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Project Downfall 0.9.29.2 is live

[h3]Greetings Crimson Community,[/h3]

0.9.29.2 is live. Smaller update than last week but still has nice a nice amount of good stuff, tweaks and fixes.

Once again, ultra kudos to all who took the time to drop us feedback, gameplays, reports! Please keep em coming so we have 1.0. as best it can be!



Also, will be presenting Project Downfall at Gamescom on Wedensday 24th Aug at the Polish booth, so come on over and say hi!

0.9.29.2 includes:

-Car Level Select slight visual tweaks and added destination level description forr better lore/map/plot clarity (Thanks: Donkeyman)

-New Finisher Combo: G-MAN. Melee finshers are easy. Ranged finishers take more time/effort/ammo and skill. So these two are now inpependent. More tweaks will follow (seeing as how it is harder to get ranged finshers with low cal weapons as opposed to the likes of the Howler, Precision Rifle, etc)

-General Optimisation of enemy rendering. Should be especially helpfull in levels with more cannonfodder.

-fixed tengu hole 1st floor levelbreak bug. (thanks: DDSN)

-fixed tengu enemy start event to avoid transparecny bug (Thanks: DDSN)

-optimised destructible layer prefabs for tengu

-new tengu details, polish, wall paintings etc and destructibles

-fixed speedbump level id which broke acccess to level from leaderboards PC (thanks: Gamb)

-Fillerup rectum route neon "departed" added if level replayed (Thanks: TF2NoobPlayer64)

-gutter rat conditon updated, added to leader board pc list

-added multiple levels to leaderboard listL shrotcut (Thanks: Nekromorg), grounded, answers, gutter rat, empire

-fixed keycard pickup blowhard exit bug (keycard now mandatory pickup and exit gate unlock level complete event updated for fix) (Thanks: Donkeyman)

-101 SD added bg visiblity for popups

-added DMR RICO correct name display (Thanks: TF2NoobPlayer64)

-TV certain bugged interaction name display fixed (thanks: Donkeyman)

-canal boss screen shake events added for better immersion

-apartment light through wall kitchen interact bug fixed (Thanks: Donkeyman)

-rectum lobby static destructible glass panels fixed

-101 SD updated npc spawn and ROTK text back for better visibility (Thanks: TF2NoobPlayer64)

-fixed genesis final new train car bugs (Thanks: Gamb)

-Personal and Sabot Final final longer range from behind table pavlov chat (Thanks: Donkeyman)

-subhub fixed closedoor speed event (thanks: Gamb) and tweaked manic man minigame speed value scaling and difficulty/fixed exploit

-Peronsal start added Sasha miniboss to map hor hard nad nmare, added aggro logic call for entry block event to avoid inconsistency in aggro

-Added Bozo enemy hit events

-dead heat zombie collider tweaks WIP (thanks: Donkeyman and Sinth)

-personal smaller aggro delay for first thug 1->0,5

-zombie further tweaks(leg mesh type so they fall down and avoid stuck bug post death)

-curfew LEs Autres visibility tweaks (Thanks: Donkeyman)

-ambient light subtle tweak its persinal start

-furhter tweaks dead heat , dedicated intro WIP

-sasha slow override anim added

-cleaner fix eavesdrop unwanted aggro (thanks: Donkeyman). Added independent aggro call for first two melee enemies to avoid this bug.

-dead heat minor tweaks ie start van tilt nad subtle lighting adjustments

-updated cartridge intro with new textures and according adjustments

-subhub added brain superkick door tutorial with look at event and disabled on aggro toggle

-subhub added close door on exit office event and no aggro to Alistair

-fixed OC Luco final and OC bug in sabotage final (thanks:ShreksSon64)

-start screen fixed exploding pencil sound on start for certain paths (thanks: Gamb)

-fixed mixer audio issues Sabotage start (Thanks: Gamb) and ticket booth spelling (Thanks:Donkeyman)

-sewers final ambient light raised for better contrast with enemies on environment backdrop and general enemy brightness

-fixed sabotage dancefllor missing toilet walltop section (thanks: Donkeyman)

-updated difficulty description, only Hard (thanks: Gamb)

-updated level list select with pulsing go sign

-start screen closed up and plugged logic for olga arlovski appointment (Thanks: Donkeyman)

-fillerup fixed bug with new updated exit lev condition logic (needs more testing)

-changelog update

-tracksuit rip new speed anim variations (Dedicated) and small tweak to hips area texture

-Casino 1st 2 stages updated ambient light for better visibility

-curfew fixed , critical component/lockup bug (Thanks:Donkeyman)

-sabotage final fixed howler pick through door bug

-fixed exploding pencil on start in Diner and Mansion (Thanks:Sinth)

-providence warming up updated ambient light for better visibility and add post area effect on topside exit

-new dead heat mamebox insert intro

---

So that's it for this one.

Now we got 2 intense crunch loaded months coming up. Possibly we will drop some public betas for testing and feedback in the meantime.

