1. Neckbreak
  2. News
  3. Project Downfall 21st Early Access Update is now live!

Project Downfall 21st Early Access Update is now live!

[h3]Dear Crimson Community,[/h3]

The 21st Early Access is now live on Steam. Both for the Demo and full Early Access.

Update 18-July-2021: 0.9.21.2 is live. Read the details further below



We are happy to announce that we finally added the last planned Early Access major feature from the roadmap: the bleedout states and finishers. This is a really cool one! With the Punch Through system you can freely deform the sprite based enemies for one gory finisher. Cut him in half with the katana or rip a large gaping hole exactly in the point you hit him with the high cal Howler, or tunr him into see through swiss cheese with the vulcan...

[previewyoutube][/previewyoutube]

This is the first itteration so you can expect some more spit and shine here, since from now on we will be shifting focus from adding new content in favour of polishing and refining existing content.



This month ultra kudos and shoutouts go out to Sinth(mega props for helping out with setting up Discord), B O N E S, Gamb, Merzbow, Nekromorg, PepperonVice, TF2NoobPlayer64. Gotta say we have a pretty awesome community over at Discord
[previewyoutube][/previewyoutube]

As a bonus dropping some FREE tracks from the Soundtrack for Download. Enjoy!

Currently working like crazy to get some Realms Deep 2021 content ready, so without any further ado, let's get in to what's new:



[h2]
0.9.21.0[/h2]


[h3]New features:[/h3]

-Bleedout State and our Punch Through Finishers!

Bleedout states: Style up kills and combo with your weapon of choice for an enemy to enter bleedout state (bleedout state will depend where enemy was hit, ie shoot his arm off and he will catch the blood gushing stump screaming in agony, or yelling whilst spilling his guts and falling to his knees after a shotgun blast to the abdomen. Now it's time to FINISH HIM!

Finishers with our unique Punch Through system! Depending on your weapon and caliber the finishing blows will rip you enemy to shreds...literally! Turn your enemy into swiss cheese with the uzi or vulcan minigun; rip gaping holes with the howler; disfigure them entirely with the various shotguns or cut them in two with the katana and more. So many possibilites, so much fun...

-New lifehacks: Ultra Core. For those masochists who found nightmare mode too easy and are doing full combos for every stage.

-New levels:

Ashton Plaza (don't want to spoil too much about this one)

2 levels inspired by Hitmans classic „Traditions of the Trade” (won't be easy to discover them though)

Secret level: The Ascent


0.9.21.2

Changes include:

-Fixed critical bleedout bug which could sometimes disable level exit on lv complete if bleedout was activated
-Fixed COD final stage enemies health pool for hard and nightmare (thanks:Gamb)
-Update COD final stage with small details and changed tune to dynamic one
-Subtle change to player jump height to make jumping on platform in COD final slightly easier.
-Added headstrike damage multiplier for nightstick and lead pipe

----

0.9.21.1

-Fixed audio mix in Sabotage club stage (thanks: Gamb)
-Fixed bugged meshes and unwanted alley access in crossroads second stage (thanks: JubJubJubilee)
-Added/activated Steam Trading Cards

----



[h3]
General updates and fixes:[/h3]


-updated adrenaline system visuals: new animated neuron overlay with activation sounds to immerse the raging moment.

-Improve evade and shoot for enemies. It will now try to get into weapon range more often - not totally random. AI should feel smarter.

-Add bleedout combo – JUICY (Enemy enters bleedout state) REAPER(Enemy finished during bleedout state).

-Make sure input works after pause during fade in.

-Allow opening menu after dying in main menu.

-Add scale up on fire effect to Crosshair 5.

-benefactors final AI and clouds from roof view update

-Hall small time updated OC (fixed bugs with transition room) and fixed related exploits and added personel only gate call/lock off event on final room enter

-Make EvadeAndAttackWhenInRange work more like its ranged version (wander very often, charge when player is 8 meters away)

-pleasurehub fix wall texture glitch (mesh positioning) in sub level

-hall miniboss updated uzi minoboss with radius player behaviour with according waypoints, values etc

-benefactors final street level fight shotgun move shoot enemy updated move and shoot values for miniboss.

