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
The 0.11.11 update is available now and adds the 5th Arena Challenge which sees you facing a series of mini-boss and boss enemies from the Scenarios and Beneath. This is another difficult challenge that will require careful tactical use of the weapons available and consideration of the order and location you take out the enemies.
TOP DOWN Modifier
As with the last update we've also worked on another Scenario modifier, this time a 'TOP DOWN' modifier that essentially turns the Scenario levels into a twin stick shooter and melee game. This adds what feels like an entirely different game within Paint the Town Red. As a bonus feature it is of course a little rough around the edges, but for a quick addition it's also far more fun than it has any right to be.
Firing guns in particular feels great, so we've also added a 'GUN SHOW' modifier that adds a selection of guns to the scenario levels with unlimited ammo. This way you can turn both of these modifiers on and enjoy blasting away from this overheard perspective in all the scenario levels. You can see a video of some gameplay with these new modifiers below.
With Arena Challenge 5 complete, we have now wrapped up all the planned content for Paint the Town Red and will be switching primarily to focusing on bug fixes and polish. There is still more content to come, particularly new Level Editor additions, but with a lock on the content for now we can push towards a 1.0 version and leaving Early Access.
We'll also continuing adding new Scenario modifiers as we update the game over the coming weeks as well as adding Achievements now that we have all the main content added.
Changelist
Version 0.11.11
Added Arena Challenge 5
Added 'Top Down' scenario Modifier
Added 'Gun Show' scenario Modifier
Added 'Extra Gold' upgrades to the Shard shop in Beneath
Added 'Unbreakable Bones' to the Level Editor
Fixed Arena Challenge 4 leaderboard not getting written to
Fixed extreme brightness when using Smite with SUPERHOT modifier
Fixed bug with Beneath attempting to destroy a killed pursuer before a boss fight
Fixed bug with Pursuer not always appearing in areas where it should
Fixed shield state not changing properly when finishing an Arena fight with a shield
Fixed Arena challenge progress not getting updated unless you die
The 0.11.10 update is available now and adds the 4th Arena Challenge which involves a series of fights involving Beneath enemies. We'll be adding a 5th Arena Challenge soon which will be a gauntlet involving many of the boss characters from the Scenarios and Beneath.
SUPERHOT
We've also added a new modifier for the Scenario levels based on the game SUPERHOT which is an example of the types of modifiers we'll be adding going forward. This modifier changes up the visuals and game speed to be similar to it's namesake where time will speed up to normal speed when you move or as you attack, but will slow down to a very slow speed when you stand still. You can see a video of some gameplay with the SUPERHOT modifier below.
We recommend turning on the HARD HITTER and WEAK PLAYER modifiers along with the SUPERHOT modifier to get a truer experience with some challenge.
The gameplay is still distinctly Paint the Town Red, but the SUPERHOT team were gracious enough to allow us to call the modifier 'SUPERHOT' so please check out the original SUPERHOT, SUPERHOT VR or their new release SUPERHOT: MIND CONTROL DELETE which are all on sale right now on Steam to experience the fantastic inspiration for this mode.
Community Translations
We've also received a ton of improved translations from the community for many of the languages in the game which has been amazing. We've implemented all the current submissions into the game which for many languages is very comprehensive. Special thanks to all those who have gone over all the translations for a language.
Please continue to use the in-game button in the main menu to visit the forum topic that gives details on how to provide improved translations when you see something that's incorrect in your language.
Next Releases
In the coming updates we'll be adding another new Arena challenge focused on boss fights, as well as more Scenario modifiers that give new ways to play the game much like with the SUPERHOT modifier this update. If you have any suggestions for modifiers please post them in our Steam forum or on the Paint the Town Red community Discord server.
There are still a number of bugs we'll be fixing each release for all modes and multiplayer as well as new Level Editor features we'll be adding.
We're also actively working on console releases of Paint the Town Red which is going to have a lot of positive effects on the Steam version. As we continue to optimise performance for those systems, the performance on PC/Mac/Linux will also improve as a result. We'll also soon have much more comprehensive gamepad support in menus and an improved default control scheme.
Changelist
Version 0.11.10
Added Arena Challenge 4
Added 'SUPERHOT' scenario Modifier
Implemented some of the improved translations from the community for some languages
Fixed KO force from weapons not increasing much with Hard Hitter modifier
Fixed enemy target choice bug in some enemy combinations
We've just released version 0.11.8 the focus of which has been preparing the game for translation of most of the text in the game to 26 non-English languages. The translations are currently auto-generated and often inaccurate. In order to improve the general quality and accuracy of the translations we've made available Google Spreadsheets for each language so improvements and corrections for translations can be submitted.
