Codename TCT NextFest Demo update 0.8.86 is now live!

Codename TCT

The battle for Crimson Tide has begun.

[b]Update 0.8.86[/b] for the Codename TCT NextFest Demo is [b]now live[/b] and [b]ready for download[/b]. First of all, I'd like to give a shout out and thanks to everyone who shared their feedback and reports! It's thanks to you, the game will be improving at a faster pace and you have my sincerest gratitude. So please don't stop now and keep the feedback rolling in. [img]{STEAM_CLAN_IMAGE}/45172256/decdca55b5dff4dd61738e0ac2e8436c4cc8618a.png[/img] Taking the occassion, I'd also like to give a [b]huge shoutout[/b] and [b]thanks[/b] to the [b]awesome community and friends[/b], who were sent in their feedback prior to demo release and helped shaped the game into what it is now: [b]Cris Rolan[/b], [b]Hardwater[/b],[b] Marek Czerniak[/b], [b]Kyon'cha Operative[/b], [b]Sinth[/b], [b]Starskii[/b], [b]ZlimBratSki[/b]. You guys rock! This update has a few more significant changes, focusing mainly on AI tweaks, since this was the most commonly recurring critique, especially the NRF specops. This might be a double edged sword, since now, at least in my opinion,the ground floor of the Tengu restaurant is a bit too intense. I mean, destruction was always the point of that stage, but now it might be happening a tad too fast;) with the updated aggro, if not moving expect your cover to be torn to shreds much faster than previously. Please share your thoughts and impressions here, so the best direction and solution for this stage can be set. As a comparison adding a clip of the pre-update ground floor. Let me know if you prefer the new aggro in the demo or the old one one from the clip [previewyoutube=hOO2IIIaWeI;full][/previewyoutube] So, now moving on to the update: [b]0.8.86[/b] -updated AI and aggro for NRF specops. Mostly visible in the office tutorial exterior, as well as the Tengu restaurant ground floor. (thanks: Congo, Consurai, Dank) -Updated Station: level right hand section with destructibles props and encounter as well as details topside -updated glass destruction volume and player push through collider size (meanin the mantling bug is less likely to occur when jumping through glass panels/windows) -updated shotgun recoil accuracy penalty (thanks: McMarius11). Now combos in shotguns ought to be much more easier and intuitive, especially during airborne hangtime. This applies to all shotguns in the demo -New enemy Specop leader in destroyed freeway/office exterior tutorial section armed with AR -updated end office exterior destroyed freeway [spoiler]event nuke: now flying cars will kill player on collision (which is intended to happen, considering what just happened;)[/spoiler] -added baseball bat hoodlum hearing AI ability. These guys should now reactto sounds and inspect noise sources, entering/exiting various alert states, based on sound intensity/duration/distance of player visibility So that's it for this one. Getting back to the Unbroken demo. In the meantime enjoy and till the next one. Cheers, Mike