Paint the Town Red - Eternic


In this 0.12.20 update we've added a new modifier currently only for Scenarios called 'Zero G' which removes gravity during scenario levels so physics objects including killed enemies will float around the level. As usual you can combine this with the other modifiers.

You can see some gameplay with this modifier in the video below.





Most of our work continues to be on working through major bugs and performance issues, particularly memory issues and we've made significant progress on that. If you've previously had crashes while playing Beneath, particularly if you have a low amount of system RAM, you might have better luck now.

With work on simply getting the game working at a good framerate and within memory constraints on consoles finally complete, you'll start to see more of a focus on polish and finalisation of features in Paint the Town Red in the coming updates.

Fan Art

We also wanted to showcase this amazing fan art from Kersher, one of the most prolific and talented map makers and a very helpful community member. It's very humbling to have someone so talented put so much time into creating such a fantastic piece of art based on the Disco level's Club Beatdown.

Click to see a larger image.


Check out Kersher's Paint the Town Red Workshop levels

Changelist

Version 0.12.20
  • Added a 'Zero G' modifier for Scenarios
  • Memory usage in longer Beneath sessions reduced significantly
  • Fixed a rare crash in Beneath
  • Fixed Leaderboard display
Paint the Town Red - Eternic


The Top Down modifier is now available in all Workshop levels. Now there's a whole new way to experience the thousands of levels our fantastic community has created so far, and creators can now build levels with the intention of them being played this way.

Check out the video below to see some of our great community created levels in the Top Down mode.



As with the Scenarios, the modifiers can be combined so Workshop levels can now be played with both Top Down and SUPERHOT modifiers active. We'll continue adding more modifiers to the Scenarios and Workshop levels for a long time to come.

Most of the other changes in this update are part of our ongoing work to get the game to a 1.0 state and prepare the game for lower memory computers and other platforms. In the changelist there's be some catch-all points for bug fixes and optimisation that covers a wide variety of changes and improvements we've been making. There is also a lot of ongoing work going into sounds and music and some of these changes are in this update and many more will be coming in updates soon.

Changelist

Version 0.12.18
  • Added Top Down modifier for use in Workshop levels
  • Current Workshop level name and creator are now displayed when paused
  • WIP new Arena sounds and Arena UI sounds
  • Various performance and memory optimisations
  • Various fixes for voxel related errors
  • Added hit sounds for some of the traps when damaging or sticking enemies
  • Some minor UI and text improvements
  • Fixed spike traps not damaging enemies that can't be knocked down
  • Fixed timing of sound effects for spinning blades trap
  • Fixed some missing environmental sounds in Arena Challenge 3
  • Fixed bug causing some unhittable severed heads
  • Fixed missing enemy running footstep sounds
  • Fixed duplicate footstep sounds in Top Down mode
  • Fixed some issues with some sounds while paused
Paint the Town Red - Eternic
Version 0.12.14 is out now and has a fix for a multiplayer loading bug that was introduced in version 0.12.12.

We apologise for the several days multiplayer hasn't been playable.

For the full information on the larger 0.12.13 update that just came out which includes the SUPERHOT modifier for Workshop levels, check out the update post here:
https://steamcommunity.com/games/337320/announcements/detail/2931240984131812153

Changelist

Version 0.12.14
  • Fixed Multiplayer not working
Paint the Town Red - Eternic


In this update we've started adding Modifiers for use in the Workshop levels. There aren't many to choose from yet, but the Superhot modifier is now usable in all levels on the Workshop. Check out the video below to see some great community levels transformed.



It's been really awesome experiencing all the amazing community created levels in a whole new way and I look forward to seeing some built with the modifiers in mind. The next big modifier for the Workshop levels will be the Top Down modifier and we'll be adding more modifiers to Scenarios and Workshop that give alternate gameplay and visual experiences.

Besides working on modifiers for Workshop levels, our main development focus has been on optimisation for lower end PC hardware and other platforms. In this update framerates should be up slightly across the board and more significantly in the Pirate Cove and Saloon scenarios.

There's plenty more optimisations to come over the next several updates, especially in Beneath. Besides global optimisation work that will benefit all, there are some reductions to non-gameplay features or the quality of those features that we need to make for some other lower power platforms and where possible we'll also include options to use these on PC to benefit min spec players.

