Pre-Alpha v0.5.20 Launched!


The Enemy Update 

     We are excited to present this update, which brings significant improvements to the enemy AI system. In this release, we have rebuilt the entire AI system from scratch, focusing on enhancing the Artificial Intelligence of the enemies. We invite you to check out our detailed blog post on this topic for more information.

     While the primary focus of this update was on enhancing the enemy AI system, we also took the opportunity to introduce various visual improvements, small quality-of-life additions, and balance changes. It's important to note that the balance adjustments in this update are experimental, aiming for a neutral experience while shaking up the game's overall balance. We appreciate your understanding as we fine-tune the gameplay based on your feedback. Rest assured, our team is dedicated to addressing any potential bugs that may arise from rebuilding the AI system, and we are committed to delivering a stable and optimized experience in the next update

     As we have rebuilt the AI system from scratch, there may still be some undiscovered bugs. Rest assured, our team is working diligently to identify and resolve any issues that may arise. We strive to provide a stable and optimized experience, and we are confident that the next update will further enhance the system's stability.     

     Now, without further ado, let's dive into the detailed list of changes and improvements:

Added:

+Whole code for enemy AI reworked, each one now has a even more unique and smarter behavior:

  • General: Now enemy AI won't get stuck in corners while following the player and will also respond when being shot. The first attack will have a slight delay.
  • Aranea: Now pounces at the player when close enough. When not finding the player it will patrol the area and give up after some amount of time. Hear shots but has a harder time hearing steps.
  • Smiler: Also dashes on player when close enough. It wanders around the level and can sense your presence even behind walls. Now phases through solid objects. Also patrols when not finding the player
  • Bacteria: Won't have an attack delay if life is below 50%. 
  • Hazmat: Always patrols the level, but patrols faster if it loses sight of the player. If it's on fire it gets despaired and if its life is low it flees while shooting at the player.
  • Flamethrower Hazmat: same as regular hazmat, but goes berserker instead when it gets on fire 

+Visual Improvements:

  • Added more blood, lots of blood!
  • Added new sprites for the Scientist Character.
  • New effects added for healer abilities.
  • Improvements made to explosion effects.
  • Level walls were brought back to the light system layer, allowing them to become dark.
  • Improvements made to object shadows.
  • Increased the yellowness of Level 0.
  • Level 2 now has a new floor generation with a brand new floor.
  • Noise effect slightly changed.
  • 3D glasses now increase chromatic aberration if you have them on.


+Sound Overhaul: Most sounds have been recreated, while new ones had been added, and the whole game now has a new improved mixer and sound rolloff;
+Cardboard box modified so that it can be oppened or destroyed for a random supply.
+Drops from enemies now despawn after one minute.
+New Pickup, Splatter shroom: Periodically releases a goo puddle that sticks your enemies in place;
+Now abilities icons shows the cooldown time;
+Now each projectiles has can pierce enemies and walls depending on the gun (more on balance changes);
+More translations to Spanish and Portuguese, Spacing adjustments are pendent.
+Internal system for the guns has been was rewritten for better performance and to allow easier future updates.
+Experimental Controller support!(bindings will still be tweaked)

  • Right stick: Aim
  • Left stick: Move
  • Right stick click: Scope
  • Left stick click: Run
  • Right trigger: Shoot
  • Left trigger: Melee Attack
  • Right Shoulder: Primary Ability
  • Left Shoulder: secondary Ability
  • A or X: Interact
  • X or Square: Flashlight

Balance changes

  • Enemies
    • Aranea:
      • Damage: 20 -> 15
      • Life: 80 -> 150
      • Speed: 4 -> 4.5
    • Smiler:
      • Damage: 33 -> 20
      • Life: 150 -> 200
      • Attack Cooldown: 1.2s -> 1.5s
    • Bacteria:
      • Speed: 7 -> 6
      • Life: 50 -> 60
      • Damage: 10 -> 7
      • First Attack Delay: 0 -> 0.1-0.2s
      • Attack Cooldown: 2s -> 1.7s
    • Hazmat:
      • First Shoot Delay: 0s -> 0.5s
      • Shot Cooldown: 1.33 -> 1s
      • Pellet Damage: 4 -> 3
      • Pellets per Shot: 8 -> 7
      • Shot Spread: 30° -> 60°
      • Attack Cooldown: 0s -> 0.2s
      • Life: 30 -> 40
    • Pyro Hazmat:
      • First Shoot Delay: 0s -> 0.5s
      • Life: 30 -> 50
      • Fire Duration: 10s -> 5s
      • Fire Damage per Second: 5 -> 4
  • WallMask Reworked:
    • Now it's considered as a single buff, instead of one for each mask.
    • Each different mask you pick up increases the total time and damage of the buff.
    • Time: 60s -> 60s, 90s, 120s
    • Damage: 50 -> 50, 100, 150
  • Lightning in a Bottle Reworked:
    • Now, if there is an enemy in range, the lightning will be directed towards it.
    • The bolts are now slightly more dispersed and will correctly collide with walls.
  • Player:
    • The attack collider now stays active for a longer time.
    • Attack Damage: 45 -> 50
    • Firefighter "Berserker":
      • Duration: 30s -> 20s
      • Cooldown: 0s -> 20s
    • Doctor:
      • Abilities Cooldown: 0s -> 1s
      • If abilities are canceled early, they will still have the cooldown applied.
    • Scientist:
      • "Time Travel!" Cooldown: 0s -> 3s
      • "Slow Mo" Cooldown: 0s -> 1s
  • L69B1 (old L96A1):
    • RPM: 30 -> 45
    • Ammo from Boxes: 3 -> 5
    • Penetration: Infinite -> 5
  • 4K-A7 ( old AK=47):
    • Damage: 8 -> 10
    • Projectile Velocity: 11 -> 12
    • Penetration: 0 -> 2
  • VS16 (old VZ-61):
    • Damage: 4 -> 7
    • Max Ammo: 150 -> 180
  • Meg-T (old Mag7):
    • Spread: 25° -> 35°
    • Damage per Pellet: 8 -> 6

Bug fixes:

  • Fixed buffs not clearing on death
  • Fixed audiosources having the wrong priorities, making sound cut when too many things happen.
  • Fixed a problem where the collider used on the player attack would take damage
  • Fixed an uncommon problem where the enemy would completly stop if walking straight up or down
  • Fixed Small bug related to the maze generation on level 0 & 1 fixed (Although a small variant of this bug appeared).
  • Fixed some text misspelings in english.
  • Fixed some objects not being detactable by AI.
  • Fixed static Entities not playing the idle animation on spawn
  • Fixed Resolution Dropdown.
  • Fixed video settings not loading properly.
  • Fixed some decals keeping their colliders after spawn.
  • Audio configuration sliders have been reconfigured to a more appropriate range
  • internal code for buffs was improved fixing some small bugs.
  • Player now Hears from his position intead of hearing from camera.

Known issues:

  • Bacteria seems to temporarily stop moving for some time.
  • One instance of smiler stopping to attack the nothing has been registered.
  • The guns do not follow the animation properly for some unknown reason.
  • Bullet casings dropped on the ground changes sprites with changing the gun
  • Under unknown rare conditions, when dying, entities do not play the death animation.
  • lifebars or interact sprites do not appear propperly under aspect ratios other than 16:9 neither while using 3D Glasses item.

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