The Road to Sanctuary changelog
New in version 0.0.52
- migrate to python3.13
New in version 0.0.51
- Fixed a bug where attempting to snap enemies' necks would crash the game
New in version 0.0.50
- Added an indicator beacon for doors. The sound increases in pitch while the door is open
New in version 0.0.49
- Optimized NPCs for better performance
New in version 0.0.48
- Fix for failing to post score to the leaderboard
New in version 0.0.47
- Small fix for NPC positions upon spawn
New in version 0.0.46
- Balancing improvements. Please report your findings and let us know if these changes have made a difference
New in version 0.0.45
- Fixed a small bug causing bullets not to be removed upon unload sometimes
- Added several more scoreboard fields for new public achievements
New in version 0.0.44
- attempted to improve the overall balance of the game. Please test and report your findings. Remember that the idea is that the game remains engaging, therefore it's neither too hard, nor is it too easy
New in version 0.0.43
- Implemented weapon descriptions. It can be displayed with the Y key on keyboard or by pressing A, with joystick extra mode disabled in a game controller. It works everywhere - including gun cabinets, inventories, ETC
New in version 0.0.42
- Added a new weapon, AK74. It appears in gun storages and from level 5 onwards, on NPCs
New in version 0.0.39
- Hopefully addressed the recent crashing bug that would happen upon game-over
- Added debug logging entries to make sure if the crashes upon game-over happen again, they will be easier to track
New in version 0.0.38
- This is the release candidate version. If no bugs are found, this version of the game will be released publicly
- Internal bug fixes and addressed certain crashes, particularly when the player would run out of time
- the RPG launcher has its own loading sound now and doesn't share with the M82 sniper rifle
- re-visited certain NPC sounds for better audibility and integration with the game environment
New in version 0.0.37
- Fixed destroying holders working on weapon cabinets and raising an error in the process
- NPCs that are being blocked by a wall or another object will no longer prevent the player's access to the base mainframe
New in version 0.0.36
- There are new goals and significant changes to how the game is played. Please make sure to read the newly updated documentation again
- Missing joystick controls have been added
- Spelling fixes for the documentation
- Learn game sounds entries have been added
New in version 0.0.35
- Enemies now drop their entire inventory as a single item when they die. Their used weapon is inside the dropped inventory. To hear what a dropped inventory contains, when you are close enough (in interact range), press P or with the extra mode disabled, the left stick on a game controller
- Enemies now have a chance to hold a health stat booster in their inventories and not just the one on the roof. The NPCs on the roof always have high health stat boosters in their inventories, but it's not possible to get to the roof currently
- You can now track the center of the enemy base by pressing N. A control will be added for joystick as well soon
- The documentation has been updated to reflect the changes for this version
New in version 0.0.34
- Improved the game play performance
- Made several changes to the overall game progression. Please make sure to re-read the updated documentation
New in version 0.0.33
- Improved handling of NPCs by a significant factor, stablizing FPS better
- Significantly optimized the code for the radar, it should be much more performant now, especially on lower-end hardware
- The enemy base is now much bigger. This takes the hecticness out of the first few levels and improves the game performance for all levels as NPCs won't be all too close to the player as soon as the player enters the base
New in version 0.0.32
- Various fixes and improvements to the radar system and enemy detection
- Fixed a bug where interactables would be detected repeatedly while walking next to them
- Fixed a bug where sometimes NPCs would be stuck inside other entities, causing various problems with the entire game play
New in version 0.0.30
- Significantly changed the game's overall gameplay/feel
- The base is now a large rectangular area, consisting of several sections on the left and right side. You now have to find the mainframe on your own, which spawns in one of the sections inside the base itself. The mainframe is usually guarded by a precise NPC
- You no longer need to kill all enemies to be able to activate the explosion countdown. Just make sure there are no enemies around the mainframe itself. Running out of the building unharmed, may be more challenging now though
- Added weapon cabinets. Each base has one of them, and they spawn in one of the sections. They're guarded by a precise NPC. Weapon cabinets hold various weapons inside them, regardless of your level. You might end up finding a weapon that's much better than what you have right now. If you take a weapon you already have, you get the magazines for it. If you take a weapon that you do not have, you will either replace it with your current one or if you have an empty slot available, you'll hold the new weapon in that slot
- At the moment, you spawn on the roof of the base. When you get off the roof, you can't get on top of it until elevators are implemented. You don't need access to the roof to progress through the game though
- NPCs now run after you if you shoot them, regardless of whether they were stationary previously
- NPCs speak now!
