Early Access Patch 0.5.3
EARLY ACCESS UPDATE 0.5.3
Hey! As per our discord update, we’re slow but steady over the last few months (and intend to be so for a bit longer as we wrassle with RL stuff). The downside: Slow. The Upside: Steady!
So here’s some polish, goodies and work in progress (especially a lot of work on our next level and new creatures to be revealed in a future update) coming to your favorite blood-soaked-streaming-gladiator goodness!
Enjoy!
-The Skullbotians
Content:
-- Hooked up a bunch more awesome icons! (thanks @LeoFonseca)
-- Added new rooms
Bugs & Polish:
-- Enabled murderpedia entry for Blood & Anger (good catch @Seebo)
-- Fixed the collision position for several of the corner columns so that they line up correctly with the wall collision
-- The falling object catcher, mouse blocker, and path mesh volume now all scale themselves to the same map sized region
-- Fixed an issue where pickupables were not actually using the more aggressive collision detection they were supposed to be using (thanks @Justice)
-- Fixed an issue stopping you from earning champ achievements for any character other than Decimus (thanks @[AG] David)
-- Cleaned up some items that don't yet have icons by assigning them better temporary icons
-- Flying things can no longer pass through Jo's cage
-- Fixed issue with Lockpicks / Breaching Charges not unlocking folks trapped in cages (thanks @loginerror / @Justice / @Seebo)
-- Potential fix for Jo escaping her cage in cooked build due to collision issue - sneaky, sneaky
-- Attempting to fix an issue with Jo falling through the floor in cooked builds
-- Dr Death is generally more resistant to Fury speeding up his attacks
-- Dr Death's Twin resurrection is slower to execute and no longer affected by the good Doctor's Fury / attack speed (good suggestions @Gruntled / @loginerror and others)
-- Fixed issue where chests were unlocking properly but not opening until touched a second time
-- Optimized creature spawning, other things checking for test rooms
-- Decreased the health from all tank enemies but gave them a point of armor to partially offset the reduced health
-- Tweaks to burrowing behavior (whaddya mean, nothing burrows?! Just you wait…)
-- Silhouettes no longer look like poo in the corners of the security tileset
-- Adjusted the size of blade buffs that were too big on several tank enemies
-- Moved the back security gate on security doors to be visible
-- Removed the security door mats as they don't currently look correct
-- Imported all newly localized strings
-- Fixed enemy AI sometimes sometimes imagining phantom bridges between connected pits and thus walking (or driving) into them like dummies (thanks @DraxTV)
-- Fixed several small targeting and charging issues in the base AI functionality
-- Tanks no longer blindly drive over traps and hurt themselves
-- Fixed issue with Pulverizer / thrown weapons not multiplying properly (thanks for the find @loginerror and @Seebo)
-- Fixed issue where blood locks were causing damage but not always unlocking
-- Added run modifiers to unlock levels after The Big Show (temporarily added to Insanity 3+, may require additional effort to unlock)
-- Added a new movement mode for enemies that walk but ignore rocks
-- Fixed several issues with enemies and FX scaling
-- Fixed some issues with the Fanatic not cleaning up his minions on death
-- Imported and compiled latest localized text
-- Repaired a boss room that had its normal bosses swapped with the new boss
Developer Notes
-- [DEV] Did the new string export for the next round of localization
-- [DEV] Fixed an audio file (lol) with incorrect concurrency settings
-- [DEV] Transaction overhaul
-- [DEV] Transactions (spending coins / keys / bombs / heath / yadda) can now partially succeed and fail
-- [DEV] Cleanup throughout stats and consumables system (largely invisible, sadly unless I broke something)
-- [DEV] Added ability to export rooms to JSON
-- [DEV] Support for Room Data to be saved to DataTable system rather than save file system
-- [DEV] Fix for link error on port with JSON library
-- [DEV] Cleaned up all of our old level manifest data
-- [DEV] Rooms now save / load to JSON instead of SaveFile
-- [DEV] New Room Saves setup for packaging (testing)
-- [DEV] Removing old JSON data
-- [DEV] Added new JSON directory to packaging
-- [DEV] Jo no longer gets all chatty in the room editor
-- [DEV] Rolling back some lighting changes that broke in-game lighting
-- [DEV] Updated the valid floor information for most existing special rooms to work with deeper floors
-- [DEV] Updated the hallway length data on all level manifests to match the existing constant defaults we currently use
-- [DEV] Cleanup to NPC melee combat system
-- [DEV] Updated the default lighting setup in the main game to be gameshow lighting instead of prison lighting
-- [DEV] Added additional logging when level generation can't find enough room types
