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Project Downfall 17th Early Access Update is now live!

[h2]Dear Crimson Community,[/h2]

The 17th Early Access Update for Project Downfall has just dropped! And with it loads of goodies for the holidays, including time limited Christmas content (including the new minigame „New Blood”) as well heavy updates to existing content and much more. For a detailed breakdown please check the notes below.



The next 18th Early Access update is planned for late January / early February and will focus on updating and polishing levels and stages which need it most as well as refining and polishing mechanics and making adjustment for the new difficulty setting updates (the general difficulty system update has already been added with the 17th update but has not yet been added to the levels)




Now without further ado let's move on to the good stuff:


0.9.17.0 Includes:

-New Time limited level New Blood. Fight your way through these grim land and up the scaling Township to reclaim what is yours. With your trusty blunderbus at the ready you will need to adapt to a different playstyle.

-Added DayByDay calendar to the apartment. Keep up to date with your upcoming tasks and errands.

-Large update to timeline system

-New combos: air kick, melee headshot, melee nut shot, sliding kill, environmental kill combos.

-updated Corpo worker subplot with associated events (reqiured to visit work after liberating Oude Station)

-Possibility of snow at cloudbreak point hub

-Add camera shake on damage.

-Implement difficulty unlocking. Finish the game at least once to unlock remaing difficulties

-Large updates to mulitple levels(and associated stages) inlcuding not limited to:

Apartment, cloudbreak point hub, curfew station, Blowhard, Providence, Omnicare office, I'll Be Back (CTPD) and much more

-new lenny and larry idle animations

-new chav low tier thug:lowest tier olimp tracksuit will have mid tier reaction time /aiming time (currently in jman2 and blowhard)

-bear alternate WIP controllers (for tweaking new base neutral animation)

-new pop pills animations

-level sel hub cloudbreak point updated with variable ads after intro levels and refl probe post witness, detials to obey advert support beam, bg building cleanup etc

-lev sel hub further updates with new random spawn logic, car material mustang, wall texture subway new etc

-lev sel hub shop updated with new texutres/materials and details etc

-lev sel hub update ad with frames collect, new thick cables, skywalk construction with protruding girdings etc

-Implement flying kick. Give slide kick more damage check duration for better precission.

-Homeboys added rebard 3d depth decals-home updated corridor to elevator with marble material and details

-updated lev sel cloudbreak point hub shutter details, shops details, lobby lights etc

-station curfew new doors (material texture effects etc and details around door)

-cloudbreak station details and tweaks as well as home

-station curfew further tweaks

-blowhard multiple detials added (building ads, Tengu skywalk WIP, buildings bg etc)

-blowhard final details added (hanging cables, building background, lights from bg buildings, neons etc)

-lev sel cloudbreak point further tweaks added to left building (quickefix back, view from ledge part of map)

-blowhard final, further tweaks and polish and details (upper end region and hanging cables, support beams, chav olimp tracksuit for variation etc

-Scroll combos in outro screen if they don't fit the screen.

-weekly calendar with logic added to apartment hub. Will change depending on which route was taken and show according task on according day. OVer the coarse of the game timeline

-updated gates security curfew and some other smaller details

-tweaked reaction time for olimp chav thug

-changed wod panel texture material at home corridor to elevator

-curfew new security gate tweaked top

-blowhard new seucrity gate closed off to back area and new materials / textures etc

-station tweaks to door size and pipe floor alley

-blowhard multiple new details (new canal water stream amterial texture etc, new buiding bg, reflections, lighting event for first npc, trippy camera on start before intial brain chat to indicate hammered state, new bariers, 3d canals and undeprass sounds etc)

-blowhard further tweaks(mostly to curb canal blocks)

-work lobby multiple workday logic added and reworked monitor screen elements, added desks to other parts of office, added daily work task window with confirm event and unlokc conditions based on timeline progress, if work done on current day, ali phonecall logic updated to be on workday2 only etc

-lev select cloudbreak point added subway station information stand (WIP: soon info on story/plot related elements will be shown as interactable text popup)

-Fix melee pointer.

