Project Downfall 14th Early Access Update now live!
[h2]Greetings fellow Citizens,[/h2]
The 14th Early Access update is now live on Steam and ready for download! This includes both the full Early Access version as well as the Demo.
The full game will be 40% off from 28-08-2020 to 11-09-2020.
Update 31-08-2020 Added flash update 0.9.14.1 These changes will be in highlighted bold in the change log further below
Update 02-09-2020 Added flash update 0.9.14.2 These changes will be in highlighted bold in the change log further below
Update 08-09-2020 Added flash update 0.9.14.3 These changes will be in highlighted bold in the change log further below

So this month we got some new features as well as the regular batch of tweaks and fixes. Finally we got the adrenlaine system acitvated in-game and will be tweaked and improved further with coming updates. Hopefully the new batch of achievements will make it easier to recognise which endgames you have achieved and how many more you would be mssing. Some levels also received hefty updates like Fill'er up, updated destruction from Man of Faith Church scene, home destruction with consequences and a lot more. For more detailed info check out the notes further below. Currently the next major update is planned for late September 2020 and will be focused on further polish and refinement to existing content, with some possible additional new stages/story logic and reowrking the combo notification panel/style/system. Possibly some smaller updates will be dropping in the meantime.
As usual: we greatly appreciate the community feedback! Your input is helping us prioritisem pinpoint and address issues faster and more efficiently. You guys rock! :D Do please, keep em commin' ! Special shoutout this month goes to Kaz, Werewolfskumm, Wra1thSML
Worth noting: due to some new logic systems (ie the shop re-opening logic) old saves might sometimes work incorrectly in certain regards. If you would notice issues which were not present before, please let us know where- most likely a simple fix would be to start a new/fresh save.
There was also a bug with a certain level „Empire of dirt” which had a few bugs (incorrect level connection as well as incorrect leaderboard name-was „Fugitive” which is a different level on a different route). Hopefully these will be fixed with this update.
As a backup, version 0.9.12.0 (soon will be updated to 0.9.13.0) will be available on the Beta branch „previous public”. To access it use the password " PreviousBuild ". Please remember: activating this build is not recommended unless you would be having issues with the current version 0.9.14.0. Also Switching between these versions is likely to cause bugs due to certain new logic systems (ie the shop re-opening logic or home destruction). TLDR: if you would be having issues which were not present before: a new save slot would be likely fix said issues. Otherwise it would be recommended to switch to the aforementioned previous public build and let us know what's up (prefereably with how to reproduce said issue).

Now moving on to what's new on the menu:
[h3]0.9.14.0 Includes:[/h3]
New Features:
-New achievments: 22 to be exact. inlcuding all possible endgames (12 altogether) as well as related ones to optional and obsucre routes (ie discovering the Old Capitol). So now we got 43 acheivements altogether. With more to come (ie Olga dumping you for being a slob;) in coming update
-Adrenaline system : initial implementation. String flashy combos and build up the adrenaline meter. Once full you can unleash adrenaline mode with a blood curdling, primal yell and a free bullet time/focus mode (does not affect the players sanity). This will be tweaked further (especially in regards to making it more rewarding/slightly easier to obtain without focus mode). Pro tip: easiet way to get it without using focus mode is stringing quick combos, so a quick way would be to stun a enemy with a weapon throw(Striker bonus), up the combo with a quick melee kill and grab the enemies weapon before it hits the ground. If done perfectly it ought to fill 3/4 of the adrenaline bar. I'll be posting a short clip to steam with an example soon.
-New stages:
.Low sanity downtown: once you cross a certain threshold ain't no coming back...Descend down into the mouth of madness.
.Tengu second floor: Highly destructible scene with many pill variation for mulitple improvisation possibilities. Just watch out for the gatling shotgun wielding enemies and the flying debris;)
-Home apartment destruction logic with consequences. Destroy the windows,Tv, vase, but don't go overboard or someone might not take to kindly to you deeds...
-Shopkeep substitutes with cooldown. Killing store owners now will not cause the store to be closed permanently but will be closed temporarily until new help is hired, hence store re-opened.
