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  3. Project Downfall 15th Early Access Update now live!

Project Downfall 15th Early Access Update now live!

Greetings fellow Citizens,


The 15th 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.

[previewyoutube][/previewyoutube]

This update focused on updating the HUD as well as its accessibility. So there is a whole new set of options in the settings. Also, completely reworked multiple elements including the combo notifications. Apart from that, major updates to the Smalltime ending route. Most of those levels got a hefty upgrade. Also finaly got the witness system implemented. The logic was already there for quite a while, but now finally there will be a pretty important plot related encounter if you take a certain route. Also new weapons: with the long overdue....pencil;) And the usual hefty dose of tweaks and fixes. For more detailed info check the notes further below.

Thank you again for all the awesome feedback! It is helping prioritise issues and address them more efficiently! Major shoutout and kudos this month go out to: Insomniac, Bellarose, NickyBfudd, Nandrews0100, Ozymandias, Nachtmahr, Argus, Lothric, 1979.

We also wanted to update the stamina system but it we will have to postpone this for the next update. Unfortunately cool ideas here don't work well in practice, (ie a cooldown only for the kick and not the stamina results in multiple kicks during a full sprint possible which simply looks bad). So we will need to tweak it a bit more until we hit the sweet spot.

Also we are aiming to update the awareness system to show enemies coming from the sides and not only from the back (which could sometimes be misleading).

So the 16th Early Access update might be coming along in smaller chunks throughout the month. This mainly depends on the two factors above (Stamina/kick and awareness), so if we get these done earlier we will simply be dropping small-medium updates every week or so. Either way the game is expected to hit 0.9.16.0 around early-mid November,.




Now on to what's new :


[h2]0.9.15.0 Includes:[/h2]

New Features:

-New achievments: Heartbroken, Et tu Brute?

-New stages with the witness system:

holding cells in „I'll be back”

The lower Atsil Block safehouse in „gutter rat”

-New stages and events to the „Empire of Dirt”. 3 full stages

-New intro and outro system (full animation and font effects)

-new unarmed idle animations for low and very low mental state.

-HUD accessibility options. Toggle it to your own preference

-New combo notification system

-New weapons: nightstick, baseball bat (use its range!) and ….the pencil:)

-New crosshairs: 3 new variations

-Add changelog dialog to game. Will show most impirtant changes on first boot of new patch.


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General updates and fixes:


-added Pencil weapon and pickup, mini for weapon slot

-updated knife collider on thrown and angle

-added pencil pickup on table diner

-removed aggro for diner enemies if not attacking AI (for consistency for diner exit encounter)

-COD surface steps sound added

-COD final slight tweaks to AI on Hard, Nightmare and Normal (Precision AR AI behind platform on right)

-created and replaed SAR tracers-added pencil destroy prefab

-exodus updated exit condtions to account for ali killed in diner or start-fixed provdence bar chats logic/conditions bug/placement (Thanks: Lothric)

-gameplay added pencil-updated base muzzle flash fade (longer)

-added specific AI and tweaks for Hard and Nightmare to Passing Through

-fist idle animation new for drugged high states (idle 1 and idle 3)

-fist controller updated pill threshold for animation switch

-jman enter the spier advert added

-removed outline from avat animation sets

-added bg with tween to hud avatar (only main game, no chaingun harry)

-updated low sanity idle fists animations with separate hand movement/float

-updated gatling howler blast fade (to not end so aburptly but also not end up blinding player in lowest time multiplier in chainlink pill combo

-new splatter added WIP

-Gatling blast update (removed timescale game)-same for popshot muzzle update

-diner fix with intro call and added cookie light to second part of scene coming from exterior

-diner tweaks, added destructlbe glass panels and physcial stools with sound and removed intro music on action start event, fixed AC distance sound dropoff

-slum bottom tweaks (gutter)

-diner tweaks to decal tearing fix

-smalltime final conditions for exits fixed and tweaked (hitman was not displaying correctly)

-updated position glowbg avatar

-slightly smaller spread sawnoff 18->15

-casino all levels update

-casino topfloor polished areas, added new amient lights, tweaked AI and final room and destructibles

