Auto Fire v06.25: Stable Stability
Auto Fire » Devlog
It's been a month, so there's a pretty chunky update this time. The player now has access to a vehicle fleet, and as such starts with a pretty basic car until they can afford something better. There is a vehicle stable at garages for swapping vehicles as well as weaponry, and then the citadel has a variety of cars you can purchase. The UI has gotten a bit cleanup as well, with the garage, character and citadel screens looking and operating with a lot more similarity.
Since you start with just an Econo Stallion, I took the opportunity to kick off the story a little bit more as well.
Emergency Fixes:
- Enemies were using your gas and ordnance to fire their weapons. Oh man, had to jump on that immediately.
- Fixed a problem where the automap would sometimes show as blank.
Vehicle Stable:
- Added a vehicle switching "stable" where you can swap cars at a garage.
- The player can now purchase new cars at any citadel.
- Players should have a lot more information about the features (such as speed perks) of the vehicles they are driving.
Vehicles:
- The player starts with a single vehicle type, and must engage with the vehicle pool to purchase new ones.
- Created purchasable versions of all levels of cars.
- Special moves and speed perks were moved only to upper-level vehicles.
- Added new vehicle types, the Plaza and the Falconer.
- All vehicle prices are level-driven but adjusted to end with $xx95 for added Ameri-flavah.
- Added and revised sales descriptions for each purchasable vehicle.
- Revised curves for player vehicle health levels to not *quite* ramp up as hard as it did before (+15 per level rather than +20)
Equipment:
- Adjusted the per-level data curves for item prices and cash drops.
- There are now bladed ram plates which do extra damage to humans, and spiked ram plates that do extra damage to armor.
UI:
- Revised the campaign launch screen in the frontend to tell more story and remove the vehicle selection.
- Revised the appearance of the citadel, garage and character screens. Information is displayed more consistently and is a lot cleaner.
- Both vehicles and equipment now have a consistent "power" number displayed in the corner so that it is easier to sort through weapons and items.
- When Damage is displayed, it should be appropriately multiplied or annotated to reflect a weapon that fires multiple shots.
- Made equipment stat readouts more consistent in color and style.
- Weapons now display crit percentage.
- Built-in Ram Plates now properly show damage.
- Fixed some issues with selecting items in some inventory slots, such as "vibrating" mouse conditions and text being obscrured inappropriately.
- Adjusted the size and placement of the equipment info popup so it doesn't obscure the UI so much.
- Fixed the social feed so it scrolls all the way to the bottom when new content is added (and not clip it off on the bottom).
- Fixed the automap so it looks correct if the aspect ratio is not square, such as highway maps.
- Updated steering wheel emoji to black and white.
- Health widget on enemies now uses the same color as other health meters.
- Buttons that are auto-selected should highlight more prominently when screens change or popup dialogues like travel and leveling up happen.
- Loadout selection should not as easily unselect when it pops up.
- Button highlighting in loadout selection popup is revised, less ugly.
- Loadout selection and vehicle stable now adjust their scroll bars as the player uses keys or gamepad to scroll up and down.
- Adjusted loading screen delays to better display the help text in a readable way.
Garage Repair:
- Increased the parts price somewhat to repair armor damage.
- Fixed an issue that kept players from being able to repair the last bit of armor.
Map Content:
- Fixed the footprint of the oil tank in tactical maps. It should work more clearly and you can drive through the corners that are clear now.
- Added some new shrub variants, and they should respond like the others when passed by a vehicle.
- Fixed a bug in gas popup descriptions.
- Flamers don't drop at low levels, because players could get stranded in the starting location if they use up all their gas as ammo.
Graphics:
- Al now has a revised portrait, his emoji will be more important as he gets new personality implants in the future.
- Added animation controller to enemies, so that they have move, damage and attack animations.
- Fixed some ugly flickering on the big orange explosion from mines and barrels.
- Fixed ragdolls, which were detaching all limbs on death (causing them to stretch).
- Added new enemy portraits to the roster.
- Fixed some flickering shadow issues on highway map terrain.
Audio:
- Fixed an issue that was making music not consistently play.
- Loading cargo now uses a different sound.
Tech:
- Updated to Unity 2020.2
Files
Auto Fire - Windows 32-bit 1.4 GB
Version 29 Jan 19, 2021
Auto Fire - Windows 64-bit 1.4 GB
Version 29 Jan 19, 2021
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Auto Fire
An auto combat Roguelike... call it a Roadlike CarPG.
Status | In development |
Author | Vertigames |
Genre | Role Playing |
Tags | 3D, Procedural Generation, Roguelike, Singleplayer, Tactical, Tactical RPG, Turn-based, Turn-Based Combat, Vehicles |
Languages | English |
More posts
- Testing out turn execution changes in the arenaOct 06, 2022
- Auto Fire v0.6.61: Citadels, Balance, UI and OptimizationOct 03, 2022
- Auto Fire at the Seattle Indies ExpoSep 18, 2022
- Auto Fire Update: Citadels and RenownJul 31, 2022
- Auto Fire v0.6.52: Technical cleanupJul 02, 2022
- Big UI Update! (it's about time)Jun 26, 2022
- Auto Fire v0.6.26: Talkin' about my GenerationFeb 18, 2021
- Desert Generator at Full Power!Feb 14, 2021
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