V0.885 Update

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.

[h2]Hello Survivors![/h2] In this update, we mark the end of the Halloween Edition and related content. There has been some bugfixes and a variety of improvements across the board, such as some improvements with melee combat mostly involving tighter hitboxes closer matching the enemy's actual reach. Check out the changelog below for details. I've been sorting through and testing a few new systems to include in Endgame:RTS, and I'm excited to finally introduce the new gameplay content to the community. The next content update shouldn't be too far behind. If you find any bugs or have any suggestions, let me know in the community forum! [h3]Updates V0.885[/h3] -End of the Halloween Event -Better hitboxes for most enemy attacks, much closer to the actor's actual reach -Secure lab doors are now indestructible/ must use the maglock keys to gain access -Total Titan jumps reduced from the new 4-13 down to 1-6 based on distance travelled -Made more efficient rain particles that look a little better than before -Reduced spider count in arena combat/ enemy count multiplier now affects arena combat -Added more instances where the new spec ops and agent NPCs will spawn -Reduced the distance travelled boost on most enemy types -Cannons/Rockets are now more powerful, but fire a little slower and drain a little more durability -Zombies spawned from the zombnado will now have the same scream effect/ get up code from Deadfall zombies -D pad buttons can now be held down for quicker options menu navigation -Fixed enemy navigation for approaching vehicles -Restored critical Melee headshots on downed enemies -Removed chance of snow in spring, will now only spawn in winter months -Fixed foliage cull distances on some instances that would fire too early -Better tornado detection to throw players/some enemies out of its radius -Fixed deadfall enemies would destroy themselves on occasion -Removed bandits from arena -NPCs/Bandits no longer affected by the enemy count multiplier -Zombie child fixed attack and navigation -Vehicles will be forced to accelerate while nitro is active -Inspiration gain from enemies is now divided by the enemy count multiplier for horde type enemies (minimum of /1) -Hitting armored or hard type enemies will now cause sparks instead of dust -Enemy AI should now properly See players/vehicles -Fixed players could see through doors if looking through a scope while too close to the door -Fixed Sentry turrets lost their AI controller occasionally when spawned underground -Fixed Imps throwing fireballs through walls -Reduced consumable delay from 3 seconds down to 1.5 - no longer affected by your medical skill -Higher chance of enemy spawns at wreckages -Fixed players still getting candy from vendors with Halloween edition deactivated -Fixed Shock Mech navigation/animation and attack code [i][b]Join IndieAnonGames on social media TikTok- @indieanongames Youtube - [url=https://www.youtube.com/channel/UCblROKBoh3enSwgcTP0Q2tQ]https://www.youtube.com/channel/UCblROKBoh3enSwgcTP0Q2tQ[/url] Instagram - [url=https://www.instagram.com/indieanongames]https://www.instagram.com/indieanongames[/url] [/b][/i]