Project Downfall 0.9.29.1 is live

[h2]Greetings Crimson Community,[/h2]

Haven't made an announcement dedicated to a smaller update in a long time, but this one is so chock full of good stuff that it deserves the recognition.

[previewyoutube][/previewyoutube]

First off: Thanks so much for the incoming feedback! One of the reasons we managed to get so much done was the amazing amount of reports and feedback over the last week since the 29th update went live. You all ROCK! We got one more smaller update planned and estimated to go live next week. So please keep the feedback, gameplays and impressions coming!

[h3]Now on to what's new:[/h3]

-Large update to the Self Defence 101 map. You can now summon some crash test dummies (aggro and non aggro version) to practice the basic combat skills before heading out to earn the moniker of the Crimson Reaper. And downstairs a few examples to test out enviro kills. More stuff will be added here in time.

-Dynamic input hints added for the initial maps fo the game. Not using pills/dying too often most likely means not using the medication, superkick and/or throws accordingly so a friednly reminder will pop up once a death threshold has been reached. We see a lot of new players struggling with the game mechanics and not using them to the full potential. we hope this and the updated 101 SD minigame will help out with that as well.

-Besides a plethora of map updates this one deserves a special mention: It's Personal 1st stage got a significant update. Texture reworks, new destructibles, reworked lighting, props and details, polish, updated difficulties and quite a bit more. Thanks to Sinth for pointing out the need to give this map a breath of fresh air!

[previewyoutube][/previewyoutube]

-Updated the weapon throw system: a much needed update. The system has been reworked and now the annoyance of chucked weapons getting stuck midair or on corners should be much, much less prevalent.

-fixed sabotage club missing dancers and enemies for nightmare (thanks: Sinth)

-added Glwiwice final level WIP with lantan dynamic tune base

-101 SD acitvated test area with dedicated events and text popups depedning on enemy spawned (Aggro or non aggro)

-updated filler up intro events: added intro brain chat event and better vibility of superkickable gate with tutorial input superkick hints on close proximity

-added enemy killcount gate for first section to avoid softlock in grounded (Thanks: Donkeyman)

-fixed AI for hard and nightmare in providence first section (Thanks: Sinth)

-added exit event arrow highlights for better exit lev navigation to pre emptive strike and passing through (Thanks: Donkeyman)

-ashton avenue fixed exit on game completed and blocked of start area unused area (thanks: Gamb)

-101 SD updated call aggro events for testing combat (fixed input highlights, improved lighting, etc)

-fixed level chronological order in PC leaderboards (Thanks: Gamb)

-thuglife 2 and 3, ethnic 2 staircase, trauma 1st stage, ROTK 2nd stage, package final nightmare and hard enemy updates (thanks:Sinth)

-white kc eye emmision added

-added topdog 1st stage and I'll be back final hard and nightmare enemy variations and updates (thanks: Sinth), updated navmesh for destructibles

-Fugitve boss larger event udpate for hard and nightmare (snipers and battle chopper)

-its personal destructible glass wall panel added (thanks:Sinth) and light for final bozo ambush roof to cast shadow around corner

-added memento route endgame lederboard pc (thanks: Gamb)

-apartment console arrow highlight added (logic disable interact WIP) (Thanks: Donkeyman)

-Disable PLAY in level select and make level name semi transparent.

-cardboard box and crate destruction update for new throw collision system (weapons wont get stuck on these destructibles any more)

-genesis final destruction no throw collision fix

- rising high 1st stage fix incorrect destruct spawn for boxes

-sd 101 updated lower enviro kill area WIP (added superkick info input hint, enemy spawn events, enviro superkickable objects and grinder example, mood lighting etc)

-added doublesided shadowcast to bonzo variation (used ie its personal rooftop)

-its personal added multiple new details, updated lighting, textures and materials

-updated 101 SD with bariers, updated lighting events, added details for enviro kill area, updated superkick info popup and hide toggle, mutliple smaller tweaks and adjustments etc

-updated walk speed var anim for bas thug enemies , slow -> run threshold 3.5->2.5, run sprint7->5 full sprint 9->8

-crash test dummy added for SD 101

-canal boss sniper added sublte delays and empty mags on start to certain snipers for higher difficulties

-its personal large detail update plus miniboss for nightmare events,destrucble panels with depth, new grafitti etc

-updated credits with Mrcin Benesz and tracks

-fixed hole floor ashton ave (thanks: Sinth)

-subtle tweak to full sprint enemy threshold 8->8.5

-idle anim speed enemy cut by half (was too fast)

-updated changelog

-updated lock tip string (obsolete) to current adrenaline activation/use for SD 101

-SD 101 mutliple smaller tweaks and polish, new text mesh material to avoid build overlay bug (needs testing in build)

-added display condition logic for fillerup superkick hint

-added pill dispenser to 101 SD

----

So that's it for this one. We will see you next week!

Cheers,

The Downfall Team,

Mike, Dawid
-added surface step to alternate floor 101 SD

Project Downfall 29th HOMERUN Early Access Update is now live!

