Boring Man - Online Tactical Stickman Combat - Spasman
-- Increased Buzzer base damage (projectile + melee)
-- Increased push back on the Riot Shield's shield bash
-- Riot Shield now tires more easily when blocking attacks
-- Greatly reduced Wrench base damage
-- Wrench now does triple damage on headshot, which still does less damage then before
-- Slightly reduced Keymaster base damage (rifle + shotgun)
-- Added audio filter effects for underwater and flashbanging, which you can turn off
-- Started implementing Steam rich presence for a laugh, which you can turn off
-- Updated to Game Maker runner 2023.2.1.90 and broke everything
-- Fixed a lot of things but not all quite yet, thank you for your patience
Boring Man - Online Tactical Stickman Combat - Spasman
Well, that was horrifying! ːdswilsonscaredː Apologies for the down time and massive waste of time. I had tried to convert everyone's saves from basic text files to an SQLite database, which took a long time, but it turned out to be the wrong solution in the end. Back to the drawing board on solving this text file horde.

Beta17 is ready to go regardless, I'm officially proclaiming the content in the rewrite is now caught up where v1.2.7.7 left off.

See for yourself below:

New Weapon: Riot Shield
I am proud to introduce a brand new weapon, the Riot Shield.
If you missed it, you can get all the details in my previously uploaded video:

It's a defensive 'Nade weapon which is effective against slow and powerful weapons such as explosives and shotguns.


New Weapon: Buzzer
The controversial Buzzer has made it's glorious return. It has experienced a massive rework, but I have no idea if I made it better or worse. Meta or quality wise. I guess I'll find out, probably the hard way!



Instead of bouncing, the Buzzer's sawblades will now crawl along surfaces and damage anything in their path. The Buzzer does not have a lot of ammo, but once your sawblade slows to a stop you can pick them up again for reuse, almost similar to the Tomahawk. Sawblades can also do headshot damage, but only while airborne.



The Buzzer also features an alt-fire which allows you to spin up the sawblade before firing. Not only can you use this as a makeshift melee weapon, but firing the sawblade while its spun up will also strengthen it's launching power.


New Weapon: Blaster
Here it is, the Blaster. The Blaster has also been reworked, both in gameplay and visually. All firing modes have been changed, which you can swap between using alt-fire. The first, default firing mode now follows a sine wave pattern, and can be fired endlessly like its predecessor.



The second firing mode retains it's shotgun-blast theme, it has fewer projectiles that do more damage and fire in a uniform spread pattern.



The final firing mode launches a large, explosive projectile with a heavier drop speed. It's considered an explosive projectile, including all the consequences of being such.



The Blaster now has an ammo pool in the form of rechargeable energy. The spread and explosive firing modes will use up ammo, however the Blaster will recharge ammo when not in use. The first firing mode does not use ammo, but will cease recharging while being fired. Recharging will continue while either holstered or dropped on the ground, you can also recover energy through ammo boxes and other ammo restoration means.


New Weapon: Gas Launcher
The forgotten Gas Launcher has returned. The Gas Launcher's original purpose has stayed the same, but also features a new alt-fire similar to the Blaster where you can choose which type of gas grenade to fire. The first type of grenade is classic, poisonous gas. Yum!



The next two gas types are Heal and Nitrogen. Similar to the Heal Grenade, the Gas Launcher will expel healing clouds which heal anyone in it's vicinity. The Nitrogen grenades will predictably freeze foes who pass through it. The last grenade type is "BATON", which emits no gas and is just the projectile by itself. Each grenade type (except heal) will do a little damage on impact, however the Baton grenade will do extra and can also deal headshot damage.



Using the 2 grenades in your magazine, a great way to slap someone's shit is to freeze them with Nitrogen, then headshotting them with a Baton round to perform quadruple damage. But it would be a good idea to carry along a finisher weapon.


New Weapon: Taser
The little Taser is back and ready to take S-tier. It can be used to stun and disarm multiple enemies in it's projectile's path from short range.



The Taser hasn't actually changed all that much except for some visual enhancements and that it's infinite ammo has been replaced by just having a lot of ammo instead.


New Powerup: BFG
Last but not least, and the unofficial last weapon of this update, is the terrifying BFG (Big Flippin' Gun). It too has had a rework, mostly to be able to separate itself from the Chain Gun, as I didn't want a powerup weapon to share the same downfalls of needing to spin-up.



Instead, it has powerful double 'anti-air' style cannons which fires less but deals a whole lot of damage. It has kept it's rocket and muleslapper weaponry, which are now separately fired by using alt-fire so you can control the chaos you cause a little better for yourself.


New Map: Throne Room
Throne Room has been added, which is the lair of the evil cosmological horror The Man. It's a symmetry-heavy map with a lot of empty airspace to boost through.



It has retained most of the same layout, which I cleaned up the symmetry for. It also features some lava pits that have moving platforms, so watch your step.



New Map: Arctic City
Arctic City, one of my favorite maps, is back in rotation. It's a map I've visualized to have 3 stories; the rooftops, the insides of each base and ground level.



I made some small structural changes and I removed the blizzard foreground non-sense so no more annoying visibility problems. And yes, poor sequels to horror movies exist in the Boring Man universe.




New Map: Arena
Do you feel that? It's as if a place of chaotic energy has reopened. That's right, Arena is now available. It's a smaller map that has had similar changes like Warehouse, where it's been made open-air to give players more breathing room. Instead of the bizarre stadium theme, I've changed it to a more peaceful mountainous area.



I also added some pressure plates for each side, which will open trap doors underneath each base. Be careful to not fall off the sides, lest you fall into the boiling geothermal water pools.




New Map: Varia City
Varia City has been added, which is the final competitive map ported over from v1. An unsymmetrical map similar to Dyson City, USC's side is lower but still shares the same building structure.



The obnoxious sandstorm has also been removed, with its replacement being a desert night look. I've also added more visual detail, such as the little fruit market in the middle of the map




New features: Lore, Stats & Achievements
Lore, Stats and Achievements are now available.
You can read about the details in a previous post I wrote:

https://steamcommunity.com/games/boringman/announcements/detail/3113674819246267593



There are 60 achievements as of now, and we'll see about adding more. Stat recording starts as of this update, as there were several bugs that would skew your stats plus now that most weapons are in your stats won't end up so lopsided.



Picking up lore articles and unlocking achievements will grant you small amounts of XP, however the XP you get is not influenced by triple XP events. This is so you don't really have to worry about 'saving' your achievements or lore like a weirdo in order to maximize miniscule XP gains.


New Survival feature: The Beacon
Quite a bit of content has been added to Survival, however all of it branches from the addition of the Beacon. The Beacon is a large device placed somewhere in each match, it's is a new way to beat Survival much faster.



Similar to the Bar, the Beacon will only open during the break period. By supplying it money, specific weapons and specific vices, you can 'activate' the Beacon in order to skip to the final wave at any point in the match. Of course it can be used in Hardcore Survival as well. The Beacon requires quite a bit of resources, so to motivate players into investing into it, your team can unlock beneficial effects with each phase of construction completed.