Changelist

Version 0.12.13
  • Made some modifiers available for use in Workshop levels including Superhot (more to come)
  • Removed some extra sounds that played when enemies died in Beneath
  • Performance improvements
  • Fixed groin censor rendering wrong with Superhot modifier
  • Fixed level exit sound playing in Workshop levels
  • Fixed culling bug with Beneath human bodies
  • Fixed Workshop levels fading in early
Paint the Town Red - Eternic
Version 0.12.12 is on the main branch now and the changelist is below as well as the changelists for the versions since the last update post. You can always see the changelists for updates as they're released on the Steam forum in the sticked topic here.

Slow Mo Run Modifier

The Slow Mo Run scenario modifier allows you to activate slow motion gameplay whenever you press and hold the run button. Now you can play entire levels in slow motion or trigger it for cinematic moments.

We're currently working on a large range of features, fixes and improvements as we continue to move towards completing version 1.0 over the coming months. It's important that all major known bugs are fixed and we also continue to improve performance and load times as well as add polish to the game, particularly to some of the older content and systems.

Next Update

While we won't be rushing the release of 1.0, we're still going to be trying to bring new features as often as we can in updates until then. Next week our goal is to begin adding support for some of the Scenario modifiers to the Workshop levels beginning with the Superhot modifier.

Some of the existing and future scenario modifiers would make playing through difficult Workshop levels trivial and we want to respect the sanctity of the levels by not supporting modifiers like "Weak Enemies" in Workshop levels. That said we do want to bring the more interesting gameplay modifying ones such as Superhot, Top Down and the new Slow Mo Run for use in all Workshop levels.

Supporting something like the Top Down mode on arbitrary levels with unknown ceiling heights and geometry might mean it doesn't always work great, but more often than not it should be a fun way to play the nearly 10,000 (and counting!) levels on the Steam Workshop so we think it's worth adding.

Changelist

Version 0.12.12
  • Added a new Scenario modifier "Slow Mo Run" which allows you to trigger slow motion with the run button
  • Updated translations with latest community improvements
  • Added new sounds to the Beneath Facility
  • New WIP Arena sounds
  • New WIP Scenario exit sounds
  • Performance improvements in Pirate Cove scenario
  • Improved step collision in some areas of Scenarios to improve movement at slow speeds
  • Updated some of the 3D text in the Sandbox
  • Fixed rendering issue with the Centurion
  • Fixed bug in menu causing level loads to not complete
  • Fixed crouching affecting movement speed while in the air
  • Fixed level music playing and pausing during level load
  • Fixed Disco lights not flashing with the music when music volume is lowered or off
  • Fixed Trap sounds not stopping when destroyed between Arena waves sometimes

Version 0.12.11
  • Improved crash report submission to include more relevant data
  • Fixed missing bounce sound for some Saloon weapons
  • Fixed not keeping weapons between Beneath levels if level generation fails and retries
  • Fixed bullets not moving smoothly in slow motion
  • Fixed body parts disappearing sometimes when killed in a certain way
  • Fixed body part texture UV sometimes being wrong when severed
  • Fixed bug with stairs selection not properly changing in Level Editor
  • Fixed another possibility of severed body parts not being fully hittable
  • Fixed Bore Worm not exploding properly and leaving collision above ground if below
  • Fixed bug with some stiff ragdolls after electrocution
  • Fixed remaining bone body parts not being visible after some explosion types
  • Fixed incorrect shader on some character appearances causing incorrect flesh and bones colours
  • Fixed incorrect material on severed body parts with Superhot modifier

Version 0.12.10
  • Fixed bug preventing The End boss fight from playing out correctly (0.12.0 regression)

Version 0.12.9
  • Fixed shields missing from Arena enemies
  • Fixed Level Editor Primitive props being destroyed if entering low height cleanup zones
  • Fixed some larger enemies going invisible when mostly off screen
  • Fixed an error with enemy target selection
  • Fixed missing enemy hand triangles after some elements are separated

Version 0.12.8
  • Fixed transition from Crystal Caverns to Islands not working sometimes (0.12.0 regression)
  • Fixed health and some other settings not being applied correctly from Level Editor (0.12.7 regression)

