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  3. Project Downfall 18th Early Access Update is now live!

Project Downfall 18th Early Access Update is now live!

[h2]Dear Crimson Community,[/h2]

The 18th Early Access Update is now ready and waiting for you to try it out! Loads of good stuff both for the full game as well as the Demo.

Also to celebrate the end of 2020 and to kick off a good start to 2021 the game will be available at 40% off for the next 9 days (till 9th January).



This time we focussed on optimisation and current content polish, tweaks, fixes as well as made specific selective adjustments for the other difficulties (many levels in hard and nightmare will be better balanced and obviously still pose a rather high challenge). Sadly the planned Field Of View slider didn't make it for this one, but hopefully we will work out the kinks and be able to add it soon.

One major new feature is Occlussion culling. [h3]This is a big one[/h3], especially for those who will still be experiencing low fps, stuttering etc.

THIS SETTING IS OFF BY DEFAULT BUT WE RECOMMEND YOU TRY IT OUT!
:D Due to still being debugged, with possible visual glitches hence it is off by default. The visual gltiches would most likely show up either with destructibles or see through objects. If you would notice something not rendering correctly when look at/through specific objects please let us know where and we will get them adjusted. The sooner we work out all the glitches, the sooner we will be able to add this feature „on” by default which will be beneficial for everyone: after all who doesn't want a smoother, more fluid game?:)

Also worth noting that on certain setups with hires displays (above 1080p) the game will boot in the displays highest resolution. It is worth lowering it to 1080p since due to the games graphical style anything above that will prove hardly any visual benefit at the cost of significant performance drop.



For the next Update we are aiming for early March and will again be focusing on polishing and refining existing content, so do please keep the feedback coming! Also hopefully the FOV slider will be done, as well as updated (more intuitive and fun) flying kick mechanics and also the Christmas Special minigame New Blood should get added to the full game.

Last but not least shoutout to Zach and Jake at E1M1 magazine for letting us use their magazine in the game. Credits to cover art go to:

-DUSK - Ardat Lilitu
-Ion Fury - Bertrand Breton
-Darkness - MaXKennedy
-Postal - Kee Raizy

Speaking of which, you should check out the mag and you can do so over here: http://e1m1magazine.com They've got some nice free samplers too!


Nice on to the haute du jour:


[h3]0.9.18.0 Includes:[/h3]

-Occlussion Culling: experimental feature. Off by default. Recommend trying this out since in most cases it should provide a significant framerate increase. Visual glitches might be possible. If you would notice any, please let us know where and when (which level, which object). Thanks!

-Added enemy animation blending for movement states. Now enemies movement animation will be in synch with their movement speed.

-Multiple adjsutments for Hard and Nightmare difficulties (both for enemies and enemies weapons and projectiles: meaning that the higher the difficulty the closer the enemies weapon stats will be to the players, in terms of spread, rate of fire, mag size etc)

-Critical fix for Rate Of Fire: finally found the issue which happened for players with bad performance when using high ROF weapons. There was a bug with the refresh rate, which was pretty much unnoticeable on slower/medium rigs. However on faster PCs the minigun would spurt out -as opposed to the targeted 20- up to 120 bullets per second!!! (I think we set a world record here;) TLDR: this has been pinpointed, reproduced and fixed. Let us know if you would still be having any issues here!

-Enemy weapon weapon aimed and shoot grpahics: not yet for all weapons but most enemies will now have an according weapon visible when aiming and shooting instead of the generic default one which was used previously for all weapons. Wepoans include pistol, blaster, pump master, howler, vulcan, dmr, precision, AR and a few more


-Multiple updates to levels, including-not limited to: Morning Commute, Azur Plaza Downtown, The Way Back, Curfew, Genesis, Big Trouble In Little Tokyo, Chinatown, Sabotage, Call of Duty and more! More ifo on these will be throughout the notes below

-Funny Games: made new test arcade scene for GPUInstancing) :all arcades replaced with prefabs. Coins destructible updated to GPU instancing material. Scene should work much better now

-Optimize weapon croshair calculations.

-Fix second train collision layer on COD final stage. So it will not push player below map

-Remember frame rate enabling after game restart.