-casino roof polished roof area, backhround elements and buildings added, updated AI, added exit to helipad (WIP), added level cleared elevator open event with volumetric light, door close event on roof enter etc)

-updated van physical object with correct dedicated sound on collision

-casino roof further tweaks

-prechurch added intro encounter with destructible cars and updated navmesh for larger area

-new carforce value created for new physcial object

-mansion start update to layout, AI, effects, lighting, etc

-prechurch tweaks

-higher damage for thrwo npencil to OHK slimjims

-mansion interior update (added side corridors ground floor, added destructibles, details,post volume, polish, etc)

-crossroads updated (multiple details, polish, etc to both stages. Second stage also updated AI, destructible cars with updates models, details, fixing holes etc)

-added slingshot pill description

-crossroads update with details

-mansion exterior and interior updates (sideway corridors further tweaks/polish)

-flame adrenaline added additive material and changed order (now will display above adrenaline bar)

-new destructible particle effect prefabs

-updated new bullet impact on hit/destroy prefab (removed old dust which has too strong alpha, might need to tweak further and reenable eventually)

-smalltime final update (destructible ceiling with gatling enemy, new miniboss event, details, polish etc)

-added chairman OC boarmember avatar (also to Topddog confornt ending text chat)

-updated minoboss fight hall smalltime final (added post volume, and other details)

-added painting and multiple other details to old friends standoof (multiple fixes/polis, ie destructible balcony, statues, lights, props, etc)

-hall and mansion start tweaks

-old friends reverse hitman event added

-hall miniboss fight updated with second enforcer with short series shoot and allow move when shooting

-added framed paintings to mansion interior

-added new paitning gfx

-added train station to old friends (to leave to airport if condition met)

-airport ST / grounded update (added WIP supermarket ground floor, train BG, event action music fade on stair cross trigger etc, escalator to back part of map etc)

-added sewerlow new map with new water surface texture/material

-airport from smalltime update (added supermarket with details)WIP

-mg enemy added explosive values and changed shot sound to players as well as firerate faster (but still slightly slower than player)

-airport ST grounded further details/polish(updated supermarket height)

-sewerslow small tweaks

-sewerslow/empire of dirt ull update with miniboss encounter/ post, nemies etc

-sewers low descent level added

-fixed 3d audio distance for chasaw enemy big

-updated all stages for Empire of Dirt with multiple polish/events, logic connection ie start bathroom etc)

-added lights to escalator in airport ST Grounded

-chainsaw big further tweak-SAR enemy updated to be more similar to player version (sounds and firerate )

-Grounded polishtweaks and updates, closeup of map, AI to back section etc

-Smaltime elvator event added with light fog trigger to station

-sewer stages smalltime updated (0: new waterfall effect and tweaked volume fog bottom, 2: final go and ambient chant

-Destroy arrow when pickup is destroyed.

-Implement possibility to set pickup normal and thrown state. Apply it to knife.(so knife will not be sideways when thrown but sharp end towards enemy)

-sewers start empire end fall event added

-run start fixed hole behing player and trigger ambush chat larger to avoid enemy catching aggro earlier

-sewerslow vision distort on vista exit event

-new variations of fonts to be more stylised and fitting to games style

-sewers low further tweaks and details (ie collsion sound for grating, tweaking post, adding water flowing down walls, light wall first enemy etc)

-further updates tocombo and points notification

-added WIP new intro alternates

-updated smalltime with elavator event conditions and unlocks related to actions

-new animated sequnece intro added with new font and anim

-new intro added to fillererup, witness, grounded, funnygames, oldfriends,rectum and empire

-contractor fixed ammo count in second stage (hard/nightmare ammo count drop was on normal)

-new outro animation

-added new intro to small time level intro

-new intro sequences (no hero)

-changed default intro level sequence (made backupof orig)

-genesis alternate intro

-going places fixed restart bug (was incorrect level name)

-fixed teddy and BurgerKing points count in Witness (0 and deduct respectively)