Version 0.12.7
  • Fixed dead body heads not being hittable sometimes
  • Fixed multiplayer bug where enemies would not always have their starting weapons on clients
  • Fixed Workshop levels fading in before being fully loaded on multiplayer clients
  • Fixed bug with throwing mop bucket
  • Fixed bug with Construct Pursuer spawn
  • Fixed bug with Giant Mage spawning via portals on Workshop levels
  • Fixed faction marker for human characters in the Level Editor having wrong texture
  • Fixed player moving through static weapon props in Workshop levels
  • Fixed other player's textures changing after getting hit in multiplayer
  • Fixed several miscellaneous uncommon errors potentially causing cascading issues

Version 0.12.6
  • Fixed traps not being removed between Arena fights
  • Fixed incorrect Player textures in Beneath
  • Fixed Arena multiplayer not working after last update
  • Fixed rendering bug on Mac with menu background characters
Paint the Town Red - Eternic
This past week we've had versions 0.12.0 through 0.12.5 on the earlytests branch on Steam and received some some great feedback on the Steam forum, Discord and other bug reports which allowed us to keep getting updates out with vital fixes and get closer to a build ready for the main branch. We've just moved 0.12.5 to the main branch on Steam and you can see the full changelist below and check out our previous Steam post for more information on this build.



Upcoming Price Change

As mentioned in previous updates and as we've always stated on the Steam store page, we'll soon be raising the price to the final, non-Early Access price. This will happen at the end of the coming week on Friday the 9th of October and the price will go up to $19.99 USD.

Unfortunately due to Steam rules surrounding having discounts shortly before or after a price change, we'll likely not be able to take part in the next Steam holiday sale, but if you'd like to buy the game after this week but can't pay $19.99, the game will be discounted on Steam at least 2 times before the end of the year so keep an eye out for that.

We're happy to have provided the game at a lower price throughout Early Access as we personally don't believe people should pay full price for an unfinished product, especially when there's no guarantee it ever will be. Now that we're approaching 1.0 and feature completion (although we absolutely will be continuing to improve and add more to the game after 1.0 for a long time to come), that time has come.

Changelist

Version 0.12.5
  • Fixed Shard Lord title possibly appearing multiple times
  • Fixed no blood decals on the Arena floor
  • Stopped Shard Lord titles appearing in the Endless Arena
  • Decreased chance of enemy ragdolls going crazy
  • Improved lightmaps on some objects in Scenarios

Version 0.12.4
  • Fixed more bugs related to custom gun ammo counts in Workshop levels (0.12.0 regression)
  • Fixed separated head not rendering when far from body (0.12.0 regression)
  • Fixed chance of floating neck/shoulder elements from dead characters
  • Fixed bug with some hand elements not disconnecting from character base properly
  • Fixed some navmesh issues with certain props in Workshop levels

Version 0.12.3
  • Fixed barbell with weights not breaking into separate weapons (0.12.0 regression)
  • Fixed afro combs missing from afros (0.12.0 regression)
  • Fixed afro combs not appearing in afros in multiplayer
  • Fixed Bore Worms and Aberration tentacles sometimes not animating and remaining underground
  • Fixed hips position of characters being offset after being damaged (0.12.0 regression)
  • Tweaked bloody voxel colour

Version 0.12.2
  • Fixed enemy spawn bugs in the Endless Arena (0.12.0 regression)
  • Fixed lots of purchasable weapons spawning in the Endless Arena (0.12.0 regression)
  • Fixed Reset Brightness button bug
  • Fixed invisible bodies on some human enemies (0.12.0 regression)
  • Fixed weapons not showing for characters in the Level Editor (0.12.0 regression)
  • Fixed ammo count not being set correctly for Workshop level weapons (0.12.0 regression)
  • Fixed overly aggressive deload of character textures in Level Editor when making edits (0.12.0 regression)
  • Fixed female characters using male voices in some cases
  • Fixed dead enemies not always having collision initially in Workshop levels

Version 0.12.1
  • Fixed missing menu and some other audio in 0.12.0
  • Fixed Living Dead modifier not loading in 0.12.0
  • Fixed stored weapon not carried over to new levels in Beneath in 0.12.0
  • Fixed bug with Crystal Entity in Crystal Caverns in 0.12.0

