After months of work, testing, and feedback since v0.97, the Modding Update v1.0 is finally here. This update presents the biggest evolution of Broke Protocol since its launch. Introducing full modability, server/client scripting, and a slew of improvements and fixes. v1.0 allows servers to edit nearly all gameplay elements, add custom content, and create a whole new experience altogether.
Modding Support
One of the biggest features of v1.0 is complete modding support. World objects, items, vehicles, skins and everything in between can be completely edited in this version. Not only in visuals, but all properties, physics, colliders, sound effects and more can be modified. If servers want to just edit existing objects, that’s certainly possible too. Edit vehicle top speeds, weapon damage outputs, or edit building textures to transform a map into a custom style or theme. This is done through the modding guide posted here. Custom content will be streamed and cached on connecting clients automatically.
Server and Client Scripting
Broke Protocol is one of fewer and fewer games that encourage 3rd-party servers to foster communities rather than faceless matchmaking. And serverside scripting will only add to the ways in which server communities can create something completely unique and carve a niche to grow their audience. The server scripting model is supported by external plugins. You can see the basic GameSource.dll supported at the Official GitHub Repo. Edit basic game hooks here and also see examples of how custom EventHandler callbacks can be created. Just build your own plugins and place into the Game Plugins/ directory for automatic loading. A full API reference will be maintained here with documentation at our Official GitHub Pages site.
Updates Since Last Devlog
Server and Player Info Screens
You can now view what mods, maps, and other custom stuff servers are running from the Server browser window. Just click on the server and select ‘View Server Info.’ And likewise for Player Info from the Players (Tab) Menu. There you’ll find SteamID, player ID, as well as a link to their steam profile to either add friends from in-game and prevent identity spoofing. Database Saves and Apartments Some back-end database support now allows for saving of multiple apartments instead of just one. This means players can take over all the apartments on a map without having to sell their previous flat. This was done in preparation for garage support which will allow players to save their vehicles post-1.0. Also if a server changes map, all of your apartment items and purchase values will be refunded back into your bank account reliably and automatically. The database is also accessible from the server API. A field for CustomData is present to track and save anything related to custom modding that won’t fit anywhere else.
Exploit Fixes
Tons of exploits are fixed in v1.0 which means easy money is harder to come by. Using SteamIDs now prevents multi-boxing. Exploits related to AI suicides or second-hand deaths are now fixed to prevent free item farming – deaths without any attacker now won’t drop items at all. Also added a few more server-side checks and AI insta-jailing to prevent combat logging. These changes should mitigate many abuses and establish more sustainable server economies. If you do discover any more exploits, please message us in private on the Official Discord.
Steam Web API
We’ve switched to using the Steam Web API to validate player logins since this doesn’t require any Steam client to be present on the server and it works across Linux and Windows platforms. This does however require you to request a web api key from Steam here. Note you don’t need a custom domain, you can just input your public server IP address which can be found using https://api.ipify.org/. Then you enter your key into your server settings.json under ‘webkey.’
Affiliate Program
Finally, we do have an affiliate program open now. This program allows anyone to get a 30% commission for any sales from https://brokeprotocol.com/. When you sign up, you’ll be given a custom referral link that offers a 10% discount on the game. You can post your referral link on social media to your followers and anyone who follows through with a purchase on the website (a cookie will track them for 30 days) will have the purchase tracked and recorded on their dashboard. Payout each month with $20 minimum in account.
Changelog
That’s it! We worked really hard for about half a year on this modding update and can’t wait to see what custom content comes out of it. Post anything you’d like to share on the Steam Workshop and our Discord bot will stream what’s new. From there, we’ll highlight outstanding mods over the coming weeks. Here’s the final v1.0 changelog:
Added support for custom server Assets / Items / Objects and syncing with clients
Hello everyone. We’ve been hard at work preparing our big 1.0 milestone update and we’re keen to update you on our final steps before release. Today marks the 2 year anniversary of our Steam release so what better day to release our 3rd (and likely final 1.0 milestone) devlog. And they say the perfect trilogy doesn’t exist. We’re marching towards a release over the coming weeks so much work has been put into cleaning up a lot of legacy code and focusing on more advanced modding capabilities like asset bundles, client compiler, syncing mods and more.
