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Tango Fiesta News

Mini Update - Crash Hotfix

Hi you! We've been beavering away on fixes for the crash bug people have been reporting - specifically for new users - and have fired an update live to try and address it.

Please tell us if you've been experiencing crashes on boot and no longer do (because it means we've fixed the right bit of code).

But perhaps more importantly if you are still experiencing a crash on the game's boot (or before you hit gameplay), please drop us a line in the forums and we can try to work together to sort it all out.

Thanks, and enjoy the game! We'll post a proper update next week too, with tons of the usual bug fixes and tweaks, but we wanted to make sure this was out there as soon as we possible could.

Fingers crossed one and all!

Mini Update - Crash Hotfix

Hi you! We've been beavering away on fixes for the crash bug people have been reporting - specifically for new users - and have fired an update live to try and address it.

Please tell us if you've been experiencing crashes on boot and no longer do (because it means we've fixed the right bit of code).

But perhaps more importantly if you are still experiencing a crash on the game's boot (or before you hit gameplay), please drop us a line in the forums and we can try to work together to sort it all out.

Thanks, and enjoy the game! We'll post a proper update next week too, with tons of the usual bug fixes and tweaks, but we wanted to make sure this was out there as soon as we possible could.

Fingers crossed one and all!

Update #31 - DAMN DIRTY BUGS

"Is this going to be a stand-up fight, sir, or another bug hunt?” so asked the wonderfully craven PFC Hudson in Aliens. And so we ask the same… and the answer is that this update is really just one hell of a bug fixing update. Read on to find out why you need to be playing this right now!

So busy! No time! Just facts!

We’ve been hard at work on our beloved Tango for the past couple of weeks, and here are the results, but there is one other thing… we’ve started investigating some more serious/regular/scheduled Twitch streaming too, so you may as well go over and favourite us there, so you don’t miss out :D

Spilt Milk Studios on Twitch

Like I said - no time, just facts! Here are the facts! Mostly tweaks, polish and some significant updates to the online code for more stability. Sadly we’ve still not been able to reproduce the crash bug a lot of new players are experiencing, but as soon as we do we’ll shift all our efforts into fixing that. We’ve got people trying to replicate it all day long, but we’re just hitting a bit of a wall.

CHANGELIST!


Added

- New Killionaire Boss Music
- Added MetaSettings class, all game settings (version, etc) will be moved into this gradually
- Added lots more detail (and girders) to Killionaire rooms
- LOTS of rooms with cobwebs now, LOTS of cobwebs, in Ghoul Squad

Updated

- Explosive tiles (barrels, cars and objectives, mostly) now award points to the person who caused the explosion, giving them the points. Better combos as a result!
- Added more cooldown to melee attacks so people can't spam it as much
- Reduced melee damage so it's just slightly less useful against bosses
- Bionic Cop has a slower more powerful melee than everyone else
- Chainsaw badguys slowed down.
- Flares removed from boss fights
- Correct smoke usage now for indoor/outdoor areans
- Improved mission results removal for online
- Updates to Text input for game name and password
- basic chainsaw enemies don’t run quite as fast in Killionaire
- All heroes now melee slower (around 0.3 second cooldown)
- All heroes now melee for less damage. Think 2-3 hit kills rather than 1 hit kills
- Bionic Cop’s melee is even slower, but more powerful than every other hero.
- Updates to networking regards player selection, dropping in and out etc.