-blowhard start skywalks overhead added, random green light, new ppeshow door texture and material, detials to rooftops etc

-blowhard final added details to rooftops

-Implement monitor cursor.

-blowhard further tweaks, ie brain glitch event with audio on start chat and adjusted trippy visual acid values

-lev sel hub added news interactions to infobox stand with logic depending on station status (game intro, closed for different conditions and liberated after COD or Liberator)

-subway workhub after work logic and conditions for unlock on 2nd day for arnies, trian ride home event door open, updated textures lighting and reflections etc.-police station made detectives office, close with level 2 access card

-fixed redshirt slim casino topfloor who would get stuck often in/between destructible wall and updated navmesh

-subwaywork fixed floor texture/material mesh

-work office added working printer behind desk WIP

-added police lv2 access key gfx to pickup and condition to detectives office open key

-better wittnes added more visible police CTPD key with gfx-talltrees reomved unused test chats and other cleanup, made darker more looming skybox and added condition WIP for key to dicks office

-added calendar open up event to start apartment hub screen

-updated text on KC gear for finishing COD or Liberator

-added new final thugs level WIP

-updated cloudbreak point station infobox layout

-home apartment calendar more event added to timeline with logic (Setup ,workdays and correpsonding wth COD or Liberator acotive or not/corrsed out etc)

-button press accept sounds and glitch sounds new-open door event updated with kc uniform pickup and new sounds etc for police start-mall olga final endlev gfx added (WIP) and fixed holes in map

-mall olga englev event updated (WIP, elevators with explosion sound and transition to endlev etc)

-talltrees added endlev hut with interior light and moved endlev exit to interior

-updated explosion mall event with Olga and splatter effects and explosion (still WIP)

-updated downtime condition for updated levels from previous update (have to finish Answers now)

-talltrees dick office key event added according with timeline restraints ( before boyz or casino, after that no dick or key and safehouse on fire)

-added bomb countdown timer to mall end

-fixed timeline dates in lang lockit keys

-added according text to date of opening in freeroam hub of lexington bus terminal, azur CTPD an Cloudbreak Station and Azur Plaza

-added infoboxes to Azur downtown area

-added interact highlight material to news clippings on pinboard home

-work lobby updated logic for final workday pickup lv2 with chat events with Alistair (inlcuding logic if last day but some wokrdays ommited hence wont activate lv2 pickup event)

-updated bullet board home with logic and fixed missing gfx etc. Updated with logic for remaining game events (still WIP, currently inlcudes ie saboatge evidence, package pickup, lucos note etc)

-created chat variation of notes without brain for news clipping summaries-added new gfx for elevator panel to make selectable floors stand out more

-added outline glow for calendar so it will stand out more

-slumlow providence final new details added (WIP, girdings, support beams and cables bg, advert sets etc)

-cod start more detail and bg buildings added. Replaced old gate with new security gate models

-updated credits: Still

-large update with details to slumlow (final providence). multiple new support beams, adverts, lighting, textures, smaller details, fences, girdings etc

-updated privdence final : further details and tweaks (this time focused on initial part of stage:details and beams girings etc on start buildings, further polish etc, still WIP)

-Disable input by default for teleport with fade panel. (used ie when working)

-slum providence start further tweaks and polish added(updated material, further support beams to other platforms added, WIP balcony for WIP secret etc)

-work lobby work event updated with typing fade event with text and sound. Updated and fixed logic for other related diner conditions, ie phoneoff event, and started work on day of phone ring etc)

-cod intro railing and curb updated

-start apartment fixed wrong text on evidence post sabotage note on bullet board

-cod intro further tweak (added roablock cross X animations-street downtown hub added cross X animations to roadblocks

-Fix combo notification text in first frame.

-new enemies for newblood added: judge, hunter and wolf

-implement Aggro observer. Don’t allow enter car when we have aggro.

-Add null fix to BaseRainScript caused by missing camera (Player not spawned yet).