Now let’s break down our progress for you:
Asset Bundles
Custom Asset Bundles support is one of the biggest modding changes we’ve implemented. Using the free Unity Engine and a special package provided with Broke Protocol, modders can completely customize game and world objects. Servers can modify existing or create all new weapons, props, skins, vehicles, and more. Custom meshes, textures, and sounds are supported. And it will all be synced with players joining your server automatically. We’ll be adding separate Workshop tags and in-game support for the different types of mods players will be making including maps, scripts, and modded asset bundles.
Caching
Aren’t custom assets pretty huge to sync with all players in addition to custom maps? What about server load? Luckily asset bundles are compressed on exporting (we’ll add a wiki on how to build custom asset bundles properly). Also for example, if you want to just change the damage output or fire rate of the AK47, you don’t need to link the model/audio/texture files and the game will fall back on the default assets without the need to transfer heavy meshes or textures. But the biggest part of reducing server load is caching. Once you get an asset from the server, it’s cached on your system. Next time you join any server with the same map/asset (by comparing file hashes), it’ll be an instant load without straining the server.
Custom UIs and HTTP Server
CEF (Chromium Embedded Framework) is a rendering engine for web content. It’s basically an embedded browser and an essential part of our custom UI support. You can make full server-side UIs with it and have it communicate with your C# code in both directions. The web content is overlayed on top of every players HUD and has input support, mouse focus controls, and can interface with the game’s central EventHandler for custom scripting. All files for CEF will be hosted from a lightweight HTTP server players will connect to. If all this sounds complicated, fear not. Almost all of our solutions from database support to the HTTP server are embedded into our game server itself. So just open port 80 (which can be changed), get your web files in the correct directory, and it should be good to go. No assembly required.
Discord RPC Library Update
Before we were using a pretty big library for Discord RPC. It provides cool updates for friends as to what you’re doing in Broke Protocol but it was heavy and spamming our logs a bit much So we jumped ship to something better. Note: Joining friends could be implemented some time after 1.0 Now we’re using the official native C++ wrappers for Discord. This has decreased the overhead of the library by at least 30MB with better performance as well.
Client Compiler
The client compiler is basically magic that allows servers to run client-side code on players. Usually reserved for more advanced mods or rendering things that would require too frequent network updates, it’s another tool for modders to leverage. In order to prevent servers abusing this power, the compiler is sandboxed to cut off any filesystem access and players will have the option to accept or deny compiler access on servers using this functionality. Do note if you disallow this on joining, the server may not work correctly or kick you.
API Decisions
After a lot of discussion we’ve finally decided how we’re going to implement the API framework and foundation. We were going for a wrapper design at first, but that would mean the codebase would grow by at least a factor of 2 since every type would require a wrapper. So our final decision came down to the following:
Use Asset Bundles to modify static fields that define entities (like their firerate, damage output, or max speed) by exporting their properties in an asset bundle.
Change fields we do not wish to be modified to private or internal. We will try to open up as much as possible but to prevent possible bugs some fields will be made private/internal.
Change fields we *do* want to be modified to properties, which then can be used to auto-sync these values with clients to prevent the modder from having to do it themselves.
Cleanup and Organization
A very important part of the API was a global namespace cleanup. Before files were stored in “global::“ which may cause naming conflicts in such a large project and clutters auto-suggestions in our editors as we’re coding. But now we’ve moved away from that and are finally putting our files in their related namespaces. This will make it way easier to find specific types and is way more organized. Another thing we’ve done which is very small but very helpful was cleaning up the server.bat and start.sh scripts. Someone also informed us a while back that the line breaks in start.sh were windows ones (\r\n) instead of the traditional Unix ones (\n), so we’ve fixed those too.
Legacy Mobile Code
All these advancements mean the Mobile BP version will be deprecated. SteamID, CEF, and client compiler support is either limited, or not supported at all on Android (or iOS for that matter). This decision let’s us clean up a lot of legacy mobile code and make things easier to maintain for our 2-man team.
Other Fixes And Features
Volume sliders We’ve finally added volume sliders per audio stream to the game! You can now mute the main menu music while keeping the sounds of screaming children in the voice chat at 100%. You’re welcome.
.txt files to .json files Some existing JSON files had the .txt extension which we’ve now changed to .json. Also, admin_list.txt and ban_list.txt will be replaced by group/role management within the database.
That’s about it, we hope this will be the **final** devlog before the update. We can’t be sure of course but if everything goes according to the plan another devlog shouldn’t be required. Be sure to follow our development progress on our Trello Roadmap.