-cod station updated AI final part melee for evade/move attack behaviour

-hall smalltime small update uzi minoboss behav

-updated benefactors fog high level exterior before drop event and general lighting as well as AI and miniboss encounter (minigun) at street level (WIP)

-memento safe update with descent hell drop

-Fix weapon not always visible in the UI after quick throw and grab.

-updated Casino midfloor firearm AI pre midroom to new system with flank and retreat logic and updated stair melee AI accel for less chance of stack up (to be replaced with evade melee subtle when added)

-added Redhand rig graphics and armored version

-Fix how we pick up weapons if we don't have enough weapon slots.

-added reload animation for gatling howler and minigun and updated hierarchy of gunbob (due to reload transform position)

-updated minigun and howler reload animations

-blowhard added details to axel keycard back alley and reactivated regular interaction to peepshow door

-added hotel pavlovich WIP scene (perpping room prefab)

-azurhub updates: obstacle navmesh to construction block wall and titanprog neon entrance (WIP) to building

-added WIP level access room to workday exit office oude station

-updated subway work transition to lv2 and reverse and details from main subhub

-redhand enemy controller with anim idle override added

-Added Redahnd Armored enemy controller with destructible armor

-Added Redhand miniboss confrontation level (WIP) with according AI and waypoints

-cops holding cells added Redhand

-home interview phone call with according logic added (prepping for moving interview to freeroam)

-added brain end run KC sweep chat event

-lv2 room office udpated (ie included monitors including top OC employees/discord users)

-updated lv2 port installationarea (reception, receptionist, chat events, polish, etc)

-added bacground logical connection to hotel topdog to connect have visible other lore /important POI (ie Lanq Airport, Ashton Suites etc), udated map with details, terrace, etc)

-updated Hotel Ashton Plaza hub with according connection (preparing for connection with Topdog route and moving from start screen. Start screen will take player to Ashton hotel hub)

-fixed missing mesh(fall through map) in speedbump and added missing meshes to other variants (terminus and cleaner) (Thanks: Nekromorg)

-fixed jman civie enemies (Thanks: gamb)

-fixed navmesh bug azur south (Thanks: Bones)

-fixed mixer assingment is Rising High first two stages (thanks: gamb)

-fixed unused door in curfew (thanks: gamb)

-Fix akimbo with weapon that was droped when there are no empty slots.

-added interview logic and conditions to azur main hub with elevator exit and block off gate

-updated condition for interview to show up in car lev sel ( will only be accessible once interview is unlocked and titanprog office has been reached from freeroam first)

-teddy and personal final audio mix fix (thanks: gamb)

-fixed memento enemy weapon bug (thanks: BONES and gamb)

-added multiple new details to memento (gore floor, glitch out, shutter open event and other smaller details)

-memento updated with multiple events (safe apartment with gf chat events, teleport and updated encounter post teleport)

-multiple mixer fixes based on community feedback (ie Blunderbuss, Pumpmaster, Slugger dry sounds, multiple level door sound fixes etc) (Thanks: gamb)

-fixed train collision for liberator final (was same issue as previously in COD. Now uses COD trains and should work correctly) (Thanks: gamb)

-mutliple tweaks to redhand uno hotel details and bariers to street exterior

-subway work updated lv 2 port install event (installation progress, glitch effects, sounds, room etc)

-added redhand hotel encounter event lockdown and conditions

-Fix not being able to consume pils when avatar was disabled.

