Alpha Release 0.2.0 - New Monsters & Abilites, Future-Proofing, and More


Today I am releasing an update which is fairly large under the hood, and therefore, took quite a while to develop. This update adds some new enemies, weapons, and abilities. Behind the scenes, a large refactor of many systems has been done, to better prepare for the larger progression update.

Mechanical Changes

First, some of the more important mechanical changes are listed below:

  • Max level is now 100, and max level for any attribute is now 30.
  • Attributes now increase stats in a non-uniform way, similar to many Soulslike games. They tend to ramp up at level 10, softcap at 20, and hardcap at 30.
  • Intelligence now increases Magitech power, at the cost of HP loss for each level invested. It's previous effects on criticals were never actually implemented.
  • Strength now increases Mettle (stagger resistance). Constitution, Endurance, Agility, and Expertise have been readjusted.
  • All weapons are more accurate, have less recoil, and have less pellet spread. Enemies are now able to be hit more consistently when at different heights relative to the player.
  • Many misc. balance changes have been made to weapons, Magitech, and perks.

New Monsters

The Legion has been expanded with three new enemies.

Pesterer

These annoying creatures are extremely fast and attack in large numbers, with their strategy being to swarm their foes. However, they have very low HP and deal relatively low amounts of damage.

Mage

The first 'support' type enemy added to Magitech Requiem. When close to their allies, they will place a buff on the ground which imbues other Legion with increased movement speed and damage dealt. After they have used their ability, they will shoot Defiers with a moderate damage projectile. They have roughly the same HP as Pesterers, and move slowly.

Spitter

Spitters are the main 'Ranged' type enemy. When within medium range, they will shoot a small barrage of projectiles which individually deal low damage.

New Abilities

To torment your new foes, three new abilities have been added to the Defiers' arsenal.

Ether Form


Upon activation, transmute your body into Ether for 6 seconds. While in this form, you move extremely quickly and are immune to all damage. Using any weapon or other Magitech will cause Ether Form to expire immediately.

Mark for Death

Create a field of darkness with a radius of 8 meters. Enemies caught within the field become Hexed for 10 seconds. Hexed enemies move 20% slower, take 20% more damage, and grant 6% lifesteal to any attackers.

Darklight

Create a blast of Darklight, directed forward with a short range. Enemies caught within the blast take 450 damage immediately, and then continue to burn for a total of 180 damage over 3 seconds.

New Weapon

IRR M1873

Several modifications have enabled this antiquated weapon to maintain great reliablity despite it's old design. The IRR M1879 bridges the gap between heavy sniper rifles and easier to use marksman rifles, exhibiting high damage per shot as well as reasonable handling. Drawbacks include a slow rate of fire, and reduced accuracy when moving.

New Perks

Spray n' Pray

Continuously firing a gun with a fire rate of at least 450 RPM adds up to 10 stacks of Spray n' Pray. Each stack increases damage by a flat value of 1. Reloading or swapping weapons removes all stacks.

Phantom Round

Increases clip size by 25%. Additionally, killing an enemy restores 1 round of ammo for your currently equipped firearm.

Center of Mass

Eliminates firearm damage spread.

Cheers,
Jack V.

Full changelog:

  • Added new perks: Spray n' Pray, Phantom Round, Center of Mass.
  • Added new Magitech: Ether Form, Mark for Death, Darklight.
  • Added new weapon: IRR M1879.
  • Added new enemies: Pesterer, Mage, Spitter
  • Rebalanced enemies.
  • Some states and their stacks are now visible on the HUD.
  • Adjusted visual effects.
  • Adjusted the falloff of sfx.
  • Max level is now 100, and max level for attributes is now 30.
  • Attributes now raise stats in a non-uniform manner (similar to many soulslike games). Growth typically starts slow, then speeds up lvl ~10, then soft-caps at ~20.
  • Intelligence now raises Magitech Power. (it's effects on criticals before this version were not implemented. Criticals will be reworked at a later date.)
  • Overall rebalance to attributes and player stats.
  • Stats modified by attributes are now highlighted, in the Details submenu.
  • Ballistic overcharge is now ~40% faster to cast and reloads your current firearm.
  • Entities can now be weak or resistant to states. The Brute now has a 33% resistance to stuns.
  • When aiming a grenade, the explosion radius is now shown.
  • Slightly reduced the base radius of Blinding Metaphysik.
  • Moderately increased the base radius of Volatile Metaphysik.
  • Increased firearm accuracy and reduced recoil across the board.
  • Reduced pellet spread for all shotguns.
  • Improved consistency of shooting enemies that are taller or shorter than the player.
  • Added footstep sounds to various ground props.
  • Revamped entity shader and material system. All entities now share the same shader, and can have various effects toggled on/off at runtime.
  • Improved transform interpolation of entities - synced movement should be less floaty.
  • Added client position prediction on the server, which is now used for AI.
  • Rewrote most of the AI code, and migrated it to a new system.
  • Largely refactored the 'Action' system, which controls things such as attacking, dodging, getting staggered, etc.
  • Rewrote the system which handles unique IDs for perks, weapons, enemies, etc.
  • Slightly reduced netcode latency / overhead in general.
  • Various smaller tweaks to Magitech, perks, and weapons.
  • Various tweaks to descriptions and texts.
  • Improved UI handling in the builds menu.
  • Changed some of the stats shown in the 'details' submenu.
  • Fixed issue where projectiles would never despawn if they travelled past their max distance without hitting an obstacle.
  • Fixed recoil being transferred between weapon swaps.
  • Fixed Gunslinger stacks being removed under invalid circumstances.
  • Fixed Gunslinger applying to Magitech damage when pistol is equipped, and gaining invalid stacks from kills earned under similar circumstances.
  • Fixed collision issue where grenades could go through the walls of some buildings.
  • Fixed potential issue where effect values (damage or heals) could overflow/wrap when interacting with perks.
  • An engine limitation related to map generation has been overcome. Maps can now be generated in more sizes.
  • Fixed a navmesh generation bug causing enemies to act weird.
  • Fixed UI issue where scrolling would instantly snap to the bottom or top of a scroll view.
  • Fixed hit VFX triggered on players not being synced for clients.
  • Fixed several other less severe netcode desync issues.
  • Fixed a race condition where entities were not internally registered if the client had bad ping.
  • Grenades and spells are now spawned or thrown towards exactly where the preview was, rather than where the player is aiming at the moment of activation (which could be many frames later).
  • (ALPHA ver. only) Fixed issue where older saves would not gain new build items when opening with newer versions.
  • On Windows, DX11 is now used by default, which should reduce cases of graphical issues on older devices. DX12, GLCore and Vulkan are still supported via launch args.
  • Optimisation - Added per-tile static batching for ProcGen.
  • Optimised particle effects.
  • Optimised internal data structures.
  • Optimised main menu.
  • Reduced memory usage of textures and shaders.
  • Standardised the 'advanced materials' setting such that setting it to 'off' will improve GPU performance more consistently.
  • Fixed issue where unused materials and textures were being loaded during initialization.
  • Updated Unity from 2022.3.55f1 to 2022.3.61f1.


Files

Magitech Requiem a0.2.0 (Linux).zip 287 MB
7 days ago
Magitech Requiem a0.2.0 (Windows).zip 304 MB
7 days ago

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