Happy anniversary to Broke Protocol and thanks for following along <3 @NongBenz and @UserR00T
Hello everyone, this is the second installment of our ongoing devlog series. These news posts will highlight key elements of our development process and decision making towards the upcoming milestone update: 1.0. Much of the focus over the past couple of weeks has been on improving usability with some cool new features and back-end changes. So, what exactly have we been working on?
New Master Server code
So one of the first things we worked on was a new master server handler. This one has been created from the ground up again using .NET Core for improved stability and efficiency along with cutting dependence on the bloated Unity runtime. We made it future-proof by using JSON for serialization and deserialization. This will allow us to add new properties without breaking third party API’s relying on the master list (such as the handy BP-ServerList)
Entity Database
Previously, all in-game items, buildings, players, vehicles and their associated parameters, textures, meshes, and audio effects were locked away within inaccessible engine resource files. Now, we’re finally exporting entity data into an external LiteDB database. This new entity handling will offer API level access to entity fields and methods (in the BrokeProtocol namespace). And another cool thing is that (post 1.0) it can eventually allow easier client-side and server-side modding of new and existing objects and items. We’re re-designing our systems to be as flexible as possible with the API and modding in mind.
End-User License Agreement
Now that the API is nearing, we need to set some base rules about what’s allowed and what’s prohibited. That’s why we created the EULA. The goals were to protect our copyright, but also protect users from aggressive or unethical monetization from servers. As a game that thrives on 3rd-party community support, we can’t directly control everything. However, we can have a license that protects users against abusive or offensive practices outlined below.
Hosting Servers may create communities and provide custom content in the form of different mods, settings, rulesets, and gameplay elements. In order to protect players, Servers must not:
Sell privileges or content for an exorbitant fee
Charge for anything resembling administrator powers
Circumvent any anti-piracy measures nor enable access to stolen Intellectual Property
Undermine or attempt to circumvent any provisions of this license
User-Generated Content If you’ve bought the Program, you may create or run modifications, maps, plugins, or tools. Mods are welcome but may not be distributed nor hosted on Servers if they are:
Unoriginal, stolen, or contain a substantial part of copyrightable code or content
Offensive, racist, homophobic, sexist, slanderous, or otherwise illegal
Charged for an exorbitant fee
Provide an unfair advantage to users
The license is still permissive about monetizing your server in a reasonable way to account for server costs. It just protects against abuse that could harm the game and community in the long-run. You will have to agree to this to download the game and once more to host a server.
Console Window
We’ve used BP-ConsoleMonitor since almost always. But this was just a log tail program with no input functionality. coloring, cursor position, etc were all extremely limited due to it being a log tail program in the end just reading output_log.txt or Player.log in newer versions line by line. So now when you start the server using the Server.bat file it will attach to an existing console window if the parent is a cmd window, if not allocate and attach to the newly created cmd window. This allows the server to close when you press the close button now too, instead of going to task manager. Because this supports input too now, you can register server console commands using the API as well. There are two already existing: “exit” and “save”. Both are pretty self-explanatory: “exit” is now the preferred exit method as it saves the server as well before safely exiting. Note that when you terminate the process using task manager the process being terminated cannot respond to said action, which results in data loss.
Project Repository Migration
Before we were using BitBucket, but we’ve decided to switch to GitHub. At first, this didn’t work due to the 100MB upload limit at GitHub. Fortunately, Git-LFS exists and after installing that we bypassed that problem. Damn you libcef.dll for being 104.82MB! Since our Issue Tracker and Wiki are on GitHub, it just made sense to migrate there. And GitHub also features more tools and even the possibility to integrate code commits with our Trello roadmap.
API
So now onto the API part. We’ve added a ColorParser so you can use the Minecraft color codes which automatically get parsed to unity RichText. This will be handy for color-coded string because for example: &6Hello &cWorld&1! looks a lot better than <color=#D9A334>Hello</color> <color=#FE3F3F>World</color><color=#0000BE>!</color> Which is how it looks under the hood.
We also added back function key support so you can now detect when a client presses a function key as well as open or close the function key menu, with your custom text. Resources can also target specific versions now if you have a resource that targets a very specific version of the game, or if compatibility breaks in a future update.
