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Titan City Demo Update 1-28-14

Update 1-28-14



It's been a while since my last update. Work became quite the reality here over the last week. While I have been absent I have not been Idle. When last I left there were a lot of great comments and advice flowing in from all directions. This is not a complaint. I feel it's a good problem to have with so many people showing support in their own way. However, as I mentioned work has become a big time sink and I haven't had the opportunity to address as much as I wanted to.



The good news is there is an update which I am applying as I type. I wasn't able to address all the comments and advice I received last week, so if you don't see something you were looking for this time please don't be too bummed. I have a huge list of notes that I keep regarding public thoughts. This update does make some extensive changes so if you were hoping to continue from the point you left off, odds are that won't work. I am deeply sorry for that. A large number of changes needed to be made to make this update possible. Updates to the game are listed in the spoiler alert.




- created a new enemy for web battles: Bloodhound - bloodhound uses a trace program to find the players origin of connection and closes it which forces the player out of the web. Leaving a run allows a system to reboot itself which means defeated programs will reappear. Accessed nodes are not always affected by this sudden dump. (I have yet to get this guy in the game, but it works, which is cool by the way)

- new program skill: Mask - Masks the users internet connections making it harder to trace. Adds time to trace clock.

- new enemy skills: I am working on a large list of enemy skills and tactics to add diversity to real world combat. These skills have not been added to enemy AI yet, but will be added soon to create more diverse real world combat.

- New skill costs: Further work on skill development. Skills now cost a number of IP equal the level you wish to attain. (I.E. Level 2 handguns will cost 2 IP)

- Reduced the amount of IP gained from quests, main quests, and random drops. This backpedaling is to offset the reduction in IP needed to continue training skills.

- Specific weapon skills no longer increase damage output. Instead each time a specific weapon skill is trained the player gains a new skill to use in combat that is tied specifically to that weapon type (some of the more powerfull skill tree abilities can be used no matter what weapon the player has equipped)

- Each specific weapon skill tree now has 10 trainable skills. Up from 5.

- Removed bows, crossbows, and melee skill trees

- New weapon skill trees: Added 5 new weapon skills. See below...

- Added new skill trees: Light Weapons, Medium Weapons, Heavy Weapons, hand to hand, Edged Weapons
Light weapons: will grant +3 damage to hand guns and machine guns for each level
Medium Weapons: will grant +3 damage to Rifles and Shotguns/level
Heavy Weapons: will grant +3 damage to Sniper Rifles, Chain Guns, and Energy Weapons
Hand to Hand: Grants +3 damage with brawling and Kung Fu skills
Edged Weapons: grants +3 damage with Swords, throwing knives and throwing stars

- Added Trainers to Neutral territory, Hammer turf, and Joker Turf.

- Made Hammer Turf and Prophet Turf accessible. These areas are still under development and only open to allow the player to continue training skills.

- Reduced the number of encounters in some System Mainframes.

- improvements made with sleeping in the bed and automatic payments made for rent. You're keycard will now properly deactivate if you can't pay for rent and you will not be charged. If you so choose you can return to the Safe House and reactivate your keycard by renting a room again once you have the money.

- Changed the icon for the Format Skill

- Removed the 'Reflect' ability from CPU AI in Web combat.

- CPU AI can now always uses 'Power Surge' in combat at any time.