OASIS: Tokyo is an FPS with a focus on inventory management that has roguelite elements. Complete procedurally generated missions in a shady underworld.
Hi! Here is v1.2. It has a bunch of new stuff, some more quality of life features, and some fixes. You can find the full changelog with everything at the bottom of this announcement, but I figured I'd show some off the new stuff here.
[h3]New Items[/h3]
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First off, new items. Building off of the previous new grenade mechanics introduced in the last update, there are 4 new grenades including impact and stun grenades. I've also added a new low-tier backpack and some new vests to use. There is a new attachment type for the barrel/supp slot in compensators. These provide a very good recoil control buff when ADS but obviously you don't get the reduced sound detection radius when shooting like with the suppressors.
In total, a little over 30 new items have been added.
[h3]New Areas[/h3]
There's also a bit of new stuff related to new level areas. There is a new area named Skyscraper. It appears starting at tier 4 and has some new exit mechanics featuring elevators. The thumbnail for this post is using a screenshot of the level's backdrop.
There's also been some additions for existing levels as well. The night-time Local Office variant has been expanded a bit, featuring new areas enemies can spawn from and a secondary exit across the street. Slums and Warehouses now have a second exit type that can spawn that require opening before it can be used.
Exits have been changed to be slightly delayed instead of instantly leaving. There is - in most cases - a 2.5 second wait before actually leaving the area. This allows for special exits such as the new exit types previously mentioned, the exits in skyscraper, and some other future exit ideas in new areas currently planned. For various reasons, some exits - namely the one in the intro scene and exits during endgame - are still instant.
[h3]Quality of Life[/h3]
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There is now a firing range across from the Military shop in Arinobu now. It has a few settings for the targets and you have unlimited ammo while inside the range. I've also optimized lightmaps a bit, so the game is a couple hundred megabytes smaller.
Shops in endgame/oasis hunt now have guaranteed spawns for ammo and mags for your equipped weapons. I've also added one of the endgame shops to the mission briefing menu in Quick Mode, allowing you to buy/sell items in it.
There is much much much more in this update. What I've highlighted here barely even scratches the surface. I was originally going to just post the full changelog here as I did before, but the full changelog ended up being around 13500 characters (over 3 times as long as v1.1's), so instead I've set up a personal site and put it there, which allows me to format it nicer as well. If you want to see absolutely everything in this update, you can check it out here:
https://sky675.github.io/changelogs/oasis-tokyo-12/
I hope you enjoy everything in this update!