1.3 is a massive overhaul and step forward for Broke Protocol, and it’s finally launching today! A total conversion war mod transforms BP from lighthearted RP sandbox to unrelenting battlefield. The mod takes full advantage of BP’s modding framework, utilizing its AI, Job, UI, and Entity modding capabilities. And the best part: the code is all on GitHub if admins want to alter it or use it as a starting point for their own mods.
War Game Mode and UI
A team-based Territory Control mode is the main feature. Battle it out with all the games weapons, vehicles, and armor to take over the city of Eden. Or create your own battlefield in the World Builder. You can play alongside a hundred advanced bots in Offline mode or take it online with others. The War Plugin was made using the new modding API and I’ll keep expanding the feature set for each 1.3x release.
Mass AI Squad Tactics
AI has seen a total overhaul in combat behavior. They use tactical movement, form squads, and utilize vehicles and mounted guns in a completely new way. They’ll even form up on you sometimes or you can use the Follow command on them manually. Order them around with pointing and alert commands and battle it out in 64-player bot matches in total mayhem.
New Modding Framework and Events
The old Plugin framework is still supported, but the new system should feel a lot better yet familiar. All API docs are updated with the latest changes and the Github repo contains the source for the new War mode and everything else. The game is now split into 3 parts, GameSource for core functionality, LifeSource for RP related stuff like Crimes and Jobs. Finally, WarSource for the PVP combat mode. This should make total conversion mods more logical and straightforward. You can even do stuff like Custom UI’s and modded login flow like in the War Plugin.
Plugin Management
With all the new modding framework changes, I wanted it to be easier to manage your plugins too. When you start Offline mode, you can enable or disable each and every Plugin you have installed. The Plugin Manager will list all of your Plugins from the ones locally installed, and even your Steam Workshop subscriptions. I’ll expand this further by allowing more details to be shown for each Plugin, but this should make modding and diagnosing Plugin issues much more flexible and easier already.
Other Changes
There’s quite literally too much to go over every single detail, but you’ll see new additions and fixes everywhere. You can now alter text on Billboards, you can test and select microphone input in Settings, you can see what Language other users are set to. And a lot more. I’ll be working on the next update but hope to see what kind of PVP War modes servers will run using the new mod and framework available.
Here’s the full v1.3 changelog:
v1.3 WAR Update Changelog
Game Changes:
New Unity UI Toolkit support for UI/HUD rendering and input handling
New WarSource example PVP plugin with custom skins/loadouts and login flow
Many new events added for modding support
Added Toggle Cursor binding in Controls (only necessary for Text Panels now)
Garage doors can now be used outside of Private Apartments for Parking Garages, etc.
Garage doors now check for key in inventory when parking like normal doors
Fixed TriggerBox/Sphere color initialization
Added gizmo icon to Triggers so they’re always visible even with clear alpha
Fixed some World Builder cleanup leaks on exit
Added World Builder warning when other door reference is set incorrectly
Fixed NavMesh volume check to include all interiors
Adjusted player physics for improved mantling
All apartments are loaded/precached for AI navigation / performance
AI navigation improvements and new API methods related to pathfinding
AI can now navigate through doors
More aggressive AI gang war behavior
Fixed many modded (custom scaled) vehicles unable to park in garages
Multiple progress bars can be used simultaneously (with IDs)
Territory capturing and logic moved to GameSource
Login/Register Flow completely moved to GameSource for modding
New Territory Prefab with text support (old maps should be updated)
Jail, RestrictedArea, ThrowableTarget, Repair, Rearm prefabs now use normal Triggers
Fixed damage inflicted at hostage when firing at mounted player
Removed Missions for now
Fixed voice volume not being applied correctly
Removed ShScalable class (Every object can now be scaled in World Builder and API)
The Locked On Update is ready for launch today. Not only does this update pack a bunch of new stuff for the base game and Default map, but it also expands on modding in tons of useful ways. Switchable vehicle weapons, sirens on any kind of transport, guided missile support and alert messages. There’s a lot to unpack so let’s take a look at the major features.
Guided Missiles and Launchers
Check out the local gunshop or armory to find a brand new can opener. The AT4 is the first launcher to support guided missiles but won’t be the last. Maintain sights over any ground or air vehicle to establish lock and then you’re ready to fire. Any Projectile class weapon can be configured to shoot guided missiles. Just set the TargetType of the thrown projectile to any ShEntity subclass like ShVehicle or ShAircraft to configure what types of objects to target and that’s it.
Locked On Warnings and Countermeasures
There’s also a new jet added to the military base. The Mig-29 is now flyable and provides an evenly matched adversary to the F-16. Both jets were also upgraded with Flare countermeasures against guided weapons. When you get the Missile Lock alert, switch to Flares and fire some off for a good chance of diverting oncoming rockets. Note that all hangars in the game now have Re-arm zones so pilots can restock all their armament for the next sortie.
