Co-Op is here. After a long (sorry about that) wait, co-op has been moved from beta to a more stable release. Along with it is a lot of quality of life changes and a new tutorial. Hopefully the game will be smoother now.
A new tutorial has been made. This should explain content better than the old tutorial, hopefully. I've temporarily removed the advanced tutorial as it covered stuff in this new tutorial, and it doesn't work right now.
Added keyboard and gamepad controls to the autosetup.
Added some more unique weapons to coop. Due to the mechanics of some weapons, not all weapons were ported over.
-Bolt Action Rifle
Fixed performance issue in coop related to the floppy disk pickup.
You can now rebind the aim mode properly.
Fixed many gamepad issues in the menu.
Fixed item popup for unique weapons.
Added a frozen sprite for enemies holding items.
Fixed a bug with the hockey stick weapon.
Fixed a bug where confused enemies wouldn't attack other enemies.
Backup helpers no longer fire at the player.
Tightened up collision detection.
Shock field no longer shocks enemies outside of the field.
Clients can no longer change the map in coop.
Fixed a crash caused by hitsplats in coop (may have also occured outside of coop too.)
Fixed riot cops in coop.
Fixed being able to enter the car in coop before picking up the money.
Fixed an issue related to completing a raid in coop.
Fixed being unable to damage concrete blocks outside of coop.
Fixed a potential issue with the greatsword. (Was using the same index as the claws.)
Fixed resizing the game screen in the options menu.
Fixed a potential crash in coop with thrown items.
You can no longer melee through walls in coop.
Fixed thrown weapons in coop.
The tutorial will now play for the first quickplay raid.
Fixed an issue causing all the unlocks based on global money stolen not to unlock.
More Co-Op stuff! Co-Op is almost in a viable release state now. As requested I've added steamworks networking and matchmaking support. Both are early, I've only tested each with 2 players due to limitations. As a result, there's probably a large amount of bugs with the steamworks system related to connecting and disconnecting.
Steamworks networking is now supported! Instead of connecting through IP, you can now connect through steam in coop. Instead of connecting through ip, you'll need to connect through the server host's steam id.
The ability to connect through IP is still supported though, you'll have the option to choose how the server is hosted.
Added a matchmaking option to steamworks connection as well, you can filter by level and difficulty. If you have a password on your match, it'll not show up in the matchmaking.
All hitsplats should now show in coop.
Added the ability to copy and paste ips/steam IDs.
The following unique weapons have been added to coop. (Again, the only ones that could be ported without any effort.).
The following clothing can now drop
First Aid - For 5 seconds, all healthpacks picked up restore 2x more health.
Blood Sacrifice - Damages self but heals all teammates.
Shadow Shield - For 2 seconds, players are invulnerable to all damage taken.
Taunt - For 4 seconds, enemies will be much more likely to attack you, but will attack slower.
Toxic Fumes - Spawns a gas cloud around all players that poisons enemies.
Chaos Armour - For 3 seconds, enemies who deal damage will become confused.
Death Mark - The next enemy you hit is marked for death and recieves 100% crits until death.
Static Field - Creates a static field at the player that slows and shocks enemies.
Counter - The next time you take damage, the enemy that fires the shot takes the damage instead of you.
Shields Down - Damage taken is increased by 20% and damage dealt is increased by 30%.
The heal pool is now created at the character instead of the cursor.
Fixed the prison shirt bonus.
Fixed a crash in coop caused by dropping clothes and picking them back up again.
Fixed a lighting related glitch in coop.
Will be finishing the skills and adding unique items next patch, then unless something goes wrong, co-op can move out of beta (though it still won't be finished at that point).
Burning Visage - Enemies attacking players take some damage and get burned.
Shockwave - Enemies near all players will get shocked and stunned.
March On - Increase movespeed of all teammates for 4 seconds.
Booster - Increases all stats of teammates by 2 for 5 seconds.
Stone Defence - Reduces damage taken by 30% while reducing movement speed.
Lone Survivor - A small heal, heals more if teammates are dead.
The strength stat is now applied in coop.
Added bonuses to thrown weapons.
Finishing a raid no longer locks you in the "raid complete" state.
Fixed an issue with the mirror shield skill.
Fixed a visual issue with the leather pants and trackpants.
Fixed an issue with the wind stance.
You can no longer be healed in coop while dead.
Fixed an issue related to random prop spawning.
Reduced enemy health per player to 40% more in shared loot and 75% more in seperate loot.
Concrete can now be destroyed in coop.
I plan on supporting steamworks peer to peer networking for the coop as well soon, unfortunately I don't know if it'll be possible. I'm looking into it, if I get it working it will be added, this way there will be no need to port forward.
The last update of the year is here, this one focused on coop again, more and feature completion, the four classes now do something. Along with that, you may notice a huge increase in download size. I've included the DirectX redistributable with this update, a couple people were having issues related to shaders, this should fix it.
