Escape menu now pauses the game.
Monsters will not follow you around the level forever anymore.
If a monster is far from its home and it cannot see you then it will reset into a passive state and slowly walk back to its spawn point.
You will be rewarded half of the experience points you would normally get for killing the monster if you successfully avoid fighting the monster. This can only happen once.
If you kill the monster after it has rewarded half of its xp you will get the other half of its exp reward.
Monsters that spawn in with ambushes and special events like power nodes do not use this system.
Idle monsters that are not set to a sniper state will wander around.
You can no longer memorize the locations of all monsters for an easy win.
The above changes are highly experimental and I need to get feedback on how you think they effect the game.
https://steamcommunity.com/games/719180/announcements/detail/3197997543171153865
Is there a story / campaign to the game or more in the spirit of Quake in terms of a campaign?
The story wont be fully revealed until later in the games cycle but it will be more in line with following a series of cryptic hints and clues.
I'll give it a shot in a bit and let you know.
Didn´t try it yet. I like point 1 and 4 though. Monster that didn´t reset was too easily exploitable. And I like change 4, because in the last quarter of the game it was really all about learning the game by heart. Wasn´t really fun to be honest.
Nice game
Nice blog..
following me @habibsphs
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lol if it's not bots it's the fake comments.