-Weapon select icons. Helpful to display the order of your current weapon selection. Keyboard implementation included so you can switch to responding wepon showed with 1-4 (1 default is always fists)
Multiple avatar damage variations: will be updated further. More damaged variation of the players avatar. Ripped jaw, smashed skull and a few others.
General updates and fixes:
-increment game ver to 0.9.14.0
-updated resolution choice and added refresh rate selection to resolution change (thanks: s1N) 0.9.14.3
-Docs office added collider to glass screen to avoid glitching behind screen 0.9.14.3
-fixed and removed unwanted chats in ratrace start (Thanks: Argus) 0.9.14.3
-exodus fixed glass screen issue to avoid clipping (will likely still need to be tweaked to avoid players who run possibly ahead of spawn area) 0.9.14.3
-Gutter condition added on finish to avoid providence being still available resulting in plot/story/consistency logic issues/conflicts/bugs (Thanks: Argus) 0.9.14.3
-fixed hole in wall and chats in ratrace (Thanks: Argus) 0.9.14.3
-Its Personal start: fixed conditions for harold and gift in dumpster as well as alternative one for hard and nightmare difficulties (Thanks: Lothric) 0.9.14.3
-updated witness first chav body weght mass to make superkick/ragdoll more dramatic 0.9.14.3
-streets/azur downtown added exit back to apartment (Thanks: Lothric) 0.9.14.3
-updated streets hell elevator/optimised meshes, reworked/recreated to avoid hollow/inverted meshes (used before) 0.9.14.3
-Fix combo points exploit with weapon throw. (Ultra Mega Thanks: Kaz) 0.9.14.3
-fixed chainsaw attack sounds (assigned to according mixer group) (Thanks:strongboy_47 & ALRIAR ) 0.9.14.3
-multiple othe mixer sounds fixed and assinged in early levels (all stages from initial ride back home have all sounds assigned to designtated mixer groups) (Thanks:strongboy_47 & ALRIAR) 0.9.14.3
-addressed invert issue not saving between stages (thanks: TheStupendusMan) 0.9.14.2
-Add missing mouse header to settings. 0.9.14.2
-fixed placement/interaction of optional chats in casino/less than zero final stage (Thanks: Argus) 0.9.14.2
-removed unnused WIP chats in less than zero start stage (Thanks: Argus) 0.9.14.2
-fixed Shopkeepers chats in cloudbreak point (sometimes alternate shopkeeper chat would be displayed) (Thanks: Argus) 0.9.14.2
-fixed Docs office no exit bug when under pill threshold and no Oxi (fixed and added according conditions) (Thanks: Argus and GManLives) 0.9.14.2
-added optional chat for new condition to Doc when gone psycho but no Oxi 0.9.14.2
-fixed tester incorrect achievment (was asylumkiller "K" now should be correct "L") 0.9.14.1
-home apartment exit bug tracked down and fixed. Melee attacks will no longer disable exits 0.9.14.1
-streethell tweaked music switch on madness start 0.9.14.1
-SAR pickup fix (was precision rifle) on throw
-Slumb block providence chat interaction fix at end of bridge (will now only show in correct places) related to Tyrese and Harold
-Implement fade to black before deat after fatal falling down.
-logic sewer and level id and leaderboard fix (wrong name "fugitive" and connection before)
-fixed hitgroups lowballer (was using temp super sniper wip)-sewers(empire) level id fixed
-fix enemy minigun mixer sounds-fix Doc Arlovskis office out of bounds hole in wall (thanks Kaz)
-fix Sabotage club wall dancefloor clipping issue (thanks Werewolf Skumm)
-fix going polaces hole in floor after mp5 (thanks Werewolf Skumm)
-fixed errors in escape/brainfreeze. Made exit drop collider bigger/higher
-Fix issue with B on gamepad launching menu in start scene. Adjust translations to match new buttons. (thank G.I.T.V. Legendary Villian)
-Implement hands jump, fall and grounded animations.