-- [DEV] Fixed Jo's cage room forcing itself into non-game levels, like into the room editor test level
-- [DEV] Fixed an issue with the weirdly aggressive Jo room now refusing to appear at all
-- [DEV] Removed a bunch of unnecessary components in drones
-- [DEV] Cleaned up bomb spiders a bit
-- [DEV] Adding a new creature tester map using the security tileset
-- [DEV] Cleanup work around bomb / spikeball projectiles
-- [DEV] Made some changes to some security rooms to try to work out some tileset issues
-- [DEV] Fixed tire stacks not being detectable as occluders
-- [DEV] Contact damage components will now call OnContact for moveable targets
-- [DEV] Added ability to tweak relative mesh Z via animation
-- [DEV] Updated FlyUp so that it can be called without landing automatically
-- [DEV] Small cleanups to stompers
-- [DEV] Fixed a few bugs with room editor and various systems not being ready to survive being in the room editor
-- [DEV] Disabled the new floor for the patch as it is unfinished
Work Still In Progress
-- [WIP] New Trap prototype
-- [WIP] Added data for new trap
-- [WIP] Prototype trap collision tweaking
-- [WIP] General new enemy work
-- [WIP] Additional new enemy work
-- [WIP] Wormbot properly handles self-collisions while walloped
-- [WIP] Wormbot room added
-- [WIP] Wormbot now has melee attacks
-- [WIP] Wormbot improvements
-- [WIP] Cleanup to Wormbot
-- [WIP] Cleanup of preview assets for bomb drone
-- [WIP] Added in behavior for the bomb drone
-- [WIP] Increased the size of the Bomb Drone, fixed its look when dying, and disabled a debug sphere that was accidently being drawn
-- [WIP] Slightly increased the size of the Bigbot
-- [WIP] Initial setup for a mutant brute enemy
-- [WIP] Additional implementation of the Mutant Brute
-- [WIP] Checking in a Mutant Brute spike strike test case that isn't working
-- [WIP] New boss initial tag setup
-- [WIP] Initial slam movement prototype work
-- [WIP] Additional support for hopping movement mode
-- [WIP] Prototype Fanatic in for testing
-- [WIP] Switched to the new Fanatic model and material
-- [WIP] Added the new hub and spoke level generation type
-- [WIP] Implemented the pre-carve data setup and organization for the new hub and spoke level generation
-- [WIP] Added data / test rooms for new bonus level
-- [WIP] First pass implementation for hub and spoke level generation
-- [WIP] Added a few new rooms to support security specific floors
-- [WIP] Updated the level manifest data for security specific floors to function with realistic settings
Hey! As per our discord update, we’re slow but steady over the last few months (and intend to be so for a bit longer as we wrassle with RL stuff). The downside: Slow. The Upside: Steady!
So here’s some polish, goodies and work in progress (especially a lot of work on our next level and new creatures to be revealed in a future update) coming to your favorite blood-soaked-streaming-gladiator goodness!
Enjoy!
-The Skullbotians
Content:
-- Hooked up a bunch more awesome icons! (thanks @LeoFonseca)
-- Added new rooms
Bugs & Polish:
-- Enabled murderpedia entry for Blood & Anger (good catch @Seebo)
-- Fixed the collision position for several of the corner columns so that they line up correctly with the wall collision
-- The falling object catcher, mouse blocker, and path mesh volume now all scale themselves to the same map sized region
-- Fixed an issue where pickupables were not actually using the more aggressive collision detection they were supposed to be using (thanks @Justice)
-- Fixed an issue stopping you from earning champ achievements for any character other than Decimus (thanks @[AG] David)
-- Cleaned up some items that don't yet have icons by assigning them better temporary icons
-- Flying things can no longer pass through Jo's cage
-- Fixed issue with Lockpicks / Breaching Charges not unlocking folks trapped in cages (thanks @loginerror / @Justice / @Seebo)
-- Potential fix for Jo escaping her cage in cooked build due to collision issue - sneaky, sneaky
-- Attempting to fix an issue with Jo falling through the floor in cooked builds
-- Dr Death is generally more resistant to Fury speeding up his attacks
-- Dr Death's Twin resurrection is slower to execute and no longer affected by the good Doctor's Fury / attack speed (good suggestions @Gruntled / @loginerror and others)
-- Fixed issue where chests were unlocking properly but not opening until touched a second time
-- Optimized creature spawning, other things checking for test rooms
-- Decreased the health from all tank enemies but gave them a point of armor to partially offset the reduced health
-- Tweaks to burrowing behavior (whaddya mean, nothing burrows?! Just you wait…)
-- Silhouettes no longer look like poo in the corners of the security tileset
-- Adjusted the size of blade buffs that were too big on several tank enemies
-- Moved the back security gate on security doors to be visible
-- Removed the security door mats as they don't currently look correct