We'll monitor these spreadsheets for accuracy and periodically incorporate the improved translations into newer builds of the game. If you are particularly skilled at translating into a particular language, we'd be happy to give 1 or a small number of dedicated translators private access to a particular language spreadsheet. We have a topic on the Steam forum detailing how to access these spreadsheets and provide improvements to the translations and if you would like to take responsibility for translating the entirety of a language please let us know in that topic.
If you choose to change the language in the game that will be saved as your new default when starting the game going forward, but you can change back to English at any time. Once we have a first batch of translation improvements we will set the default language to match your computer/Steam language.
Follow this link for details on helping with localizing the game to your language:
Now that most of this translation utility work has been completed, we'll now resume a focus on bug fixes and performance improvements for the next update. Feedback on the Endless Arena has been great so far and we'll be incorporating many of the suggestions for it going forward as well as working to significantly improving performance when there are a large number of Beneath enemies active.
Our next main addition will be a few new Arena Challenges which will be added very soon. We still have a number of Level Editor additions and improvements to make over the coming updates, as well as improvements to the Beneath save system allowing in-progress runs to be saved and resumed and Steam Cloud support to prevent losing progress when changing computers, etc.
Changelist
Version 0.11.8
Setup most text in the game to support translation to a large number of different languages
Removed Stamina Boost from the Endless Arena
Reduced performance cost of some Beneath enemy effects
In this update we've add the Endless mode for the Arena. Rather than facing a series of fights like in the regular Arena Challenges, the Endless mode will continually add in more enemies for you to fight, and weapons for you to fight with until you die. Your goal is to survive as long as you can, but the timer will slow down if you aren't actively killing enemies so you'll need to engage to beat your top score.
More powerful weapons are available for purchase if you manage to make enough gold from kills, as well as health and other powerups. This is a challenging mode that will test your combat abilities, but we will be making some tweaks and improvements to this mode over time so the difficulty will change slightly going forward.
You can access the Endless Arena from the new mode option in the Arena menu. The Endless Arena is not available in multiplayer.
Since releasing the Beneath multiplayer in version 0.11.0, we've been more closely monitoring issues and adding new ways for players to easily log crashes and general bugs which has been very beneficial. So far we've fixed dozens of common and rare bugs causing issues from the very minor to crashes and freezes. We'll be continuing to monitor bug reports and crash logs and will resolve the remaining issues as quickly as possible.
Changelist
Version 0.11.7
Added the Endless Arena mode
Improved colour grading on Beneath levels
Fixed Smite not working on some Beneath enemies at range
Fixed incorrect scale on shelves prop in the Level Editor
Fixed bug when exploding some enemies with very high voxel counts
Version 0.11.6
Fixed being able to attempt attack while charging a throw causing some weapon issues
Fixed some bugs causing the Trickster boss to be unbeatable after using certain powers on him
Added additional error handling around Necromancer boss shield state
Fixed bug with clients not properly recognising when another client disconnects in multiplayer
Fixed some asset streaming bugs in the Ruins
Fixed miscellaneous errors and exceptions
Version 0.11.5
Added Charger, Leaper, Teleporter, The Deceiver, Statue, The Golem, Giant Mage, The Beast, Interceptor, Bore Worm, The Centurion, Minion, The Pyro, Floating Head, Crystal Entity, Observer and Hydra to the Level Editor
Fixed extra low frame rates on The Islands when a client in multiplayer
Fixed guns breaking and being recreated incorrectly in multiplayer
Fixed Floating Heads popping up when first approached
Fixed bug preventing Smite firing in some situations
Fixed bug causing missing collision on enemies in some situations
Fixed guns visually breaking on clients when changing to melee versions
Version 0.11.4
Added an in-game Bug Reporting menu to easily send us a screenshot, info and game log
Added the ability to send a Crash Report from the main menu that will send us the previous session log
Fixed a bug with voxel mesh generation in some cases leading to missing triangles and errors on enemies
Fixed bug with Minions being sometimes inaccessible in the the Necromancer boss fight
Fixed some enemy target selection bugs in multiplayer
Fixed Level Editor logic not being able to play built-in music properly
Fixed various minor issues
Version 0.11.3
Fixed missing sound effects when other players punch or get hit by non weapon attacks
Fixed a number of potential error cases in multiplayer
Version 0.11.2
Fixed bug allowing early access to Fire & Blood in Beneath
Fixed various miscellaneous errors potentially affecting network packet processing
Version 0.11.1
Fixed some potential freezes and sync errors in multiplayer
We've updated Paint the Town Red to 0.11.0 which has the first version of the Beneath cooperative multiplayer. 2, 3 or 4 players can now play through the entirety of Beneath together.