-adjusted logic for new endgames (asylum killer and tester) with associated possible scenes
-changed logic for topdog endings (canal boss shares TDending2, but also achievement for finishing fugitive/canalboss)
-added according achievent unlock on start to endgame scenes
- changed TD3 ending to Asylumkillerending scene (need to adjust, make GFX, logic, text etc. to be done soon)
-changed canalboss next level from TD3endgmae to TD2endgame (now they share the same endgame but fugitive will also unlock extra achievement)
-added asylum killer ending (logic, text etc)
-ethnic start added details and overpass, fixed car meshes and made obstacles
-added brunout 3d sound event car steal in filler er up in station enter event
-passing through blocked/fixed hole in contatiner section part of map
-Allow throwing weapon while reloading.
-Fix issue with thrown pickp colliding with bullet casing.
-update subhub work (pre diner) and connected substation stages and exchangstart to current visual fiedlity and details
-fix intro train audio source mixer assign
-fix subhub audio source mixer assign
-added home destruction logic and assets (currently windows and tv. windows currently permadestroy and add 1 point to overal home destruction. will add interval events soon)
-added Clyde shopkeep npc subsitute when larry killed after few ingame days
-fixed certain logic in lev sel hub cloudbreak point for shop closed cooldown (slide door pills) and chat added to clyde (clyde dedicated text will be added soon)
-added Clyde idle animation and override
-fix destroyed home props olga chats logic and related bug/priority/hierarchy fixes
-Fix gamepad invert settings(was not saving)
-added shops closed/help wanted sign with associated logic
-mg bullet updated with dedicated hitgroup effects
-tengu update, polish close WIP (second floor added, tweaked surface sounds, added physical tables, destructible barier, adjusted AI etc)
-filler up added tunnel texture to tunnel on opposite side (Exit)
-updated ethnic first stage details, destructible adverts to provide cover from exit gunners and more detail/polish to stage
-updated navmesh for ethnic first
-updating large claiber casing bounce sounds
-new tracksuit ripped run animation
-sabotage final update and polis/details
-personal both stages updates polish tweaks and details (ie destructible physical lamps, update visual to exterior bg, fixed holes in maps etc)
-destructible impact damage to include door layer
-added gatling shotgun for enemies with pickup (gameplay prefab modified)
-updated Wawa details and logic-updated destruction statues to mansion small time
-added new destructible door (sabotage final, however currently unused)
-tengu updates and polish and second tengu interior stage added WIP
-doc asylum killer ending logic stage added
-safe exit to streets hell
-streets hell level added leading to asylum killer/endgame (also addded to project settings)
-evil duck enemy added
-trauma first gatling added to enemy
-revelations fixed hole in wall start level with block navmesh logic (obstacle)
-knife thrown damage 100 to 150
-doc office, streets hell and safe acid trip camera effect added (to be modded when camera event trigger script updated)
-added more details to Brainfreeze
-mansion added slinghsot pill-added trip hellish music to street hell
-updated church destructibles to new system with according logic with variations and replaced
-updated man of faith stages
-Created and added gatliing enemy bullet (same effect now as player bullet with explosive destructible values)
-luco final updates
-luco hell dancefloor updates (new maze from SM npcs)
-chav main unit hit update with gatling body hits (WIP and to be separated from sawn off)
-luco final update/polish/layout/AI/tweaks etc-luco top closeup start front door and exit-street hell temp disabled (for on start )acid trip camera effect for this stage
-update gas station interior (details/textures/props) in fillerup
-petrol detail update (destructible wall behind thug in station and destructible door)
-new destructible door for petrol (with light flash)
-petrol adjustments to station explosion (rising flames and larger collision hit trigger)
-adjustem cloudbreak point for new integer cooldown shops closed logic
-added clyde chat to second pills shopkeep
-Implement empty mag text blink.
-Add adrenaline effect activation hint.
-Add wait for skip buttons release before closing chat.
-Add selected weapon HUD.
-fixed supersniper enemy bullet impact (was changed to low ball instead of supersnipe)
-updated adrenaline bullet time effects/time/ease
-Implement ordered weapons in weapon slots.
-added flame animation for adrenaline full
-Add face damage presets.
