Thief Town v1.1 aka "Spooky Town" is now up! Tons of new things! Detailed patch notes are below:
v1.1 Changes
Content
Added new graveyard level
Includes both a daytime and nighttime version
Two new showdown types: woods battle and invisible showdown
Two new music tracks
Statues that look at nearby players
Lightning that reveals players
Ghosts.....?
Added TNT item to spy town. Can be placed on the ground or planted on other thieves
Added Booze item to spy town. Makes all thieves but the player become a drunk
A LOT of new tips in the scores screen. Some common, some...RARE
Features
Released new mobile app update that does not require a LAN connection, and simply acts as a controller interface. To use it, when prompted by the phone, enter in the room code generated in the bottom-right of the main game.
Added pause menu accessible via the ESC key. Can be used to toggle options, exit rounds, end the game, etc. Can be navigated with the mouse, arrow keys/enter, or player 1's controls
Bound controls are now saved across plays. To reset them, stab the thief at the bar or choose "Reset Controls" from the ESC menu
Add level selection option to the saloon
Add points-to-win option to the saloon
Add "Remove Thief" command to the ESC menu
Gameplay Changes
Point incrementation is now reversed. The first kill is worth 1, the second 2, etc.
Players are now awarded titles at the end of each game. These are based on player's actions
All showdowns now award exactly 1 point per kill
Desert standoff showdown now gives each player only one bullet
Nighttime tumbleweed showdown awards 2 points to any survivors
Losing player(s) are now more likely to become the sheriff in drunk town, and to receive the gun in spy town
Gun hitbox is now slightly narrower
Stab hitbox is now slightly smaller
Tumbleweed is now capable of winning the game
GHOSTS...??
Bug Fixes
Fix connectivity issues with mobile app
Fix bug where GLUG GLUG GLUG achievement is received early
Fix bug where control binding bar would appear while pressing ESC or Enter
Fix bug where control bindings would get interrupted by already bound or not relevant inputs
Fix bug where score marker effects would sometimes be 1 point off
Fix bug where dead thieves could sometimes draw on top of the tent
Fix bug where toggling fullscreen caused the game to indefinitely think player 1 is stabbing
Fix bug where player with the highest score was sometimes in showdowns they shouldn't have been in
Fix bug where scores screen would display incorrect death slashes sometimes
Fix bug where player who won was sometimes shown as the loser for a few seconds in the results screen
Fix bug where uninvolved players in the daytime desert showdown would be listed as having the smoke bomb item
Other
Saloon graphics updated
Thieves are no longer scaled based on distance to the top of the screen
Low time countdown and gadget usage UI popups are now smaller
Assets are now dynamically loaded for less memory usage
Thief Town v1.1 aka "Spooky Town" is now up! Tons of new things! Detailed patch notes are below:
v1.1 Changes
Content
Added new graveyard level
Includes both a daytime and nighttime version
Two new showdown types: woods battle and invisible showdown
Two new music tracks
Statues that look at nearby players
Lightning that reveals players
Ghosts.....?
Added TNT item to spy town. Can be placed on the ground or planted on other thieves
Added Booze item to spy town. Makes all thieves but the player become a drunk
A LOT of new tips in the scores screen. Some common, some...RARE
Features
Released new mobile app update that does not require a LAN connection, and simply acts as a controller interface. To use it, when prompted by the phone, enter in the room code generated in the bottom-right of the main game.
Added pause menu accessible via the ESC key. Can be used to toggle options, exit rounds, end the game, etc. Can be navigated with the mouse, arrow keys/enter, or player 1's controls
Bound controls are now saved across plays. To reset them, stab the thief at the bar or choose "Reset Controls" from the ESC menu
Add level selection option to the saloon
Add points-to-win option to the saloon
Add "Remove Thief" command to the ESC menu
Gameplay Changes
Point incrementation is now reversed. The first kill is worth 1, the second 2, etc.
Players are now awarded titles at the end of each game. These are based on player's actions
All showdowns now award exactly 1 point per kill
Desert standoff showdown now gives each player only one bullet
Nighttime tumbleweed showdown awards 2 points to any survivors
Losing player(s) are now more likely to become the sheriff in drunk town, and to receive the gun in spy town
Gun hitbox is now slightly narrower
Stab hitbox is now slightly smaller
Tumbleweed is now capable of winning the game
GHOSTS...??