-tengu optimisation (created dedicated prefabs destruc for level and replaced with original destructible walls, tables, bariers, etc), created non GPU inst material for static walls pre destruction , hence also reverted GPU inst to original wall tengu destruct material

-added smaller detail to tengu start (walls, materials, tengu neon, blocked off start area)-bug fixes (unused chats assigned to AI etc) tengu start

-tengu destructibles optimisiation-tengu second stage jailbreak pill atlernative for difficulty settings: Normal is easier to access, hard where it was originally with shotgun enemy

-adjusted Rectum final AI to resemble more how it was prior to observing change in AI behaviour

-Add occlusion culling data to all scenes.

-tengu navmesh fix

-titan final fixed elevator event to avoid game save bugging out (Thanks: B O N E S)

-closed up holes in trauma final

-titan final contractors Occlusion fixed for bugged destructible wall (temp fix, baked OC without wall activated)

-further optimisation to tengu with prefabs for destructibles (this time wooden tile wall panels) and details (sofas, AI update, weapons etc)

-Second floor Tengu restaurant update-

-To avoid unwanted mandatory endlev trigger running near end of level without finishing them, moved all triggerevents to next level callbacks based on list trello of search nextlev trig event combo

-tengu 1-0 updated walldestruct prefabs to fix OC incorrect culling with main destruct wall oclussion/static settings

-tengu 0-0 updates to AI

-fixed slugger enemy (now enemy will shoot). Was player weapon model hence missing anims and attack distance

-added explosive bullets to slugger enemy

-tengu 0-0 update (freeway overpass bg with buildings BG)

-added new version of Pavl Jr and Sr and Harold Jones (not all models have been replaced yet so it might still be confusing that certain regualr enemies will look like Harold or Pavlovich. Will be adjusted fully by next update)

-Optimize casing colision by changing it from continous to discrete.

-Add limit for how many bullet casings can be on the scene to 100.

-tengu AI update with new enemies yakuza (suit, trakcsuit, sumo type etc)

-PRL interior replaced pavlovich Sr with new model

-Thuglife final replaced pavl Jr with new model

-old friends replaced mob bosses with new models

-new NPC models: new Harold Jones, Pavl Jr and Sr, mutliple Yakuza type enemies (grunts, enforcers etc)

-made GPU instancing in materials for bullet casings and shells

-details to tengu (skywalk passage)

-details to cab intermission post witness: added curbs, details, neons, support buildings on left, new nimated ads, etc

-added curbs and Clinton Expressway neon to fillerup

-AR enemy ROF fix to be same as players (was faster)

-minigun player and enemy ROF update

-Cab update details and new steam material (should be lighter using additive material)

-new grunge type spritefonts added (mainly to be used for block numbers, addresses etc)

-Add script for cleaning MessageDispatcher events and listeners when scene is changed. This could change scene music tension.

-AI polish update to cab overpass intermission. AI no longer spawns but constantly on map and moves to point on descent from other side of overpass.

-All other AI and events adjusted accordingly to act as before, prior to AI event upgrade

-added endgate to sewers open event and a few other smaller details.

-tengu start further update. Added laser sakura tree with falling leaves

-witness bg buildings to alley added and collider for player to lamp posts

-added smaller details to cab intermission and bg background buildins and updated buildings top to maintenance and higher skywalk etc)

-curfew station further updates (updated material and lighting in bathroom, added destructible lamps, new columns and pillars, updated AI in bathroom, added arrow animations pointing out direction to azur plaza and pub etc)

-ethnic megablock numerification added

-new materials created (wood and ceramic bathroom subway tiles with variations)

-fixed pick lowres flames for flame rise prefab-added new enemy pistol graphics when shooting and position

-curfew updates and details to signs, neons, info panels etc, azur plaza directions-added destructible lamp physics and aprts after destruction (Currently in curfew bathroom)

-Fix muzzle flash for enemy ranged weapons. Implemented deidcated for shotguns

-temp fix casino roof minibosses stun time (research why it stopped working)

-added effect muzzle flash anchor for enemy pistols, howler, ak, precision rifle, dmr

-jman tweaks and updates to materials

-casino roof updated materials to be more posh with reflections

-curfew updated neon building support beam material

-rektum lobby details added: entrance to lobby, rectum neon advert and end stairs details and materials

-enemy stunfix. If stun duration is 0 or less it will log error and stun for 1 sec.