[h2]Greeting Crimson Community,[/h2]

The huge homerun update has just dropped. We hope you enjoy this one! Oh and to mark this special, once in a lifetime occassion, it would only be fitting to acknowledge this with an according sale. Till the 18th of August the game will be 75% off. The v.1.0 (ETA lateOctr/early Nov)update will also come along with a sale, but these will be noticeable smaller than during Early Access (the v.1.0 will most likely be around 15-20%).

[previewyoutube][/previewyoutube]

Not only that, but 3 tracks are available for download. Both tracks from the new trailers as well as the track which plays in one of the Warsaw levels. Get em here: https://soundcloud.com/roland-redwood/sets/homerun-sp

As for the update: Loads of quality of life updates, features and tweaks, huge content refinement and update, new tracks, new events.....way way more. As usual, check further below for the full, detailed breakdown. Also, some (1-2)smaller updates are expected to drop withing the next 2 weeks.



Huge shoutouts go out to those helping out with the translation effort (Garyou Tensei, 12Over12, Dazdinga, Gamb, Missing, Nekromorg, Sinth) as well as the awesome community as a whole! Thanks for helping us get to where we are today with Project Downfall.

But please, don't let up now. This is the final stretch and we want to get as much done for v.1.0. so please drop us feedback, video clips, requests, bug/balance reports etc (discord is preffered here: this is the fastest and most efficient way to reach us).

[previewyoutube][/previewyoutube]

[h3]NEW FEATURES:[/h3]

-Halo inspired aim assist: most recurring feedback we got during Pxiel Heaven was the issue with non intuitive pickups with gamepad and general difficulty of stringing flashy combos. Now there is an aim assist both for drops (with small offset to make them a bit easier) and enemies. Stringing combos on the gamepad has never been easier! This comes with a few different adjustable settings so you can find the values which are right for you.

-HDR lighting intensity setting: we already had a bloom setting but this was for light dispersement and dithering. The HDR setting will adjust the "last" effect so now you can adjust the visuals more selectively to your liking

-Rage activation alternate solution (with possibility to select original combo input)

-Pill duration timer variation: now you have a few variations for more direct visibility

-2 New exclusive tracks courtesy of Marcin Benesz. https://soundcloud.com/kolorize1

Lantan : will make for some instense encounters with the Kyoncha district rooftop escape as we as a certain hospital encounter

Acid : one of the alternative tracks that will play out in the doctors office (based on sanity)

-Added max dead bodies visible. Lowering this will improve performance.

[h3]CHANGES:[/h3]

-fixed trauma headhsot registry (Thanks: gamb)

-ambush pre empt fixed unlock (locked off elevator in final stage) (Thanks: DCX)

-subhub unlock changed to fix logic unlock in intro (train mroning commute must be finished) (Thanks: HansJustHans)

-locked off door in cldbr heights station in lev sel hub for demo (so level can't be accessed from demo and cause lockup since level is not in game)

-Change default crosshair style.

-Fix gamepad toggle run. (re-activated)

-Format accumulated combo points with commas for better readability.

-fixed miniugnner lowshoot bug blowhard

-added minigun enemy variant turret For enemies shooting from higher position to avoid collision low barier obstacle collision bugs

-fixed weapon drop floor package final

-fixed gate collider navmesh package fisrt action section

-station cab fixed and more engaging first enemies encounter , AR thug aggro

-wawa fixed navmesh steps from patelnia to passage

-harder shading on throw garb anims (new normal map)

-sub hub fixed OC gate topside

-sub hub fixed hole by end of blue line train, added details

-passing through adding overpass gate open event on right side on shotgunner kill (for both difficulties)

-passing through fixed navmesh enemies cant exit train topside and navmesh carve for gate open event

-fillerup final elevator end lev event updated/fixed (ie missing elevator when ambush active, OC fixed, conditions updated, closed elevator shaft when elevator leaves etc)

-further tweaks and polish and safeguards to fillerup elevator final event

-added dumpster phys object to fillerup to open new combat possibilites

-jman 2 fixed kill eavesdrop and fixed error logs/optimisation. Added barrel phys object to alley right

-mansion fixed hole which could block player if fell into and updated destructible statues in midesction to updated new versions

-cleaner updated enemy speed (was too fast), updated lighting and destructible ads/panels and OC

-ec first stage multiple tweaks: new details, props, ai tweaks, updated overpass, new lighting variations, parallax scrolling clouds be freeway, new materials/textures etc)

-further tweaks to EC start area, added spedition containter crane kill event/possibility

-prl interior added forced aggro to wall shoot ambush final enemies and updated/fxied certain destructive elements

-dead heat aggro start fixed

-updated and fixed package/crossroads/package free cloubreak station entrance (details/collider etc

-package free encoutner street added with new lighting, ambient, details, cop panic and npc score/stats etc

-added gang variation spawn based on game/save progress (either shinji, svoloch or harolds crew)

-crossraods start updated with encounter based on package route compltetion, new ambient props details lighting etc

-fixed brainmag psx e first chat fix export and tag

-added back texutre and materials to new tracksuit thug variations

-added pavlov jr to cranson ris high brothel with according condtions and fitting ones on the TV back home after the level

-updated AI aggro for second enemy package ambush move out from behind corner and will initiate combat to avoid missing aggro with colmn based enemies

-fixed ending B chronology text

-Don't use SunShafts for FovCamera.