Bug Fixes
Fix connectivity issues with mobile app
Fix bug where GLUG GLUG GLUG achievement is received early
Fix bug where control binding bar would appear while pressing ESC or Enter
Fix bug where control bindings would get interrupted by already bound or not relevant inputs
Fix bug where score marker effects would sometimes be 1 point off
Fix bug where dead thieves could sometimes draw on top of the tent
Fix bug where toggling fullscreen caused the game to indefinitely think player 1 is stabbing
Fix bug where player with the highest score was sometimes in showdowns they shouldn't have been in
Fix bug where scores screen would display incorrect death slashes sometimes
Fix bug where player who won was sometimes shown as the loser for a few seconds in the results screen
Fix bug where uninvolved players in the daytime desert showdown would be listed as having the smoke bomb item
Other
Saloon graphics updated
Thieves are no longer scaled based on distance to the top of the screen
Low time countdown and gadget usage UI popups are now smaller
Assets are now dynamically loaded for less memory usage
We probably do owe you an explanation by this point, and wanted to give you an update on where Majestic Nights is at and how far off Episode 2 is.
As you would have noticed, it certainly hasn't launched in 2014 as it was supposed to. Being brutally honest here, the reception we got for the first chapter (and prologue chapter) wasn't what we wanted it to be. We're incredibly grateful to our fans, but the criticism was loud, specific and gave us a whole heap of ideas for how we could do better!
So rather than keep to the schedule and deliver Chapter 2 and beyond on time but under par, we went back to the drawing board and started re-working the way the whole game works. We've been working on Majestic Nights now for years, and are completely in love with the characters, the setting, the music and the story. The last thing we wanted was to push the other chapters out the door after a misstep early on. We're far more dedicated to the series than that.
But we do owe you an update and explanation, so I'd like to give you the first screenshots of Chapter 0 and 1 revised (with our whole new lighting engine - and notice the re-worked HUD which will make a big difference), which we'll reveal properly soon on Steam. More importantly a large amount of revision was done in animation. On the whole it’s still not perfect but it’s a major improvement.
Controller support got a major update with far more support for different controllers. We still want to know if you have issues but it should be enhanced.
Finally, we have been working on Linux support. We need a few beta testers for this. If you’re interested in testing on Linux let us know
Chapter 2 will be available on Late May to Early June 2015, with some special surprise content enhancements.
However, because you have been awesome we are going to update some of the soundtrack in advance for all the season pass holders.
Thank you so much to everyone here for your patience and for sticking with us and the games.
We probably do owe you an explanation by this point, and wanted to give you an update on where Majestic Nights is at and how far off Episode 2 is.
As you would have noticed, it certainly hasn't launched in 2014 as it was supposed to. Being brutally honest here, the reception we got for the first chapter (and prologue chapter) wasn't what we wanted it to be. We're incredibly grateful to our fans, but the criticism was loud, specific and gave us a whole heap of ideas for how we could do better!
So rather than keep to the schedule and deliver Chapter 2 and beyond on time but under par, we went back to the drawing board and started re-working the way the whole game works. We've been working on Majestic Nights now for years, and are completely in love with the characters, the setting, the music and the story. The last thing we wanted was to push the other chapters out the door after a misstep early on. We're far more dedicated to the series than that.
But we do owe you an update and explanation, so I'd like to give you the first screenshots of Chapter 0 and 1 revised (with our whole new lighting engine - and notice the re-worked HUD which will make a big difference), which we'll reveal properly soon on Steam. More importantly a large amount of revision was done in animation. On the whole it’s still not perfect but it’s a major improvement.
Controller support got a major update with far more support for different controllers. We still want to know if you have issues but it should be enhanced.
Finally, we have been working on Linux support. We need a few beta testers for this. If you’re interested in testing on Linux let us know
Chapter 2 will be available on Late May to Early June 2015, with some special surprise content enhancements.
However, because you have been awesome we are going to update some of the soundtrack in advance for all the season pass holders.
Thank you so much to everyone here for your patience and for sticking with us and the games.
Pistol now fires projectiles instead of a laser, and projectiles all have tracers.
Quantum Beacons can now be researched and fabricated. Use them to teleport from your LAIR to specific locations in the world. Pick up blown up drone parts in order to be able to build Quantum Beacons.
