Mycopunk : THE WORLD UPDATE – PROCEDURAL LEVELS
THE WORLD UPDATE – PROCEDURAL LEVELS
Hey gang, Roachard here.
The fungus ain’t slowin down, so Saxon’s openin up the whole planet for us. That’s a lotta ground to cover, so grab your buddies and let’s get to work!
>> END TRANSMISSION
Procedural Levels
• We’ve been working for months on a procedural generation system for new levels! All five regions now contain random maps for you to explore and cleanse. The older levels are still available.
New Side Objectives & POIs
• Added a slew of new side objectives. Many of these utilize our procedural terrain system and only spawn in new levels, but a few can also spawn in older maps.
• A handful of these will spawn in every mission
Blitseg Hover Bike
• The Blitseg is your new default vehicle, perfect for driving through New Atlas’ wilderness. It comes with boost capabilities and you can press X to switch between first and third person.
Minimap
• Added a minimap to mission levels! Hold M to enlarge it.
Heavy Weapons
• Added a smaller set of upgrades to all four Heavy Weapons
• Calling in a Heavy Weapon now provides you with a crate that allows you to select a weapon
• You no longer drop your Heavy Weapon when you die
• Multiple Heavy Weapon beacons now spawn in every mission and are marked on your map
• The ammo cart in the HUB now refills Heavy Weapon ammo
• Fixed an issue where Heavy Pockets wasn’t generating ammo for your equipped Heavy Laser Cannon
• Added Heavy Weapons to the Codex
Movement Changes
• You can walk up steeper slopes
• You lose momentum a bit faster
Saxonite Transport
• CR4T3R and B0X3R stole Hunk’s fuel and Saxonite barrels. No more rolling barrels down hills – kill the thieves and commandeer the barrels.
• Turrets on the rocket launch pad provide damage resistance
Abomination Assault
• A new rare mission that occasionally appears in your mission select
Enemies
• Enemies will now dig to you instead of teleporting when they can’t reach you
New Employee Skins
• Added a new skin for each employee. These don’t drop from the world pool.
Performance
• Added a Render Distance option to the graphics settings that allows you disable rendering of far away chunks in procedural levels. Lowering your render distance has a sizeable impact on performance in these new levels. Defaults to infinite.
• Added texture streaming and a graphics option for the texture streaming budget (how many MB of texture data can be loaded into video RAM at once) that defaults to 2048MB.
Ouroboros
• Fixed an area in Titan City where Ouroboros rooms could spawn outside the level barrier
• Continuing an Ouroboros mission in an outdoor level will now randomize your room position so you don’t lose your run if your last room somehow spawned in an unreachable spot
Wrangler
• Using your Rocket Lasso while holding a physics object will now actually lasso you forward instead of grabbing the held object
Bruiser
• Springboard Is now stackable
Misc Upgrades
Blink
• Fixed a bug that caused you to gain an insane amount of speed when blinking into an incline
• Blink now keeps your previous momentum, instantly changing its direction to the direction you blink in
Other
• Explosions scorch the grass in procedural levels. This can be toggled in the graphics settings.
• Fixed ammo getting reset to full when exiting your inventory in a mission
• Skin drops now look different from normal upgrades
• Escalation mode in Paid Time Off defaults to off
• Fixed an issue where your position could stop syncing to other players if a vehicle you’re driving was despawned
• Improved behavior for riding Satellite Salvage cables up walls so you’re less likely to hit the wall and fall off
• Mortar and missile enemies won’t fire at you if you’re too far above them
• In the mission select screen, hovering over a modifier under a mission now displays its description
• Added cool new icons for every skin
• Added a skin icon in the employee upgrade preview box
• Skin drops now look different from normal upgrades
• Fixed an area in the Moldy Tundra where abominations could spawn inside a wall
• Fixed a bug that caused the Planetary Defense objective in Paid Time Off to become incompletable if it spawned on a railgun spot that had been previously used by the same objective
• Fixed a bug that caused subsequent Planetary Defense objectives in Paid Time Off to all use the same ship name
• Fixed a bug that could cause the DMLR to not deal any damage to shells when Shredder was equipped
• Added wind ambience at high altitudes
• Updated engine to Unity 6
• Updated discord integration and added an option in the main menu to connect to discord. It doesn’t do anything new yet. But it will.
• Stack icons for Killing Field and Laying Cable now appear correctly when these stacks are applied to you from another employee’s Shocklance
• Updated upgrade icons for Doublestack Cartridge, Fire Gel, and Chemical Symbiosis
• Fixed an issue where you wouldn’t reequip your primary weapon if your Heavy Weapon was despawned
• A text chat message is now displayed when you use an auth code at Roachard’s computer after already discovering its upgrade
• Fixed an issue where sound for Cranius spewing out explosives stopped playing
• Added special firing sounds for Lone Cannoneer (Trident), Railshot (Shocklance), Double Barrel (Jackrabbit), and Explosive Pellets (Swarm Launcher)
• Added an audio filter when you’re inside an optical jammer’s radius
• Shortened the countdown when launching the drop pod from the HUB
• Added an employee quip that sometimes plays when building power lines
• Grenade bindings no longer show [HOLD] when using a controller
• Fixed an issue that caused door seals in Prized Possession to be immune to the breaching laser if you had an upgrade that changed your outgoing damage type
Known Issues
• You’ll experience 1-2 larger freezes the first time you load into a procedural level as shaders are compiled. These freezes should disappear after the first time, even after restarting the game.
• Roachard gets really excited when you kill eyeballs in procedural levels and he starts yapping a lot.
