1. Mutilate-a-Doll 2
  2. News

Mutilate-a-Doll 2 News

Hattoween Items



Hattoween Items


In October almost 200 new items were released in the form of hats, helmets, headgear, and more each day!

The event is now over, and all the items are available under [Library > Hattoween 2]! Enjoy!

More items will follow at the end of the year. Stay tuned.

----

Hattoween 2.0 is also a fashion show!
Each day, two contestants will do their very best to showcase the new items.

The winner of the contest gets to be mutilated! Guess what the loser of the contest gets? Also mutilated. It's almost like this is just a ruse to showcase the items in an interesting way.



[h2]Day 1 - October 16th[/h2]



[h2]Day 2[/h2]



To get the items, visit the Discussions thread for this post (see below.)

[h2]Day 3[/h2]



[h2]Day 4[/h2]



[h2]Day 5[/h2]



[h2]Day 6[/h2]



[h2]Day 7[/h2]



[h2]Day 8[/h2]



[h2]Day 9[/h2]



[h2]Day 10[/h2]



[h2]Day 11[/h2]



[h2]Day 12[/h2]



[h2]Day 13[/h2]



[h2]Day 14[/h2]



[h2]Day 15[/h2]



[h2]Day 16[/h2]

Hattoween Daily Items Incoming

Boring 0/10 non-update status update time! I've moved into a new apartment, which took forever, but it's done now so it's time to kick things back into gear again.

I'll be streaming item design on Twitch this weekend (October 9th - 11th) using MaD Lab, the modelling tool for MaD2. Follow if you want to:

During the streams I'll be designing requested item models, polishing previously-submitted models, and chatting in general.

The streams will be around 18:00 CET to fit my schedule, sorry other timezones, but you can still submit requests for items beforehand and skim the VODs for upcoming item teasers.



----

After that, starting next friday (October 16th), I'll be releasing halloween hats, helmets, and headgear every day until the end of the month!

It's HATTOWEEN! Prepare your heads. It's going to be a bloody one.

To make this possible, I've devised a very spooky content delivery method that uses all sorts of blood magic so you can copypaste the supplied hattoween models straight into MaD2 to be able to use them right away without any pesky updates.

More details on this a bit later since the feature is still under construction.

Maker Update

Maker Update OUT NOW!




[h2]New Items[/h2]

A huge batch of simple items to help customize your dolls and levels has been added. They also work great with Stamping, another feature being added in this update (see below!)



  • 100+ Maker Shapes A large set of simple shapes that can be used to decorate and customize whatever you're making.

    • Their hitboxes are generally as simple as possible for performance: a lot of the visual holes aren't physical holes


  • Maker Effects A selection of wounds, stains, and scars, that can be used to decorate and customize whatever bloody mess you're making.
    + A set of glows to make your creations look extra shiny!
  • Maker Gadgets An arsenal of gadgets that do things that are hopefully useful, such as moving items or changing the behaviour of Drones.

    • See functionality tooltips to see what each item does.
    • Some of them are variants of existing items that do slightly diffent, but useful, things compared to the base item.





[h2]Stamps[/h2]

A long-planned feature, [Detail Tool > Stamp] has been added, allowing stamping any item's graphics onto the selected item(s) by dragging and dropping items from the Spawn menu.



  • Skin, scale, rotate, or flip the item before stamping to change how it'll appear on the item (using Spawn menu's settings, or: (Shift+)[up/down arrows], (Shift+)[left/right arrows], and [Tab] while dragging a stamp out of the Spawn menu)



Notes:

  • Stamps are drawn on the visual effects raster canvas, where wounds and other effects also appear, so they will be overwritten by other gameplay effects, and can also be entirely cleaned off by various means such as soap
  • Saving the effects layer significantly increases the size and load time of saves since each precious pixel is meticulously saved. Very large items will take approximately forever to load with stamps.
  • Moving or removing a stamp is not possible after it has been drawn, so remember to save often if you're making something fancy
  • Scaling stamped items does scale the visual effects layer, but the quality will be lower than scaling first and then stamping

  • If your ragdoll is entirely covered in armour or miscellaneous stuff, and the visual effects on the doll itself don't matter, making the doll stainless will slightly optimize the save size, load time, and performance




[h2]Incremental Loading[/h2]

All items in saves and custom items are now incrementally loaded to spread out the loading workload. This means that the game will spawn new items from the save each frame instead of attempting to bruteforce through all of them at once and causing the game to freeze.