Version 0.12.0
  • New asynchronous asset loading system
  • New voxel mesh and skinning system
  • Significantly reduced memory usage
  • New lightmapping system used for Scenarios
  • Generally faster loading times across the board (WIP)
  • Pathfinding optimisations
  • Beneath level generation optimisations
  • Improvements to the sound occlusion system
  • Added a Brightness slider to the options
  • Added all current guns to the Sandbox level
  • Level Editor load menu now has search functionality
  • Level Editor now saves a backup of the level each time you overwrite it
  • Level Editor now saves another backup of the level each time it is successfully loaded
  • Level Editor load menu now has a button to open the folder with the level files
  • Fixed material on saloon card props
  • Fixed incorrect ivy placement in Ruins rooms
  • Engine update from Unity 2018.4 to 2019.4
  • Fixed being able to duplicate some objects beyond the limits in the Level Editor
  • Fixed not being able to scroll to bottom of Primitive properties in Level Editor
  • Fixed primitive prop custom material being replaced on selection sometimes
  • Fixed not being able to select Arena Challenge 4 and 5 in multiplayer when already in the Arena
  • Fixed throwing the saloon mop bucket having weird trajectory
  • Fixed the Input Remapping menu not closing with the Options menu
Paint the Town Red - Eternic
Since the last earlytests build we've been working very hard to identify and resolve various memory issues as well as perform full rewrites of many of the game's systems. We've now completed these changes and have made 0.12.0 available in the 'earlytests' beta branch. Once we're satisfied there are no new bugs we'll make this the new main build for all users.

To activate the 'earlytests' branch, right click the game in your Steam library, go into the Properties and under the BETAS tab you can select 'earlytests' from the dropdown.

This update is in a better initial state than the previous earlytests build 0.11.15 was, so if you're interested in exeriencing these changes now you are encouraged to try the build and let us know of any new issues. Otherwise this build will be available on the main branch soon. Please post any new bugs you encounter in this build in this Steam forum topic.

This update involves massive internal rework of multiple systems which should result in differences to performance and memory usage, but otherwise the gameplay, if everything has gone well, shouldn't be different to what you experienced before outside of some improvements.

While undertaking massive rework this late in production might seem unusual, it was necessary to support people using lower end hardware, particularly those with less ram and vram. In our work to support releases on lower end consoles, we identified a number of memory issues that have allowed us to drastically improve the PC version.

We've also found as older Unity engine features are deprecated and newer features introduced, it becomes harder and harder to support a game that began development over 5 years ago. We're now using the latest stable engine release and have made significant changes to use the latest features that will allow us to continue supporting Paint the Town Red for years to come.

I'll discuss some of the technical changes in this build and provide some details on our future release plans below.

New Technical Changes

Voxel Mesh System

Unsurprisingly one of the features we've worked on and reworked the most over the development of Paint the Town Red is the way voxel character meshes are built and rendered. One of the changes we made last year to improve CPU and rendering performance was to take all the separate voxel elements and non-voxel elements that make up a character and combine them into a single skinned mesh. This allowed characters like standard humans, which are made up of around 24 individual meshes to instead use 1 combined mesh and only 1 draw call.

That system worked great, but it did have some negative implications on memory usage. Per vertex data was now increased since as well as storing the usual data, each vertex also needed bone index and weight information. It also added another black box in the system where we were reliant on Unity engine performance for efficient CPU or GPU skinning of characters.



We've now replaced that system with a similar one that has many improvements. We still combine characters elements into a single mesh, but now we also perform all skinning ourselves on the GPU, bypassing Unity's systems entirely. This allows us to take advantage of PTTR's particular characteristics and provide a far more streamlined per-vertex data set, and couple the system with our LOD and voxel collision systems to efficiently gather and update data on the GPU only when needed.

The improved performance of the mesh generation of this new system also means we're able to be more liberal with when we unload and regenerate mesh data as enemies go off-screen or out of range. The result of these changes is faster mesh generation, faster per-frame performance and significantly less memory usage in the order of hundreds of MBs or ever over 1GB less memory used in some Beneath areas.

Asynchronous Asset Loading System

Probably the most significant change in this update is the move to an asynchronous loading system for almost all elements in the game. Previously we had a limited version of this for loading levels and for some Beneath data, but now every level in the game and all major assets are loaded entirely differently to before.

