Revulsion - Weekend gameplay tweaks!

in #revulsion6 years ago

ProjectStray-Win64-Shipping_2018-05-11_08-50-35.png


Escape menu now pauses the game.

Monsters will not follow you around the level forever anymore.

  • If a monster is far from its home and it cannot see you then it will reset into a passive state and slowly walk back to its spawn point.

  • You will be rewarded half of the experience points you would normally get for killing the monster if you successfully avoid fighting the monster. This can only happen once.

  • If you kill the monster after it has rewarded half of its xp you will get the other half of its exp reward.

  • Monsters that spawn in with ambushes and special events like power nodes do not use this system.

Idle monsters that are not set to a sniper state will wander around.

You can no longer memorize the locations of all monsters for an easy win.

The above changes are highly experimental and I need to get feedback on how you think they effect the game.

https://steamcommunity.com/games/719180/announcements/detail/3197997543171153865

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Is there a story / campaign to the game or more in the spirit of Quake in terms of a campaign?

The story wont be fully revealed until later in the games cycle but it will be more in line with following a series of cryptic hints and clues.

I'll give it a shot in a bit and let you know.

Didn´t try it yet. I like point 1 and 4 though. Monster that didn´t reset was too easily exploitable. And I like change 4, because in the last quarter of the game it was really all about learning the game by heart. Wasn´t really fun to be honest.

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