Project Downfall 19th (2nd Anniversary) Early Access Update is now live!
[h2]Dear Crimson Community,[/h2]
Today Project Downfall is celebrating its 2nd Birthday in Early Access! So we made sure this update will be worthy of the occassion! We got the requested the first LifeHack (unlockable Hardcore Gamemode), Field Of View** and a healthy amount of new stuff and polish to existing content. This goes for both the full Early Access as well as the demo.
Please check the list below for a full breakdown of what's new.
[previewyoutube][/previewyoutube]
In these 2 years of Early Access the game grew considerably and we owe a lot of this thanks to the awesome Crimson Community! Now, with nearly all planned features already implemented (we still got the finishers on the todo list) we will be shifting focus on the micro details, refining and polish to multiple aspects (details, destructibles, plotlines, selective AI tweaks etc) so long as it will need to be until deemed worthy to leave Early Access.
The 20th Early Access Update will most likely arrive in mid-late May '21 and will focus on the lategame stages and further fleshing out the plot down certain timelines. We will be aiming to release a smaller update within the coming days adding some smaller tweaks and fixes.
----
**The Field Of View, as mentioned in earlier announcements took more time and attention than we initially planned. Due to the games unorthodox visual solutions and the game being designed to be more visceral/in your face, adding this reqiured some serious work (TLDR: a new rendering/camera solution). The known issues here are:
-SSAO/Ambient Occlussion won't display
-certain shadows might be missing
-godrays might clip through walls in certain cases
---
I'd also like to sincerely thank PSX Extreme EIC Roger Zochowski for giving permission to use the older cult mag covers and Dariusz Stańczyk for the comics „Elderwoods”(by Stańczyk, Biernacki, Awdjenko, Oleksów) and „Lis”(Stańczyk & Oleksów)
[previewyoutube][/previewyoutube]
Now, on to what's new:
[h3]0.9.19.0 Includes:[/h3]
New Features:
-The first LifeHack: Hardcore Gamemode. Unlock it at the LIFEHACKS kiosk in the quickefix store in cloudbreak heights. Hardcore mode allows for weapons, health and medication to carry over between levels.
-New Levels and areas, including-not limited to-the rooftop of the players apartment, mutliple new plotline related start areas, First Hit level (mob hitman route) and more
-Large update to multiple events and plotlines: a quick example would be the initial meeting with Olgierd down the Curfew early game route which can now play out in many more ways with expanded related areas.
-The Field of View Slider: due to using a different rendering method turning this on will reqiure a scene restart. After that you will be able to use the slider
-Multiple new collectibles. Including:
-Cult Polish videogame mag PSX Extreme
-Awesome and moody comic Elderwoods. Once comics are collected in the gameworld, they can be viewed in the roof lounge area
..and a few more.
-New Achievement: Glorious View \[T]/
Detailed list of changes:
-Fix issue with three hands after using pills.
-cleanup superkick rouge pixels (Thanks for the tip: SkullTrauma)
-shotgun pumpmamster WIP extension for FOV (temporary and most likely will be removed soon)
-added PSX mag to home and first pickup in jman2 (under trash bags)
-Multiple Hard and nightmare difficulty adjustments: grounded, less than zero, empire of dirt, small time, talltrees (certain enemies would not catch aggro correctly on higher difficulties)
-fixed cop aggro ai in genesis final
-Fix occlusion culling in level select hub - gate next to subway stairs was static.
