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Bloody Mess Update

Bloody Mess


The most complex update the game has ever seen is finally here.

It adds the most-requested feature ever to the game: Stabbing, and a ton of other relevant things.





[h2]MaD Lab is now available on Steam![/h2]



MaD Lab is the item modelling tool used to design all the new items in MaD2, and it's now available on Steam. Download it through the Tools category of your Steam Library:



In addition to all the bloody mess, this update also has improvements relevant to MaD Lab:
- Model management has been revamped, making it a lot easier to add your own models to the game.
- Models are now saveable so you can make whatever you want in MaD Lab, and share it with others.

Tired of jointing bananas onto your high-tech space armour to decorate it? Try designing it in MaD Lab!
It'll not only look good, but also have better performance, and won't not immediately explode into a mess of joints in-game. Win-win-win.

Need help with MaD Lab? Ask for help on #MaD-Lab-Models on MaD2 Discord



Bloody Mess Patchnotes


Even after rigorous beta testing (thanks, beta testers,) due to the complexity of the update, and the fact that sweeping changes like these affect essentially every single item in the game - that'd be 2663 at the time of writing - there will inevitably still be some issues left to fix.

As usual, please report all bugs on MaD2 Discord, or the Bug Reports discussions so I can fix them.

The full, massive, patchnotes can be found below.



[h2]TL;DR[/h2]

- Stabbing with sharp items.

- Bullet penetration.

- Dolls are now more durable by default.

- [Spawn > Settings > Alive Settings]

- Detail Tool has new toys, and a new look.

- MaD Lab is now available on Steam, and models are now saveable. Use it.

- Fixed all the bugs. Added more bugs.



[h2]STABBING[/h2]
[expand]

- Sharp items will stab through dolls, cutting them while doing so.

- Stabbing will happen at a medium force or velocity.
(whereas full on cutting happens at a high force or velocity.)

- Plain bullets will penetrate through dolls, damaging them, and slowing down as they pass through.

- Penetration depends on the bullet velocity and size.
(tiny bullets slow down more)

[/expand]

[h2]DOLLS[/h2]
[expand]

- Dolls are now generally much more durable by default, and default healths have been increased.
(This was necessary to give items a wider damage range that was possible before,
since sharp items now deal consistent stabbing damage as they pass through a body.)

- After years of training, dolls can now headstand and bend their arms both ways.

- Individual bodyparts can now be concussed, and
concussion also happens when receiving overwhelming damage over multiple hits

- Dolls will get less adequate at standing as damaged
(as opposed to suddenly flopping to the ground like before)

- Individual bodyparts that are highly damaged, or concussed, will appear limp.
(as opposed to disabling the entire doll's standing like before)

- Health transfers slower between bodyparts by default,
but bleeding and low health bodyparts drain health faster than before.

- Regeneration property now heals for 0.1% of health per frame
(instead of flat health per frame, so it's now stronger, and scales with high-health dolls)
[/expand]


[h2]ALIVE SETTINGS[/h2]
[expand]
Added Alive Settings:

A bunch of multiplier settings that affect dolls and other alive items have been added.
They can be modified via [Spawn menu > Alive Settings] when an alive item is selected, and via [Detail tool > Physics].

- % Health - Health multiplier. (Only available in Spawn menu, as Detail tool has exact health.)
- % Concussion - Damage required to concuss the item.
- % Standing - Standing force. (Or dancing, at higher values.)
- % Skin Thickness - Force required for sharp items to cut and stab.
- % Body Density - Items that stab dense items slow down more, and require more force to detach.
- % Bullet Penetration - How easily plain bullets pass through the item.
- % Global Damage - All damage received multiplier (stacks with other things below)
- % Bullet Damage - Plain bullet damage received multiplier.
- % Blunt Damage - Blunt damage received multiplier.
- % Bleed Damage - Bleed damage multiplier, affecting cuts and wounds.
- % Sharp Damage - Cut damage received multiplier.
[/expand]


[h2]DAMAGE[/h2]
[expand]

Tons of things have been rebalanced to match new doll healths.

Please report if there are any useless items or features that need buffing.

