Hard-Life the 6 Month (Closed-Beta) Update (Patreon)
Content
Welcome back to the closed beta individuals who have been part of our community for the longest time. Some of you who are coming back after 6 months are in for big changes.
Fixed situations where players could become trapped due to stale checkpoint data.
Save files WILL preserve: (Currently name is bugged but will be fixed)
Health
Armor
Date and timestamp metadata.
Recoil Overhaul
Introduced a new recoil model inspired by games such as:
The Specialists
Counter-Strike
Features:
Permanent recoil accumulation.
Speed-based recoil scaling.
Running substantially increases weapon instability.
Smooth view kick behavior.
More physical weapon handling.
Sugar System Expansion (Item_soda)
The experimental sugar mechanic received major additions.
High sugar levels can now:
Introduce increasing aim instability.
Produce severe weapon shaking.
Create extreme accuracy penalties.
Squad Expansion
Expanded squad slot usage:
Increased engagement opportunities.
Increased grenade participation.
Improved squad aggression.
Reduced passive waiting.
Zombie Revival System
On higher difficulties:
Zombies can revive after death.
Features:
Delayed resurrection.
Visibility requirements.
Distance requirements.
Temporary invulnerability while reviving.
Proper removal from combat during the revive process.
Numerous bugs involving invisible zombies were fixed.
Alien Slaves
Improved evaluation of:
Melee behavior.
Forward lunging.
Attack responsiveness.
Work began toward reducing awkward attack movement.
Proximity Camera
Introduced:
trigger_proximity_camera
Features:
Detects nearby players.
Camera takeover support.
Player-target tracking.
Position tracking.
Decal visibility improvements.
Tracer visibility fixes.
Heavy Map Changes (TBD)
More Changes (TBD - Will update)
To our continued patreon members,
What is in our timeline?
Physics
GSPhysics Integration (phys_"")
Began experimental client-side physics integration.
Features include:
Bullet-based physics testing.
Ragdoll experimentation.
Physics debugging commands.
Ragdolls
Major groundwork was completed for future ragdoll support.
Work included:
.gpd generation.
Constraint experimentation.
Scientist testing.
Barney testing.
Headcrab support.
Flying Snark Variant - monster_flysnark
A brand-new Snark type was prototyped.
Features:
Uses the standard Snark model.
Behaves more like insects or beetles.
Avoids clipping into other Snarks.
Supports flock-like behavior.
Performs fly-by bite attacks.
Circles victims before re-engaging.
Uses squad coordination concepts.
Retains explosive Snark deaths.
Supports extended lifespans.
Added looping buzzing flight audio.
Code to be adjusted to provide a heavier smarter version for stukabat npc