▶
1.40: Freeze! It's the cops!
For a "GTA-inspired" game it sure took a long time to add cops - but they are finally here! We have cops, cop cars, special forces and more. If a cop sees you commit a crime your wanted level will raise - with an increasingly larger force trying to take you down. Cops add plenty of flavor and action to the game, with emergent car chases, vehicle explosions, chain reactions and new cop-centric missions. Cops provide a whole new level of risk/reward decision making to PvP games. You can intentionally farm waves of cops for bonus loot - but you might not survive. If you want to lose the cops you have two choices. Pay a bounty at a vendor, or escape the blue circle on your minimap. If you go for the later you better bring a car, because the cops will chase you down, sirens blaring.
PvE is more exciting not only with the cops but also with the addition of kill combos. If you kill two enemies in a row you'll get a double kill which pays out 2x XP and cash. Triple kills give 3x, Quad kills 4x, and Multikills 5x. You need to kill within 2.0s to maintain your combo, and while multikills are rare, they feel VERY satisfying. This change makes cop and civilian combat far more interesting. Sure you could just fire a bazooka at a cop car. But if you wait a moment you can line it up to kill a nearby civilian as well, getting 2x the reward. This quick decision makes every civilian or cop and opportunity to test your skills and get rewarded for it. As you level up in-game your weapons and skills get stronger, which makes it easier to pull off these combos. This creates a sort of farming engine, where the stronger you become the faster you can farm, similar to farming creeps in MOBAs. All the skills have been given bonus damage modifiers against civilians, and civilian combos brings a whole new way to use the existing skills in the game.
This version places a large emphasis on PvE combat in preparation for the upcoming roguelite mode. Scoring has been reworked to give points for killing cops and civilians, as well as completing missions. If you want to play GTA and fight an army of cops with a minigun you can do so - and get score for it. This creates new paths to victory and viable new playstyles. A new scoretab shows when you hold TAB which shows you exactly what your score is, how it was calculated, and what else you can do to maximise it. This should help new players understand how to win the game.
There's also a focus on sandboxy, explosive GTA mayhem. There are a lot more civilians in the map, and more cars driving around as well, making the city feel far more alive. This version really redefines the role of cars in the game as well - to go BOOM! Cop cars will chase you but their hitpoints are low. A well placed bazooka will set off chain reactions of explosions as the cop cars detonate.
I've reworked the lighting engine to not only run faster but look better too. The cop sirens look pretty great as they zoom along, reflecting off the fog and shiny metal objects. Bullets are cleaner, muzzle flashes brighter, and explosions bigger. Turn on high GFX mode and enjoy!
There are plenty of other neat changes. Health upgrades no longer reset when you die, Smoke Bomb has been reworked to turn you invisible, QoL improvements, a new arrow in the HUD directs you towards the nearest civilian mission, better vehicle handling, and the usual balancing and bug fixing. Read the changelog below for the full list!
