Auto Fire v0.5.11: Way too many changes!


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 GB
Version 9 May 21, 2019
Auto Fire - Windows 32-bit 1 GB
Version 9 May 21, 2019

Get Auto Fire

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.