-tweaked cloud var blowhard final (certain versions had too intense glare)

-jman final end levl teleport to car even with glitch brain and audio-so players wont have to wast time looking for exit)

-added destructible chain uphold spedition crate event for ethnic 1, updated crane model

-fixed enemy gate pahse clip in filler up final section (fixed navmesh with carved obstacle for sliding gate), updated garbage container position and difficulty diable for hard and nmare

-run 1-0, override clear lev loop to base track tune (Thanks: Sinth)

-gatecrasher endlev elevator entry added (polished exit of lev and updated), udpated AI and speed, smaller tweaks

-Remove camera source unnecessary for FPS game.

-topfloor benefeactors update/polish meshes and material and added battle chopper with minigun with route WIP

-added uzi sparks for choppr hit

-combat chopper further tweaks WIP

-topfloor benefact remowrked meshes with old legacy invert mesh map

-topfloor further tweaks and details benefactors (ie updated whole desktop computer set destroy, buildings low, glass destroy fall through first kc, long ceiling lights etc)

-updated prbuild material pallete with asc mat ref

-benefactor final rooftop whole stage polish (updated add surrounding bulding and props, lightin, material updates, general polish to map and AI etc) still WIP

-further tweak roof map benef final WIP

-fixed coin destroy static bug

-added 2 new phys object snack machines

-updated exchange station intro (lighting, details, ai, events, aggro calls , props, mood etc) still WIP

-kc echcange 1 stage updated materials and props. Removed legacy method (impact ) for chairs and replaced with physical object solution

-updated exchange intro sub hub with new updated version

-passage KC exchange updated with details/propos/lighting

-passage kc exchange further tweaks( updated see through wall on corner for easier ricochet kill possiblity

-exchange bazaar fixed mixer audio and updated ambient sounds

-exchange passage further details and updated ricochet kill opportunity event. New details props, destructibles etc

-exchange main final multiple details and polish (various post start player spawns mood, hdr updated, polish to start area, new props buidling , ads etc, updated surface sounds and fixed clipping, added grime and durt to textures, added superkickable container to start area etc) WIP

-exchange start station new exit updated area

-kc subway gate end event exchange added

-kc bazaar added more props and details/sounds etc

-added gorehole to enemies still using old method, ie KC agents, KC op variants

-desk computer dsestruction update (aded carve navmesh logic to destruction so enemies wont phase through)

-exchange intro smaller tweaks and details

-topfloor benefactors multiple new destrcitbles and details (desk sets, AI, destructible lamps with dyn lights etc)

-updated glasspsray distance sound

-benfactor final updated ground final section details WIP and balcony closeup/polish

- gatecrasher kc lobby polish and details to map, added HDR and tweaked lighting accordingly

-passage exchange details and final exit event added

-kyoncha exterior updated lighting (exchange final)

-benefactor final large update to ground area(bazaar with destructible food stalls, updated AI, aggro, events, exit, updated OC and navmesh etc) WIP

-exchange route levels upadtes. updated exit to benfactor final, bazaar area tweaks and polish, kyoncha cho new details and building and updated navmesh and vol scrol cloud low below balcony mood variations

-benefactors interior elevator ecnounter material, lighting, detail updates(faster elevator doors, updated materials, lighting effetcs mood etc)

-added updated dmr variants. both ingame now

-benefactor stage order switched

-updated final ground encoutner bazaar benefactors

-gatecrasher polish and visual tweaks (mood lighting stairs, smaller details)

-trauma boss music event added (Lantan:track by MArcin B) with logic and tesnion buildup and bosskill etc

-benef final ground encounter (Lantan by Marcin B) with logic , buildup, and related events

-work lobbby and doc added optional new track (Acid by Marcin B)

-Change default analog run to false.

-new tracks critical submission and mortal star(pix heaven trailer) added to project

-added new track WIP to fugitive canals

-fixed missing pickup arrow dmr rico

-benefactor drop events audio added final, added tweaks to taxi area and lighting variations to bazaar area

-canal fugitive fixed audio scene music issues, added judicator pill and battle chopper with path and events

-passage exchange fixed ambient (office sound added and removed crown amb, applied correct mixer)

-topfloor benefactors added battle chopper with route and updated destructible glass walls to be more flashy

-azur hub wanted event added spawn battle chopper with route on highest(new) aggro level

-Change "Keyboard" to "Genera" in Input settings tab, since it's for keyboard and gamepad.

-Ignore targets when assist is disabled for them.

-Sort aim assist targets by distance.