-fix typo police savoir vivre
-first hit level reworked WIP supermarket
-updated entrance to les autres bar in curfew and details to exterior alley with PSX mag pickup. Added Olgierd with logic (chat to invite inside coming soon), OC updated
-first hit level reworked/new WIP-roof home scene added WIP with bg elements and cloud fade, new tune etc
-introtrain updated clouds bg (WIP and FG building left when beat kick in(still WIP)
-created prefabs weather clouds variation (white strong, grey, overcast, soft, strong puffy etc) with sound3d
-updated ROOF with elevator event (to ground floor and apartment)-updated apartment elevator to roof-add new first hit and roof to proj settings
-roof update (audio transitions fade for wind and tune change, update city bg, added details, post volume etc)
-added olgierd chat pre pub entrance curfew withdeath logic-firsthit updated (AI interior and aggro call and civilians)
-roof details further added (still WIP)
-updated AI movement logic when moving behind player: to avoid situations where AI would run too far away from player
-asylumkiller fixed levelid and conditions and weapon ammo drops and npc (still WIP and needs more work)
-asylumkiller endgame gfx fixed and replaced (was incorrect from revolution, still WIP)
-curfew chat for first PSX extreme mag pickup and brain event
-home PSX and E1M1 placements updated
-firsthit details further update and chat event firsthit and clerk added
-updated start sceen with new alternate start points (sewers, hotel, penthouse WIP)
-trauma final end miniboss accel tweak, all ai replaced machetes with nightstick and other smaller ai tweaks
-dmr enemy model tweak ROF normal (decrease to apply for new method) with hard and nightmare values (nightmare ROF is old normal)
-start screen multiple tweaks and adjustements to alternate start points (hotel details, pc, corridor, elevator, frame door etc), (sewer materials and details, etc etc)
-multiple adjustments to logic for new alternate start scenes (including exits, endgame logic, player spawns, info, etc), also added alternate spawn post trauma for madkiller (route and condition still needs to be added to trauma final: will be added soon)
-fixed multiple enemy walk run blend animation overrides (to avoid overriden enemy run anim glitches)
-slightly lowered pistol ROF 2->1,75 to be closer to pre rof fix
-start screen alterantes updates (details to hotel room, lighting, door numbers, post profiles for player spawns etc)
-bandaged face avatar added (WIP)
-added bandaged accident avatar to post accident levels (WIP):consume pills not working yet
-trauma final AI and detail tweaks-trauma midlev end lev events added(door open, missing wall added, polish etc)
-added nightstick boss weapon (for trauma final currently):longer range but still needs tweaks
-trauma final miniboss events update (sirens with light and sound and ai tweaks)
-nightstickboss updated to attack and move at closer distance
-added asylumkiller and asylum safe endgame graphics for outro graphics (replaced old placeholder)
-curfew endlev bar event polished and updated (drink on bar with light event and sound transitions, light tweens on enter, lighting polish and tweaks for oood etc)
-added elderwoods comic pickup test with loigc unlock on roof
-roof added bg colums for comic book panels with unlock conditions for elderwoods
-curfew further tweaks, detail and polish to bar and transition to next scene
-bar simplified intro to be more fitting to new transition
-curfew bg building updates
-roof background buildings added and cleanup
-intro train tweaks and polish to buildings title section on left side
-curfew LPP (Legendary Polish Power) advert WIP added, and infobox to prebar area and other smaller texture cleanups (unused image animations on other platforms etc)
-updated right hand side buildings in train intro P1, polished etc. WIP
-intro train details right side buildings and final door handle open event added
-improved witness end door open event and transition
-witness shortcut intermission fixed to far out placed next level trigger(no will be inside passage which opens instead of outside) and added footstep transition sound
-Add back force to player after he perform flying kick-so player will not miss oppenent wepoan drop and make it easier and more intuitive to catch
-curfew details added: LPP advert update on barier main, handrails to stairs to bar, advert on sky passage and updated details and materials in that area, updated lighting tween and tweaked instensity in bar allye etc
-introtrain material and details added to Mega Buildings in background on right and updated materials to sky freeways / expressways