I'll spoil the first phase, when completed you will be able to summon helicopter support from the bar, which will carry it's own chain gun to rip through enemies. Helicopter support will hang around for a specific set of waves as long as it has fuel, no matter how long they take to complete. Once it runs out of fuel, it will return to base for refueling and can be immediately be called again but at a higher price. Be wary however, as if it's destroyed then it will take some time to be able to be called again. I wonder if helicopter deployment is only exclusive to the USC.. surely not?



And what of this mysterious Beacon? Where did it come from? What does it want? What happens when it's completed? Skipping to the last wave sure saves a lot of time, and it certainly isn't the average player's first rodeo in defeating such a wave. We can't be getting off that easy, could we..?


New Weapon Skins
I have added 2 new DLC skins, same low price. You can check them out below:
https://store.steampowered.com/app/1924320/Boring_Man_Holy_Weapon_Skins/
https://store.steampowered.com/app/1924321/Boring_Man_Demented_Weapon_Skins/

I also added 7 new community skins to unlock:

Weapon Balance
  • Increased Fire Uzi accuracy
  • Removed Fire Uzi damage fall off
    -- The Fire Uzi has been hanging around as low tier for a long time, and thought it could use a boost. Hopefully this won't make it annoying

  • The Light AR alt-fire is now easier to perform
  • Light AR alt-fire no longer deletes ammo when failed
    -- Players complained about the Light AR's alt-fire being difficult to use, often leaving it completely ignored. These changes will hopefully make it more forgiving

  • Increased Lightning Gun ammo
  • Heavily reduced Light Rockets headshot damage
    -- I am somewhat reversing the changes made to these weapons from beta15a due to complaints, but not quite all the way. I still firmly believe LRs should have some extra damage output, and that Lightning Gun users should still need to deal with ammo problems. However these past changes should be a lot more subtle.

  • Reduced Potato Masher's ammo
    -- Potato Masher's long distance turned out to be more powerful then thought, and people seem to have preference for no bounce when I thought of it as a nerf for the most part. Reducing the ammo will also allow lesser used 'Nades with an ammo of 3 to stand out more, such as the Molotov.

  • Increased the Wrench's damage
  • Wrench can now headshot
    -- I thought it was high time the Wrench became a formidable melee weapon. And yes, these changes implies the introduction of a certain artifact skin for the Wrench. Good luck finding it.

  • Tranq Rifle can now fire underwater
    -- As an air rifle, the Tranq can technically be used underwater. It could always use buffs as well.

  • Boomerang throws are no longer randomized
    -- As a precision weapon, this should help your Boomerang throws feel more consistent, and less reliant on RNG.


General Changes
  • Magic is now compatible on the Drone
  • You can now hold down the Nade key when performing a Hadoken in any scenario to aim the projectile
  • An icon will now display on vice pick ups when you have Hotwings in your inventory
  • Normal/Hard bots can now use the bar in Survival. They will give up waypointing to it if it appears inaccessible in 2-3 waves, so I view updating custom maps as optional. (I didn't really update mine)
  • Lightning gun now supports bullet color
  • Bullet color now carries across dropped weapons
  • Hovering your cursor over server settings in the pause menu will now display more information
  • You can now skip the unlock animation for weapon skins
  • ‘Strict Spec’ renamed to Spectator Mode, added Broadcast setting which will disable strict spec for players on the Spectator team
  • Added new experimental setting: ‘Nade Throw Delay
  • Added new experimental setting: Slowed Doubles
  • Added new console commands:
spawnbigboss killbigboss beaconstart setallvice incteamscore setteamscore


Boring Editor Changes
  • Added Background Changer object to Boring Editor
  • Added Conveyor Belt tool to Boring Editor
  • Added new ambience sound to Boring Editor: Blizzard

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Download dedicated server (Windows)
Download dedicated server (Linux)
Boring Man - Online Tactical Stickman Combat - Spasman
Boring Man - Online Tactical Stickman Combat - Spasman
Hey. Long time no see. Things have been slow since I've been dealing with nightmarish moving. But I've been settled in my new place for the past couple months, sort of, and have started working again. For beta17, I've added and changed some fun stuff, but I think I'd like to share that all in a video soon. Instead, I'm just going to share some boring but important crap first so the video doesn't have to mention any of it.

Achievements

The achievement system is finished, and 35 achievements will be available when beta17 is out (I might add more). Most achievements can be earned with any server settings you'd like, but you can only earn achievements on stock maps in order to discourage creating 'achievement farm' maps and crapping up the Workshop with them. Some achievements are tied to hardcore survival, so 100% won't be a small walk in the park.



You do not need to reset your Steam achievements or GameJolt trophies, as achievement progress is primarily saved on the server along with weapon skins. So if you already have the achievement on Steam, it'll still be locked in-game.

31 achievements are either from v1, or some sort of spiritual successor of a v1 achievement with changed rules and/or icons. Achievement slots in Steamworks were recycled, so when beta17 is out you might have achievements unlocked already depending on what you did in v1. 4 achievements were replaced entirely, as they are either irrelevant or just stupid as hell:
  • NET+ Certified (Better server support thanks to linux + holepunching)
  • Arsenal (Weapons are no longer locked for new players)
  • God (Too many lame survival wave count achievements)
  • No type-killing (Stupid joke that became real)


Notice anything weird?

Stats

Stat tracking is now official in beta17. I've been tracking stats for a while but I wanted to add more and not have a player's old stats be so different when compared to recently added new stats, so I've decided to reset them. Plenty of bugs and crap occurred with it too, so some of the data might be incorrectly bloated or something.



You'll also get a break down of your skin collection, and a few individual stats for each weapon. Stats are collected on any map under any settings, I don't know how to really handle it any other way. I may add a clear stats button in case you're converted to a TDM exclusive player or something.

Lore

The Lore system has been implemented, and it's something rather unique I'm doing.

Thanks to my chipmunk brain, writing can be difficult at times and often impulsive for me. I've thought of some funny tidbits at 3am that left me wishing to put it into the lore but without needing much context, categorizing or relevancy.



To solve this, I've made this new lore unlocking system, where once a day you can find lore codex in-game. The lore you get is random, so that allows me to write lore almost context free. In-game, it comes in the form of some media or vessel of information (CDs, hard drives, papers, etc). When you 'open' it in the lore menu, then you get a mostly nicely formatted article, which also has the ability to embed images.



That's not all. The unique thing is in order to comply with my impulsive writing, the game is also able to update lore from spasmangames.com, without needing to update the game build. So anytime I write something up, all I need to do is add it to my server and you will have it in your drop pool the next time you log in.

Better cloud saving (for me)

In beta17, I've been working on converting your save files into table data for SQLite. B-Man and Tunnel Divers save data is based on Windows text files, embarrassingly enough. As more and more people try the game, the more text files are created, and I think things are gettin' outta hand. As long as it works, this should not impact you at all, but I thought I'd mention it as it's probably the most unstable thing next update.



If it's not already obvious why 100k+ folders full of files are bad, then switching to SQL will make everyone's save data much much easier to back up, as it would only be 1 file thats ~200mb. The login server has also been slowing down due to the mass of files constant growth, so once everyone's data is converted and we've been settled in, I can nuke all these files and hopefully see a performance boost

That's all for now folkz

There's plenty more to share for beta17 but I wanted to try to start making YouTube videos more. I have no idea when beta17 will be out, and I wouldn't be surprised if I make it the first v2.0.0 build. I have vvvverryy slow internet where I'm staying right now, which is why I rushed the Linux export so I didn't have to host from home anymore.



