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Project Downfall 23rd Early Access Update is now Live!

[h3]Greetings Crimson Community,[/h3]

The 23rd Early Access update is now live for both the demo and full Early Access. Get it now! This one focused on refining existing content, polish, balance and fixes.



Oh and to mark the occassion of the update Project Downfall will be 30% off till 11th October '21 ːHaroldChillː

Of course some new stuff was also added (more on that below), but we cannot even express how awesome you guys and girls are! Thanks to your continuous feedback and reports we got way more fixes and tweaks done than if we had to hunt and trakc them by ourselves. So do please keep it coming! Ultra mega kudos this month go out to Hardwater, McMarius11, Sinth, Nekromorg, Gamb, TF2NoobPlayer64.

Next months update is planned in around 5-6 weeks and will again focus on refining existing content, including not limited to: refining/polishing levels, updating and adding a new jump focus time mechanic similar to the newly introduced focus slide, default slide cancel, Unity version update, dynamic camera roll on strafe, solution to avoid enemies stacking up too closely to each other and keep propoer distance between units and more, new achievements and more.



[h2]Now on to what's new![/h2]

[h3]0.9.23.0[/h3]

-New level End Of The Line. Set in the Gliwice central train station this will be the finale to a certain subplot (if discovered). This level is still Work In Progress and will be receving more details and events/polish but is playable and can be completed

-Updated slide system: now a default slide will hardly grant any focus and will be much faster, whilst holding down slide will grant a much stronger focus/slomo but will cost adrenaline (if available)

-Add option to disable chromatic aberration from settings.

-Enabled livestream and broadcasting on the games steam page. Will contain live gameplays as well as prerecorded gameplay, dev commentary and more

-Added new rendering style presets (CPSNK: 80/90s arcade with scanlines, 286AT: 90s PC style etc) with more to come in future updates. You can of course mess around with these and create your own fav preset with the multiple options at your disposal.

-bathroom materials updated

-roof solaire scene added

-solaire controller created

-Create sniper turret. Adjust it’s visuals and logic. (used in gournded finale)

-prl personal map fence block behind store fix (Thanks:Crash)

-added should gfx to akimbo pistol WIP

-lokit fix typos and tags (Thanks: Crash and Nekromorg)

-package freeroam fixed occlusion culling and azur hub (Thanks: McMarius11)

-fixed hole in map exit sabot club (Thank: McMarius11)

-fixed Alfred loop anim (Thanks: McMarius11)

-fixed providence warming up start missing gates blocking toilet and top (Thanks:Nekromorg)

-fixed replicate unused object in warming up providence les autres (ie duplicate olgierd or unused interact bottles)

-addressed possible aduio surface bug in sewer low1 (Thanks: McMarius11). Will need to test in build if fixed

-Post pickup weapon priority settings.

-shotgun side lowered spread by around 10% and tweaked min max bullet to constant amount

-constant amount bullet blaster

-baseball temp new gfx

-adjusted buckshot pump master for new shotgun position bullet

-fixed map lib to updated cod version , fixes enemy walk through wall (thanks: McMarius11)

-hitkick group removed door dust

-cod1 fix floor clipping mid passage

-start screen apartment fixed dead heat pickup collision (could be opened before door obsuciring it was opened)

-talltrees fixed ambient, added forrest amb and tweaked and variation fog light volume (Thanks: Nekromorg)

-Fade out adrenaline time audio on death.

-added new sprite material details (currently changed fridge texutre material, washing machine, kitchen cupboards,exhaust etc)WIP

-made shotgun side spread closer to orig (from 2,25->2,6), still slightly OP

-petrol added dedicated sprites to distributor petrol face WIP

-updated multiple materials and details/sprites in apartment(ie hanging coat, new material bedroom, hanging towels in bathroom, kitchen multiple details etc)

-added dir light to casino start for better enmy visibility and small amb light to slot machines start second hall

-mansion smalltime start updated intiial encounter and lighting (less glare, test variations)

-updated materials and details,props etc home apartment

-Update Turret scanning algorithm.