New Biplanes and Air Combat AI
A couple new biplanes are available at the airport now and can be seen flying around the city. These WW1 relics aren’t just showroom models, but equipped with both Machine Guns and small bombs. Switch between them using the Alt-Fire key (B by default). AI are also good at deciding which weapon is best to use for air and ground targets, even utilizing Flares when necessary. Fire at any AI biplane to engage in a dogfight and see if you can win 1-on-1.
Switchable Vehicle Weapon Sets
Countermeasures and weapon handling changes means that all vehicles now have support for multiple weapon sets. Some existing assets were updated with secondary weapons like Machine Guns alongside Cannons. Unfortunately, this means that all old vehicles and weapons with projectile ShThrown items need to be reconfigured to meet the new standard. It’ll be worth it in the long run though since unlimited weapon sets are now supported. Next up is support for specific weapons and turrets from different seat positions.
Other Changes
There’s also been huge quality of Life improvements, fixes, and other under-the-hood updates to make things better moving forward. Some GameSource changes from older hotfixes are fully integrated like Reset Target option for jobs and Request Heal action from AI medics. Hit registration has also seen major improvements and mobile has new controls for firing.
Servers also have a new TimeLimit setting for auto-restarts and seamlessly reconnecting players. More API stuff like Alert Messages and many more modding parameters are available for vehicles. So I’m looking forward to what modders can come up with working with the new features.
Here’s the full v1.25 changelog:
v1.25 Locked On Update Changelog
Guided missile support for weapons/vehicles (set TargetType on ShThrown items)
Multiple weapon sets supported for vehicles (Alt-fire button for cycling them)
Added AT4, RocketGuided, BombUnguided, and BombSmall objects
Entities using new ‘Flare’ tag will act as countermeasures for guided weapons
AI support for using guided weapons and countermeasures
AI aiming improvements and optimizations
Fixed AI aim vector not normalized leading to strange flight maneuvers
Minor first-person camera clipping fixes
New SvShowAlert packet added to API (currently only used for missile lock messages)
Reduced Fighter scaling 25% and adjusted stats to match
FighterBig is now flyable at the Default military base and by AI
LightArmor and APCs cannons replace with MGs
Heavy Eastern/Western tanks can switch to MGs in addition to Cannons
SpecOps and Gun Merchant in Builder and Default Map now have AT4 and Guided Rockets
Any Wearable item can have a custom carrying capacity (visible in Tooltip)
Added missing Territory Sprite to BPResources
Fixed potential AI exception when following
World Builder: Optimized and fixed object selection/raycasting
World Builder: Fixed controls getting stuck after alt-tabbing
zGameSource.dll renamed to _GameSource.dll to load first (easier job modding)
ExecutionMode.Override events will replace previous override events
Added ExecutionMode.Final (Doesn’t allow any more overrides)
Fixed TriggerSphere collider set incorrectly (thanks FEFE)
Fixed AI/CanSee() being able to wallhack
Fixed some hit registration / physics off-by-1 frame bugs
New Azerbaijani language (Thanks SQLost)
Changed language codes for Portuguese and Czech to ISO-639
This update is for the boys, and by that, I mean the men. Safe cracking, guns, explosion effects, and other cool guy stuff is added in the latest 1.22 release of Broke Protocol. Normally I would say something about how this is the biggest update yet here. And by number of lines in the changelog, it is in fact pretty big. In a numerical sense. Let’s get cracking.
Functional Safe Cracking Minigame
Locked inventories up till now were perpetual enigmas. Impenetrable boxes of mystery polygons. What were in them what are the economic implications of old Halloween candy lost in time? In 1.22, now every chest, safe, and ‘junk drawer’ can be lockpicked with a small new minigame. Get a Lockpick from the Pawn Shop and you can now test your ingenuity against a bad programmer’s imitation of Skyrim lockpicking. You still get a Robbery crime on entry though, even cracking into a lowly Level 1 apartment chest. You’ve been warned.
New Inventory Handling
All the chests, cases, and safes in apartments and other interiors can be cracked. The standing safe from the bank vaults is now available in your IKEA catalogue too. Safe cracking difficulty is determined by the value of the safe contents – it’s still not that hard though so don’t cry about it. Unless you’re colorblind – then it’s Nightmare mode because I didn’t have the foresight to think about that.
New Weapon and More Modding Features
The P90 is finally here courtesy of Xweert123 winning the Modding Competition. It really does look cool and is the first bullpup design added to the stock arsenal. You’ll see some changes to effects like lighting and smoke puffs for silenced/flash hidden weapons. The whole effects system was rewritten for optimization and now supports custom effects for projectile weapons too.
