V0.86 Update/0.861 Hotfix

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! It has been a while since my last update, but life happens to us all. I'll continue making updates and working towards a full version release shortly, I should be coming back to work on the project full time soon. I have been made aware of a few bugs in the game, some of them quite serious unfortunately. I have not been able to test the dual-controller scheme as much as I would like, so some of the new content caused some issues with the old code. Easy fixes so far, but please feel free to let me know if you encounter any more bugs or issues. All the video from my trailers are taken directly from gameplay footage. A fair amount of content is unlocked at higher threat levels (20+), or at certain distances travelled. Craftables, support options and the like are unlocked as you gain skill, upgrade the caravan, unlock radio towers, etc. 0.861 Hotfix -Hair cut/Hair Dye kit now has a properly working camera system for a better view of player's hair -Only one player can save a vehicle/mech now, this should limit the duplicating vehicle/mech exploit -A bug caused a loss of focus for the player 2 controller, leading to a loss of control -Dropping out a character will now properly unload the vehicle they loaded in, unless it is occupied or saved by another player, in which case the vehicle will not be saved -If player 1 is in the passenger seat of a vehicle that is unloaded, they will properly be ejected first along with any followers -P2 followers were not being properly saved/Loaded/Unloaded -Archangel Mechs reverse walk animation has been restored -Lowered camera sensitivity for the controller to better match mouse sensitivity values -Color of "paralyzed" floating text is now the same as other status effects -Inventory panel displayed incorrect controls for weapon swap -Limited mechanics experience exploit in the starting area [h3]V0.86 Changelog[/h3] -Selecting "Skip controller for P1" would cause loss of control in the options and pause menu in some situations. -Selecting the help menu as player 2 would fail to load -Repositioned pharmacy walls to eliminate overlap -Updated the intro message and the first event message -NPCs will have item requests more often -Some menus still moved the third-person camera while using the controller to navigate. -Highlighted equipment icons in the inventory screen will now be brighter, matching the regular inventory -New hold button detection method for foraging has been implemented, shouldn't get in the way of looting items from the ground now -Character model on start new game will now be properly randomized immediately, instead of snapping in after 1 second -Entering or exiting a vehicle/trailer/mech with a support drop location selector active would sometimes lead to issues -Added a vehicle plow mod to the tutorial/starting area -Support drops can now be cancelled at any time by pressing the cancel button, going ragdoll, or entering a vehicle/trailer/mech/basement -Passengers were no longer able to call in support drops from vehicles -Support drop location indicators are now color coded for P1 and P2 -Loot/Search audio was louder than intended -Tire skid audio now kicks in a little sooner -Goal area material is now 2-sided, so you can see the boundaries from within -Adjusted the audio for the MBMG turret fire -Steering has seen another overhaul to make the control feel more "direct", without losing too much drift -The dreadfully accurate Demon Tower Beam has been replaced with a red laser carbine effect, firing less accurate bursts of 5 rounds each -Flipping vehicles was not always working properly because of a condition mismatch -Fixed Sleep quality widget for P2 was showing up on P1 screen when attempting to rest -Players will now be notified by floating text when they have been paralyzed -The Titan has a new black material instead of a flat black -The Titan will now teleport to a new further location upon receiving too much damage, instead of teleporting close to the player Join me on social media TikTok- @indieanongames Youtube - https://www.youtube.com/channel/UCblROKBoh3enSwgcTP0Q2tQ Twitter - https://twitter.com/indie_anon Facebook- https://www.facebook.com/gaming/IndieAnon Instagram - https://www.instagram.com/indieanongames