- Significant audio design improvements
- All changes that have modified the game's progress since the last version will be documented in the game's documentation. Everyone will be notified in the Discord channel and the Telegram group when it is ready
New in version 0.0.29
- Resolved a few bugs with the radar system
- NPCs use better formulas to determine when to switch states for fighting, and when to shoot at their target
New in version 0.0.28
- Improved the cinematic head shot effects by introducing whether they activate based on distance
New in version 0.0.27
- Improved the radar system to aid the player in finding targets better. Now the player attempts to ping the target based on its current 3D direction to determine whether the target falls in the shooting range. If so, a small periodic beep indicates this
New in version 0.0.26
- Head shots are now designed to be much more cinematic
New in version 0.0.25
- The game now pauses with the escape key instead of exiting
New in version 0.0.24
- Improved the neck breaking procedure
- Added a better sound for neck breaking
New in version 0.0.22
- Implemented a fix for walking with game controllers. The player should no longer stop walking suddenly while the stick is being pushed in a direction
- Decreased stick sensitivity for walking using game controllers
New in version 0.0.21
- Removed the RPG launcher as it was not supposed to be given to the player at the beginning
New in version 0.0.20
- Fix for placed weapons on the ground being destroyed after re-pickup
New in version 0.0.19
Test message
New in version 0.0.18
test
New in version 0.0.17
- When a new weapon is replaced with your equipped weapon, your old weapon is placed down instead of being removed from the world
- It is possible to destroy the weapons on the ground if need be. Check the key binding section in the documentation
New in version 0.0.16
- The documentation has been reworked significantly. Please make sure that you read it carefully to learn about all the new mechanics
- Match with the public version
New in version 0.0.15
- Fixed a bug where the scattered pellets of shotguns could register several head shots
- Small bug fixes and improvements to NPCs
New in version 0.0.14
- Increased the damage of the building explosion
New in version 0.0.13
- Fix for joystick controls
New in version 0.0.12
- Added full joystick support. Read the documentation for more info
New in version 0.0.10
- New sound for the destination point
- New sound for game notifications (computer alerts and such)
- Optimizations and small leveling changes
New in version 0.0.9
-Set starting health to 100000. This is the max health as well - Balancing changes - Better variety for levels - Several new weapons have been implemented - NPCs run towards you instead of walking, when applicable - You can now check your level, your kill count, your head shot count and your total score with the L key. Leveling is not dependent on score unlike other games in the suite. For now, it's only for the leaderboard (which will be coming soon) and performance tracking purposes. Score is dependent on how accurate (dead center) you shoot an enemy, and whether you land a head shot - NPCs are now more prone to misfire - NPCs now have an inventory of their own. All items in the inventory will be dropped when the NPC is killed - The NPCs on the roof now have a health boost item in their inventory
New in version 0.0.8
- The documentation for the game has been updated. Please make sure to read it completely as the game has gone under many important and major changes
- The game now runs at 60 frames per second, thanks to the recent optimizations and improvements to the code!
New in version 0.0.7
- Implemented speech output in addition to the audio cue for destination point navigation
- Fixed a bug where sometimes the radar would crash the game
New in version 0.0.6
- Audio fixes and detailing improvements
- Enemy information is now spoken upon radar detection. This will be togglable in a future update
- Implemented destination points. This system helps the player navigate to the needed locations on the game map. It will be heavily used in future updates. Press the T key to hear an indication of where you need to go. Make sure you are facing the direction that the indicator is coming from and walk towards it. Additionally, Spoken announcements will be implemented soon
New in version 0.0.5
- Implemented vertical aiming
- Implemented complete mouse support
- Implemented NPC regeneration managers that will add NPCs as previously instructed around the map with special attributes
- Implemented a sniper rifle
New in version 0.0.4
- Radar now indicates only when an NPC is in sight range and gun range
- The player's first weapon is now the RPG launcher for testing purposes. The reload sound for this weapon is of another one's, it will soon be replaced with its original sound
New in version 0.0.3
- You can now check your magazine status with the X key
- NPCs drop their weapons upon death. The looping sound for this will be changed soon. To pick a weapon up, walk over to it, once you hear the name, press the Z key
- The player now has a Maverick88 shotgun. Experiment with this and report your findings as this system is newly introduced to the framework
- The radar now has a 15 degrees radius instead of 45 degrees
- Many small fixes and improvements