-chagelog updated

-updates newfeed animation

-police detectives office key sign panel added ( to highlight how the pickup key looks like which unlocks door)

-lev sel hub update elevator buttons updated

-start screen pickups to shelves added (lv2 , police key, dick key), added daybyday calendar logotype with animation and layout of bullet board

-added varying random enemy sets for new blood

-homeboys final pavlovich save event added (AI layout, chats etc). stage still WIP but can be completed

-added blunderbus weapon icon

-updated thugz final with eavesdrop event and further tweaks to layout, AI etc

-changed locked difficulty icon to red to be more visible

-curbs added to varoius part of downtown hub and updated Construction BlockWall material

-fixed bullet board messages (disbaled unused or not ready ie package rectum and added text for gutter find)

-added christmas tree for game newblood pickup-updated health size and placement for new blood





So that's it for the update but before I sign out, I'd like to wish you all Happy Holidays. Stay safe and healthy and let's take a symbolic day to appreciate what we have and those closest to our hearts. And here's to 2021 to proportionally crank up the positivity and good vibes! Have a good one!


Cheers,

The Downfall Team,

Mike, Dawid

Project Downfall 16th Early Access Update is now live

Greetings fellow Citizens,


The 16th Early Access Update for Project Downfall just went live and is ready and waiting for download! For a detailed breakdown please check the notes below. One of the new features inculdes various framerate settings. Since this is the first itteration and various monitors/setups please let us know of any issues and how this is working for you. To enable these options go to the graphics settings and disable v-sync and a new batch of setting shoudl pop up.



The 17th Update is estimated to drop round Christmas Eve and likley with a limited time Holiday event. Besides the regular further tweaks and refinement to existing content, optimisation and so on, it will most likely update and tweak the awareness system further (we'd appreciate your feedback here, ie if you would like an optional 360 degree awareness update which would indicate aggro enemies behind cover) as well as making the flying kick stand out more (and with its dedicated combo multiplier) and updating Hard and Nightmare difficulties for mulitple levels(inlcuding enemy reaction times, which should also benefit normal difficulty: more lower tier enemies are planned to have a slightly but noticeable slower reaction/aim/shoot time).



Thanks again for the awesome feeedback! We greatly appreciate it and do please keep it comming:D

Now on to the main course:


[h2]0.9.16.0 Includes:[/h2]


-Updated awareness system: now it will display correctly on the sides and not only on the bottom edge of the screen so it will be easier ti pinpoint incoming danger. Of course, if you would rather depend on the 3d audio and incoming footsteps, you can also turn it off completely in the settings.

Please let us know if you would like an additional option for a full 360 degree awareness update which would come handy with indicating aggro enemies behind cover in front of you.

-large update to the GUI chat and man menu interface

-new level: memento down the Brainfreeze route you might get into another reality with a stroll down memory lane.

-Disable mipmaps for scanlines, so it's quality will not drop when quality settings are low.

-Add selectable sounds. Applied them currently only to main menu

-Initial implementation for frame rate settings. Implement initial version of frame rate options.

-small unused chat fix streets azur hub

-titan contractors final tweaks

-change main font english

-dowtime intro updated

-details, road to airport, ai etc.

-new assets /neons etc

-updated longroad

-titan contractor final updated details and ai layout and logan intro chat

-multiple avatars for npcs (harold jones jr, lenny, larry, logan )

-updated chat activity details and anims

-chat update (avatr anim, text anim etc)

-dowtime connected with intro level

-dowtime start scene updated with ai logic/aggro call, gate open event, kc perimiter etc

-topdog airport entrance updated

-canal tweaks for first enemy rifle to be more dangerous and fixed scene music bug (double file, unused removed)

-apartment connection to downtime new adjusted

-Fix navigation for gamepad.

-Hide advanced frame rate options when they are not needed.

-updated canal fugitive and mech boss scenes and events , polish (ie mech drop and fog cover, gate open start event, bool save if mech dropped, connection and closed up canal first etc)

-Updated Brock D avatar graphic-home painting destructible on wall added (WIP-to be added to home destructiob logic)

-new material posh ceramic large marble pattern

-olga chats display only once to not break logic in certain instances

-contractor finall elvator bottom event added with end level fall event with audio. Also polished upper area with AI, destructible vases etc

-multiple updates to brainfreeze route (update contractor elevator fall event, witness conditions to brainfreeze levels both version, added end lev elevator event glitch to brainfreeze and chats,tv etc)

-Add more screen mode options.

