ADACA Beta 0.15.5 DevLog (Now with three Guns!)

We have come a LONG way since Spring 2020 when I started work on ADACA! The finish line is in sight for the 1.0 Steam release! But first, a LOT of play testing needs to be done on what will hopefully be the final Beta build! What's in said build you might ask? Well just a 99% feature complete video game, that's what: [img]{STEAM_CLAN_IMAGE}/41246852/8e82ef97581a0dcf96954aaf38075e19ca9855db.png[/img] [b]Beta: 0.15.5: New Features:[/b] -The player now has 3 weapon slots! (One being reserved for sidearms) -The player can now spend collected Artifacts at various vendors around the Zone for weapon unlocks, equipment and Lore Codexs. -Any weapons or gear bought with artifacts can now be accessed in a new Armory room in the Vakt Ship and can be taken into Patrol or any Conscript Mission! -New Zone Patrol Quests. -New Zone patrol Locations. -Main Quest for Zone patrol is complete! -New Zone patrol NPC quest givers. -Artifacts have been hidden in Conscript missions. -New enemies. -New weapons. -New secondary tutorial level added to Zone Patrol for those who wish to play it before the Campaign. -The player character will lower their weapon during dialogue where that action would be appropriate. -The player can now lower their weapon by holding the Use key. -Better time-of-day audio effects for Zone Patrol. [b]Bug Fixes:[/b] -Fixed glitches caused by 2 signal scanners existing at the same time on one map. -Fixed some Misc typos. -Removed an errant Post Process filter on Operation Earhorn that was causing graphical issues. -Improved LODs for high poly models to improve performance. -Fixed glitches involving Holo sights used at high FOVs -Fixed the Crossbow. It's not horribly broken anymore! -Trap Anomalies will no longer consume bullets that trigger them. -Fixed a glitch that was causing a bunch of ragdolls to spawn at the center of a map after loading a save. -The player will now leave the scoped in view when they die. -Fixed glitches where the Naturalist modifier would cause some sound effects not to play. -Fixed more glitches with enemy AI. -Fixed some messy hit-boxs… -The unmarked soldiers will now cause the player’s ridicule to turn red when aiming at them. [img]{STEAM_CLAN_IMAGE}/41246852/4f8a2ab7fcd316dcdcf340bb44d93e22e50efa2b.png[/img] [b]Changes & Tweaks:[/b] -Updated Zone map. -More artifacts have been hidden in the Zone. -NPCs will now look for cover when panicking. -Hyper Storms will now cause NPCs to panic. -New minimalist HUD Mode. -NPC companions will now teleport near the player if they get too far away. -Added setting to turn off prop highlight. -Added setting for instant Dialogue text. -Advancing Dialogue text that is still scrolling will prompt it to complete instantly. -Added setting to reduce view-bob from movement. -The hatch to the Concrete Forest will stay opened after entering and leaving the area. -Finalized the Companion system in patrol: Companions will now be unlocked through quest progress. -Important locations like Quest Givers will now be marked on the Zone map after being discovered. -Replaced grass footstep sounds with better sounding ones. -Flares are now much brighter. -The Flare Gun has been re-introduced into the loot table. -AI will now do normal damage to other AI. The damage debuffs on weapons will now only apply to when AI are targeting the player. -Some weapons have gotten buffs to damage and or ammo capacity. -Wooden boards will now break in one hit when using Force Punt on them. -Security Droids now have crit damage for head shots. -Monsters and Anomalies are more likely to spawn at night in patrol. -Removed excess props from Storm Drain and Junction 06 to improve performance. -NPCs will now face each other when talking. -Psy attacks will no longer do permanent damage to the player’s health. -Redesigned an annoying dungeon encounter to make it less annoying. -General polish made to Ep 2 levels. -The Haunt is now even more spooky. [img]{STEAM_CLAN_IMAGE}/41246852/cb603fb84db52246581191803cc555c64ec9d169.png[/img] [b]Misc: NOTE: There is a known issue where playing the game on FullScreen Mode at a Resolution ABOVE your display’s max resolution WILL cause poor performance and graphical issues![/b] [b] Please ensure you have selected a proper resolution for your display![/b] -Addressed Steam Support feedback. -Removed listing for Controller Support on Store Page. -Full menu controller support has been postponed until after launch. -Keys 1, 2, and 3 now select the Sidearm, Wep A and Wep B slots respectively. -Scrolling up is now the default control for switching to previous weapon. -V is now the default key for switching Grenade type. -A text tip describing the currently equipped weapon’s alt fire will now appear where the second weapon’s ammo would appear on the HUD. -The Info Terminal has more information. -A secret that never existed now does. -He never left, he didn’t die, he’s just been hiding. -Those stairs are not an entrance, they are only an exit. -The chair is not empty. -A friend has returned. -Only cheaters press Ctrl+Backspace… [b] WE ARE ALMOST THERE! <3[/b] The road ahead is now mostly networking and last minute marketing for me! If no problems arise in testing I'll be ready to announce the final release date soon! (Spoiler: its not a long time from now...)