-updated hitgroup sounds for fists and kick to be more fitting

-added flies prefab

-updated soliar encounter and material

-roof added visual wind particles blow

-petrol flies added and updated floor material

-added dust shutter wind event apartment

-added new texture size wall long and bedroom

-added kitchen stuff: glasses, sauce etc

-fixed gv name achiev

-added solaire achieve chat unlock and related conditions to other levels(check/test condition unlock triggers)

-home material and details updates

-providence start tweaks to end area

-test punch crack decauls (unused)

-Add separate gravity and jump speed for drugged state.

-apartment new wall texture (from alphamaps)

-added multiple alpha maps with materials

-added new destroyed apartment elements sanity

-Added placeholder animations for face adrenaline time, reaper time, close call animations.

-cod1 added test dest decal start and stair material update

-apartment wall material update

-added new alpha map sets and created materials

-Fix PostProcessingManager not updating values. Remove and add PostProcessingLayer to PlayerController to fix cached resources.

-New combo notifications animation.(should fix out of bounds popups)

-Add 0.8 sec before gate open, so player will notice lockers opening in genesis armory

-cleanup avatr hero anim rogue pixels

-Fix adrenaline bar visual progress calculations. Should be more accurate now.

-jman lightup doc mandatory pickup added

-fixed hole floor jman2 (Thanks: TF2NoobPlayer64)

-added temp test lighting update jman2 makes enemies more visible

-jman start reverted to old tables with updated materials and added pickup arror to note with lighting vol

-package start fixed missing mesh hole floor (Thanks: TF2NoobPlayer64)

-added wip closecall anims

-fixed hole floor casino 2nds stage and hole exploit wall (Thanks:McMarius11)

-updated closecall anims

-added adrenaline avatar eyemad glow anim and activation

-Fixed texture clipping its personal topfloor exterior (Thanks: McMarius11)

-dead calm detail tweaks (fixed sea clipping and mesh outer building in water, tweaked bridge and shop interior etc) (Thanks: TF2NoobPlayer64)

-airport fix roof and replaced glass material (thanks:McMarius11)

-updated further deadcalm details, crash wave etc

-gliwice psxe updated with base and materials

-trauma details and polish update (WIP (Thanks:Sinth)

-Gliwice map update

-new update destruct prefab wall and material do waiting area trauma

-Improve death blood splater direction.

-added multiple breakable versions of multiple weapons (pistol side, magnum ,howler, ar, precision, mp5, zac10

-update details trauma and deadcalm

-slowed down adre time face anim speed to synch better with primal yell

-closecall anims slowed down

-fixed shoulders akimbo (Still need to update anim for relaod and shoot)

-added shoulders default fists

-baseball bat anim fixed shoulders and clipping

-Give combo for pickup throw kill like for regular kill.

-Implement placeholder for language preview warning. Work in progress.

-gatling howler break size and pistol break update

-multiple spelling error fixes (Thanks: Hardwater)

-Change default language to en, not device one. Show warning that other languages are in preview.

-add knife stab gush and decal

-addy face speed change

-added loading screen tips for slide focus

-sewer enemies added bleedout

-updated gliwice map

-bleedout gore fixed attach of remaining weapon gush

-multiple spelling fixes (Thanks:Hardwater)

-rectum lobby details added

-sewer enemies added reuglar post death physics(as main chav, previously were using obosolete gimped version)

-knife detrsoy break updated fixed sound and tweak destruct

-AR side break size fixed

-Updated Gliwice map and added level id and multiple details/ai tweaks etc

-udpated psx etreme pickups and loigc throughout game

-fixed endgame culling text (Thanks: Hardwater)

-Molo details added deadcalm and choopers with anims

-levsel update with gliwice map

-wildworld added to levlist replay leaderboards (Thanks: Hardwater)

-Warsaw mag pickup added

-remiang psx e mags pickup added with unlock event logic

-pleasure hub fix incorrect size mesh balcony (Thanks: Hardwater)

-fixed redkey wild world (Thanks: Hardwater)

-fix pleaserhub support pillars clip (thanks: Hardwater)

-fix genesis final train stop mesh hole train (thanks: Hardwater)

-fix fall through floor weapons chinatow start (thanks: Hardwater)

-glasspspray prefab fixed mixed assignement sound(Thanks:Essensialist)

-bandage avatar flinch anim fix (Thanks: Sinth)

-updated drugged jump values (heavier gravity)

-further spellcheck fixes (Thanks: Hardwater)

-prechurch fix hole in mesh in pills area (Thanks: Hardwater)

-madkiller end text cull fix (Thanks: Hardwater)

-start screen interview hangup/end cal fix phone gfx (Thanks: Hardwater)

-Rectum lobby fix nav enemy pass through (obstacle carve)

-removed unused script from procealin debris prefab

-Fix shotgun delay after pickup.

