a teleporter between C-1 and C-2 blocks. Enabled skipping tutorial messages with mouse button or Esc key. Added new destruction animations.
Upgrade Improvements:
Added new upgrades: Disable or control hostile cleaners, cameras, or robots with smartphone. Stealth upgrades to enhance sneaking capabilities. An upgrade to increase movement speed while crouching. Reduced the chance of being spotted by the enemy while crouching. When fully upgraded, the player becomes invisible while crouching. Deadly turret upgrade for the remote-controlled Cleaner Robots. Flying ability upgrade for the remote-controlled Cleaner Robots. Removed the damage upgrade for ranged weapons. Instead, a new upgrade has been added that affects the attack and reload speed of ranged weapons. Added an upgrade for melee weapons to reduce the energy they use when attacking. Removed light duration upgrade. Reduced the overall battery drain of the flashlight. Combined walking and running speed upgrades. Fixed the Cleaner Robot damage immunity upgrade not affecting the damage dealt by remotely controlled cleaner bots. Added an upgrade that increases sprint time. Melee attack damage upgrade now also increases attack range. Improved Upgrade UI: Selected upgrades are now highlighted. Now, players must have received the corresponding upgrades before proceeding to the next stage. The upgrade button now displays the required amount of Techno Coins. Added the ability to reset upgrades. Upgrade prices have been adjusted.
Combat:
Weapons can now be selected with the mouse wheel. Improved AI behavior and response. Added a new heavily armored enemy with shotgun. Added a new enemy that wields a pistol and can fire from cover when necessary. Included new melee particle effects. Holding the mouse button now causes melee and ranged weapon attacks to trigger continuously. Added new hit reaction animations and effects. Attacks now interrupt enemy attacks. Implemented pre-attack alerts for enemies. Updated baseball bat model and particle effects. Added grenade and bullet traces. Enemies can now throw grenades when the player is hidden behind an obstacle. Improved AI response to player sounds. Increased the amount of ammo obtainable from containers. Melee attacks now consume energy. Some NPCs can now jump around. Added white lines to camera turrets for better visibility. Cleaner Robots can now be damaged by revolvers or shotguns in addition to lasers. Players can now pick up and throw fire extinguishers. Added the ability to hit enemy bombs with bullets or baseball bats. Weaver will no longer kill remotely controlled Cleaning Bots on sight, making it easier to get around Weaver in Olympia. Invisible robots in Olympia can now be seen through the phone camera. Reduced damage dealt by the friendly Robot Head at Atrium and added a cooldown period. Added neon lights to cleaner robots to indicate their hostility status. Camera turret light color now changes based on the hostility status. Shotgun moved to Atrium. Improved animations for robots crawling from vents. After healing potions are used, they continue to restore health for a while.
UI Changes:
Added categories such as graphics and sound to the settings menu. Crosshair size increased. Implemented cached saves, significantly speeding up save/load UI opening times after the initial load. Settings menu now remembers the last scroll position correctly. Added ability to change music volume in settings. Added ability to change volumetric fog level in settings. Added ability to change antialiasing modes in settings.
Fixes:
Spelling errors corrected. Fixed issues where doors were getting stuck and couldn't be opened with weapons other than lasers. Fixed the issue of black spots caused by melee attacks on objects. Fixed cleaner robots not damaging fire extinguishers. Fixed various game save bugs. Fixed an issue where Camera Turettes would stay in the wrong position when destroyed. Fixed the issue where loot from destroyed camera turrets would not be visible. Fixed an issue where items such as bullets purchased from vending machines that were not picked up by the player would not be saved. Fixed an issue where the camera image of smartphones was not centered correctly. Slot machines no longer reward above the gold capacity. Smoothed transitions between walking and stopping animations.
- Fixed lightmapping on the 6th level - Slightly decreased the damage taken from explosions - Decreased bloom intensity - Fixed an issue where the restart button restarts from the checkpoint instead of the beginning of the level as is meant to - Fixed a bug where binding any action to keys 6, 7 and 8 will detect a keybind conflict - Steam achievement notifications now appear in game - Added 2 new achievements
Known issues: - Decals are not rendered in the game build (blood, street lines, bullet holes, blast holes)
Great day everyone, these have been quite busy two months in which i have been working on the game, after receiving the award from Latinx in gaming, now My Game LION is set to also appear in a Stream and Conversion from the Latinx Games Fest, that takes place in September. They will be talking about my game and playing them, this will be really exiting to see the reactions and feedback they can give.
