Update: Improved In-Level Progress Save System, Maximum Number of Enemies Setting, Fused Gates
Author: indiefoldcreator
Date:
Wed, 06 Mar 2024
Game: Recourse
Hello everyone,
This update introduces a new in-level progress save system to Recourse and a new setting to determine the maximum number of enemies that will be spawned in Payload and Wave Defense modes.
1) Improved Saves: We have created a new gate type named "fused gate" to replace many existing regular gates in the game. When you open a fused gate, its fuse will blow and it will start open in replays after that. This new system offers improvements on two fronts: i) it reduces or removes the need for backtracking and re-solving certain puzzles, and ii) it leaves the gate open but resets the puzzles, so you can experiment with different solutions where possible without having to worry about unlocking the door ahead.
This system replaces the old in-level progress system where the opening order and states of doors were determined by level-based unlockers. The new system will keep your old files and shouldn't affect your existing saves; however, all fused gates will start closed since the system cannot retrospectively detect which doors were opened before the update. You'll have to unlock them once but never again. It may be a bit cumbersome if you're used to the old system, but it's the only way to switch to a more intuitive and stable save system to keep track of your in-level progress.
2) "Maximum Enemies" setting: Some users may experience lowered frame rates or crashes when there are too many enemies in Payload and Wave Defense modes. This new setting allows you to experiment and pick the optimal number of enemies that is suitable for your system if you ever experience such problems.
This can also be thought as a difficulty setting as it sets the number of simultaneous enemies that can attack you.
Alternatively, you can set the number of enemies to "0" and explore the Payload and Wave Defense levels peacefully. We have increased the number of collectibles floating around to make sure you have enough points to unlock all areas of the level without having to eliminate any enemies.
This setting does NOT affect the number enemies that are spawned in puzzle levels or those that are already in the level when you enter, as there are very few existing simultaneously.
Happy puzzling,
Clouds and Blue Team
This update introduces a new in-level progress save system to Recourse and a new setting to determine the maximum number of enemies that will be spawned in Payload and Wave Defense modes.
1) Improved Saves: We have created a new gate type named "fused gate" to replace many existing regular gates in the game. When you open a fused gate, its fuse will blow and it will start open in replays after that. This new system offers improvements on two fronts: i) it reduces or removes the need for backtracking and re-solving certain puzzles, and ii) it leaves the gate open but resets the puzzles, so you can experiment with different solutions where possible without having to worry about unlocking the door ahead.
This system replaces the old in-level progress system where the opening order and states of doors were determined by level-based unlockers. The new system will keep your old files and shouldn't affect your existing saves; however, all fused gates will start closed since the system cannot retrospectively detect which doors were opened before the update. You'll have to unlock them once but never again. It may be a bit cumbersome if you're used to the old system, but it's the only way to switch to a more intuitive and stable save system to keep track of your in-level progress.
2) "Maximum Enemies" setting: Some users may experience lowered frame rates or crashes when there are too many enemies in Payload and Wave Defense modes. This new setting allows you to experiment and pick the optimal number of enemies that is suitable for your system if you ever experience such problems.
This can also be thought as a difficulty setting as it sets the number of simultaneous enemies that can attack you.
Alternatively, you can set the number of enemies to "0" and explore the Payload and Wave Defense levels peacefully. We have increased the number of collectibles floating around to make sure you have enough points to unlock all areas of the level without having to eliminate any enemies.
This setting does NOT affect the number enemies that are spawned in puzzle levels or those that are already in the level when you enter, as there are very few existing simultaneously.
Happy puzzling,
Clouds and Blue Team
Write your comment!