New crosshair.
Added gun recoil.
Refined the amount of refined materials you get by refining, to make it easier to fabricate many types of materials (Bronze, Tin, Steel, etc).
Reduced day/night cycle to 60 minutes IRL.
A bunch of new sounds and music.
Removed grass meshes for now, for much improved FPS on low-mid range machines.
Removed that annoying running-breathing sound.
Improved the way pistol and player react to lighting.
Tweaked nighttime lighting.
New loading screen that shows Early Access progress.
Fixes
Fixed Corban sometimes not sticking with player, which meant Snapback took too long.
Fixed doors in the LAIR where you could walk through and end up outside the level.
Fixed sometimes being able to see metavar’s head if you look up and jump.
Fixed time not passing while inside LAIR.
Fixed clay door placement (just realized that other doors might need fixing — will adjust that soon).
Fixed a bug that could cause Extraction station to lock up.
Fixed player bouncing when entering the LAIR elevator platform.
Pistol now fires projectiles instead of a laser, and projectiles all have tracers.
Quantum Beacons can now be researched and fabricated. Use them to teleport from your LAIR to specific locations in the world. Pick up blown up drone parts in order to be able to build Quantum Beacons.
New crosshair.
Added gun recoil.
Refined the amount of refined materials you get by refining, to make it easier to fabricate many types of materials (Bronze, Tin, Steel, etc).
Reduced day/night cycle to 60 minutes IRL.
A bunch of new sounds and music.
Removed grass meshes for now, for much improved FPS on low-mid range machines.
Removed that annoying running-breathing sound.
Improved the way pistol and player react to lighting.
Tweaked nighttime lighting.
New loading screen that shows Early Access progress.
Fixes
Fixed Corban sometimes not sticking with player, which meant Snapback took too long.
Fixed doors in the LAIR where you could walk through and end up outside the level.
Fixed sometimes being able to see metavar’s head if you look up and jump.
Fixed time not passing while inside LAIR.
Fixed clay door placement (just realized that other doors might need fixing — will adjust that soon).
Fixed a bug that could cause Extraction station to lock up.
Fixed player bouncing when entering the LAIR elevator platform.
Go on a Quest for the new Chroma Warframe, do honorable battle withyour fellow Tenno in PvP 2.0, or team up for eight-player missionchallenges. Sanctuary has arrived! Highlights of this update include:
NEW WARFRAME -- CHROMA
A master of the deadly elements, Chroma can alter damage output bychanging energy coloring.
Chroma's powers include: Spectral Scream: Exhale a deep breath of elemental destruction.Chroma's energy color determines the element. Elemental Ward: Depending on Chroma's elemental alignment, an offensivearea-of-effect is created. Chroma and its nearby allies are imbued withdefensive energy. Vex Armor: When shields are hit, Chroma's armor grows stronger, whenhealth takes a hit, weapon damage increases. Active for a limited time,maximum increases correspond to rank. Effigy: Chroma turns his pelt into a massive sentry that strengthensnearby allies and engulfs enemies in elemental attacks.
PvP 2.0 -- Take on your fellow Tenno in a game of Cephalon Capture, tryyour hand at three new maps, conquer a variety of challenges andexplore the exciting changes to the PvP Game Mode with PvP 2.0!
Teshin, your new PvP guide, and the Conclave Syndicate have establishedtheir presence in the Relay. Syndicate rewards await for Tenno whocompete in the Conclave, studying under Teshin's Sigil.
NEW GAME MODE -- For the first time ever, create a squad of eight Tennoand work through Mission challenges.
NEW QUEST THE NEW STRANGE: Work with Cephalon Simaris to find the source of amysterious voice. Something is out there, and it is hunting. Work withSimaris to track it down and discover its true nature.
NEW WEAPONS: KOHMAK -- Like the larger Kohm, this hand-shotgun doubles its volleywith each successive shot. RIPKAS -- Tear the enemy down with these motorized saw fists.
NEW RELAY ROOM -- Explore the Sanctuary and visit Cephalon Simaris.Track down unique targets to scan in a Codex shared by Tenno throughoutthe Solar System, and help unlock exciting new lore and Syndicaterewards.
NEW ENEMY -- Dashing in for quick strikes before falling back to theshadows, the Grineer Manic is difficult to catch, and deadly to ignore.