Hello everyone, thank you all for playing this game! Currently we stand at a 92% review rate, woo hoo!! I'm very happy that almost everyone seems to enjoy this game.
Of course, I've been LISTENING TO YOUR FEEDBACK and I'm happy to say that a major update will be rolling around sometime mid-october!
This update includes:
Unlockable difficulties! Including a hard mode that will make the game more challenging!
A nice little hub world to chill in
A secret ending!
Various bug and balances changes
More gore
Steam workshop support
That's it for now! Thank you and have a wonderful day!
Hello Alpha testers! After 3 or so months, a new version has been uploaded! Here are some of the highlights.
New Opening Cutscene
There's a new opening cutscene, which introduces the Sage as a 'master of the Infinite'.
Revamped Main Menu
The Main Menu has been simplified to one screen! It's a lot easier to navigate.
Computer Glossary
The Computer has been given some definitions! Hover over a highlighted word in a Computer and get more details on the Lore and other tidbits!
Revamped Movement
The Player movement has been tweaked tremendously to add exponential acceleration and friction! A couple of Alpha testers complained that the acceleration was too fast and the deceleration was too slow. I agreed - the movement code was always my biggest pain for the longest time. Luckily, I enlisted GPT-4 to help and I got it working within the hour. Let me know how you feel!
Gravity for Black Holes!
The Black Holes were simply just another wall, but bigger. I have added a 'Suck' feature to the Black Holes, where if you get too close the Black Hole drags you in.
Here is the full changelog:
Added new Opening Cutscene (with Input key selection).
Added 'gravity' to Black Holes.
Added Glossary support for Computers.
Added one in-Trial cutscene (Trial 7).
Added Launchpad SFX.
Added DecreaseSize to Waypoint.
Changed look of Waypoints.
Changed Player Movement to have exponential acceleration, friction.
Changed Splash Screen.
Changed Computer entries.
Changed ExitCloud to be clearer on open status.
Changed version to Alpha 11.
Fixed Sage dialogues having awkward Player positioning.
Fixed Character names not being centered in Dialogue.
Fixed Player tints not showing.
Rewrote Distortion 2, 3, some Computer Entries, both Roam dialogues.
Renamed Darsa to Wright, Motoo to Winfried.
Finished the first Roam level.
Unified all Menus into the Main Menu.
Moved 'Delete Save' button to Options Menu.
Disabled Cheats on Debug builds.
Improved Computer Visuals.
Bullets vanish when hitting a Black Hole.
Smoothed out Shrink zoom-in.
Alpha 12 is now in the works!
Here is a preliminary list of features I plan to add:
Add the Second Roam Level.
Update the Ice Floor logic; Make it more predictable and more like Ice.
Update the Powerup acquisition process! I changed the particle in this version but it's still terrible. I'll add an explainer cutscene for each of them.
Age of Empires II: Definitive Edition - Lady Eridani
The latest update to Age of Empires II: Definitive Edition has brought new campaigns to Return of Rome! Learn the necessary skills to lead your civilization to victory across 12 Scenarios in the Ascent of Egypt campaign!
Come take a look around. Counter-Strike 2 is the largest technical leap forward in Counter-Strike's history, supporting new features today and updates for years to come.
If you're a returning player you'll find your favorite maps and matchmaking modes right where you left them, along with a revamped Premier mode where you can establish your all-new CS Rating. Rise through the ranks and see where you stand on global and regional leaderboards.
For new players, learn the basics with some offline training and jump into Casual and Deathmatch to hone your skills. Once you've unlocked Competitive matchmaking you'll be off to the races.
Grab your friends, and come join millions of players around the world. Welcome to Counter-Strike 2.