Fixed

- Boss feet fix, they no longer walk through walls. Have now updated all boss prefabs with feet
- Fixed enemy reviving in Ghost Squad level 3. Revenants now obey the enemy cap.
- Fixed issue with level selection. Now you can left mouse click to change selection!
- GameDirector now removes any bosses leftover in between worlds.
- Prevented Labels spamming errors if steam didn't load correctly
- If steam didn't initialise correctly, a prompt appears and then closes the game.
- During lobby creation, text entry fields reset to their original text if a blank field is entered
- Fixed bug where going into a multiplayer game would break the player’s ability to start a non-online game
- Extended viewing area in Prop Editor. More for us than you, sorry :D
- Fixed issue with not being able to enter a game name if you clicked 'host game' while editing a text field for hosting
- Start button (Online) now reads correct
- Settings labels in the lobby are now correct size.
- Fix for when the host leaves character select, the users don't quit too
- Fix for when player hosts a game, enters character select or gameplay, and then exits and re-hosts… clients are now able to join and the host (correctly) thinks they’re new clients.
- Fixed an issue where P2P didn’t reconnect
- Fixed mission results triggering
- Fixes to dropping out in gameplay when all players are dead
- Potential fix to the camera scroller not working for clients on second played level onwards.
- Fix to objectives not registering correctly (online)
- Fixed pickup locations on clients (online)
- Enemy Clearing now works more reliably for clients (online)
- Inter-world generation is working again (online)
- Mission results are working again (online)
- Fixed a number of labels in the lobby screen.
- Fixed character and weapon select sprite updating
- Improved performance for online enemy spawning
- Made online enemy spawning use the offline system
- Fixed missing references for mission results (online)
- Pickups are working online again
- You can now take damage online again
- Fixed enemy spawning issues
- Game Name and Password fields auto-clear on first input
- Fixed an issue where online game wasn't loading level settings
- Fixed character select instant quit bug.

Here’s that reminder again - we’re still seeing reports of crashes from new players, and we’re unable to replicate it with much (read: any) reliability ourselves. If you do experience a crash, please do get in touch on the forums right here on Steam, via twitter or on email ([email protected]) - we’ll ask for your crash log, which should be in in your root Tango Fiesta directory, labelled with the day’s date and the sessions play time.

This is the only way we can fix these kinds of things so any help you guys and gals can give is hugely appreciated.

Until next time!

The Spilt Milk team

Update #30 - Massive AI overhaul

“If it bleeds, we can kill it”. So sayeth the man, the legend, Dutch in the best movie ever about men dying in a Jungle. Well, it’s true, and even more so in the latest build of Tango Fiesta which is live RIGHT NOW - but never has it been harder to kill stuff in the game!

We’ve overhauled the AI, which should have an immediate and very positive effect on the game. We think it’s a ton more fun, and the whole thing is just plain harder now. Which is good news for all you harcore action fans out there. Combine that with two new particle effects we’ve added - one for environmental damage, and the other for enemy damage/death and I think you’ll see that the game is just so damn full of action you might not be able to handle it!

A lot of these fixes came hot on the heels of our return from the UK’s biggest gaming convention - Insomnia 54 - where we had a lot of fun.


3 Players who have kicked a LOT of ass in Island-2


Teamwork! One player on the Hack objective, another down, and the third running over to revive them!


Ummm… Ghoul Squad-3 sees a lot of players get in deep trouble. That’s a lot of zombies.

Insomnia 54 was amazing. We had tons of people playing, we live streamed the whole thing on our Spilt Milk Studios Twitch channel, and have come away with tons of great feedback and things to fix. Lots of which are in this very update! We also want to say hello to the guys and gals who made such a long and tough 3 days so very much easier - we really met some lovely people and they made it all worth while. I’m sure they know who they are!

So, those live changes. Hopefully you’ll see a HUGE improvement in the game, it’s a ton more fun - even though we’re aware that some enemies in Killionaire don’t move. I just need to spend some time tweaking them!

CHANGELIST!


Added

Brand new hit particles gfx for environment
Brand new hit particles gfx for enemy hits & kills
Huge overhaul to enemy movement and pathfinding systems. Enemies now circle the player, move more frequently, make smarter choices, and prove to be a lot tougher to fight now. Also, if the enemies are too far away, they will move towards the player to close the distance and engage in combat

Fixed

Fixed stalker image
Fixed Objective Health bars
Hotfix for Revenant spawning enemies
Fixed Pool Scaling issues for Bullets and Pick
Flipped player arrows around for when players are offscreen
Player icons are now correct in character select Killionaire
Fixed issue with join UI appearing over the UI in level transitions
Fixed 'press A to join' appearing when there's already an active join prompt
Weapon Offset fixed
Fixed Dr Fahrenheit sprite order
Fixed receiving damage in Killionaire (and all indoor arenas)
Fixed issue with Boss beams being destroyed
Overwrote scales in fahrenheit to fix walking scales

Updated

Objective health bars are now colour coded as they lose health (green > yellow > red)
Old Ramishar depth offset altered
Flare prefab updated
Several other prefabs/particles tweaked
Made choppers shoot slightly less often, with slightly larger gap between bullets in a salvo
Changed depth of ghost death effect
Changed the setup for the Mark & Hammill Chainsaw so that it's not QUITE so deadly in the hands of Lockjaw
Made the scale in bosses protected
Made Snowflake slightly less annoying (slower, fires less often, slightly bigger gap between shots in a salvo)
Improved hit particles gfx for Hunters

A reminder - we’re still hearing reports of crashes from new players, and we’re unable to replicate it with much reliability ourselves. If you do experience a crash, please do get in touch on the forums right here on Steam, via twitter or on email ([email protected]) - we’ll ask for your crash log, which should be in in your root Tango Fiesta directory, labelled with the day’s date and the sessions play time.