With this upload speed, my Upload-A-Billion-Hot-Fixes strategy isn't going to work very well. I'll need some time to figure this out before I can think of a date. I don't think beta17 is too broken, but I'm always needing mulligans.

Sorry for the dead player population, I wish there was anything more I could do. This game being hard to market is also getting pretty old, and coupled with my anxiety about annoying people with advertisement, its had a poor marketing job. Either way, I'm finishing what I started and at least I think my servers and code are in much better shape for a coveted player rush then last time, so I'm happy to say I'm ready and waiting, even though it'll probably be an eternity.

If you somehow didn't notice the B-Man holiday event is on going until January 2nd, and B-Man DLC is in the winter Steam sale. And if you missed it, here's a sneak peek at the Buzzer:



Thanks for your support!

- S

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Join the community Discord server
Subscribe to Spasman Games on YouTube

https://store.steampowered.com/app/346170/Boring_Man_Premium/ https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/ https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/ https://store.steampowered.com/app/1194781/Boring_Man_Rainbow_Weapon_Skins/ https://store.steampowered.com/app/1194780/Boring_Man_Splintered_Weapon_Skins/ https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/ https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/
Boring Man - Online Tactical Stickman Combat - Spasman
Hey folks, today I'd like to announce that Boring Man is now available on Ubuntu, for playing and/or hosting with the dedicated server build. On your Ubuntu device, you should be able to install and launch it like normal. We're also getting much closer to the update being 'complete', so I thought I'd share for whats left of the road ahead.

To get out of the way, if you've been having any trouble with beta16, make sure your game is up-to-date as I have been patching A LOT of things.

Linux + New servers

The game build of Linux I didn't test very much lmao. I don't know how well it works but I logged in and joined a game which was.. good enough? You should be able to install and play on your Ubuntu machine like normal, and you will still have access to your Steam account's save data. Report feedback how you'd like, try to make sure any issues you have are exclusive to Linux or repeatable on Windows.

For the past few months, I've been hammering away at getting the Linux version to work as a server. The primary reason being personal life needing me to get rid of the physical server I host from home. With being able to run the game headlessly, I now have a vast selection of hosting options, as a large drawback to hosting B-Man was needing a GPU to run.

I can also now scale the server population quite quickly, and the game can also use the new servers as login forwarders for those having trouble. These two things are early preventative measures in case, one day, the very small chance that the game has a large rush of new players. Although unlikely at this point, I'll sleep better at night knowing that I'm always ready.

Keep in mind, these servers are much weaker then the old one, but I can make and delete any of them at any time, in different regions, at a much affordable cost. The new servers use database-class internet, so they never have packet loss where my hosting internet did. If any lag occurs, it will most likely be a CPU performance drop in the server, or your own internet and my netcode not dealing with it well.

If you'd like to take a crack at hosting a server on Linux, here are the download links to the latest dedicated server builds:

https://spasmangames.com/downloads/linux/bm-linux.zip (Ubuntu server build)
https://spasmangames.com/downloads/BMServer.zip (Windows server build)

I don't have the time to make a full guide atm, all I can say is it needs xvfb to run and some dependencies, so install these 4 packages:
  • libopenal1
  • libxrandr2
  • libglu1-mesa
  • xvfb
The homestretch

I anticipate the game has 1-2 major updates left that would complete the weapon arsenal, add a few new maps, add a bunch of new skins and polish up the features. At that point I'd feel like it caught up to v1's content and can be officially considered a released update. Everyone's been playing for a while so 'release' would just entail removing the 'betaXY' version format and return to the traditional one (v2.X.X), so it'd just be like any other major update.

There are 6 weapons left to add, and some maps from v1. I'd also like to re-add the 'secret' bosses, make a few changes to Survival, add a crapton of skins and hopefully think of some good mutators along the way. I'm gonna need to take a break for a while but hopefully I'll be back. The important thing to me right now is the game is safe, as in if I didn't do all of this then I would no longer be able to host. So thank you for your patience, things should be much more stable going forward!
Boring Man - Online Tactical Stickman Combat - Spasman
Runtime update + optimizations
I made a Steam announcement + testing branch a few days ago to test this version, as it has been upgraded to Game Maker's spicy new runtime that broke a lot of things and allowed me to get things up to speed so servers could be hosted more easily over the cloud + on linux.

You can check it out here. Thanks for testing if you did, I think it's much more stable now, but be patient as there might be still some problems to uncover.

I am also updating the code for the login server which will cause some downtime, so if you're here due to not being able to login yet, then yes I know. Once all the pain is done away with though, I think we're gonna be smooth sailing.

New map: Flak Freightliner
This is a brand new map I made to work out any problems in the map editor, a moving freightliner train. While it's a flashy map, it's fairly simple since its just a train, so it made it pretty challenging to be creative.



I tried to put some thought into its balance/design so it wasn't too much of a gimmick map, but I'm not entirely against those anyhow if it shows off the features of the map editor. I also cheated and made some new features for the map editor to accomplish making this map.



New Survival feature: Stock Market
The bar in Survival now has a stock market. You can buy and sell shares from one of the 3 major corporations in Somewhere Land. The stock market opens at the bar every 3 waves and prices will follow trends similar to the real life stock market.



Prices aren't totally random but not quite in your control either, there are a few influences on a certain company's stock value such as shares being bought, weapons bought from the bar or chests, and from open bars/economy crashes.

Grapplehook rework
The Grapplehook and it's alt-fire has been reworked, the alt-fire can now pull on certain objects or retract to you without needing to reload. Players and drones can be disarmed when you yank on them with the alt-fire.



The primary fire has changed where you have to release left-click to reel yourself in the old fashioned way. This is a change that you might need time to get use to, but I did after a while and it has made the Grapple much more versatile. I also increased the pull and reload speed stats, so hopefully this should make it a desirable choice for mobility.

Zpitter rework
The Zpitter in Zombrains no longer spits poison or has a poison theme, instead he now spits Goo Gun projectiles. This should give the Zpitter more flat damage, and an option for zombies if they're looking to put a stop to fast players.



Light AR Alt-Fire: Active Reload
The Light AR now has a new alt-fire that allows you to reload faster. By tapping the Alt-Fire button at the right time, your reload speed increases or if timed perfectly, instantly finished.



If you mess up the timing however, the reload starts over slower and you lose all held rounds in the current magazine.

New server features: Customizable Fiesta + Votekicking
You can now pick and choose what mutators and settings to pool when Fiesta mode is activated. I plan on using this for my servers, but on a mild setting where Fiesta doesn't appear as often. This list supports mutators, game mode specific settings and even experimental settings.



Votekicking is now available to enable on your servers, however it's gonna work differently this time. Similar to doing dailies, you can only call 2 votekicks per day, on any server (unless you're the server host). By default, votekicking is turned off, but I'll have it enabled in my servers.

