Alpha 11 - The ScavengersCommunity Announcements - Suncrash
Alpha 11 - The Scavengers
In the apocalypse, you either adapt or you perish. Everything changes, and so does Judgment. The Scavengers are here, with a bunch of new mechanics, improvements, content and much more.
Alpha 11 - The Scavengers is now available on the main branch. The main focus of this update was combat missions. There are two new modes, and several other improvements around this.
Here are the main changes. You can see the full list of changes in the bottom of the post.
Scavenge MissionsScavenge missions have been overhauled, and a proper scavenge experience has replaced the generic Find and kill all enemies that was previously used when scavenging for supplies.
In alpha 11, loot crates are scattered across the battlefield, and demons patrol the area. The demons will no longer attack as soon as you spot them. Instead, every creature and survivor have their own vision range, and an enemy group will only become aggressive if they spot a survivor.
Equip your survivors with binoculars and grant them skills in scouting to increase their vision range, and you can sneak around and collect scavenge without engaging the enemies. But some enemies are very perceptive, and you may prefer to take them out before venturing too far from your escape route.
Rescue MissionsAnother new type of combat is the rescue mission. In these missions, you need to find and rescue a trapped refugee, then escort them back to safety.
Clear the area first, then find a good defensive position, as you will need to defend the survivor that attempts to release the refugee, demons will become aware of your presence and attack relentlessly until you finish the rescue attempt and escape.
AlchemyTo survive the apocalypse, your team can now research and make use of Alchemy. Alchemy adds new workstations, rituals, resources and equipment.
Scavenge Aether, and craft the legendary Prima Materia, the base of all matter, that can be used by alchemists in their Alchemy Table to create powerful equipment. Build a philosophers stone, and perform weird rituals to transform the base matter into more useful substances.
The PriestA new profession of survivors is introduced - the priest. Some priests are good at farming, some knowledgable in the occult, others are good builders. There are devout priests that are sworn enemies of demons, dealing huge amounts of damage, but also more vulnerable to their attacks. Others are corrupt, they take the apocalypse more lightly, dealing and receiving less damage from the damned.
As priests gain experience, they can craft powerful defensive crosses, but their most important skill, they can conduct last rites, and bury their dead friends. At their graves, strange new rituals can be performed to harvest some of their essence and allow them, in their own way, to aid the cause even after death.
But in the time of the apocalypse, dead spirits are restless, and they attract each other. Building an entire graveyard so close to home, while important for morale, may prove fatal
VisualsSeveral visual improvements have been introduced, such as a new dynamic title screen and combat summary. If all your survivors die horribly and your colony is overrun, you will now see a neat new game over screen with some interesting stats about your time in the world.
Theres also a brand new Urban combat biome. You will now be fighting demons in an urban environment, amidst abandoned apartment buildings and a sea of concrete
Previous saves and modsPrevious saves are supported, but due to map generation, content and balancing changes, we strongly recommend to start a new game.
Mods from previous alpha should work fine, most of our changes are backwards compatible. You can read more about modding backwards compatibility and modding in general in our modding wiki.
Full list of changes Mechanics: New system to support different combat types (as opposed to a single "kill all enemies" mission).
Mechanics: Loot can now be found in the combat maps, and you can scavenge and retreat instead of clearing all enemies in the map.
Mechanics: Rescue missions now require that you actually rescue a trapped survivor, protect the rescuing survivor from enemy attacks, and retreat - instead of just killing all the enemies in the map.
Mechanics: Enemies now patrol combat areas instead of standing in place.
Mechanics: Enemies now have their own vision range. They only aggro if they see survivors, making it possible to sneak around.
Mechanics: Night time now holds penalties to vision and ranged accuracy, for both survivors and enemies, making melee and sneaking more effective at night.
Mechanics: In combat, an attack now happens immediately, and the cooldown afterwards. Slow firing weapons become a more viable option, and there are less "delayed hits".
Mechanics: When the base is attacked, enemies will now only spawn in tiles at the edge of the map, or tiles within a certain travel distance from edge tiles. They are much less likely to spawn inside buildings. An exception is if the building is on the edge itself.
Mechanics: Summoning rituals now spawn the enemies near where the ritual was performed, instead of map edges.
Mechanics: It is no longer possible to earn Steam Achievements when there are any mods enabled.
Usability: Added a search option in the world map, that will highlight locations with specific items.
Usability: Final combat stats taking into account all skills, weapons and other modifiers are now displayed in the skills window, making it easier to decide on survivor equipment.