-- Imported all newly localized strings
-- Fixed enemy AI sometimes sometimes imagining phantom bridges between connected pits and thus walking (or driving) into them like dummies (thanks @DraxTV)
-- Fixed several small targeting and charging issues in the base AI functionality
-- Tanks no longer blindly drive over traps and hurt themselves
-- Fixed issue with Pulverizer / thrown weapons not multiplying properly (thanks for the find @loginerror and @Seebo)
-- Fixed issue where blood locks were causing damage but not always unlocking
-- Added run modifiers to unlock levels after The Big Show (temporarily added to Insanity 3+, may require additional effort to unlock)
-- Added a new movement mode for enemies that walk but ignore rocks
-- Fixed several issues with enemies and FX scaling
-- Fixed some issues with the Fanatic not cleaning up his minions on death
-- Imported and compiled latest localized text
-- Repaired a boss room that had its normal bosses swapped with the new boss
Developer Notes
-- [DEV] Did the new string export for the next round of localization
-- [DEV] Fixed an audio file (lol) with incorrect concurrency settings
-- [DEV] Transaction overhaul
-- [DEV] Transactions (spending coins / keys / bombs / heath / yadda) can now partially succeed and fail
-- [DEV] Cleanup throughout stats and consumables system (largely invisible, sadly unless I broke something)
-- [DEV] Added ability to export rooms to JSON
-- [DEV] Support for Room Data to be saved to DataTable system rather than save file system
-- [DEV] Fix for link error on port with JSON library
-- [DEV] Cleaned up all of our old level manifest data
-- [DEV] Rooms now save / load to JSON instead of SaveFile
-- [DEV] New Room Saves setup for packaging (testing)
-- [DEV] Removing old JSON data
-- [DEV] Added new JSON directory to packaging
-- [DEV] Jo no longer gets all chatty in the room editor
-- [DEV] Rolling back some lighting changes that broke in-game lighting
-- [DEV] Updated the valid floor information for most existing special rooms to work with deeper floors
-- [DEV] Updated the hallway length data on all level manifests to match the existing constant defaults we currently use
-- [DEV] Cleanup to NPC melee combat system
-- [DEV] Updated the default lighting setup in the main game to be gameshow lighting instead of prison lighting
-- [DEV] Added additional logging when level generation can't find enough room types
-- [DEV] Fixed Jo's cage room forcing itself into non-game levels, like into the room editor test level
-- [DEV] Fixed an issue with the weirdly aggressive Jo room now refusing to appear at all
-- [DEV] Removed a bunch of unnecessary components in drones
-- [DEV] Cleaned up bomb spiders a bit
-- [DEV] Adding a new creature tester map using the security tileset
-- [DEV] Cleanup work around bomb / spikeball projectiles
-- [DEV] Made some changes to some security rooms to try to work out some tileset issues
-- [DEV] Fixed tire stacks not being detectable as occluders
-- [DEV] Contact damage components will now call OnContact for moveable targets
-- [DEV] Added ability to tweak relative mesh Z via animation
-- [DEV] Updated FlyUp so that it can be called without landing automatically
-- [DEV] Small cleanups to stompers
-- [DEV] Fixed a few bugs with room editor and various systems not being ready to survive being in the room editor
-- [DEV] Disabled the new floor for the patch as it is unfinished
Work Still In Progress
-- [WIP] New Trap prototype
-- [WIP] Added data for new trap
-- [WIP] Prototype trap collision tweaking
-- [WIP] General new enemy work
-- [WIP] Additional new enemy work
-- [WIP] Wormbot properly handles self-collisions while walloped
-- [WIP] Wormbot room added
-- [WIP] Wormbot now has melee attacks
-- [WIP] Wormbot improvements
-- [WIP] Cleanup to Wormbot
-- [WIP] Cleanup of preview assets for bomb drone
-- [WIP] Added in behavior for the bomb drone
-- [WIP] Increased the size of the Bomb Drone, fixed its look when dying, and disabled a debug sphere that was accidently being drawn
-- [WIP] Slightly increased the size of the Bigbot
-- [WIP] Initial setup for a mutant brute enemy
-- [WIP] Additional implementation of the Mutant Brute
-- [WIP] Checking in a Mutant Brute spike strike test case that isn't working
-- [WIP] New boss initial tag setup
-- [WIP] Initial slam movement prototype work
-- [WIP] Additional support for hopping movement mode
-- [WIP] Prototype Fanatic in for testing
-- [WIP] Switched to the new Fanatic model and material
-- [WIP] Added the new hub and spoke level generation type
-- [WIP] Implemented the pre-carve data setup and organization for the new hub and spoke level generation
-- [WIP] Added data / test rooms for new bonus level
-- [WIP] First pass implementation for hub and spoke level generation
-- [WIP] Added a few new rooms to support security specific floors
-- [WIP] Updated the level manifest data for security specific floors to function with realistic settings