- Cut and cut wound bleeding damage are generally lower
(to compensate for cutting happening continuously as the item is stabbed)

- Plain bullet damages and headshots have been modified to be more in line with new doll healths

- Blunt item damage deals multiple instances of lower damage
(instead of one huge cloud of blood per hard collision)

- Fall/blunt damage against static objects is lower

- Powers and various item features deal more damage to match new healths better

Modify blood visuals:

- The amount of blood and ites spread has been generally lowered,
since stabbing applies *a lot* of damage and wounds

- Blood visual effects have been modified
(bleeding, cut wounds, stab wounds, bullet holes, blunt smacks, etc.)
[/expand]


[h2]GAMEPLAY[/h2]
[expand]

- Add [Freeze Item] functionality (and unfreeze)
(Disables/enables physics for the item, same as setting the item Static, or 0% Weight, but much less clunky.)
(Hotkey: [N], one of few only remaining unmapped keys, modify via [Keymap > Item > Freeze Item])

- Add [Detail > Functionality > Key Toggle] on items
(Choose a key* that toggles the trigger for the item when pressed.)

- Add [Detail > Functionality > Key Hold] on items
(Choose a key* that triggers the item while pressed.)
(* Will override the chosen key's normal functionality entirely.
E.g. If you bind a bunch of items to WASD, those items will do the things instead of the camera moving.)

- Add [Spawn > Skin > Opacity] slider (0-100%) which modifies the transparency of the item
(Note: Applies to the effects layer as well. This is not a bug but just how the graphics work: The effects layer is a child of the graphic, so transparency affects it.)
(Can be set above 100%, in which case the model's transparent layers will also be boosted towards opaque)

- Add [Properties > Resist Gravity]
(Always acts as if gravity was 20 and wind 0, even if environment settings are changed, and ignores gravity-modifying effects from items and the Crush power)

- Add [Properties > Linked Also]
(when triggered, also triggers all linked items)

- Add [Properties > Linked Only]
(when triggered, only triggers linked items.
Note that the base item is untriggered after each trigger, even if it would normally be toggled on.)

- Modify [Properties > Resist Disintegrating] to resist all forms of disintegration
(Note that this also affects alive items disintegrating into blood when out of health)

- Modify Rotate tool hotkey to be [R] in the default keymap because logic
(swapping it with Scale tool, which is now [T])

- Add [Alt+Enter] fullscreen toggle

[/expand]


[h2]ITEM MODELS[/h2]
[expand]

MaD Lab models are now saveable:

- Meaning, anyone can load saves that contain your item models.

- This can increase your designs' performance immensely
(because you can potentially replace dozens of items and a spiderweb of joints with a single item model.)

- Model data is embedded in the save as-is at the time of saving.
(E.g. Modifying the model and loading an old save will still contain the old model.)

- Embedded model data can not reasonably be turned back into a MaD Lab item,
so please back up your model files so you don't lose them.

- Adding a lot of models, and/or very complex models, increases the size and load time of the save.

Item model management redesign:

The extremely clunky in-game management system has been replaced.
Find it via [Library > Item Models] (previously [Local Models]).

- All item model management is now done using the file system
(Simply edit the model file using MaD Lab and the changes will be available in-game immediately without restart.)
(Please back up your model files frequently, just in case.)

- Added [Open Folder] button that opens the folder where models can be placed
(It's located at: %APPDATA%/games.rava.mutilate/Local Store/models)

- Added [Refresh] button that loads all the item models from the folder into the game

- Added [MaD Lab] button that opens MaD Lab site
(note that MaD Lab is now also available on Steam)

- Add "Empty." under Item Models with help text if no models exist

- Models.sol is now obsolete, but it still works for legacy purposes
(Console commands "modelimport" and "modelmanage" can be used for manual model management)

[/expand]


[h2]PHYSICS[/h2]
[expand]

Cutter:

- Cutter now works much better on small cuts. (aka Bag of Chips is no longer indestructible.)
(and as such Min Cut Length setting has been removed as useless)

- Cutter will now continue cutting even if the cut started inside a body
(meaning that embedding explosives inside items should work much better)

- Explosions now cut more, through multiple bodies, and more randomly

Shocks:

- Shocks now arc to nearby items (radius depending on their duration: short shocks will rarely arc, and longer ones will)

- Shock spreading is now much more random (duration fades randomly instead of uniformly, and may increase when spreading to other items for a second wind)

Miscellaneous:

- Fix bullets always colliding on first frame after spawning (even if the victim is supposed to ignore the collision)

- Fix joints not recreating properly when respawning items

[/expand]


[h2] VISUAL EFFECTS[/h2]
[expand]

- Stamping works with any spawned item
(Note: only the detail item can be stamped this way, not all selected items like normally.
Stamping this way includes all effects that are on the item,
so custom items of often-used stamps can be created and then used to stamp after spawning.)

- Add muzzle flash to all plain bullet guns.

- Modify selection highlight vfx

- Modify visual effects masking to look better on complex items

- Fix flipping not flipping stains and stamps

- Fix scaling scaling stamps wrong
[/expand]


[h2]ITEMS[/h2]
[expand]

Add Turbo Propertator
(Overrides linked items' properties with this item's properties)

Add Turbo Linkerator
(Overrides jointed items' links with this item's links)

Add Virtual Triggerstick
(a variant of Virtual Joystick that triggers linked items when pulled from the centre)

Add Compact Detector
(a variant of Item Detector that's identical to it but smaller so it's usable inside gadgets)

Add Beam Blaster
(blasts beams)

Add Caller Ball, a variant of Target Ball
(spawns freezing snowballs instead of sharp ones)

Add Timer Switch For, a variant of Timer
(Toggles trigger for all linked items, counts down to duration, and toggles again.)

Add Snow Grenade
(a freezing explosive variant of snowball)


Modify Gravity Device not to gravity itself because it was annoying

Modify items-as-projectiles to ignore the same type of projectile
(e.g. Bananas from Banana Magazine won't collide with each other.)

Modify placeholder item to be square (instead of stapler, for collider performance)

Modify implosive+explosive items to disintegrate on collision


Modify pencils and icicles to have a sharp tip

Fix Icicle Gun icicles not using its skin

Modify Ragdoll Figure to spawn the ragdoll at its own scale

Modify Light Sabers to use Trigger Force for length

Modify all previously-ultrasharp items to use triggers::CutOnCollision with modifiable triggerForce instead

Modify Antique Lamp, Electric Candelabra, Lightbulb, and Table Lamp not to use laggy shadow casting (which only works for a single source at once)

Modify Kronos Mask+Antenna to have Trigger Duration setting (affects duration of slow motion on hit)

Modify Wrist Rocket Launcher skin so its projectiles can be skinned better

Modify Wrist Rocket Launcher projectiles to inherit skin

Modify Kinetizer not to launch linked items

Modify Energy Sword to have "energy" tag so it appears in search results when searching for "Energy"

Modify Gas Grenade projectiles to respect particle effect overwriting (if there are other similar items, report them, it's unfortunately a manual process to make things-that-spawn-things to work with the effect)

Modify Chest model to have fewer colliders and a skin that matches Open Chest (existing saves are not affected)

Modify Button to have default duration of 1 (stops triggering instantly instead of after the previous 10 frame delay)

Modify Button to use trigger duration (can trigger for a longer time after pressed)



Rename Taser as Tazer so it zaps more

Fix items spawned via hotkeys using spawn skins of different items



Fix crumbler bullets ignoring Crumbler item

Fix Repel not respecting Resist Gust

Fix Wind bullets not working (and they now repel instead of generating explosions)

Fix Inflatable Decoy not being affected by bullets

Fix balloons not being able to trigger some collision events

Fix Battery Trigger being able to trigger items when re-triggered while out of power

Fix Witch's Items not accounting for projectile mass when shooting (causing some projectiles to fly out very fast, or very slow)

Fix Antique Lamp layering issue

Fix Speaker Drone text not respecting camera pan

Fix Mongolian Armour being named Mongolian Armor instead of Mongolian Armour



Add triggers::LightSource (triggerPos(x,y), triggerColour(RRGGBB), triggerRadius(n)) that spawns a Soft Glow around the item

Add triggers::Slowmotion (triggerDuration)

Add triggers::Explode (triggerRadius, triggerForce, triggerCustom="cuts=true;sounds=sfx1,sfx2;particles=particle1,particle2")

Modify triggers::StunGun to use triggerColour instead of static value


[/expand]


[h2]TOOLS[/h2]
[expand]

General:

Modify body picking to prioritize selected items
(Making it easier to pick the item you actually want to interact with. Affects all tools that use picking.)