My beef with votekicking in the old version is quite often it was rarely used to self-moderate for cheaters/toxic players. Instead, it would be used to kick XYZ player using overpowered XYZ weapon (playing the damn game), trying to votekick your friends, or just being a general annoyance. It'd derail the game as players would get distracted calling funny votekicks or talking about it like something interesting was happening. I dunno, I guess I should've made a more fun game.

New map editor features
Like mentioned above, I gave the map editor some new background and tiling features to make the train map. Backgrounds can have an offset set, disabled tiling, and more 'parallax' features (now known as Styles).



You can also set the color, opacity and size of tiles as seen above, which let me recycle big sprites on the train map. An example is the giant shipping containers, those are all 1 sprite loaded into memory but with the colors changed for each instance.

Survival changes
  • Reduced damage requirement for damage dealing jobs
  • Increased reward for find the intel jobs
    -- These changes are an attempt to make these jobs more enticing to take
  • Reduced revival costs for teammates
    -- Players being unable to revive themselves with money made their respawn cost a little too high for their teammates, and has been adjusted for the not so recent Antacids change
  • Weapons dropped by players will no longer disappear until end of the wave (or if there are too many)
  • Weapons sold at the bar no longer scale with match progress
  • Easy bots no longer buy chests
    -- Players would exploit the Easy bots generous behavior in hardcore survival to farm vices, but now they are not so generous.
  • Opting to sit out the wave no longer destroys your revival ankh, you can still join spectator to destroy it

Weapon balance changes
  • Plinger now has Eject Clip alt-fire
    -- This is just an alt-fire to give the Plinger a little QoL, no more shooting at nothing to reload.
  • Mortar will now bounce an extra time
    -- Players have complained about the Mortar projectile not bouncing enough, this is due to the old version's Mortar experiencing the 'knife bounce' bug where it would bounce an additional time instead of exploding. I have officially gave it an additional bounce, so let me know if thats an improvement.
  • Chain Gun can now spin up during TDM round start
    -- Chain Gun players would often be helpless at the start of the round since they'd have to rev up the barrel, doing so beforehand should now get others to back off
  • Decreased pushback for Lightning Gun + Light Rockets (evenly)
  • Light Rockets can now be disabled by EMP grenades
    -- The boost on these weapons has been reduced to make the Grapplehook a little more enticing to use, the LRockets being EMPed now brings it along the same line as Lightning.

General changes
  • Added new mutator ‘Windy’
  • Added floating platforms to Oil Rig
  • Added ‘Laser Sights’ and ‘Player Arrows’ HUD settings
  • Merged *_maplist.txt, *_wdlist.txt, *_admin.txt, and *_banned.txt into the ‘bm_server.ini’ file as new INI sections, the game will try to import the old server files automatically if you have them
  • Interacting with items is now much smarter. For example, using medikits always has priority over weapon drops now, however you will pick up the weapon drop instead if you have full health or not poisoned
  • You can now ban the Hadoken instead of Fists in Captain's Mode
  • Fixed a bunch of bugs

Map editor changes
  • Added new background + tile features
  • You can now mark conveyors as invisible/quiet in the map editor
  • You can now use mouse wheel to select weapon flags in the map editor
  • Added Tab+Q/W/E hotkeys that quickly resize the object placement grid
  • Copying objects to the clipboard in the map editor will now use a JSON string, which you can share with other players

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Buy B-man DLC if you'd like to support me: https://store.steampowered.com/app/346170/Boring_Man_Premium/ https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/ https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/ https://store.steampowered.com/app/1194781/Boring_Man_Rainbow_Weapon_Skins/ https://store.steampowered.com/app/1194780/Boring_Man_Splintered_Weapon_Skins/ https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/ https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/

Download Dedicated Server build (beta16, Windows, 37.7MB)
Boring Man - Online Tactical Stickman Combat - Spasman
Hey. I've been working on beta15b, which is another code overhaul update. There isn't much content, but it's a rather big update for me because of a lot of technical changes were made in order to optimize things and get the project code up to speed.

I've been nervous of pushing this patch but also can't continue with content until it's out, so I've decided to create a testing branch first. There are some fun changes:
  • Stock market added to Survival, other Survival changes
  • New Zpitter ability in Zombrains
  • 'Smarter' interaction with picking up stuff (Medikit priority over weapons, etc)
  • Grapplehook rework, other weapon balance changes
I won't be posting an official changelog quite yet or make this flashy because I don't want to lead people on who might read too fast (like me). So to learn how to gain access to the branch, please read my post thoroughly for the password. I don't want players to 'prefer' this branch, so please just switch back when you're done testing.

Here's what technical stuff was changed in this patch:

Updated runtime version: I have updated B-Man to the latest runtime version of Game Maker Studio 2. This version of GMS2 is very very different, and changed a lot of engine functionality. This alone made many bugs when I ported over the current version as it was, I believe I fixed things up quite a bit but there will be certainly be oddities lurking, report them as you normally would. You also may notice the install size has become quite larger.. this is the EXE file dramatically increasing in size. I don't have a solid explanation why, I'm guessing it's a change in how Game Maker compiles the exe file now.

New login server code: I have rewritten the server login code and ported it to Python 3, I also merged the v1 and TUNNEL DIVERS server lists into it, so they're all in one place once I make the switch. I haven't had any trouble at all testing it so far, but the Workshop might not work correctly right now. Untested saving is always a little sketchy so you will be logging into a separate server on a temporary new save file when testing. Your existing save data will stay safe on the other server that you've been using, I also figured this would encourage players to switch back to the main branch when done.

Performance optimized: I made some strides optimizing collision, AI, graphics and processing netcode to reduce resource usage for both server and client. Some players were complaining about a stutter, and I think I found and fixed a couple but no promises that all of them were fixed. They can be difficult to track down or find an explanation for, so the more info you provide about your stutter the more likely I'll be able to fix it.

Optimized netcode: The biggest optimization I made was the bandwidth usage and packet activity. Mostly everything has been stuffed into the big game state packet, and I also brushed up on proper data buffer creation, it turns out B-Man, both v1 and v2, had been sending a bunch of useless 0s within it's packets which contributed to the bloated bandwidth usage. The decrease in packet activity means the game sends less packets per second overall, therefore reducing your packet loss hopefully.

Spasdll file: This is a new Game Maker extension I'm making for myself, which really only has the memory cleaning stuff from the other DLL file. The reason I'm mentioning this is because it's made in C++, so it might really piss off your anti-virus since it was made by me, whos just some chump. If it does set off an AV warning, then just let me know if you can. I'd like to gauge how often its occurring. If it happens too much then I'll probably switch back to the old DLL file until I figure out how to get it signed or something. Similar code is actually up on my github but as a different file w/ different function names. If you (or your AV) really don't trust me, then you can just delete spasdll.dll from the installation and B-Man should still run just fine.

Dedicated Linux server: Now that I'm up to date with the GMS2 runtime, I was able to start figuring out the Linux version. It will not be available for player use for a little while, but it's doing pretty well so far. You will notice I have given my server's regional tags, the European ones are on a Linux box, so try to take note what server you were in if you have something to report. My servers are on VPSs now, so they will no longer have bots (except Royale) and run at lower settings. The password to the Steam beta testing branch is the first letter of every underlined word in this post, all lowercase, no spaces. You should also still be able host your own server with hole punching like normal.

