DELUGE Preview - Patch Notes


Hey pepple. I've just uploaded a preview of the DELUGE update set to hit steam next week. There are some things I'd still like to add between now and then but it's like 99% complete. I'm uploading it here first to get help finding bugs and farm some feedback before shooting it to Steam. If you have feedback feel free to comment on the page, or join our discord here https://discord.gg/Jvv3kU8TKS Check out the patchnotes down below! (✿◕‿◕)

This preview is only available for windows currently. I'm away from my apartment for a few days while my roomie gets better from covid, and the linux and mac modules keep breaking unity when I try to download them >:| 


Big New Features ----------------------------------------------------------------

  • Added a new Practice menu to the player desktop. Here you can find…
  •  D E L U G E: an endless survival mode against increasingly difficult enemies in a random arena. Survive waves to win chiplets! Survive long enough to meet some true horrors of the dark future. Death is guranteed in this mode, but not punished.
  • Added the Armory. Stores the last 10 weapons you’ve picked up. You can lock weapons to keep them from being replaced and upgrade their damage to keep them viable as the game progresses.
  • A new ability for each existing class! Some of these abilities are more exciting than others, but I think they’re all useful and deserve to be here!
    • Gunmeister: Spare Clips ( ͡° ͜ʖ ͡°)- refill ur magazine instantly, even while sprinting.
    • Acrobat: Grapple - throw a grappling hook and pull yourself to it. 
    • Medic: Trauma Team - summon some beefy bois.
    • Technician: Simulacrum - spawn a dummy of yourself to distract enemies (omg he said the name of the game!)
    • Chronomancer: Homura Protocol - move independently of time. (Technically arrived in the last update but whatever, eat me).
    • Esper: Remote Arsenal - pick up fallen weapons with your mind and blow the entire map away. (The coolest ability in the game :O)
    • Hacker: Domain - add every computer in the level to your network graph.
    • Empath: Ritual of the Succ - Summon a succubus ;)
    • ??????????? - ???????? - ?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!
  • Multiple Save Slots - You get 10! It seemed presumptuous of me to add more than that (especially for a demo) but if you want more lemme know. I’ll prolly let y’all have infinite in the full release.
  • New Level Generation Algorithm. This new brute force approach is ironically faster than whatever flow-frankenstein nonsense was being used before. Generated interiors are more diverse and more interesting to navigate. Used to generate both Mission BBS levels and D E L U G E Arenas. This code will also be way more maintainable moving forward because I actually understand how it works.
  • New Mission BBS Type: Capture. Grab the flag and bring it to the helipad. Grabbing the flag reveals your location to all the enemies on the map!
  • New Ammo Type: Corrector. Rounds fire, freeze, and correct their trajectory once to hit the nearest target. Damage is reduced by half after correcting. 
  • New Mission Modifier: Diverse Specialists. Enemies come equipped with different abilities, not the same one.
  • New Mission Modifier: Wanderlust. Enemies wander the level.
  • Added some new plank and ornate floor textures. These spawn about 25% of the time in generated areas. I’m looking to spice up the visual detail of DDS, but just a little bit! Lemme know what you think.

Fixes and Changes ----------------------------------------------------------------

  • Changed Specialists Mission BBS mission modifier to only modify 1/3rd of enemies in the level. Fighting enemies with abilities is fun, but it’s not so fun when they all have them and are constantly spamming them, so only a select few get them now. The new Diverse Specialists mod works the same way.
  • Added a delay and visualization to the swap ability. 
  • Changed the way refill stations grab you to avoid the player getting trapped on walls or furniture. 
  • Enemies no longer wander mission BBS levels. This was inconsistent between story missions and random ones. The new Wanderlust modifier sets behavior to how it was before. I’m interested in adding patrols paths with elite teams in the future as another mod so stay tuned!
  • Rocket damage bonus nerfed to 3x from 4x. Rocket damage was just too heckin high, and probably still is. 
  • Improved computer line of sight hit boxes. You should be less likely to see the corner of a computer and yet be unable to hack it. Still needs improvement but much better than before.
  • Akimbo spell renamed to “Make it Double.” Previous name felt generic. 
  • Added fade in effect to Secret Admirer ability, looks a little cleaner now; 
  • Reduced size of fangs for Dimitrescu spell. The fangs previously looked super stupid and were too hard to avoid. Now they only look kind of stupid.
  • Enemy AI now conjures ammo out of thin air if no stations are available in the map because I forgot to add them. 
  • Changed how soundtrack and weather audio files are loaded, leads to some areas loading 80% faster!
  • Improved AI target sorting. The AI is always trying to decide between targets when fighting multiple opponents. I rewrote the code that handles this to make it way more efficient. 
  • The mirror in your apartment now correctly reflects your accuracy visualizer. 
  • Accuracy visualizer is now enabled by default. I think this will help a lot of newcomers who don’t understand how accuracy and weapon aiming works. If you don’t like how it looks, you can turn it off in the options menu just like before (✿◕‿◕)
  • The load bar for listing neighbors now speeds up 300% after listing more than 5. This should cut down on some waiting time without being too obvious. 
  • Added red hue to quit button in main menu.
  • Changed the taser projectile model. The crazy neon lighting could break the game if too many tasers appeared on screen, and looked inconsistent against other ammo types. New look should still be distinct, but cleaner.
  • Tazer rounds no longer stack the stun status-effect so stun time can’t exceed 5 seconds. No idea why I thought stun stacking was a good idea to begin with.
  • Enemies weren't supposed to be able to spawn with tazer rounds, but could in some niche scenarios. New allies can spawn with tazers now, so AI was changed to prevent them from infinitely stunning targets. AI will now ignore stunned targets if they have a tazer equipped.
  • Enemies equipped with auditory hallucination ability will now cast it at random nearby locations to confuse the player. It’s not just enemies making random monkey noises anymore.
  • Lots more smol stuff.

Changes Still to Come --------------------------------------------------

  • Changes to story emails to make them less wordy.
  • Some better terminal messages clarifying how piloting enemies works.
  • Fixes to the new "camera man" enemy to make it more of a threat. 
  • A unique song or two for the deluge mode. Right now that mode is silent so you're encouraged to play your own music using the in game music player. Wanted to make a breakcore song for this but again, outta the apartment and away from my music stuffs. 
  • A kill screen for deluge mode, and a notice telling you how many waves you have till your next reward.

Files

Windows Demo (DELUGE PREVIEW) 127 MB
Aug 07, 2021
Mac Demo 133 MB
Jul 14, 2021
Linux Demo 138 MB
Jul 14, 2021

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