-witness dialogues updated

-witness gutter stage added and connected with gutter rat WIP

-added witnesses to Gutter with logic-slumbottom gutter updated and fixed AI alert bug (still WIP)

-sewerslow heavy gate sound fall added-updated default anim speed intro(slightly faster to avoid incorrect fade)

-added gutterwitness to proj settings

-added new heay metal thud sounds and created asset lists for heavy and light variation

-illbeback witness second stage added (WIP) with redhand and witness events (WIP)

-added illbeback 2nd stage to proj settings and connected full level

-pencil fixed /cleanup rouge pixel above tip

-airport grounded added variation enemies based on sanity (cops if sane, manimals is mad)

-longer tune aggro fade for grounded level

-cops holding cells update

-fixed exit for Funny games final stage cab(was active despite not showing when level wasnt cleared) (Thanks: Insomniac)

-cops holding cells update(light trigger, AI layout, tweaks, second floor etc)

-whiteboard at CTPD with witness/crimescene locations adn conditions for text on whiteboard

-fixed elevator timescale bug(fall through) in Ehnic final

-added other test preview for avatar bg in combonotification scene

-lowballer range enemy from 40 to 80

-cops holding cell scene updated textures and jaildoor open sounds and ai first attack aggro logic trigger

-contractor fxied hole in wall (wasnt spawning correctly)

-gutter witness updated scene with logic, enemies, layout etc

-explosion small mg fixed light/prefab not timing out/getting destroyed

-slum bottom updated gas canister explosion force and radius

-gutter witness updates/polish

-casino hell roof fixed color sky trigger (was not working due to new reworked player controller)

-apartment logic witness adapted for post casino: changed Joy to Mistress to keep her subplot intact

-slum bottom multiple tweak, new destructibles, and multi destruction event at end of stage in drug lab (if gas canister shot/destroyed). Adapted AI , tweaks etc. reomved old conditions for finish and adapted to connetion with gutter witness-gutter witness adapted details and conditions for finish as well as level id changed from freeroam to gutter rat (since level can be completely finished now)

-added destructible radius on spawn for destructible props

-updated explosion with more stylised lowres flames

-updated mansion start small time destruction statue

-update gutter witness interaction computer (witness memo case info)

-Added new option AvatarBackground Toggle to HUD accessibility

-added small radius destruct impact

-destroy radius small udpate (radius from 3 to 1,5)

-mansion small time start updated with post volume to make glow/bloom less intense in main shootout area

-updated Credits text and scene time durations

-mad stage 4 idle unarmed pixel cleanup for anim

-face idle cleanup

-added navmesh obstacle marker to barrel

-player updated closecall height tirgger

-update to obstacles AI in grounded as well as AI tweaks and lighting tweaks and fix (flicker light glass ceiling)-journeyman start navmesh obstacle added to second table so AI will walk around it

-mansion post volume courtyard update with trigger for following floodlights to lighten up area and make enemies more visible

-mansion interior update to post second part

-ill be back start added computer with email about witnesses-start screen fix hole back bathroom (thanks : Insomniac)

-witness added obstacle for street lamp and barrel to AI

-Wawa train small tweaks (still WIP)-credits further tweaks

-added 3 new crosshair variations

-lowered mag size of baisc pistol enemy 12->8

-fixed big explosion loop in benefactors final and updated textures to be more stylised and fitting

-gatling bullet enemy slower velocity

-pistol side enemy bullet changed to slightly slower model (will make initial levels and encounters slightly easier

-benefactors final multiple updates and tweaks and polish (still WIP and a lot to do)

-added fall platforms to avoid insta death in benefactors final: (Thanks:NickyBfudd)

-added gate end stage open events to package stages

-temp disabled exit in 2-1 package freeroam until correct freeroam exits/maps are created

-fixed navmesh obstacle witness barrel

-Pencil name fixed to display correctly

-Big Explosion updated with sound (benefactors roofs)

-metalhead boosted druggie fixed colliders (so brain headshot one hit kills, other shots demolish head with gaping hole but still alive)

