1. Cash_Out
  2. News

Cash_Out News

Cash_Out has been updated to 0.12.1.0!

Not a massive amount of content in this patch, I mainly focused on smoothening out some keyboard and gamepad controls. Along with that, the ingame manual is now finished! To save some time later I also started working on localization, you can actually edit the text for the manual using the "locale_en.ini" file, you shouldn't though as this will be overwritten with updates.

Also, I pushed a small patch for the authoring tools, a default was setting executable directory to a totally incorrect folder, resulting in testing being impossible.

Here are the patch notes.

Additions
  • Changed up the Extras -> Tutorial page, and included a manual that you can read to get some info about items and stuff in Cash_Out! (Also started the localisation system, that's what locale_en.ini is.)
  • New Hat - Headwound - Increases amount of blood damage healed dramtically, reduces bleed speed dramatically, but reduces normal healing.
  • New Hat - Neutron - Rotating molecule that shocks nearby enemies.

  • Added the "/name" command to the co-op matchmaking box, this'll change the name that appears in the matchmaking window.


Balance
  • Increased the base health of the heavy guard from 150 to 160
  • Reduced the base speed of the disease control from 3.1 to 2.5.
  • Increased the base speed of the heavy weapons from 1.45 to 1.5.
  • Reduced the base health of the kamikaze to 102 from 115 and increased the base speed to 2.4 from 2.3.


Other Changes
  • Changed some gamepad control defaults around.
  • You can now sort matches in the matchmaking list.


Bug Fixes
  • Flashbangs no longer blend in with the light, making them impossible to see in lit rooms.
  • Incendiary grenades now run better as well.
  • Added gamepad/keyboard support to missing menu options.
  • Fixed hovering over skills in the character creation.
  • Fixed options not applying right away in a raid.
  • Fixed some crashes related to binding keys while ingame.


Next patch I actually plan on making Cash_Out content complete outside of localization and sound stuff. Based on the roadmap I'm only missing some tutorial stuff and I plan on adding some more basic content. Hopefully I can get that finished up soon.

Enjoy!

Cash_Out and Authoring Tools have been updated to 0.12.0.0!

It's here, after several delays the authoring tools are (mostly) complete. With this update, level pack modding is mostly complete as well. I will be adding more functions but I don't plan on doing any more massive work with it.

Here are the patch notes for Cash_Out.

Additions
  • New unique enemy -> Kamikaze. Explodes on death after a couple of seconds.

    Added the following comparison methods to then(filtertarget).
    • then(filtertarget,self,true or false)
    • then(filtertarget,collision,true or false)
    • then(filtertarget,moving,true or false)


  • The following commands have been added
    • then(healthtarget,health) - Changes the targets health. (Keep in mind, player health is 600 by default!)
    • then(healtarget,amount) - Heals the target.


Bug Fixes
  • Fixed commenting in scripts.
  • Fixed external subcommands and argument subcommands.
  • Added new enemy AI indicators to coop.
  • Landmines can now actually drop. (I don't know how I missed this honestly.)
  • Tacks can no longer be thrown through walls.
  • Changed the way that level pack files are unpacked, previously this was based on the time
  • Fixed metal and glass modded objects.
  • Enemies stuck behind tables no longer get stuck trying to walk through the table when trying to fire at you.


Balance
  • Tacks no longer slow down enemies and players, reduced damage too.
  • Mixed "blind" and "deaf" into one single status effect. (All blinding and deafening attacks applied both anyways.)


And here are the patch notes for the authoring tools, I haven't updated in almost 2 years so it's likely I'm missing a lot of stuff from this, but here they are.

Bug Fixes
  • Fixed some export issues related to lighting.
  • Fixed an issue with corrupted sprites caused by temporary files not resetting properly.
  • Fixed quicksave and save being flipped in fuction.
  • Testing a mod pack no longer changes the last save position.
  • Minimizing the screen no longer deletes all text in a text field.
  • Fixed a crash caused by changing the name of a sprite.


Additions
  • Changed up the toolbar slightly.
  • Added some more options to the room editor.
  • Spruced up the script editor, it now checks if the code will have errors and now functions more like a real text editor. (copy, paste, cut etc)
  • Added external scripts! You can test the scripts to ensure that they don't crash too.
  • The help file is here! It's still unfinished though, click the ? button on popups, or middle button click the grey box in the script editor.


Other Changes
  • Instead of a limit of 1 backup, there is now a limit of 5 backups, after 5 is made, they'll start being deleted.
  • Associated the .cmp filetype with the authoring tools, clicking directly on level pack files will now launch them in the authoring tools. (Sorry, this isn't automatically applied, this is a limitation with windows 10, you'll have to associate the files yourself.)
  • Removed the "junk objects" section. Instead there's a toggle for objects that makes them "junk" objects.
  • Changed "microseconds" in the profile to %, which represents the % of a frame, if it passes 100% that's bad.

  • TEMPORARILY added the keybind CTRL + U to the export to steam option. This lets you input a steamworks workshop ID to directly update. Currently it is possible to update mods, but grabbing a list of what mods are the users mods is broken. I will update to fix this when I have a fix.


Anyways, next set of patches will focus on tutorial, training and glossary type stuff.

Enjoy!

Cash_Out has been updated to 0.11.2.0!