As is typical with large updates like this, there's a high probability that there are bugs we don't know about. If you encounter any new issues, particularly with the Beneath multiplayer, please post them in the appropriate Bugs section on our Steam forum or the Paint the Town Red Discord (https://discord.gg/9vug3Tb).
We have a number of known issues to fix which we'll continue working on. There will be small updates over the coming days and weeks as these are completed.
If there are any new bugs that prevent you from doing things you could do before, please let us know about it and while you wait for a fix you can tell Steam to use the previous build of the game by selected the 'previousversion' option in the 'BETAS' tab in the game's properties in your Steam library.
One thing to note about the Beneath multiplayer is that you have 3 separate multiplayer specific save slots you can choose from when hosting a game. If you want to continue playing with friends over multiple sessions and continue making progress, the same player will need to host the game each time as the progress will only be saved on the host's computer. The 3 different save slots can be used to have separate progress with different friends. Singleplayer and multiplayer saves and progress are kept separate.
Changelist
The changelist is deceptively short for this update due to a lack of detailed change tracking while developing the Beneath multiplayer. You might notice many fixes and changes unrelated to the Beneath multiplayer that aren't listed below.
Version 0.11.0
Added 2-4 player cooperative multiplayer to Beneath
Dead players can now spectate other living players from a 3rd person perspective
Many improvements to general multiplayer gameplay and audio
Fixed a bug where bodyparts on enemies that couldn't be knocked down could get in "stuck" state from traps
Fixed a bug with Bore Worm and Abberation tentacle animations
Level Editor: Fixed a bug with scales resetting on grouped objects
Our recent focus has been entirely on completing the cooperative multiplayer for Beneath and it is now at a stage where everything fundemental is working and we just need to do some further testing before we can release the update.
We will be releasing the Beneath multiplayer update (version 0.11) at the end of the week on Friday the 12th or Saturday the 13th of June depending on your time zone. This update will allow 2, 3 or 4 players to play together through the entirety of Beneath. You'll have multiple multiplayer specific save slots so you can save and resume progress with different groups of friends.
We'll give full details on this update when it releases. There are also many other changes and improvements to non-Beneath multiplayer and single player features.
Dev Streams and Steam Key giveaways
Recently we've had a few development live streams on Twitch and we'll be doing more of these over the next week. We'll be doing 4 streams for approximately 2 hours each where I'll essentially be streaming regular development of Paint the Town Red while answering any community questions and maybe playing a few levels from the Steam Workshop.
During the streams this week I'll be giving out a small number of keys for free copies of Paint the Town Red on Steam. If you don't already own the game on Steam this might be a way for you to get it for free.
The planned times for the streams is 11PM GMT(UTC) on Monday, Tuesday, Wednesday and Thursday the 8th, 9th, 10th and 11th at the Twitch channel: http://twitch.tv/segmatt. Please Google that time to find what time it is in your local time zone or consult the conversion below. You can also follow the SEGMatt Twitch channel and get notified when streams start. If the schedule changes I'll post with updated stream times in the Steam forum or the Paint the Town Red Discord server.
11:00 PM Greenwich Mean Time conversion to worldwide times:
Adelaide 8:30 AM Next Day Athens 2:00 AM Next Day Auckland 11:00 AM Next Day Beijing 7:00 AM Next Day Berlin 1:00 AM Next Day Brisbane 9:00 AM Next Day Cairo 1:00 AM Next Day Calgary 5:00 PM Cape Town 1:00 AM Next Day Chicago 6:00 PM Denver 5:00 PM Dubai 3:00 AM Next Day Hong Kong 7:00 AM Next Day Honolulu 1:00 PM Houston 6:00 PM Jakarta 6:00 AM Next Day Karachi 4:00 AM Next Day Kiev 2:00 AM Next Day Kuala Lumpur 7:00 AM Next Day Lagos 0:00 AM Next Day London 0:00 AM Next Day Los Angeles 4:00 PM Manila 7:00 AM Next Day Melbourne 9:00 AM Next Day Mexico City 6:00 PM Moscow 3:00 AM Next Day Mumbai 4:30 AM Next Day Nairobi 2:00 AM Next Day New York 7:00 PM Paris 1:00 AM Next Day Perth 7:00 AM Next Day Phoenix 4:00 PM Riyadh 2:00 AM Next Day Santiago 7:00 PM Sao Paulo 8:00 PM Singapore 7:00 AM Next Day Sydney 9:00 AM Next Day Tel Aviv 2:00 AM Next Day Toronto 7:00 PM Vancouver 4:00 PM
Paint the Town Red is on sale this weekend and we've fast tracked a couple of new additions to the Level Editor: both AK47 and M4 style guns. These are both the first automatic guns and the first to feature some change in accuracy while firing. We'll be offering a lot more unique content to the Level Editor down the line with a number of themed packs of content, but these were just a couple of fun ones we had ready extra early.