-added jeff enemy and body typ /animation (to be used for other shopkeeps in azur freeroam as well as triad tengu enemies)
-added idle jump animation
-Implement updated outro stats. (will show headshots, nutshots, longest combo etc)
-added apartment start screen fixes to clipping puke
-added streets details WIP to shops in azur downtown
-gatling bullet force updated (300->600)
-added new threshold to avatar damage high/very high
-added 2 avatar damage variations (full range)
-streets Jeff npc fixed (old version hass rendering issues causing major slowdown/crash)
-new explosion and muzzle flash animation sets (blastfx)
-new gatling muzzleflash
-doc conditions to hell pyshco fixed and adjusted and related events(ie psycho acid vision and exit to deidcated endgame logic)
-start screen tester ending logic added
-avatar damage variation gfx fixed
-shotgun blaster new muzzle added and tweaked
-rectum dungeoun tweak pistol drop ammo count to make level more challenging (miniboss could be cheesed with precise headshots
-newsfeed tv home update for 14th EA update
-added tester endgame with dedicated text and graphic
-fix ethnic start tweaked and further polish (fixed incorrect spark spawnfor destructible ads which would block bullets
-home apartment logic tweaks for ayslum killer ending and tester to work correctly (tested) with working exits, spawns(ie madness) etc
-fixed destructible mass to not block player in package first stage
-Disable adrenaline time input hint if we can't use it (we are in regular bullet time).
-Turn off adrenaline UI in Chaingun Harry game.
-added adrenaline mixer preset to sound effects (so will slow down with bullet time)
-updated adrenilne player light (created dedicated one for adrenaline:stronger and brighter)
-asylumk killer final added red volumetric ambient light start
-created minigun muzzlelast (not added to weapon model yet)
-npc chick freeroam death physics model added
-slum block details added and enemy tweaks and destructible kios (WIP)
-street azur small update (added npcs to first alley)
-added metalhead slumblock providence updated gore model (fixed chest and head cavity damage model, still need to update for hands and legs and body)
-made large shotgun buck shell for popshot
-added popshot muzzle animation
-updated minigun blast animation material
-mg bullet updated radius (0,75 to 0,6)-slumblock bariers added
-------
That's all for now. Thanks for sticking by and take care in the streets of Crimson Tide!
Cheers!
The Downfall Team,
Mike, Dawid
The 14th Early Access update is now live on Steam and ready for download! This includes both the full Early Access version as well as the Demo.
The full game will be 40% off from 28-08-2020 to 11-09-2020.
Update 31-08-2020 Added flash update 0.9.14.1 These changes will be in highlighted bold in the change log further below
Update 02-09-2020 Added flash update 0.9.14.2 These changes will be in highlighted bold in the change log further below
Update 08-09-2020 Added flash update 0.9.14.3 These changes will be in highlighted bold in the change log further below

So this month we got some new features as well as the regular batch of tweaks and fixes. Finally we got the adrenlaine system acitvated in-game and will be tweaked and improved further with coming updates. Hopefully the new batch of achievements will make it easier to recognise which endgames you have achieved and how many more you would be mssing. Some levels also received hefty updates like Fill'er up, updated destruction from Man of Faith Church scene, home destruction with consequences and a lot more. For more detailed info check out the notes further below. Currently the next major update is planned for late September 2020 and will be focused on further polish and refinement to existing content, with some possible additional new stages/story logic and reowrking the combo notification panel/style/system. Possibly some smaller updates will be dropping in the meantime.
As usual: we greatly appreciate the community feedback! Your input is helping us prioritisem pinpoint and address issues faster and more efficiently. You guys rock! :D Do please, keep em commin' ! Special shoutout this month goes to Kaz, Werewolfskumm, Wra1thSML
Worth noting: due to some new logic systems (ie the shop re-opening logic) old saves might sometimes work incorrectly in certain regards. If you would notice issues which were not present before, please let us know where- most likely a simple fix would be to start a new/fresh save.
There was also a bug with a certain level „Empire of dirt” which had a few bugs (incorrect level connection as well as incorrect leaderboard name-was „Fugitive” which is a different level on a different route). Hopefully these will be fixed with this update.
