Hello ! In this update, a lot of work has been done on the AI, new characters have been added, gameplay expansion and much more have become available.
Download page - https://www.patreon.com/posts/update-0-7-1-0-121029472
So, in order...
Game Mode Panel :

After selecting a game map, a menu will become available that is responsible for additional gameplay settings. The changes only affect the game in Sandbox mode*
There are a total of 3 game modes, 2 of which change the gameplay to some extent and determine the starting point.
All game modes inherit the logic of the classic mode, and also add new or redefine it. Depending on the mode you choose, you can find something new for yourself, as well as items, Easter eggs, etc., since the game mode can partially modify the map.
Game Mode "Spy" :
Classic game mode: You start as an agency spy on the edge of the map near the location of all the necessary items.
Bosses are available.
Team manager is available.
Enemies will attack you anyway.
Your recruits gain the "Special Powers" ability (As a recruit you can recruit other recruits).

Game Mode "Sleeper Agent" :
New game mode. You start the game as a sleeper agent, who is in captivity at the time of the game.
Bosses are available.
Team manager is available.
Enemies will attack you anyway.
You gain the "Lamb" ability (The lower your stamina level during struggle, the slower it is consumed).

Game Mode "Slaver" :
New game mode. You start the game as one of the slavers operating in the area. You can enjoy your impunity...
Bosses are disabled.
Team manager is disabled.
You gain the passive effect "Threat Root" (Other slavers perceive you as an ally).

Game Mode Addition Settings :
Also, in addition to choosing a game mode, new preferences are available.
Slaver Population % - Determines the population of slavers on the map as a percentage of the maximum available population. Increasing the value may affect performance*
Slave Population % - Determines the population of slaves on the map as a percentage of the maximum available population. Increasing the value may affect performance*
Include Bosses - The option determines whether a boss will appear at the start of the game. It is important to note that the option will only make sense if the game mode you have selected supports bosses.


Scarlet Countess :
The first boss in the game, don't judge too harshly...
The Scarlet Countess was intended to be the main administrator in the slavers' camp, appearing in case of disruption of work or when she needs to do important work herself.
Depending on the chosen preferences of the game mode, the Scarlet Countess appears near one of the watchtowers and will follow the route.
You can decide for yourself whether to engage in open combat or strike from under the sly, in any case, the boss will not give up as easily as her minions.

The Countess will dodge arrows and ignore other means of subduing her when she clearly expects it. The best tactic is to hide from sight to attack from behind, or shoot from a very long distance.

The fight will last until you subdue the boss. After her health bar drops to zero - you can deliver the final blow! With the help of ropes or handcuffs of course...

Scenes Of Punishment :
Basically, it's a massive set of systems I've been working on for the last couple of months that can be used to broadcast controlled cinematic cutscenes with a slight break from the main gameplay. For now, they're only used as punishment scenes, but there will be more expansions based on this later...
There is currently one scene available. By default, they are triggered when you fall into the clutches of a boss.


New AI Perception Service :
I understand that I've gotten on everyone's nerves by redoing the same thing several times, but here we go again...
The perception system and stimulus detection modules for AI have been completely rewritten.
Processing of stimulus update requests - Requests for detection, removal, modification of stimuli, updating of attitudes and threat level are performed automatically by delegating related components. This significantly reduces the load on the processor, since it is no longer necessary to constantly update the information in the Behavior Tree about which stimuli contain sense components.
Vision - Updated the way the vision module detects stimuli. Now any AI will stop perceiving stimuli emitted by another character if that character is out of sight for a few seconds. If you're wondering if this solves the problem of enemies seeing you from miles away through the ground and many obstacles - Yes, it does...
Hearing - Updated the way the Hearing module detects stimuli. Now any AI will stop perceiving noise stimuli emitted by another character if that character does not make any sounds for three seconds.
Visibility Range - AI visibility range increased to 1500 units (150 in meters).
Field of View - AI's field of view is set to 80 degrees (160 degrees in literal terms).
Vision Component - The vision component responsible for determining stimuli has been moved to a separate graph and attached to the head. Now the field of view directly depends on which direction the character is looking (This fixes the problem when the enemy did not see you while looking around, although his gaze was obviously directed at you).


Enemy Indication :
The enemy indication scheme has been completely redesigned, or, more simply put, the display of the fact that something (or someone) is threatening you.
Instead of a light bulb above your head in the form of an eye or ear, a field with a pointer has been added that automatically appears when the enemy has seen you and disappears when you are no longer in danger. The indicator also points in the direction of the enemy, so the more enemies see you, the more pointers. Don't worry, the pointers are not displayed if the enemy is helpless.
Added additional danger indication. An aggressively-minded character will create a special widget in the form of an exclamation mark, indicating that he has spotted you. This allows you to accurately understand the location of the enemy who has spotted you, even if he is out of your field of vision.
If you are spotted by an enemy, an animation will play that slows down time slightly.


Save Game Screen :
Updated progress window.
The game mode will be displayed in the progress cell.
Added a "Delete all saves" button - this will erase progress in all cells and automatically delete the save cache.


New Items & Blueprints :
The following items won the last poll and were added to the game.
Added armbinder for forearms.
Added armbinder for forearms ( White Color ).
Added headbag with nose hole.
Added headbag with nose hole ( White Color ).
Added "Dog Mask".
Added "Dog Mask" ( White Color ).
The following drawings have been added:
Added Blueprint ( armbinder for forearms ).
Added Blueprint ( armbinder for forearms ( White Color )).
Added Blueprint ( headbag with nose hole ).
Added Blueprint ( headbag with nose hole ( White Color )).
Added Blueprint ( "Dog Mask" ).
Added Blueprint ( "Dog Mask" ( White Color )).
Experimental features :
Overrides AI threat assessment. The player character remains in the Pay Attention state as long as their hands are tied. When their hands are completely freed, the threat state changes to Dangerous.
Your wanted level will reset after being sent to jail.
Removed area in prisons that prevented the use of team manager.

When using Carrying Device - the task of unpacking the character requires specifying the exact landing location. If the character is packed - the indicator will appear automatically when selecting the device.
When using the Carrying Device, unpacking will be the main action if you are carrying the character.

The "Pack into Carrying Device" task is available in the special actions panel. To use it, the target must be linked.

Bug Fix :
Mouth Gag type gags were not overlapping other gags - fixed.
The overlap layers of some types of clothing were indicated incorrectly, due to which it was possible to wear them repeatedly or with incompatible layers - fixed.
The action key bar when using an item was not displayed after exiting photo mode - fixed.
Fixed gaze tracking in the standby pose for slaves (only the eyes followed the target while the head remained motionless).
Fixed bug with wrong head direction (Characters could look to the side or to the sky, which looked strange...)
When loading progress, characters in cocoons could display enabled items that should obviously be hidden - fixed.
Some items might not appear on the character after loading progress - fixed.
Items in chests and barrels could be duplicated after loading progress - fixed.
A mummified hostage could fall into the ground after loading progress (Only applies to mummification under the ceiling) - fixed.
The hostage may not be in the captivity location after loading progress - fixed.
Items might not be returned to inventory when using the "Rescue" action - fixed.
The carrying device could unpack the character with an error if there was no suitable place nearby (Glitch with characters getting stuck in each other) - fixed.
The hair band might not be hidden during mummification - fixed.
Nanney Teasford
2025-04-22 10:46:04 +0000 UTCObito Uchiha
2025-04-22 10:43:26 +0000 UTCReikal
2025-01-30 15:26:09 +0000 UTCNido
2025-01-29 14:44:32 +0000 UTC