- Added "-offline" command line argument recognition to disable all online stuff (offline option will be added to the launch options in Steam and GOG similar to compatibility mode) - Fixed hide crosshair bug - Changed how ripples are done to try and fix a crash on some systems - Went through particle systems and change the cull mode on looping particles to "pause", may improve performance. - Fixed blood splats spawning drips when their velocity is upwards - Added lite splats for drip particles since drips should never spawn more drips
Editor:
- Added AIVisBlocker material, will block enemies line of sight. If attacked enemies will still aggro - Non rendering materials do not show up in "Game View" in editor
Wow, the game came out into early access and was extremely well received! This has been such a wild ride for us on the team and we are excited to continue working towards 1.0 release. Throughout the rest of the year, we will be putting out new content updates and holding more mapping contests! The community has grown so much and we're just trying to keep up. The feedback and support has been amazing, thank you so much :)
Mapcore Level Design Contest!
The Mapcore contest is still running to the end of February. So be sure to join our discord and get to mapping! Lots of cool prizes, including $1,500 to first place! Check out more info here!
Kickstarter Backer news!
Excalibur Shotgun Skin is now ready for Kickstarter Backers who purchased this tier! To access, go to the "Unlockables" tab in your options menu and select "ON".
Gold plated with a sleek bone design, also heats up when shot!
Feature Updates:
New Plasma Rifle homing beacon line. Now you can visualize where the bullets are heading, even behind cover!
Mike created a new crosshair for each of the weapons. Now you can see more important information directly on the crosshair! Things like charge, and ammo count can now be seen when firing or using the alternate fire mode.
Dynamic crosshair not your thing? Don't worry, we have some options to disable this content and swap out for a more static version, that can be also scaled up or down in size. The new static options are DOT, CROSS, and CIRCLE.
New Auto-Shotgun Work-in-Progress!
We're happy to be showing off some more progress on our new Auto-Shotgun model. Here below is a highpoly untextured model. Hope you like it!
EDIT: It's currently not in-game or available to use.
Workshop Updates:
New filters allow users to find Staff Picks and Contest Winners. Staff picks are hand picked levels that reach a high quality bar. Excellence in gameplay and visuals is a factor.
To find staff picks in your browser, simply look in the bottom right corner of any thumbnail for a glowing medal. This indicates that our team has vetted the level and consider it of good quality.
You can now easily find any Contest Winner with our brand new filter. Speaking of which, be sure to check out the top 3 winners from our previous challenge. The True Addiction, Thermal, and Transit.
Graphic Options
Some new graphics settings should help players with lower end PC's to boost their frame rate. Check them out in the Graphics tab towards the bottom.
In Closing
We wanted to thank the Steam community for hanging in there and helping us by providing feedback.
Here's hoping 2021 is the best year for Prodeus yet!
- Added Multi-Bind to allow multiple inputs per weapon select, will go to the next highest weapon you have or loop around
- You can now use the mouse wheel to scroll through menus and community maps
- Added Automap legend
- Added mappable input for Automap drag
- Added mouse cursor to weapon select.
- Overhauled gore splat effects for better performance.
- New Advanced section, for those who get stutter issues.
The physics options are specifically to fix the weird rubber banding issues. Usually physics runs at 50hz independent of the frame rate. On low end machines this can cause a cascade of physics updates on a single frame that can bring down the frame rate even more. And when the physics and framerate are not locked movement may be a little jerky. So we set it to run once a frame so movement would be smooth and low end machines wouldn't suffer too much. But it seems to have some weird effects on some machines. So now there's an option, but changing it will really only help if there's a problem.
- Level tweaks and bug fixes. - Notable: Added a handrail to Wretch, so people would stop walking backwards off the cliff towards the end. <3 - Notable: Player clipped off Genesis 2
Hey everyone, today we are reaching out to our fanbase to request you nominate us for some sort of sparkly award! The only downside, it's doesn't explode into giblets and jelly. Perhaps we can change that?
We'd be honored for any and all nominations from our fans. It really helps put more eyes on the game and can help it grow even further in player base. For a small indie studio like ours, word of mouth is our main mode of transportation, so every little bit goes a long way.
During the Beta, we held a small mapping challenge to see who could rock out the editor. We had a bunch of awesome entries and it was a tough race!
Here are your finalists. Be sure to check out the other entries by searching for the "Mapping Challenge 2" Tag in the browser filters. There were 24 entries!
P-Link: m-FDTlRncbqe
P-Link: m-zaW8kfmSaw
P-Link: m-f19GbJlyrP
Once again, Congratulations to the finalists! Don't forget to check out the other entries :)
Fix: triggered projectile damage owner now properly set so player self damage will be correct for triggered rockets and sticky grenades.
Fix: bug when finishing an editor map it would show the name of last cloud map you looked at.
Tweak: changed footstep interval to 4 meters from 3 meters
Fix: toggling something in a map will now detach entities (monsters, etc), entity damagers (sticky grenades get detached and triggered everything else gets destroyed), and destroy anything else (blood drips from ceilings, etc)
Possible fix: bug where an exception is thrown when checking the last time a file was edited on computers with incorrect timezone settings. (another black screen bug)
Levels:
Bug fixes, enemy spawn tweaks, and checkpoint tweaks to multiple maps.