This is the only way we can fix these kinds of things so any help you guys and gals can give is hugely appreciated.

Until next time!

The Spilt Milk team

UPDATE #29 - Hit It Again.

Update #29 - BOSS RUSH

“Hit it again.” Those words were uttered by a genius crook in the best action film ever made. What is it? Not telling, you should know by now. Why did he say them? Because the police had sent in the SWAT team, and they got caught out so they needed backup, and that got taken out with extreme prejudice. Planning for multiple outcomes is very wise, and our European friend planned for every single one. Well, except for the cop playing cowboy outside of his jurisdiction.

Well, you might need backup now, because every single Boss in the game now has goons helping them out! It’s made fights slightly tougher, but also way more interesting, so dive in and see what you think! We’ve also been hard at work fixing issues under the bonnet so we’ve got a much more solid framerate now, while we’ve been prepping some work on AI, but more on that later.

Until then, here’s a pic of my personal favourite element of the update this week, Ghoul Squad Level 3 can get pretty… hectic!



I’ve been able to balance some of the enemy spawning rules and will continue to do so in an effort to make more exciting, varied and memorable levels like this. All our hard work is paying off!

Time for a fair warning - we’re experiencing a few crashes from new players, and we’ve managed to put a chunk of sneaky code in to try and root out the problem - though we’re unable to replicate it with much reliability ourselves. We’re about as far from New Players as you can be.

If you do experience a crash, please do get in touch on the forums right here on Steam, via twitter or on email ([email protected]) - we’ll ask for your crash log, which should be in in your root Tango Fiesta directory, labelled with the day’s date and the sessions play time.

This is the only way we can fix these kinds of things so any help you guys and gals can give is hugely appreciated.

CHANGELIST!


Added

Generic bad guys now spawn in all Boss Fights on Standard and NG+
HUD flash for when you fire weapon added
Champions are now worth double points

Fixed

Live dropout fixed for multiplayer
Weapon graphics are now removed from play when a player drops out
Fixes for achievement unlocking in Boss fights, which were occasionally stopping progression at the end of fights
Higher chance of Hunters appearing in Jungle-3
‘A Revive’ graphical prompt no longer remains after Revive is successful in co-op
Choppers made slightly less deadly (fewer shots, slightly less damage per shot)
Aliens now shoot lasers with correct sfx (easier to spot them!)
Flamer enemies in Killionaire much less annoying (shorter range, shorter view distance)
Yatcha boss fight made more balanced/fair, with fewer Hunters and more goons
Fixed ghost and zombie champion health issues, they’re now set up correctly (too easy before!)
Zombies now flip to face the direction they’re moving in
Zombie shaders fixed, no more white outlines.
Memory improvements with pathfinders, speeding up the game’s performance
Improved performance for all game pawns
Improved pathfinder performance
Pathfinder node sizes fixed, speeding up the game’s performance

Updated

Updated Ghoul Squad Level music
Updated Ghoul Squad Boss music
Updated Running Man Boss music
Updated all enemies so they have score values
Changed values so the Ghoul Squad-3 is a zombie horde level. Quite a different feel, tons of bad guys over time, very fun!
Bionic Cop made slower, uses his stamina faster. Tanking him up for more distinction between the player characters
Amended Zombie melee and touch damage so they deals lightly more now

Well, not bad for a couple week’s work!

What are we up to next? I’m glad you asked, and I did tease about the AI. Well, our next focus is on getting the enemies to be smarter, more fun to play against, and more exciting in their range of behaviours. We’re aware of some bugs preventing that from happening, but while we’re rummaging around in there we’ll take the opportunity to add a few neat ideas we’ve had over the game’s development too. Watch this space!

Toodles for noodles!

The Spilt Milk team