As a backup, version 0.9.12.0 (soon will be updated to 0.9.13.0) will be available on the Beta branch „previous public”. To access it use the password " PreviousBuild ". Please remember: activating this build is not recommended unless you would be having issues with the current version 0.9.14.0. Also Switching between these versions is likely to cause bugs due to certain new logic systems (ie the shop re-opening logic or home destruction). TLDR: if you would be having issues which were not present before: a new save slot would be likely fix said issues. Otherwise it would be recommended to switch to the aforementioned previous public build and let us know what's up (prefereably with how to reproduce said issue).

Now moving on to what's new on the menu:
[h3]0.9.14.0 Includes:[/h3]
New Features:
-New achievments: 22 to be exact. inlcuding all possible endgames (12 altogether) as well as related ones to optional and obsucre routes (ie discovering the Old Capitol). So now we got 43 acheivements altogether. With more to come (ie Olga dumping you for being a slob;) in coming update
-Adrenaline system : initial implementation. String flashy combos and build up the adrenaline meter. Once full you can unleash adrenaline mode with a blood curdling, primal yell and a free bullet time/focus mode (does not affect the players sanity). This will be tweaked further (especially in regards to making it more rewarding/slightly easier to obtain without focus mode). Pro tip: easiet way to get it without using focus mode is stringing quick combos, so a quick way would be to stun a enemy with a weapon throw(Striker bonus), up the combo with a quick melee kill and grab the enemies weapon before it hits the ground. If done perfectly it ought to fill 3/4 of the adrenaline bar. I'll be posting a short clip to steam with an example soon.
-New stages:
.Low sanity downtown: once you cross a certain threshold ain't no coming back...Descend down into the mouth of madness.
.Tengu second floor: Highly destructible scene with many pill variation for mulitple improvisation possibilities. Just watch out for the gatling shotgun wielding enemies and the flying debris;)
-Home apartment destruction logic with consequences. Destroy the windows,Tv, vase, but don't go overboard or someone might not take to kindly to you deeds...
-Shopkeep substitutes with cooldown. Killing store owners now will not cause the store to be closed permanently but will be closed temporarily until new help is hired, hence store re-opened.
-Weapon select icons. Helpful to display the order of your current weapon selection. Keyboard implementation included so you can switch to responding wepon showed with 1-4 (1 default is always fists)
Multiple avatar damage variations: will be updated further. More damaged variation of the players avatar. Ripped jaw, smashed skull and a few others.
General updates and fixes:
-increment game ver to 0.9.14.0
-updated resolution choice and added refresh rate selection to resolution change (thanks: s1N) 0.9.14.3
-Docs office added collider to glass screen to avoid glitching behind screen 0.9.14.3
-fixed and removed unwanted chats in ratrace start (Thanks: Argus) 0.9.14.3
-exodus fixed glass screen issue to avoid clipping (will likely still need to be tweaked to avoid players who run possibly ahead of spawn area) 0.9.14.3
-Gutter condition added on finish to avoid providence being still available resulting in plot/story/consistency logic issues/conflicts/bugs (Thanks: Argus) 0.9.14.3
-fixed hole in wall and chats in ratrace (Thanks: Argus) 0.9.14.3
-Its Personal start: fixed conditions for harold and gift in dumpster as well as alternative one for hard and nightmare difficulties (Thanks: Lothric) 0.9.14.3
-updated witness first chav body weght mass to make superkick/ragdoll more dramatic 0.9.14.3
-streets/azur downtown added exit back to apartment (Thanks: Lothric) 0.9.14.3
-updated streets hell elevator/optimised meshes, reworked/recreated to avoid hollow/inverted meshes (used before) 0.9.14.3
-Fix combo points exploit with weapon throw. (Ultra Mega Thanks: Kaz) 0.9.14.3
-fixed chainsaw attack sounds (assigned to according mixer group) (Thanks:strongboy_47 & ALRIAR ) 0.9.14.3
-multiple othe mixer sounds fixed and assinged in early levels (all stages from initial ride back home have all sounds assigned to designtated mixer groups) (Thanks:strongboy_47 & ALRIAR) 0.9.14.3
-addressed invert issue not saving between stages (thanks: TheStupendusMan) 0.9.14.2
-Add missing mouse header to settings. 0.9.14.2
-fixed placement/interaction of optional chats in casino/less than zero final stage (Thanks: Argus) 0.9.14.2
-removed unnused WIP chats in less than zero start stage (Thanks: Argus) 0.9.14.2
-fixed Shopkeepers chats in cloudbreak point (sometimes alternate shopkeeper chat would be displayed) (Thanks: Argus) 0.9.14.2
-fixed Docs office no exit bug when under pill threshold and no Oxi (fixed and added according conditions) (Thanks: Argus and GManLives) 0.9.14.2
-added optional chat for new condition to Doc when gone psycho but no Oxi 0.9.14.2
-fixed tester incorrect achievment (was asylumkiller "K" now should be correct "L") 0.9.14.1
-home apartment exit bug tracked down and fixed. Melee attacks will no longer disable exits 0.9.14.1
-streethell tweaked music switch on madness start 0.9.14.1
-SAR pickup fix (was precision rifle) on throw
-Slumb block providence chat interaction fix at end of bridge (will now only show in correct places) related to Tyrese and Harold
-Implement fade to black before deat after fatal falling down.