--- BIGGEST CHANGES --- - Police now exist in the game. They will patrol the streets on foot or in a car, and if you commit a crime nearby they will start hunting you - Added a new kill combo system that makes civilian kills more fun. If you get kills within 2.0s of eachother you'll gain a combo multiplier and earn more cash and XP. - Completely reworked scoring. It's still first to 50 points, but you can now get score for killing civilians, cops, and doing missions. Much more of a PvE focus. - Significant peformance optimisation as well as beautiful graphical improvements made to dynamic lighting (try High GFX!) --- POLICE MECHANICS --- - Wanted levels go up when you kill cops. Wanted 1 = fists, wanted 2 = pistols, wanted 3 = primary weapons, wanted 4 = special forces, wanted 5 = civilians riot. - To lose your wanted level you must escape the blue circle on the minimap then hide for 30s. If you damage a cop the timer will reset. - You can also lose your wanted level by paying a bounty at civilian vendors. It costs $500 per wanted level. - On wanted level 4 cops will start spawning as "special forces" types and be able to cast skills. Each wave of cops will cast a randomised skill (a wave of Plasma users for example) --- OTHER GAMEPLAY CHANGES --- - Max hitpoints, critical bullets and phase shifts no longer reset when you die. They last the entire match. - Health kits now give an instant +30hp in addition to +5 max hp. - Vendors are more likely to sell T2 and T3 guns than T1 guns. - Removed all the collision tiles in the map, meaning you can jump anywhere. - Twice as many vehicles and civilians spawn in the map, making it feel more alive. - An arrow now points you towards the nearest civilian mission giver. - Sped up the leveling curve so you get to spend more skill points. - Added a new option to automatically open the vendor buy menu when you stand next to him (default on) - Kills give +1 score instead of +2 score. - You get +1 score for every 5 civs/cops that you kill. - A round win now gives +10 score instead of +20. - Supply drops now give +5 score instead of +10. - Survival/Placement gives +1 score instead of +2 score on 10/9/8/7/6/5/4/3/2/1 players remaining. - Civ missions now give +3 score instead of +2. - Added a new scorecard that shows your score progress when you hold TAB. - Civ missions now give either a random perk OR they give +$2000 and +100xp. - Some civilian missions have been reworked to now focus on cops instead. For example knifing 4 cops, or killing cops with grenades. - Added vertical auto aim vs cops and civilians. - Civs now have 50hp instead of 30hp and do a bit more damage (33% instead of 25%). - Civ kills now give 10xp instead of 5xp. - The BR circle now shrinks at 2:00 mins remaining instead of 3:00 mins remaining (but shrinks 1.5x faster). - Supply drops and the heart now begin falling at 1:00, 3:00, 5:00 minutes, and land at 2:00, 4:00, 6:00 minutes. - Loot now falls every 60s instead of 120s, but half as much each time. - In squads mode the score chart is now sorted by individual score instead of by squads, and it awards kill coins this way too. - Bots buy superweapons less often. - Zombie rezzing is now easier. Heart drops are no longer randomized, but guaranteed to drop a half-heart every 2nd kill. - Zombies no longer take 2x damage in the red zone, but can no longer cast skills inside it (just as they can't fire guns). - The red zone is now graphically brightly visible when you're a zombie. - Replaced the "collect health kits" civ mission with "get quad kills". - Movement speed while in the air is now 100% instead of 50% --- VEHICLE CHANGES --- - You are now 100% immune to enemy bullet damage while inside a vehicle. However the driver can now only fire your gun while the car is stationary - Vehicles have far less hitpoints than before, but only do 20hp damage to passengers when they explode. - There is now a 0.8s delay when you enter or exit a car before you can fire your gun. Same delay is applied when you change seats. - Improved the acceleration and reverse speed on vehicles. - Reduced the cost of vehicles down to $500 to $1000. - Added a new cop car called a "Patroller". Left click to turn on the siren. - Empty vehicles take 50% more damage, and regen 3x faster - Vehicles will no longer explode you into the air unless you're actually standing on a car (or have done so in the last 1s) - Vehicles now have a 0.5s buffer from when its hitpoints hit 0 to when it actually explodes and make a cool "whiiirrrrt!!" noise --- WEAPON CHANGES --- - Superweapon ammo now only costs $1000 to fully refill instead of $4000, but supers only have 50% as much reserve ammo in them - Bazooka now does 320hp vs vehicles instead of 200hp. - Ruger now penetrates players/civs one time. - Nailgun now pierces up to 3 enemies instead of bouncing bullets. - Deagle damage is now 17 instead of 15. It does x1.5 damage vs civs and cops. - Capped explosives at 4 instead of 5, reduce explosives rate of fire. - Minigun does 23% more damage, but spread goes from 