-levels for asylum madhub (witness alternate and office alternate memento levels WIP)

-downtime start gate left KC barier event added and level closeup

-exodus fixed corrirdor run outside during asylum spawn event

-witness fixed lamp obstacle on right next to dumpster

-update to memento levels (still early WIP)

-added chats memento first witness variation

-HUD update ammo size color and material

-outro asylum brainfreeze multiple fixes and adjsutements(new level conditions, start screen condition and connections etc)-fixed outro asylum restarm main level name

-memento levels added to asylum andgame logic

-titan final contractors added details to stairwell and closed off

-added connections and conditions WIP to outro asylum level hub to connect with memento levels and unlock final

-added vr set and exit to level event and logic with asylum brainfreeze endings

-fixed correct ending conditions and updated with memento levels conditions

-Update UI scaling. Fix image anchoring.

-updated picture destroy home unlock condition and destroy screen

-Implement dynamic layout for ChatActivity with max size.

-fixed chat avtar missing localmove tween X value (missing from change from regular "Move") and small tweak to outline topchat bottom

-fixed connection answers to downtime (new intitial stage)

-updated logic for trauma post setup in start screen logic and hospital room.

-Add fixing blind spot awarenes size after resolution change.

-Implement combo mixer for combining 3 different combos.

-added elevator home event (panel, floor panel LED display and floor button interaction, etc) Roof to be added soon

-terrace topdog closed off entrance to airport

-added multiple new street ad banners WIP

-brain chat fix typo trauma start

-background gui frame bar updated

-updated fence material-updated hell outro to witness and contractor memento levels and closed off map, added details, enemy event spawn on final room open, pull out vr event, etc. Still WIP

-updated condition for bad ending asylum (if final memento unfinished and at least one initial memento level finished and returned/pulled out of vr)

-Change combo mixer so it will activate after 4 different combos.

-updated home newsfeed-updated changelog

-added elevator panel floor selection to ground floor elevator

-fixed a few typos in apartment TV

-Add localization for combo mixer stat in outro.


---------------------


That's it for the November update. See you in December!


Cheers,

The Downfall Team,

Mike, Dawid

Project Downfall 0.9 15.3 Halloween Special is now live!

Greetings Crimson Community!


The Halloween special Build 0.9.15.3 is now live on Steam. Biggest new features include timed exclusive content, a new level, weapon and the usual fixes and tweaks. More detail on that further below.

The Halloween special level "Deat Heat" can be unlocked for the next 12 days (till 10.XI.2020). Once unlocked, you will continue to have access to it after that date. But you need to find it first;) Once you do, you will be able to play it from the Mamebox console at the apartment



Next update with be the offcial 14th update and should be ready around mid November, focusing mainly on updating the awarenesss system (especially visibility on the sides) and further refinement and polish to existing content.

In the meantime, a small update might be going live in a few days to address a layer order issue with one of the new enemies and name of the Magnum.



Now on to the fun stuff!

Edit 03-11-2020:
Flash update 0.9.15.3A added. Cahnges will be highlighted in bold below

---

[h3]0.9.15.3 inlcludes:[/h3]

- Halloween special theme at the apartment

-Halloween exclusive level: Dead Beat. Take on the living dead in this prototype arena/wave style level. Available also for the Demo version but with limited content (no Magnum, smaller level, ends on wave 2)

The living dead in this map pose quite the threat: much tougher than regular enemies, you will need to blast through 3 layers before you get to the vital parts. That, or find a weapon with explosive damage:) Another bonus is that these dudes will have stunted and longer reatiion/aiming times-after all being braindead has to have its cons, right? ;)

-New weapon: the Magnum (official name pending). Time to go Dirty Harry! Only available in Dead Heat

-New enemies featuring robust destruction, the Livind Dead! Blast through 3 layers to get to the vital parts!