Gun Handling Changes
Guns are more steady overall when firing and aiming down sights. They’re definitely more controllable on mobile too. Their bullets actually reach visibility range now, and they no longer shoot leisurely nerf balls. Gun are actually deadly now, even if you’re aiming with your thumbs on a Guatemalan phone, through 5G wireless Covid airwaves, while huffing chemtrails. I wish gaming kill montages on YouTube were popular again. Does anyone even read these things?
Other Changes
You’ll see a few more cool effects like skid marks in this update. Damage indicators are also new so you’ll at least know where the aimbotting AI is shooting from. Czech language translations are available now thanks to Jakub K. Also you can now invite friends on Steam with a direct server link you can copy from the server browser.
Here’s the full v1.22 changelog:
v1.22 Cracking Update Changelog
New Lockpicking Minigame for cracking safes and chests
Minor Hacking Minigame visual updates (UI masking)
New LineGraphic, QuadGraphic, CircleGraphic UI Classes
The biggest update since 1.0 released today. The Multimedia Update covers everything from video players, to custom animations, and more powerful modding capabilities. You’ll find something to love in this update whether you’re an admin, creator, or a distinguished anime enjoyer.
Working Video Players, TVs, Cinemas
Video players are officially supported in 1.2 now. You’ll find usable video players not only in the new Cinema interior, but also on all Displays and TVs. The official implementation supports direct MP4/WEBM links, but there are already plugins supporting YouTube and more. SploeCyber has a good YouTube plugin on the Workshop. Just be sure to set the new permissions in your groups.json correctly!
Synced Animations
Animators are now fully synced across the network. This is really important where animators affect positions, rotations, or other physical effects. Animators are very useful for dynamic mods so it’s supported for any Entity type as long as the Animator reference is assigned and ‘Sync Animator’ is checked on your mod. The Ferris Wheel is now fully animated and rideable to serve as an example in the BPResources modding package.
Dynamic Actions and Modding
Animators are fun and all, but they’re way more useful when you have actions to trigger them. A new set of methods to add and remove action menu items are now available. See the changelog for the full API. These actions are handled in your plugins and can do virtually anything. You’ll find action menus are now scrollable to handle many more options on items. The Jobs implementation in GameSource has been converted to use the new Actions API to show how it can be utilized.
Text Panel API
TextPanels before 1.2 were quite limited. They didn’t offer any rich text or color options, and any kind of input wasn’t supported for a long time due to mobile limitations. But now all these features are here. A dropdown list of options can be sent, as well as the ability to Destroy panels with a specific ID (in case another plugin took over and your existing panel was already cleaned up without notification). A simple /coinflip command is provided to test out and give modders an idea how this API might be implemented.
New Animal Jobs and Modding
Tons of other changes made it into this update, much more than I could cover in a single post. You’ll find new support for Animal Jobs, along with a much easier to modify jobs JSON file. Mods can now set a ‘referencePrefab’ field in order to copy assets from another prefab but without replacing it. Useful in case you want to make a more powerful gun, or a faster car variant but keeping the original prefabs intact. World Builder has also seen a ton of Quality of Life improvements you’ll see in the changelog.
Here’s the full v1.2 changelog:
v1.2 Multimedia Update Changelog
Added new VideoPlayer entity (fully scalable with dynamic volume)
Added working Cinema interior to Default map (thanks Yurri)
Added Video Panel menu to Computers/Laptops/TVs
Added SignExit and SignNoSmoking objects
Players will now sit in the closest seat when entering vehicles
Seat position can be changed by pressing Jump or Crouch
Able to mod more entity types now (AudioPlayer, Splines, Waypoints, etc)
Mobs can get jobs too if the new characterType property on JobInfo matches
Added new Retriever job to GameSource and Default map (with new hat for mobs)
Multi-Plugin Jobs support: JobsAdditive (new jobs) JobsOverride (replace defaults)
Job metadata extracted to a JSON file in the game directory for easier modding
Support for synced Animators on mods (assign Animator and check ‘Sync Animator’ field)
Old Player mods must re-assign Animator reference on ShPlayerProperties and re-export
Added mountable FerrisWheel as a synced Animator example
All emergency lights now use Animators (old mods may have to reconfigure sirens)
Swim animation now set correctly if spawned/activated on water
Extra speedhack checks and also validate player rotation in addition to position
Added initiator player as a parameter to PlayerRestrain/PlayerUnrestrain events
Removed client-side checks on Suicide (Server DestroySelf event handles everything)
Send relative delta updates for much more accurate on-water/vehicle physics
Fixed time desync bug (affected things from movement to hit-registration)
Simplified and optimized handling of RigidBody and ground check updates
Fixed world bounds calculation (and action range checks) for scaled entities
Fixed some Scalable type entities missing scale controls in Builder
Fixed collider error on FloorEdge prefabs
All AudioSources set to 128ft maxDistance (FixPrefab script will set this)
World Builder: Must now hold Ctrl to enable snapping
World Builder: Shift/Ctrl while dragging will now Add/Remove from selections
World Builder: Door connections reverse auto-connect when one is assigned
World Builder: Better placement for new objects (ignore ceilings/backfaces)
World Builder: Position tool gizmo is now always World-aligned
World Builder: Mods now organized into sub-folders
New Dynamic Action Menu methods (see GameSource Jobs implementation for usage)
A landmark update is launching today for Broke Protocol. Animals are finally added and you’ll see them roaming the streets of all your favorite servers. They’re both player and AI controllable too. This is mostly a fun addition rather than strict roleplay so you’ll be able to drive cars and bomb banks as a terrorist dog. Only limitations right now for mobs are certain jobs and usable items.