-akimbo pistol removed old unused tem WIP objects

-updated pistol akimbo anims with new arm segments

-removed unused halucination chicks in providence start

-changed stam run 2 to 5, slide 40 to 10

-Add discord buttons to Early Access feedback and Demo Complete screens.

-Play flash effect while chaining adrenaline time.

-Add per difficulty values for the slide bullet time.

-Unsung fixed kill hit event (still WIP but at least predictable and logical now)

-bar fixed hole providence and curfew (thanks: Essentialist)

-fixed broken AI spawns in safe hell (Thanks: Hardwater)

-fixed home phonescreen incomig call finish (Thanks: Hardwater)

-fixed stair fall thourgh wepoans Ris high final (Thanks: Hardwater)

-fixed thuglife destructible walls occlussion (Thanks: Sinth)

-updated newsfeed anim

-updated changelog

-temp workaround fix for blaster shotgun clipping (lowered weapon view)

-fixed mesh collider container jman2 start (Thanks: Hardwater)

-multiple AI updates for gliwice (still WIP) with intro P.A. chat and logic

-added ROTK pickup to main game with unlock

-fixed gutter witness perkill logic npcs







Project Downfall 23rd Early Access Update Release Date ETA and info

Greets Crimson Community,

Project Downfall 23rd Early Access update is getting finalised and if all goes well should be going public next week, 27th September. Lots of polish, tweaks, details, refinement as well as a new level and some other new fun stuff:)



Gotta say, you guys and girls rock! Thanks for the continuosly incoming feedback, which is helping immensely and speeding up bugfixes, priorities, balance and all things that reqiure fixing, attention. Please do keep it coming ! https://discord.gg/h8TAUNacuK

A preview of what is in store: we got a reworked slide system, updated gore and strike effects for certain weapons, start screen home interior upgrade, loads of community fixes, updated and expanded sublots and related levels (including not limited to the "glorious view" ahcievement, or the PSX Extreme mag scavenging). So that's just a tasting. full list of changes will be arriving with the according anouncement when the update goes live.

See you next week!

Stay vigilant and stay safe,

The Downfall Team,

Mike, Dawid

Project Downfall's stylish demo is like a Hotline Miami FPS

Nope, despite appearances, Project Downfall isn't like Doom. This is an early access FPS that's got a lot more in common with Hotline Miami than it does with id's big, brash Doom Slayer. In its short demo, available now on Steam, I popped pills, blasted thugs, and wracked up stylish combos, all to some pounding synth beats. And I have to say, it felt really good.


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Project Downfall 22nd Early Access Update Realms Deep 2021 Special is now live!

[h2]Greeting Citizens,[/h2]

The 22nd Early Access Update is now live and ready for download. Came a bit earlier than the planned end of the month to mark the occassion of Realms Deep. Be sure to check out the show!



And have we got some goodies for you! An all new cinematic camera for achieving finishers: Reaper Time, loads of smaller tweaks and special Realms Deep exclusive timed content. This content will only be unlockable and playable in the demo till August 16th . As for the full Early Access, once unloacked will remain unlocked and also the special content will be making a comeback sometime later in the dev.

As usual a full breakdown of what's new can be found further below.




As usual, ultra kudos to the awesome Crimson Community over at Discord for the continiuos feedback, reports and support. You ROCK! Join the Discord to learn more about the deep lore and multiple secrets and alternate events the game has to offer.

Next months update will continue focus on refining existing content and some minor smaller additions.
So please keep the feedback, gameplayclips, reports coming so we can address and prioritise all issues asap!



Now on to the main course:

[h3]0.9.22.0 [/h3]

Main Features:

New Level: Realms Of the Keep (Timed Exclusive Realms Deep content): descend the neon lit street guarded by the Minji Shikamis to annihilate the abominations in the sewers down below...

