This patch largely consists of bugfixes ahead of the Capitalism and Economy fest on Monday, but we also added a screenshot button to the highscore screen shown at the end of challenges
Save slots are sorted now, with most recently accessed first
We fixed a few bugs with the continue button that could occur after deleting slots
We fixed a bug that would open the link discord screen when trying to start the Desert Dew challenge
The buttons in the confirm dialogue have been properly aligned
We fixed a bug where bridges and tunnels wouldn't destroy fields or other ornaments
We fixed a bug where track draws wouldn't reliably destroy ornaments like fields
We removed a special case that would stop you from collapsing a service in the trains window when there is only one left
Adding to a new route, or jumping to the route from a train window, now scrolls it into view
This update breaks save games, so if you need access to a Steam branch to finish a game from the previous demo, get in touch!
With weeks of new things being shown, we'd like to dial back to some balance changes we're planning to make to improve the game in 0.11.0 First, let us remind you that we'll be unlocking tier 7 units and sub-units in the development tree and their unlocking materials will be dropped from later waves in challenges and latest missions. We expect them to provide tons of power to the player and we'll keep watch to modify them if any of them are game breaking.
Now, for a more specific balance change, we aim to increase the power of tanky tech sub-units in the coming update. We'd improve them in 0.10.0 and while they are well received, their power is too low to be competing for a sub-unit slot. In 0.11.0, we're increasing their power by a significant amount.
Units that improve shield regeneration cooldown are mostly buffed by around 50%. Think nodes that currently lower time before shields start regenerating by 25%, all of them will be changed to a 40% reduction, allowing players to easily slot in one of two for constant shields regeneration. This should make them more dependable and more competitive for a slot in any build that rely on the regenerating shields.
On the same note, we'll also be improving sub-units that straight up improve shields regeneration and regenerate shields through other means. Things like Perpetual Generator will proc more frequently. Arms S. Battery will recover more shields. Things like that.
And lastly for this goal, we're also improving durability tech sub-units that are overshadowed by their peers, such as Metals Replacement and recovery nodes such as both the Nanorobotics variant.
What do you think about these tentative changes? We'd like to discuss about it so if you have any opinions on what we've listed, we're more than glad to hear from you through our discord, linked below. See you next time!
Tunguska: The Visitation - Enhanced Edition - Rotorist
Dear Ghoul Hunters,
Happy New Year! I hope we are all starting 2024 on a good note! I spent the last two weeks collecting some feedback from the Steam Winter Sale, and made a huge list of updates to the game. Of course, I did find time to work on the Slaughterhouse DLC, and I believe we are very close to an early access beta! You can now see the main menu button for the Slaughterhouse mode, and when the beta begins (maybe next weekend!) everyone will be able to play the first quarter of the game.
Make sure to wishlist the DLC so that you don't miss the launch discount!
Now, here's the list of major changes in 1.77. Since there are so many changes, I might have broken a thing or two... Please let me know if you notice anything wrong!
- Revamped the Tunguska Syndrome and Visitations:
1. Visitations will no longer remove your T Syndrome 2. Vodka is now a medicine to treat early stage T Syndrome, but its effectiveness reduces as your T syndrome progresses. It becomes completely useless at 60% infected, after that you'll have to use RP serum. 3. When under 20% T Syndrome, you will not receive extra damage. 4. RP serum now removes more T syndrome than before 5. T syndrome alert symbol on the left side of the screen will only show up if it's above 20%. The same goes with radiation alert. 6. Tutorial has been updated accordingly, but if you have already unlocked the tutorial, it remains as the old text.
- Revamped bleeding mechanism:
1. Bleeding now happens less frequently, but more severe 2. Reduced the flashing frequency of the blood on screen while bleeding 3. The heartbeat sound will not play until bleeding gets very severe. For minor bleeding, you'll just see the flashing blood drop icon on the left side 4. Bandages now reduces the duration of the bleeding effect rather than severity, this way you can judge whether to use additional bandages based on remaining duration (by looking at how quickly the bleeding icon flashes. Slower flash means the bleeding is almost over).
- Revamped drunkness effects:
1. When you are drunk, you will now have a little bit of difficulty trying to walk straight. 2. Reduced the blurriness and distortion effects
- Added a floating pier at the Lake Kraken in Ravenwood. This way you can spawn a bit further away from the enemies when you go there by boat. There are a lot of covers on the pier for you to use if you choose to lure the enemies to the pier and fight them.
- You can now choose destinations when traveling by certain boats in the game
- You can now use the boat at the swamp village (Haruko) right after you bring the recipe book to her. It'll take you directly to the swamp cottage.
- Added new stealth kill animation for the Combat Knife. Much thanks to Rolanzi! The combat knife will kill a target within 2 seconds, but it will not be silent. Nearby guards will hear it.
- Now up to two NPCs will respond to nearby disturbances at the same time.
- Increased the reputation buff after you kill enemies during an invasion event.
- Increased max durability of LMGs
- Changed the names of some control schemes to make better sense:
* fixed overpowered enemies, when a single shot from enemy could cause damage two or three times at once * increased colliders of enemies mele fight * reimplemented screen resolution setting * fixed bug with not saving on entering first outpost * added extra ammo near the first miniboss
Enemy scripts have been modified to keep them from being too close to you when you spawn in from points that aren't the main entrance. Specifically, when you leave a shop or sublevel, you won't be jumped by enemies.