-start screen alterante scenes cleanup, ie fixed pc leaderboard interaction in hotel, close other room (because still WIP), added nightshelves to side of main bed, added music to topdog endgame and fixed condition for other endgames to play (was using old 1 route intro logic, hence would not always play if gone down this route) etc
-jman start details added to exterior parts of map(fences, bariers, clouds high and low scrolling etc)
-subhub updated details (haning cables/wires, new yokatta sign and anim and font, new prefabs and porps throughout-new prefabs created from yun chinatown stage
-jman start details further added to lower parts of level
-improved transition between genesis 1st and second stage, added more fluid event at end of scene and imroved start area (added door on left for better logical connection with previous scene)
-subhub further details added and tweaked (lens flares and adverts and new arrow anim sign to last train)
-bar expanded added second area with more dependancies and variations for sanity. Added oLgierd mother phonecall and logic if Olgierd killed before entering pub and blackout
-curfew olgierd prebar kill logic added and slight tweak to alley directional light tween
-bar navmesh and OC updated
-added more variations to extended bar scene for sanity (Teddy WIP, lights, gore etc)
-as above for witness
-curfew fixed incorrect name in variable change (when reowrking Olgierd logic for prebar addition)
-tunnel shortcut added tweak to start area (initial door from previous scene) and end stage gate open event for better transition, updated OC
-cleanup teddy left should rogue pixels-added further tweaks and polish and events to bar. New doors (hinge system), chats with logan and teddy etc
-Fixed audio mixer issues and aasignement in multiple levels (Tunel Rat, Liberator- Thanks: Merzbow , Providence last room door- Thanks: Kagune )
-Added roof button to levsel hub cloudbreak heights
-jman start further additions to background buildings (visible recognisable POI like views from roof etc)
-jman 1 further details to background buildings (azur plaza, home apartment/cloudbreak heights, tengu restaurant etc)
-tunnel shortcut end details added for more logical connection(Still WIP)
-Added lexington terminal view from roof (connection to jman first stage)
-jman lexington area upate-sabotage dancefloor added dancefloor first enemy agrro twigger so he will attack earlier and result in more engrossing encounter. Tweak final shotgun AI to move slower so he will not pile up on other AI but be more tactical
-added dancefloor steam variations, with control panel (WIP, but steam can already be selected:3 variations and off. Could be usefull for those who find the dancefloor to dark)
-added rectum start better transition to next stage. Added stairwell end with end event and transition sounds
-added jman start area wind holw 3d sound when close to city view bariers
-start screen hotel apartment bathroom added (WIP sink and shelves, shower and toilet) and mamebox console interactable
-sabotage dancefloor added shutter event to dancefloor interaction panel Has to be closed before steam option can be shown and interacted with (WIP)
-rectum baths changed vase column on right for shotgun enemy to see us behind it for more engrossing encounter
-updated text in home calendar and brain chait for jman: changed from general default info to details about getting beck refund for being ripped off at lexington terminal
–
subhub soda machine tweaked galre(softer )with bg anim
-jman start terminal area added missing shutter door closed to closed off areas (open up later in game ie speedbump)
-jman start area details added to bg area buildings (new neons and bg ads anims etc)
-sabotage dancefloor further tweaks added to strobe/steam effect-FOV text warning re-enabled and altered
-mp5 cleanup rogue pixels
-trauma final further details and polish (upper columns, materials, refective materials etc, AI miniboss triggers to avoid them not catching aggro on security override destroyed etc)
-start screen tester workstation updated replay level PC: now PC will have gamescreen and interaction will be from VR set. Also fixed missing leaderboard replay activity in leaderboard replay object
-updated intro train morning commute with logo visibility for new effects and partcil cloud events to amplify mood event added
-added fans to fugitive final
-shortcut end fixed AI hidden in corridor on right which would not always catch aggro correctly. Added event to so he will aways catch aggro i similar point now.