Reaper Time: a special cinematic camera and effect for achieving the Reaper combo bonus/finisher. Time slows to a crawl with impactful sound so you can admire your handywork in all its gory glory

New level: Wild World. Alternate intro sequence level path on NG+ and beyond.

-Death splatter. Now depending on where you got hit when killed you get a nice chunky and juicy blood splatter on that part of the screen as your head rolls in different directions.




General updates and fixes:


-Add sound slow mo effect to bleedout slowdown.

-Intro train sequence can also be skipped in another alternative method by reading newspapers in station on start in NG plus before getting to work

-Fix three hand issue for ranged weapons.

-updated bleedout weapons dmg threshold values (vulcan3->4, doubleduke5->4)

-updated repaer slowdown values

-added reaper spawn prefab with dedicated post volume effects and anim with sounds

-bleedout head reactivated scream otherwise it would be hard to notice bleedout state. Disabled bone destroy head otherwise enemy with no head and scream would give bad impression

-updated bleedoutgorehits conditions (ie MP5 disabled particle hit wound to make holes stand out more)

-add random prefab to spawn for enemy and player during reaper slowdown.

-minigun new anim hand trigger

-updated bleedout reaper dmg threshold akimbo pistol

-changed reaper/bleedout cooldown from 20 to 6

-updated new minigun vulcan shoot anim

-updated and added various enemy reaper hit and player post variations

-updated shotgun side gorehole variations (Added one larger for more dramatic and impactful effect)

-fillerup new gate start

-bleedoutgore updated superkick prefabs on reaper (guts,lungs, bones, etc)

-multiple new materials created and added

-Don't spawn regular hit gore if we start bleedout. It has it's own gore.

-Add headshot gore hole.

-bleedout attach for kick and SAR prefabs

-Add character limit to changelog.Should fix /help change log not displaying correctly sometimes

-updated bleedout puddles

-updated guts spill scaling and amount

-Add toggle to settings with reaper frequency.

-gatling holwer new element, hand R trigger and anim shoot

-fix clipping with new element should for SAR and Precision AR

-added screen loading tips for bleedout, juicy, reaper and reaper time

-added new details lev sel cloudbreak point (apples, cans etc)

-gatling howler shoot anim updated

-new SAR anim and arm parts

-added popshot reload smack cock anim

-changed clipping plane "near" global in spawn point for new weapon views (ie SAR) from 0,3 to 0,2

-updated pop shot reload anim and fixed missing weapon sway

-fixed weapon sway chaingun harry

-added prop sprites with depth maps for RD2021 (ie toilets, bathroom details)

-updated new SAR view (arm l)

-new ceramic tile material varations

-added ogawa sounds (prevs and subsititued updated superkick, fists, kick, superkick, katana etc

-added skybox from shutterstock by Mattia Bonelli

-added graphics used for certain ads from shutter stock by StonePictures and Second Syndicate

-updated vista AI and post profile

-knife new attack sound

-superkick new hit sounds

-Add translations for restart level confiramtion dialog.

-pighead hurt decals added

-vista intr post update

-skinpunk bleedout addad

-kick punch sounds updated

-SAR gfx pseduo3d sprite update

-Slow down pill effect timer during reaper slowdown - use player time scale to avoid scor/combo issues

-enemy mini model range updated (possibly request from D weapon range override to spawn point or other ext component object in scene)

-updated toliet 3 with ai and destructibles

-created new destructible prefabs for toilet3

-updated reaper post volume 1 (was too dark red)

-chav main hit event for katana added

-skullsmash sounds updated with ogawa mixed

-chav olimp added bleedout

-ninja turtle mutant enemy added

-Disable crosshair/pointer after death.

-toilet intro new level (80s gotham alley and cypunk avenue)

-toilet 3 tweaks and cleanup (ie difficulty, closed up holes etc)

-updated stone puff hit to 4way to look more effective

-updated puddle depth materials to be cutout to fix layering order bug

-added new intro ng+ level wildworld stage connection and to project

-added toilet rd lv (ROTK) connection stages and tweaks and details to the level

-updated collision for pickup (so thrown weapons dont get stuck,smaller chance of annoying throws not colliding as inteded)

-updated demo scene list for RD2021

-added toad lick with conditions to levsel NG+ wildworld

-added skip morning community mags in lev sel intro station

-updated toilet intro ROTK with details, map closeup and other smaller tweaks

-added VG 4 ROTKRD2021 pickup

-updated conditons for BK witness( includes now arcade unfinished otherwise finishing arcade would make BK a witness even though we haven't met him and enable the witness check)

-updated lev sel with conditons for wild world new intro (needs testing)

-Add hit groups to melee weapons. will make certain weapons more visualy impactful

-Improve melee hit detection.

