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Brigand: Oaxaca News

Version 6.8

Most importantly, I put all the Panama assets into the default assets folder for easier modding. Also, I added a challenge map for the Panama DLC. And I fixed a bug that screwed over Neuro Demons using Fearomone on the player even when he's already confused. I don't know when I fucked that one up, but it's fixed now. Here's a complete list of changes.

EDIT: Also, please let me know if you think the SQUIRREL story is too easy. I had an AI bug at the last minute but I think it's fixed. It could be a little harder, though, I think.

DOUBLE EDIT: Thank you to No Deep for the track: http://soundcloud.com/no-deep.

Complete list of changes:

SOURCE CODE:
-Improved instructions in F1 editor mode.

SCRIPTS:
-Made default scripts easier to mod with.
-Fixed bug where Bone Blast wouldn't affect skeletons (now it kills them instantly).
-Fixed bug from a couple updates ago where neuro demons constantly use Fearomone even when player is already confused.
-Made skeletons aquatic (they can breathe underwater).
-(SQUIRREL) New scripts in SQUIRREL assets folder.

RESOURCES:
-Moved all PANAMA assets into the DEFAULT assets folder to simplify modding.
-Removed some redundant assets.
-Updated Player's Manual.
-New music: Squirrel.mp3.
-(SQUIRREL) New assets in SQUIRREL assets folder.

STORY FILES: (requires starting a new game)
-(SQUIRREL) New story file, SQUIRREL.

Upcoming Shit

I'm bored, so I have some upcoming shit planned for the Panama expansion. It's gonna be a single-map challenge story like Fortress, where you just have to survive/defend. Originally it was just a marketing scheme, but now I wanna make it good, so give me about a week. Then I'll keep working on my next project.

It will be set before the Panama story, just one map.

Version 6.7, Final Final Update

Just fixed some script bugs, so you don't have to start a new game. Player can now get an extra 6 points for taking the Toxic Caves route. Neuro demons used to start attacking each other if the SIMDA relay gets destroyed, but they deal ionize damage and are completely immune to ionize damage so now they don't. Also, destroying wooden barrels in Panama would make nearby tripwires disappear. Only special barrels should do that.

EDIT: Of course if there is any good user-made content I will help promote the shit out of it.

SCRIPTS:
-Added 6 extra skill points if player takes the Toxic Caves route in Ch. 2 (more balanced).
-Neuro demons automatically stop targeting each other after relays are destroyed (immune to damage).
-Fixed bug in which nearby tripwires would disappear after destroying a wooden barrel.
-Fixed a couple typos.

RESOURCES:
-(COMMUNITY) Added new concept art to Extras folder.

Next Sexy Project

Just to let you cucks know that I am still working on something. It's not Brigand, but it's something. There will be more Brigand updates but that will be in the distant future.

https://www.youtube.com/watch?v=3IlQGTIL0hE&fbclid=IwAR15eKZdILyyDeI5gwuwQdXtO6YxLaqym-6hPnPdycGP0iYchxhOolRKRUk

Version 6.6B + Panama Dev Notes

The player now loses the compass in Chapter 9 (find another one). Also, there is a RAR file in the Community Pack of my dev notes for the Panama DLC. It is full of spoilers, dialogue, and ideas that never happened. This is mostly to buy me another couple weeks before I post anything about my next project.