GunGame Example Resource
Yes, one of the example resources will be a GunGame game mode. For the people who do not know what this is: You start with a weapon, for example, a pistol and after a set amount of kills using that weapon you get the next weapon in the list. You keep doing this until you get the last weapon and make a kill with it, which results in a game. This is in most cases a knife, but that can easily be changed. The config file will look something like this. (This game mode will be released along with the docs and other examples next update.)
General Bug-Fixing and Improvements
As a reminder, we’ve archived our #bugs and #suggestions channels on the Official Discord in favor of our GitHub Issue Tracker. And we’ve been knocking bugs and issues off this list regularly. We’ve cleaned up the unneeded code and improved existing code. Optimization in packet handling, leveraging better libraries, and cleaner connection and authentication handling allows for faster and easier to maintain code on our end and a smoother experience for end-users.
That’s about it, we hope to release another dev log soon(ish) and be sure to follow our development progress on our Trello Roadmap.
Thanks for following along, @NongBenz and @UserR00T
The progress on Broke Protocol over the past few weeks has been encouraging. In fact, it’s enough to warrant bumping the major version to 1.0 on the next update. BP will still be in Early Access to sort out any teething problems but it looks like we can confirm the following for the next major release: an API Foundation for server scripting, SteamID authentication, and Custom web-based UI support. Big news indeed. Here’s the current project status related to the API and modding (more details here). The components here are all bulwark for an API foundation that will allow modders to create custom gamemodes and entirely new functionality. Edit world parameters including weather, time, and sky/sea/cloud colors. Create groups with varying permission levels. Render custom UI’s for clients using HTML & JavaScript. Even create map triggers to run code on players entering or exiting areas. The centerpeice for the server API is the EventsHandler. Almost everything related to server scripting runs through here. Define your own custom functions and register on the handler with “EventsHandler.Add(…).” Now that Event can be invoked via callbacks on Players, Entities, Triggers, or even via custom UI inputs though JavaScript calls. Full examples will be provided for modders to build on. In addition to the API Foundation, plenty of other base game changes are being made as well. SteamID Authentication is a long-requested feature that’s finally been implemented. No more fumbling with passwords or security risks with storing them – everything is connected to player SteamID now. This means more effective bans, and fewer multi-boxing exploits. https://hastebin.com/afiqudubej.json A new player save system has been added too. The new format is cleaner and places all player saves into a single database instead of thousands of separate files. Some new serializers will make player data easier to read and manage. The database and player saves may also be leveraged by the server API for storing data for more persistent custom gamemodes or mods. Also coming in the 1.0 are a slew of fixes and convenience updates. First is a scrollable chat history for looking up old messages, Discord Rich Presence has been added for sharing current game status and server with friends, overlay support, and possibly invites. Admins will be treated to better server management in regards to roles (if you joined our discord guild you can click that link, banning, whitelists, and admin settings. Bugfixes have been added too but be sure to use our new public Issue Tracker if you want to request anything be changed before release. 1.0 has been designed with the end-user in mind. And we want to make sure It Just Works on release so stay tuned for updates as we close in on an open beta. Track our progress in real-time on our new Trello Board and get involved on our Official Discord if you want your voice heard for updates to 1.0 and beyond.
In preparation for a race tournament over the coming weeks, Broke Protocol is releasing a big update focusing on racing and track assets. You’ll find 2 new types of drivable vehicles: dirtbikes and go-karts for competitive racing or general hooliganism. Check around the military base and Ferris wheel on the Default map for the new rides. In addition to the new vehicles, a bunch of new racing gear was adding in this update. You’ll find 3 new types of helmets, and racing suits in over 10 different styles. And also tons of new props in the map editor to build your own tracks. We’ll be looking for track creations for an upcoming race tournament so be sure to stop by our Discord for submissions. The Racer Update also brings a new mission to the catalog called ‘Street Race.’ First grab some wheels of your choice, join a race mission, and be on your way to a $3,000 first place prize. The races are generated randomly, and you have to hit 25 checkpoints before all your competitors to claim your victory.
