Celebrating Steam Summer Sale with Early Access update 0.9.12.4
[h2]Greetings fellow Citizens,[/h2]
The Steam Summer sale is now upon us! And to mark the occassion, besides a 30% off sale, we got a new update. This one focuses mainly on an updated Azur Plaza area and a new map but most importantly on the feedback of the awesome community! Really appreciate it :D This speeds up the bugfixing and tweaking process immensely, Thank You! Special thanks go out to Gasol, Truan, Luc!us, Dazdinga. So please keep the notes and gameplays coming! :D

The next update will be the Major 13th update coming early July. This will focus on an alternative build method which will likely give a noticeable performance boost, as well as dynamic audio transitions between stages which ought to help keep the flow between intermissions instead of ending so abrubptly. Possibly also we will be able to add the basic adrenaline system. And of course, we will continue to focus on and address the issues and possible requests reported by the the Crimson Tide Community.

0.9.12.4 Includes:
-Huge Azur Plaza area update, including but not limited to: new assets, polish, new layouts, rootftop terraces, crowd animations, skywalks, lock n load weapons in shop, Azur Square with expanded area leading to Azur Plaza South and Azur Plaza North

-New map: Azur Plaza South with own tweaked Dynamic Tune and settings. Connects with pleasuredome district leading to Tengu
-Update and polish to Azur Plaza north map. Added connection to Azur plaza South-added
--tweaked uziside material and textures
-azur map collect update tweaks and fixes (ie hole in alley in streets hub)
-rectum intro added signs (clinton expressway, azur sout and pleasuredome), and fixed hole in gate
-Add post throw weapon priority (after throw can choose ranged or melee or unarmed priority)
-updated precision AR bullet force to work similar to how it was beofre npc weight update
-Add interaction filters to VG scenes/Chaingun Harry to keep minigame specific mechanics and avoid conflict with mangame mechanics.
-added npc freeroamd dude and chick with animations to azur plaza area
-updated shotgun double bullet force to be more similar to pre npc physics mass update (WIP)
-ratrace/contractors mass fix for destructible elements to not block player but still react to physics
-car3(lambotype) material udpate
-sawn off bullet force udpate
-Implement MusicPlayer, that can be used between scenes. Not integrated yet.
-fix for mixer assgn for multiple player and enemy weapons
-fix audio mixer assing in multiple levels (ie ambient and sfx in azur plaza areas, home, cloudbreak point and a few more)
-removed unwanted chat It's Personal final
-fix casino roof navmesh
-added filler er up textures to tunnel and fix navmesh (WIP)
-gatling tweak shot sound
-thug thick yun separate walk animation created and assigned
-passing through added event bool to disbale eavesdrop event after first interaction (like jman2)

0.9.12.4B Includes:
-fix typo Ali in subhub (thnx WeChillAllNight!)
-Fill'er up reverted/disbaled AI obstacle (possibly caused issues with enemies move to position event-need to test to verify)
-DT/Azur North shadow fix
-Fix bug with dying after throw. (Thanks Faclonhoof !)
-fix Call of Duty train collisions (bullets and throws will no longer pass through them)
------
That's all we got for now. Thanks for sticking by and take care in the streets of Crimson Tide!
Cheers!
The Downfall Team,
Mike, Dawid
The Steam Summer sale is now upon us! And to mark the occassion, besides a 30% off sale, we got a new update. This one focuses mainly on an updated Azur Plaza area and a new map but most importantly on the feedback of the awesome community! Really appreciate it :D This speeds up the bugfixing and tweaking process immensely, Thank You! Special thanks go out to Gasol, Truan, Luc!us, Dazdinga. So please keep the notes and gameplays coming! :D

The next update will be the Major 13th update coming early July. This will focus on an alternative build method which will likely give a noticeable performance boost, as well as dynamic audio transitions between stages which ought to help keep the flow between intermissions instead of ending so abrubptly. Possibly also we will be able to add the basic adrenaline system. And of course, we will continue to focus on and address the issues and possible requests reported by the the Crimson Tide Community.

0.9.12.4 Includes:
-Huge Azur Plaza area update, including but not limited to: new assets, polish, new layouts, rootftop terraces, crowd animations, skywalks, lock n load weapons in shop, Azur Square with expanded area leading to Azur Plaza South and Azur Plaza North

-New map: Azur Plaza South with own tweaked Dynamic Tune and settings. Connects with pleasuredome district leading to Tengu
-Update and polish to Azur Plaza north map. Added connection to Azur plaza South-added
--tweaked uziside material and textures
-azur map collect update tweaks and fixes (ie hole in alley in streets hub)
-rectum intro added signs (clinton expressway, azur sout and pleasuredome), and fixed hole in gate
-Add post throw weapon priority (after throw can choose ranged or melee or unarmed priority)
-updated precision AR bullet force to work similar to how it was beofre npc weight update
-Add interaction filters to VG scenes/Chaingun Harry to keep minigame specific mechanics and avoid conflict with mangame mechanics.
-added npc freeroamd dude and chick with animations to azur plaza area
-updated shotgun double bullet force to be more similar to pre npc physics mass update (WIP)
-ratrace/contractors mass fix for destructible elements to not block player but still react to physics
-car3(lambotype) material udpate
-sawn off bullet force udpate
-Implement MusicPlayer, that can be used between scenes. Not integrated yet.
-fix for mixer assgn for multiple player and enemy weapons
-fix audio mixer assing in multiple levels (ie ambient and sfx in azur plaza areas, home, cloudbreak point and a few more)
-removed unwanted chat It's Personal final
-fix casino roof navmesh
-added filler er up textures to tunnel and fix navmesh (WIP)
-gatling tweak shot sound
-thug thick yun separate walk animation created and assigned
-passing through added event bool to disbale eavesdrop event after first interaction (like jman2)

0.9.12.4B Includes:
-fix typo Ali in subhub (thnx WeChillAllNight!)
-Fill'er up reverted/disbaled AI obstacle (possibly caused issues with enemies move to position event-need to test to verify)
-DT/Azur North shadow fix
-Fix bug with dying after throw. (Thanks Faclonhoof !)
-fix Call of Duty train collisions (bullets and throws will no longer pass through them)
------
That's all we got for now. Thanks for sticking by and take care in the streets of Crimson Tide!
Cheers!
The Downfall Team,
Mike, Dawid