Anyways here are the changes.
Players taking damage in coop are now affected by screenshake.
Added bottles to coop.
Defence now counts for something in coop. (everything else worked as they were client sided)
Added bleed mechanics to coop.
Added some skills and class mechanics.
Take Control - Drains nearby teammates threat levels, healing based on how much was drained.
Covering Wall - Reduces damage taken by 40% for 5 seconds, nearby teammate damage taken is redirected to you.
Threat Heal - Heals all teammates based on their threat level.
Heal Pulse - Adds a healing pulse to nearby enemies, that heals over time.
Threat Reset - Stuns enemies and clears threat from teammates.
Mirror Shield - Applies a state to all teammates for 5 seconds, 25% of damage taken is dealt back to enemies.
Silent Threat - All player damage is increased the less threat they have for 5 seconds.
Wind Stance - Nearby players attack speed is increased by 30% for 3 seconds.
Enrage - Raises threat level by a small amount and makes a large noise.
Hang On - Revive % is increased by 20%.
Reduced enemy melee damage and increased enemy bullet damage.
Increased health per enemy in shared loot mode from 25% more per player to 62.5% more per player.
Floppy disks are no longer a global drop in coop. (Every client can now pick up one regardless of if shared loot is on.)
Enemies can now drop floppy disks on death.
Fixed an issue with coop AI related to the AI would losing target of the player.
Fixed a visual and potential gameplay glitch related to screenshake.
You can no longer "die" in coop, if there was enough ping, it was possible to die like in single player.
Fixed minimap in coop.
Fixed an issue where everything in the map would become active randomly for the server.
You can no longer throw guns in coop.
Fixed an issue where enemies would not drop weapons for all clients.
Fixed a visual issue with the leather pants.
Fixed a crash with the juggernaut skill.
That's it for this update, I'll be working on coop some more next update, unless something happens I want to add at least 1 set of skills pet coop update.
This update mainly focused on co-op. When I previously said that co-op was functional, it turns out that wasn't the case, as loading without a crash was impossible. I've fixed the co-op related crashes that I know of, so it should actually be stable now, hopefully.
Small authoring tools update too, just changed up the materials option.
It is now possible to specific whether or not materials are glass or metal.
Metal - Bullets reflect off of the object.
Glass - Enemies will try to fire through blocks as if they can be broken.
Fixed an issue related to grabbing steam names causing a crash.
Increased the ping limit before disconnection on connection. (Though if you're taking more than 2 seconds to connect, the game will be pretty much unplayable.)
Fixed entities not updating when changing rooms, resulting in broken weapons in coop.
Occasionally the countdown to start a game in coop would trigger more than once, causing the game to start more than once.
Fixed many visual issues with coop.
Fixed a crash related to lighting when playing coop.
Player shadow is no longer based on the server position of your character.
Fixed a sound issue in coop.
Fixed an issue with enemy targetting rules where enemies would target dead players.
Melee enemies will no longer always target the host in coop.
Fixed a crash related to enemy AI visuals.
Fixed pathfinding in coop.
Added some lag compensation to player attacking.
Changed the way room transitions work.
Previously, only hosts could move towards levels.
Now, if a level has been beaten, all players can return to that room.
All players can open doors, the first door entered, everyone will warp to.
The more players opening a single door, the faster it'll open.
Changed the rate in which the player and enemy info is sent to clients,
previously it was whatever the server host's framerate was, now it's 30 times every second regardless of the framerate.
Killing enemies and firing shots now makes noise in coop.
That's about it. Keep in mind, Co-Op is still early iin development, there's still issues, I'll be doing some more work next patch.
Nothing really NEW in this update (Did some very minor stuff with modding), as it more focused on balance and polish. If you have the authoring tools installed, you'll see it got an update too, this was the debug tools, that's all that was added basically.
Anyways here are the notes.
You can now pick up enemies you've knocked out already.
Added a debug mode for modding level packs, to make editing easier. When modding the putting a ?before any command turns it into a debug command, if the debugger is not running, it will not be compiled.
Added the then function "debugmessage", when activated it will send a message to the debugger.
Fixed a crash caused by enemies having targets other than the player (would be crashing anything that caused enemies to attack eachother, the backup skill and co-op).
Pressing the middle mouse click no longer spawns a backup enemy which would crash the game.
Very slightly tweaked "junk object" spawning again so blocks don't spawn next to eachother.
Enemies in the initial spawning phase can no longer take damage from anything.
Neither can knocked out enemies.
All situations where the hitsplat and actual damage lost were not the same have been fixed.
Fixed a crash caused when switching floors.
Fixed the first saved character's items being wiped when playing quickplay.
Fixed an issue where enemies would glitch up during the immune phase and attack you right away.
Knocked out enemies can no longer revive other knocked out enemies.
If you've hacked a door, left, and reentered, said door will now close if you've been spotted.