-gatling enemy tracer updated and weapon model info (lowered ammo mag from 12->8, lowered firerate from 1,5->1,8 , bullet precision from 0(perfect) to 0,8

-diner updated with exterior detail-mansion startchanged destruction spawn prefab (ceramic lowpitch)

-slum bottom /gutter added surface sounds and ai trigger for gorehead booster behind corner/restroom

-gatling enemy fixed RoF 1.8->1.2

-Benefactor final tweaked lower area

-skinhead bomber jacket updated footstep loudness and mix

-update to Passing through (mutlpile fixes, tweaks, polish, AI,events including not limited to: main gate can be opened with panel from other side, train interior with trash and makeshit beds. Fixed train interior npc hobo npc values, fixed visibility of last skinhead on opposite platform, visible buttons to train doors, changed table in passage to new physical system, light fog tween to make first shotgun enemy more visible, physical object barrel to initial encounter and more...)

-updated credits with new Steam community

-pencil destruction re-added

-smalltime events elevator update (sound ride on stop)

-cleanup for ethnic final and rising high final, as well as polish and tweaks for ethnic (Surface sounds, elevator evetn sounds, texutre updates, etc)

-added new weapon: baseball bat full set (icons, pickups, player and enemy model, animations, sounds,loc-kit etc) player animation WIP

-faster katana attack rate 2->3

-passing through baseball bat enemies added

-further face avatar cleanup rouge pixels

-updated baseball attack animation speed and range

-dedicated desctruction prefab spawn for pipe and baseball bat (spawn broken baseballbat/pipe)

-subhub blocked top platform jump exploit out of bounds jump (thanks: Insomniac)

-cops holding cells updated conditions for witnesses

-police I'llbeback added detail with servers (WIP) and surface wlk sounds

-benefactors fixed missing elevators (thanks: NickyBfudd)

-lev select cloudbreak point removed Ali Blowhard phonecall and moved whole event to apartment with physical phone and 3d audio)

-slum bottom gutter fixed animation for exit sign

-gutter witness: updated superkick locked door event, added destructible security kiosk to exterior part, added CTPD keycard pickup in saferoom area, updated AI etc)

-Added new achievement: Et tu Brute?

-added new weapon full set Nightstick (pickup, player model and anim and material, pickup etc)

-reverted destroy on hit for lead pipe otherwise tutorial train throw would be rage inducing and seem bugged

-lockit export nightstick

-COD intro replaced lead pipe with night stick for cops (same goes for all police I'll be back stages)

-Fixed hole next to elevator providence intro (thanks: Insomniac) and added surface step sounds and fixed AI aggro opposite block to have lower walk distance otherwise he would aggro us to platform breaking audio event and mood

-gutter witness added achievement unlock event and for holding cells with conditions-added according avatar to witness chats

-updated mamebox level select graphics to be more obvious it is for home console (still WIP)

-added final endgame event to sewerslow (with audio fade, graphics, open gate with sound, crowd and background etc)

-Fix mouse cursor locking on start disclaimer

-updated chagelog version-going places added surface step sounds to both stages and slight material updates and tweaks and few enemies now have baseball bats

-updated smalltime empire of dirt endgin text and graphics

-updated sewers final graphics crowd and throne with shading

-updated Wawa train event with music/end

-fixed baseballbat small animation end glitch frame

-baseballbat hitforce 400->900 for more effective deaths

-new tune for passing through

-passing through overpass surface steps, new tune implementation and dynamic audio background tune 3d

-sabotage final lowered double snipper room volumetric light as not to blind final room if door blasted open

-terminus multiple AI navigation obstacles added to avoid ai clipping through dynamc physical objects and added surface step sounds and fixed hole iin wall and no ceiling in final area

-terminus final multiple tweaks to initial encounter and added baseball enemy

-old friends removed unused bugged car in background

-ehtnic final made final exit collider bigger since it was not obvious where exit was


And that's all we got for the 15th update.



Thanks for sticking by and your support!

Cheers,

The Downfall Team,

Mike, Dawid