Update 0.87 - Massive Overhaul

Endgame: Road To Salvation

A high-octane road trip through a besieged world during a demon-infested zombie apocalypse. Rescue survivors, form a caravan, call in various support drops or air strikes, loot random structures for supplies or craft them yourself, modify common vehicles into post-apocalyptic machines of war.

Hello Survivors! Update V0.87 is finally here and brings a massive list of updates, overhauls, and some brand new content like a few new late game enemies and new driving physics. A persistent crash that was related to high speed driving was finally crushed, including another boost to overall performance. New AI and detection code with a new faction system should now run much smoother. Control mapping has been added as well, if you don't like the control setup or if you're used to the old controls, it can be changed to your preference! Added some marker lights to all the semi trucks and the regular semi trailer. The full changelog is available below. *Hotfix coming soon!* Detection and Combat AI has received an overhaul, NPCs will now sidestep, block, crouch to fire, retreat backwards while attacking, and more, making them feel more alive. NPC skill level will now directly influence all aspects of combat. The AI detection process has also been updated using a new method of faction detection and hearing process. Nitro and Night vision will now both work in a different way. Holding the button will activate nitro boost, and I've added dual-exhaust nitro effects to applicable vehicles. Nitro will lose boost power as your velocity increases, but provides a massive boost at low speeds. Night vision is available in certain helmets, and can be toggled with a keypress, slowly reducing durability over time while active. Night vision can now be used in vehicles as well. Updated Dialogue to allow healing any survivor/follower with medical items in your inventory. You can also spend inspiration and cash to upgrade Follower's weapons and armor up to a max determined by your caravan weapon/armor tier, or even get them to switch between melee and ranged combat. Inspiration can also be spent with a higher chance to improve disposition. Control mapping has been added to the game, including a new mappable controls screen in the pause menu. Most keys can now be remapped to better suit individual playstyle. Controls have been removed from the HUD as well, instead a dynamic control widget will appear at the bottom of the screen when inventory is open, showing the player all relevant controls to their current situation. I also added a few new options to remove the dynamic control widget entirely and another to remove non-essential two-way chatter. Immersive HUD mode has been updated so that it just hides all active HUD elements, allowing the use of inventory, crafting, looting, etc. I did some playtesting, but there are bound to be some bugs with the new systems, so if you encounter anything, please let me know in the active bug reports community forum with as much information as possible. As always, I appreciate your feedback and suggestions, and look forward to seeing your ideas. Happy hunting! Updates and Content V0.87 -New Transition stairs mesh -New AI for Bandits/Survivors including strafing, crouching, defensive maneuvers, blocking, fleeing, and more. -Added Control mapping for most actions -Added Dynamic control list that shows relevant controls when you open your inventory -New night vision style, toggle to activate if equipped with a night-vision capable Helmet -Night vision goggles changed from a usable item to an equippable helm -New Nitro style, hold the button down to boost, slowly drains durability/ added speed effect -New pneumatic blade vehicle mod style with a telescopic action -New conversation options with NPCs: Medical and Equipment for healing and upgrading/switching NPC equipment -Added path prediction for archery, spear throwing, and grenade throwing -Added proper sound detection to AI, and gave AI a general overhaul -Dual exhaust nitro to certain vehicle types -Better plane crash explosions -New marker lights to Longhaul Semi, Daycab Semi, and the Gravel Truck Tandem -Higher longhaul semi roof for better turret location/aerodynamics -Ambulance and firetruck now have red/white lights, police has red/blue -Added new AI commands, Engage- Followers will advance on the selected location, freely engaging enemies along the way -Hold- Followers will stand guard at their current location, returning to it if forced to flee -Flee- Followers will keep their distance from all seen enemies as best as they can -Follow- All followers will return to your side -2 New late game NPC enemy types, and a few new