Release Week Patch #2
Hey everyone!
Hope you're having a great Friday, we've released the second patch for Suit for Hire!
We've been listening closely and watching content that creators have been making- being certain of what things need to be looked upon and improved. This patch improves and fixes a few issues that were found by a whole range of players. We'd like to note there's still a lot we need to work on, and we'll be pointing out some of the things we'll implement in a future patch at the bottom of this post.
Without further ado, let's get into the patch notes:
Widescreen Support
An odd thing that Unreal Engine has is that it uses Horizontal FOV, which can cause an issue for players on wide-screen monitors, we've converted it to Vertical FOV to hopefully combat this issue.
Players with wide-screen monitors should have a much better experience in being able to see the game, please let us know if you have any issues with the changes!
Bug Fixes
We're always closing listening for bugs and glitches that players are experiencing, if you ever encounter a bug or an issue, please let us know through our Community Hub.
Changes and Improvements
These are changes we've made to the overall game that aren't particularly bugs but needed some adjusting:
Controller Improvements
We've adjusted some things for controllers so it should hopefully work a little better/smoother. We've changed the deadzone so you need to push your right trigger a little further to turn, that way if you let go, it should properly stay in the position you set before.
Additionally, we've adjusted the aim assist a bit by completely removing that snappy 'aim assist'- instead, the controls will slow down a bit when you're facing an enemy.
Let us know how these new changes feel, we definitely want to add a bit more to the aim assist so it's not impossible to hit enemies- we've never really created an aim assist system for a top down game, so this is definitely new for us.
Acknowledged Issues
Out of all of the things we mentioned above, these were the most important things we needed to tackle and were the quickest to get out of the way- however, there's still a lot of work that needs to be done.
We'd like to point out some of the things we've noticed and will be working on in the days to come so everyone's experience is even better in Suit for Hire:
and more content.
We hear you 100%, we have plans for more content and we can't fully disclose it just yet as we're still figuring out the ins and outs of how we're going to be implementing things.
At the moment we're super dedicated on making the overall foundation of the game stronger so adding content doesn't cause a million issues. Things like the fixes and improvements above are just a small step in the right direction.
We do however have a few things we'd like to implement into the game to make it more interesting and to hopefully increase the amount of replayability:
These are just a few of the things we're brainstorming and looking into, the 4 levels and new enemies are 100% going to be making it into the game ASAP while we brainstorm our options for more content for the game.
Let us know what you think could be interesting for the game, we're always looking for community feedback as we continue to work on the game.
Other than that thanks a lot for reading, we hope you have a fantastic weekend!
Hope you're having a great Friday, we've released the second patch for Suit for Hire!
We've been listening closely and watching content that creators have been making- being certain of what things need to be looked upon and improved. This patch improves and fixes a few issues that were found by a whole range of players. We'd like to note there's still a lot we need to work on, and we'll be pointing out some of the things we'll implement in a future patch at the bottom of this post.
Without further ado, let's get into the patch notes:
Widescreen Support
An odd thing that Unreal Engine has is that it uses Horizontal FOV, which can cause an issue for players on wide-screen monitors, we've converted it to Vertical FOV to hopefully combat this issue.
Players with wide-screen monitors should have a much better experience in being able to see the game, please let us know if you have any issues with the changes!
Bug Fixes
We're always closing listening for bugs and glitches that players are experiencing, if you ever encounter a bug or an issue, please let us know through our Community Hub.
- Fixed a collision box blocking grenades in the boss fight
- Fixed the brutes not slamming when you're up close all the time, they should now do it whenever you're a certain distance from them (as long as it's not on cooldown for them)
- Fixed an issue where the DMR didn't always hit brutes (let us know if this is still happening or not)
- Fixed a BIG issue where leaves on trees had collision enabled and could literally stop bullets in their path
- Fixed an issue (hopefully) where music didn't change to the next track after Level 11
- No cursor showing in the Win Screen if you had a controller plugged in
Changes and Improvements
These are changes we've made to the overall game that aren't particularly bugs but needed some adjusting:
- Adjusted Level 1 to be a little easier by removing a few mercs at the beginning (mercs = gun enemies)
- Adjusted the rotation rate for Brutes, they should be a little slower allowing for quick flanking maneuvers
- Made it so you don't keep the money you earned from a level when dying, instead it resets back to what it was when you entered the level, and then decrements the death penalty
- Adjusted the scoring so it can never go in the negatives anymore (or it shouldn't, let us know if it does)
- We heard you, the secondary weapons need a bit more oomph, we've buffed the shotgun a bit more
- On top of the shotgun changes, we've increased the Assault Rifle's damage and adjusted the falloff
- Enemies shouldn't start firing from off-screen anymore, let us know if they do
- Steam Cloud should now be working so you can continue runs from other PCs
Controller Improvements
We've adjusted some things for controllers so it should hopefully work a little better/smoother. We've changed the deadzone so you need to push your right trigger a little further to turn, that way if you let go, it should properly stay in the position you set before.
Additionally, we've adjusted the aim assist a bit by completely removing that snappy 'aim assist'- instead, the controls will slow down a bit when you're facing an enemy.
Let us know how these new changes feel, we definitely want to add a bit more to the aim assist so it's not impossible to hit enemies- we've never really created an aim assist system for a top down game, so this is definitely new for us.
Acknowledged Issues
Out of all of the things we mentioned above, these were the most important things we needed to tackle and were the quickest to get out of the way- however, there's still a lot of work that needs to be done.
We'd like to point out some of the things we've noticed and will be working on in the days to come so everyone's experience is even better in Suit for Hire:
- A Tutorial needs to be implemented
- An FPS Counter setting
- Indication on how to kill the boss, and also making it more interesting
- Brutes needing some anticipation frames when charging
- Run Time not being correct when completing the game (most likely due to going back to the Main Menu and then continuing again)
- More settings exposed in the Settings Menu
- Steam Achievements
- Persistent Saving/Personal Leaderboard
and more content.
We hear you 100%, we have plans for more content and we can't fully disclose it just yet as we're still figuring out the ins and outs of how we're going to be implementing things.
At the moment we're super dedicated on making the overall foundation of the game stronger so adding content doesn't cause a million issues. Things like the fixes and improvements above are just a small step in the right direction.
We do however have a few things we'd like to implement into the game to make it more interesting and to hopefully increase the amount of replayability:
- Like stated before, we'd love to add a personal leaderboard so you can try to beat previous times in specific levels and in the game as a whole, also adding challenges like "no shooting" and other things to see how people do in the game
- We have more enemies planned that should make the game more interesting as you progress and encounter new types of enemies
- We want to include a minimum of 4 more levels to the first campaign- we might create an Act 2 but like we mentioned before, we're still looking into what's best for the game (e.g. another campaign or a challenge mode with dozens of levels almost like a sandbox that we can easily add to and add variation in the levels)
- Enemies and enemy behavior being more interesting- enemies coming out of doorways, patrolling and more are a few of the things we'd like to explore
These are just a few of the things we're brainstorming and looking into, the 4 levels and new enemies are 100% going to be making it into the game ASAP while we brainstorm our options for more content for the game.
Let us know what you think could be interesting for the game, we're always looking for community feedback as we continue to work on the game.
Other than that thanks a lot for reading, we hope you have a fantastic weekend!