Release: v0.1.4.1 (and Development Video #19)October 26th
Here's the latest version and a video demonstrating what's new gameplay-wise:
Hostile Takeover Demo v0.1.4.1 for Windows (20 MB)
Hostile Takeover Demo v0.1.4.1 for Linux 32-bit (20 MB)
Hostile Takeover Demo v0.1.4.1 for Linux 64-bit (20 MB)Please note that savegames from previous versions won't work in this version.
Changes:
- Fixed bug with saving open doors.
- Fixed issue that made NPCs react to seeing you with a weapon in another building.
- Fixed bug that made it impossible to do an aimed shot while crouching.
- Fixed bug that would potentially crash the game when drawing the selection outline around a shooting character whose line of sight is broken.
- Fixed minor issue with the opening and closing of some doors not affecting tile lighting.
- Fixed some issues with elevators that could severly mess up the pathfinding of NPCs.
- Fixed player and background noise levels getting stuck if sound files are missing for some reason.
- Fixed bug that would cause the player to still be alive after dying if he was following a character when killed (i.e. the player had clicked on a character and the player character was walking up to that character).
- Fixed issue that would make a character face in a different direction than he was moving when getting out of another character's way.
- Fixed bug that would make a character choose an edge tile to walk to when getting out of another character's way.
- Made level visibility also apply to other buildings.
- Added power lines overlay when hovering over fuse boxes (and other stuff that's connected to something else via power lines).
- When clicking on a world object or using an item on it, the player character will now automatically walk up to it if it's out of reach (but not if the player character is in one building and the object in another).
- You can now shoot at characters in an elevator, and they can shoot at you.
- Made sure the current objective screen is removed if you walk into an elevator and the elevator buttons are displayed or walk up to talk to a character.
- Added an arrow for when hovering over an edge tile to show that going there will make you leave the map.
- Integrated the current objective and restart location buttons better with the interface.
- Made placement of character dialogue take into account whether or not the character is in a moving elevator.
- Changed the name of the Electric Surge and Lock Override devices to Remote Power Surge and Remote Door Lock.
- Added functionality to the scripting language so that actions can be set to only occur after a dialogue has ended and the player has closed the dialogue screen (such as the receptionist only going to investigate the car alarm when the player closes the dialogue window).
- Some changes to the test map.