3 to 10 degrees (spray and pray baby). - Spas damage is now 56 instead of 42, but fire rate is now 120 instead of 144. - USP damage is now 10 instead of 9 - Blast Cannon damage is now 27 instead of 24, but rof is now 200 instead of 240 - The movement speed gain on weapon perks is now +20/40/60% instead of +15/30/45% --- CHEMICAL CHANGES --- - Changed the Synthetic Shop icon to a dollar sign - Goo Traps will slow civs/cop to 10% speed - Laser Tripwire duration is now 20s instead of 10s - Laser Tripwire will fire upon chasing cops instantly, without the 0.5s activation time - Damage Stimulant now gives +1% crit DMG vs civs/cops - The activation time for chemicals is now 1.5s instead of 2.5s - Warp Fields now come with 4 instead of 2 charges. - Supply Beacon chemical now has 1 charge instead of 2 - Supply Beacon no longer drops a health kit (too OP) --- SKILL CHANGES --- - Skill cooldown perks are now -20/30/40% time instead of +30/60/90% speed - Smoke Bomb has been reworked. Smoke bomb no longer fades your enemies screens to black, but instead makes you invisible as long as you stay inside the smoke. - Self Repair cooldown is now 2s longer. - Plasmaball no longer blasts you up into the air - Blade Fury slashing DPS increased from 50 to 60 hp/s - Blade Fury no longer disables your weapons upon firing, but it does less damage and bursts after 2s instead of 1s - Venom now does a flat 10hp/s damage, and the duration grows 2/2.5/3/4s. It used to be a fixed 4s duration with a total 20/25/30/40 damage dealt. Venom is able to kill players yet again and doesn't cap at 1hp. - Clip Magnet and Ammo kits no longer give less ammo to superweapons - Radiate no longer disables weapons upon firing, but it does less damage. Duration is 1s longer for all levels - Radiate now only does 5hp/s damage to self - Vampirism gives 50% more healing vs civilians. - Spike Trap does +5 damage per level (30/35/40/50). - Venom Shot does 2x damage vs civs and cops. - Shockwave duration is now 6s vs civs/cops - Skill shot now has a 10% chance to trigger vs civs/cops - Black Hole duration is now 5s instead of 10s - Black Hole does extra slow vs civs/cop: 70/50/30/10% speed - Backtrack healing per level is 40/60/80/100% instead of 25/50/75/100% - Xray Vision range vs civs/cops is now 20/40/60/100m --- BUG FIXES & TECHNICAL IMPROVEMENTS --- - Significant improvements to framerate and netcode warpiness - Significantly improved pathfinding speed of AI - Reduced the filesize of the Geneshift install by 800MB - Improved the loading time and memory usage of the megamap. - Fixed a bug where you could fire skills while standing on black tiles - Fixed a bug where rerolling wouldn't work - Fixed a bug where ex-vendors would have too much HP after a round restart - Fixed a bug where vendors could offer the same car twice - Fixed a bug that made zombie AI too aggressive - Fixed a bug where you would join as a zombie in a coop survival game
Geneshift is on sale this week, so like, subscribe, and smash that buy button. Next version will be focused on gang mechanics and territory warfare! Have fun! bencelot
[ 2021-09-27 17:00:10 CET ] [ Original post ]
Cops and Cop Cars
For a "GTA-inspired" game it sure took a long time to add cops - but they are finally here! We have cops, cop cars, special forces and more. If a cop sees you commit a crime your wanted level will raise - with an increasingly larger force trying to take you down. Cops add plenty of flavor and action to the game, with emergent car chases, vehicle explosions, chain reactions and new cop-centric missions. Cops provide a whole new level of risk/reward decision making to PvP games. You can intentionally farm waves of cops for bonus loot - but you might not survive. If you want to lose the cops you have two choices. Pay a bounty at a vendor, or escape the blue circle on your minimap. If you go for the later you better bring a car, because the cops will chase you down, sirens blaring.
Civilian Combat & Kill Combos
PvE is more exciting not only with the cops but also with the addition of kill combos. If you kill two enemies in a row you'll get a double kill which pays out 2x XP and cash. Triple kills give 3x, Quad kills 4x, and Multikills 5x. You need to kill within 2.0s to maintain your combo, and while multikills are rare, they feel VERY satisfying. This change makes cop and civilian combat far more interesting. Sure you could just fire a bazooka at a cop car. But if you wait a moment you can line it up to kill a nearby civilian as well, getting 2x the reward. This quick decision makes every civilian or cop and opportunity to test your skills and get rewarded for it. As you level up in-game your weapons and skills get stronger, which makes it easier to pull off these combos. This creates a sort of farming engine, where the stronger you become the faster you can farm, similar to farming creeps in MOBAs. All the skills have been given bonus damage modifiers against civilians, and civilian combos brings a whole new way to use the existing skills in the game.
