A non-linear action-adventure heist game with destructible buildings, use stolen loot to buy bigger explosives and access higher value loot. Buy and customize cars. Invest in military equipment such as helicopters and tanks. Get your mansion!
0.1.0.0.5
8/5/24
Fixed destroyed buildings giving off dust when characters touched them
Added hackability to substation communication computers
Added Hackable Computers for cash
Adjusted collision capsule so character doesn't get stuck when trying to jump through windows
Fixed scaling issues with some destroyed doors (unreal geometry collection fractures do not like being scaled, leads to major physics issues)
Fixed issue with buildings that would make it so the interior sheetrock was not being destroyed when the building was hit, the function bpi destruction was only enabled for glass types inheriting from the same class, may lead to unforeseen issues, the sheetrock can be problematic
Changed some drink cases to make stealing from closed case harder
Adjusted item interact culls
Disabled tick on some items
Changed sliding door opening and closing function to stay open until all characters are clear, helps NPCs function properly
Fixed issue where player would consume multiple consumables
Fixed menu interaction in merchant and chest
Made loot impossible to sell to merchants
Made starting interaction with merchant with wanted level impossible
Fixed car trunk, needed to be recompiled
Added autosave on quit (main menu button) from pause menu sandbox only
Fixed Minigun cooldown after interruption or no ammo
Fixed Minigun dynamic color being added to other main guns
Fixed misc minigun issues
Fixed exit car with damaged and/or blocked door (teleport Exit)
Fixed misc gun animation issues on player and AI
Socket locations on skeleton
Ai was not using animation, was using old logic of spawning in individual animation components
Developed slightly more robust code for AI fixing several issues (currently working on a completely new system based on mass ai)
Resized 762 impacts
Fixed AI crouching issue
Adjusted NPC run away parameters
Got enemy AI to stop shooting each other and NPCs (mostly)
Fixed AI not navigating through doors
Fixed bugs in patrolling enemy AI
Added more randomized enemy ai behavior
Changed AI shooting patterns maintaining similar accuracy, but adding more variety giving a slightly more realistic feel
Adjusted pitch to be more varied
Adjusted yaw to be more accurate
Changed shotgun damage decal to multi hole for objects
Adjusted left hand grip sockets on misc weapons
Added survival mode!
Added explainer intro animation with different camera angles
Built save logic to bring exp player level and cash back to sandbox game
Designed to only save on successful exfil
Made new spawning system for wave based enemies
Made new spawning system for traffic props
Designed end level extraction
Made loot items instantly cash out in this mode
fixed loot drops from bodies falling through floors
Created new level with a new kind of multi stage cascading barrier, where each section breaks as a whole, they get damaged, then slowly break exposing next level section