-fixed hard and nightmare AI settings in new blood
-madkiller fixed hole in back and updated AI to be more lethal, added floodlights and other smaller details (ie details from updated cl heights lev sel hub) etc
-hud fixed chaingun harry face anim timescale (for recently changed avatar display system)
-intro train cloud events updated-trauma final updated AI final room (new minigun minions), toggle alarm level complete event and morgue shelves added and other smaller details
-jman start added elderwoods pickup and trashbins with floating garbage/old paper, twekaed start music calm
-updated 3d setting for jman 2nd stage
-trauma final small ai tweaks-subhub office start area added details and polish to pre first pill take area(ie updated jaspers bite machine with destruction event, filled in holed, details to sliding door etc)
-added rooftop conditions (post day2-package and jman) to lev sel hub clbrk heights and apartment start screen
-further trauma final details (ie certain someones body in morgue, slab/section tabel etc), tweaks to AI speed so will move and attack, added modified multiple melee strike override animation to minibosses
-added glorious view achievement roof
-downtime tweaked ai and outro event and added transition for airport entrance (Was missing), updated OC, added wind howl 4d sound when close to terrace passage to airport etc-
-trauma final smaller details (ie hospital corss anims on final azur wall space
-change collision physics for sniper Grounded enemies (used for sniper events enemy, so enemy can shoot but player cant
-trauma fnial difficulty conditions updates and other smaller tweaks
-airport grounded updated AI (long range and layout planning for ranged enemies)
-updated firther polish to dancefloor sabotage (closed up WC and materials and dancefloor control panel etc)
-grounded further AI tweaks (cop first trio left Flank)
-updated elevator button to groundfloor for endgames for start screen apartment
-fixed and updated coditions to endgame levs and regular lev from roof elevator buttons (disabled old)
-updated lexington terminal view from roof with expressways in bg
-answers elevator end transition objects and event added(on critical endlev event, elevator event will start)
-updated elevator panel roof button visibility so it will on light up when it is active
-levsel cldrbk heigths, added lifehacks booth with interaction screen for initial lifehack: hardcore mode
-lifehacks purchase added to quickefix store with logic (ecoin purchase and activated buttons)
-start screen variation added ecoin pickups with conditions
-Add life chacks UI and purchase handling.
-Fix cheat/lifehack unlocked switch condition.
-Fix: sidable kick in newblood minigame
-shortuct start added container wiht pill pickup (mandatory for hardcore mode if all pils used and noadrenalinefull)
-changelog update
-newsfeedanim update
-grounded airport sniper event updated (glass crack shatter on sniper enemy projectile hit) and exterior runway area, fixed OC for destructible supermarket wall (only navmesh static)
-changed pickups to global variables for pickups, ecoins, minigames so they will be active in all saves if unlocked
-added remaining planned psx and elderwoods pickups to respected levels
-generated glorious view achievement forsteam acitvation
-updated brainmag tex first psx pickup
-----
Thanks for the 2 years! We hope you are enjoying the ride so far and will continue to do so with further updates. Till the next one!
Cheers,
The Downfall Team,
Mike, Dawid
Today Project Downfall is celebrating its 2nd Birthday in Early Access! So we made sure this update will be worthy of the occassion! We got the requested the first LifeHack (unlockable Hardcore Gamemode), Field Of View** and a healthy amount of new stuff and polish to existing content. This goes for both the full Early Access as well as the demo.
Please check the list below for a full breakdown of what's new.
[previewyoutube][/previewyoutube]
In these 2 years of Early Access the game grew considerably and we owe a lot of this thanks to the awesome Crimson Community! Now, with nearly all planned features already implemented (we still got the finishers on the todo list) we will be shifting focus on the micro details, refining and polish to multiple aspects (details, destructibles, plotlines, selective AI tweaks etc) so long as it will need to be until deemed worthy to leave Early Access.
The 20th Early Access Update will most likely arrive in mid-late May '21 and will focus on the lategame stages and further fleshing out the plot down certain timelines. We will be aiming to release a smaller update within the coming days adding some smaller tweaks and fixes.
----
**The Field Of View, as mentioned in earlier announcements took more time and attention than we initially planned. Due to the games unorthodox visual solutions and the game being designed to be more visceral/in your face, adding this reqiured some serious work (TLDR: a new rendering/camera solution). The known issues here are:
-SSAO/Ambient Occlussion won't display
-certain shadows might be missing
-godrays might clip through walls in certain cases
---
I'd also like to sincerely thank PSX Extreme EIC Roger Zochowski for giving permission to use the older cult mag covers and Dariusz Stańczyk for the comics „Elderwoods”(by Stańczyk, Biernacki, Awdjenko, Oleksów) and „Lis”(Stańczyk & Oleksów)
[previewyoutube][/previewyoutube]
Now, on to what's new:
[h3]0.9.19.0 Includes:[/h3]
New Features:
-The first LifeHack: Hardcore Gamemode. Unlock it at the LIFEHACKS kiosk in the quickefix store in cloudbreak heights. Hardcore mode allows for weapons, health and medication to carry over between levels.