Scoring now Rewards PvE Combat
This version places a large emphasis on PvE combat in preparation for the upcoming roguelite mode. Scoring has been reworked to give points for killing cops and civilians, as well as completing missions. If you want to play GTA and fight an army of cops with a minigun you can do so - and get score for it. This creates new paths to victory and viable new playstyles. A new scoretab shows when you hold TAB which shows you exactly what your score is, how it was calculated, and what else you can do to maximise it. This should help new players understand how to win the game.
Vehicles go BOOM!
There's also a focus on sandboxy, explosive GTA mayhem. There are a lot more civilians in the map, and more cars driving around as well, making the city feel far more alive. This version really redefines the role of cars in the game as well - to go BOOM! Cop cars will chase you but their hitpoints are low. A well placed bazooka will set off chain reactions of explosions as the cop cars detonate.
Graphics and FPS & Netcode Improvements
I've reworked the lighting engine to not only run faster but look better too. The cop sirens look pretty great as they zoom along, reflecting off the fog and shiny metal objects. Bullets are cleaner, muzzle flashes brighter, and explosions bigger. Turn on high GFX mode and enjoy!
Other Juicy Changes
There are plenty of other neat changes. Health upgrades no longer reset when you die, Smoke Bomb has been reworked to turn you invisible, QoL improvements, a new arrow in the HUD directs you towards the nearest civilian mission, better vehicle handling, and the usual balancing and bug fixing. Read the changelog below for the full list!
Full Changelog
--- BIGGEST CHANGES --- - Police now exist in the game. They will patrol the streets on foot or in a car, and if you commit a crime nearby they will start hunting you - Added a new kill combo system that makes civilian kills more fun. If you get kills within 2.0s of eachother you'll gain a combo multiplier and earn more cash and XP. - Completely reworked scoring. It's still first to 50 points, but you can now get score for killing civilians, cops, and doing missions. Much more of a PvE focus. - Significant peformance optimisation as well as beautiful graphical improvements made to dynamic lighting (try High GFX!) --- POLICE MECHANICS --- - Wanted levels go up when you kill cops. Wanted 1 = fists, wanted 2 = pistols, wanted 3 = primary weapons, wanted 4 = special forces, wanted 5 = civilians riot. - To lose your wanted level you must escape the blue circle on the minimap then hide for 30s. If you damage a cop the timer will reset. - You can also lose your wanted level by paying a bounty at civilian vendors. It costs $500 per wanted level. - On wanted level 4 cops will start spawning as "special forces" types and be able to cast skills. Each wave of cops will cast a randomised skill (a wave of Plasma users for example) --- OTHER GAMEPLAY CHANGES --- - Max hitpoints, critical bullets and phase shifts no longer reset when you die. They last the entire match. - Health kits now give an instant +30hp in addition to +5 max hp. - Vendors are more likely to sell T2 and T3 guns than T1 guns. - Removed all the collision tiles in the map, meaning you can jump anywhere. - Twice as many vehicles and civilians spawn in the map, making it feel more alive. - An arrow now points you towards the nearest civilian mission giver. - Sped up the leveling curve so you get to spend more skill points. - Added a new option to automatically open the vendor buy menu when you stand next to him (default on) - Kills give +1 score instead of +2 score. - You get +1 score for every 5 civs/cops that you kill. - A round win now gives +10 score instead of +20. - Supply drops now give +5 score instead of +10. - Survival/Placement gives +1 score instead of +2 score on 10/9/8/7/6/5/4/3/2/1 players remaining. - Civ missions now give +3 score instead of +2. - Added a new scorecard that shows your score progress when you hold