Animal Accomplices
Yes you’ll also be able to recruit the AI animals as followers. Whether you want a loyal K-9 police dog by your side, or a felon feline partner in crime, they’ll do your bidding and attack all those who stand in your way. They are slightly faster than humans so can often help in foot chases and hunting down elusive foes. Your animal accomplices will ride shotgun with you in vehicles too.
Pet Furniture and Items
A bunch of new apartment furniture and world items have been added with this update like toys and bowls. Many are pet-oriented and could be useful especially since animal characters can purchase apartments the same way as humans. You’ll also see some new crimes associated with animal abuse if you’re the heartless kind of role-player. Mobs, clothing, and usable items for them can all be modded as usual so I’m looking forward to the cool Workshop items in the near future.
Animal Control
Animals can get wanted levels if they commit crimes too. Police are called in to take out violent animals just like wanted criminals. There are no pawcuffs in the game, but Police are now issued muzzles in order to restrain animals and bring them into custody. You can also find muzzles sold at the Default map Pawn Shop. After restraining, animals can be controlled, searched, and placed in jail.
Clothing and Items
Animals can equip items and clothing only marked with characterType equal to ‘Mob’ or ‘All’. This can be set in the item properties before you export mods so things will work in almost the same fashion as before. I have an example Sunglasses item set up this way but TheUnishark has already modded in a police vest for animal sidekicks. Don’t forget to mod GameSource and skins.txt if you want to disable some of these features for more strict RP.
Modding Changes
Some other modding changes were made in this update that are worth noting. Cloth components are supported again, they’ll work on vehicles, clothing, and anything else. Clothing no longer needs any colliders or specific mesh bounds assigned since the game will do this automatically now. Also the player seating animation origin is now set to the buttocks instead of the feet so it’s consistent with the animal meshes. Vehicles older than this update are detected and have their seat transforms updated automatically. But any custom Player/Character mods will need to be updated with the latest BPResources else their character positions will be incorrect in vehicles.
Note Google Play only supports Android 10+ apps now. But I’ll always keep an updated Android 7+ APK at Broke Protocol Downloads.
Here’s the full v1.14 changelog:
v1.14 Animals Update Changelog
Added playable and AI Cats & Dogs
Added Mob/Animal character type with new equipables/wearables/animations
Added Muzzle item for restraining animals (Police item, sold by MerchantPawn)
Added new animal related crimes
Added various new pet related props and items
Added BattleAmbience audio entity
Tweaked some 3rd-person camera positioning
Fixed camera and bounds calculations for scaled entities
Minor mesh error fixes and tweaks
Minor tweaks and fixes to Human animations
Minor AI ChaseState fixes
Cloth components for mods are better supported and working again
Auto-set renderer bounds for clothing/mods to match player model bounds
Modders no longer need to add colliders to clothing (auto-set at runtime)
All Seat Transforms should be positioned at buttocks for mobs and humans now
New mobsUpdate boolean in mountable properties determines Seat backwards compatibility
New dropdown in CharacterPoser Scene to select Human or Mob
Additional entity lookup method: EntityCollections.TryFindEntity(int ID, out ShEntity e)
Rewritten wandering AI state used by mobs and prisoners (WIP)
Fixed SplineNode rendering and cleanup bugs
Ctrl key modifier added to Undo/Redo/Duplicate to prevent accidental presses
Fixed physics and collider bugs when changing cameras and jumping
Server details panel rich text handling fixes
Fixed occasional broken swim animations
Better vehicle dismount and safe position fixes
Higher water jump boosting allowed
Safely handle server history/favorites corruption if too long for registry
A huge update is landing for Broke Protocol today. You’ll find big changes to UI, new items, altered game meta, and tons of fixes. This update is the result of a public vote, and represents a more community-driven development cycle planned for 2021 and beyond. It’s been in the making for a while, so let’s finally dive into the Apartment Raiding Update 1.13.
