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Penitentiary & Kicking Update!

[h3]Your handler located the Jumpsuit HQ, and it's time to finish them off. However, it looks like there's a rat cutting deals with a third party ... is Exit's handler telling her the whole story?[/h3][p][/p][p]The Penitentiary Update, along with 2 new levels, finally introduces one of the most long-awaited features ... KICKING! Now you can utilize the spike walls and spike barrels that are strewn across all jobs to instantly kill enemies that get too close. Additionally, I've reworked the Jackrabbit mask to boost your kicking power, so you can really send people into orbit if you want.[/p][p][/p][h2]Now to talk The Penitentiary. [/h2][p][/p][p][/p][p]In this level, you'll have access to plenty of routes in order to complete your objectives, as well as lots of nooks and crannies to find junk and meds. The ambience in this level is one of my favourites so far, and riding along the ziplines on the outside of the prison really lets you soak it all in. [/p][p]There's also a nod to Dishonored, one of my favourite games of all time, in this level. Let me know if you can find it![/p][p]Another thing I'm super happy with is how the music turned out. As some of you know, the composer of all of the PIGFACE tracks is crisp, (@still_crisp on twitter) and for this level he banged out an entire 12 minute megamix of club songs. Each and every one is fucking great and every time you start the Penitentiary level, the song will start at a random point, so it always feels like a never-ending party. [/p][p]If you love the music, please show him some love, he truly deserves it.[/p][p][/p][p][/p][p]The other level included in this update is the very first optional job! This one is unlocked after you complete the train station, and it takes place in a subway that's been converted into an arena. You'll be introduced to the character responsible for this arena in a short cutscene as well as the job description, and he's voiced by ... me! [/p][p]In this level you'll see some new traps like stationary flamethrowers and giant sawblades. With the addition of the kick and the junk shield, you can kick or push enemies into these environmental hazards in order to satisfy the optional objective of the arena. [/p][p][/p][p]Lastly I'd like to shout out the voice performances by Zach (@ZaccActs) and Skylar (@SkylarArtaggat) who provide new voicelines for the Jumpsuits. Their performances blend very well with the previous performances by Jackson (@YeaGrimbo) and Dela (@DelbellzVA) who did the Smilers. The Jumpsuits are more sane and cocksure than the Smilers, and some of their lines will tell the player information about Exit's past ... [/p][p]There's more included in this update of course, and you'll see the additional fixes, quality of life additions, and equipment/med items in the patch notes. Get back in there and check out all the new stuff![/p][h2]Below is the full list of patch notes:[/h2][p][/p][h2]Weapons:[/h2]
  • [p]S357 balance changes[/p]
    • [p]Inaccuracy increased from 0 → 0.25[/p]
    • [p]Damage decreased from 150 → 100[/p]
    • [p]Max ammo increased to 48[/p]
  • [p]LMG balance changes[/p]
    • [p]Damage decreased from 60 → 50[/p]
    • [p]Recoil and spread increased[/p]
  • [p]TEC-9 now full-auto at 600 RPM[/p]
    • [p]Pistols, shotguns, and snipers now properly semi-automatic[/p]
    • [p]G18, M9S, and S357 RPM set to 600[/p]
  • [p]Weapon attachments[/p]
    • [p]Attachments persist between deaths and appear in the kit screen[/p]
    • [p]Attachments persist between guns when cycling in the kit van[/p]
    • [p]LMG now uses a red dot instead of a scope[/p]
    • [p]R870 now uses a red dot instead of a scope[/p]
    • [p]Mac-10 now supports a red dot[/p]
  • [p]Improved iron sights[/p]
    • [p]AK47, R357, M16, Mac-10[/p]
  • [p]R357 bolt animation fixed to prevent camera clipping[/p]
  • [p]M16 added and unlocked after completing the penitentiary
    [/p]
[h2]Armor / Equipment:[/h2]
  • [p]Added Junk Shield[/p]
  • [p]Added Pills[/p]
  • [p]Added Cowgirl Hat[/p]
  • [p]New Jumpsuit added and accessible from the mirror[/p]
  • [p]Birthday Girl Hat - Increased confetti effect[/p]
  • [p]Reworked Jackrabbit Mask[/p]
    • [p]2X Kicking Power[/p]
    • [p]+15% Jump Height[/p]
    • [p]-20% Health [/p]
[h2]Enemies:[/h2]
  • [p]Added new Yuppie faction[/p]
  • [p]Tinker and Tailor have increased knockdown resistance[/p]
  • [p]Enemies now detect shots that impact nearby[/p]
  • [p]Taunts now alert nearby enemies[/p]
  • [p]Enemies less likely to detect bodies behind them[/p]
  • [p]Improved collision detection while falling[/p]
  • [p]Turrets can be insta-killed by melee[/p]
  • [p]Turrets aggro distance reduced from 30 → 25[/p]
  • [p]Added The Warden[/p]
[h2]Gameplay:[/h2]
  • [p]Penitentiary level added[/p]
  • [p]Kicking added[/p]
  • [p]Added Subway level[/p]
  • [p]Tutorial Updated to add kicking[/p]
  • [p]BREAK ME text changed to KICK ME[/p]
  • [p]Mantlin Changes:[/p]
    • [p]Improved mantling ceiling detection[/p]
    • [p]Improved vaulting responsiveness[/p]
    • [p]Container and ceiling raycast issues have been fixed[/p]
  • [p]Added ziplines[/p]
  • [p]Cutscenes are now skipable[/p]
  • [p]Added more environmental hazards[/p]
[h2]Bug Fixes:[/h2]
  • [p]Clipping fixes across all maps[/p]
  • [p]Resolution scaling issues[/p]
  • [p]Objective text alignment[/p]
  • [p]Kit van door SFX added[/p]
  • [p]Props interfering with movement[/p]
  • [p]Exploits on the barn roof and the kit screen[/p]
  • [p]Misc bug fixes[/p]
[p]
[/p]