weapons for NPC AIs -Firefighter zombie type added -Added the ability to push a vehicle a small amount based on strength, could help get a vehicle unstuck or to a nearby fuel pump -New driving physics and wheel setups for all vehicles and trailers -Better wheel friction and control for vehicles, better braking -New Defensive turret and eye turret replaces old turret actors, uses proper AI for sight + sound detection and optimization -Character creation audio now loops -Character creation less random base Stat points, more starting skill points to distribute -Throw flare now has an animation -New sentry turret with proper AI and target acquisition -Prompt in character creation menu to allow players to start game with points remaining -Spiked plows will no longer auto crit-kill enemies, but will apply bonus damage -Vehicle load check that will relocate vehicles that attempt to load inside of buildings and other obstacles -Removed persistent control display at bottom left -Added option to remove Dynamic control list -Added option to remove unessential two-way chatter -Swapped vehicle e-brake button to B (right face button), and vehicle menu button to right shoulder default -Swapped nitro button on keyboard from N to Left shift default -Changed headlight cycle to Bright/Dim/Off -Demon towers have less chance of spawning Meteor strike eye turrets -Added new effects to the Titan spawn sequence -Limited all skill and attribute gain in the tutorial area to LVL 4 maximum -Added audio to install/uninstall mods, and using screwdrivers and wrenches -Interact key will no longer open inventory/vehicle inspection screen when near a vehicle -Adjusted mech controls -New vehicle save method to better suit the new quit without saving option -NPC Names will now turn red if they become hostile to the player -Caravan Weapon and Armor levels now influence local weaponry and equipment available to all survivors and followers -Bandit weaponry and armor now limited to both threat level and distance travelled -Armor has been fixed and is now much more useful -More engaging Melee combat with advanced enemy AI -All enemy skill is now based on distance and threat level, making some strong late game enemies -Enemies will now be able to hit targets easier, targeting a small area instead of a line -Immersive mode added to controls, updated to be more useable for gameplay (Will now only hide main HUD elements, but players can still loot storage, open inventory, etc. -Rain wetness on screen will fade while under roof/in colony/in transition -Shut off engine now requires player to briefly hold ignition key to prevent accidental engine shutdown -Landscape and terrain fixes on a few maps, more shallow lakes to prevent giants from getting stuck -Rebalanced many support options -Changed NPC inspire method in conversation -Aiming weapon with a scope and lasersight will now use a red-dot sight image in the scope sight to maintain proper accuracy -NPCs can now headshot enemies for a crit-kill -New animation styles now allow reloading while crouching, and skill/dexterity based reload speed -Arrows that would attach to a missing body part (such as the headshot) will drop the arrow to the ground -Stopped the Rogue AI Mech from always trying to land on the player, preferring ranged combat -Removed Nitro effect while in reverse -Removed impact on leave colony teleport -Tornado now properly detects windows -Removed floating damage text from player damage -Vehicle flip will now check the new location for obstacles and relocate higher if possible -Slightly lighter trees/ added tree bottom meshes -Slightly heavier trailers with higher trailer tire friction -Removed landslide at South end of starting map -Updated storyline entries/Virgil dialogue -Inspiration gain and other floating text now set to timed loop to stop jumbled entries -Fixed major long term crash issue related to high-speed driving -Restored a chance of auto-dodging regular attacks based on dodging skill -Fixed NPC skill based aim time -Added ammo to weapon drop/More ammo to ammo drop -Blocking attack now blocks 90% of incoming damage -Followers list added to main HUD elements hidden by F8 (Hide HUD) -Updated Followers list to include current AI Task -Stopped NPCs from making Death noise after headshot -Rebalanced the healing herb -Rebalanced training speeds -Drop on inventory slot color fix -Colony navigation fix -Crafting menu font sizes -Fixed NPC shotgun fire groupings/auto fire combat -Added aim offset based on self/target velocity -Blocking attacks now only works if hit from the front for all characters -Hostile NPC damage fixed -Flashlight will now turn on automatically if the game is loaded at night/exit vehicle at night -Can no longer drag and drop ammo into inventory -Changed name of Jerrycan to Full Jerrycan -Can now drag a weapon into your secondary weapon slot -Dialogue and two way chatter that gets added to the message log will now produce a notification at the bottom right of the screen -Tutorial dialogue added to message log -After completing the tutorial, speak with Virgil to refuel/restore the destroyed starting vehicle -Can now remove player 2 while they are still in the load game menu -Fixed demon trap function and effects -fixed melee attack speed at high skill to properly show the animation -Duplicate .22 cal handgun recipes in the crafting menu -Fixed endurance drain/gain for all skill levels/ slower endurance gain while moving -Action menu now greys out unavailable options such as dismantle and send to caravan -GUI Scale mentioned in death hints -All Healing items now trigger a short cooldown period between uses to prevent spam healing -Moved location of Multi pickup menu, floating text, and vehicle menu -Restored dismantling of Ranged Weapons -Spawn less ammunition in the world -Drag over storage slot highlight fix -Updated loot tables -Eyeball turrets now have a spawn delay before starting combat to prevent load game instant attacks -NPC Disposition now drops when hit by a player/ followers may leave you if friendly fire is off -New tier system for all NPC weaponry and armor -Soldiers can now use rocket launchers -Vehicle camera will lift when looking up past a certain point to prevent blocking the camera -Removed NPC weapon pickup, replaced with upgrade system -Slightly reduced NPC name size -Doubled durability values for vehicle armor -Fixed AI sight detection, added proper hearing, AI overhaul -Less recoil from MBMG and MG vehicle turrets -More endurance drain from melee attacks -Removed XP gain for attacking other player -Fixed NPC combat against spiders, now properly detects and targets smaller enemies -Removed Max follower count on recruit -Restructured Night spawns and apocalypse spawns to better reflect distance/threat level difficulty -Removed science lab from farmers fields building spawns -Changed klaxons from spinning to flashing left/right for performance reasons -Made Rocket Launchers and MRLs more powerful -Stopped all deer animation on death -Fixed debris separation issue for more realistic destruction -Lowered Follower Audio cue frequency -Overhauled Storyteller AI for more variation of event spawns -Demon fireball throwing has been adjusted to target vehicles quicker when they are charging the player -Rocks and other objects can now cause collision damage to the player -Made vehicles much harder to flip -Adjusted enemy count from night spawns and apocalypse spawns -Fixed NPCs getting stuck on doors -adjusted default sensitivity for controllers -Reduced inspiration gain for infected walls (5 to 1) and zombies (10 to 5) -Changed default camera rotation and zoom if entering a large vehicle -Allowing trailer turrets to fire through attached tractors to hit forward targets -removed compass points for some enemy types to reduce performance impact -Bandit basement added to bandit strongholds -Increased vehicle turret distance -Killing a Titan now properly ends apocalypse events -Only essential messages will now be saved to the message log -Increased vehicle lasersight size to make it easier to see Fixes -Fixed tap fire turret audio issue with multibarrel turrets -Fixed lighting at dusk/dawn -Fixed p2 drop out from death screen issue -Restored chance of spawn enemies at wreckages instead of constant -Stopped backpack movement on player ragdoll -Set invulnerable during basement-main floor transition -Slowed down sleep time speed a little to allow more healing in a night -Updated Help menu entries for new content -Blades no longer kill followers -Fixed arrow damage not turning survivors hostile -Fixed muzzle flashed and blood splatters -Fixed motorcycle blades collision with trees -Proper blackout sequence on multiplayer game start -Night enemies will no longer spawn under water -Can no longer select the same profile as the other player in the Load Game menu -Can no longer drag and drop ammo into inventory -Fixed arrows/spears not sticking to walls -Fixed deer AI -Fixed NPCs getting stuck on doors -Fixed double axis input issue for camera movement -Fixed bug that allowed multiple options screens from opening -Fixed headlight distance option left/right selection and arachnophobia selection Join IndieAnonGames on social media TikTok- @indieanongames Youtube - https://www.youtube.com/channel/UCblROKBoh3enSwgcTP0Q2tQ Facebook- https://www.facebook.com/gaming/IndieAnon Instagram - 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