This is a full list of changes to Revulsion since the last patch. This is the largest patch to Revulsion ever! As of this patch, if you claim to love old school style single player shooters and Revulsion is not at least on your radar then you don't actually like old school shooters.
"But, but muh voxel graphic make me think its minecraft" - Seriously, just examine the actual gameplay. The game is still very much a work in progress but at this point, after playing what is there for even just a couple hours you will realize you are dealing with a beast of an FPS that is only going to continue to grow in size and scope.
I will likely begin browbeating people who claim this is "just another voxel shooter" without having even played the game moving forward. You have been warned and your love of old school shooters credentials are officially on the line. Like I said, if this game isn't at least on your radar then it damn well should be.
PS: I have not been this cocky until this patch! (I am just now beginning to feel increasingly confident.)
8 Of these levels are completely new while 4 of them are revised variations of previous levels. A huge number of new challenges!
Note : As of this patch many of the levels are in graybox form. My plan is to do a full art pass on all maps to bring them all up to visual fidelity asap.
Instead of traversing large semi open ended levels you are now faced with a much larger number of smaller levels that are strung together using a new system called Patchwork. The goal with this system is to retain all of the elements that make hand crafted level design while still having a semi randomized feel to the world to maximize replay-ability.
I want you to grind a bit. I want people to play missions multiple times. But randomly generated worlds tend to make for poor level design experiences. This is a new solution that I do not believe has ever been done before in this genre.
You will now gain special rewards for completing each mission.
This also includes one time special bonuses for crafting blueprints and increased credits for first completion.
The Patchwork system is a method that takes a pool of hand crafted levels and makes it so that each time you play the level you will start and exit the level differently.
The direction that you exit one level will determine the direction you enter the next level. You will often find yourself playing a level you have already played but experiencing things differently.
Note : There is additional functionality under the hood that prevents you from seeing the same levels multiple times in the span of two missions.
In the previous version of the game power node style lockin battles made up probably a majority of your overall combat experience. After this patch the VAST MAJORITY of your game play will be pure no holds bard brutal exploration and discovery. Pretty much identical to playing the original Doom in many respects.
Instead of the Red Key, the Blue Key and the Yellow Key you will be searching for special power crystals. Once all of them have been collected one of 4 possible exit doors will open allowing you to progress to the next level. Keep in mind that ambushes are very common when you disturb these artifacts!
Note : Power node battles still exist but they are much more rare. They exist usually as the ultimate goal of completing a mission.
All of the levels have been fitted with special secrets that allow you to stock up on loot and other goodies to help you along the way. Searching for secrets is a big part of the game.
In the current version these secrets are easy to see in most cases. Enjoy it while it lasts because after the next art pass these blocks will look a lot more like the surrounding world.
Note : If you don't have an explosive weapon capable of breaking these blocks then maybe you should carry around a trusty pickaxe. "Perhaps I should add an axe and a shovel too." :D
Note : Some secrets or locations can only be reached by having access to jump mods.
If you can complete the iron man challenge you will be able to begin the game in new game plus mode. This means that the level cap will be raised as well as the levels of all missions and monsters and loot in the world.
New game plus will allow you to gain access to weapons, special abilities and blueprints not available in the first run through. You will even begin to see special magical weapons appear like daggers, magical wands and super rare hell weapons if you can complete new game plus multiple times.
You can obtain the super rare dual auto pistols and dual hell blaster blueprints as well as one mastery token only by completing new game plus.
These weapons are insanely good and are probably best in slot for your pistol weapon choices outside of maybe a couple even more rare possibilities.
New functionality has been added to make it so you cannot die more than X number of times during a mission. Revulsion does not cut you slack. Not only will you lose almost all of your loot but you will be teleported back to the hub level and the mission will have failed.
You WILL be punished for your mistakes. Your decisions are a huge factor on your success of the game. This functionality exists for those rare cases where someone simply bites off more than they can chew so the game will have mercy on them by ending the mission.
Note : If this functionality does not exist then its possible for someone to be perpetually trapped in a unwinnable situation. I give you the ability to make this kind of mistake. If it happens its because you are in over your head.
The first run through on normal difficulty will be more than enough to completely brutalize even the most hardened old school FPS shooter fan. But it only gets harder after that. The new mission system now allows you to gain access to harder difficulties without having to utilize the new game plus functionality.
As of now you are able to play the first 4 missions in the following difficulties, Normal, Hard, Insane and Revulsion. Each difficulty has its own level requirements as well as increased monster placement in the world. And if that's not enough then you can infinitely replay the game on new game plus by completing the Iron Man challenge.
Body armor and armor helmets now exist in the world. These items fill up your armor value provided by the gear you have equipped.
This allows you more leeway to dodge attacks from enemies that use ballistic weapons.
Special functionality has been added to allow music and ambiance to follow the mood of the players current situation. For example the music may change when the player activates a particularly large ambush event.
Pay close attention to the items you can obtain from dismantling.
I have implemented a new leveled list functionality for items to make it so you will continue to see new cool items as you gain more and more levels. This also means that many items will not appear until you have completed new game plus multiple times.
This is a vital ingredient needed for crafting most items in the game. These can only be obtained by completing missions. Like blueprints, these ingredients are not lost on death.
This is a vital ingredient needed for crafting the absolute most rare and powerful items in the game. These can only be obtained by completing high tier end game content. Like blueprints, these ingredients are not lost on death.
In addition to the color text used for the name of the item you will now also be able to see a bar that indicates how good the item is within that tier. The more full this bar is the better the items overall stats will be.
Before this patch it was possible to "upgrade quality" on any item you wanted. But now in the current version the only way to craft higher quality items is to obtain the blueprint for the item you want then upgrade that blueprint before actually crafting the item at that quality level.
Note : Keep in mind that upgrading blueprints to green and above quality ranges is not a good idea until you are at the level cap. The reason is that when you level up that legendary blueprint will drop down to superior quality. The stats of that item you can craft with that blueprint will remain identical! But it simply wont be as impressive to your now one level higher player. So when you expend a lot of resources into upgrading blueprints try to do it when you are at the level cap.
Multiple improvements have been done to the auto-map functionality to make it so its easier to see and understand the auto-map. The higher the floor the more bright the material will be. Auto-map now also slowly floats up and down to help provide a better feeling of depth perception. The auto-map is extremely important especially now that so many new levels have been added to the game.
Revulsion is my indie game project that is currently available on steam early access.
http://store.steampowered.com/app/719180/Revulsion/
Official Discord - all are welcome!
https://discord.gg/8rFTkmj
Steemit Updates:
https://steemit.com/created/revulsion