We're also continuing to work on new music and sound effects and this update features the new music for the Prison scenario. There are more improvements coming to the sounds in the Prison over the next few updates. The new music being adding will also be available in the Level Editor soon.
The ability to attach the new primitive shapes to waypoint paths and also to group objects together added a huge new range of possibilities for Workshop levels in last weeks update. There were a number of issues with how grouping these objects could work and we've been improving that and fixing related issues since then. Now the main problems are resolved and lights, buttons and other props should be able to be attached to a moving primitive without issue.
The full changelist for this update and the minor updates over the past week are below.
Changelist
Version 0.10.8
New Prison scenario music
Level Editor: Added a new AK47 and M4 style guns
Level Editor: Can now set appearance on Zombies and Tentacle Mutants
Level Editor: Changed default camera mode to the perspective camera
Level Editor: Changed the default category in prop editing from Weapons to Props
Level Editor: Forced a primitive object on a path to be the 'parent' of grouped objects
Level Editor: Lights will now fully update when moving if attached to a moving primitive
Level Editor: Fixed bugs when deleting logic connected props
Level Editor: Fixed scaling bugs when grouping primitives
Improved bullet origin position when firing weapons or using projectile powers
Added sounds to the GuardBeating and FetalHit animations
Changed initial collision detection in Workshop levels to stop weapons falling through floors
Fixed movement on the stairs in the Prison scenario
Fixed gun shot sounds not being attached to gun when running around
Fixed texture issues on the body of the Tentacle Mutant and Muscled humans
Version 0.10.7
Fixed bug with movement of some object types in the Level Editor
Fixed Custom Material UI showing at wrong times in Level Editor
Fixed a bug with Observer tentacle IK when severed
Fixed position of Friend icon for Crystal Crab Blue and The Crawler
Fixed barrel sitters in the Pirate Cove
Version 0.10.6
Fixed hitting your own shield with thrown weapons or the Dash attack
Fixed Zombie and Tentacle Mutant textures in the Level Editor
Fixed Pirate Cove chair visual in the Level Editor
Fixed Smite not working at longer range
Fixed Big Guy in Prison not having hands or feet render
For this update we've put together a short video showing some of the key new features and changes in this version.
The key points shown in the video are:
New Pirate Cove music
Females in Biker Bar, Disco and Pirate Cove
Pegleg and hook hand characters in the Pirate Cove (and Level Editor)
The backend new voxel collision system
The crosshair is now accurate for projectile weapons
Level Editor: Scalable primitive shapes
Level Editor: Zombies, Tentacle Mutants and Crabs have been added
Level Editor: Groupable objects
Level Editor: The new Primitive shapes can be attached to Waypoint paths
Level Editor: Locked door and key system
Level Editor: Customisable Point Light object
In addition to what's shown here, there has been a very significant rework to character rendering and along with the new collision system for voxels and weapons, this has meant there are both a lot of subtle changes to the game as well as the potential for new bugs.
We'll be fixing any new issues that have arisen in this update due to these changes and have spent the past week solely testing and addressing many of these issues. These changes are a necessary step to allowing for significant optimisations and you might already experience improved performance depending on your hardware. While there is still work to do on the new collision system, you should find that the response from enemies is generally more accurate and usually has 1 frame less delay than before.
If you do have any new major issues with this version please let us know and in the mean time you can run the last version by choosing the 'previousversion' branch accessible from the game's properties in Steam under the "BETAS" tab which has been set to older 0.10.4 version.
We've fixed a number of bugs and have made other changes which are in the full changelist below.
Upcoming
As work continues on the Beneath multiplayer we'll be continuing with updates like this that add Beneath enemies to the Level Editor as they're ready for multiplayer as well as other Level Editor and general improvements.