TAB. - Civ missions now give either a random perk OR they give +$2000 and +100xp. - Some civilian missions have been reworked to now focus on cops instead. For example knifing 4 cops, or killing cops with grenades. - Added vertical auto aim vs cops and civilians. - Civs now have 50hp instead of 30hp and do a bit more damage (33% instead of 25%). - Civ kills now give 10xp instead of 5xp. - The BR circle now shrinks at 2:00 mins remaining instead of 3:00 mins remaining (but shrinks 1.5x faster). - Supply drops and the heart now begin falling at 1:00, 3:00, 5:00 minutes, and land at 2:00, 4:00, 6:00 minutes. - Loot now falls every 60s instead of 120s, but half as much each time. - In squads mode the score chart is now sorted by individual score instead of by squads, and it awards kill coins this way too. - Bots buy superweapons less often. - Zombie rezzing is now easier. Heart drops are no longer randomized, but guaranteed to drop a half-heart every 2nd kill. - Zombies no longer take 2x damage in the red zone, but can no longer cast skills inside it (just as they can't fire guns). - The red zone is now graphically brightly visible when you're a zombie. - Replaced the "collect health kits" civ mission with "get quad kills". - Movement speed while in the air is now 100% instead of 50% --- VEHICLE CHANGES --- - You are now 100% immune to enemy bullet damage while inside a vehicle. However the driver can now only fire your gun while the car is stationary - Vehicles have far less hitpoints than before, but only do 20hp damage to passengers when they explode. - There is now a 0.8s delay when you enter or exit a car before you can fire your gun. Same delay is applied when you change seats. - Improved the acceleration and reverse speed on vehicles. - Reduced the cost of vehicles down to $500 to $1000. - Added a new cop car called a "Patroller". Left click to turn on the siren. - Empty vehicles take 50% more damage, and regen 3x faster - Vehicles will no longer explode you into the air unless you're actually standing on a car (or have done so in the last 1s) - Vehicles now have a 0.5s buffer from when its hitpoints hit 0 to when it actually explodes and make a cool "whiiirrrrt!!" noise --- WEAPON CHANGES --- - Superweapon ammo now only costs $1000 to fully refill instead of $4000, but supers only have 50% as much reserve ammo in them - Bazooka now does 320hp vs vehicles instead of 200hp. - Ruger now penetrates players/civs one time. - Nailgun now pierces up to 3 enemies instead of bouncing bullets. - Deagle damage is now 17 instead of 15. It does x1.5 damage vs civs and cops. - Capped explosives at 4 instead of 5, reduce explosives rate of fire. - Minigun does 23% more damage, but spread goes from 3 to 10 degrees (spray and pray baby). - Spas damage is now 56 instead of 42, but fire rate is now 120 instead of 144. - USP damage is now 10 instead of 9 - Blast Cannon damage is now 27 instead of 24, but rof is now 200 instead of 240 - The movement speed gain on weapon perks is now +20/40/60% instead of +15/30/45% --- CHEMICAL CHANGES --- - Changed the Synthetic Shop icon to a dollar sign - Goo Traps will slow civs/cop to 10% speed - Laser Tripwire duration is now 20s instead of 10s - Laser Tripwire will fire upon chasing cops instantly, without the 0.5s activation time - Damage Stimulant now gives +1% crit DMG vs civs/cops - The activation time for chemicals is now 1.5s instead of 2.5s - Warp Fields now come with 4 instead of 2 charges. - Supply Beacon chemical now has 1 charge instead of 2 - Supply Beacon no longer drops a health kit (too OP) --- SKILL CHANGES --- - Skill cooldown perks are now -20/30/40% time instead of +30/60/90% speed - Smoke Bomb has been reworked. Smoke bomb no longer fades your enemies screens to black, but instead makes you invisible as long as you stay inside the smoke. - Self Repair cooldown is now 2s longer. - Plasmaball no longer blasts you up into the air - Blade Fury slashing DPS increased from 50 to 60 hp/s - Blade Fury no longer disables your weapons