If everything works, then great, I'd like a quick turn around to pushing out this patch officially. But I'm anticipating some sort of horrifying bug that will take up some time to fix, I'm already dealing with a mysterious crash on the Linux server export.

I don't really want too many jumping on this branch, so if you can't figure out what the password is or how to use it, then for my sake you're probably better off waiting a little while longer. I won't be looking to help with it since I think you're not really missing much, but you can ask other players for help if you really want to try it out. Thanks for your support!
Boring Man - Online Tactical Stickman Combat - Spasman
This update is mostly bug fixes and hopefully helps with some glaring weapon balance problems. This may be the last update you'll see from me for a while, so I wanted to make sure I fixed as many things as I could.

Weapon Balance: Light Rockets
  • Light Rockets can now do headshot damage with direct hits
  • Increased the strength for the flare when attracting rockets
  • Increased the pushback for the Light Rockets
  • Decreased the maximum ammo for the Light Rockets
Weapon Balance: Lightning Gun
  • Decreased the maximum ammo for the Lightning Gun
The Lightning Gun has seen a lot of use as a new mobility weapon, and many have called for a nerf. I lowered the max ammo it can carry, so users would have to be cautious when to use it. I chose to do this since I think it's a lot of fun to use, and nerfing attack speed or the push back felt like it would make it less fun.

Additionally, I increased the pushback on the Light Rockets so it could compete with Lightning as a mobility weapon. I also applied headshot damage to it in order to fulfill its role as an offense weapon. The flare's orbit strength is a little stronger now as well, as I'm hoping this will give it more use.


Weapon Balance: Power Rifle
  • Power Rifle now has pushback
  • Increased the projectile speed for the Power Rifle
The Power Rifle has gone mostly ignored since I added it, it actually use to be quite a controversial weapon back in the day, so I've been cautious about how to buff it. I have restored some of its pushback value I removed many years ago similar to the Assault Rifle, and increased the projectile speed so it's range and accuracy isn't as limp.

Weapon Balance: Mortar
  • Increased the projectile speed for the Mortar
There's been complaints about the Mortar bounce not being as good, I thought it was a bug, but similar to the GL it actually does not follow the small random projectile speed increase that most other weapons have, I just forgot about it. This made the projectile overall slower then its old version, so I increased the projectile speed and the bounce feels a little more familiar now.

Weapon Balance: Musket
  • Decreased the damage fall off for the Musket
I have heard of a lot frustrations about the Musket not dealing killing blows enough, so I decreased the damage fall off. This will allow the Musket to do more damage at farther ranges, which should be rewarded since it's something that requires some skill. Remember, the damage does not fall under 50 from damage fall off, so a headshot will always do 100 damage or more.

Survival Changes
  • Increased amount of enemies per wave in Survival
  • Increased the ‘grace period’ before Survival bombs start losing defuse progress
  • 2 survival bombs will no longer spawn if theres only 1 player
  • Decreased spawn time for survival enemies
  • You no longer can lose wagers during the break period
  • Bomb Dudes no longer carry Frags
I was gonna make some adjustments in order to make Survival matches shorter (hardcore/classic specifically), but I've given up on it for now. 2 bombs spawning should also no longer occur for solo players, and I increased the time it takes before defusal progress starts going down.

General Changes + Bug Fixes
  • Added Fast Change to experimental settings
  • Changed Clumsy Handcannons experimental setting
  • Weapon drops will now get pushed out of the way by medikits + ammoboxes. This is bandaid for now as I need to redo how interactables work.
  • Fixed latency measurement, which should now give you a more accurate ping value. Ping is used a lot in netcode motion and prediction math, so this helped smoothed some things out
  • Optimized collision checking for rendering non-object water/lava
  • Fixed loadout menu showing the wrong skin for secondary compact weapons
  • Fixed grapple and magic becoming unusable after being dropped in some cases
  • Fixed being able to click incompatible weapons when using a gold ticket
  • Fixed some instances of a missing new skin notification icon
  • Fixed scrolling in the main menu with a controller
  • Fixed extra dual wielded weapons not drawing correctly on ladders
  • Fixed not being able to shoot from ladders with a compatible offhand weapon and incompatible primary
  • Fixed not being able to login in some cases because of unresolved IP addresses
  • Fixed some random weapon instances where you’d get nothing
  • Fixed not being able to pick up your weapon in Weapons Deal
  • Fixed tracking from Tranq darts and drones showing for all players in Deathmatch/Weapons Deal
  • Fixed Survival mode chests not dropping medikits/ammoboxes
  • Fixed projectiles being destroyed too early when going up off screen
  • Fixed the Knife displaying the ammo hud while carried by Drone
  • Fixed Fiesta mode being able to turn off a fiesta mutator as a slot
  • Fixed weapon skins sometimes not unlocking when amassing enough skins.
    -- Note: The drop chance correction for the fix above seems to have made valuable skins more rare after testing.
  • Fixed the Mortar losing its ammo when dropped while it has a 'Nade loaded
  • Fixed more things

Boring Man Classic
I made a new GameJolt page for the old version, which is here. I made some very final changes to the build I uploaded there, where Premium has been made free for all, the anti-cheat disabled (without losing server list access), and the need to login through GameJolt. You do not need to download this special build and can use whatever you have sitting around still.

--

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Buy B-man DLC if you'd like to support me: https://store.steampowered.com/app/346170/Boring_Man_Premium/ https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/ https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/ https://store.steampowered.com/app/1194781/Boring_Man_Rainbow_Weapon_Skins/ https://store.steampowered.com/app/1194780/Boring_Man_Splintered_Weapon_Skins/ https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/ https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/

Download Dedicated Server build (beta15a, 22.5MB)
Boring Man - Online Tactical Stickman Combat - Spasman
This update is mostly new content, however be wary of crashes and bugs. Report them how you see fit, and I'll fix everything I can over the weekend.

As for the state of overall development, I anticipate the next major update will be release. However I got a shitty spring/summer ahead of me as I'm moving across the country, so it might take a while to prepare the last update until 2.0.0 is finished.

In any case, thanks for your support, lets get on with it:

New Weapon: Mortar
The highly awaited Mortar is here. The Mortar is an explosive weapon with very long range. It needs the user to crouch before firing, but certainly strikes fear into your enemies.



The Mortar has an interesting new alt-fire as well, where you can load certain 'Nades into it's tube. This can range from grenades, to the tomahawk.. and the Drone!



The Mortar has been given a small nerf, where left-click must be held down a couple frames before firing. It's another high range + high damage weapon, so this should hopefully help with the saturation of that.

New Weapon: Chain Gun
The Chain Gun has been added. It was quite infamous in the old version as a 'noob' weapon, but hopefully this rework will make it a little more respectable.



It functions as a more traditional minigun now, similar to the Heavy's minigun. It must be wound up before firing, and has a similar aesthetic as the CTF turrets. Holding alt-fire will allow you to keep the barrel spun up.



New Weapon: Goo Gun
Here's the Goo Gun. It's a pretty gross weapon that will fire sticky projectiles which can stick to walls. I gave it's projectiles some nice new effects. I think you'll like the new sounds too. I do anyways.