Counter-Strike 2 is now available and free to play
Season One of Premier has begun
[ GAMEPLAY ]
Enabled Competitive matchmaking
Enabled Wingman matchmaking
Enabled Private Matchmaking
Added Training Day, a brief introductory experience for brand new players
Improved player-against-player movement collision
Improved consistency of bullet penetration
Player reflections in water are now occluded by smoke
Molotov fire now floats above the water
Fixed character ambient occlusion being visible through walls
C4 bomb lights don't reflect through walls
Fixed some rare cases of viewmodel lighting corruption
Adjusted smoke behavior to cover cases where smoke would stop less than a player's height above the ground
Fix various bugs with switching teams in the middle of offline Deathmatch
Fixed Famas reloading too early
Chickens can finally fall off Vertigo
[ SOUND ]
Added the new CS2 default music kit
Added new audio customization settings
Various mix tweaks and adjustments
Various bug fixes related to music kits
Updated the game startup sound
Added background ambience to main menu scenes
Restored the clutch_mode_toggle function
Fixed a bug where sometimes c4 defuse and planting sounds could not be heard in certain locations
Fixed some surfaces being incorrectly tagged causing incorrect footstep sounds in certain locations
Fixed a bug where attackers could not hear headshot feedback through wallbangs or smokes
Body damage feedback for attackers will now play within the same distance as it does for onlookers through smokes and wallbangs
Fixed a bug where scoping in affected directional sound
First person damage sounds are now more impactful
Removed several legacy audio convars that existed in CS:GO but never had an effect in CS2
[ ANIMATION ]
Adjusted character additive lean animation
Adjusted jump animation, particularly when repeatedly jumping
Adjusted jiggle-peeking animation
Adjusted animated character head position relative to camera position
Added bullet belt to negev
Reduced foot sliding when carrying slower weapons
Fixed character momentarily standing during crouch-planting animation
Fixed incorrect viewmodel deploy speeds
Fixed pops in some weapon inspect animations
Inspecting weapons may now interrupt deploy animation
[ MATCHMAKING ]
When one or more party members get convicted of cheating and permanently banned, all their associates will be penalized with loss of Profile Rank and CS Rating
In Premier, players with a very high established CS Rating are not allowed to party with accounts that do not have an established CS Rating
[ MAPS ]
Various bug fixes and tweaks for all shipped maps
Adjusted vertical audio occlusion boundaries in Nuke and Vertigo
Added an extra bell in Inferno
Casual and Deathmatch maps are now separated into multiple map groups
[ MISC ]
CS:GO Players who started playing more than a week ago will receive a commemorative CS:GO coin and CS:GO Music Kit
Added Store tab to main menu
Enabled all interactions with inventory items
Replaced weekly drops with a weekly Care Package. Choose from weapon cases, weapon finishes, and graffiti
Added demo playback support
Added the ability to favorite and shuffle loadout items
Added new item icons
Office and Vertigo are available as main menu scenery
Various updates for weapon finishes, including fixing overly strong wear on several Custom Paint Job finishes
Reworked Phoenix Street Soldier balaclava texture to resolve visibility issues
Enabled animated eyes on agent character models
[ WORKSHOP TOOLS ]
Game clients running in workshop tools mode are not allowed to connect to VAC secure game servers
Added an all-new help system featuring contextually relevant guides and information. Guides include gray scale value ranges for alpha channel masking, paint-by-number mask color assignments based on current finish type, and much more!
Removed dynamic props from solid color inspect backgrounds
Hey everyone, sorry for the radio silence! I’ve been hard at work the past few months attempting to port Ex-Zodiac over to the latest version of the game engine I use. I’ve wanted to move to the latest version for a while now, but I was waiting for it to become stable before doing so. Upgrading was important for a number of reasons, but the main ones were: future-proofing console support, editor stability and new features that enhance or speed up my work flow. Lots of little improvements have been made all across the engine and the editor, and this stuff all adds up, especially when it comes to time saving.
Most of you (probably) know the game is being built in Godot, and it originally started all the way back in version 2.1. Not long after, version 3.0 became available, and I decided to port the game over to that. At that time the game only had one level, so porting it over took about a week as I had to rebuild everything from scratch as there was no automatic conversion tool available. Thankfully there is one this time around and so that's handled a lot of the work for me, but there are still plenty of things that need manually fixing. Things like broken materials, animations not playing correctly and events not triggering etc. The good news is that the porting process is almost complete. There are still some rough edges to smooth out, but the bulk of the work is done, and that means I can finally get back to working on new content.
I want to thank you all for your patience and support so far, I’m really grateful for that. I’m looking forward to getting back to being creative again soon!