Auto Fire v06.25: Stable Stability

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.

Click to go to download Auto Fire! Still free to try!

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)
Everybody’s gotta start somewhere… This Econo Stallion was like a lifeline to you.

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

Leave a Reply

Your email address will not be published. Required fields are marked *