You can also apply projectile colors to it from Premium. I was apprehensive at first but it just looks too neat to not have. When enemies are damage by the Goo Gun, their horizontal momentum is completely stopped, so it should be a helpful defensive weapons against players with mobility loadouts.



New Weapon: Plasma Rifle
Along with the Goo Gun is the Plasma Rifle, which uses similar projectiles. These two weapons functioned very similarly in the old version so I gave Plasma some new features to make it a more unique weapon. The Plasma Rifle will fire an array of small bombs that can stick to walls.



It has a new alt-fire, which will 'release' active bombs that are stuck to walls. Although it's not just for releasing, pressing alt-fire again will switch released active bombs back to sticking, and vice versa.

You may also notice it has 'more' ammo, but its actually the same amount. Instead, its ammo works similar to the Muleslapper alt-fire where it will use 4 ammo if firing 4 bombs, and reduce the count if there isn't enough in the current 'magazine'. It also has a somewhat unique reload now, where you simply pump the handle and load in 2 bombs each time.

New Weapon: Fusion Cannon
The power of the Fusion Cannon is now available. It is a dangerous weapon for both the enemy and the user, you hold down the trigger and it will begin to charge up and increase in damage. However charge too much and kablooey!!



It has remained mostly the same, however I have shortened it's projectile range to help against the high damage + high range epidemic. It will also flash similar to the Bow when it is an optimal time to release the trigger to shoot, but hopefully if you are practiced from the old version the timing should feel very much the same.

New Weapon: Tranq Rifle
The Tranq Rifle has arrived. It is a dart gun that can poison your enemies and has a scope that you can use with alt-fire



It's darts also have the unique ability to track enemies they hit, similar to Drone spotting. The tracking last muchs longer then a Drone spot, so you and your teammates can stalk tranqed enemies for quite bit.

New Weapon: Lightning Gun
The power of weather in a single weapon, the Lightning Gun! The Lightning Gun is a utility weapon for mobility and disarming enemies. When you hit an enemy, they will get stunned and drop their weapon similar to the EMP, but it doesn't do much damage.



It has a new alt-fire, the Shockwave, which can push players and objects around, and provide an insane amount of pushback for the user, which will help you get around the map. I think it's now one of the most fastest mobility weapons in the game now.

New Weapon: Auto Shotgun
The crazy, estranged uncle of the shotgun family has arrived, the Auto Shotgun. It is a rapid fire shotgun with a bit of painful reload.



It delivers a large burst of damage in short time, and can provide a little mobility for the user. I also added a little overheating effect, but it does not have any effect on the weapon's ability.

New Weapon: Long SMG
Here's the Long SMG. It's an automatic, accurate weapon with a burst fire firing mode you can switch to with alt-fire.



New Map: Dyson Rooftops
Rooftops was the most suggested map to add next, so here it is. In the new maps in this update, I've been implementing platforms and decided to put a couple in the mid-right side, since that part of the map always seemed uninspired to me, or something.





New Map: Dyson Sewers
The stinky sewers are here. Has our hero Tony da Toilet returned? I've walled off the mid corridor with some doors as I have been with other maps where I wanted to eliminate sniper corridors. Going top is still sniper friendly however, so choose your routes wisely.





New Map: Varia Desert
The mysterious Varia Desert is now available. I have reworked the inside of the pyramid, using platforms to make it more combat-friendly. I added some ladders as well inside as well, and moved some spike traps around. It's new aesthetic is inspired by the dry and desolate interstates of my home state, Arizona.





New Map: Warehouse
Warehouse is here. Look how tiny it is!! I've made a new set of tiles for Warehouse, and it is quite focused on platform usage. You can also go on the roof of the warehouse, and I added some logic gate features you should go check out.





New Map: Tutorial…?
The new Tutorial was added this update, which in turn let me reuse the assets to make the multiplayer map version of it. It's remained mostly the same, but I made some slight changes to the structure to balance out the symmetry and reduce sniper corridor effectiveness since I didn't want to add doors on this map.





New DLC Skins
There are new DLC skins, along with the new ability to animate them. Animated skins will probably only be available for DLC skins for now, but you can mod the sprites used as their texture maps.

Check out the new skins below, you can take a look at the old skins and see their new effects as well. https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/ https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/

XP system rework
The XP system has been reworked for the last time hopefully. I feel like weapon skins and XP have been driving focus away from what I want B-Man to be. Too many people would discuss grinding or farming over actually playing, and the mutators system I've been working hard on was going unused since players would want to be sure they were earning the most XP they could, understandably.

Almost all gameplay oriented XP gain has been removed (kills, assists, flag caps, etc), and the time-based XP you get at the end of match has been greatly increased. The cheats system has been completely removed (everything is a mutator again), and custom maps aren't that much different from stock maps now, other then being unusable for Survival Hardcore/Classic (read more about that below).

Additionally, new players no longer need to unlock weapons and start with all of them, they can also start leveling to unlock weapon skins right away. This should help them jump in with everyone else right away.

These changes should hopefully bring in new players and take some focus off farming weapon skins although I don't think that can truly be stopped. You should be earning them at pretty much the same rate no matter what you're doing in-game. I'm also just sick of policing XP gain through design, I found myself becoming too focused on the idling and the farming as well.

New menu music
Legendary cinematic composer wug has graciously donated new menu music for the game. He provided me the separate instrumental tracks, so it will change depending on where you are in the menu. I like it a lot, as it certainly feels like music I would outright steal from somewhere in 2006 and I think thats pretty important for matching the game's atmosphere.

I can understand if you like the old music better, but the composer for the last menu music seemed to disappear off the face of the earth. Meanwhile wug is interested in B-Man, and is active at times in the Discord server. I also think it's important to give your game's composer as much creative freedom as possible.

You can check out more of wugs work here: http://darkashley.bandcamp.com/

Tutorial has been added
The new tutorial has been added. It's got similar colors as the old version, but I tried to update the visuals nicely as I could like I have been with other maps.



Like the old version I kept it as short as possible, and to only explain the bare necessities so new players aren't overwhelmed. I also tried to use symbols as much as possible over text, as many non-English speakers will try this game and I don't think I'll ever really have the capacity to properly localize things.

Now that new players no longer need to unlock weapons, I took advantage of this change by throwing a loadout cabinet into the tutorial. I'm hoping that doing a 180° from keeping weapons locked from the new player to shoving them all in their face in the first 2 minutes will do more in getting them to stick around, but we'll see..

Fiesta mode
This isn't something huge but I think it's neat, which is Fiesta Mode. You can enable Fiesta mode under server settings, which will randomize a couple mutator settings every map change. Players can also utilize map voting to see what mutators will be randomized on what maps.



I will be enabling Fiesta mode on my weapons deal and take over servers, since they're not very populated anyways. I added this just this week, so not all mutators are used and it might be buggy.

Weapon Balance: Ladders
  • You can now shoot small weapons from ladders
  • You can now throw grenades from ladders
At last, I have finally implemented using weapons from ladders... This has been on my todo list for a very very long time, and I'm pretty happy with it. I'm unsure what it will do to the meta, if anything at all, but I'm all about turning it upside down.