Apartment Hacking
Up until now, apartments were a walled garden for criminals. A safe haven from law enforcement or other potential foes. It was especially convenient if you owned a place near a bank, and could make a quick getaway after a heist. This meta is dead – Apartments can finally be hacked and raided. The difficulty depends on the Security level so make sure to keep your place upgraded and decked out with gear. For hacking: Probe locations and mark the intersection of probe lines until all bugs are found. Stay sharp though – Fumbling the hack will gain you a wanted level.
Inventory Filters
Inventories are finally more manageable with this update. You’ll find new filters at the top of different menus. You can separate items into different categories which makes equipping items or shopping for furniture much more convenient. Make sure you browse the Security items so both you and law enforcement will be notified if a trespasser is detected in your properties.
Server Browser Updates
The Server Browser sees a long awaited update in 1.13. Servers can now use color codes/tags for their server names and even set a URL for launching directly with a button press. Also new is an option add a server to your Favorites. Favorited servers will always be at the top of your serverlist. Manage your Favorites and History using the the relevant tab buttons near the top.
Bigger and Better Modding Support
Servers get some additional modding capabilities too. They can sync animation parameters for any type of entity with an animator component, not just players. They can request to open URLs on clients (with a safe permission request first). Also big overhaul mods are better supported – large mods would timeout before quite often, especially on mobile. The Workshop Browser and Uploader have both also been fixed to be more reliable now.
Other Changes
A lot of other much needed fixes made it into the 1.13 release. Spectator cameras and chase cameras are both more reliable and steady. A bunch of World Builder fixes were added and player animations are better handled especially around firing and processing items. Player movement physics will feel slightly faster and more fluid than before.
Note Google Play only supports Android 10+ apps now. But I’ll always keep an updated Android 7+ APK at Broke Protocol Downloads.
Here’s the full v1.13 changelog:
v1.13 Apartment Raiding Changelog
Added hackable apartments with minigame
Added upgradable apartment security panel levels
New Items: SurveillanceCamera, MotionSensor, SecurityCamera, Tripwire, DomeCamera
Security items trigger Tresspassing crimes and notify owner
Around 10% increase in Player max speed and smoother movement and friction
svPlayer.SvOpenURL() function added for requesting URL opening on clients
Server names with color codes now supported
Added Favorites and History tabs to Server Browser
Servers now can set a URL for display/opening in the server list
Added Item Filters to Equipment and Furniture menus
Fixed broken item previews for some clothing mods
Added network packet support for Vector2 type
More reliable image loading timeout
AssetBundles loaded asynchonously (fixes mobile timeout with many mods)
ShProperty components can be multi-edited in Unity again
Workshop Browser fixes and improvements
Added Change Notes section to Workshop Uploader
Fixed occasional deadlocks with Workshop Uploader
PrisonKey can now be placed on ground
Added AudioPlayer class and CityAmbience world object (added to Default map)
World Builder: Fixed memory leaks
World Builder: Fixed missing properties on objects after on Duplicating
World Builder: Added Entity Show/Hide in Layers Panel
World Builder: Fixed dragging input fields not updating values in real-time
Support for random amount of Jails in a map (selected from randomly)
Report common map errors on load (no spawn locations or jails placed)
Added vehicle/mount stances for modding: StandStill, CrouchStill, StandFixed, CrouchFixed
Fixed ghost ammo on simultaneous sprint/shoot
Clear recoil animation when entering sprint
Removed crime penalties/fines for default/citizen job
Processor options can now require an item equipped (ie. Auto-equip Axe to chop down trees)
All entity types can now have an animator property set and respond to SvAnimate packets
Added SvAnimatorEnabled function/packet
Renamed all SvAnimate* functions to SvAnimator* for consistency
Added new AI WanderState for Prisoner AI (waypointless navigation)
Removed Obsolete chatted and trySell Cooldown queues (declare your own like in GameSource)
Boosted physics update send rate
Fixed camera glitching related to Teleport/Summon while Spectating
Fixed 3rd-person camera jitter
Fixed incorrect focal point when moving Camera In/Out
GameSource: TransferItem and DestroySelf (Suicide) events added
Update to latest Unity Engine (note: Cloth physics are disabled for now due to Engine bug)
Update to latest networking and database libraries
Masterserver updates (Location moved to Server Info and newer GeoIP lookup)
Every year I’ll use one update to brush up the game with much requested features and fixes instead of big flashy additions. The 2021 Update brings very important technical updates including big optimizations, hit-reg fixes, mobile improvements, and more quality of life stuff. But there are also some juicy additions around apartments and admin functionality.