-Fix pickup after throwing akimbo weapon.

-Allow changing enemy aim, reload and melee attack animation change for different weapons. Currently added new animation for howler shoot and minigun and howler reload (heavy weapon class)

-jman2 further interior first bar tweaks (lighting and new steam materials:should be much lighter since uses additive blend) and new store front etc

-chinatown update: fixed and replaced meshes in first segmanet to seperate walls and floors (FIXED: weapons falling through floor)

-chinatown details storefornts added variations

-baked lighting data and refl data for arcade gpu instancing scene (need to manual adjust lights and refl probes for baked or mixed)

-chinatown detail(storefronts , steam blasts, clouds exterior, ads xxl to exterior wall, new textures wall exterior etc)

-filler up updated interior to station and garage (still WIP)

-crossroads added new security gates and replaced old

-package exterior start updated area with elements from journeyman downtown and new security gates

-filler up detailed curbs added and destructible shelves with soda cans in station

-cloudbreak point lev sel hub update new steam to intro station event open

-chinatown exterior building updates with weather effects

-azur plaza downtown updated steam fog particle and optimised (on entry to avenue), update Dr Alrovski office entrance with details and background left detail to route to vista avenue and cloudbreak station via clinton expressway (Still wip)

-updated occlusion and set construction bariers to non static and fixed OC and baked new OC

-added raster scroll animations

-updated azur plaza downtown with new ad (skunk on raster scroll anim in start alley)

-chinatown endlev event added and closed of back of level

-created vista avenue freeroam (to be added to main project soon with according logic)

-added cloud particles to final benfactors and updated/simplified skybox to better fit scene

-updated azur plaza downtown with upper level of initial block area, as well as detail to building clinton expressway and buildings bg

-added new speed for initial thug in PRL its personal final (for new walk run blend system for enemies so he will seem to start running at us)

-added interactable taxi in azur plaza downtown (used like car at loudbreak heights/point hub)

-multiple updates for difficulites hard and nightmare for most weapons:-for weapon models (hard and nightmare make lower values equal to player values respectively)-for projectiles shot by enemies (as above , so ie DMR or Minigun on nightmare has same bullet velocity for enemies as player. The lower the diff the slower enemies bullet is)

-updated nightmare enemy minigun bullet velocity to 120 to be more challenging

-enemy controllers updates with different reaction time and aim ranged for hard and nightmare (chave, cav olimp, tracksuit, mech, kc blue and regular

-rectum lobby , trauma first stage section, jman 0, canal mech boss and top dog suites interior nightmare difficulty updates (WIP)

-trauma added glass crack on first section after enemy dead impact

-fixed 3d aircon sound in jman final

-tengu steam fog with randoms added to tengu start alley exterior

-Disable DecalScaleAnimation component by commenting out source. Was bugged/didnt work and cuased performance hit.

-streethub azur downtwon further updates to buildings(ie tengu to background view from balcony-as we are observing from higher up level of city than from BTILT level)

-added random dir light fog (one old default and deep blue var and also same with tween to violet). Also added transisiton event to balcony with view on Tengu

-added police siren 3d to cop siren car in azur downtown

-fixed PAvlovlich chat in holding cells (both CTPD and gutter): thnx XxJunxX

-kingston destructible prop wall made for prefab on scene

-cloudbreak point fixed steam first door to work station

-added paintings to aprtment next to bed with according materials (2 variations of painted and cracked canvas)

-sabotage club dance floor entrance updated and new dancers added. Gimp replaced with fat white suit

-tunnel shortcut updated steam blasts and optimised , new OC and details to certain walls and floors

-Reduce chance for blood decal flicker by adding random distance.