-logic sewer and level id and leaderboard fix (wrong name "fugitive" and connection before)
-fixed hitgroups lowballer (was using temp super sniper wip)-sewers(empire) level id fixed
-fix enemy minigun mixer sounds-fix Doc Arlovskis office out of bounds hole in wall (thanks Kaz)
-fix Sabotage club wall dancefloor clipping issue (thanks Werewolf Skumm)
-fix going polaces hole in floor after mp5 (thanks Werewolf Skumm)
-fixed errors in escape/brainfreeze. Made exit drop collider bigger/higher
-Fix issue with B on gamepad launching menu in start scene. Adjust translations to match new buttons. (thank G.I.T.V. Legendary Villian)
-Implement hands jump, fall and grounded animations.
-adjusted logic for new endgames (asylum killer and tester) with associated possible scenes
-changed logic for topdog endings (canal boss shares TDending2, but also achievement for finishing fugitive/canalboss)
-added according achievent unlock on start to endgame scenes
- changed TD3 ending to Asylumkillerending scene (need to adjust, make GFX, logic, text etc. to be done soon)
-changed canalboss next level from TD3endgmae to TD2endgame (now they share the same endgame but fugitive will also unlock extra achievement)
-added asylum killer ending (logic, text etc)
-ethnic start added details and overpass, fixed car meshes and made obstacles
-added brunout 3d sound event car steal in filler er up in station enter event
-passing through blocked/fixed hole in contatiner section part of map
-Allow throwing weapon while reloading.
-Fix issue with thrown pickp colliding with bullet casing.
-update subhub work (pre diner) and connected substation stages and exchangstart to current visual fiedlity and details
-fix intro train audio source mixer assign
-fix subhub audio source mixer assign
-added home destruction logic and assets (currently windows and tv. windows currently permadestroy and add 1 point to overal home destruction. will add interval events soon)
-added Clyde shopkeep npc subsitute when larry killed after few ingame days
-fixed certain logic in lev sel hub cloudbreak point for shop closed cooldown (slide door pills) and chat added to clyde (clyde dedicated text will be added soon)
-added Clyde idle animation and override
-fix destroyed home props olga chats logic and related bug/priority/hierarchy fixes
-Fix gamepad invert settings(was not saving)
-added shops closed/help wanted sign with associated logic
-mg bullet updated with dedicated hitgroup effects
-tengu update, polish close WIP (second floor added, tweaked surface sounds, added physical tables, destructible barier, adjusted AI etc)
-filler up added tunnel texture to tunnel on opposite side (Exit)
-updated ethnic first stage details, destructible adverts to provide cover from exit gunners and more detail/polish to stage
-updated navmesh for ethnic first
-updating large claiber casing bounce sounds
-new tracksuit ripped run animation
-sabotage final update and polis/details
-personal both stages updates polish tweaks and details (ie destructible physical lamps, update visual to exterior bg, fixed holes in maps etc)
-destructible impact damage to include door layer
-added gatling shotgun for enemies with pickup (gameplay prefab modified)
-updated Wawa details and logic-updated destruction statues to mansion small time
-added new destructible door (sabotage final, however currently unused)
-tengu updates and polish and second tengu interior stage added WIP
-doc asylum killer ending logic stage added
-safe exit to streets hell
-streets hell level added leading to asylum killer/endgame (also addded to project settings)
-evil duck enemy added
-trauma first gatling added to enemy
-revelations fixed hole in wall start level with block navmesh logic (obstacle)
-knife thrown damage 100 to 150
-doc office, streets hell and safe acid trip camera effect added (to be modded when camera event trigger script updated)
-added more details to Brainfreeze