If everything works right the result of this change should seem fairly minor. Essentially where before the game could momentarily freeze while loading in large data, most of this will now be loaded in in the background without major interruptions to the main thread.

What difference will you notice? Hopefully not much. The spinning loading icon when loading Beneath levels should freeze less and the main menu might load faster. If you took a look at memory usage though you'd notice improvements, especially after longer play sessions with many level loads. Where before Unity's default asset handling system could keep a lot of extraneous data in memory, we now have much more control over what is and isn't loaded into memory and at any one time only the essential data of the moment should be loaded.

Because we have many hundreds of character textures in PTTR, we also need an efficient way to load and unload these. Typical levels like Scenarios and Beneath can load in necessary character textures as part of the regular loading process, but when using a spawn button in something like the Sandbox, you might notice a slight delay in the enemy appearing that's different to before. The difference here is that where before the game would freeze for a moment while that enemy loaded with all its textures, now the enemy will appear after the same amount of time after it has loaded, but without the freeze.

Another benefit of changing our asset system is that it has allowed us to significantly reduce asset duplication and the inclusion of unused assets in the builds. This means the game takes up around 30% less space on disk.

More Native Memory Management

One thing we've had to work hard on over the years is to bypass Unity's memory management on critical systems, particularly with voxels. We've for some time now completely bypassed managed memory and the garbage collector where voxel data is concerned, but now with this version we've updated even more systems so that we can manage their memory ourselves.

The point of these changes is somewhat about performance, but the primary benefit is found in the 4th, 10th or 100th Beneath run in a session. Automatic memory management as is found in languages like C# as used by Unity is unpredictable and not suited well to games. Even if there are no memory leaks, what can happen with a managed memory heap over time is as variable amounts of data is requested and released, the size of that pool of memory can increase over time. This is due to the lack of defragmentation in the memory pool.

By changing the majority of our more memory intensive systems to not use managed memory at all, the memory profile of the game over time is much more consistent. There are still some engine limitations preventing us from taking this further, but with our changes over the several weeks we'll be able to continue moving to the latest engine versions as they become stable and continue optimising the game for years to come even post release.

Other Changes: WIP Lighting and Beneath Load Times

When making large changes like this it can be hard to track every individual change. At the bottom of this post you'll find the changelist for 0.12.0, but as is typical for major updates like this, you might notice changes that aren't listed.

As part of moving away from older engine features, we've changed how we're lighting the Scenarios. This should be a fairly subtle change and is something we're still working on. For the most part it should be an improvement to what we had before, but there might be some low resolution lightmaps that look worse than before which we'll improve in the coming updates.


Different system with a subtle difference, but generally better look

Load times for levels across the board should be improved, but there are some aspects that can still be improved further. Loading Beneath levels should be as fast or faster than it was before, but we're still loading in a lot of the assets in a queued system. We'll be making more rewrites to the level generation system to remove this order dependent system so that more assets can be asynchronously loaded at the same time which should improve load times even more.

Upcoming Release Plans

We'll be continuing to test this build of the game this week and monitoring your feedback on it with the hopes of having this build available in the main branch by the end of the week. We'll then begin preparing the next update which should come straight to the main branch.

Upcoming Builds

Assuming nothing from this build requires major immediate attention and fixes, our next update will feature the latest community provided translations and we intend on implementing all the Achievements to the game and Trading Cards in the next update also. After that we'll update the translation spreadsheets with all the new text that has been added to the game including Achievement text with the intention of finalising translations shortly after that.

We'll be working on getting the remainder of the music and sound effects completed through October and expect to be content locked for 1.0 in early November. We'll be focused primarily on polish and bug fixes, particularly in regards to stability during and after that time until version 1.0 is complete. We'll continue releasing regular updates leading up to that.

After version 1.0 is released and we leave Early Access we'll begin work on new content and features for the Level Editor and we'll begin planning new content for future updates to the game.

Console Releases

We've been working on console versions of Paint the Town Red here and there for years now, but with 1.0 quickly approaching we'll be spending more time on them over the next few weeks. We can't talk specifically about what we'll be releasing on and when, but it is out intention to release on all current generation consoles this year or as soon as possible.

