Steam is giving me trouble. Here is the changelog for these two updates.
V3.1.29
These changes have NOT been tested. Drake Tower MAY have broken from them.
I was going to include more fixes, but in order to test the Morgue I had to publish so the rest will be in the next update.
Drake Tower
- Debug comment removals
- Security movement tweaks
- HIGH RISK FIX: Losing stealth disables social triggers. This needs to be thoroughly tested.
Downtown
- Modified Drake Tower entrance so you only need to enter the password once.
Morgue
- Removed auto heal from morgue and replaced it with a situational heal.
Generic Fixes
- Tweaks to Phone Conversation to make it more clear you need a credstick.
To Do
- Add “cover blown permance” to Drake Tower
V3.1.28
UNTESTED FIXES
(I ran out of time)
Drake Tower
- Tweaks to disguise handling on FL5 and 6.
- Modified Security Attack logic by removing “move to player 0” from the command list. This was preventing them from attacking immediately. There may be other logic issues as well.
- Set lose disguise trigger so its not maintained after firing. (this should stop multiple cover blown messages)
- Tweaked roof turrets. Hopefully they will properly attack now (rather than simply over-watching).
To Do
- Adjust “strip disguise” logic to disable “social” triggers. This will be a lot of busy work, but is IMPORTANT to fix.
Comments
Wow, it’s been quiet here lately (me included). Where are we at with needing a new version tested?
I’ve been making a LOT of bug fixes and updates over on the steam page, but haven’t had anything interesting to say here…
I probably should have posted about adding spawners Downtown and reworking the spawning logic…