Changelog v23-07-12
The Null Doctrine » Devlog
This is a big one, including plenty of fixes, reworked abilities, 6 new items, new enemy behavior, and the second level of the game.
Campaign
- New level: Apartments
- You can now freely select which stage to play
- The "skip tutorial" setting has been removed, as it is now obsolete
- The game now saves various data such as your loadout and the most recent stage you've started
- Quitting mid-level will save the state of the level, which is automatically restored upon resuming the stage
- The main menu now has a "New Game/Continue" button (changes based on the saved data)
- Loadout items are gradually unlocked throughout the campaign
- The Sword is now unlocked after Metro
- The Arbalest Coilrifle is unlocked from the start
- All other new items in this update are unlocked after Metro
- Added option to unlock all items regardless of campaign progress
- New items are highlighted with an exclamation mark in the loadout menu
NPCs
- NPC animation speeds are very slightly random, which helps to break up visual monotony
- Melee NPCs should stick closer to their targets
- When an NPC is investigating or searching, you can now see the point they're focusing on in 3D space when you hover over them (color configurable)
- NPCs search and investigate less strictly, trying to cover a wider and less predictable area
- When an NPC spots a bunch of bodies in the same place, they will enter the "Hold Position" state
- Added options to separately disable Vigilance granted by "In Combat" and "Hold Position" states
- Fixed instances of NPC states incorrectly persisting through rewinds
- Fixed an issue where NPCs would react to corpses as if they were living
- Fixed NPCs not reacting to things they were looking at after being manipulated as a preview
- NPCs avoid dangerous zones such as explosives (though some, such as the Remote Mine, remain undetectable)
Items & Abilities
- Items in the loadout menu display the exact abilities they grant you (in addition to the item's flavor text)
- All loadout items have had their images replaced with wireframes of 3D models
- Many new textures and sounds, particularly for guns
- Items take the expected priority when selecting a holster (primary > secondary > extra)
- Most abilities will always use all their targeting rays; this results in various small cosmetic changes throughout their behavior. For example, you could previously shoot through walls with a gun, but only if you wouldn't hit anything
- Almost all melee abilities had their range reduced by about 10%
- Stab range depends on your current stab weapon (your farthest-range stab weapon is automatically chosen)
- Pick Up range reduced to 2 (previously 3)
- Added baseline ability TK Pick Up, which is longer-ranged than Pick Up (4 vs 2) but can only target light entities
- Kick Away no longer takes a second input if the first input didn't hit a unit
- Telekinesis
- TK Spin and TK Shove are now baseline abilities
- TK Spin and Shove have been nerfed, but taking the TK loadout item un-nerfs them
- TK Spin now has 2 charges (previously 3) and a cooldown of 3 (previously 2)
- TK Shove now has 1 charge (previously 2)
- TK Spin highlights your target's zones
- TK Shove can shove light entities twice as far
- Provoke is now part of the TK loadout item
- The TK loadout item has been renamed to "Advanced TK" (previously "Basic TK")
- CQC
- Hook Punch is now a baseline ability
- Jab has been added to the CQC item
- Jab, Hook, and Punch Throat are no longer stance-locking
- [New Ability] Ground Pound - slam the ground, interrupting and knocking back nearby units
- The loadout item has been renamed to "Thunder Gloves" (previously "Punching Gloves")
- Sword
- Fixed Lunge DMG previews showing even when the lunge was invalid
- Enemies who are casting Lunge now always show the damaging zone of the lunge as a preview
- Paladin
- Paladin is now a secondary item (previously primary)
- Eject is no longer stance-locking
- Load now fully loads the Paladin (previously only loaded 1 round per cast)
- Shoot DMG increased to 6 (previously 5)
- Chain Hook
- Chain Hook can no longer perform stealth takedowns
- Chain Travel can no longer hit light entities
- Coins
- Coin Toss now bounces off walls and units
- Each bounce creates a small sound
- Coin Toss range increased to 15 (previously 10)
- Coin Toss now has an associated animation
- Knife
- Thrown knives can now be retrieved using either Pick Up or TK Pick Up
- Throw range reduced to 6 (previously 8)
- Throw non-Takedown DMG increased to 4 (previously 2)
- Throw is less likely to make the knife inaccessibly stuck in walls
- Remote Mine
- Fixed several issues related to detonating the mine by killing it
- Addressed frame hiccups that would occur when deploying a mine for the first time
- Remote Mine now has an item model associated with it
- Deploy now bounces off walls and units
- Each bounce and the destination create a small sound
- Deploy range reduced to 5.0 (previously 7.5)
- Deploy now has an associated animation