New Developer and Future of BP
Broke Protocol welcomes UserR00T as an additional developer. Working together, we’ll get input from the community as to what you all want next and what we should prioritize. This will start with better communication with our playerbase and getting more feedback. BP now ships with a random feedback form after playing so we can get anonymous input. One of our first goals in BP is adding more ability to mod it out. First it’ll start off with scripting ability through an API, later the goal is to have a full UI framework, and even client-side mods and asset streaming. Big changes won’t be immediate, but the end goal is making BP the best and most versatile city RP game on the market. Also mobile. This week. That is all :)
Racer Update Patch Notes
Added many new track objects and props
Added new Street Race mission with a random circuit
Added drivable dirtbikes and go-karts
Added 3 new helmet types and tracksuits
Added new enhanced lighting shaders
3 new shader rendering options in Settings menu
Player movement speed slightly increased
Player walk/run animations better tuned to speed
Fixed static clothing item rendering
Increased number of supported Audio Sources
Added random feedback form after playing
Fixed server map marker cleanup after player disconnects
Fixed server memory leaks and exceptions after long uptime
More accurate player input updates and fewer desync resets
Fixed FastTrig errors after long uptime
Don’t show inventory change messages for firing bullets
Fixed binocular animation and now sold at pawn shop
Reduced knockdown chance from melee hits
Added placement crosshairs to World Builder
Some Default map vehicle spawn changes and waypoint cleanup
Broke Protocol is getting another overhaul with The Heavy Hitter Update coming out on Steam today. This update brings sweeping changes to player damage, hit registration, firing animations, melee blocking, network syncing, and a whole arsenal of new heavy weapons and armor now usable in-game. A brand new class of vehicles have been added with this update. New physics support for tracked vehicles allowed the addition of several new heavy tanks and APCs. Modeled after real-world armored vehicles, these will add new RP variety for military or post-nuclear themed maps. They mostly won’t be featured on the default city map, but have been added for testing armored combat for future development or spinoffs of Broke Protocol. You’ll find several new military props as well. SCUD Launchers, static drones, hedgehogs, and usable AT Guns in 3 camo varieties have been added. Focus will be back on civilian assets soon enough, but these new military assets are somewhat of a preview concerning an announcement coming soon about future additions to BP.
New Melee Mechanics and Blocking
More progress has been made on hit registration and firing mechanics. You can now block yourself against other melee weapons with the right mouse button (zoom). Blocking will limit movement speed, but wards off about 70% of incoming damage. AI will now fire and block depending on the situation. Melee weapons have better hit registration as well, so you’ll find everything from landing hits, to healing and reviving players to be easier as well. Many animations are tweaked and fixed too. New phone animations, firing animations, blocking, and more. You’ll find that animations like sprinting and blocking are now network synced with other players too. This visuals on other player stances is valuable combat information so it’s vital that the server communicates this to everyone. Smoother firing animations have also been added as well as other animation transition fixes. A bunch of other optimizations and fixes made it into v0.96 including memory leaks fixed, texture and physics fixes, and new ocean rendering system. Expecting bigger waves and a smoother ocean with more correct lighting and physics overall. More big announcements on the imminent mobile release and the future of Broke Protocol soon!
Heavy Hitter Update Patch Notes
Tracked vehicle support
3 new usable tank/APC types
3 new usable AT guns
New SCUD Launcher, Drone, Hedgehog military props
Blocking ability to reduce damage againt melee
Sprinting and blocking animations now network synced
AI will now situationally ADS and block in combat
AI aiming and ammo conservation adjusted
Melee weapons have better hit detection
Increased apartment and vehicle invite/embark range
Input updates are now reliable packets
Optimized gun firing calculations
Hospital gurney now usable as furniture
New smooth ocean algorithm, physics now match rendering
Repair and Rearm in the new Broke Protocol update releasing today on Steam. This update brings a few big changes to vehicles, but first, let’s take a look at some new items. A pretty explosive new addition are the fixed turrets available to SpecOps at the military base. These come in Machine Gun and Grenade Launcher variants. Hopefully these heavy hitters will allow for better base defense. But it also serves as a first test to projectile bullets instead of hitscan like other player weapons in-game. Map makers might also find them useful for setting up checkpoints, armed camps, or post-apocalyptic scenarios. Armed vehicles including Apaches and Armored Cars will finally have limited ammunition. No more complete server dominance. The military vehicles can re-arm back at their spawn positions at the military base. Fixed turrets will slowly re-arm themselves over-time so tame that trigger finger, soldier.