-updated canals with cover for chopper run, updated chopper colliders, smaller nav details etc

-benefactcors final roof drop events fixed (Audio drop sounds)

-berserk gore update. more vairants, more decals, gore particles variations etc

-updated berserk logic for new variants (Caution: to check camera reaper sometimes breaks)

-canal fugitive updated meshes from alpha to current game ver method and polish

-benefactor first 2 stages improved lighting and added new dynamic track with fluid play through between stages, updated topflor benef KC start aggro event and sawnoff pickup

-benefactors first drop updated event with crack ground decal on impact

-added simple npc deduct points to cit npcs on street lev in benefactors final

-howler updateer barrel texture and material

-turtle added back texture and material

-canal fugitive added exit event and added steel beams to support columsn (and work well with destruction), updated texteures, pors, decals etc

-assassin footsteps added (test mall)

-trauma start sections details and polish, AI update

-trauma final added minigunner instead of regular mingun pickup

-canal fugitive tweaks and polish to exit area and AI,chopper events

-canal boss start area update -multiple details props, updated mech drop event etc

-azur hub chopper updated

-mall detail, materials tweaks, lighting and neon updated, elevator interior material update, timer endlev 3d sound event added, light arches for better visibility etc

-further mall updated, neon wall for better navigation, olga anim with material, verona interior with teleport logic polish, lock condition and logic, olga kill logic etc

-updated alternate boss strategy route for trauma final. Updated whole evetns for boss (new lighting, corridor, new OC, enemy aggro calls, new props etc)

-trauma start final section updated with detailed props and kill acid camera based on sanity after first kill

-kyoncha cho updated exterior area: multiple gighrise details and props, materials etc, updated exit /end lev event

-lev sel hhub fixed map material to not ingore vol lights

-start screen added failsafe activation for COD (tv new interact)

-airport kc downtime exit updated and polished WIP (updating to smalltime escape)

-tarreace topdog metarial and detail updates, polish to map etc

-answers details and polish to whole level events, lighting, trigger event, mesh polish etc WIP)

-topdog final multiple updates (final section lockoff so player wont get blocked from finishng level ,ai ,lighting, endlev elevator ext, alfred event lockoff logic , new OC etc)

-downtime intro further details and tweask (mutliple grime and dirt props, polish to initial encounter area, updted and closed up acrchitecture and meshes, updated materials, superkickable props etc)

-top dog final updated next lev transition sound

-downtime airport large update: AI final section with flank, assault logic, details and lighting, fixed section progress (so enemies wont get closed off preventing finsihing level etc)

-airport kc updated AI and battle tweaks final section

-terrace better connection with next stage topdog-new ashton suite bulding with entracenand evetns added

-downtonw azur updated with crowds roaming, setup connection events and conditions, elevator to tengu, improved lighting visibility with mood variations

-mall barriers tweaks and olga final event

-trauma neon low tweaks and glass destruct on player jump through

-added better exit from garage mall setup to next stage

-Implement visible body limit.

-airport dowotnime and grounded fixed blocked end toilet area hole

-tweaked lighting final area tween to downtime

-ethnic start fixed new chain sound (removed loop on start bug)

-casino roof updated hell mad post (softer)

-Add option to destroy enemies in TOILET_VR. for the test AI area

-talltrees dick and burning house event updated and polished (more flames, flames kill on enter inside, wooden support beam to hut added and stairs with wood surface sound, dead detective outside house texture with material etc)

-fixed decal paint for white KC ops

-added chainlink ti ris high final on levl completion

-added sling and jail pill to start airport downtime on level completion and moved barrier to top of escalator to make FC possible

-updated headshot logic and related sub treet. added destruct head spray (teeth, eyeball etc)

-added dedicated DMR and low cal decals , 4-7 each variations each each according spawns/logic

-fixed DMr pickup duplication. Now DMR and DMR rico pickups will not interfere and override each other

-asylumum mad killer details lighting added mood variations (WIP

-passing through udpated final event sound distance roloff

-fillerup updated destructed hanging lamps and fixed interior elevator tween gfx

-genesis final udpated start train car model to new model and general mood effects and tweaked hint popup logic

-added chainlink pickup dispenser to ethnic and ris high final with unlock condition interaction for post prl,thuglife

-tunnel shortuct first tstage fixed surface sound lowest section

-office lobby fixed alistair logic for work/ali meetup relation: if working hours are in, ali meeting topside chat will be disabled

-jman first stage replaced note with phonecall pickup event with ring acivate after kill threshold reached

-ethnic final polish updated textures, details, materials, new OC, props, grime, trash etc and details and end lev escape event

- added smaller details to rising high final (new map elements)

-updated pistol thud hit sound 3d fix (only for pistol currently)

-sabotage end lev event updated and better view, elevator event, various post player mood spawns

-ethnic final arrow on finish added

-updated prl personal final interior whole section, epic view, destructible glass, new OC improved destructible ambush final section, added details, painting on walls, moody lighting and clouds below with 3d audio wind and elevator exit