Weapon Balance: All grenades
  • Hostile grenades are now more visible
  • Equipped ‘nades are now visible on your character
  • Players will now drop nade as an item pick up upon death
These changes focus on helping players identify grenades, and to make their ammo more recoverable by having them drop upon killing an enemy (if they have one).

Weapon Balance: Drone
  • You can now use the Keymaster on the Drone
  • You can now use the Bow on the Drone
  • You can now use the Grapplehook on the Drone
  • You can now throw the Knife from the Drone
  • Drones using the Acid Gun can only aim left or right
These changes are mostly work for increasing weapon compatibility. The only existing weapons left that don't work on the Drone is Magic, Wrench, Sword and 'Nades/Equipment. I'm afraid I'll have to take back what I said about making 'nades usable on the drone, but I won't completely shut the door on that. But this is the part of development where I need to start cutting down the todo list in order to call 2.0.0 complete faster.



As for the Acid Gun Drone change, this gives a weakness while still letting the pilot pour acid on enemies from up above like they have been. I'd say this change makes doing this easier in some situations, but now the drone can't spin around and melt you if you try to attack it from mid-range.

Weapon Balance: Dynamite
  • You can now ‘cook’ the dynamite by holding down F
  • Dynamite projectiles can now be damaged to detonate
Lots of players have complained about the Dynamite not being very useful, so I have introduced more ways to detonate it. It's detonation from attacks follows the same rules as destroying a Muleslapper Sentry. Holding the dynamite will also light the fuse and you can burn it down before throwing and time your explosions.



Weapon Balance: Skateboard
  • You can now crouch while skateboarding to slow down to a steady pace
This was mostly added so you could use the Mortar on the Skateboard, but braking might also assist those who think the skateboard moves too fast to use or want to slow down to aim.

Weapon Balance: Handcannon
  • The Handcannon’s kick back will now get worse when dual-wielding or firing from a ladder
As it should be pretty difficult to maintain your grip on a big pistol with only one hand, the kickback for the Handcannon has been increased while dual-wielding it or shooting from a ladder. I did not want to nerf the Handcannon as an individual weapon, as the community seemed more focused on its dual wield ability.

Weapon Balance: Kunai
  • You must now hold down F to throw 3 Kunai instead of 1
Players have complained Kunai would be too 'panic buttony' at times, so you now must hold down F for a lil bit to throw all 3 blades, otherwise you will only throw 1.

Weapon Balance: Misc
  • Increased the time fire lasts, except from the Fire Uzi
  • The Railgun will now reload while holstered
  • Removed cooldown on the Muleslapper’s alt fire, similar to v1

Weapon Balance: Experimental
  • Added Clumsy ‘Nades [Nerf]
  • Added Clumsy Handcannons [Nerf]
This is a new approach I'm trying for weapon balance. There is now an 'Experimental' menu in the Server Settings menu, that have proposed balance changes you can apply optionally on your server. Every update will either implement or completely remove settings in this menu, depending on feedback.

The Clumsy Handcannon change would force players to drop handcannons that are fired too frequently with one hand (dualwield, ladder). This change can be implemented if the recent Handcannon nerf was not enough. Clumsy Nades will force players to drop live grenades if they are damaged, frozen, or stunned while holding them. This would further reduce 'panic button' grenades, but I also don't want to neuter them again so it's just a setting for now.

Survival: Barkeep
  • Added artwork of barkeep and dialogue in the bar menu
  • Added a new ‘Talk’ option in the bar menu where barkeep will give you hints, lore, and clues on the location of rare vices if he likes you enough
  • Barkeep can now challenge you to wagers with the 'Talk' option
  • Rebalanced cash rewards for jobs
  • Vices can now be rewards for some jobs
  • Barkeep will do something before the final wave
I cleaned up the bar menu and gave Barkeep dialogue. I also rebalanced some of his rewards, and he can now challenge you to wagers, where you bet on something happening or not that isn't entirely in your control. If you win, you get twice the money back you paid, but Barkeep keeps your money if you lose.



Survival: Antacids
  • You can no longer revive yourself with money, and antacid vices are used automatically
  • You will now get 2 Antacids when picking them up (stacks with hot wings)
  • Newly joined players will now start with 2 antacids
  • You can now choose to revive teammates with cash or antacids (Hold E to revive with antacids on their grave)
  • You can now hold E to sit out for the rest of the current wave while dead, if you want to save your antacids.
This is a mechanic from Classic Survival that I thought should be applied all around, and the changes hark back to the lives system in the old version. Yes, this will make death far more punishing and revival is more dependent on the generosity of your teammates. But its mostly because I found it awkward if all players were dead, and no one can revive except for one guy who went AFK and the match wouldn't auto-end until the objective failed.

So to balance out the difficulty increase, Antacids are more plentiful when found, and newly joined players should start out with 2 so early deaths are forgiven more. With more players ending up unable to revive, wealthier teammates will be hurting for help more, so hopefully this will encourage players to revive each other more and keep late joiners in the game since any bodies are a big help for blocking the objective from enemies.

Survival: Hardcore + Classic
You can now select Survival classic or hardcore as a 'game type'. This will remove custom maps from your map list, and force settings on your server, so you can be rewarded a buttload of XP if you are victorious. The XP reward is increased during triple XP events, and you still get time-based XP as well, so a hardcore survival win can net you several new weapon skins.

Survival: General changes
  • Chests will now always drop weapons, medikits or ammo boxes
  • Most prices are now rounded to a nice, easy to say number
  • Updated Demolitions Guy enemy
  • Added Economy, Objectives, Loadouts (again), and Wave Limit settings for custom Survival (as mutators now)
  • Survival settings have been reorganized
  • Removed Sober Up from the bar
  • Removed Chest Limit setting

