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otu6

Aug 25th, 2023 (edited)
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  1. OASIS: TOKYO UPDATE 6 CHANGELOG
  2. TRELLO: https://trello.com/b/aSO8cyD6/oasis-tokyo-public-roadmap
  3. anything thats a spoiler will be base64 encoded so decode that yourself if you want to know what it is (https://www.asciitohex.com/)
  4. the ()s before it describe what the spoiler is about so you can know if you wanna see it or not
  5. items that start with [new] have been added since the previous post in august
  6.  
  7. ---MAJOR ADDITIONS---
  8. --ENDGAME EXPANSION--
  9. - now has 3 stages, with a finale at the end - (slightly describes the ending circumstances) d2l0aCAyIGVuZGluZ3MgYXR0YWluYWJsZSBpbiBpdA==
  10. - stage 2 now has its own travel mission with a new boss enemy in it
  11. - sewer rework - redesigned the area at the beginning of runs, still dark, cramped, and literally a maze, but its a bit cleaner to play now (you'll still get crowded by robots but there's less at once)
  12. - alert system - as you progress through the run, how quickly you complete levels and how many enemies you kill determines your alert level. a higher alert level will spawn harder enemies in the run and will spawn them more quickly.
  13. (describes how the alert system changes) Z2V0dGluZyB0aHJvdWdoIGxldmVscyBxdWlja2x5IHdpbGwgbG93ZXIgaXQsIGtpbGxpbmcgZW5lbWllcyB3aWxsIHJhaXNlIGl0Lg==
  14. - each stage has a minimum alert level that it cannot be lowered below
  15. - new factions: jsdf (they have also been added to certain objectives found at max rep as well), (mentions factions that appear later that are technically spoilers) c2FpdGFtYSBncm91cCByZXNwb25zZSB0ZWFtcywgYW5kIGEgbXlzdGVyaW91cyBub24taG9zdGlsZSAzcmQgZmFjdGlvbiBmb3VuZCBpbiB0aGUgZW5kaW5n
  16. - new area, village, exclusive to stage 3: tbch not really a village, but thats its name
  17. - randomly generated shops can be found in stage 1 and 2, these will have different inventories based on the type of shop, there is also a vending machine outside the shops that can be used - like normal missions the drinks will last for one level (the level they are used in) - these shops also have better stuff in them based on how much shops back in Arinobu were upgraded
  18. - shop areas also delay enemy spawning for a few minutes so you have time to shop and have a minor break to loot the area
  19. - quick version of endgame added to extra modes
  20.  
  21. --DEFUSAL--
  22. - new objective type with gang and sectcom factions
  23. - 1-3 emps can be found in the area, they need to be defused before they go off
  24. - defusing an emp is a multi-stage process, you may need to juggle multiple at once as they are all on their own timers
  25. - if an emp goes off, the mission is lost
  26. - (hidden mechanic) YWRkaXRpb25hbGx5IGlmIHlvdSdyZSBuZWFyIGFuIGVtcCB3aGVuIGl0IGdvZXMgb2ZmIHlvdSBkaWU=
  27.  
  28. --NEW DYING CONSEQUENCES--
  29. - on normal and hardcore play modes, dying now causes your level xp to reset to 0
  30. - on normal you'll also lose 40% of the total xp for the current rep level, while in hardcore the rep level xp also gets reset to 0
  31. - you cannot actually lose a rep level, it just stays at 0
  32. - [new] failing a mission without dying (by leaving the area) will also cause a 40% loss in rep xp - for abandoning a mission, its a 20% loss instead
  33.  
  34. --[NEW] HACKING MINI-REWORK--
  35. - consolidated the hacking types into 3 categories, instead of npcs being vulnerable to up to 3 different hack types theyre now vulnerable to 1-3 of these categories
  36. - the category icon is now in the desc of each program, if an npc has that category icon theyll be vulnerable to that attack, and any other hacks in that category
  37. - there is no limit to the amount of effects that can be applied on an npc at once, they just need to be vulnerable to a hack's category
  38. - new hacking defenses: when drones begin to spawn, hostile mines will also begin to spawn around the area. stepping near them triggers a brief countdown before it explodes, affecting everyone applicable nearby. unlike player deployed mines, these wont be canceled when stepping out of its area
  39.  