Developing the console versions has massive benefits for the PC version. Many of the improvements to the game made in version 0.12.0 were out of necessity to get the game running on something like the Nintendo Switch which has a far tighter memory budget than we'd previously tried to hit for PC.

We don't plan on supporting multiplayer on the console versions or the Level Editor and user generated content. We might add support for these post release, but we don't have the manpower to develop these for the consoles within any reasonable timeframe right now. Otherwise all single player content will be available on the console versions. There may be some minor differences in those versions such as there being fewer initial enemies in Scenarios with the remainder entering over time as enemies are killed to limit the max number of active enemies at a time due to CPU limitations.

In regards to the next generation consoles we don't have any firm plans right now, but we'd definitely like to develop native versions of the game for those asap also where they should run without compromise at high resolutions and frame rates.

Upcoming Price Change

We've mentioned this previously, but it's important to continue to be clear that we will be increasing the price of the game to $19.99USD leading up to or at the 1.0 release of the game. We're firmly in the camp that if people choose to support us during Early Access and play an unfinished version of the game, they shouldn't have to pay the final price. We increased the price a few years ago once we'd added enough content to the build and now as the game will be leaving Early Access we will set the final price of the game for release.

Once we know when the price change will be happening we'll let you know in advance in one of these posts. If you'd like to purchase the game before then please Follow the game on Steam to get notified when we post these announcements.

Changelist

Version 0.11.15 never left the earlytests branch because it had some major issues and due to the nature of the changes we'd been making for 0.12.0, we needed to wait until the changes were complete before we could get a viable build ready. 0.12.0 will incorporate all the 0.11.15 changes.

Version 0.12.0
  • New asynchronous asset loading system
  • New voxel mesh and skinning system
  • Significantly reduced memory usage
  • New lightmapping system used for Scenarios
  • Generally faster loading times across the board (WIP)
  • Pathfinding optimisations
  • Beneath level generation optimisations
  • Improvements to the sound occlusion system
  • Fixed material on saloon card props
  • Fixed incorrect ivy placement in Ruins rooms

Version 0.11.15
  • Added all current guns to the Sandbox level
  • Level Editor load menu now has search functionality
  • Level Editor now saves a backup of the level each time you overwrite it
  • Level Editor now saves another backup of the level each time it is successfully loaded
  • Level Editor load menu now has a button to open the folder with the level files
  • Reduced memory usage
  • Engine update from Unity 2018.4 to 2019.4
  • Fixed being able to duplicate some objects beyond the limits in the Level Editor
  • Fixed not being able to scroll to bottom of Primitive properties in Level Editor
  • Fixed primitive prop custom material being replaced on selection sometimes
  • Fixed not being able to select Arena Challenge 4 and 5 in multiplayer when already in the Arena
  • Fixed throwing the saloon mop bucket having weird trajectory
  • Fixed the Input Remapping menu not closing with the Options menu
Paint the Town Red - Eternic
We've made 0.11.15 available in the 'earlytests' beta branch on Steam. We only recommend this beta version of the update for players that want to test out the latest Level Editor changes. Because this version is built on a much newer version of the Unity game engine there are potentially many new bugs and issues that need to be resolved.

To activate the 'earlytests' branch, right click the game in your Steam library, go into the Properties and under the BETAS tab you can select 'earlytests' from the dropdown.

Once we've verified that everything is working as it should in this update we will transition it to the default branch on Steam for all users.

Due to it no longer being supported in the Unity engine, we will no longer be able to support the 32-bit Linux for builds going forward, but since there are 0 players using the 32 bit Linux build that should not be an issue.

The full changelist for this update is below, but the key changes are some Level Editor improvements detailed below.

Level Editor Load and Backup Improvements

Since many players have become incredibly prolific in the development of levels for the Workshop, managing the large list of level files in the editor can be difficult. To help with this we've added Search functionality to the Load screen in the Level Editor which will dynamically filter your level files based on your search term.

In order to help prevent data loss from bugs or mistakes when editing levels, when saving a level in the Level Editor a backup of the previous save file will now also be saved. In addition, when a level is successfully loaded in the editor, a separate backup of the level will also be saved. This should ensure that if there is an issue with your level that would cause it to fail to load and you don't notice while making multiple saves, there will be a version of the level available from when it was last definitely working.