Changelist
Version 0.10.5
New music for the Pirate Cove
Added pirates with peg legs to the Pirate Cove
Added a hook to one of the captains on the Pirate Cove
Added a bartender character in the Biker Bar
Added female characters to the Biker Bar, Disco and Pirate Cove
Added Zombie, Tentacle Mutant, Crystal Crab (red and blue) and The Crawler to the Level Editor
CPU optimisations for the voxel collision detection on enemies
Optimised character rendering by combining sub voxel elements into single skinned mesh
Added scalable primitive object props with material options to the Level Editor
Added the ability to group props together in the Level Editor
Added the ability to connect the new primitive objects to waypoint paths
Added customisable generic Point Light prop to the Level Editor
Added locked doors system to the Level Editor with some new doors and key props
Added Peg Leg and Hook characters to the Level Editor
All lights now have an option to have them turned off at the start
Projectiles now fire directly at crosshair
Fixed Smite hand staying on screen if active when finishing a level
Fixed Berserk effects and hand glow staying on after finishing a level
Fixed uploaded animated Gif URLs not working if containing uppercase characters
Fixed GuardBeating->Fetal hit animation trigger
Fixed some extra bodypart impact sounds
Fixed bug in particular setup of Level Editor waypoint paths causing recursion bug
Fixed a sound occlusion bug with one of the rooms in the Saloon
Fixed some character props like drumsticks not appearing on multiplayer clients
Fixed some potential errors in multiplayer after changing to a new level
Fixed previous volume settings not being used when opening the game
Version 0.10.4
Added Human, Boxer, Katana Boss and The Golem to the Sandbox combat pit
Fixed extra objects (hats, etc) on characters so all will scale with the characters
Fixed some undo/redo bugs in the Level Editor
Fixed animations forcing weapons onto characters in the Level Editor/Workshop
Fixed Saloon shelves and safe using same icon and visuals in the editor as Biker Bar assets
In this update we've added the majority of props, weapons, character textures and animations from the Western Saloon scenario to the Level Editor for use in Workshop levels. In addition to these we've also added more Beneath light props and the Beneath shields.
Another Level Editor update in this version is the ability to set a custom scale on characters so you can change the size of enemies to be very small, huge or anywhere in between. Tiny and giant enemies are mainly for special comedic circumstances and shouldn't be expected to function in a way that makes sense in regards to their attacks, weapons, movement, etc.
We've also updated the Sandbox level with a combat pit where you can spawn in the majority of Beneath enemies to fight each other. If you want 50 zombies to fight 5 Observers or pit an army of Giant Mages against a horde of Teleporters and try to guess which side will win, you can now do that. There's also a button included to clean up dead enemies if needed.
We'll continue to add some more functionality and more enemies to the combat pit in the Sandbox.
Other changes and fixes are listed in the complete changelist below.
Upcoming
We're continuing to work on the Beneath multiplayer as the main priority as well as new music and sound effects for the Scenarios and other Scenario improvements. We'll be continuing to roll out incremental updates with these changes and more before the big Beneath multiplayer update is ready.
Changelist
Version 0.10.3
Added Saloon weapons to the Level Editor
Added Saloon props to the Level Editor
Added Saloon character textures to the Level Editor
Added Saloon pre-combat animations to the Level Editor
Added remaining Beneath light props to Level Editor
Added Beneath shields to Level Editor
Updated the Sandbox with a Beneath combat arena
Added and updated sound effects
Improved sound occlusion/reverb zones in Pirate Cove
Added body part collision sounds for ragdolled enemies
Improved navigation around obstacles for enemies on Islands in Beneath
Forced enemies in Scenarios to target player under more conditions
Level Editor prop updates to allow more of them to properly cast shadows
Added a Scale parameters for characters in the Level Editor
Fixed scaling issue on Pimp Hat when worn by big enemy
Fixed an offset bug with snap movement (Spacebar) in Level Editor
Fixed inaccurate voxel collision for scaled enemies
Fixed Golden Gloves Boxer only appearing in Caves 1 in Beneath
Fixed Challenge Chest in trapped Giant Mage room in Beneath
Fixed a bug with enemy movement in Construct levels
Fixed iron maiden rotation when the Fire & Blood door accessible in Beneath
Fixed shields not working in the Level Editor and Arena
Version 0.10.2
Added some Beneath light props to Level Editor
Added shadow LOD system to lights in the Level Editor/Workshop
Fixed/reduced changeof enemies standing in ground for a bit sometimes after getting up
Fixed excessive enemy position resets in Biker Bar
Fixed incorrect textures on bouncers that enter Disco late
Fixed new bug where characters set to default don't show with textures in the Level Editor
Fixed some Saloon characters never starting combat on their own
Fixed some Prison characters having the wrong textures
Version 0.10.1
Fixed new bug causing incorrect Pirate Cove character textures
Fixed new bug in Level Editor making some static weapons not staying in place
Fixed missing/incorrect sound on broken Saloon bowls
Fixed new bug with Pirate Cove chairs having offset saloon hat mesh
Fixed being able to get stuck in one of the fungal trees in the Beneath Islands