Apartment Passcodes
Do you get annoyed at having to constantly invite friends and gang members into your apartment? Now you can just set and share a secret passcode with your contacts and have instant access. This user input API is also available for modding and yes passcodes are hashed for security on the client before being sent serverside. In the future, I’ll be looking at ways to allow apartment access and robberies even if the owner is offline.
Follower Commands
Followers are getting more useful with this update. They can now be positioned strategically or recalled from an engagement. Use the point key (Z) to direct them to hold a position. You can also hit the Alert key (H) to regroup them back with you even if they’re in combat. More features like giving them custom equipment and allow them to heal you is also being looked into for future updates.
Hit Registration
Hit registration has suffered ever since the Ballistics Update. This was a difficult problem so I added a debug mode with simulated lag and serverside bullets drawn. I was finally able to pin down and fix several issues related to making your shots connect at a distance. Melee combat is another can of worms that I’ll work on for future updates too.
Mobile Improvements
The mobile release has also seen some updates. Some PC hotfixes are finally ported over and you can now see a slightly different button layout. Auto-aim has been fixed with the ability to finally lock on to heads now and performance should also be a bit better than before. Other improvements like floating joysticks are planned as well.
Other Changes
Other changes include a Spectator mode for Admins – really useful to track down cheaters or look for abuse. A killcam is also added after death – it’s available via the API so could be useful for PVP / round-based modes. A bunch of modding features have been added including Animate packets for custom animations, new GameSource events, and the user input API.
Note Google Play only supports Android 10+ apps now. But I’ll always keep an updated Android 7+ APK at Broke Protocol Downloads.
Here’s the full v1.12 changelog:
v1.12 The 2021 Update
Added Apartment security panel – Set Passcodes and share with friends
Followers can be directed around with Pointing and Alerts
New InputMenu API and PlayerSubmitInput event to GameSource
Spectator mode added along with API and permissions
Killer spectate camera after death added
Fixed many hit registration bugs (now much more accurate at distance)
New Server network culling rewrite with speedup and fixes
Big server optimizations and cleanup
Reduced and combined many network packets
Removed Channel.Fragmented (Channel.Reliable supports large packets)
Added AnimatorFloat/Int/Bool/Trigger packets for custom animations
Re-ordered some transport action menu items
Added PlayerReady event to GameSource when player is first spawned and ready
Serverside checks to make sure player searches are valid
Increased all pistol fire rates
Reduced AI accuracy and firing spam
Mobile: Stopped toggle buttons being reset if fingers lifted
Support for poisonous consumable mods (set negative health boost)
Improved AI aircraft ground avoidance & maneuvering
AI now follow same view angle limits as humans
Some new Follower tips in announcements.txt
New OnPoint and OnAlert events added to GameSource
Added EntityRespawn event to GameSource (currently unused)
Only random spawns are allowed for followers to prevent exploits
ShPlayer.looking -> ShPlayer.pointing renaming for clarity
SvRestore has new optional interior/parent argument
Fixed broken Search player option in beta
Fixed Action Menu corruption if entity disabled when highlighted
Another huge overhaul is coming out today on Steam where AI is the main focus – but tons of other stuff added too. Command new vehicles in both sea and air where AI are finally worthy foes. Careful though, their land tactics have been updated too. I’ll give a quick rundown of all the cool changes coming in this version.
AI Self-Preservation
NPCs are no longer target practice for the hardened criminal. They coordinate movement, take cover, use smokes, and can fight in tight apartments or wide open airfields. They pose a substantial threat but you also have some backup. Players can recruit a follower from the streets of BP. Your loyal follower will defend you and attack your targets. More control over followers will come in future updates but for now you can finally have a competent NPC covering you.
New Flyable Jet – the F-16
Aircraft up to now were limited to crude transports – for both technical and gameplay reasons. Now with longer render distances and improved mounted weapons, combat jets are finally here. Enter the F-16 – in 2 variants. For a cool $10K at the military base, it’s yours – just hope you have a hangar you can save it in.
Air Combat
What good would jets be without air combat? AI have new capabilities with aircraft in both Air-to-Air and ground attack roles. Dogfight agile F-16s or evade prowling Apaches. Even if you manage to shoot one down, the pilot could survive and hunt you down on foot. Homing missiles and countermeasures will likely be added too but for now, cannons and rockets are a fun challenge.
Police Boats
Until now, the open sea has been a safe haven for wanted criminals. With the addition of armed Police Boats, escapes to international waters have been made more challenging. Boat physics have been made more stable – a far less nausea-inducing experience for players in the Coast Guard. A free Police Boat as well as a seaside repair/rearm zone has been added to the portside industrial area.
Other Changes
Other changes included boosted gun accuracy, mobile aim and button fixes, and more server modding options with menus and player display names. AI can aim projectiles properly over a distance – used for leading targets with grenades, rockets, or bullets. Get the new update today on Steam and keep your head low.
