Core Game Changes
Updated a week agoAmmunition
In the basegame, an ammopack restores ~19.6% and ~39.1% of your Main / Special ammo reserves. This does not include the magazine. The S49 Pistol, for example, would resupply 30 rounds (19.6% of 153 reserve)
I've adjusted these values to ~22.2% and ~33.9% respectively. Using the same example, the Pistol now resupplies 34 rounds (22.2% of 153)
This means every ammopack usage gives you slightly more Main ammo and slightly less Special. This is designed to lower (but not remove) the 'gap' in ammo resupplying, without being a major change to the way ammo works in GTFO.
Flashlights
Short-Range
- Range: 10m (8m)
Medium-Range #1
- Range: 15m (13m)
- Beam replaced with MR2 (but whiter)
Medium-Range #2
- Range: 17m (15m)
Wide-Range
- Range: 18m (16m)
Extended-Range
- Range: 22m (20m)
Long Range
- Range: 30m (25m)
Flashlight range overall has been increased, which is a double-edged sword - while the player has more visibility, the capacity to accidentally trigger sleepers has gone up as well.
IMO the short-range flashlight borders on comedically useless in most scenarios, and the medium-range #1’s beam is much shorter-range than it states, due to the center being very dark. I’ve replaced MR1 with the beam for MR2, which does not have this problem. The color of the short-range beam was also changed to be whiter (to make all gun lights more distinct from the headlamp.)
Text
Many changes have been made to the text in-game. Weapon descriptors have been updated to be more accurate, and many weapons now feature gold 'key descriptors' like melee weapons do.
Certain level communications have been changed to fit better. These include R3A1, R4A1, R4A2, R4D2, R6A1, and R7E1. (R3A1, interestingly, actually had copypasted comms from R2A1. And R4A2's comms text suggests doing Overload last, when it's impossible to do so in the level.)
Additionally, resource pack dialogue (pops up when you/the recipient is full) has been changed to feel more immersive.
Other
- Dodging has been effectively disabled. It has a larger delay, shorter distance, and no longer costs stamina. My reasoning for this is that dodging is pretty much useless anyways (running to the side to avoid attacks is much easier and more consistent) and dodging ate a SIGNIFICANT amount of stamina.
- Minimum fall damage is cut in half to 4%, down from 8%. This is to make it scale slightly less harshly, without affecting the actual distance, which would be too big of a gameplay change for my liking.