Repair Your Vehicle
Entering vehicles now shows some special new information, including remaining vehicle hit points, and ammo count (if available). Vehicles can now also be repaired in special areas. Head to the Auto Shop on the Default map, or any other special areas designated by map designers. You know you’re within the repair/rearm zones because your health/ammo displays will highlight in green. As game development progresses, more furniture and placeable items will have special functions. This update brings new usable beds in the game. These beds will recharge your energy level during use, as well as halting other stats like hunger and thirst from declining. They’re excellent options to boost your energy, or go AFK a bit without disconnecting or dying from hunger. Tons of other fixes have made it into v0.95. You’ll see changes from UI and animations, to weapon stats and particle effects. Also note to Map makers. If you find your map isn’t loading on the server, even without errors, it’s probably due to a misplaced object. Use the new ForceGizmo rendering option to find objects accidentally place far away since this will jam up the NavMesh generator on server startup. Thanks again for your input on the Discord and Social Media. More updates soon as we march towards a 1.0 release.
Repair and Rearm Update Patch Notes
Added usable beds to restore energy and stop other stat loss
Usable MG and Grenade Launcher turrets at Military base
Vehicles now show health and ammo status in HUD
Vehicles with weapons now have limited ammunition
Added RepairZone and RearmZone objects to World Builder
Auto Shop on default map will repair vehicles
Tank spawn in military base will rearm tanks
Don’t allow restrained players to drive vehicles
New ForceGizmo option in World Builder to find misplaced objects
Optimized rendering in World Builder
General World Builder cleanup and optimizations
Focusing on icon-only objects now frames objects correctly
Separated Car Lift prop from the Auto Shop
Fixed Shed props to be correct scale
Added new road tunnel object
Updated to latest Networking, SteamWorks, and VOIP libraries
Don’t show reload animation if no spare ammo
Actually fixed sprint animation stuck sometimes in vehicles
Fixed animations that cannot be interrupted
Fixed frozen Phone animation
Fixed rifle grip and reload animations
Changed pistol grip sprint animations
Server verification of player inputs
Better server-client synced ammo counts
Tweaked and optimized player physics to work with mobile
Removed unused assets to reduce game size
translations.txt moved to StreamingAssets for mobile compatibility
Some UI scaling adjustments
Removed character limits in the Settings menu
Fixed broken Look camera (Mouse 2) in World Builder
Fixed syncing emergency sirens across network
Update to latest Unity Engine patch
Fixed blood splat often set active at world origin
Updated Equip audio again
Added Autosaving message to World Builder
Support for interior-interior and exterior-exterior doors
Editor Entraces and Exits are simplified and interchangable now
Storm drains have a steam effect now
Smoother auto-center force in vehicles
Reduced PKM recoil
Tweaks to head position and adjusted riot shield to match
Fixed potential crash if AI cannot reach target
Fixed AI disconnect messages with navigation problems
Fixed SteamWorkshop Exception messages
Stopped increased stats depletion when sprinting in vehicles
Fixed missing action menu when looking at furniture objects
The Interpol Update – another Broke Protocol update is releasing today on Steam. This time with a focus on adding more polish and International support in the game. Now you can find language options within the Settings menu. Finally, players around the world can understand the text-heavy portions of the game, Though this first release only translates action menus for items, it will be expanded upon each update. If you’re interested in helping translation, find a link the Official BP Discord from our main page at https://brokeprotocol.com/.
New City Props
A whole set of new city objects have been added to the map editor, and interspersed around the Default map. These include new bins, public phones, usable ATMs and soda machines, and much more. Some older props we’re also optimized and fixed up in preparation for the mobile release. These new additions should add more variety to custom maps, though you can look forward to a ton of apocalypse themed buildings and props later on. You’ll see some other small changes with the Interpol Update. Lighting has been revamped for darker and moodier nights. But if you want to light up part of your custom map, no worries, some new Lighting objects have been added to the World Builder under the Basic folder. The AI have also received some optimizations. And they can now climb ladders to give chase! Some equipment changes have also been added. Players actually reach for their next item when switching and aim down sights without glitching. Animation bugs have been fixed and a new switch animation added. Also the sound is less grating – no more weapon cocking when you’re picking up a frying pan. You’ll also be rewarded for some new Steam trading cards and badges this update. Receive one out of ten cards for each hour of play… exchange these for badges or sell on the Community Market. Packs of profile backgrounds and BP themed emoticons have also been added, but it’s up to you to discover these. Too many other fixes and upgrades have made it into v0.94. Apartment glitches, wonky sensitivity, and locked framerates have all been looked into so hope you’ll find a stable release with this update. Now, more effort can be put into expanding content. Details below, and thanks to Evan and KatoSoto for pics.