General changes
  • Updated some pixel art and made balance changes for stock maps
  • Loadout menu will now say if banned weapon was banned by captain’s mode or not
  • Reload ammo pool is now infinite in the stock Shooting Range, similar to 1.2.7.7
  • Improved weapon visuals when climbing ladders
  • Removed the Lock Mouse setting, as its always on now. Its a little smarter now with releasing the mouse.
  • Made looking around with the controller better
  • Your reticle will now return to your character automatically on controllers
  • Added dead zone settings for control sticks
  • Servers will now force change maps when the server is empty for 30 minutes
  • Move hidden weapon bans setting to the HUD menu
  • Improved navigation for player AI
  • Grenades will now disappear if dropped with 0 ammo, can no longer drop empty grenades
  • Captain’s Mode: Added reverse Captain’s Mode
  • Captain’s Mode: Added setting for allowing previous weapons to banned
  • Captain’s Mode: Added setting single or multiple randomized captains
  • Captain’s Mode: Added ‘abstain’ button to skip your weapon ban immediately instead of running down the clock
  • Added new video setting: Backgrounds
  • Added new video setting: Sleep Margin
  • Added new advanced server setting: Kill Command
  • Reworked mutator/game setting menus
  • Changed the Alcoholics Anonymous mutator
  • Added new mutator: Grace Period
  • Added new mutator: Perma-Jetpack
  • Added new mutator: Perma-Scuba Gear
  • Added new mutator: Perma-Skateboard
  • Added new console commands:
setbotaidivert moveall moveenemies moveteam copylog netcodetimerange netcodemargin netcodedamageallow netcodedistance netcodedeathpredictping netcodedeathpredictavg netcodedeathpredicttime netcodereckon listreckon netcodereset
Bug fixes
  • Fixed not being able to pump the Acid Gun underwater
  • Fixed weapon cabinets not working in Climb
  • Fixed weapon banning not working in Weapons Deal
  • Fixed the Grapplehook misplacing climbing players off of ladders
  • Fixed the last weapon being able to be banned in Weapons Deal
  • Fixed boss missions from the bar not appearing after a while
  • Fixed some global mutators not overriding team-specific mutators
  • Fixed weapon printers not applying skins to client players
  • Fixed Magic’s alt-fire not placing correctly with a controller
  • Fixed a good amount of objects spawning inside walls
  • Fixed map voting saying it counted your vote if it sent too late
  • Fixed being able to interrupt the Long Rifle with the Drone
  • Fixed the server host being affected by chat flood when chatting in their own server
  • Fixed shark health not resetting properly when using a RESET gate
  • Fixed moving platforms not powering on when connected to a RESET gate in some instances
  • Fixed being able swap weapons while Drop Weapons setting is disabled
  • Fixed players being able to pick up weapons off the ground when dropping weapons is disabled
  • Fixed Force Loadout settings not loading from server config
  • Fixed the hitbox on ‘big’ explosions.. for good this time, I hope.
  • Fixed a crash with saved loadouts
  • Fixed a crash when loading out of date JSON strings into the skin creator
  • Fixed server settings being used when in the shooting range or testing maps
  • Fixed more stuff, probably

Pump the brakes, netcode console commands?
Yes. I normally keep my mouth shut about netcode changes but I suppose I should explain this one time. You can use the 'help' command in the console to see what each command does, although I can't guarantee they're easy to understand.

If you are an avid hitregposter, then these commands may be of interest:
netcodetimerange netcodemargin netcodedamageallow netcodedistance
These commands pertain to the server authority for hitreg. They cannot convert the netcode into server-side, instead their values are used by the server to 'disagree' with hitreg and not apply damage if a desync made the hit too sketchy. These values have already existed since beta14, the defaults make the server authority go mostly unused. I've been unsure what the least frustrating values would be, hence why I made them into console commands that you can help test with.

Keep in mind these commands are meant strictly for testing and experimenting, so their values are reset to their defaults when the map changes. They are not available as server settings, and are unusable with RCON and cmd lists. This is because I don't want joe schmoe running dedicated servers with poorly tweaked netcode values. Players will also get a warning when joining your tweaked netcode server.

For experimenting, you may need to find help from other players in order to test the values, as there is no way to simulate latency at the moment. If you want to do the 2 game windows open thing, then I recommend trying out clumsy which will shit up your device's internet connection on purpose, for the IP addresses or rule you define in the 'Filtering' text field. Clumsy has been a powerful too for me for testing the netcode. Everyone is welcome to tweak these values and share what they find.

Boring Editor
  • Added new map object Waypoint Divert
  • Added new map object Waypoint Crouch
  • Added new map object Survival Enemy Spawnpoints
  • Added new map object Zombie Spawnpoints
  • Added new map object Weapon Spawn
  • Added new map object Enemy
  • Added new map object PLAYER logic gate
  • Added new map object ENEMY logic gate
  • Added new map object CALCULATE logic gate
  • Added new map object RANDOM logic gate



  • Added “Collision Only” option for “Show Assets” setting
  • Added new collision types: Burn, Poison
  • Added trigger check feature to trigger areas to include more objects, Barrel Check type has been removed but should still work on old maps
  • Added some support for non-player objects with trigger area and collision types
  • Added new depth filter settings which will only show objects and logic at the current depth
  • Added Ctrl+D hotkey for deselecting all objects
  • Added new feature for the F3 key: Depth seeking, which will list all unique depth values for all your map objects (to help optimize)
  • The map editor will now save certain CONFIG tab settings to a file
  • Added depth to logic connections. No effect on actual maps, but can help you make logic mode look less messy



  • Player spawns, medikits and ammo boxes can now use the logic system
  • Logic objects should now be turned on by default, if no logic is attached to them
  • Added “Respawning” timer setting to medikits, ammo boxes and power ups, the default value remaining as 45 seconds. Set to 0 to only spawn once per map/TDM round
  • Showlogic and showpath can now be flagged for your maps in the map editor
  • You can now enter a custom passing value into ON Logic Gates which will work with other math-based gates and objects
  • You can now use “^” in a command when using a COMMAND gate to use the real value passed along from logic gates, such as COUNT and ON and CALCULATE
  • You can now use “#” in a command when using a COMMAND gate when you want to use the passing player’s team color or character color in color parameters for commands
  • Heal and hurt trigger areas and collision can now have a custom healing or damage value
  • Cleaned up select priority when clicking objects
  • You can now use Spacebar + mouse-wheel to cycle through several objects your mouse is hovering over
  • Copy pasted objects will now copy paste logic configs correctly
  • You can now use the page up/down, home and end keys to navigate through tiles
  • You can now use more right-click settings for multiple objects of the same type
  • Removed Delete All right-click function, Select All no longer need to hold shift
  • If the game crashes or something during a test, the game will now back up the test map files when starting back up
  • Fixed rawsay not working in the map editor
  • Fixed ladders made by the ladder tool not copy pasting correctly in some cases
  • Fixed objects storing individual undo actions when moving multiple of them with the arrow keys
  • Fixed trigger areas and polygons not being hidden properly via settings
  • Fixed certain trigger area types not working for client players
  • Fixed platforms always drawing on top
  • Fixed logic gates not passing count values properly
  • Fixed not being able to drag objects after selecting all
  • Fixed objects not being in the correct mouse position when using right-click -> “Move”
  • Fixed objects not being in the correct mouse position when pasted from the clipboard
  • Fixed tiles not reloading missing sprites when pasted from the clipboard in some cases
  • Fixed a memory leak with polygons that would eventually crash the editor

--

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Buy B-man DLC if you'd like to support me: https://store.steampowered.com/app/346170/Boring_Man_Premium/ https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/ https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/ https://store.steampowered.com/app/1194781/Boring_Man_Rainbow_Weapon_Skins/ https://store.steampowered.com/app/1194780/Boring_Man_Splintered_Weapon_Skins/ https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/ https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/

Download Dedicated Server build (beta15, 17.5MB)
Boring Man - Online Tactical Stickman Combat - Spasman
Hi, beta15 should hopefully be available January 29th. Some of the new stuff includes:
  • New weapons
  • New maps
  • New map editor logic gates and objects
  • Tutorial has been added
  • Animated DLC skins
  • Improved controller support
  • A gift from wug
  • Survival changes
  • XP system rework, for the last time hopefully
And more stuff I'm probably forgetting. Two new DLC weapon skins will also be released thanks to the fancy weapon skin animations. Please wishlist them below if you like them, they will release at the same time as beta15.

https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/
https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/

I also made some new shaders for the existing DLC skins, and been overall rebranding all the B-Man steam pages. Take a look around and see whats new, and let me know what you think. Thanks for your support.
...

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