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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.


------



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

Project Downfall 15th Early Access Update ETA and general info

Greetings Citizens,

We are closing up major tasks for the 15th Early Access update and if all goes well it should be going live sometime between 30.09.2020 - 05.10.2020. Private Beta should be available to those who signed up at least a few days before that.

[previewyoutube][/previewyoutube]


This one will focus mostly on HUD updates and refinement, multiple Community feedback tweaks and fixes, major updates to the levels along the Smalltime route (certain levels will be getting a really significant boost), a long overdue weapons, new animations, detail, polish and more.

Stay safe and stay vigilinat and we will get back to you soon!


Cheers,


The Downfall Team,


Mike, Dawid

Project Downfall flash update 0.9.14.4 is up and a few notes...

Greetings Citizens!


The final flash update for 0.9.14 just went live. It includes a collection of smaller tweaks, fixes and polish.

First of all: thank you for all the awesome feedback! Please do keep em' comming! :D

One of the most important factors we noticed: based on community feedback and reviews, we changed the initial tutorial info on the pills and removed the warning about consequences*, since many players were simply avoiding taking them. This was not our intention...on the contrary we expected you guys to go nuts with them and use whenever you see fit:) I recently addressed this in a dedicated topic, so if anyone would like to know more, here's the link:

https://steamcommunity.com/app/992730/discussions/0/2944746708989941293/

* the pills consequences text might be making a comeback sometime later in dev upon successive playthroughs opssibly with an alternate/slightly modified intro.



The 15th Early Access is expected to go live late Septmember / early October and will focus on HUD cleanup/accessiblity, reworking the combo notifiaction panel, tweaking the stamina-finding the sweet spot to avoid exploiting melee but not interrupting the combat/combo flow, update to the awareness indicators (possibly with variations), new achievements and of course the regular polish and refinement to existing levels.

What's new in 0.9.14.4:

-Code: fix missing calendar issue (this could block the game from running for certain players from Asian countries

-akimbo pistol and pistol new tracer

-synched train pass sound to COD last stage and added new train station ambient

-added new uzi/zac10 tracer

-fixed collider for overpass in cab/post witness/pre shortcut to avoid enemy bullets passing through (Thanks: -Nachtmahr-)

-changed order of COD/BLOWHARD (now BLOWHARD will be first/ahead of COD)

-created and added new enemy tracer for precision AR (to avoid impression of shooting through environment ie train in COD).

-muzzle flash and gatling balst added alpha fade to remove afterfacts after muzzle flash animations end

-restored old PrEcisionAR tracer for enemies. New version needs more work (seems now like a regular caliber weapon instead of deadly one hit kill projectile)

-restored old pistol tracer (new one needs a few more tweaks and internal feedback before going public)

-gatling blast modded speed slightly (slightly faster now)

-updated zac10 tracer size and spawn/creation distance

-updated intro initial tutorial on pills. Removed warning of negative consequences (to be added soon: an alternate version of this info will show up after beating the game one now informing of the pill consequence). Players relied too much on this info and tried to limit pill consumption resulting in the game getting much harder than it has to be.

-removed pill consequnce info entirely from loading screen tips

----



So that's all for now. Thanks for tuning in.

Stay and stay vigilant!


The Downfall Team,



Mike, Dawid

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


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That's all for now. Thanks for sticking by and take care in the streets of Crimson Tide!

Cheers!

The Downfall Team,

Mike, Dawid

Project Downfall 14th Early Access update ETA and info

[h2]Greetings Citizens,[/h2]

The 14th Early Access update is just round the corner and expected to go live around 27-29 August. Those who have access to the private Beta will be able to check out a preview around 24-25 August.

This update will focus mainly on tweaks, polish and fixes to existing content as well as a few new features including but not limited to: a batch of new achievements (included for all current endgames), initial implementation of adrenaline system, updates to destructible environments and more.




A heads-up regarding the Brainfreeze level: some players reported issues with not being able to progress to the next level. Hopefully this issue will not be present in the 14th update, however if you would be experiencing it until it goes live please check out this thread with temporary solution/fix:

https://steamcommunity.com/app/992730/discussions/0/3969311271673935122/

So that's all for this brief update. Stay safe and stay vigilant and we will see you soon!


Cheers!

The Downfall Team,

Mike, Dawid