  • Loading speed can be changed in [Content Menu > Load Content > Load Speed]



  • To stop loading the content midway through, Reset ([Esc] by default) while it's doing its thing.



  • Joints are created in a single step after all items have been spawned, which will still be noticeably laggy in more complex saves


  • There will be issues because it's such a fundamental change. The save format has not changed, only the method of loading them, so any saves that fail to incrementally load will be fixed as the underlying issues are fixed after I receive proper bug reports. Please report any issues in Bug Reports.





[h2]Maker Environments[/h2]

Thanks to Incremental Loading, a set of saves originally shared as User Content by talented players¤ have been added into the game as Maker Environments to showcase them and inspire more creators to create more creations.




  • The Maker Environments largely function identically to saves with the exception that reseting will load the save instead of clearing everything.



  • None of the environment content is locked, so you can modify them after loading if you so wish.



  • More will be added later. If you know of a great save that would be a good fit as an Environment (unique, performant, and overall awesome), please let me know.





Note:
¤ I usually credit all player creations that are added in-game, but unfortunately sourcing the original creator of many of the environments was not possible due to there often being multiple versions by multiple people in the data set that I browsed through. So I've gone ahead and blanket-credited "talented players". I'm sure you know who you are.


[h2]One-Way Links[/h2]

Links are now only created from the trigger item to the target item, as opposed to both of them linking to each other and causing issues. I.E. Linking from a Button to a Lightbulb will light it up when the button is pressed. Linking the other way around will do nothing because Lightbulb doesn't have a functionality that uses Links.




  • Links now indicate their starting item with a circle at the beginning of the link.



  • Linking from an item to an already-linked item will now remove that specific link.



  • Item scaling now retains links properly.




Note:

  • This will probably mess up some things that expect items to be linked to each other. Please report any issues in Bug Reports.




[h2]Joint Improvements[/h2]

A new Detail tool tab, [Detail Tool > Joints] has been added.




  • The list contains joint types and targets, as well as their settings when hovered.



  • The tab allows removing all joints on the selected item, or hiding all joints if you forgot to set them invisible while building



  • Remove individual joints by clicking them on the list.





Piston joints have been reworked The way the joint is created has been redone, so it doesn't do entirely weird stuff all the time, might actually be usable, and might even make some sense.




  • This is likely to mess up existing saves with piston joints. Sorry.



  • Add motor toggle in joint menu



  • Fix Piston joints being created offset from body center, causing bad behaviour



  • Modify body-body limit indicator to appear on both bodies while creating the joint



  • Remove Break force from the joint menu since the joint can't be broken in the first place





[h2]Saving Improvements[/h2]

Visual effects for items are now saved¤, including stamps, any blood, and item effects such as worm holes


Bleeding wounds on ragdolls are now saved (heal or cauterize them before saving if you don't want to save them)


Buffdoll is now saveable¤¤


Additionally:


  • Content load paste field now accepts valid save strings even if they don't start with "MAD"



  • Fixed joint saving failing if there are any unsaveable joints in the level




¤ Dolls will always save their effects layer (unless they've been set Stainless via Properties), but any other items will only save their visual effects if they've been stamped first to avoid bloating the save size


¤ If you wish not to save a very dirty, dirty, doll, simply clean it before saving (there's a power for that, Soap, or the Detail Tool)


¤¤ To be able to achieve full doll functionality and still be saveable, buffdoll bodyparts are pretending they're actually the bodyparts of a normal doll, so respawning or inspecting them will result in normal doll parts instead


Patchnotes


(In addition to the above major features.)