  40. --NEW ITEMS/EXISTING ITEM CHANGES--
  41. - new weapon: V45, a fast firing smg in .45
  42. - new foregrip types: Angled Foregrip, 2 new vertical grips with varied stats
  43. - 2 new sights
  44. - 2 ak handguards now have foregrip slots: the Custom AK guard, and the polymer guard
  45. - added a rail to the S12 to allow sight attachment to it (may need to reobtain it if it exists in an existing save)
  46. - smartlink att has a new model
  47. - modularized the r200: now has a polymer foreend, polymer stock, sawn off stock (does not reduce item size), a gadget mount attachment, and a smoother top of the receiver for the rail - the new foreend and stocks are only found in items
  48. - cyberware ui now has icons instead of text, also completely removed the unused legs and arms cyberware slots
  49. - 3 (technically 5) new cyberware:
  50. - Symbiote Drones: a 2 slot internal cyberware, a short delay after damage you'll get a burst of healing, at the cost of drained stamina during the healing period and shortly after
  51. - Submuscular Hardeners: a 3 tiered internal cyberware, reduces viewpunch and bleed chance, and gives a small hp buff
  52. - [new] Neural Wiring: a 1 slot neural cyberware, allows for the slotting of chips into it, each of which will provide its own buff for a set amount of missions before being destroyed
  53. - cyberware in item form now exist, theyre used in quick endgame, they spawn similar to generic weapon mags in quick mode, you can equip them at any time but you need to get to a medical shop to unequip them
  54. - each ammo type now has their own colored box
  55. - [new] new hacking programs and effects:
  56. - new hacking types:
  57. - Freeze: freezes the affected npc in place for a limited amount of time
  58. - Tracker: gives an automated sonar ping on the affected npc for about 10 seconds
  59. - Vulnerablility: increases damage dealt to affected npc by about 1.5x for a couple seconds (this is the only effect the player can be effected by)
  60. - new program attack types:
  61. - Mine: places a mine on the ground that will detonate when *any* enemy is near it, and apply its effect to vulnerable npcs in the vicinity - freeze, slow, toxic, and vulnerability have mine variants
  62. - Railgun: after a brief charge up, fires a beam that affects all applicable enemies in a range in front of the player - tracker, panic, control, and melee slow have railgun variants
  63.  
  64. --ACHIEVEMENTS--
  65. - added 30 achievements to the game
  66. - these are accessible on both steam and itch, on itch it uses a local file to track them
  67. - steam and local achievements are separate, they arent shared (theyre the same achievements, but earning an achievement on the non-steam version wont earn the achievement on steam, and vice versa)
  68.  
  69. ---ADDITIONS---
  70. - updated the main hub area a ton, added more props and background buildings primarily
  71. - loadout system added to quick endgame and quick mode, allowing you to customize your equipment before starting
  72. - 2 new graphics settings:
  73. - shadow quality (high - new settings with much cleaner shadows (default), low - old settings, none - no shadows
  74. - antialiasing (disabled, 2x, 4x, 8x, default is 2x) - tbh i dont think thisll change much but i did it just because
  75. - added reverb effects based on the current soundscape
  76. - added the ability for notify to play a small sound when a message appears - this is primarily used on story-related notifies
  77. - pretty much every weapon sound and a few other sounds has been replaced (they were from some particular packs that were, well, iykyk)
  78. - reworked recoil a bit, you can check the small updates card in the trello for the full explanation but basically it should be less awkward to control full auto weapons that are being fired for more than 3 seconds now
  79. - added rebindable keys, also added a tab in settings to display the credits in-game
  80. - added a funi little secret thing :)
  81. - added a minor detail to the basic hp module - the rate now gets faster when getting kills/taking damage, and reduces back down over time
  82. - (new hidden detail/kinda-mechanic) d2hlbiBhIHJldHJpZXZhbCBvYmplY3RpdmUgaGFzIGEgaHVudCBldmVudCBhdHRhY2hlZCB0byBpdCwgdGhlcmUgaXMgbmV3IGl0ZW0gdG8gY29sbGVjdCBpbiBpdCBpbnN0ZWFkIG9mIHRoZSBub3JtYWwgZm9sZGVycywgcHJvYmFibHkgd29udCBkbyB0aGlzIGZvciBvdGhlciBvYmplY3RpdmVzIGR1ZSB0byBob3cgdGhleXJlIHNldCB1cA==
  83. - added a holdtype-like system to the npcs based on the state their ai is in (lowered weapon when patroling, low ready when investigating sounds/positions)
  84. - [new] added a weapon stats ui, this includes weapon-type specific skills, attachment effects, and anything else that changes stats on a weapon
  85. - [new] you can now use the delete key over an item to quickly drop it, instead of right click then dropping or dragging it out of the inv
  86. - [new] tutorial shoothouse now tracks time in milliseconds
  87. - [new] tutorial shoothouse now includes a time board (includes the “par” time, my best time, the best time across all of ur saves, the best time in that current session (resets when leaving tutorial), and the last time set) - theres no achievement for beating the par or my time or anything, i just thought itd be cool to add
  88. - [new] added an invert mouse y option to settings
  89. - [new] added an effect to the hardcore playmode that makes you take more damage as you gain levels
  90. - [new] added an effect to the cleaner extra mode that makes you take less damage as you gain levels (should make it a bit easier when later in the run)
  91. - [new] added a new corp area, with a unique chip for use with Neural Wiring that can be found in it
  92.  