Usability: You can now name your saved games.
Usability: Autosave files are now given meaningful titles and are easier to identify.
Usability: New indication when enemies have spotted the survivors and are actively attacking them.
Usability: Cursor now changes to attack/loot/rescue when a survivor is selected in combat and the mouse hovers an enemy/loot crate/trapped survivor.
Usability: Added keyboard shortcuts for Taks Priorities window, Skills window, and Crafting Priorities window.
Usability: Survivor shortcut group numbers are now shown on their portraits.
Usability: Selecting an enemy in combat now shows more of their stats.
Usability: Enemy aggro range is now visible to the player, if the enemy itself is visible.
Usability: When customizing a survivor's appearance, the body color selector now shows the final color instead of a greyscale tint.
Usability: Now displaying the map seed in the game menu, so you can share with friends or replay the same map.
Usability: Changing survivor equipment with the skills window open will now reopen the skills window, easier to see the change in stats.
Usability: Hovering texts in the game menu now highlights the text.
Visuals: New, more dynamic, after-combat report.
Visuals: New, more dynamic, title screen.
Visuals: New game lost screen with some awesome statistics.
Visuals: Survivor eyes in portraits are no longer affected by skin tone, making them clearer in darker skin colors.
Visuals: New werewolf walking animation.
Visuals: Added rotating options to several 1x1 objects such as food table and bed (doesn't affect gameplay, only aesthetics).
Visuals: Replaced the combat retreat area with something that fits better in all biomes.
Visuals: New Save/Load window.
Content: New combat biome - Urban Area.
Content: New profession - Priest.
Content: New starting skills and levle-up skills for priest profession.
Content: New item: dead body, that is dropped when a survivor dies
Content: Survivor Graves can be built by a priest with a dead body.
Content: Perform a dark harvesting ritual in a survivor's grave to gather demonite from their spirit's essence. This ritual can only be performed every so often.
Content: New item: Cross, that can be crafted by priests with the right skill and provide a big boost in protection for a short duration.
Content: New alchemy research tree with 3 new research subjects.
Content: Alchemy Table where you can craft new alchemy-related resources and equipment.
Content: Philosopher Stone where you can perform rituals that transmute materials into other materials.
Content: 2 new alchemy-related resources, the crafted Prima Materia, and scavengable Aether.
Content: 4 new alchemy-related items - Paracelsus Sword, Transmutation Gun, Mercurial Armor and Elemental Bomb.
Content: New item and skills that affect survivor vision range.
Content: Added a new very easy base defense mission right after the weapons crafting quest.
Balancing: Tweaked enemies in hellgate a little.
Balancing: Scavenge Speed bonuses now apply to speed of looting and releasing trapped survivors in combat, in addition to searching debris at the base.
Balancing: Amount of items in scavenge locations are no longer shown in advance, only which items.
Balancing: There are now more enemies in scavenge missions since you no longer have to kill them all to get the loot.
Balancing: Enemy difficulty in rescue missions is a bit lower now, to make up for enemies spawning during the rescue mission.
Balancing: Sniper rifles now increase combat vision range a bit.
Balancing: Some research materials will now spawn a bit closer to base, making them easier to find.
Balancing: Experience gained from damaging enemies was decreased a bit.
Balancing: Rescued survivors now have higher chance of having a profession that you have less of.
Balancing: Reduced the chance of getting an Occultist and Priest, and increased the chance of getting a Survivalist.
Steam: Added several new achievements and modified some of the old ones to keep up with all the latest changes.
Modding: Can now add custom audio files.
Modding: Can now add movement speed effects to items, abilities, etc.
Modding: Can now give combat abilities to Weapons and Armor, as long as they do not consume the item.
Fixed: Overall pants skinning issues.
Fixed: Incorrect phrasing confused "hellgate" and "portal".
Fixed: When sending survivors out of towers in combat they always tried to travel to the top-right of the tower before going to their destination.
Fixed: Couldn't send survivors out of towers in combat if there was another object anyhwhere near the tower.
Fixed: If a save file got corrupted somehow, it caused the game to stop working altogether.
Fixed: When enemies were targeting a survivor that retreated from combat they would become stuck.
Fixed: When a survivor had many effects in the skills window and they wouldn't all fit, it wouldn't scroll and some were not visible.
Fixed: Sometimes barrels on top of roads would not be visible.
Fixed: Level up indicators no longer appear in mission preparation (clicking them would cause the game to be stuck).
Fixed: Display glitch in experience bar.