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Cash_Out is a randomly generated top down shooter with stealth and RPG elements. Build your character and raid buildings to have the biggest cash out.

Post news Report RSS Cash_Out Alpha 23 has been released!

An alpha patch for cash_out has been released! This patch contains a new gamemode, a new statistics page to track your game, and some smaller balances and additions.

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CASH_OUT ALPHA 23

Cash_Out Alpha 023
PATCH NOTES

An alpha patch for Cash_Out has been released! The main focus point of this update is the statistics page and new arcade game mode as I get closer to finishing the main mechanics of the game. Thrown in were smaller changes, mainly to do with accompanying the arcade mode.

ARCADE MODE

"Arcade" is a new game mode that has been added to cash_out. Unlike "career" and "quick play", this game mode is never ending, and the difficulty raises over time.


Every three floors, the difficulty is increased, and you get a present box that contains loot

Arcade mode starts at level 0, the lowest the AI can possibly get, and caps out at 10 at floor thirty. The levels are smaller than quick play, to balance the fact that you'll be going through more levels. There is no cap for floor level, but the difficulty caps at 10 (at 12 the game crashes because the HP is so high). I'm planning two major arcade types for this game mode, full and simple.

Full -> Access to items and skills, everything is available to the player.
Simple -> There are no skills or classes, picking up an item automatically.
The "simple" mode is designed for controllers, as there is not enough buttons for 4 skills and 4 item slots, since I don't have a game pad to test this on right at the moment, simple will be added later.

"Quick Play" has been changed to "Game Modes" on the menu, to select Arcade, open up the "Game Modes" and click on "Quick Play" to move between modes.

STATISTICS

The statistics portion of the menu has been added! This menu allows you to track data about your game such as guard skills, time played and so on.


Use the Statistics menu to find out what weapon, class, item or area you use the most!

Here you can find saved data to share or improve yourself.
Some things may not work well, namely the damage dealt/healed/taken info, I'm currently using hit splat data to pool information, and not all hit splats are accurate.

PUZZLES

Puzzles have been revamped slightly. Every puzzle has been changed slightly, and a new puzzle has been added.


The "Mastermind" puzzle requires you to find the right code in order to unlock the box!

The new puzzle is "mastermind", for those unfamiliar with the board game of the same name, you have to input the right code. When the number is yellow, that means that number is somewhere in the code, but in the wrong place, when it is red, that means it is in the right place.

This is how each puzzle changed...
Rotating Lock -> Since the "ticking" noise was unfair to the hearing impaired, there are now two lights, when the lights are lit, that is the right position. Light each light in the right order to unlock.
Higher/Lower -> You now lose 4 seconds on guessing wrong, instead of 3.
3x3 Puzzle -> The amount of time you have to finish this puzzle has been greatly lowered.

Along with these changes, you are now guaranteed a clothing drop from finishing the puzzle.

AI CHANGES

I've changed some things to do with AI again, mainly to deal with arcade going above 8 and below 0.
The first thing I changed was the health scale. Previously the health scale was much lower, but started higher. Now the health scale is sharper but but starts lower.
The follow stats are for the Heavy Guard.

PREVIOUS SCALE
Level 1 -> 274 Health
Level 5 -> 328 Health
NEW SCALE
Level 1 -> 211 Health
Level 5 -> 288 Health

I found that at level 10, the health difference was very low compared to level 0, it was about 200, so about double. Now, the health difference is about 400.

Along with that, I've changed AI mechanics based on difficulty.


Enemies can no longer become leaders at "Very Easy" security level.

I feel people don't really like when difficulty just changes some numbers, so I changed the way that leadership mechanics work.

Level <2 -> Enemies do not pick up guns anymore, leaders can no longer spawn (which means no unique enemies.)
Level 2 -> Leaders ARE spawned, but they cannot call fellow squad mates to help.
Level 3 -> Leaders CAN call fellow squad mates if they see you, but they cannot rally squad mates.
Level >3 -> Leaders CAN rally squad mates in order to ambush or protect the leader.

OTHER CHANGES AND ADDITIONS


There are some other changes in this update that aren't large enough to warrant a section.

CLOTHING CHANGES

The "Prison Shirt" mechanic has changed. Where previously it reduced the cost of lock boxes, it now has a chance of giving double loot from lock boxes, I felt that at higher levels, the shirt was useless.
I've also changed the scale in which clothing levels are generated. The max clothing level shouldn't be too different, but the minimum level is now higher based on your difficulty.

GRENADE LAUNCHER AND EXPLOSIONS

Previously I changed the explosion damage scale, but it was very broken, so I took another shot at it, it should work much better now. Along with that, I've added a "Grenade Launcher" unique weapon, if you hit an enemy with the grenade, it will explode MUCH faster.

HEALTH CLASS SKILLS

I felt two health skills were broken. I didn't like the function so I've changed them.

Antidote -> The way this skill worked meant if you used it when an enemy was standing in a fire pool or something, it was free health with no consequence.
This skill is now "Placebo", it makes you immune to damage for 2 seconds, if you are hit during this time, the timer resets.

Life Support -> Absolutely broken. I designed this skill as a safety skill, originally when active you cannot die. I changed that because was only useful in some circumstances. The change, thought, made it broken, it worked as shield that cannot be broken.
The new "Life Support" heals you 50% of your health instantly, but this 50% drains over time. You cannot chain this and keep healing even when draining, though, because it stacks, and when high enough, it will start draining even quicker.

That's it for this patch! If you would like to know the full change list, check the patch notes at the top of the page!

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