Our long-awaited Microtransaction System upgrade is ready for deployment early next week, before the Beta for The Fall of Oriath launches on Wednesday (US time). Today's news post includes a video describing some of the benefits of the new system. It's also a Super Stash Sale this weekend, which means that every type of stash tab is discounted this weekend! Don't forget, the Beta Events also start tomorrow! Click here to read more!
Our long-awaited Microtransaction System upgrade is ready for deployment early next week, before the Beta for The Fall of Oriath launches on Wednesday (US time). Today's news post includes a video describing some of the benefits of the new system. It's also a Super Stash Sale this weekend, which means that every type of stash tab is discounted this weekend! Don't forget, the Beta Events also start tomorrow! Click here to read more!
Whoa, wait a minute, it hasn't been 2 weeks since the last update!
I'll be traveling outside the country from June 6 to 11, so I wanted to push out an early update before then. The next update will be on June 15, so it'll be back to the normal schedule.
This may look like a lot of bugfixes, but believe me when I say that there are a TON more bugs on my list where these came from. Most of these bugs were found through player submissions. So keep sending those reports!
Alpha 26
Graphics
Fixed issue with Player 2’s lighting not appearing properly in 3-player or 4-player local coop mode
Fix for Bushes having bright lighting on client in multiplayer mode
Fix for stars continuing to appear above the head of a knocked-out person after the Cannibal has eaten that person
Dizzy stars disappear properly if a person is teleported when they are active
UI / Controls
Fixed issue with Player 2’s buff display not appearing properly in 3-player or 4-player local coop mode
Fixed issue where highlighted characters could remain highlighted permanently if the player entered the Main Menu or Missions Screen while they were highlighted
Fix for “targeting” cursor (used when hacking, using hypnotizer, etc.) remaining onscreen after player has died and will soon be resurrected in some way
Changing filters in server browser scrolls to the top of the browser list
Environment
Poisoned lakes can no longer cause “Paralyzed”
Characters
Killer Robot can no longer be gibbed
No longer possible to “ice gib” frozen players who have the Resurrect status effect
Playfield Objects
Another (hopefully fool-proof) fix for players being warping on top of holes after falling in the first time, causing a falling loop
Fix for Gravestones not spawning Ghosts or counting towards Vampire unlock when thrown by Wrestler
Fix for Crushers sometimes being able to damage the player from the other side of walls
Fixed issue where Crusher was harming the player when it began extending, rather than when it actually hit the player
Fire Hydrant’s water spray does not push characters back so hard that they can’t walk against the current
Goodie Dispensers no longer gives Guns and Melee items when the “No Guns/No Melee Weapons” mutators are active
Items
Fix for Loadout items not appearing in-game when player takes Elevator to higher levels
Player can no longer quit the game after choosing a loadout item, and take it into the Daily Run
Cube of Lampey functions properly when Wrestler throws Lamps
Cube of Lampey no longer spawns items 100% of the time
Silencer and Accuracy Mod can no longer be used on Oil Container
Important items such as the Possession Stone can no longer be stolen from a player’s inventory
Fixed instances where kill profiting devices like Kill Ammunizer could be triggered more than once from the same person
Kill Ammunizer must restore at least 1 ammo to a gun. There were instances where it would restore 0.
Ammo Processor can no longer be used on Water Pistol
EMP Grenade does 100 damage to Killer Robot in addition to Paralyzing him
EMP Grenades can be used to disarm Door Detonators
Fix for thrown items bouncing for a frame or two after they are supposed to be destroyed
Bear Traps in the Park level have a more visible light
Fix for music notes appearing on random items after Boombox was destroyed
Boombox no longer continues to play music if it falls into a hole
Fix for player being able to drop the Cardboard Box while hidden under it
For for issue where if the player was wearing Hard Hat and Codpiece and removed one of them, they would lose “Resist Damage (Small)”
Syringes are identified when the player gives the Syringe to a follower and they use it
Tranquilizer Gun, Shrink Ray, Freeze Ray etc. can be used to trigger switches and other trigger-able things, just as normal bullets do
Bracelet of Strength effect “Strength +1” replaced by “Strength (Small)”, which also fixes an issue where strength from Bracelet would be added to player’s base strength at the start of new levels
Fix for equippable items sometimes not giving traits to the player if they were added to the inventory while another item of the same type existed
Fix for Mixed Drinks not working properly with Water Pistol
Player armor is not depleted when attacking other players while “damage other players” is turned off
Player is prevented from using Health items when their health is already full
Player can no longer be teleported onto Bear Traps and other dangerous items
When ““No Guns/No Melee Weapons” mutators are active, player will no longer see gun and melee related items, like Silencer and Ammo Stealer
Fix for certain guns like Flamethrower and Water Pistol still appearing when “No Guns” was active
Potential fix for NPCs dropping “E_” item sometimes, particularly when “No Guns” and “No Melee” were active
Status Effects / Traits / Special Abilities
Electro Touch no longer damages Ghosts
Electro Touch does 3x damage when the victim is underwater
Cannibal cannot eat bodies while they are on fire
Chloroform can no longer be used on Killer Robot
Fix for Jock being able to move normally while in his “pre-charge, revving up” state
Fix for Jock taking damage from non-hazardous objects while charging
Fix for Jock taking excess damage from hazardous objects while charging
Fix for Jock stopping his charge when near water bodies
Fix for Jock sometimes jumping in the wrong direction when charging into bodies of water
Fix for objects’ Destroy function getting called multiple times when Jock charged into the objects, resulting in weirdness
Jock’s charge attack can destroy Bushes now
Fix for player losing status effects tied to wearable items after dying and resurrecting
Cyanide no longer gibs people
Fix for issue where player would retain super-fast speed when using “I’m Outtie” trait and depossessing as Shapeshifter, or returning to human form as Werewolf
Fixed player not gaining “I’m Outtie” benefits immediately when entering Werewolf state or Possessing someone
Kneecapper cannot cause Slow when the player causes harm to themselves
Kneecapper does not cause Slow on other players when “Damage other players” is turned off
Status effect-causing bullets do not work on other players when “Damage other players” is turned off
Shapeshifter possessing an un-transformed Werewolf cannot transform into a real Werewolf, this was causing a bunch of bugs and would have been a pain to program properly. Saving for later.