Another modding related patch. Modding for the most part is almost feature complete at this point. There are still some bugs and stuff to fix, and some smaller things to add though. I also added some AI fixes in, hopefully it functions better. Here are the patch notes.

Modding System
  • Did some backend optimization of subcommands for scripting.
  • Scripts that have specific if conditions are now only run if they meet the condition, previously even if the script has a condition of only running on creation, it was checking every frame if the script was created.
  • Fixed a parsing edge case.
  • Added the script(script,arg...) subcommand. This calls on a script and...
  • Added the then(return,number) function to be used above, this returns a value to be used in the subcommand.
  • Added the function(function,arg...) subcommand.

  • Added the following commands for use in targetting enemies.
    • then(cleartargets) - Clears the target buffer.
    • then(filtertargets,type,comparitor,amount) - Filters the target buffer based on type.
    • then(addtargets,type) - Adds a type of target to the target list.
    • then(then_target_damage,amount) - Damages every target on the target list.
    • then(then_target_status,type,amount) - Adds a status effect to every target on the target list (except blocks).
    • then(addtargets,type) - Adds a type of target to the target list.
    • if(hastargets) - Checks whether or not you have a target.


  • then(with,child) added, makes the next script be run by the child.


Other Changes
  • The "math" subcommand is now significantly faster and now actually works.
  • Smoothed out enemy turning.


Balance
  • Changed the base health of enemies so that health is higher at lower difficulties. Enemies will also deal 40% more damage. As an offset, small healthkits now heal 2.5% instead of 2%.
  • Changed the way enemy aim works. Enemies now aim faster, but when aiming at the player they'll aim slower. This is to make dodging enemy shots more viable, and should make action more exciting paired with the above change.


Increased kickback on pistols, revolvers and SMGs.
Reduced base enemy movement speed scale.
Changed the algorithm used to generate levels for clothing, better clothing is now much more rare.
Also changed the algorith for generating weapons, better weapons now have the chance to have better stats as well.
Rebalanced knives to make them stand out more as seperate.

Bug Fixes
  • Updated the AI logic for footprint following. (again!)
  • Anything with exponential movement wasn't accurate accross framerate settings, fixed this!
  • Enemies with items will no longer automatically home in on you when hearing a sound, and will no longer try to throw items over tables.
  • Fixed thrown weapon damage and critical values.
  • Fixed damage dealt by the prosthetic hook.


I'd like to do one more QoL and modding related patch next before I move onto a new feature (likely stuff related to tutorials at this point).

Enjoy!

Cash_Out has been updated to 0.11.1.0!

Like said before, this update focuses on the level pack addon system, to make the system more reliable and add more features. Unfortunately, while a lot of work was done for the Authoring Tools, I've decided on holding back the update, as next update I plan on doing even more.

Anyways here's the patch notes.

Additions
  • New Hat - Skull Mask, spawns a circling plague that leeches health.


Modding System
  • Subcommands now use the same syntax as normal commands, sorry, all subcommands previously added will no longer work.
  • Fixed the nested script system. It is now 100x more reliable.
  • Cleaned up parsing for scripts so theyre now much more lienient.
  • Slightly changed the syntax for "else" commands.
  • Added support for "and", "or" and "not" if commands.
  • Replaced "repeat" with then(repeat,...).
  • External functions have been added, along with the then(function,function, arg1...) then command! Due to potential security issues, a level pack must be trusted in order to run these functions. A subcommand for external functions will be added next patch. THere's no support for more than 2 arguments at the moment, and since I'm going to be changing the internal logic for subcommands, I'll be adding this then.
  • In the addons section, thumbs-up level packs are now 2x more likely to be randomly selected, while thumbs-downed level packs are half as likely.


Bug Fixes
  • Fixed mechanics and health skills in the tutorial.
  • Fixed a crash caused by finishing a level with the life insurance shield up.


Next update is going to focus on the scripting system even more, to fix some optimization issues. The "Ruins" level pack has been updated as well, check it out on the workshop!

Cash_Out has been updated to 0.11.1.0!

Like said before, this update focuses on the level pack addon system, to make the system more reliable and add more features. Unfortunately, while a lot of work was done for the Authoring Tools, I've decided on holding back the update, as next update I plan on doing even more.

Anyways here's the patch notes.

Additions
  • New Hat - Skull Mask, spawns a circling plague that leeches health.


Modding System
  • Subcommands now use the same syntax as normal commands, sorry, all subcommands previously added will no longer work.
  • Fixed the nested script system. It is now 100x more reliable.
  • Cleaned up parsing for scripts so theyre now much more lienient.
  • Slightly changed the syntax for "else" commands.
  • Added support for "and", "or" and "not" if commands.
  • Replaced "repeat" with then(repeat,...).
  • External functions have been added, along with the then(function,function, arg1...) then command! Due to potential security issues, a level pack must be trusted in order to run these functions. A subcommand for external functions will be added next patch. THere's no support for more than 2 arguments at the moment, and since I'm going to be changing the internal logic for subcommands, I'll be adding this then.
  • In the addons section, thumbs-up level packs are now 2x more likely to be randomly selected, while thumbs-downed level packs are half as likely.


Bug Fixes
  • Fixed mechanics and health skills in the tutorial.
  • Fixed a crash caused by finishing a level with the life insurance shield up.


Next update is going to focus on the scripting system even more, to fix some optimization issues. The "Ruins" level pack has been updated as well, check it out on the workshop!