-New Levels and areas, including-not limited to-the rooftop of the players apartment, mutliple new plotline related start areas, First Hit level (mob hitman route) and more
-Large update to multiple events and plotlines: a quick example would be the initial meeting with Olgierd down the Curfew early game route which can now play out in many more ways with expanded related areas.
-The Field of View Slider: due to using a different rendering method turning this on will reqiure a scene restart. After that you will be able to use the slider
-Multiple new collectibles. Including:
-Cult Polish videogame mag PSX Extreme
-Awesome and moody comic Elderwoods. Once comics are collected in the gameworld, they can be viewed in the roof lounge area
..and a few more.
-New Achievement: Glorious View \[T]/
Detailed list of changes:
-Fix issue with three hands after using pills.
-cleanup superkick rouge pixels (Thanks for the tip: SkullTrauma)
-shotgun pumpmamster WIP extension for FOV (temporary and most likely will be removed soon)
-added PSX mag to home and first pickup in jman2 (under trash bags)
-Multiple Hard and nightmare difficulty adjustments: grounded, less than zero, empire of dirt, small time, talltrees (certain enemies would not catch aggro correctly on higher difficulties)
-fixed cop aggro ai in genesis final
-Fix occlusion culling in level select hub - gate next to subway stairs was static.
-fix typo police savoir vivre
-first hit level reworked WIP supermarket
-updated entrance to les autres bar in curfew and details to exterior alley with PSX mag pickup. Added Olgierd with logic (chat to invite inside coming soon), OC updated
-first hit level reworked/new WIP-roof home scene added WIP with bg elements and cloud fade, new tune etc
-introtrain updated clouds bg (WIP and FG building left when beat kick in(still WIP)
-created prefabs weather clouds variation (white strong, grey, overcast, soft, strong puffy etc) with sound3d
-updated ROOF with elevator event (to ground floor and apartment)-updated apartment elevator to roof-add new first hit and roof to proj settings
-roof update (audio transitions fade for wind and tune change, update city bg, added details, post volume etc)
-added olgierd chat pre pub entrance curfew withdeath logic-firsthit updated (AI interior and aggro call and civilians)
-roof details further added (still WIP)
-updated AI movement logic when moving behind player: to avoid situations where AI would run too far away from player
-asylumkiller fixed levelid and conditions and weapon ammo drops and npc (still WIP and needs more work)
-asylumkiller endgame gfx fixed and replaced (was incorrect from revolution, still WIP)
-curfew chat for first PSX extreme mag pickup and brain event
-home PSX and E1M1 placements updated
-firsthit details further update and chat event firsthit and clerk added
-updated start sceen with new alternate start points (sewers, hotel, penthouse WIP)
-trauma final end miniboss accel tweak, all ai replaced machetes with nightstick and other smaller ai tweaks
-dmr enemy model tweak ROF normal (decrease to apply for new method) with hard and nightmare values (nightmare ROF is old normal)
-start screen multiple tweaks and adjustements to alternate start points (hotel details, pc, corridor, elevator, frame door etc), (sewer materials and details, etc etc)
-multiple adjustments to logic for new alternate start scenes (including exits, endgame logic, player spawns, info, etc), also added alternate spawn post trauma for madkiller (route and condition still needs to be added to trauma final: will be added soon)
-fixed multiple enemy walk run blend animation overrides (to avoid overriden enemy run anim glitches)
-slightly lowered pistol ROF 2->1,75 to be closer to pre rof fix
-start screen alterantes updates (details to hotel room, lighting, door numbers, post profiles for player spawns etc)
-bandaged face avatar added (WIP)
-added bandaged accident avatar to post accident levels (WIP):consume pills not working yet
-trauma final AI and detail tweaks-trauma midlev end lev events added(door open, missing wall added, polish etc)
-added nightstick boss weapon (for trauma final currently):longer range but still needs tweaks
-trauma final miniboss events update (sirens with light and sound and ai tweaks)
-nightstickboss updated to attack and move at closer distance
-added asylumkiller and asylum safe endgame graphics for outro graphics (replaced old placeholder)
-curfew endlev bar event polished and updated (drink on bar with light event and sound transitions, light tweens on enter, lighting polish and tweaks for oood etc)
-added elderwoods comic pickup test with loigc unlock on roof
-roof added bg colums for comic book panels with unlock conditions for elderwoods
-curfew further tweaks, detail and polish to bar and transition to next scene
-bar simplified intro to be more fitting to new transition
-curfew bg building updates
-roof background buildings added and cleanup
-intro train tweaks and polish to buildings title section on left side
-curfew LPP (Legendary Polish Power) advert WIP added, and infobox to prebar area and other smaller texture cleanups (unused image animations on other platforms etc)
-updated right hand side buildings in train intro P1, polished etc. WIP
