1.7.2 Released!
New in 1.7.2
Hey all!
So I think this is the quickest update to ever come out for CINIS, seeing as this only took around five days.
This update focuses on a few things, mainly bug fixes. Some fixes relate to the enemies, and others are long time bugs. A few things were also added and adjusted. Keep reading for the details of Alpha 1.7.2!
Changelog
ADDED
- Projectiles can now also remove limbs from enemies:
Put simply, the player can now remove limbs from enemies with weapons such as the nailgun:
ADJUSTED
- Updated the compact weapon widget:
Cleaner look and more readable. Removed bars in favor of numbers, as they are more informative and accurate. Also reworded a few things and fixed some texture stretching. (See image below)
- Moved pickup prompt into weapon widgets:
Sometimes the “Press F to Pickup” text was just in the way of the weapon widgets, and it didn’t look that good. So now they’re inside the widget. Simple as.
(See image above again for reference)
FIXED
- Enemies can no longer sense the player through walls:
Enemies had the annoying feature of detecting the player through walls, but their extraordinary senses have been dampened. (Yay stealth!)
- The player no longer makes noise when sneaking / walking:
Small oversight in a few changes for the last update, but now the player won’t make any sounds when walking. So feel free to sneak up on enemies! (Yay stealth!)
- Weapon widgets now disappear as intended:
Previously some weapon widgets would not disappear, especially when going from one pickup item to another, say weapon to weapon or weapon to rune. This has been fixed, and now they’ll disappear as intended.
- Fixed enemies wiggling:
Enemies would try to look at the player, and look the way they were moving at the same time, causing them to wiggle. This has been fixed.
- Enemies do not react to decals anymore:
If an enemy ran through a patch of blood or burn marks, they’d be covered in it as well. This has been fixed.
REMOVED
- Removed Range Stat from weapon widgets:
Let's be honest, it wasn’t useful. At all. Took up a lot of space, and only like, two weapons at max had any difference in this stat. Just removed it from the game. It might be replaced by something else later, but we’ll see.
Comming up in 1.8
Okay, since you found the bottom of the post, I'll give a few teasers as to what's gonna be in 1.8:
Been prototyping new enemies, a certain kind of Doctor, a fairly precise enemy, and a guy with a nailgun have been sneaking into the game. Don't have any models for them yet, and they're still in early development, so I won't be too specific and give away too many details about this specific point, but that's a few hints of what they'll be.
Keeping in line of staying vague and non-specific with my teasers, here's a singular screenshot of a new mechanic:
And that'll be it for now!
Thanks!
Files
Get CINIS - Classic
CINIS - Classic
A Rogue-like FPS with inspiration from QUAKE
Status | Canceled |
Author | Alexander Lind |
Genre | Shooter, Action |
Tags | First-Person, FPS, Low-poly, quake, Retro, Roguelite, Singleplayer, Unreal Engine, Weapons |
Languages | English |
More posts
- So what happened with CINIS?9 hours ago
- EXPERIMENTAL RELEASE 1.8 E0Jan 18, 2023
- Alpha 1.7.1 Released!Dec 04, 2022
- OVERKILL UPDATE - Alpha 1.7Oct 11, 2022
- Alpha 1.6 Released!Sep 15, 2022
- Lessons from failed game projectsSep 05, 2022
- Launch + Upcoming content!Sep 05, 2022
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