These paths two months, has been mostly Polishing of the game and improving the AI of the Enemies and Children also creating the New Attack Plan System.
The New Update for LION after so many moths will come this month
I cannot precise a date but probably for around the 15 of August will be realized, I will let know the week or the day before I do so. NOTE that this is the first of 5 updates that will be released each moth until the year ends, as will complete the core mechanics and section of the early access world and the game demo, all the rest that will be developed Next year will be the core content of new enemies, Worlds and Main story and bosses.
The Attack Plan System and New AI
The attack plan System is finally done and alongside it its Editor, inside of the game you will find default made attack plans if you don’t want to spend time creating your own, however the system will be also there for when you want to customize the ones you obtain or create your own from 0.
These plans are called from the Inventory menu, then press over the attack plans Preview and you enter the menu, in the middle will appear the current configuration of the attack plan, to the right the attack plans you created or obtained and to the left the slots in which you can equip them. The first 4 attack plans can be called by Holding LT and Pressing one of the DPad buttons to call up to 4 attack plan systems, the other 4 are called from the radial menu.
Also the attack plan system of the children has been drastically improved, there is still adjustments to make, but now the children can dodge, evade and even parry incoming attacks, also can change their position when they have no sight of their target and can execute their special attacks by themselves when they deem it necessary.
Massive Bug Fixing and New Child Canon and Launch
A lot of time was spent in fixing bugs in the game, there were many system that got broken after I remade some Core Code of the game and some systems, now everything is working properly, also the Attacks Like the Child Launch and the Stick on Enemies mechanics is working even better as well as using the Child Canon, which now Has New Mechanics, not only is fixed when the children are launched at grab object so they will pick them up but also will perform unique effects and attacks on enemies when thy hit them.
Radial menu New Modes
The radial menu, now includes 4 sections that are changed with the Dpad or Numbers 1234, these will change to the Attack Plans, Special Abilities, and objects being Grabbed or Interacted to by children. Allowing to manage and call actions from them in the middle of the battle.
Enemies Ranks
Enemies now posses something called a rank system, is like a small replacement for levels, this ranks systems has 6 levels, and will increase the enemies’ attributes and also their appearances well as granting them new abilities and attacks. Here is an example of this with the Uro Magi and the Orphans.
The Upgrade System
The upgrade system also got several changes, is still based on obtained materials but now the expense on them is based on level and not individual attribute. The max level each attribute can have been yet to be determinate as I’m considering to see if I should allow the player reach or set the children up to level 50 or level 100, meaning that each of the 5 attributes could be at max level 10 placing equal amount of level up in each attribute to reach 50 or max 25 if it is 100.
Remaking of The Dialogue System
The dialogue system core code was completely changed, it had quite a lot of limitations, this new system will ensure ease of use and better execution of the dialogues and evens and will allow to properly set up dialogues for cinematics and events.
New Abilities and The Child Canon and Grabbing Skills New Abilities were programed for the children and will be available in the Update of September, also the AS told before, the Child Canon and Child launch now have unique effects.
AS show the children perform unique attacks based on their type, red children will perform acrobatic grab and Smash attack on enemies, yellow children will do massive hit that will send enemies flying backwards, green children perform a shoot that won’t stop until reaching its destination and will knockback enemies to the sides
Optimizations and Under the Hood Improvements A lot of these moths went digging under the Dirt and Fixing the Pile of... CRAP CODE I made at the beginning, thus Making sure you get the least number of bugs while playing, you will notice the elements of the game with improved performance and more snaping in response.
1.Added Level 4-4. The EASY mode of the main storyline levels has been fully updated, and we will continue to update the HARD mode and other levels. 2.Fixed the issue where checkpoints cannot be triggered repeatedly. 3.Fixed the issue where the F5 screenshot function was not working in the map testing mode. 4.Fixed the activation issue with the small checkpoint in Level 4-3.
*The next big update will be completely redone and will take some time to produce, so stay tuned.