-intro train details right side buildings and final door handle open event added
-improved witness end door open event and transition
-witness shortcut intermission fixed to far out placed next level trigger(no will be inside passage which opens instead of outside) and added footstep transition sound
-Add back force to player after he perform flying kick-so player will not miss oppenent wepoan drop and make it easier and more intuitive to catch
-curfew details added: LPP advert update on barier main, handrails to stairs to bar, advert on sky passage and updated details and materials in that area, updated lighting tween and tweaked instensity in bar allye etc
-introtrain material and details added to Mega Buildings in background on right and updated materials to sky freeways / expressways
-start screen alterante scenes cleanup, ie fixed pc leaderboard interaction in hotel, close other room (because still WIP), added nightshelves to side of main bed, added music to topdog endgame and fixed condition for other endgames to play (was using old 1 route intro logic, hence would not always play if gone down this route) etc
-jman start details added to exterior parts of map(fences, bariers, clouds high and low scrolling etc)
-subhub updated details (haning cables/wires, new yokatta sign and anim and font, new prefabs and porps throughout-new prefabs created from yun chinatown stage
-jman start details further added to lower parts of level
-improved transition between genesis 1st and second stage, added more fluid event at end of scene and imroved start area (added door on left for better logical connection with previous scene)
-subhub further details added and tweaked (lens flares and adverts and new arrow anim sign to last train)
-bar expanded added second area with more dependancies and variations for sanity. Added oLgierd mother phonecall and logic if Olgierd killed before entering pub and blackout
-curfew olgierd prebar kill logic added and slight tweak to alley directional light tween
-bar navmesh and OC updated
-added more variations to extended bar scene for sanity (Teddy WIP, lights, gore etc)
-as above for witness
-curfew fixed incorrect name in variable change (when reowrking Olgierd logic for prebar addition)
-tunnel shortcut added tweak to start area (initial door from previous scene) and end stage gate open event for better transition, updated OC
-cleanup teddy left should rogue pixels-added further tweaks and polish and events to bar. New doors (hinge system), chats with logan and teddy etc
-Fixed audio mixer issues and aasignement in multiple levels (Tunel Rat, Liberator- Thanks: Merzbow , Providence last room door- Thanks: Kagune )
-Added roof button to levsel hub cloudbreak heights
-jman start further additions to background buildings (visible recognisable POI like views from roof etc)
-jman 1 further details to background buildings (azur plaza, home apartment/cloudbreak heights, tengu restaurant etc)
-tunnel shortcut end details added for more logical connection(Still WIP)
-Added lexington terminal view from roof (connection to jman first stage)
-jman lexington area upate-sabotage dancefloor added dancefloor first enemy agrro twigger so he will attack earlier and result in more engrossing encounter. Tweak final shotgun AI to move slower so he will not pile up on other AI but be more tactical
-added dancefloor steam variations, with control panel (WIP, but steam can already be selected:3 variations and off. Could be usefull for those who find the dancefloor to dark)
-added rectum start better transition to next stage. Added stairwell end with end event and transition sounds
-added jman start area wind holw 3d sound when close to city view bariers
-start screen hotel apartment bathroom added (WIP sink and shelves, shower and toilet) and mamebox console interactable
-sabotage dancefloor added shutter event to dancefloor interaction panel Has to be closed before steam option can be shown and interacted with (WIP)
-rectum baths changed vase column on right for shotgun enemy to see us behind it for more engrossing encounter
-updated text in home calendar and brain chait for jman: changed from general default info to details about getting beck refund for being ripped off at lexington terminal
–
subhub soda machine tweaked galre(softer )with bg anim
-jman start terminal area added missing shutter door closed to closed off areas (open up later in game ie speedbump)
-jman start area details added to bg area buildings (new neons and bg ads anims etc)
-sabotage dancefloor further tweaks added to strobe/steam effect-FOV text warning re-enabled and altered
-mp5 cleanup rogue pixels
-trauma final further details and polish (upper columns, materials, refective materials etc, AI miniboss triggers to avoid them not catching aggro on security override destroyed etc)
-start screen tester workstation updated replay level PC: now PC will have gamescreen and interaction will be from VR set. Also fixed missing leaderboard replay activity in leaderboard replay object
-updated intro train morning commute with logo visibility for new effects and partcil cloud events to amplify mood event added
-added fans to fugitive final
-shortcut end fixed AI hidden in corridor on right which would not always catch aggro correctly. Added event to so he will aways catch aggro i similar point now.