We'll be continuing to improve the Level Editor as well as add more modifiers for Scenarios along with more improvements and additions. Currently our focus is on optimisation and finishing remaining functionality aspects such as Steam Cloud support for save games and the ability to save and load back into in-progress runs in Beneath.

Changelist

Version 0.11.15
  • Added all current guns to the Sandbox level
  • Level Editor load menu now has search functionality
  • Level Editor now saves a backup of the level each time you overwrite it
  • Level Editor now saves another backup of the level each time it is successfully loaded
  • Level Editor load menu now has a button to open the folder with the level files
  • Reduced memory usage
  • Engine update from Unity 2018.4 to 2019.4
  • Fixed being able to duplicate some objects beyond the limits in the Level Editor
  • Fixed not being able to scroll to bottom of Primitive properties in Level Editor
  • Fixed primitive prop custom material being replaced on selection sometimes
  • Fixed not being able to select Arena Challenge 4 and 5 in multiplayer when already in the Arena
  • Fixed throwing the saloon mop bucket having weird trajectory
  • Fixed the Input Remapping menu not closing with the Options menu
Paint the Town Red - Eternic
Update Info

The 0.11.14 update is available now and adds some extra enemy types, over 20 animations and improvements to the Level Editor, as well as a new scenario modifier called 'Living Dead' and a lot of bug fixes.

Living Dead Modifier



The Living Dead modifier turns all the enemies in the scenario levels into Zombies, Skeletons or Tentacle Mutants. This gives another way to experience all these levels and it is designed to pair well with the 'Lights Out' modifier to make things extra scary and difficult.

You can view a short view of the gameplay of the Living Dead modifier paired with Lights Out and other modifiers below.



Level Editor Updates

The helmetless variation of the Necromancer boss enemy that is found in the Arena Challenge 5 is now available in the Level Editor as well as a regular bone coloured version of the Skeleton enemy. We've also added 23 new animations for use with characters in the Level Editor mostly from the Beneath Facility.

The health and power pickups from Beneath have also been added to the Level Editor as well as the Cannon with an ammo count option and the punching bag prop.

We've also made some quality of life improvements to the Level Editor related to dealing with duplicating props and working with logic props. Now the settings menu includes X, Y and Z settings for the offset a duplicated prop will be from the original. The values you set here will be saved to your settings and will persist.

The spherical logic prop selectors will now also scale down to a smaller size when you get close to them with the camera which will make it much easier to select the desired prop when multiple logic props are close together.

Primitive props that are set to follow a path now include a "Loop Path" checkbox that will allow you to either have them stop at the end of a path or reset to the beginning of the path and loop.

View the full changelist below.

Changelist

Version 0.11.14
  • Added 'Living Dead' scenario modifier
  • Added a helmetless Necromancer boss to the Level Editor
  • Added a regular Skeleton enemy to the Level Editor
  • Added 23 animations from Beneath facility to the Level Editor
  • Added Prop Duplication Offset setting for the Level Editor
  • Added a 'Path Loop' bool to Primitive props in the Level Editor
  • Added Health and Power Beneath pickups to the Level Editor
  • Added Cannon prop to the Level Editor with ammo property
  • Added punching bag prop to the Level Editor
  • Bullet decals can now be on some dynamic objects
  • Enemies will now avoid blocking the shop entrance in Beneath
  • Reduced the chance the player can be hit through walls
  • Reduce scale of the Logic Prop selectors in the Level Editor when close
  • Fixed metallic weapons being black in Workshop levels if outside rooms
  • Fixed Shackle Nunchucks weapon selection box issues in the Level Editor
  • Fixed Necromancer spawns potentially happening across level loads
  • Fixed bug with voxel collision on skeletons in some cases
  • Fixed afros and beards not scaling with characters properly
  • Fixed The Pyro not having a friend icon when friendly
  • Fixed the shield arm remaining invisible after attacking with a weapon
  • Fixed the incorrect hand hold on the laser katana in the Sandbox
  • Fixed enemies starting with 0 health having bad ragdolls in Workshop levels
  • Fixed bullets going in crazy directions when close to walls and target
  • Fixed enemies walking above the ground in a particular area in a Caves room
  • Fixed the trapped Giant Mage vines being pink after being cleared when returning to room
  • Fixed missing/pink custom materials for a few frames when loading a Level Editor map
  • Fixed enemies not getting stuck on traps at a distance
  • Fixed incorrect sound on the Damage Teleport when upgraded to the Wraith class
  • Fixed enemies being able to spawn inside the shop on Fire & Blood 1
  • Fixed navmesh issue in a Ruins room causing enemies to walk through walls
  • Fixed Level Editor Invincible mode not working after playing Arena or Challenge
  • Fixed Level Editor testing menu button saying "Quit" instead of "Return to Menu"
Paint the Town Red - Eternic
Update Info