Gameplay:


Increase various value caps:

- Spawn settings
- Health and Max Health
- Trigger Force and Range
- Linear and Angular Damping


Modify default doll healths to make them slightly less immediately squishy:

1800 -> 3000 Head
1200 -> 2000 Torso
600 -> 1500 Legs
600 -> 1250 Arms
600 -> 1000 Hands
600 -> 1000 Feet


Add [Shift+Camera Move] hotkey to move currently selected items by one pixel in that direction


Add [Pause Settings > Layers] toggles to temporarily toggle layer visibility while making things


Modify Select tool to select all jointed items when double clicking on a body
Modify Detail tool and Select tool to be able to area select static items while paused
Modify Delete tool hotkey quick deletion not to delete static bodies in play mode
Modify Delete tool area selection to not delete static bodies (use select tool to select, and click to delete all)


Modify blunt impact threshold (they now require a bit more force and velocity to deal damage)
Modify velocity's effect on blunt damage by a lot (blunt hits are now more consistently dependant on mass, with velocity being a small bonus top)


Modify effects layer mask to be slightly larger so it covers items properly


Modify minimum spawn scale to be 1% (from 5%)
Modify saving to also save 0 force and duration (radius has to be 1 minimum because math, and Detail Tool won't allow further modifying items with 0 force/duration.)


Add [Performance > Max Collisions] setting
Modify collisions for Max Collisions to not count static-dynamic collisions (e.g. dolls standing)


Add None particle for removing existing particles via Detail tool


Add console command "disablepause 0/1" to entirely disable toggling pause if you're building weird complex stuff and never want to unpause


Fix some culling issues when deleting items
Fix minimum or maximum-sized items not skinning properly
Fix items not being able to disable their own collision events (if there are issues with items not doing their collision things, please report them in Bug Reports)
Fix Camera In/Out hotkeys not breaking free from zoom snapping
Fix Vanilla property not cloning properly
Fix various bullets causing spawn scale issues
Fix giblets not respecting blood colour
Fix all levels loading as contracts after loading a contract


Items:


Replace various models with better optimized versions made in the latest version of MaD Lab with fancy new technology:
Hedge Trimmer, Void Scythe, Stockless Assault, Anti-Air Laser, Makeshift Axe, Mongolian Helmet, Scrap Axe, Arc Storm, Auto Ripper, Desert Eagle, Marksman Rifle, Bane, Glory, Bass Cannon, Blast Pistol, Timekeeper, Soulstorm Bow, Jetpack, Acid Claw, Bandit's Blade, King Drone, Arctic Wolf, Magnum, Chaos, Tyrfing


Modify icicles not to supernaturally freeze things on collision
Modify Projectile Replacer to have a quite harmless default projectile so it won't cause issues if attached before shooting.
Modify Projectile Replacer tooltip to make it more helpful
Modify Sword Breaker not to break blunt swords
Modify Poison Injector to only make bullets poisonous (previously it also made the gun poisonous)
Modify Light Saber blade to work with zoom, and spawn particles
Modify AP Rocket not to explode if contact is set to 0
Modify Earthsplitter camera shake duration to be shorter
Modify Oil Barrel model to make it spawn more centered (doesn't affect items in existing saves)
Modify Cloner (and variants) to not clone ignored items
Modify Black Hole to accept negative Trigger Force values, pushing items away instead of sucking them in
Modify Ammo Belt and Drum Mag to accept negative Trigger Force values, slowing down fire rate instead
Modify Sprites not to despawn
Modify Basket to spawn on layer 2 by default so things can be put in it more comfortably
Modify Health Stimulant to go up to 99999 max health
Modify Toaster, Deepfryer, and Woodchipper to be triggered on spawn
Modify Deepfryer to hiss when frying
Modify Observer Visor to not display ignored items' names
Modify Magnet model to have a drag layer in the middle
Modify Sinister Software to allow drones to target other drones when attached, and to automatically weld to any drones it touches (Speaker Drone functionality is still the same)
Modify Morbow not to target or damage linked items
Modify Repercutio's forcefield not to affect linked items


Fix Munitions Crate layering issue (slightly affects hitbox and existing items)
Fix Blood Bag healing while empty
Fix Breach Shotgun projectiles passing through Crumblers (projectiles stored into Projectile Replacer in existing saves are not affected)
Fix Sanitizer Bottle projectiles becoming gasoline when Projectile Replacered
Fix IV Bag collider being visible
Fix Surgical Helmet errant collider
Fix Hazard Helmet errant layer
Fix Bionic chip reanimation not applying properly on load
Fix Boxing Glove launching sideways
Fix Propulsor not waking up when triggered
Fix magnets not waking up when they attract things
Fix Magic Nail upgrades colliding with the doll that equips them, and add the armour it spawns into the Library as "Upgrade Set"
Fix Door-o-Matic-linked items not clearing their collision contacts after toggling the items off
Remove duplicate Skate from Library
Remove duplicate Work Table from Library
Move Sinister and Paranoid Software next to Speaker Drone in the Library