  93. ---BALANCE CHANGES---
  94. - added a small stamina restore effect to all vending machine drinks
  95. - changed the speed at which high threat enemies rotate when in combat, making them more deadly when moving around them
  96. - nerfed npcs a little bit, increasing the spread of all npcs slightly and reducing the damage of shotguns so theyll no longer 1 shot at full health and no damage reduction (not factoring in headshot chance, its technically still possible but should be much more rare)
  97. - nerfed damage reduction effects in most places by like 5-10% generally
  98. - adjusted rep xp requirements for some rep levels (rep level 0 on only advanced now only requires 3 missions, for example)
  99. - most guns with full auto now have a bit different recoil due to the aformentioned recoil mini-rework
  100. - multiple cyberware changes:
  101. - nanosurgeon:
  102. - max hp count: 200 -> 400
  103. - default hp count: 120 -> 400
  104. - skill upgrade increase: 350 -> 600
  105. - refill item amount: 100 -> 400
  106. - bleed is still 15 hp per bleed (still one at a time)
  107. - 25% viewpunch reduction added to pain editor
  108. - increased the effect of bone lacing in all tiers, also added a smaller blade resist effect in all tiers too, prices are same
  109. - adrenaline boost now also includes during its effect time: 25% faster reload speed, 35% aiming speed multiplier, 5% aiming movement speed, and -5% aiming bob multiplier
  110. - both tiers of muscle augmentation now has a reduced stamina effect on them
  111. - [new] adjusted smartvision so you can see a bit during the effect
  112. - [new] the npc blind effect has been increased so that it actually does something now
  113. - [new] made the cleaner mode a bit easier (spawn waves now ignore difficulty scaling)
  114.  
  115. ---FIXES---
  116. - fixed dropping items through geometry (they now drop at your player position)
  117. - items also no longer collide with the player
  118. - fixed the ability to get anim locked if you use hotkeys too quickly
  119. - also fixed the issue that caused items with anims to get stuck on screen (like the medkit)
  120. - inv item layers no longer get messed up if you stack bags
  121. - fixed an issue that would let active cyberware effects stay for the rest of their durations if the cyberware is removed while active (they now correctly get removed when the cyberware is removed)
  122. - fixed an issue where you could switch the firemode of a weapon that wasnt active
  123. - fixed escape objs in slums not blocking the exit at the start of the level (i dont 100% know if this was an issue in previous versions, but its fixed now)
  124. - renamed 2 smgs to be a bit less ridiculously named
  125. - adjusted how rain particles spawn a bit, there should now be more rain no matter what direction youre facing now, and just more visible rain in general
  126. - fixed material for the new(er) vfx impacts, also fixed material for bandages
  127. - improved the look of clouds at night in arinobu and scenes that are set at night
  128. - [new] fixed the pain editor slow reduce effect literally not working (likely due to 4 am math)
  129. - [new] fixed aoe hacks dealing actual damage to enemies that werent virtual
  130. - [new] fixed/worked around the possibility for the cleaner mode to never load/crash (after about 500 tries itll just pick a random seed that i know works) - the mode's requirements are kinda strict so it can kinda get stuck sometimes
  131. - [new] fixed save genders/types not getting saved and defaulting to female (either this broke at some point or it never worked and nobody ever told me lmao)
  132. - [new] fixed subsequent tutorial shoot house times not displaying correctly
  133. - [new] fixed size of the vsync setting dropdown, so it should be on 1 line now
  134. - [new] fixed an issue that would cause weapon stats to not apply correctly (particularly with gadget parts, and unequipping/reequipping a weapon repeatedly)
  135. - [new] prevented starting endgame missions from incrementing the mission attempted counter (they already dont get wins incremented on completion)
  136. - [new] hacks now need the necessary amount of ram available in a cyberdeck to actually fire
  137. - various tiny fixes i forgot to keep track of
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