upon firing, but it does less damage and bursts after 2s instead of 1s - Venom now does a flat 10hp/s damage, and the duration grows 2/2.5/3/4s. It used to be a fixed 4s duration with a total 20/25/30/40 damage dealt. Venom is able to kill players yet again and doesn't cap at 1hp. - Clip Magnet and Ammo kits no longer give less ammo to superweapons - Radiate no longer disables weapons upon firing, but it does less damage. Duration is 1s longer for all levels - Radiate now only does 5hp/s damage to self - Vampirism gives 50% more healing vs civilians. - Spike Trap does +5 damage per level (30/35/40/50). - Venom Shot does 2x damage vs civs and cops. - Shockwave duration is now 6s vs civs/cops - Skill shot now has a 10% chance to trigger vs civs/cops - Black Hole duration is now 5s instead of 10s - Black Hole does extra slow vs civs/cop: 70/50/30/10% speed - Backtrack healing per level is 40/60/80/100% instead of 25/50/75/100% - Xray Vision range vs civs/cops is now 20/40/60/100m --- BUG FIXES & TECHNICAL IMPROVEMENTS --- - Significant improvements to framerate and netcode warpiness - Significantly improved pathfinding speed of AI - Reduced the filesize of the Geneshift install by 800MB - Improved the loading time and memory usage of the megamap. - Fixed a bug where you could fire skills while standing on black tiles - Fixed a bug where rerolling wouldn't work - Fixed a bug where ex-vendors would have too much HP after a round restart - Fixed a bug where vendors could offer the same car twice - Fixed a bug that made zombie AI too aggressive - Fixed a bug where you would join as a zombie in a coop survival game
40% Discount
Geneshift is on sale this week, so like, subscribe, and smash that buy button. Next version will be focused on gang mechanics and territory warfare! Have fun! bencelot
[ 2021-09-27 17:00:10 CET ] [ Original post ]
Geneshift
Nik Nak Studios
Developer
Nik Nak Studios
Publisher
2017-05-23
Release
Game News Posts:
81
🎹🖱️Keyboard + Mouse
Very Positive
(2410 reviews)
The Game includes VR Support
Public Linux Depots:
- Geneshift Linux [17.69 M]
Available DLCs:
- Geneshift: Supporter's Edition
- Gene Shift Auto: Deluxe Edition
Geneshift is a top-down shooter bursting with brutal gunplay and insane vehicle action. Unlock tactical mutant skills and outplay your friends in fast-paced online combat. Then coordinate your mutant attacks to defeat the rebel scientists and their zombie army.
- 16v16 MULTIPLAYER COMBAT
Battle in modes such as Capture the Flag, Checkpoint Racing and Zombie Survival. - 8 PLAYER CO-OP CAMPAIGN
Play solo or with up to 8 friends online to save the world from a zombie outbreak. - LEADERBOARDS & DIFFICULTIES
Replay the campaign in 4 difficulty levels and set high scores on various leaderboards. - OVER 30 TACTICAL SKILLS
Unlock tactical skills such as Invisibility, Teleportation, Force Fields and Plasma Ball. - INSANE VEHICLE ACTION
Ride with allies to do drive-by shootings, detonate car bombs and run enemies over. - SECRET BASE BUILDING
Build a secret base of hidden chemicals that gives you long-term strategic advantages. - COMPETITIVE SERVERS
Earn ranks in competitive servers that balance teams with a unique ELO rating system. - USER GENERATED MAPS
Create maps in the editor and unlock sexy cosmetics whenever your maps are played.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: 2.0 GHz dual core processorMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 512MB. OpenGL 2.0+ recommended.Network: Broadband Internet connection
- Storage: 512 MB available spaceAdditional Notes: Can run at 60+ fps. Requires the internet to save your progress. stats and highscores.
- OS: Ubuntu 12.04+
- Processor: 2.5 GHz multi core processorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 1024MB. OpenGL 2.0+ recommended.Network: Broadband Internet connection
- Storage: 512 MB available spaceAdditional Notes: Can run at 60+ fps. Requires the internet to save your progress. stats and highscores.
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