-changelog removed old text to not bug out

-updated fists controller with new audio/visual sets (hitgroup), prop hit sound+vfx, enemy hit sound +vfx etc

-fillerup detail garage update

-kick controller view update so kick dosnt clip with start idle fists

-fillerup fixed hole next to tunnel

-lev sel hub updated light for mag read skip train intro

-lev sel updated (positions of certain trash props, bitten apples etc)

-updated adrenaline yells

-added kick hit vfx (WIP) with sfx

-updated spritedetail props

-added details sprited to train tut start area

-added adrenaline time variations

-COD- sprite details added

-train tutorial sprite details added Genesis

-Fix 3-handed bug with quick pickup of two items.

-canal fugitive updated ar sniper first to be slightly more aggressive and po shots when player is behind cover and seen taking cover

-train start updated sprtie material details

-cod start details exterior added sprite

-added WIP 1010 self defense virtual tutorial

-COD fixed collison gate obstacle carve so enemies wont walk through it unless destroyed

-hotel fixed exit

-updated newsfeed anim

-added vr test 101 to home console mamebox list (always unlocked)

-kick prop sound fixed

-brick ricoechet sound destruct update

-SAR disabled 3d pseudo effect due to buggin out with varied FOV

----

So that's it for now. Thanks for stopping by and we will see you at the next one!

Cheers,

The Downfall Team,

Mike, Dawid


Project Downfall 21st Early Access Update is now live!

[h3]Dear Crimson Community,[/h3]

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

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



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

[previewyoutube][/previewyoutube]

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



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

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

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



[h2]
0.9.21.0[/h2]


[h3]New features:[/h3]

-Bleedout State and our Punch Through Finishers!

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

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

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

-New levels:

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

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

Secret level: The Ascent


0.9.21.2

Changes include:

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

----

0.9.21.1

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

----



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


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

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

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

-Make sure input works after pause during fade in.

-Allow opening menu after dying in main menu.

-Add scale up on fire effect to Crosshair 5.

-benefactors final AI and clouds from roof view update

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

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

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

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

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

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

-hall smalltime small update uzi minoboss behav

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

-memento safe update with descent hell drop

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

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

-added Redhand rig graphics and armored version

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

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

-updated minigun and howler reload animations

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

-added hotel pavlovich WIP scene (perpping room prefab)

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

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

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

-redhand enemy controller with anim idle override added

-Added Redahnd Armored enemy controller with destructible armor

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

-cops holding cells added Redhand

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

-added brain end run KC sweep chat event

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

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

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

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

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

-fixed jman civie enemies (Thanks: gamb)

-fixed navmesh bug azur south (Thanks: Bones)

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

-fixed unused door in curfew (thanks: gamb)

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

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

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

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

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

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

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

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

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

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

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

-added redhand hotel encounter event lockdown and conditions

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

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

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

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

-doubleduke fix mixer (thanks: gamb)

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

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

-contractor start fix mixeer sounds (thanks: gamb)

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

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

-fix typo pre interview tv (Thanks: Nekromorg)

-added new secret LV2 Tengu level (singlestage) WIP

-updated redhand killed conditions for exit hotel uno

-fixed privdence start new OC

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

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

-pavlov hotel hit ai updates and further polish

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

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

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

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

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

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

-added pavl saved and talked unlock conditions to thuglife

-Added OC to Unsung and Ashton Av/Plaza

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

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

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

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

-added letter and hotel keycard pickup

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

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

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

-Add ablility to disable all UI elements at once.

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

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

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

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

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

-fixed guts collision with enemy bleedout

-added pighead rectum bleedout condition

-providence intro new udpated signs from curfew

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

-slum block providence fixed harold kill perm condition

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

-added sign for lv clearance answers

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

-added hotel alternate level access minuteman from condition

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

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

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

-subwork secret area lv 2port added ecoin

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



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

Cheers,

The Downfall Team,

Mike, Dawid