Howdy Agents () Thank you to everyone who left a review since our last update. As always, be sure to join the discord! Today's update comes with some fantastic artwork from Emett, go check out their work here! Today I bring you the 0.8.7 update. This comes with a major change to skeletons, a big new mission, a new story encounter, and lots of fixes. This update is currently only available for Windows do to an issue on my end :< Mac and Linux versions will release soon. Here are the notes. Skelly Passives Skeletons now come with a random passive ability! The idea behind this is to make the skeleton a little more exciting to roll for. My concern was that unlike guns, melee, and nades; skeletons dont have much of a difference in *feel* except for the speed they move. This new feature also gives me the creative freedom to add requested bonuses that werent quite deserving of a full perk slot. These passives should sit somewhere between the classic +3% ice damage and the existing busted-ass passives already in DDS. All of them should be at least *nice* to have, and clever agents should be capable of making game breaking builds out of some of them. Ive added 25 of these to the game and plan to add at least another 25 more before we hit 1.0. Skeletons should now have a firmer place in your build beyond their stat distribution. Skelly passives appear as an adjective in your HUD, and a full description can be found in the shop and armory. This system has a few limitations to speak of. Currently, only the player and clones of the player will make use of these passives, enemies will spawn without them. This is because some of the passives are NOT fun to play against. Eventually Ill add a whitelist of all the passives enemies can spawn with so we dont have a weird break in symmetry between player and AI, but youll have to wait for the next update on that. The spread of passives also leaves some builds wanting for more right now. I have some ideas for more dedicated melee passives that I didnt have time to get around to. Meanwhile gun-heavy builds are getting a buffet of passives this patch. Special thanks to Koka productions for requesting this feature a long time ago. Be sure to check out their DDS video here! https://www.youtube.com/watch?v=D3h7e6sXAdE New Skelly Passives
- JACKED - Gain +1 starting data per skeleton level rounded up.
- STRAPPED - Gain +1 bonus mag per skeleton level rounded up.
- PACKED - Gain +1 bonus nade per skeleton level rounded up.
- SWIFT - +15% sprint speed bonus.
- LUCKY - 10% chance to ignore damage.
- CONSISTENT - Switching weapons preserves rotation.
- INFORMED - Your data can't fall below 1.
- STREETWISE - Your ego can't fall below 1.
- STOIC - Gain 20% damage resistance when standing still.
- HEADLONG - Gain 15% damage resistance when sprinting.
- SILENT - Walking into glass silently dissolves it.
- MASTERFUL - Your kick deals 1 damage per skeleton level.
- PUSHY - Your kicks push units and objects 50% harder.
- STEADY - Reduce gun recoil by 50% when standing still.
- PRECISE - Reduce gun innaccuracy by 50% when standing still.
- VEERING - Reduce gun rotation difficulty by 25% when standing still.
- MUTED - Your gun is silent when fired with a full magazine.
- RESOURCEFUL - Without magazines, you may reload your weapon with 1 round.
- GENTLE - Colliding with units puts them to sleep for 1 second per skeleton level.
- DEFIANT - On death enter an invincible state for [timePerLevel] seconds per level then die fr.
- INNOCENT - Overlord punishments are half as likely.
- DYNAMIC - Ready your gun 50% faster after sprinting.
- MINDFUL - Your top listed abilitiy has +1 uses per 4 skeleton levels, rounded up.
- DESPERATE - The last charge of an ability is free to use.
- SAFE - Your grenades are safe from damage while you cook them.
- Fixed a bug causing player laid landmines to not trigger when stepping on to them.
- Fixed a bug causing the terminal to crash if you attempted to talk to daemon_de_los_juegos twice.
- Removed the bouncing cats from the angel introduction mission. Dont worry, these lil guys are coming back in another level. They appeared for some players due to a weird plugin error I only just discovered.
- Fixed the punch clock in the angel introduction mission, enemies will now appear in your graph when its used.
- Fixed a few audio fading issues in certain zones. Some special conditions could result in music being switched off.
- Fixed a bug in the angel introduction mission that made the mission a success even if you just completed floor 1 and then backed out to the apartment.
- Fixed a few typos in agent emails.
- Fixed some bugs involving blimp AI losing track of targets.
Deadeye Deepfake Simulacrum
nodayshalleraseyou
nodayshalleraseyou
Winter 2021
Indie RPG Simulation Singleplayer
Game News Posts 89
🎹🖱️Keyboard + Mouse
Very Positive
(479 reviews)
https://www.deaddeepsim.com/
https://store.steampowered.com/app/1545990 
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- Storage: 500 MB available space
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