-fixed azur plaza downtown hub unlock progression post thuglife and boyz (Thanks: Still)

-fixed no spawn of final enemy in dead heat and removed unused condition for final enemy

-fixed Alistair incorrect spawn work lobby (Thanks: Still)

-zombie map new props, neons, updated refelctions

-updated Magnum (Mag NM) name, correct weapon pickup icon name and graphic, cleaned up logic

-fixed pumkpin head layer order glow

-witness level new neon props and destroyed decal ground concrete with depthmaps


-Added to base low tier slav thug override for slower aim (hence slightly slower reaction time: get feedback). Should make the initial early game encounters easier,

-updated material for pillars Fugitive

-larger updates and polish for fugitive level (new elements, bariers, AI tweaks, Boss fight mech, NPC post fight area, npc chats etc)

-updated mech cannon to have small explosive damage to chip away cover a bit faster and make fight more dramatic

-topdog start updated final part of stage escalator encounter (destructible ads, new enemies etc)

-removed old glass elements from exhibition stage of top dog (caused major performance hit)

-new car skin for Canal Fugitive outro

-Setup first stage puddle updates and small bugfixes (unused chats etc)

-new enemies: armored KC grunt (in terrace), kc operatives blue, new shoot animation armored grunt etc

-answers further tweaks and plish, closed holed etc,

-topdog final entrance area updated

-bullet impact sparks fixed not despawning (should help performance)

-new slim kc grunt white

-nightstick updated to be destroyed on 0 uses thrown (was destroy on hit before enemy throw hit deduct usage was implemented)

-downtime intro stage added and text (warning of Crimson Reaper in area and KC sweep) (temporariliy disabled to since level is too unpolished to go public yet. Should be reactivated by the next update)

-fugitive slight tweaks to materials and slight details added

-nightstick pickup grab collider expanded

-mech canon explosion bullet smaller 0,25->0,15

-Answers updated glass materials and meshes set to static to enable dynamic occlusion (possibly increase performance)

-added halloween pumkpin destructible for home with new destructible (action levels have more gore/blood oriented destroy)

-updated newsfeed home animation

-added Dead Heat Demo version map with speific tweaks (removed slugger and closed off second part of map and wave 3, info popup) and added to demo scenes

-added new halloween decorations

---

This is all for now,

Till the next one!


Cheers,


The Downfall Team,

Mike, Dawid

Project Downfall Early Access 0.9.15.2 Update now Live!

[h2]Greetings Crimson Community![/h2]

0.9.15.2 is ready and waiting for download!

Major new feature are the 2 new midgame levels „Thug life” and „Boyz from tha Hood”, with its own new dedicated dynamic tune. These will be alternate routes for the main plot branch levels It's Personal and Less Than Zero . These are the initial iterations of the levels so expect some updates here soon.

[previewyoutube][/previewyoutube]

Also got quite a bit of polish and tweaks to Top Dog along with a new initial stage (starting in a parking garage to make the level progress more coherently).

Besides that the usual healthy dose of tweaks, adjustments, polish and fixes. For detailed info please check the notes further below.

Next update is planned around Halloween, 29th Oct and aiming to get something special done here :)

Besides that emphasis will be put on the Top Dog route levels and further polish and refinement of that route as well as getting community request/bugs addressed on the fly, so do please the feedback coming!


Now moving on to the main course:


[h3]0.9.15.2 Includes:[/h3]

-2 new levels:

Boyz from tha Hood
Thuglife

With dedicated tunes and a 90's Hiphop Hood theme in Dredd sauce;)

Currently there are 2 ways to get access to these levels. The easier one to discover will require sparing some certain dudes along a certain route

-Implement pill name showing as weapon name

-shotgun slugger updated: explosive damage and radius and adjusted ROF

-updated wall destruction dust time size and material

-trauma start material bed update (no smoothshine)

-homeboys second stage added with fully destructible walls, AI, layout, lighting etc

-Reduce chance for blink in MainMenu at first frame.