Reduced the time in which it takes to hack the doors by 50%.
Clamped how much enemies try to dodge shots.
Knocked out enemies now stay permanently knocked out if you've cleared the room.
Medic enemies now only restore enemies in their squad, and cannot restore enemies while poisoned.
You can no longer use skills when poisoned. (Except vaccination.)
Enemies now spawn in automatically, but are immune a while longer. (Also changed the visual.)
Retooled the weapon generation formula.
Legendary weapons now only boost stats by 10% instead of 25%.
(Weapons generated before this patch will have old values.)
Gun upgrades now increase stats by 3% instead of 5%.
Greatly increased the speed that hostaged enemies are knocked out, instead of being stunned when escaping/being let free, they're now immune for a short period of time.
Nerfed unarmed combat does pretty considerably, as it was more efficient to use fists instead of some weapons. (Was actually given a higher base damage than generated knives accidentally.)
Grenade Launcher - Reduced explosion damage from 128 to 96.
Greatsword - Reduced damage from 2.2x to 2.0x.
Chainsaw - Reduced damage from .4x to .3x, stealth damage wildly reduced.
Six Shooter - Increased delay on shoot from 1.6x to 1.8x, increased damage from 1.2x to 1.3x.
Hockey Stick - Increased damage from 3.5x to 4x.
Sparkler - Reduced the rate in which the sparkler restores by 75%.
Air Rifle - Increased damage from 1.7x to 2.5x.
Baseball Bat - Reduced damage from .6x to .5x.
Dual Pistols - Reduced delay on shoot from .55x to .45x.
Bolt Action Rifle - Reduced firing delay from 2.0x to 1.6x.
Legendary Unique Weapons
Tesla Gun - Damaage is no longer based on how far the arch travels.
Assassin perk - Health per stealth point reduced from 2 per point to 1 per point.
Tye Dye Clothes - Increased turret healing greatly, every time the turret heals off the same enemy, the healing charge rate is reduced, increased healing range. Turret now makes noise.
Mechanic's Clothes - Increased turret damage, turret now makes much more noise.
Bad Medicine - Reduced the time that enemies attack other enemies from 5 seconds to 2 seconds.
Condensed Rage - Increased damage dealt.
Aura of Fury - Instead of only confusing enemies when the skill is used once, it'll be active for the entire duration.
Stance of Mirror - Increased the damage reflected the enemies from 2x to 3x.
Shadow Shot - Damage is increased the darker the area you're in.
Changed how popups work slightly to prevent clunkiness when picking up items.
I'd like to note that the debugger is not finished, I'll be adding more commands and fixing stuff up. Along with that I'd like to put out a help file for the modding tools.
Next though, I'd like to focus on co-op, hopefully I can get that actually working as intended, as it's very broken right now.
Smaller update, was going to focus on some more stuff but I found some more glitches related to the two major glitches last time. 1. The difficulty and raid size was defaulting to the grand heist raid size. If you felt the raids were too long, this was the cause and it's been fixed. 2. While I fixed class unlocking, the counter for money stolen wasn't going up properly (unless you died, then it'd go up very slowly), so unlocking classes was very difficult.
Hopefully these issues are actually fixed this time. Anyways here are the patch notes.
Fixed an issue related to equipping clothing ingame in career mode.
Enemies can no longer throw items before they spot you.
Fixed some potential slowdown issues related to pathfinding.
Fixed some issues related to enemies following bloody footprints.
Enemies will now actually not try to take cover outside of the room.
Fixed enemies carrying items not showing the enemy detection visual.
Fixed enemies getting stuck in blocks.
Fixed an issue where all career mode levels were the size of grand heists.
You can now push moveable blocks when using a gamepad.
Fixed being able to open the inventory in the death/raid complete screen.
Using an item in inventory in career mode no longer locks you from pressing enter to start the raid.
Fixed several issues related to statistics that may have led to not unlocking classes. (Money was only being counted as stolen when you died.)
Increased the speed in which enemies lose track of you.
Splinter cell enemies now detect you 3x slower.
Enemies will now spot you faster if they're more alert, but less if they aren't.
Retooled the "alertness" scale to go up much slower, but cap higher.
You can now only take enemies who have never spotted you hostage.
Changed up how enemies will try to get themselves out of corners if they walk into them.
Formally removed enemy learning, was making everything more complicated rather than actually adding anything (was only changing how fast enemies spot you, and what weapon they started with, which didnt do anything).
Heavy optimization, the game should run considerably better now. (For perspective, I'm getting approximately 70% better performance compared to 0.8.2.0.)
As I've updated to a new compiler, I'm expecting a lot of issues, based on testing I fixed everything I could find. That doesnt mean I've fixed everything though.
Reduced the size of health and ammo kits so they don't clutter up the screen as much.
Next I'd like to do some work with the lab level, hopefully I'll complete it next patch.