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Pawperty Damage News

Version 1.3.2

Patch Notes


[h2]Changes[/h2]
  • Adjusted hand positioning for custom characters during bite animation
  • Spring/Boing bones now support the 'collision radius' setting
  • When importing a VRM with default configuration, no pronouns will be shown


[h2]Fixes[/h2]
  • Mods menu did not update properly, when downloading new mods from the workshop
  • Fixed default characters' collision radius (it was 20% too big)
  • Spring/Boing bone collision is now also enabled for chains that do not use gravity
  • 'Kaiju 101' and 'Crushing It!' achievements could be unlocked even after the timer has run out
  • Result screen showed placeholder '100 ft' for all high scores, when no previous score existed and a custom character was in use

Version 1.3 | Custom Character Support

[previewyoutube][/previewyoutube]

Custom Characters

Ever since development began, people have been asking about importing their own characters into the game: I'm happy to finally announce that this feature has become a reality!

(Examples: KTqtpi's and Galileo's characters... and also the TF2 scout.)

To import a character into the game, you need to export the model to a VRM file; this requires an installation of the Unity editor, as well as some Unity knowledge.

I have written a detailed Custom Character Guide which will walk you through all the necessary steps to export/import your own character models: You can read the Steam Guide or find a PDF file, at the following path in the game's installation directory:
[Installation Directory]\Pawperty Damage_Data\StreamingAssets\Characters\Custom Character Guide.pdf


Character Configurator

To help with the character configuration process, the game comes with a custom Unity tool: It allows you to tweak hit boxes, set character details, etc.


Steam Workshop

You can create mods containing custom character models and upload them to the Workhop: Before you do, please make sure you have the rights/permission to share the files. Also, do not upload any content that violates the Steam Online Conduct!

If you run into problems or have any questions, feel free to post in the Steam Discussions or Workshop—I hope I can answer as many questions as possible!

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Patch Notes


[h2]New[/h2]
  • Custom character model support and tools


[h2]Changes[/h2]
  • Improved mod upload dialogue
  • Improved character skin selection UI/UX


[h2]Fixes[/h2]
  • Various small fixes

Version 1.2 | Mods, Steam Workshop integration

Mod Support

Starting with this update, the game will be able to load "mods" which make sharing custom content a lot more convenient!

The game still only supports custom billboard and character textures, I'm afraid, but these can now be bundled into mods and then uploaded to the Steam Workshop. In the future, more options for customizations (i.e. custom character models) will be added.

I have created a Steam Guide to run you through the process of creating and uploading mods: Check it out, here: Mod Creation Guide


Steam Workshop

As mentioned above, the game now features basic Steam Workshop integration!
You can browse the Workshop and subscribe to other users' mods, to import them into your game.

Also, I have taken the liberty of preparing a few mods which you can subscribe to and import, right now: Simply check out the game's Workshop page.



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Patch Notes


[h2]New[/h2]
  • "Mods" menu
  • Steam Workshop integration
  • Example mods
  • Italian translation
  • Custom character skin definition can adjust tail/ear size


[h2]Changes[/h2]
  • Improved precision for crushing cars when walking over them


[h2]Fixes[/h2]
  • High score behavior for local scores, in Custom mode
  • Steam friend avatars in the leader boards were mirrored
  • Internal error causing unexpected behavior (i.e. making buildings indestructible)

Version 1.1 | High Scores, Steam Leader Boards, Character Skins

What's new in Version 1.1?

[h2]High Scores and Steam Leader Boards[/h2]

The game will now keep track of your high scores, both locally and via Steam's leader boards feature:
At the end of each game, the results screen will display your personal best, as well as a leader board including your Steam friends' high scores.

From the button in the bottom right of the main menu you can also access a more detailed overview of your and your friends' high scores.

Note: To make scores consistent and comparable, the default settings for Crush Hour and Time Attack modes can no longer be adjusted: For a customized experience, use the Custom game mode, instead.

[h2]Custom Character Skins[/h2]

The game now allows you to import custom textures to change the look of the default cast! You can find a detailed guide as well as example and template files, at the following path, in the game files:
[Installation Directory]\Pawperty Damage_Data\StreamingAssets\Skins

Currently, this feature only supports material adjustments for the existing characters (i.e. switching textures): Changes to the models are not possible, yet. In the future, an option to import custom character models will hopefully be available!

Similarly, sharing custom skins via the Steam workshop is not supported yet, either.

[h2]Dynamic Shadow Distance[/h2]

As a graphical improvement, the rendering distance for shadows is now adjusted on the fly, to get the best result at any given scale.

Free Character Skin Pack

Additionally, I've released a skin pack which adds 6 new looks to the game's cast of characters—it's available as a free DLC!

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Patch Notes


[h2]New[/h2]
  • High scores and Steam leader boards
  • Custom character skin support

[h2]Changes[/h2]
  • Improved shadow rendering
  • Camera is less likely to clip into the player model, at very large scales
  • Target level of destruction in Time Attack mode is now 100%
  • Collision behavior of collapsing buildings has been adjusted to be less obstructive to the player
  • Wind turbines and farms are now destructible (but will give no points)

[h2]Fixes[/h2]
  • UI scaling for ultra-wide screens
  • Display names for Chinese language options
  • Level of destruction of 100% will only be displayed if all buildings are actually destroyed
  • Various minor bugs