-lowballer enemy bullet lowered from 100->80

-updated scaling stone big cloud bullet hit

-updated lowballer material

-added kingston start stage

-updated hombeoy soft post profile volume

-updated pill names

-lowballer player bullet model updated impact hitforce 100->450 for more dramatic impactful deaths

-slugger dedicated bullet created

-homeboys and kingston maps updated

-4 new homeboy enemies created (fat white and black suit, 1 red vest thick, 1 leather vest sunglasses slim)

-precision enemy fixed rof slower to act more like player rifle

-specar fixed bug (depleting ammo from player ranged model). Will be working correctly now

-added and reworked midgame conditions to accomodate thugz and boyz logic (needs thourough testing. currently tested on default route and works). Added related events (ie home phone call harold if conditions met etc)-baseball drop airgrab collider expanded to make it easier to catch

-level list updated for car lev select hub for boyz and thugz levels

-added thuglife intro stage with tune and event

-enemy post death physics push changed layer to ignore player to avoid bugs/glitches with movement

-updated pill swallow sounds (new gulp and pill shake)

-new homeboy ripped with armor

-new quality settings for testing

-crossroads condtion unlock updated for thuglife (if finished crossroads unavailable)

-AR updated for enemy (different material to be more clearly visible and distinguishable)

-precision ar enemy new reload sound and 3d to not be too loud but also give sign precision OHK shot is coming

-updated intro anim nohero with intro flash sound

-Demo: Show demo activity after Rectum.

-Arside enemy updated material to stick out more

-terrace topdog exterior heavy update (polish,details, lighting, new area, ai tweaks etc. Still WIP)

-topdog interior tweaks

-topdog new intro scene WIP station-intro scene sounds added

-new kyoncha Spec operative white variant and with flashlight

-home news updated for next update

-enemy minigun sound update

-blowhard updated surface step sounds

-changed pill popun name color

-Precision AR impact force higher (to test and see if in commuity gameplay if it looks better, otherwise revert)

Project Downfall Early Access 0.9.15.1 is now live!

Greetings fellow Citizens,


0.9.15.1 Just went live and with it more good stuff!



The major feature of this update is a reworked stamina/ kick system and dependency. Now you will never get locked out of kicking even when very low on stamina but there's a catch. If you spam the kick it will result in a kick with longer windup, same goes for the superkick. If you wait for a brief moment however between kicks you will be able to do continiuos kicks at regular speed.

Also, some other tweaks to the avatar, including a pills swallow animation, highlight of currently selected pill and layout tweaks.

And last but not least loads of updates to levels and bug fixes, polish etc. For more detailed info please check the patch notes below. Major changes were added to the Trauma related levels.

We will most likely be dropping another patch next week(circa 22nd OCtober) focusing on further polish to the Trauma related levels (heavier emphasis will be put on the Top Dog level but Trauma, Setup and others will still be getting some love) as well as addition of a new important midgamelevel/route. And of course addressing as much community feedback/reported bugs etc as possible!

Seriously though, you guys rock! The reported feedback helped speed up fixing issues so much faster, so please keep it coming! Major kudos go out to: NickyBfudd, Still, Insomniac.

We will still be working on updating the awareness system to be visible on the sides but this will likely be ready in 2-3 weeks




[h2]Now moving on to the good stuff :[/h2]


0.9.15.1 Includes:

-incr game ver 0.9.15.1 to both full Early Access and Demo. Updated changelog with basic info.

-fixes and polish to trauma (new chat events, tv, other props, fixed hole floor to garage etc)

-setup start fixed missing colliders for chainlink fences

-fugitive start brain chat event added and closed exit to gutter and added exit to canals with chat sewerfolk (Brock)

-Terrace Top Dog first level tweaks (broken mesh obstructing passage/skywalk as well as surface step sounds to skywalk)

-new tv news Early Access info animation

-Fixed Alistair avatar in related chats (was regular Cop)

-bazaar post diner further fixes and tweaks (ie blocked hole in back of map, replaced important npc with regular street npcs etc)-canal fugitive fixed mass of physcial object for new player system (to avoid object blocking path with weight)

-multiple fixes to out of bounds (all from outofbound4 besides chinatown anz azur plaza levels which are still early WIP, Thanks: Insomniac)

-added baseball bat to ethnic start for normal and new enemies for hard ad nightmare repsectively

-updated texture interior container ethnic start

-homeboys new dynamic tune

-added door/shutter with open event to mall setup start

-tweaked penalty kick duration for private community beta

-added eat pill animation for avatar

-Add current pill highlight. pill outline for highlight HUD

-When we have akimbo and pickup weapon, it will always add ammo. Previously it was switching to normal weapon.

