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Brigand: Oaxaca News

Version 5.3

There's a bunch of little tweaks and fixes. There was a major bug where players couldn't save at all in Chapter 9. Saving was only supposed to be disabled until you cleared out the Polyphonic. Fixed a couple of dialogue/job problems with Junebug and Boris, tweaked a couple of stats and prices, and updated the team command icons a little. Also, I changed the name of the Elegguan Pirates in the Lonely Coast to "Kalfu Pirates" to clear up confusion because they aren't with Eleggua Tribe (Kalfu Tribe will be a faction in the Panama DLC).

Complete list of fixes:


SOURCE CODE:
-Fixed bug that caused player to be stuck in scope mode if he opened it while sliding down a cliff into water.
-Removed error message when characters teleport to the same map for script purposes (now simply nothing happens).
-Plane prefabs now automatically have the drawPriority property set to 1 (visible from both sides).
-Added new script command, "scaleSkin", to scale both X and Y dimensions more easily.
-"If_inParty" script boolean is now also true if temporarily controlled by player.

SCRIPTS:
-Fixed bug with Boris dialogue.
-Fixed Junebug dialogue problem starting in Chapter 6.
-Fixed bug where player couldn't save at all in Chapter 9.
-Updated Eyes of the Beast ability description in globals script.
-Increased Merc Strength to 10 and Thug Strength to 15 (INIT script).
-Increased carrion demon corpse knockback from 70 to 100 for better death collision (INIT script).
-Gave Junebug objective automatically upon opening Pochutla gates for the first time.
-Hunter ghouls now take heat damage in the sunlight (mostly for upcoming DLC).
-Fixed bug where confused player would burp underwater.
-Decreased price of rockets from 88 to 80 jink.
-Fixed BRIGAND - FORTRESS Arsenal AI.

RESOURCES:
-Updated team command icons.

STORY FILE: (requires starting a new game)
-Changed name of "Elegguan Pirates" in the Lonely Coast to "Kalfu Pirates" (not with Eleggua Tribe).
-Increased carrion demon corpse knockback from 70 to 100 for better death collision (story file).
-Increased Merc Strength to 10 and Thug Strength to 15 (story file).

Progress on Panama DLC

Not dead yet, and I'm still working on the Panama DLC. It should be out in late July. Also, I'll try to upload a new version of the game in a week or two.

Meanwhile, here are some screenshots of dialogue.



Possible Slowdown Cause (Need Testers)

Two or three people have complained that recent versions run more slowly (also I have to say "more slowly" because I'm a fucking English teacher unfortunately).

I forgot that about 2 or 3 months ago I changed the main game loop from the usual do/loop loop to a for/next loop in which I reset the variable at the end every time. I got this advice from the DBP forums saying it was a problem in the C++ source code, and sure enough it squeezed another 2-3 FPS on both my old-ass computers.

However, it just donged on me that this may not be the case for newer computers. Hence, I want to provide a link to a new exe called "Brigand Test.exe". You can place it in the game folder and run it from there if you are having framerate problems to see if it's a little faster. Definitely looking forward to replies.

Download Link: https://drive.google.com/file/d/1uYG1Etcbi-lnmzDfAhxGPj3scUhuS3EN/view?usp=sharing

Version 5.2

The new version makes new copies of all the characters from the Oaxaca story and puts them in the Default folder with simplified scripts that are easily usable in any mod. It also fixes a few bugs and makes the Scumlands job in Chapter 2 more clear (instructions: go to Pochutla gate afterwards to rendezvous with Fingers).

Complete list of fixes:

SOURCE CODE:
-Loading screen backgrounds that don't exist are now all black.
-Prevented aquatic-only AI from climbing polycollision objects (rocks, etc.).
-Added Aquatic options for sentient objects in the GUI world editor.
-Removed debugging message from last patch about "CurAnim".

SCRIPTS:
-Cleared up instructions for the Dame in Distress objective, telling you to meet Fingers outside Pochutla (not at Junk Fort).
-Marvin now drops his entire inventory when he leaves your team in the Topo Tracks (you can give him a gun later).
-UB Elite Bureaucrat no longer gives you the Scumlands job if hostile (but he drops the key if you kill him).
-Simplified scripts of existing default characters (for easier modding).

RESOURCES:
-Made default asset versions of all Oaxaca characters with simplified scripts for custom stories (for easier modding).

STORY FILE: (requires starting a new game)
-Fixed bug where there were two doors marked "Cell Door A" in the Toxic Caves in Marvin's lab.
-Added a small key to Ricardo's home in case player jumps fence and gets stuck in backyard.
-Added a couple more demons and trees.

Version 5.1

Hopefully this new version should speed the game up a bit. There was a bug with exploding corpses that would eventually make the sentient object count go negative and slow the game down. I also fixed a bunch of bugs and added a little more detail to the world. Let me know if you notice a difference in framerate, much appreciated.

Here's a complete list of changes:

SOURCE CODE:
-Slightly decreased passive AI range, from 5000 max to 4500 max (improving FPS).
-Fixed bug where sentient object count variable would drop below zero when corpses blew up (improving FPS).
-Changed description of plates and grenades from "unbreakable" to "disposable" (if durability is set to -1).
-Removed the "knockBack" script command (caused too many problems).

SCRIPTS:
-Added alternative explosion sound for grenades, etc.
-Increased anim speed slightly of Skull Gun Implant ability for AI purposes.
-Removed "stackCollision" from tray INIT script (obsolete command).
-Removed "knockBack" command from scripts.

RESOURCES:
-New sound: explosion2.wav.
-Improved texture: dartboard.png.

STORY FILE: (requires starting a new game)
-Added some more detail and items to the South of Pochutla map.