-fixed hard and nightmare AI settings in new blood
-madkiller fixed hole in back and updated AI to be more lethal, added floodlights and other smaller details (ie details from updated cl heights lev sel hub) etc
-hud fixed chaingun harry face anim timescale (for recently changed avatar display system)
-intro train cloud events updated-trauma final updated AI final room (new minigun minions), toggle alarm level complete event and morgue shelves added and other smaller details
-jman start added elderwoods pickup and trashbins with floating garbage/old paper, twekaed start music calm
-updated 3d setting for jman 2nd stage
-trauma final small ai tweaks-subhub office start area added details and polish to pre first pill take area(ie updated jaspers bite machine with destruction event, filled in holed, details to sliding door etc)
-added rooftop conditions (post day2-package and jman) to lev sel hub clbrk heights and apartment start screen
-further trauma final details (ie certain someones body in morgue, slab/section tabel etc), tweaks to AI speed so will move and attack, added modified multiple melee strike override animation to minibosses
-added glorious view achievement roof
-downtime tweaked ai and outro event and added transition for airport entrance (Was missing), updated OC, added wind howl 4d sound when close to terrace passage to airport etc-
-trauma final smaller details (ie hospital corss anims on final azur wall space
-change collision physics for sniper Grounded enemies (used for sniper events enemy, so enemy can shoot but player cant
-trauma fnial difficulty conditions updates and other smaller tweaks
-airport grounded updated AI (long range and layout planning for ranged enemies)
-updated firther polish to dancefloor sabotage (closed up WC and materials and dancefloor control panel etc)
-grounded further AI tweaks (cop first trio left Flank)
-updated elevator button to groundfloor for endgames for start screen apartment
-fixed and updated coditions to endgame levs and regular lev from roof elevator buttons (disabled old)
-updated lexington terminal view from roof with expressways in bg
-answers elevator end transition objects and event added(on critical endlev event, elevator event will start)
-updated elevator panel roof button visibility so it will on light up when it is active
-levsel cldrbk heigths, added lifehacks booth with interaction screen for initial lifehack: hardcore mode
-lifehacks purchase added to quickefix store with logic (ecoin purchase and activated buttons)
-start screen variation added ecoin pickups with conditions
-Add life chacks UI and purchase handling.
-Fix cheat/lifehack unlocked switch condition.
-Fix: sidable kick in newblood minigame
-shortuct start added container wiht pill pickup (mandatory for hardcore mode if all pils used and noadrenalinefull)
-changelog update
-newsfeedanim update
-grounded airport sniper event updated (glass crack shatter on sniper enemy projectile hit) and exterior runway area, fixed OC for destructible supermarket wall (only navmesh static)
-changed pickups to global variables for pickups, ecoins, minigames so they will be active in all saves if unlocked
-added remaining planned psx and elderwoods pickups to respected levels
-generated glorious view achievement forsteam acitvation
-updated brainmag tex first psx pickup
-----
Thanks for the 2 years! We hope you are enjoying the ride so far and will continue to do so with further updates. Till the next one!
Cheers,
The Downfall Team,
Mike, Dawid