-updated hit dmage logic for chav main: updated headshots for small and high call random sprays, melle smash and other more variations and tweaks

-fixed glass window spawn thickness prl final peronsal

-ethnic ar enemy random shoot series, constant fire was annoying here

-sabotage final destructible corridor added

-perosanl start roof exit event improved (exit event ,gate open event and transition sound, fixed surface sound roof etc)

-fixed arrow final exit ehtnic end

-doc interior alternate sanity lv events (paintings, mood light)

-traume kc heavy placed a bit further from reception desk other wise player would get stuck when jumping through/over

-ethnic final optimised materials and new OC

-rising high brothel added superkickabble snack machine

-prl interior personal final wall destruct left side tweaks

-updated basic thug walk animation variations and related speed thresholds

-fixed destruct wall left its personal final MG section

-Fix brutality translation key.

-fixed ethnic final pickup special chainlink dispenser (enabled / can pickup if aggrod enemy

-fixed BTILT removed placeholder intro npc (thanks: Kyoncha Operative)

-multiple tweaks and fixes to ascent level still WIP (including updated texture start area/replaced placeholder from rising high: thanks Kyoncha Operative), fixed enemy size, fixed first enemy melee weapon, updated textures etc

-updated alpha version quicke fix f magazines

-added new magazine and food box textures and applied to quicke fix and genesis train start shelf

-subhub another day at the office karaaage new ad

-ascent smaller tweaks (WIP) and fixed destrcutible occlusion culling

-changed rage hole actiavtion time from 0.167 to 0.3

-added new colletion of graffiti and stickers

-ascent further tweaks, new sections and alternative routes, new destructibles and props and enemies. fixed OC, updated navmesh better enemy placement and cleanup (WIP)

Disable throw weapon and pickup animation in Newblood game mode.

-added details and polish to clouds mood ascent

-witness detail graffiti added

-rising high start area detail graffiti and stickers added

-sabotage dancefloor added moood lighting variations to dancefloor on start (instead of control panel since nobody uses it)

-fixed/updated kc idle slow override anim for new speed based variations

-diner updated exit and missing aggro call for midway enemy

-resort added detail to start area and updated final area with exit and lighting

-great timing bazaar updated car interaction visibility and polished/updated exit level event

-mall updated event and condition for verona event entry

-azur hub flower destination event and logic added (in relation with new maal event)

-new ecoins added along with pickup events and logic (redhand hotel, ascent, resort)

-added elevator end lev event and samurai miniboss aggro event trigger in ascent

-start screen elevator extended interaction cursor distance

-re added chav thug variation overrides vairation speed move anims (previous commit somehow reverted to old values or only saved localy?)

-ashton avenue crods roaming added and polished exit area

-smalltime sewers edngame gfx updated with new detailed much improved version

-updated chav base texutre for head stump

-updated multi mix spritemesh enemies dismember to avoid unlimited sprite stretch (ie sumo thick, kc thick etc)

-sabotage start exit area to dancefloor updated and polished

-updated new home (higher fps/framecount from 30 to 60)

-benefactors lantan updated to new updated version (lantan riff with bass and solo update)

-updated changelog


-----

So that's it for the last major Early Access update. Hope you enjoy and till the next one.

The Downfall Team,

Mike, Dawid







Project Downfall 29th Early Access Update Release Date ETA and info

[h3]Greetings Crimson Community,[/h3]

The 29th Early Access Major Update is almost ready to be deployed. We are aiming to release it on the 4th of August.



This is going to be a big one for a few major reasons:

-This will be the LAST major update before leaving Early Access. The following major update will be v.1.0.

-It will contain a HUGE amount of refined existing content. Around 90% of levels have received updates and upgrades: ranging from smaller spit and shine to complete overhauls.

-Due to being the last Early Access major update we got some special stuff planned to mark the occassion. We trust you will like this one!




Besides the refinement to existing content the gamepad has received a healthy dose of love. We added an intuitive -Halo inspired- aim assist, both for enemies and drops. Now stringing combos on the gamepad will be very doable and what's more important...fun.

This was a major request during last months Pixel Heaven show. And of course, all other noted bugs and issues during the show have all been addressed and fixed.

As usual a full detailed list of what's new will drop along with the anouncement when the update goes live next week.

See you then!

The Downfall Team,

Mike, Dawid

Project Downfall 28th Early Access Update is now Live!

[h2]Greetings Crimson Community,[/h2]

28th Update just dropped. Lot's of good stuff. Getting that much closer to leaving Early Access. We are aiming to get a Release Candidate ready late July/ early August. Minimal content will be added and the major focus will be on balance, spit and shine. and to mark the occasion, the game will be 40% off from today till the end of Pixel Heaven 22 (yep, we'll be there!).



[previewyoutube][/previewyoutube]

Huge shoutout goes to the awesome discord community. The constant feedback, gameplays, reports, support.... you guys ROCK! Mega kudos go out to: 12Over12, BONES, DCX, Gamb, Hardwater, LineFeed, Nekromorg, Pepperoni Vice, Sinth, TF2NoobPlayer64 !