-sabotage first stage updat (destructible passage in end area, updated and polished start area with new materials and details, updated AI

-sabotage final: update door materials and textures, added destructible wall behind sharpshooters to avoid final door getting open too early

-updated sabotage start area with lighting

-fixed sabotage start enemies walking through first glass wall

-sabotage dancefloor large udpate to AI (added security room for dancefloor group), reworked VIP entrance also with cloth curtain, updated difficulty AI, new AI placements with ambush under staircase

-sabotage intro clouds and steam intro added-fixed chat attachment holding cells ctpd for pavlovich and pietro (were mixed up)

-sabotage intro details added and clubfloor transition smoother

-added right hand melee attack fist new material so it would not display incorrectly

-cleanup up superkick graphics

-updated player death, player superkick and player wounded sounds

-added transition sound to initial start scene(WIP up to genesis final)

-added new settings style, background animation to be more fitting

-subhub updated koyncha offices entry neon-blowhard start

-temporary fix to first enemy blowhard being able to pass through him (research more to be sure sothing else didnt cause this) Thanks: MELTING

-updated curbs in fillerup and second gas canister explosive in opposite lane distributor

-updated intro train: easier to read monitor screens, reworked train shake, update clouds pass start exit tunnel, end event sound fixes and other smaller tweaks (still WIP)

-updated paintings in apartment and added lamps to bed with small halogen bulb flare

-Make line of sight check more reliable if enemy will cover it's line of sight with own body parts.

-menu settings update font-pistol enemy pdate ROF

-Uzi Enemy ROF update fix

-shotgun blaster enemy update difficulties

-subhub door train event open

-sub work fix diner street exit : Thanks: John Videogames

-COD final update and fix reflections, added KC gear final room exit and other smaller details

-Fix: Play next level audio if we don't show outro UI.

-fixed subway work condition for exiting to diner when meeting set up (Thanks: John Videogames)

-added post volume to train intro before leaving first tunnel

-updated player hitblood over gfx

-updated avatar animation speed(slightly faster)

-updated start screen and main game settings font to the same as main logotype, stylised accordingly to fit

-updated slim suit red death impact behaviour and logic: will be more brutal and effective

-updated and made shelf destroy prefab variations from fillerup

-placed destructible shelf with cans in kitchen area of first bar in jman2 (very often enemy killed there will effectively fall into and affect it via physics)

-updated avatar size

-fix boyz final condition bool for being marked as finished to close off less than zero

-subhub updated transition sound to genesis

-blowhard start updated movement of AR enemy in peepshow

-genesis final updated with train halt sound and fixed first enemy not catching aggro if we walk around him

-work office post COD/LIB fixed holes in walls and materials of glass panel frames-sabotage dancefloor updated OC and new barier added on staircase (Still WIP)

-genesis train scenes updates: transition sounds and train halt event (now train will slow down and enter tunnel a few seconds after killing final enemy)

-updated main menu font with subtle animations to fit the same as currently used in main game

-added journeyman first stage bus terminal mandatory note pickup in back with aggro enter call event

-fixed endstaircase fist sabotage colliders and tweakd to connection to next dancefloor stage

-updated flying kick additive speed (temporariliy changed from 4 to 1 to avoid player passing through enemy). Will reenable when flying kick logic updated to be more effective and worthwhile

-eatpill anim speed slightly faster to synhc better with eat pill event

-baths rectum updated destructible vase by baths so shotugn enemy will see through it when destroyed and adjusted material for GPU instancing

-tunnel fixed chat thug not to be activated on other diffulties than normal. Otherwise enemy would catch aggro before chat. In harder difficulties chat is not needed hence dropped here to not bug combat

-changed font in level intros to be the same as main and in gamesettings and logotype font

-added jman 2 car obstacle so ai wont pass through it

-tweaked timing start stop/enter tunnel to station in genesis final

-added e1m1 mag at office interaction and (screen and description)

-Added Stylebender fanart ad: Iz So Real. Currently in intro train scene Morning Commute

-update newsfeed tv animation for 18th update

-subhub tweak door open final event (including pause, steamblast etc)

-train intro further tweaks-strees azur downtown added Iz Sor Real advert

-genesis final updated start door detail

-updated changelog for 0.9.18.0

-sabotage final stage speed to firsth thug agrro tweaks and AI adjustment for all enemies hard and nightmare

-update and tweaks to morning commute train ride: megablock on right side updated as well as exit station end event (still WIP, more details will be added when according scripts will make final events possible)



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So that's it for this one. We will most likely be dropping some smaller updates within the next 10-14 days, but unti lthen, have a good one!

Cheers,

The Downfall Team,

Mike, Dawid