Auto Fire v0.5.11: Way too many changes!
Auto Fire » Devlog
It's been far too long since I've made an update. That's a terrible thing I don't want to happen very often, but I started to put in the quest updates and it made sense to get a number of additional features up to snuff in support of it. That's on me, but on the upside to you folks, you get to see a bunch of changes all at once. Multi-stage boss conflicts! Dynamic music! Persistent map states! Improved quest display! Physics fixes! Visual Cleanup! Whew, here goes!
Quests
- Entering a map occupied by a boss now requires the player to progress through the map and take out a number of strategic structures in order to coax the boss to face you.
- Outpost maps are defended by armored watchtowers.
- Ruined cities require you to take out fuel dumps.
- The quest title is shown when entering and area, and updates are shown as the player achieves objectives.
- The mini quest display is cleaned up and should update properly.
- Quests are properly resumed when the player returns to a location.
- Reviewing your quests that are in maps other than the current one is handled better.
Music
- Added some post-apocalyptic music and a couple stingers. Adjusted existing stingers.
- Added dynamic music tracks for city and outpost tactical maps.
- Dynamic music now escalates as the player takes out more emplacements and the enemy spawns get more intense, up until the boss is unleashed and the boss music is played.
- Added boss-specific music, and adjust the intensity based on how close the boss is.
Visuals
- Adjusted the anti-aliasing so the game isn't blurry. Temporal anti-aliasing can cause a smearing effect might work for realistic titles but ain't great for games with precise information to dole out.
Combat/Systems
- Added sustained fire bonuses that improve player accuracy after multiple attacks.
- Painting an enemy with the radar will improve player accuracy against them.
- Improved some targeting response elements by indicating which entities are people, cars, emplacements, etc.
- Emplacements such as watchtowers have new aggro and play distinct spotted sounds.
- Extended the aggro duration of enemies and made sure they don't lose interest in the player while still in sight.
Balance
- Junkthrowers do 50% more damage. They were supposed to be scrub-tier weapons but they were just sooooo bad.
- The Stallion now has a bolt rifle mounted front and two junkthrowers (one per side). Its combat capability was depressingly terrible.
- Mines have a lower cooldown again.
- Significantly more cash is dropped from loot crates and enemies. Killing a boss and getting $4 was definitely sub-awesome.
- Zones have fewer garages.
Map Generation
- Quest emplacements like watchtowers and fuel dumps are placed in sockets that are part of map generation. Thus their placement is more crafted.
- Loot crates and barrels also have specific hand-crafted sockets for various map generation tiles, for a less haphazard placement.
- Crates are off the beaten path, sometimes in nooks or dead-ends, but generally in a place somewhat thought out.
- Barrels are placed in clusters around road hazards, fuel stations and large wrecks.
- Loot and barrels now have a tunable target number placed per map. Before it was a much wilder range of possibilities.
Progression
- Population, quest progression and entity placement is now saved when exiting and returning to a map.
- Entities, enemies, sites and pickups now save their state (when marked to do so) when leaving and returning.
- This is not quite all the way to full savegames, but we're very close.
UI
- Improved the display of enemy misses somewhat. Shots go wide and misses are pretty clear.
- Cleaned up the "chrome" UI window borders. They were originally photoshopped from actual chrome dashboards but that didn't scale as well as I'd like. Buttons have their own appearance now.
- Improved some bugs with weapon targeting and the widgets over target vehicles.
- Can now display entities as singular or plural for quest readouts.
- Boss and targeting popup displays are now cleaner and, well, less terrible.
Bugs
- Fixed the handling of rotating
- Improved some poorly-handled persistent effects such as oil jets and skids... These are now handled with greater safety and more robustness.
- Enemies no longer can get in a state of attacking inanimate objects or themselves.
Files
Auto Fire - Windows 64-bit 1.4 GB
Version 9 May 21, 2019
Auto Fire - Windows 32-bit 1.4 GB
Version 9 May 21, 2019
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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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