Project: Firmament Beta (v0.1.2)
This isn't everything I want to do before I stop updating the Beta version and focus on making new content. Next patch will likely focus on giving Bank Withdrawal's silent route more content along with some more silent tweaks in general.
A lot of these changes make the game harder overall (especially in Standard mode), but I'm fine with that.
(ADDITIONS)
-Enemy spawning overhaul. Here's the simplified changes:
>Each difficulty had their in-between siege times shortened. (Standard: 45s->30s ; Stressful: 25s->20s ; Nevermore: 15s->10s)
>Southern Holdout (and other future Holdout maps) now have the unique feature of having zero in-between time, now working as a proper gauntlet experience. In future Holdout maps, there will be additional defenses to set up before it begins, so the gauntlet gameplay will be a bit more dynamic on the player's part.
>The time between each enemy being spawned in now dynamically changes based on difficulty. Before it was pretty consistently set to 4s. Now, for each additional wave, the standard 4s timer gets lowered by a certain amount per difficulty. This caps out at an enemy spawn timer of 2.5s. (Standard: 0.4s ; Stressful: 0.3s ; Nevermore: 0.2s) The reason that the easier difficulties get more of a cut are because the enemies are generally easier to kill, especially with perks.
-You can now shove enemies while holding guns. Compared to shoving while unarmed, only half damage is done. You are unable to shoot enemies if they're within the shove radius.
-The Shield droid has been reworked. After taking enough damage to kill them, they will fully heal and discard their shield. You can rip off their shield prematurely by either shoving or hitting them with a thrown gun, preventing their recovery.
-Small animation to show which enemies are stunned.
-Cameras will now alert an alarm box if they fully detect you or if they're destroyed. If this alarm box isn't destroyed in time, then the alarm goes off.
(BALANCING)
-Modified the level design of "Emergency Room."
-Added new dialogue to "Emergency Room."
-Single burst guns can no longer queue.
-Lowered shove radius from 128px to 96px.
-Enemies who die by shoving will always drop ammo.
-Stun time has been generally lowered everywhere besides Tumors' self-stun upon hitting the player.
-Thrown guns within a certain velocity threshold (very generous) will obtain a brief burst of momentum when hitting a target, allowing slower throwers like Laurasia to still get decent mileage from the mechanic if enemies are kited properly.
-Cameras now have corpses.
-Corpses do not fade while in silent.
-Missions in which you fail at staying silent will automatically have an enemy spawn timer of 2.2s and automatically start on the highest wave number.
-Silent detection will now scale based on difficulty again.
-Citizens and cameras will now detect things significantly faster when they're closer.
-Citizens' vision range increased.
-Harassers' damage has been increased from 3 to 5.
-Shields' damage has been increased from 14 to 26. Their aim time has also been adjusted from 2s to 1s.
-Shields' sprite has been adjusted to be more recognizable in a crowd.
(BUG FIXES)
-No longer spawn inside of a wall in "Southern Holdout."
Files
Get PROJECT: FIRMAMENT (Beta)
PROJECT: FIRMAMENT (Beta)
The starless universe's rebirth.
Status | In development |
Author | Shoe Stealin' Studios |
Genre | Shooter, Action |
Tags | Top down shooter |
Languages | English |
More posts
- Project: Firmament Beta (v0.2.0)2 days ago
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- Project: Firmament Indev (v0.0.16)14 days ago
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