Switch the naming scheme around for triggers and their "Stop" variants, e.g.:
"Trigger" is now "Trigger Loop" (continously does something)
"Trigger Stop" is now "Trigger" (does something once)


Environments:


Modify Environment menu UI to reduce the amount of boring text buttons:
environment changing, wall toggles, and skinning have been changed into more compact icons


Modify environment filler to be stainless
Modify environment filler height (2000->1000)
Modify Auto-Wind to respect Wind slider
Modify Auto-Wind to randomly change wind direction
Remove wall buttons from various environments where they don't make sense
Optimize Cave environment colouring slightly


Detail Tool:
Add [Functionality > Trigger/Untrigger]
Move [Remove Joints] from Functionality to the Joints tab


Modify Detail Tool not to be pick hidden items while focused on something else
Modify Detail tool to automatically update the UI when more items are added to the selection
Modify Detail tool and Select tool to be able to area select static items while paused
Modify Detail tool skinning to redraw visual effects (they may be wildly offset or weird, skinning before stamping is much recommended)


Fix detail skinning not respecting items' flip state
Fix [Detail Tool > Skin] menu being extra long when minimized+maximized
Fix Detail Tool clicks passing through the minimize button of menus
Fix Detail tool skinning failing to generate a replacement graphic for some items
Fix Blood colour not appearing in Detail tool skinning


Misc:
Modify the game to replace any non-existing item with a placeholder so as not to mess up any joint/link loading or body ordering
Add tooltip when attempting to spawn an item that doesn't exist (please report in Bug Reports if you see any such issues that aren't caused by your own local models)
Fix Drain power not respecting blood colour of dolls
Refactor various bullets from contact listener to their own triggers
Optimize max particle burst
Respect XML
Remove Resist Drain as unused (it literally did nothing)
Fix window position saving causing the game to crash on launch when the monitor is removed from the computer entirely


UI:


Fix Spawn menu item drop detection using incorrect width (causing items not to spawn slightly rightwards of the menu)
Add tooltips to various buttons
Remove colour highlight from Attracting Bow in Library
Modify Mjölnir to be searchable as Mjolnir
Fix importing local models breaking local model management UI list
Modify [Spawn > Skin > Reset] to also reset Blood colour
Modify some console commands to close the console to indicate that things happened
Add tooltip when settings are saved
Fix favouriting via hotkey while dragging causing the item to drop back into the Spawn menu
Modify custom item spawn image to not scale with camera
Modify Library to be wider to better accommodate longer names

Known issues:


Flipping can result in the stamp being drawn upside down.
Skinning via Detail tool after stamping will likely mess up the effects layer.
Multi-selecting items will be weird when it comes to items with multiple incoming and outgoing links. Not all of them are visible. Single-item selections should work fine though.

Incremental Loading Test

Incremental loading test is now live on the Experimental branch.
It's very much a work in progress, and full release will be later on, once the feature has been tested a bit more because there are so many things that will probably break.



What is incremental loading?
The game will spawn items across multiple frames to lessen the loading performance load. Joints and links will be loaded in a single frame afterwards.

Why?
More complex levels will noticeably chug, or even freeze the game, while attempting to bruteforce everything in a single frame traditionally. Plus it looks really cool while it loads.

How can I test?
0) Opt-in via `[Steam Library > Right Click MaD2 > Properties > Betas tab > Experimental]` and verify your files.

1) Load all the things: Old saves, new saves, custom items, slightly moist saves, etc.

2) Report any issues, and make sure you include the save string (paste to e.g. https://pastie.io/)

----

Notes:
- Reseting while loading will stop loading and reset.

- Hotkeys are disabled while loading because there's a lot of ways to accidentally mess it up.

- Unpausing while loading is currently possible, and custom items won't automatically pause before loading. Loading while simulating will very likely mess everything up.

- Level pictured is "Traditional Japanese House" by iFancyMan

Care Package Update

Care Package Update Out Now!


No surprise this April Fools, just much-needed supplies.

30+ medical items added under [Library > Care Package].