Overgrown: Genesis 0.09 Public Release! (Patreon)
Content
https://mega.nz/#!kUxAXRzY!zu3XMsOnTjsNmhM3yFH60K35ksEeE7fq6etkEygf0HU
Additionally, please find below a full changelog!
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NEW ADDITIONS:
* New level - the Jamesway Bridge. First mission out of Fort Patton. Revisits all previous enemies in one go, and will be used for the Reptile swarm and unlocks in the future. Finished.
* New level - the Central Business District (CBD). Second mission out of Fort Patton. Re-visitable (ie. you can go back to Fort Patton and then come back to the CBD at any time). Not complete yet.
* New enemy type - Hivelings/"Grunts". A step-up from the infected, these new "mutant" enemies require some thinking to defeat. Hivelings are immortal and will continually respawn no matter how many times they're killed. The only way to permanently defeat them is to destroy their Hivemind.
* New scene, the Hiveling/Grunt attack (+CG set).
* New scene, the Hiveling/Grunt gameover (+CG set).
* The subway system has been expanded, and made double the size.
* New scene (+CG set) with an insane survivor, David, used to work in the subway and whose computer you encounter first when you enter the level.
* New swarm ending (+CG set) for the Crawlers, in the subway's "shotgun room"; triggers if you didn't read up on the warning via Leslie's computer's emails and trip through the loose floorboards.
* New swarm ending (+CG set) for the Runners, in the Police HQ located in Dangerzone East, in a new "evidence locker" room; triggers if you didn't divert the Runners inside via the alarm.
* Fort Patton maps added, including the compound exterior when exiting the Civilian Shelter, as well as the new Military HQ and Armoury.
* Numerous new sprites and portraits for the new military cast.
* New tiles introduced for the military setting.
* Stat boosting items, as well as stats/attributes in general, have been removed from the game.
* Reaching "checkpoints" now only increases Morale, rather than having you pick between Hunger or Morale, and also removes the attribute aspect.
* New "Base Points" mechanic introduced. Will expand more as we go. Currently used for weapon upgrades.
* New BGM - "The Fortress"- for the new military settings.
* New major characters, General Hawke and Quartermaster Taylor. General Hawke is the quest-giver for Fort Patton, while Quartermaster Taylor is your go-to merchant, allowing you to sell food items for Base Points, and purchase various items and upgrades for trade goods.
* New weapon upgrade: Shotgun -> Tactical Shotgun. Addresses the limited range and low mag capacity of the regular Shotgun.
* Cheats now available from the Menu.
* Gallery now available from the Menu. First unlock (the test animation) is free. Second unlock is after you finish the Prologue (Billy and Gavin scenes). Third unlock after you enter the subway (All three Walker scenes). Fourth unlock after you finish the subway stage (All three Crawler scenes + subway survivor scene). The unlocks for the Hounds, Runners, and Reptiles will follow in later updates; tentatively, for Cold Pines, Dangerzone, and Jamesway Bridge.
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FIXES:
* Broken pathing for computer tables and computer terminals fixed.
* Black area underneath the office building in Hamilton fixed (pathing issue).
* Inaccessible sparkles around Dangerzone fixed.
* Rifle Packs don't give ammo, only more Rifle Packs; fixed.
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KNOWN ISSUES:
* Item categories are broken for now due to a faulty RMMV update.
* Using the Gallery allows you to "quick escape" from any situation due to the enemy locations being reset.
* As "Bridge Keycard" (for the Jamesway Bridge) occupies a previously-used item slot, you may already have it in your inventory before even doing the mission.
* Stairs in the Call Centre building (immediately to the right after entering CBD) go nowhere for now.
* Melee weapons replenish to full durability when switching maps
* If Elite Grunts are killed too fast / with melee weapons only, the Hivemind may remain inaccessible as the code did not have a chance to register the Elite Grunts dying.
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0.09.2 PATCH:
* The CBD mission is now ready to go. Go into the CBD, fight off or run circles around the Hivelings, rescue Captives, and kill the Hivemind! Expands the existing CBD map with x2 interiors buildings.
* First real "boss" fight: the Hivemind. The Hivemind itself does nothing, but it will summon x5 Elite Hivelings to deal with Juno in a narrow room with no escape.
* New mechanic: Captives. These captured soldiers and civilians can be found throughout the CBD and play an important role in the CBD mission.
* IV Pack item removed and replaced with Painkillers - these rare items restore 100% of Juno's Morale when used.
* First upgrade of the Civilian Shelter now ready: Med Station. Completing this upgrade has Sofia replenish you with x1 Painkillers whenever you run on empty.
* Gamestopping bug where subway control room is inaccessible after clearing barricade is fixed.
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0.09.3 PATCH:
* Door to the "shotgun room" in the subway still requires x11 Strength, but due to removed attributes it is impossible to obtain. Fixed.
* Permanent Cigarettes pickup added to the Subway Tunnels for David's tradeoff
* Computer still registers INT in the first subway room. Fixed.
* x1 missing CG variation in the Walker Gameover has been added in.
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0.09.4 PATCH:
* Item limit cap was set to 99 previously. This stopped you getting more ammo and Base Points past 99. Importantly, also prevented you getting the Med Station upgrade for the shelter. Remedied by changing item cap to 9999.
* Second computer in Subway Tunnels doesn't show Hansen's email if you opened Door 2 before looking at it. This prevents you from jumping over the pit if you had read the email, and thus prevents you getting the early shotgun.
* Missing car has been added to the CBD map.
* Missing Crawler Gameover variation (first one) added to the Gallery.
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0.09.5 PATCH:
* Med station upgrade doesn't stay permanent - Juno can walk out of the shelter, and walk back in with it unupgraded. Upgrading also refunds your Base Points. Fixed on both ends by removing refund and adding switch to register shelter is upgraded for re-entry.
* All side missions are marked complete during the evac from Brookside if you didn't actually start any of them. Fixed by adding additional switches to all three.