Update #6.5 Hotfix #1


Just a hotfix for now since it builds directly from features introduced in the previous update.  As always, I recommend clearing pref data through DEBUG > CLEAR PREFS before jumping into a mission.

ADDED

  • QUIT button in the garage menu
  • Block exit tiles will now be detected on the radar's passive sensor (the wave)
    • In the future might have them only detectable once unlocked or similar

CHANGED

  • TARGET enemies have been changed to 1 spawn per wave to make testing multi-blocks easier
    • This also prevent other blocks from being inaccessible until all 99 spawns are destroyed if the player had set MAP LENGTH to anything other than UNLIMITED
  • Blocks will now load individually. This ensures that the mission starts as soon as the first block is loaded instead of waiting for all the blocks to load. Following blocks will then load during the fadeout segment of the transition sequence as the default behavior.
  • There is a LOAD TYPE setting in the GAMEPLAY options to change blocks to load at the end of the wave instead
    • This makes the next block begin loading in the background immediately when the exits unlock.
    • Can cause a lot of hitching on some setups
    • You can activate the exits before the next block has completely loaded. You will be held in the fadeout segment until the loading is finished.


  • DEBUG > CLEAR PREFS command now quits the game to properly reset certain variables.
  • Default VSYNC setting has been changed to "1" to deal with unlimited framerates causing Unity to choke on some setups

FIXED

  • Tentative fix to freezing the player's forces when the exit tile is activated
  • LOW ARMOR and LOW ENERGY alerts will now stop playing on death
  • Scroll wheel input on menus are back
  • Two-handed weapon animations now working properly due to a new custom IK implementation
    • The off-hand will also automatically stop gripping if the target is too far from the arm


KNOWN ISSUES

  • The game sometimes initializes volume settings wrong and the menu BGM doesn't play. Fixed by returning to the menu from a mission.
  • Lock-on diamonds *sometimes* do not update correctly. It *sometimes* fixes itself when a new contact is added (ie, enemies spawn, missiles fire, etc)
  • Enemies may spawn *above* the entry gate and be trapped, preventing the mission from progressing

Looking forward to feedback on the new block loading scheme! Thanks for sticking around!

Files

walker.zip 44 MB
Apr 10, 2023

Get Hammer

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