The 0.11.12 update is available now and is focused mainly on bug fixes but also adds a new Scenario modifier called 'Lights Out'

Lights Out Modifier

The Lights Out modifier turns all Scenario levels pitch black except for a short range light cast from the player. You'll need to slow down to make your way around the levels in the dark and you often won't see enemies until they're right on top of you.



The Lights Out modifier can also be combined with the other modifiers like 'TOP DOWN' and should pair well with future modifiers ideas like changing all the humans in the Scenarios into zombies or other creatures for a real horror experience.



We've also made some slight changes to the mouse aiming and crosshair system in the TOP DOWN modifier gameplay to make aiming more intuitive, and the Mouse Sensitivity setting from the Options menu will now affect that mode. You might find your desired sensitivity for TOP DOWN is different from the regular first person gameplay though.

Level Editor Changes

We've also made some additions to the Level Editor mainly in the form of the Necromancer boss and the Dark Skeleton from 'The End' fight in Beneath now being available to use in Workshop levels.

We've also fixed an issue with the 'Unbreakable Bones' option added in the last update and any level made since that update that used the option might need to re-enable it.

A couple of new character animations have also been added to the Level Editor and we'll be adding the majority of the Beneath Facility animations soon, likely in the next update.

While working with extremely large and dense levels will still be challenging, some optimisation work has gone into making some aspects of editing massive levels a little faster in some cases.

Bug Fixes

We'll be continuing to focus on bug fixes over the coming updates. Thanks to the community members that joined the most recent Twitch development streams to help identify some bugs and how to reproduce them. We'll be continuing to fix bugs on these streams. Check and follow the pinned Steam forum topic for stream times if you'd like to join in.

Notably this update there are some navmesh issues fixed in the Beneath Islands area which would cause bugged grouping of enemies and props as well as issues with the boss island placement and enemies.

Time has also gone into trying to reduce the possibility of weapons getting stuck in a state where they cannot be picked up after being thrown.

Check the changelist below for the full list of additions and fixes in this update.

Changelist

Version 0.11.12
  • Added 'Lights Out' scenario modifier
  • Arena Challenge 4 and 5 can now be selected in the multiplayer menu
  • Mouse sensitivity setting now works with TOP DOWN modifier
  • Modified the crosshair system for the TOP DOWN modifier
  • Added Dark Skeleton and Necromancer Boss to the Level Editor
  • Added some new animations to the Level Editor
  • Added Steam Rich Presence when in Endless Arena
  • Significant optimisations to the Level Editor when adding props/weapons to levels with many already
  • Optimisations to the Level Editor when selecting large amounts of props
  • Minor performance improvement to Beneath level generation
  • Fixed/Reduced the chance weapons get stuck in long unusable state after throwing them
  • Fixed some blank weapon icons in the Level Editor
  • Fixed old level Unbreakable Bones settings not being respected
  • Fixed being able to be hurt in the Beneath shop
  • Fixed bug with being able to pick up Boss katana first in Beneath Disco Construct
  • Fixed some bugs with the placement of the Islands boss room
  • Fixed navmesh generation issues on the Islands causing bunched enemies and weapons
  • Fixed damage/knockback on all players from one Charger or Leaper hit
  • Fixed Leaper and Charger going into crazy pose after being hit sometimes
  • Fixed multiplayer players being in invisible in Arena after coming back to life
...

Search news
Archive
2024
Nov   Oct   Sep   Aug   Jul   Jun  
May   Apr   Mar   Feb   Jan  
Archives By Year
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002