The Penitentiary & Kicking Update & Roadmap Update

[h2]Hello![/h2][p][/p][p]It's been a while, sorry about that. In my absence though I wasn't slacking off or anything, in fact I've been very busy with quality of life improvements, new items, a new mechanic, and two new levels! The thing I'm most excited for (as you can probably tell from the trailer) is KICKING! Now you can launch people into hazards on the fly without having to switch to your fists. [/p][p][/p][p]Mid-reload and someone's running at you? Kick 'em into a spike wall. Sneaking up behind a rooftop guard and want to do something funny? Kick 'em off the roof! Crazed baby-headed maniac with a hammer standing in front of a sawblade? Kick 'em and watch 'em explode! [/p][p][/p][p]Apart from all the new stuff, we also have a new roadmap. I do want to apologize again, one of the items from the last roadmap was late (the bonus level). To be honest, it was not in a polished state before the holidays, and without the addition of kicking it would've felt incomplete. All this to say, even if I don't get something done on time, I want you guys to know that I am working diligently to deliver something with integrity. [/p][p][/p][p]With this new update, PIGFACE will also see a $2 price increase starting March 12th. If you’ve been waiting to jump in, now’s the time to grab it at the current price before the update goes live![/p][p][/p][p]See you all on March 12th :)[/p][p]-tito[/p][previewyoutube][/previewyoutube][p]

[/p]

Patch - v 0.35

[h3]Additions:[/h3]
  • [p]in December, January, and February, there will be snow in the player apartment[/p]
  • [p]increased the speed of melee enemies.[/p]
[h3]Bug Fixes:[/h3]
  • [p]changed direct light shadows on all levels to be soft instead of hard to improve performance[/p]
  • [p]fixed an issue with enemies sometimes not playing audio correctly[/p]
  • [p]fixed an issue with enemies not responding to being damaged when player was too far away[/p]
  • [p]fixed an issue with enemies freezing after falling while attacking the player [/p]
  • [p]fixed the direction of force applied to player after taking melee damage[/p]
  • [p]jumping while on a “slipslope” utilized the slopes normal direction instead of directly up[/p]

The Controller Update Out Now!

Hello!
[p][/p][p]At long last, input rebinding and controller support has been added to PIGFACE![/p][p][/p][p]Additionally, I also snuck in some optimization for in-game entities and particle systems that’ll hopefully boost performance in most levels. Hope you guys enjoy, and Merry (Early) Christmas!

~ tito[/p][previewyoutube][/previewyoutube][p]Full patch notes below:[/p][h2]Gameplay:[/h2]
  • [p]M9 fire rate increased from 400 → 600[/p]
  • [p]M9 starting ammo increased from 120 → 180[/p]
  • [p]Dual M9s damage increased from 30 → 40[/p]
  • [p]Improved enemy detection accuracy[/p]
  • [p]Fixed player drifting when moving diagonally on slopes[/p]
[h2]Performance:[/h2]
  • [p]Optimized shadows[/p]
  • [p]Tweaked Mall particle effects for better performance[/p]
  • [p]Optimized enemy ragdolls[/p]
[h2]Input:[/h2]
  • [p]Added full controller support[/p]
  • [p]Player can now rebind controls via CONTROLS in the pause menu[/p]
  • [p]Leaning, movement, and look inputs are now rebindable[/p]
  • [p]Inputs in Tutorials now display based on the last used control type[/p]
[h2]MISC:[/h2]
  • [p]Pausing the game now hides all HUD elements except the pause screen[/p]
  • [p]Fixed Kit Van outline not appearing after completing Abandoned Mall objectives[/p]
[p][/p][p][/p]