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CASH_OUT BETA 7
It's been quite a while since the last patch of cash_out! During that time I've added a lot of new content to the game! Along with that, I've overhauled modding and the career mode to smoothen out how it plays! Here's the major changes in beta 7, everything else is bug fixes and balance, check the patch notes for more.
Last patch, career mode was cordoned off from the rest of the game for some serious issues visually and mechanically. Polished up career mode, it now looks, functions and runs SIGNIFICANTLY better!
Career mode now looks much better, and is much easier to navigate.
Mechanically, outside of bug fixes, not much has changed with career mode, except you no longer choose your traits. This was added in last patch, but it now is in affect now. Your job class is unlocked on level 2, where your description perk is unlocked on level 4!
Besides that, the only thing that has changed is that bypassing levels is much more expensive, and selling items and unique weapons yields you more money.
While small content wise, I was getting feedback that picking up items is pretty jank, and people would like to be able to not have to use the mouse to pick stuff up. As a result I overhauled the way that items are picked up. You're no longer forced to inspect while picking items up.
Highlighting the item you want to pickup makes it easier to discern what item is what.
Now, depending on the option, you or your cursor is near an item, pressing the interact key will bring up a list of items you can pick up. This works the same way as before, but when you let go of the interact key, it'll pick up that item. You can set an option to either pick up items near you, or near your cursor!
I'm still ironing this out, but it is much more smooth and user friendly I feel.
Based on playtesting, I found some issues with the way enemies work. At higher levels, they're too alert, and they're too fast. This shifted the focus way too far to stealth. I've been trying to mix stealth and action, but It was nearly impossible to play like this.
As a result I've changed some stuff when it comes to AI.
- Enemies are slower, and aim MUCH slower. As a tradeoff, they hit harder now. Be sure to move around when attacking!
- Enemy alertness is now exponential. This results in one mistake not totally messing you up, but more mistakes being worse.
- Leaders and unique enemies can now spawn in level 1. I just felt this was arbitrary, the difficulty level now determines the rarity of unique enemies.
Speaking of unique enemies, I've added a new one, the Heavy Weapons enemy is slow and strong, but doesn't need to reload when attacking!
The heavy weapon enemy doesn't move around while attacking!
NEW CLOTHING AND WEAPONS
I've added 3 new unique weapons, and 1 new clothing set this patch.
CLOTHING -> Mechanic's Set. When using the mechanic's set, a small drone will follow behind you, firing at enemies. The shirt increases the damage, the pants increase the speed!
WEAPON -> Rapier. The rapier is a slow sword for stabbing. Compared to knives, the attack range is significantly larger. The further you are from the enemy, the more it does!
The rapier has a very large attack range!
WEAPON -> Sparkler. The sparkler can be used like a knife. When you hit an enemy, the sparkler starts to spark up. The more burnt out it is, the less damage it does!
WEAPON -> Crossbow. The crossbow fires barbed bolts, the more bolts in the enemy, the more damage it does. This weapon is very silent, and missed bolts can be picked up as ammo!
Modding has gone through some major overhauls! Instead of being based off arrays, which is fairly unoptimized, variables can be stored through maps.There isn't too much to say besides that. I've included a very basic mod set with some objects I've made with the scripting system. Again, a proper scripting program will come out when I am on steam.
This bomb block was made with the scripting system!
That's about it for this patch! Like always, the full list of changes is on the patch notes! Thanks for reading, and enjoy!