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Version 0.21 is released!


Hey guys!

Version 0.21 is available for our Agents! https://www.patreon.com/posts/version-0-21-is-30580402

Saves from the previous ver. 0.2a should be compatible with this version.

Changelog (v. 0.21)

Features:
• Stage 2.3 and 2.4;
• 1 HCG;
• 7 animations;
• 4 new upgrades;
• 11 music tracks;
• HoloJack minigame in CC (visit Crew Quarters with Mateo)

Fixed bugs/improvements:

• Overhaul of the game’s color correction and stylization, each scene has a more distinctive color correction that affects not only the scene but the characters/portraits, too. The characters better blend into the environment this way. You can still check “Ignore background color bonus” in the Settings if you want to keep in-game characters brighter. Color correction is not applied for the gallery animations and HCG viewer to provide more options for users;
• Auto-zoom during in-game sex scenes will automatically zoom out after the scene is finished. Also, the auto-zoom for sex scenes can be turned off in the Settings at all. You still can use the manual zoom if you want;
• Gameovers and VN sex scenes can be replayed with voiceover in the gallery menu under the “Memory” button, it replaced “Gameovers” button there;
• Major update to UI colors and more eye-friendly UI stylization. Screen post-effects are added for the damage with low HP, EMP, low energy, damage from gases, etc.;
• The player can walk through the enemies when having an invulnerable shield after the sex scene. Also, the player will fall through the enemies on the ground if she was stunned in the air. It decreases the number of “stunlock” situations significantly;
• Visual Tracking upgrade highlights pipes/cover objects/landmines/enemy turrets, the second tier of this upgrade highlights the pickable items’ zones, too.
• The player will take several types of falling damage depending on falling speed/height;
• The enemies can drag the player from the doorways if they touch the doorway during an alarm. 
• Direct enemy touch to the player when hiding in the temporary box cover will cause the alarm for sure this time. It also will stop the player’s interaction with a body or pipe if the player was visible;
• Drawing order for enemies, player, and cover objects was set to the same drawing order as level geometry;
• Some changes were done to the main character animations;
• The corpses of enemies are affected by gravity now;
• The player will be able to perform takedowns to the enemies from behind while being in the doorways or in the invisible mode in some cases.
• Several firing modes were added, mostly for Agency’s weapons. Selecting the same equipped weapon in a quick access panel will change its current firing mode.
• New enemy traps: laser-detonated mines, motion detector detonators, automatic turrets, etc.;
• The issue with silencers/gun colors was fixed and there was a rifle silencer added as an option, too.
• Fixed missing current mission stats when loading the save;
• Fixed one bug that blocked the startup of the game when the player loaded the save with red keycard plot item;
• Fixed player’s resources UI update in CC after closing the weapon customization menu;
• Fixed blinking tooltip bug for Inventory/Upgrades windows;
• The usage of EMP will disable landmines/turrets for some time;
• The player’s HP/Energy will be restored at the start of each new mission from CC. Some re-balance was done to explosions, giving more randomness and possibility to survive, etc.
• The invisibility will not spend the energy during a cutscene;
• Destroyed robots will not be counted as kills, disabled robots via control centers will be counted as neutralizations;
• Some stage 2 enemies were re-balanced;
• Added some password hints for the last two terminals of Stage 1; 
• Sigolla’s portrait was improved by making her a little bit more muscular;
• Some redundant level geometry was removed from the Stage 1 missions and some minor optimization was done to them, too.

Stay tuned for updates, thanks for your patience!

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