I had a few core things I wanted to refine and adjust from the original, particularly in the feedback department…  Since the controls for AutoFire are similar yet different from a typical roguelike, creating an experience that is easy for beginners is a continual work in progress.
In terms of driving, I simplified the grip meter to make it easier to do the “drift racing†style actions that people wanted to do, and then added new cues to help people understand their current speed.  For combat, there was a lack of understanding of when damage was being done, so I improved damage and attack feedback as well as gave users more information on the HUD about the weapons they were using.  World generation got a slight improvement, and the difficulty was increased from the admittedly easy 7DRL release as well.
Changelist for v0.2:
- UI: Grip meter no longer has two halves.
- UI: Highlight weapon that would be fired when targeting enemy
- UI: Display stats in the target panel of the weapon that would be fired
- UI: Display ghost cars in quantity matching speed. Â 3 moves/second shows 3 ghosts.
- UI: Improved display quality and sorting of damage text.
- Graphics: Skids now show smoke where the player was.
- Graphics: Changed world tiles from crates to buildings.
- Graphics: Projectiles now visibly move from source to target.
- Graphics: Dropped loot now slides from source to its resting point.
- Gameplay: Added line of sight checks for player and enemy weapons.
- Gameplay: Grip no longer goes below zero, and will start to recharge if the player faces in the move direction.
- Gameplay: Barrels explode and damage/destroy things nearby.
- Gameplay: Repair values of wrenches and armor patches were halved.