- Detonation DMG increased to 10 (previously 4)
- Detonation knockback reduced to 1.5 to all targets (previously was between 2.5 and 7.5, depending on distance)
- Detonation shows damage and shove previews
- Cooldown between previous detonation and next deploy reduced to 0 (previously 1)
- You now only get 3 mines per mission (previously infinite)
- Deployed mines can now be retrieved using either Pick Up or TK Pick Up
- [New Primary] Bastion Shotgun
- Load Buckshot/Slug/Blast: Load one shell of the specified type of ammunition; the shotgun has a magazine of 4 shells
- Rack: Eject the currently-chambered shell and chamber the next shell from the magazine to prepare it for firing
- Shoot: Fire the chambered shell; the effect is dependent on the chambered ammunition
- Buckshot: Hit a wide area for 4 DMG and decent knockback
- Slug: Hit one target from a farther range for 8 DMG and a little knockback
- Blast: Hit a very small range for 10 DMG and very little knockback
- Loading and racking both cost 1 AP, but firing is free and automatically chambers the next shell
- [New Primary] Arbalest Coilrifle
- Shoot: If the hit Unit is Offguard, perform a Takedown; otherwise, deal 5 DMG
- The sound profile is extremely small
- Stores 4 charges; each charge has a 4-turn cooldown
- [New Secondary] Vindicator Laser Pistol
- Shoots a beam that bounces off walls and Units, dealing 3 DMG on each hit
- 2-turn cooldown
- [New Extra] LENC
- Place a LENC anchor for 1 AP, teleport a nearby target (or yourself) to it for 0 AP
- Deploy is fairly long-range and can bounce off walls and units
- Anchors are destroyed after use
- No cooldown, but limited to a maximum of 5 anchors per mission
- Unused anchors can be retrieved using either Pick Up or TK Pick Up
- [New Extra] Frag Grenades
- Throw a frag grenade for a delayed explosion of 4 DMG
- [New Extra] Pulse Grenades
- Throw a pulse grenade for a delayed explosion of 2 DMG that repeats 3 times
Misc
- You can now select abilities using quick-select keys (defaults to number buttons)
- Added screen effect when rewinding (effect strength is configurable)
- An icon appears near your MOV bar when your stance is locked
- Attempting to quick-cast Toggle Crouch while stance-locked will shake the stance locked icon
- Attempting to quick-cast Toggle Crouch while stance-locked will no longer trigger a timeline snapshot (so you won't have to rewind through failed crouch attempts)
- Abilities now enforce their stance-locking during their preview, rather than waiting until being cast
- Conceal/cover modifier range increased to 4.25 (previously 2.5)
- Standing behind cover reduces DMG from each source by 1; crouching behind cover negates all DMG and knockback
- Addressed discrepancies between Shove Previews and actual knockback
- Damage popups and sound indicators now end prematurely when a rewind occurs
- Rewinding while moving now correctly rewinds to the start of the movement rather than just canceling it
- Fixed abilities not fully canceling when switching to a different ability
- Fixed abilities visually flashing their previous target for one frame if canceled and reselected
- Fixed some zones flickering while being manipulated as a preview
- Changed how ability zones are updated; they should be approximately 1 frame more responsive
- Fixed damage popups starting and ending with 0 Block (instead of not showing Block at all)
- Fixed damage popups not appearing for Takedowns
- Damage popups no longer show the lethal indicator (previews still do)
- Damage previews and popups no longer appear for unkillable entities (e.g. the knife)
- Fixed damage previews either showing "+0" or showing nothing instead of "-0"
- Fixed damage previews and popups permanently disappearing for entities that were added via rewind (e.g. blowing up a mine and rewinding so the mine exists again)
- Your current action (such as movement) is canceled upon starting a conversation or finishing a mission
- A sound plays upon mission completion
- Added color options for conversation starter indicators
- The game displays Sentinel's emblem while booting (previously just a black screen)
- Minor changes to some wording throughout
- Upgraded to Godot v4.1
- A feast of behind-the-scenes refactoring
Files
The Null Doctrine Prototype (Windows) 45 MB
Jul 13, 2023
The Null Doctrine Prototype (Linux) 45 MB
Jul 13, 2023
The Null Doctrine Prototype (OSX) 69 MB
Jul 13, 2023
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The Null Doctrine
A turn-based game about an operative who can see slightly into the future.
Status | In development |
Author | alxl |
Genre | Strategy |
Tags | Female Protagonist, Low-poly, Sci-fi, Story Rich, Top-Down, Turn-based |
Languages | English |
Accessibility | Color-blind friendly, Subtitles, Configurable controls |
More posts
- Changelog v24-12-141 day ago
- Changelog v24-07-30Jul 30, 2024
- Changelog v24-03-15Mar 15, 2024
- Changelog v23-11-11Nov 11, 2023
- Changelog v23-04-15Apr 15, 2023
- Changelog v23-04-05Apr 05, 2023
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