-added eye armor glow to redhand hotel encounter so he would be better visible when light shutout event

-updated shutter closed redhand uno hotel and some other smalller details

-fixed teleport trigger panel in work station to lv 2 office

-doubleduke fix mixer (thanks: gamb)

-update subway work port install event (modified gfx for multiple sprites and new tween for neck install z )

-redhand ashton plaza updates, curbs, zebra crossings, elevated pave segments, street segemtn paves etc

-contractor start fix mixeer sounds (thanks: gamb)

-moved providence access to freeroam with all reqiured conditions (and adapted/modded lev car conditions to be accessible once reached in freeroam)

-large udpate to old providence start. Now will be prelude to Providence (warming up) and added multiple elements from curfew/package maps and bar interior along with olgierd/sanity condtions and events

-fix typo pre interview tv (Thanks: Nekromorg)

-added new secret LV2 Tengu level (singlestage) WIP

-updated redhand killed conditions for exit hotel uno

-fixed privdence start new OC

-updated pavlovlich hotel sidemission (details, polish, destrctibles, materials, layout, AI etc) todo and note (AI new method evade doesnt open/interact with doors)

-hotel room prefab updated and fixes (ie doors and walls) for pavlov hotel hit

-pavlov hotel hit ai updates and further polish

-hotel pavlov event hit added (temporary workaround until dedicated method is added). Fixed navmesh, added hitman kamikaze with pavlov go to and kill event

-fixed bizzare bug with crufew thug chat (chat was attached to footsteps collider / generally chat cloud is attached to collider in sounds)

-added further detail to hotel hit pavlovich and polish (ie destructible bariers, columnt second floor hotel rooms corridor and other tweaks, updated AI base ground floor encounter etc)

-updated hotel hit pavlov further details and destructibles (ie GPU inst destruct columns 4 sided with rebar material beneath, hotel sign/neons, weapon and pill layout etc)

-added level id for hotel hit pavl with conditions (unsung), added to proj

-added hotel unlock conditions to freeroam (replaced placeholder in jman freeroam now with pavl hit info unlock-hotel key) with respectable timeframe for level to be active (keycard is only valid for one day)

-added pavl saved and talked unlock conditions to thuglife

-Added OC to Unsung and Ashton Av/Plaza

-hotel rooms numbers updated accordingly (depending on floor as well)

-azur hub added access entrance to hotel as well as according conditions for opening and new OC

-oude lv2 receptionist new with new bg anim behind to make him stand out more

-updated event pickup for pavlov hit in jman free.-complete overhaul update to jman free from current version jman 2 (jman free was missing mulitple polish, details, etc, ie alley, adverts, destructibles, etc)

-added letter and hotel keycard pickup

-added home clipping to clipboard interaction with conditions and according text for pavlov hit

-updated substation work lv2 office with port installation info poster with shine material

-updated tengu final with VIP exit (lv 2 access) to new secret (ascent)

-Add ablility to disable all UI elements at once.

-Hide adrenaline bar if hud is disabled from settings without scene reload.

-memento safe large update to second/final part of stage (the descent, with AI layout, tweak,s maze, bottom of the hole encounter, events etc)

-updated memento safe events, with endgame scene in dark corridor and according chats/events to endgame

-further updates safe memento final encounter (idle anim hero, blood gush and sounds, block off final enemy encounter to avoid bugs etc)

-updated curfew with correct direction (vista avenue instead of azur, lower atsil block sign, whole azur sign on opposite side etc)

-fixed guts collision with enemy bleedout

-added pighead rectum bleedout condition

-providence intro new udpated signs from curfew

-fixed homies/westboys bleedout (removed from controllers with modded bones from default)

-slum block providence fixed harold kill perm condition

-optimised railing hotel and tengu (for lighting layer-optimised tengu start and new scent lv lighting-optimised lighting hotel

-added sign for lv clearance answers

-fixed multiple text issues in endgame texts and updated curfew cop chat directions text (switched azur plaza with vista avenue)

-added hotel alternate level access minuteman from condition

-arcade fixed and updated AI for hard and nightmare (Thanks: Nekromorg)

-setup garage added bariers to top floor to avoid possibility of falling off roof/out of bounds

-added WIP text chat (not implemented yet) for brain ic trauma chat (keycard etc)

-subwork secret area lv 2port added ecoin

-fixed incorrect global var for interview in start screen (disabled global flag)



-----




So that's it for this one. We will most likely be dropping some smaller updates within the next week or so, but unti lthen stay vigilant, stay safe and have a good one!

Cheers,

The Downfall Team,

Mike, Dawid