If you'd like to join the community, if you havent done so already, head on over to Discord- click here. Besides loads of handy info, secrets, lore insight, it's also the best place to report issues/bugs etc. So, if you would feel like leaving some suggestions, we welcome it! Gamelpays clips are awesome too, since they help us pinpoint exactly what's up. The reports and feedback are crucial to us on this final Early Access stretch. The more reports and feedback we get, the better the game will be for 1.0. So please keep the feedback coming :D

[h3]Now on to the good stuff[/h3]



[h3]0.9.28.0 [/h3]

- New level: Pre Emptive strike. With dedicated dynamic soundtrack. This one is an alternative to the intro. First time players won't know how to open it until they lear the superkick. And rightfully so, for this one proves a much larger challenge than any of the original intro routes. Take on the Svoloch mob in the Pleasuredome hub and get back home in one piece.

-The Grinder Combo: Now, there will be many, conveniently placed exhaust fans all over Crimson Tide. Smack an enemy right into it will provide juicy result and a combo multiplier!

-New Player Hit indicator: got the feedback! the red default highlight was a bit too generic and didn't stand out enough to prove useful. We changed this to a new dynamic version which will clearly indicate where the damage came from.

-Updated combo notifications: more eye candy and updated visibility

-Updated plotlines both main and optional. Including fleshed out NRF plotline (including mags with news variations, tv news etc)

-The BMFG 2600 : the gun to end all guns

-2 new ecoins (related with a specific ending)

-Finally ricochet projectiles. Now the modded DMRs (with the red grip) will have deadly deflecting bullets. Possibly a dedicated combo multiplier will be added to this one.

-New minigame: Manic Man. Find this endless retro runner on your way to work

- multilpe enemy animation polish (including, not limited to: Shinji Mikamis, Cops station, Framke, Thicks thug and more)

-multiple low lev svoloch variations added.

-fixed CGH intro anim and name (Thanks: TF2NoobPlayer64)

-clifton shopkeep texture fix rework

-club 22 new dynamic tune added

-updated enemies with missing dedicated back textures (fat white, fat balck 2 var, kc security low tier, chav suite, chav spec etc)

-recutm lobby material updates and end door event open with 3d ambient dark

-pighead added hit event for gore system (updated to new system)

-casino updated start chain doorevent (destructible chain) and fixed enemy door collide/open

-casino start padlock event destroy added with graphics, removed old version

-fixed clipping new track luco club. added track to luco topfloor

-applied new gore system to teddy controller and chav vest

-updated enemy variation in cab intermission

-fixed unlocking vip floor access after beating casino topfloor for ground floor unlock elevator to penthouse

-moved NRF brotherhood nation act magazine to MOF for logical connection. CT version of news will be soon replaced at apartment

-sabotage dancefloor mood light variation added

-nrf mag pickup prechurch tweak

-prl block updated harold model to v2.0 and added NRF today mag

-applied gorehole unit hit to to metalheads in slumblock and psycho slim

-added NRF text update to apartment

-added/replaced Harold meet in slumblock with phone booth receive call

-added new headphones graphics with small scale pump anim

-jman new car entrance polished (added blocked off car park with open /light/modd event on level complete and car iteract to new stage)

-added chav puffcoat enemy. added to jman 1

-updated gate destructible event in shortcut, updated enemy variation

-updated enemy variation in cab (puffcoat chavs replaced wiht default firearm thugs)

-further update and polish to train-work transition, post lighting, timing etc

-added tick timer sound (by maphill , freesound.org)

-train intro further details and tweaks (end section polish still WIP)

-added chain padlock destroy to superkick gate tutorial subhub

-added puffcoat chav with glasses and added to tunnel shortcut top

-updated smalltime kingpin graphics set (lightup and kingpin)

Change default right stick outer deadzone to 0.05 (5%).

Show blind spot awareness only if elevation difference is less than 5 meters.

-multiple new idle animations and fixes for the shinji body type build enemies (yama, kaneda, cop slim armor, detective etc, bikers shinji etc)

-updated cops holding cell scene. Updated Jo hooker model and added new swat heavies, final door event and lighting tweaks

-multiple fixes to shinji body type bone mesh (joints would not bend), fixed and should fix multiple enemies of this type during various animations (ie shooting, idle, walk etc)

-added new dediacted post volumes for berserk blue pill

-prl start surface sound applied and fixed to exterior area

-luco bar top fixed floating bottles and added detail to that area

-Fix train doors not closing after interacting in bullet time.

