If you don't feel like playing through the old levels from the previous build, if you press 9 on the overworld screen it'll reveal all of the missions.
What's new:
- Level editor tool added to main menu screen.
- Increased player mech's movement speed and overdrive speed.
- Basic gamepad support added.
- New intel log UI and artwork.
- Four new missions:
- 1. The second mission with grub swarms has been redone completely with new assets and now features supporting NPCs.
- 2. A mission set in a desert town overrun by giant crabs.
- 3. A mission at a massive military base where you must destroy SAM sites.
- 4. A sandstorm has swept through a ruined city where a series of reconnaissance drones have crashed and must be recovered.
- Added a laser warning alert on HUD with sound that alerts player to incoming enemy missile launches.
- New ambient audio system implemented, enemies now make engine sounds as they move around.
- Technical manual added as optional tutorial on game start.
- Added an Active Protection System (APS) which protects player mech from enemy missiles and mortars.
- Incoming missile warning ring is now drawn as a circle around the player that morphs to highlight threats.
- Three new primary weapons: Maser emitter, chain gun, and gun/launcher.
- Six new secondary weapons:
- Deployable turrets
- Wire-guided ATGMs
- Automatic gun pod
- Mine launcher
- Flechette pod
- Mine-clearing line charges
- Five new enemies to fight:
- The E.11 Bannerman maneuver crawler
- The Soviet T-99 MBT equipped with anti-materiel railgun
- Stetson PSV (Portable Security Vehicle)
- Type 57 lightweight crawler biped
- Martian giant crabs (large and small)
- Tertiary (grenade) slot now has EMPs which temporarily stun groups of enemies. Air strikes have also been added as a tertiary weapon option.
- A separate melee weapon slot has been added to the hangar. You can now choose between the standard plasma slash, gun arms, and a special "plasma dash".
- Enemies now use steering behavior and an A* pathfinding system. They also now use a team system to locate targets, which allows for support NPCs in missions now.
- [Not all enemies have been reworked to use steering and pathfinding yet, specifically the hovercrafts and mortar carriers. They'll eventually be completely reworked from scratch]
- Overworld map and UI has been updated, now displays ranks over missions and new 3D flag icons, as well as some information on level conditions.
- Enemies now make a radio chirp sound and show a filled tag marker if they spot a target. Visible lasers are now shown before launching missiles.
- Enemies sometimes show little scrolling text quips above them when idle or see something move.
- Added option to show primary and secondary ammo counters around aim reticule.
- Ammo crates are now air-dropped into the level instead of mysteriously spawning off-screen.
- Added hit sounds when player is damaged by enemy bullets and explosions.
- Player mech now has blowout panels that activate if ammo storage is set alight.
- Added basic mission objectives. They can be viewed by opening a side panel.
Miscellaneous:
- Collisions with destructible building objects are now smoother and have a slight push threshold instead of instantly disintegrating.
- Rotary cannon consumes less ammo, spin-up is now instant, and fires twice the amount of bullets.
- Changed enemy marker icon shapes and added friendly units in green to the radar display.
- Increased fire rate of scattergun and smartgun, added more ammo for Vulcan.
- Buff to flamethrower, increased flame amount and spread.
- Stackgun now reloads slower, firing sound effect has also been changed.
- Added large flocks of birds that scatter when approached or spooked.
- Landmines are now incendiary and create a burst of fire.
- Smoothbore cannon now 1-hit kills tanks and has some building penetration.
- High-energy laser weapon now has larger impact effect plus subtle flicker.
- Player mech now gets covered in blood when fighting flesh enemies at close range.
- Added option to disable HUD vignette in settings menu.
- Bullets that reach the end of their flight path now leave a small mark on the ground and smoke.
- Enemies can be pushed around by the player now. Plasma slashes also knock them back further.
- Grub enemy behavior has been tweaked to attack other targets and not all swarm the player upon spawning.
- Tweaked and added additional particles created by foliage when being destroyed.
- Map points on the overworld now draw pseudo 3D arcs instead of flat lines, as well as unlock in branches.
- Mantis mechs have less health and can be killed by single explosions.
- Exclamation points shown when enemies are alerted are now bigger.
- Updated missile hit indicator cross to be larger.
- Enemies no longer become lobotomized the moment they come into contact with smoke. Needs a lot more work but a slight improvement from before.
- Tanks now continue moving around when they have an ammo cookoff. Barrels also now have shadows.
- Missiles now have audio emitters and only hit cars if the reticle is over one.
- Increased size of enemy target highlight box and added pop-in effect.
- Ammo, secondary weapon, and armor indicators all smoothly tick upward now instead of changing instantly after collecting crates.
- Changed firing sounds of CIWS turrets to be closer to real world ones.
- Minimap icons now have shadows along with offscreen enemy indicator arrows.
- Trees now have smooth swaying instead of changing their angle every few frames.
- Dropship intro smoothly pans camera downward now. Additional particle effects and screenshake also implemented.
- Grub enemies now chase after spider bombs instead of slowing down.
- In-game HUD now fades if player mech is underneath a panel.
- In-game HUD shows glitching effects when taking damage.
- Large trees can now be destroyed by driving into them.
- Changed missile warning beep to solid tone.
- Added rear motion warning on reticule that checks for enemies behind the player when the reticule is far away.
- Armor HUD display now fills to red warning bar when at 0.0 layers.
- Enemy mines will make a sound effect when triggered and tick down to detonation.
- Changed homing missiles to auto-lock when firing singles.
- Mouse centers on screen upon mission starting to stop the camera from whipping to the corner.
- Enemies wobble their chassis slightly and make flame particles when very low on health.
- Certain enemies have built-in retreat behavior and will reverse away from explosions and incoming hazards, or randomly when taking fire.
- Additional civilian vehicle variations added.
- Larger explosive blast marks added on the ground.
- S-rank now requires no damage taken.
- Exit and map buttons in pause menu now show confirmation prompts.
Bug fixes:
- Fixed bullets always sending trees and objects to the right.
- Fixed issue where ammo crates return +0 ammo when collecting them while shooting.
- Fixed missiles and rockets not flying over buildings when reticule is near helicopters or drones.
- Fixed pause menu background sometimes drawing with a slight rotation during level start or screen shake.
- Fixed pressing escape in the settings menu causing a softlock when on the boot screen.
- Fixed railgun charge up bar and text not having outline or changing color to match cursor setting.
- Fixed issue with lighting and shader surfaces misaligning at edges of viewport during heavy screenshake.
- Fixed overworld map rotation snapping issues.
- Fixed issue with quip system causing soft-crash.
- Fixed transport helicopters not using sound emitter positioning.
- Optimized fountain water spray and fixed sound emitter positioning.
- Grubs flash HUD red when damaging the player now.
- Fixed crash if player dies while dropship is still in level.
- Fixed lock-on missiles still firing at targets that are destroyed before they launch.
- Fixed issue with collision detection around player not always destroying small buildings and objects.
- Fixed issue where dropship would despawn on screen if player followed it around long enough.
- Fixed primary weapon tail sounds not playing when ammunition runs out.
- Optimized vehicles and landmines for better performance.
- Mission end rank/results now use a scoring system, so better time, damage, and kills are all weighed instead of always prioritizing the amount of enemies destroyed over time.