Interpol Update Patch Notes
New city props added from signs, bins, phone booths, and more
Added language options in Settings (EN, PL, RU, ES, BR, TR, FR, DE)
Darker nights and slight lighting changes
Added new Light objects to editor for map lighting
Better weapon ironsight handling
Added weapon change animation
Changed equip sound
Fixed defibrillator use animation
Fixed missing apartment items after being invited
Fixed falling down breaking a weapon switch
AI able to navigate ladders now
Tweaked AI navmesh parameters for better water navigation
Updated to latest Unity Patch (fixes broken frame/refresh rates)
Fixed international support for different decimal separators
AI will only pull over for police cars with drivers
Floating point variables are better handler for cross-regional formats
Added simple player animation for repairing and processing drugs
Added trading card and game badges
Added error handling for failed hostName binding
AI will only restock if not restrained nor knocked out
Raised colliders on Sportscar for fewer ground collisions
The Mobility Update v0.93 is releasing on Steam today! This update brings a whole ton of back-end changes to allow for a mobile release soon. You can follow more news about this upcoming release on the Broke Protocol FB Page. But the key highlight this update is an all new vehicle class – Motorcycles!
Support for Motorcycles
The new motorcycle allows for weaving through traffic and air control for stunts. Plan for a quick getaway or practice on trick maps available soon on the Steam Workshop. You can pick one up off a willing (sometimes unwilling) citizen, or travel to the military base entrance for a free sample of 2-wheeled goodness. Many more types of bikes coming soon. A lot of basic physics we’re updated for v0.93. Player movement is better around stairs, Vehicle suspensions are now more reflective of real world counterparts. And objects now float more accurately around their center of gravity without the crazy trampolining glitches from before.. Movement and animation bugs have also been fixed. The vanilla map and world editor now supports ladders and more. With the new climbable objects, expect more verticality as well as the ability to recreate your favorite maps from other popular shooters. Get the high ground around available guard towers, or the secret ladder behind the theater. A few more minigames have been added to the missions menu. These include fun Last Man Standing, Prison Brawl, and a headache inducing Drunken Prison Brawl. Win each game for cash rewards and cool points. Test your might. New UI changes like Vote menu updates fall in line with mobile compatibility. Also players can now hide the HUD with the “I” key for screenshots and gameplay footage. Tons of other fixes and quality of life updates made it into this release. Check out the full changelog below and see you in-game! Mobility Update Patch Notes
Added drivable motorcycles (spawn near military base)
The Editor Update is arriving for Broke Protocol on Steam. This brings the game up to version 0.91 as we march towards a 1.0 release. Many longstanding issues have been addressed but the main feature is the new Editor upgrade that make world building easier and more powerful. For example, you can now hide different layers on the map in order to make selecting and focusing on the work at hand more intuitive. A new Overdraw rendering mode has been added to make map errors much more obvious. Overlapped meshes will be highlighted in various shades without any texture clutter, making it easier to find small world builder placement or scaling mistakes. Make the cleanest map possible and not only will it look better, but perform better and allow AI to create accurate NavMeshes. Basic building blocks in various colors have been added. You no longer need to use Seawalls to construct custom designs. Now creators have these basic shapes and can stretch and scale them to create almost anything imaginable. Also a transparent glass block is included for windows or glass cases. Waypointing for AI was a real headache. But now it’s made a bit easier with the addition of Auto-waypoint connections. When you have a waypoint selected, quickly add a connecting next waypoint by clicking “Create Next.” This will create and connect the next waypoint automatically and you can move it into place. Note: to close a waypoint loop, you still need to manually link the final waypoint. And most importantly, curved road support is finally here. Under the World sub-directory, are a couple new Spline objects. These can be used to create any curved surface easier using Bezier curves. Place nodes at each bend in the road using the similar system as waypoints. Rotate the nodes to control banking and scale the blue handle to control the sharpness of curve. Splines were added to support curved roads than can fit to any heightmap or terrains. Eventually, Broke Protocol will be able to import terrains heightmaps, roads, and satellite imagery from any real-world location using GPS coordinates. These will provide a quick town layout that creators can build on for quick and authentic real-world locations. Plenty more in this update however, check out the full Patch Notes below or check out the preview.