Here’s the full v1.11 changelog:
v1.11 The AI Overhaul Update
New usable and armed Police Boat and F-16s (2 Factions)
Can now recruit an AI follower who will defend you
Fixed boat stability and many physics bugs
New boat with Rearm and Repair zones at the Default Port
Much extended network view/spawn distance
New AI system (major rewrite)
New air combat AI (ground attack and air-to-air)
Improved NavMesh generation
Added NavMesh caching
AI can path across water and apartments
Improved ladder usage for AI
Improved AI vehicle chase behavior
All gun accuracies boosted
AI can now shoot from vehicles and use tanks turrets/mounted weapons
AI will flank and find alternate paths to targets
AI will bunch up less and move more fluidly
AI will suicide much less frequently
AI will take cover if suitable
AI will use available projectiles like grenades, flashes, and smokes
AI will now lead targets and adjust for gravity with all weapons
More reliable unstuck behavior from AI
New spawn vehicles/boats/aircraft for Police and SpecOps
Added Smoke to default SpecOps loadout (AI can use them)
Cleaned up GameSource using new helper functions to filter entities
Faster serverside entity cleanup
Fixed some consumable item sounds
PacketFlags are const now (plugins sending packets must rebuild)
Fixed server crash on invalid itemIndex with CheckEquipment/StartItems
Fixed auto-aiming at own feet
Added DisplayName event to GameSource for customizing chat/overhead/playerlist names
Player display names can be scripted with new SvUpdateDisplayName() function
OptionMenu labels now support rich text and color codes
NPC respawn timers increased to 40 seconds
Slightly moved camera origin closer to actual eyepoint
Added character animation masks to BPResources
Added Fog option to Settings
Removed -nographics argument from server startup to fix video mods
Mobile button stuck fixes
CanSeeEntity() now works against fires
Removed Show Health for dead players
Don't allow invite/kick if Restrained (GameSource)
More sanity checks on server against invalid inputs
Fixed and optimized broken Spline loading/rendering
Fixed occasional heightmap corruption
Support for larger map file transfers
Fixed Attachments unbinding when dropping items
Fixed hit registration for ballistics
Server network rate boosted to 50hz (from 25hz)
Update to latest Engine patch
Update LiteDB to latest patch
Update Networking to latest patch
Update to latest Chromium Embedded Framework (much faster on startup)
A substantial update game update has been underway the past few weeks - a complete AI overhaul with new abilities, functionality, and deadliness. Much of it is covered in the preview trailer below so check it out! You'll also catch a glimpse of some new vehicles coming with the next update :)
New AI tactics, navigation, air and sea navigation/combat are just some of the new features. You'll now be able to recruit NPC followers within your own job as a sidekick. Also new are a few Air and Sea combat vehicles (usable by NPCs) to make 5-Star escapes more challenging. With that out of the way, it would mean a great deal if you were to nominate BP for a Labor of Love award due as I continue to develop years after release with updates on a nearly monthly basis.
Back to the good stuff now ->
In-Progress 1.1 Changelog
Done:
New usable and armed Police Boat and F-16s (2 factions)
Added recruiting AI followers within the same job
Fixed boat stability and many physics bugs
New boat with Rearm and Repair zones at the Default Port
Much extended network view/spawn distance
New AI system (major rewrite)
New air combat AI (ground attack and air-to-air)
Improved NavMesh generation
Added NavMesh caching
AI can path across water and apartments
Smoother pathfinding
Improved AI vehicle chase behavior
AI can now shoot from vehicles and use tanks turrets/mounted weapons
AI will flank and find alternate paths to targets
AI will bunch up less and move more fluidly
AI will suicide much less frequently
AI will take cover if suitable
AI will use available projectiles like grenades, flashes, and smokes
AI will now lead targets and adjust for gravity with all weapons
More reliable unstuck behavior from AI
New spawn vehicles/boats/aircraft for Police and SpecOps
Added Smoke to default SpecOps loadout (AI can use them)
Cleaned up GameSource with new helper functions (TryFindEntity)
Faster serverside entity cleanup
Fixed some consumable item sounds
PacketFlags are const now (plugins sending packets must rebuild)
Fixed server crash on invalid itemIndex with CheckEquipment/StartItems
Fixed auto-aiming at own feet
Todo:
Fix unable uncuff self bug (Thanks Tati)
Test AI pathfinding in water (Tries to climb unsuitable areas)
Dynamic scripting API for tags and overhead display
Text input Enter also sends submit to action menu
Increase NPC spawn timer
Occasional png heightmap error when starting server (Ask @Logic, Fixed now I think)
AI reseting over time to rank 1 items even when they have better?