-Reduce melee weapon durability after enemy hit when thrown.

-nightstick and baseball bat sounds update for strike and destroy

-crossroads 1 stages fixed level id used for intro and restart logic

-run kyoncha fixed floor layer to avoid weapons falling through and added surface step sound

-Added low stamina kick animations for regular and superkick

-added new bloom preset: minimum (WIP, soon to be added, lighting settings to graphics settings which will make bloom intensity more useful)

-trauma final optimise lighting and breakable windows (replaced destroyed version to particle instead of 3d objects which would cause perfomance issue-might reenable these later with custom destroy/dissolve etc)

-lowballer player updated to stand out more. 3 bullets pre magazine in quick succession with explosive damage (if shot quickly will almost be like 3 simultaneous bullets)

-trauma start post effect update(added Chromatic abberation with custom texture and acid trip shader fo more tripy/delirous/post surgery effect)

-airport downtime updated with new elements from grounded (supermarket, bariers to main flow etc)

-terrrace/start topdog updated with destructible ads and updated AI lowballer and fixed platform sticking out on stairs lowballer sniper

-mall setup fixed collider for new player system to acitvate trigger lights mall off and AI move into position

-kyoncha SO added physics effects to controller for more dramatic and varied deaths-updated AI timing and placing for trauma 2nd stage, general AI update

-trauma start further optimisation

-Answers updated/fixed pickup dmr and light trigger events. Removed unused pills (to add adjucator pill description). Fixed door final so AI wont open it on hit-lowballer visuals and placing update, effects, sound etc (WIP)

-fixed teddy conditions trauma start (Will only show if snaity v low)

-trauma final optimised lighting

-setup condition updated/fixed (has to be unlocked from freeroam if olga chat condition met) and adapted for car

-answers added to leaderboard on completion-lowered enemy MG firerate 1.5->2.5

-altered trauma start post effect bloom overlay dirt to more stylised lowres

-airport KC Downtime added connection direct to canals

-topdog final fixed exit to answers direct instead of home and removed old exit to test endgame 5

-trauma 0 lightin update events and optimised

-Canal/Fugitive fixed level start for intro visible

-trauma final KC mid enforcer lowered stun time (WIP) for new kick system

-Show demo activity after finishing genessis.

-Implement intro override in Gameplay updater (what this means all scenes should use the new intro/outro system now. If you would notice any bugs here, or something that is working worse than before please let us know where)

-Implement run penalty after kick. (seperate for high and low stamina)

-Add pill swallow sound.

-updated avatar animation speed for alternate timescale for pill eat logic

-added pill eat sound and updated pilleat event and pill layout,scaling/spacing etc

-homeboys texture update

-trauma fixed bed collisions

-package free fixed conditions for crossroads exits to be active pre its personal and disabled for freeroamd (Thanks: Still)

-new concrete wall textures-updated post diner bazaar shootout. Fixed Chat npc greet disable on display, fixed AI aggro (Will now attack if go too far from car), fixed disable car interaction if enemy killed in level(will soon be made permanent per playthrough) and multiple other smaller tweaks for this level

-new Fugitive first stage (WIP) and connect accordingly with remaining stages/levels

-kick updated with superkick for low stamina

-boyz2 layout update and bath surface step fix

-small time mansion exterior new start music track

-added wind effect audio 3d to old friends, updated and polished balcony exterior and bocked fall to lower platform without actiavting event first

-start screen added condition for exit between grounded and empire

-updated kick run stamina penalties

-trauma first area updated exterior and slight cleanup

-fix trauma final interactable unused for old chat

-updated kick model to avoid spamming of fast kick (older version alled fast kick to be repeated too quickly, still WIP)


-------


So that's it for this weeks update. We will get back to you soon.

In the meantime, please take care and be ever vigilant in the streets of Crimson Tide!


Thanks,

The Downfall Team,

Mike, Dawid