-mansion added slinghsot pill-added trip hellish music to street hell
-updated church destructibles to new system with according logic with variations and replaced
-updated man of faith stages
-Created and added gatliing enemy bullet (same effect now as player bullet with explosive destructible values)
-luco final updates
-luco hell dancefloor updates (new maze from SM npcs)
-chav main unit hit update with gatling body hits (WIP and to be separated from sawn off)
-luco final update/polish/layout/AI/tweaks etc-luco top closeup start front door and exit-street hell temp disabled (for on start )acid trip camera effect for this stage
-update gas station interior (details/textures/props) in fillerup
-petrol detail update (destructible wall behind thug in station and destructible door)
-new destructible door for petrol (with light flash)
-petrol adjustments to station explosion (rising flames and larger collision hit trigger)
-adjustem cloudbreak point for new integer cooldown shops closed logic
-added clyde chat to second pills shopkeep
-Implement empty mag text blink.
-Add adrenaline effect activation hint.
-Add wait for skip buttons release before closing chat.
-Add selected weapon HUD.
-fixed supersniper enemy bullet impact (was changed to low ball instead of supersnipe)
-updated adrenaline bullet time effects/time/ease
-Implement ordered weapons in weapon slots.
-added flame animation for adrenaline full
-Add face damage presets.
-added jeff enemy and body typ /animation (to be used for other shopkeeps in azur freeroam as well as triad tengu enemies)
-added idle jump animation
-Implement updated outro stats. (will show headshots, nutshots, longest combo etc)
-added apartment start screen fixes to clipping puke
-added streets details WIP to shops in azur downtown
-gatling bullet force updated (300->600)
-added new threshold to avatar damage high/very high
-added 2 avatar damage variations (full range)
-streets Jeff npc fixed (old version hass rendering issues causing major slowdown/crash)
-new explosion and muzzle flash animation sets (blastfx)
-new gatling muzzleflash
-doc conditions to hell pyshco fixed and adjusted and related events(ie psycho acid vision and exit to deidcated endgame logic)
-start screen tester ending logic added
-avatar damage variation gfx fixed
-shotgun blaster new muzzle added and tweaked
-rectum dungeoun tweak pistol drop ammo count to make level more challenging (miniboss could be cheesed with precise headshots
-newsfeed tv home update for 14th EA update
-added tester endgame with dedicated text and graphic
-fix ethnic start tweaked and further polish (fixed incorrect spark spawnfor destructible ads which would block bullets
-home apartment logic tweaks for ayslum killer ending and tester to work correctly (tested) with working exits, spawns(ie madness) etc
-fixed destructible mass to not block player in package first stage
-Disable adrenaline time input hint if we can't use it (we are in regular bullet time).
-Turn off adrenaline UI in Chaingun Harry game.
-added adrenaline mixer preset to sound effects (so will slow down with bullet time)
-updated adrenilne player light (created dedicated one for adrenaline:stronger and brighter)
-asylumk killer final added red volumetric ambient light start
-created minigun muzzlelast (not added to weapon model yet)
-npc chick freeroam death physics model added
-slum block details added and enemy tweaks and destructible kios (WIP)
-street azur small update (added npcs to first alley)
-added metalhead slumblock providence updated gore model (fixed chest and head cavity damage model, still need to update for hands and legs and body)
-made large shotgun buck shell for popshot
-added popshot muzzle animation
-updated minigun blast animation material
-mg bullet updated radius (0,75 to 0,6)-slumblock bariers added
-------
That's all for now. Thanks for sticking by and take care in the streets of Crimson Tide!
Cheers!
The Downfall Team,
Mike, Dawid