-berserk post volume updates

-graphic a judicator added

-awarenes hit gfx updated and size

-added graphic for safeguard pill WIP

-updated berserk tree logic for new gore system (more consistent and effective)

-removed random chance of berserk sub tree (constantly on due to new logic moved to subtree)

-added mp5 and pistol dedicated gorehit and holes

-added dedicated mp5 tracers

-added new chal thug variations(3x olimp red tracksuit, 3X puffcoattrack) and added/replaced to multiple early on stages

-updated curfew destruct door (method from COD midpassage)

-jman updated end lev event to make it clearer where to go on completing objectives

-azur hub added 3d plane flyover sounds (sounds by Bigpickle51, InspectorJ, Rickbuzzin at freesound.org) with random varation and time of playback

-added wall depth decal destroy for superkicked thug toiler guard in curfew

-jman 2 dixed garbage container hit though trashbags end scene, destructible trashbags added

-luco top updated intial encounter

-updated headphone disclaim animation

-fixed shutter dust post intro section home event

-updated ranged logic for subtree small call gore/paint decals

-intro train beggar added

-Toggle adrenaline slide/jump for gamepad(double tap). Should make adrenaline jumps and slides more intuitive now.

-intro train beggar chat event added with post volume and office walk tweak

-intro train details to entrance added, props, grime etc

-start screen shuttter post intro event further tweaks

-package first stage updated enemy variation

-subhub bodybag beggar killed added with according logic

-curfew destruct wall toilet tetures update

-updated details to train intro ride (pipes/cables,ads other props)

-genesis train final updated enemy variation

-updated crossout graphic locked for hard and nightmare difficulties (thanks: linefeed)

-pop pill variations added

-akimbo uzi new tracer /replaced old

-tunnel enemyshortcut variation and details/(grime/props etc)

-package final: restroom replaced with curfew updated version with all new props

-fixed surface sounds in pakcage final

-fixed borders OOB in package final (Thanks: Drainer)

-updated berserk hit subtree (updated goreholes ,decals, and blood particle spawns)

-updated pill pop take for anims minis

-updated condition for way back sub hub unlock (must be finished to be available from car

-updated loigc for new intro level cldbr hgts hub fixed according logic (closed station, light, player spawn etc)

-fillerup new end lev event (getincar with lighting evetn and elevator timer move to to EC)

-fillerup condtion cleanup for new exit logic

-rectum dungeoun added grinder placements

-added grinder to thuglife 2nd stage variation

-updated grinder rectum dungeoun

-fixed audio grinder gore (thanks: Gamb)

-added grinder fans to rising high 2nd and 4th stage

-Fixed audio mix for rish igh brothel (Thanks: Sinth)

-Fixed cloud bloom blowout rising high final (Thanks: Sinth)

-tengu new heavies WIP. Samurai armour added (2 variations)

-samurai armour destroy

-updated fillerup endlev event (timer sequence visual gfx added with corresponding logic)

-Add ending letter to save slot.

-fixed OC wall its personal (thanks: Nekromorg)

-added brain chat end ambush pre empt

-updated ascent tengu with samurai armoured enemies and other smaller details

-fixed kc street ashton avenue (Thanks: TF2NoobPlayer64)

-updated svoloch hitman endgame event for old friends

-added level clear audio transition to pre empt strike and genesis

-pre empt added cinematic light variation for first grinder (2 vars: 1 with cool shadow on opposite wall, 2nd bit more subtle with stronger vol light)

-sabotage superkick info added

-fixed failsafe method for gate destruct shortcut start lev (Thanks: TF2NoobPlayer64)

-added triad enemy back textures, materials applied to according enemy controllers

-fixed wood panel tengu destruction particle (from stone to wood splinter with louder sound)

-added animation for combo notification white flash end and pump (not added to hud)

-added interaction monitor e mag with manic man boot in intro train

-added details sub hub/way back ,detail lights exit office and manic man to arcade cabinet and material/detail update

-subhub material details and texture updates

-added interaction e mag to intro train commute

-multiple fixes and tweaks to pre empt str (thanks: gamb)

- tweaks to pre empt str stage1(ie destructible ads, seats, cleanup, OC, navmesh etc)

-fixed thugthick idle anim

-updated uzi akimbo tracers to new version

-sub hub details added (new material stylised) and smaller tweaks

-ambush 1-0 new door (thanks: gamb)

-fixed gate noclip PKiN (thanks: TF2NoobPlayer64)

-passing through updated final event (skinhead eavesdrop shootout end and final bonehead trigger)

-fixed decal order wall hit projectile to avoid clipping issues

-updated NRF mag cover (Shutterstock gfx by: Svekloid)

-fixed Framke idle anim

-updated prob build material set default

-passing through added new enemies in loading area for hard and nightmare

-new splash screen

-updated azur north (multiple new details, mood lighting variations, enemy groups: shinji mikamis and cops based on conditions tengu, exits etc), updated navmesh

-optimised hotel rooms (lighting, materials and details)

-Yun sasha miniboss added and slight lighting tweaks

-updated news home anim

-further tweaks to intro train (shake, interaction e mag etc)

-cops holding cell final end event added with swat heavies in parking area

-lev sel hub slight tweak to highlight/visibility pre empt strike entrance

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That's it for this one. Hope you enjoy!

The Downfall Team,

Mike, Dawid