Mobile shaders break/invisible on stretched entities
Make server side job vars not readonly
Make that trash with a pole destructible
UNITY: Input screen keyboard delayed
UNITY: Input system multitap bugged
Update engine and libs
Thanks for everyone's support. Testing and Release within a couple weeks. -Benz
The biggest modding update since 1.0 is releasing on Steam and Google Play today – The Hitman Update brings a whole new job and bounty system to BP as well as more ways to mod custom content and gameplay. Whether you’re a player, modder, or admin, there’s a lot fun stuff to get into with the latest release.
Hunting Down Bounties
There’s a new career on the BP roster – the Hitman. Sporting some new gear including our first set of ski masks, the Hitman is the game’s paid assassin. Earn a cool $1000 for each mark struck off the bounty list. Anyone can place a bounty if the price is right and some AI targets are marked too. Find the Hitman Boss near the Hercules cargo plane on the Default map to sign up. And keep low if you end up with a bounty on your head, even AI Hitmen will target you – and they are no slouches.
Complete Job Modding
Until now, all jobs were hard-coded into the game – but no longer! All job related code and metadata have been moved to the public GameSource GitHub Repo and can be modded on your server. Edit existing jobs or add completely new ones. The existing code should serve as an example but don’t forget to check out the BP API Docs and the Official Discord for further info or inquiries.
Custom Entity Actions
Asset mods can now have custom actions defined for scripting or other modded behaviors. The actions can call a [CustomTarget] tagged method on any server plugins currently loaded. Open gates, equip a loadout, or start raining Hellfire missiles. An example is provided on the GameSource repo but anything is possible using both scripting and asset mods together.
Editor Updates
Scripting often needs extra data to make the most effective use of modding. When triggers or event actions are called, it’s important to have some meta data on what entity called it or other related info. The new Data property in the World Builder can hold any identifier you assign. It can be accessed via code for scripting.
For example if you have a bunch of Triggers on the map, you can tag one as ‘MilitaryBase’ and other as ‘BankVault’. Then you’ll know which one was entered in the event via the data property assigned. In the screenshot, you can also see apartments can now have custom furniture limits assigned – a long requested feature.
Control and Gunplay
Recoil and other gunplay has been tweaked. Some input bugs on both mobile and PC have been addressed. The Android release now has aim assist to help players land hits a little more accurately on this tricky platform. As always, more improvements are coming. Keep an eye out for the full Hitman Update release today on both Steam and Android (cross-play compatible).
Here’s the full v1.1 changelog:
v1.1 The Hitman Update
All Jobs now completely moddable (see GameSource on GitHub)
New Hitman Job (Boss located at airport)
New persistent Bounty system to set assassination targets
New clothing items for Hitman job (ski masks and more)
Police now have low level criminals marked for investigation
Apartment limits can now be edited in World Builder
Active Auto-Aim Assist added for mobile
Updated crouch recoil behavior
Fixed recoil when dry firing guns
Server crash fix: Error handling for player.Save()
Custom skin assets now work in skins.txt
Fixed Port wall meshes missing faces and textures
Phones, detonators, and handcuffs now usable in fixed seating
AI now always try to revert back to spawn clothing
Simplified a lot of code related to Entity spawning
Airplane gear now checks elevation vs ground instead of sea level
Cessna’s now modeled as fixed gear (never retracted)
GroupManager.WriteGroups no longer spams Method info
Fixed vision effects not updating when healing
Added SendOptionMenu() UI helper function
FunctionMenu replaced with TextPanel (use OptionMenu for input handling)
Old TextPanel functions renamed to TextMenu across API
Updated SendTextMenu() with optional window size parameters
More GetEntity() overloads to use entity names directly
Process Options now use pretty item names
Added ManagerLoad, Unrestrain, JailCriminal, and GoToJail events to GameSource
Persistent server storage now available in svManager.database.Data collection
Session server storage now available at svManager.sessionData
Added CustomData.ConvertData helper static function
Fixed AI job selection on initial spawning
Minor Job/Exp label HUD rework to prevent overlap
Update to latest Unity Engine patch
Update to latest LiteDB fixes
Update to latest Networking library
Database JobIndex save/corruption fix
All players now recieve gang war messages
JobName and JobGroup type name changes in groups.json
Prevent instant accidental action menu inputs
EntityCollections.RandomNPC and RandomPlayer added
Asset Mods can have eventActions defined for custom Action Menu options
Added Button entity as an example (new custom ButtonPush event defined in GameSource)
Added ‘entity.svEntity.data’ string field for custom storage (set in World Builder or via code)
Removed ‘identifier’ field from Triggers, use data field instead
Apartment furniture limit showing 0 on clients fixed
Garage parking checks improved
Fixed sometimes despawning garage vehicles
3rd-person camera improved for motorcycles and karts