ADACA Beta 0.7.4


Beta 0.7.4

-Added lateral lean to player camera. 

-Fixed issue where enemies could punt objects out of reality. 

-Starting a new game without a tutorial will no longer play the out-dated intro credits. 

-An unintended jumping route that allowed players to skip the entirety of The Breach has been blocked. 

-That one place in Repo Man where the player could get stuck behind the train has been fixed. 

-Ladders will no longer automatically dismount you if you try to climb them from too far away. 

-Players can no longer trip on ammo pickups. 

-The music in The Breach can now be controlled by the volume sliders. It used to play at full volume, no matter what you did…  

-A year old typo in the dossier screen has been corrected. 

-On the level Gas near the gas station: Minotaurs will no longer get confused and try to run around the guard railing only to turn around and run all the way back once they realize they can’t reach you. 

-Kelly will no longer complain about the truck running out of Gas after you bring her more gas. (However, most players seemed not to have noticed this anyway, as by that point they were panicking from all the minotaurs chasing them…)

-Health packs will now only give 50 health.

-New weapons and enemy types.

-Shield packs will now give 50 shield energy. 

-The player can now have a max of 200 shield. 

-There is now a new, small shield pack that gives 20 shield each. 

-Shield packs now drop more often from destructible containers. 

-Health stations now have a limit on how much health can be drawn from them. (100hp max) 

-Minor changes to how lore terminals work and are presented, as well as what lore is available where. 

-Changed skybox planet as well as the surrounding lore. 

-Added stylized skyboxes and clouds. 

-Added dynamic light shaft effects.

-Refinements made to vehicle systems.

-Added new vehicle types (still WIP). 

-Added iridescence effects to some materials. 

-Dialogue boxes will now play different beeps that correspond to particular characters, representing their “voices”. This feature is still a work in progress. 

-The Ammo icon in the HUD should no longer overlap the reserve number. 

-NPCs will now focus on their combat target’s/player’s last known location after losing line-of-sight rather than aiming at targets through walls. 

-Firing your weapon will alert enemies that are aggroed on you to your location. 

-Some NPCs can now sustain suppressive fire after their target/player ducks behind cover. 

-New animations added to hit-marker. 

-Bullets will now penetrate objects more accurately. 

-The Sniper and Machine Gun will now over-penetrate enemies.

-Player damage will now create a camera shake based on damage taken. 

-Fixed NPCs so that Melee and special action animations will now blend with walking animations. 

-The player will now be forced out of aiming when they reload their weapon. 

-Most player projectiles now move twice as fast.

-New level geometry has been added to the end of “Quick Detour”. 

-Some enemies can now use the alt fire modes on their weapons. 

-A new button on the main menu has been added for Conscript Mode. 

-A new activity has been added to Conscript Mode… 

-Playing Conscript mode and PlayGround Level will no longer wipe your Campaign save. 

-NPCs will no longer agro on radiation or fire. 

-NPCs will no longer spam their victory vocalizations when standing near enemy corpses. 

-NPCs will now try to avoid standing next to each other (With limited success, still WIP).

-Police Snipers no longer have a visible laser sight. (This may be re-enabled at some point.)

-Player weapons will no longer have laser sights when “Naturalist” is turned on. 

-Other various tweaks, improvements and changes.

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