Modify jointing line to use the joint's colour and have a shadow for legibility


Stab Tool:

Force is much more usable

Doesn't stab instantly, only after mouse is pressed again after dragging


Drag Tool:

Mode toggling doesn't require exact mouseover to make it more flexible
(Press Drag tool hotkey while dragging to toggle between physics and damped dragging modes)

Mode toggling works with RMB/trigger when the item doesn't have a trigger functionality


Detail Tool:

Categorize various things under Physics/Graphics tabs

Add [Functionality > Freeze/Unfreeze] (same as setting Static property but less clunky)

Modify [Joints] to list all selected items

Item indicator line ends near the targeted item instead of directly at its centre

Settings update twice a second (instead of six times a second, for both performance and to make it look less hectic)

Skinning constantly applies changes (and no longer respawns the item when skinning)

Skinning saves and restores previous item and skin in Spawn menu when the skinning menu is closed

Skinning applies to all identical selected items

Skin cloning also clones blood colour

[Settings > Health] automatically increases maximum health when going above it

Fix menu opening offscreen if the item is too high on the screen


Launch Tool:

Launches all selected items (only the clicked one will be initially dragged)

Only rotates the target item while Shift is pressed

Continuously sleeps items so they won't fall when bumped


Link Tool:

Replace lines with arrows

Add hover outline display for linking/unlinking

Add line animation when linking/unlinking

Fix some links not being drawn when multiple items are selected


Weld Tool:

Now applies to all selected items
(Other joints don't make sense to work like this since they're position-based)

Fix quick-welding not respecting joint menu graphics settings
(double tap joint hotkey, drag while pressing, and release)

Line visual starts at item's centre for better preview (since welds are item-item and not position-position)


Misc:

Modify ignore line to be thicker

Modify default joint width to be 2

Modify Piston joint to have break force

Modify selected invisible items to display hull outline while paused
(Since they can't use the glow filter because they don't have graphics)

Fix various linking edge case issues (all selected unselected cases should now work as expected)

Fix concuss power disabling armours

[/expand]



[h2]USER INTERFACE[/h2]
[expand]

Add favourite levels list in the Library (same as Content menu, but more accessible)

Modify various icons

Modify dark menu text to have more contrast

Modify Library categories not to be underlined

Modify properties list not to highlight current selection


Add [Keymap > Item] category and move relevant things there

Rename [Library >> Favourites] as [Favourite Items]

Modify custom item creation via library to have additional tooltips

Modify content deletion tooltips to better indicate that you have to manually save to confirm deletions

Fix quickspawn ([Enter], search, [Enter]) autocomplete not accepting arrow keys, making it slowspawn

Fix Content menu refusing to open more than once

Add default values to some tooltips

[/expand]


[h2]MISCELLANEOUS[/h2]
[expand]

Add console command "selectColour " (e.g. selectColour FF0000) to temporarily change the select highlight colour (only affects select glow)

Add console command "whatdoesthisdo" that displays additional info when an item is selected with the Detail Tool (e.g. trigger class and some internal values that are too obscure to be added to the Detail Tool, but may be useful when adding xml funcs)

Add console command "stampquality " which toggles stamp anti-aliasing


Modify all quicksaves of previous session to be stored in a backup file (instead of latest 3)

Modify scrollwheel zoom to be enabled by default

Fix quickloading failing while drag-spawning an item

Fix armours not detaching properly when manually removing the equip joint

Fix weight sometimes defaulting to 20% instead of 100%

Fix colour picker rounding issue causing the colour to slightly change when re-selecting colours

Remove sound panning L/R because it never works right

[/expand]


[h2]WORKSHOP[/h2]
[expand]

Add support for editing existing Workshop items when you re-submit an item with the same name
(Please back up the shared content before you attempt this just in case,
as the game's workshop functionality in general is very shaky.)

[/expand]