Update v0.2

Version info v0.2 changelog:
- added a new big map (for longer games).
- added hit indicator numbers with information over enemy state.
- armor-, health- and speed bonusses give twice the boost (e.g. now a single health boost increases hp regen by 2%). Collect those items! laugh
- new enemy that loves jumping (you will see :D) & added 2 new waves for Survival
- new sniper-like Pulse weapon with as secundary fire a stun shot (good for escaping or for multiplayer).
- overhauled Laser weapon.
- player weapon projectiles move much faster now ( ~x2).
- enemies strafing changed, letting them faster flank you but giving you more time to fire at them.
- enemy strafing ability now also dependent on difficulty level.
- changed altered fire of Flare weapon a bit.
- improved graphics a bit of many things like enemies, terrain and weapons.
- Rebalanced waves in Recon mode: large wave (starts after 6 min instead 4 min, less chance to spawn ranged enemy, 1 enemy less and only triggers when there are few enemies on the map) and after reconning a point 1 less enemy spawned lateron.
- changed tutorial a bit.
- ranged spitter enemy deals less damage (from 6 to 5) but is more mobile when attacking.
- camera angle less limited.
- hands rotation more smooth.
- mouse cursor now shows the direction of projectiles better.

Also I added a list of the available weaponry, could come in handy although the new hit indicator numbers also give alot of information.

Energy
Primary fire: shoots an energy/ammo efficient ball dealing okay damage at decent range.
Secundary fire: shoots two energy balls at less than twice the energy cost but not accurate at long range.

Flare
Primary fire: shoots a long range area of effect missile, dealing its damage 2x on a direct hit (1x area + 1x impact).
Secundary fire: launches a stronger missile that travels futher but costs more and is fired at an weird angle.

Laser
Primary fire: rapid-fire and decent attack, less efficient than Energy.
Secundary fire: greater hit-box to be used against flying and/or fast moving enemies.

Flamer
Primary fire: high damage and piercing at very short range.
Secundary fire: even high damage but also high energy costs.

Fusion
Primary fire: fires horizontal disks that pierce enemies with a decent fire-rate.
Secundary fire: fires vertical disks that pierce enemies with a decent fire-rate (handy against flying enemies).

Pulse
Primary fire: shoots a powerfull fast moving projectile at long range. High energy cost.
Secundary fire: 100% chance to stun but less damage.

Last edited by Reconnoiter; 12/20/14 17:53.