Shapeshifter cannot possess a transformed Werewolf
Shapeshifter is more clear about why they can’t possess certain people
Regenerate Health When Low will not continue restoring health if the player’s health has reached its max, for example with the Low Health For All mutator
Being Knocked Out does not result in an immediate Game Over
When Shapeshifter levels up while Possessing someone, their original body is given the Full Health bonus
Fix for “No Effect!” being spammed when Killer Robot jumped into a poisoned lake
As Shapeshifter, players can no longer Possess a person who is being Arrested or Bitten
Combat
Ghost can no longer squash people who are Shrunk
Fix for NPCs sometimes not attacking objects when their AI dictates it
Sticky Glove can no longer be used to deflect melee attacks
Auto-Aim no longer attempts to target certain objects
Fixed issue where Flamethrower and Fire Spewer could break windows when aiming in the direction of the window, rather than the fire actually hitting it
Fix for Flamethrower/Fire Spewer damage and knockback being higher than it was supposed to be at times
Sound
Fix for looping weapon sound effects continuing to play if the gun was firing directly before the player was teleported
Sound effect plays when you try to equip a weapon that is out of ammo, or if the character is unable to equip weapons of that type
Fix for player death sound effect playing a second time if the player was gibbed after being killed
Stats / Unlocks
Fix for “Death By” and … reading as “E_” if a ghost progressed to the next level, and then a Game Over occurred
Missions
Fix for owners of buildings with bombs in “Find Bombs” missions not being flagged as Guilty
Fix for item “E_” sometimes appearing as mission reward when No Guns and No Melee mutators were active
Mutators
With New Character Every Level, players will not get repeats until all unlocked agents have been used
Fix for issue in Daily Run where starting character could vary in New
Character Every Level when the game was restarted after death
Potential fix for game freezing at times when Investment Banker cleared a floor on New Character Every Level
Artificial Intelligence
Ghosts no longer follow Comedian when they like his jokes
Potential fix for NPCs being rescued for missions following Ghost players
Two people can no longer sleep in the same bed (apparently this is a more puritanical city than one might expect)
Cops do not get angry when you attack dead bodies
Fixed NPCs refusing to path over conveyor belts in any circumstance
Fixed issues NPCs were having pathing past Crushers
Fixed NPCs not avoiding Flame Grates in their pathing
NPCs will not enter a Flee state after walking onto a Conveyor Belt
Fix for NPCs having a tendency to walk too close to Killer Plants
Fix for NPCs not pathfinding around certain obstacles properly in multiplayer mode
Text
Added note in Laptop description letting players know they can move while hacking
Changed Strict Cannibal text to make more clear that you can still drink alcohol
Modified “No In-Fighting” description to indicate that it only applies to melee and bullet attacks
Multiplayer
Fix for Shopkeeper not being able to revive other players
Other
Added Gameplay Settings menu option “Delete Save Data”
Whoa, wait a minute, it hasn't been 2 weeks since the last update!
I'll be traveling outside the country from June 6 to 11, so I wanted to push out an early update before then. The next update will be on June 15, so it'll be back to the normal schedule.
This may look like a lot of bugfixes, but believe me when I say that there are a TON more bugs on my list where these came from. Most of these bugs were found through player submissions. So keep sending those reports!
Alpha 26
Graphics
Fixed issue with Player 2’s lighting not appearing properly in 3-player or 4-player local coop mode
Fix for Bushes having bright lighting on client in multiplayer mode
Fix for stars continuing to appear above the head of a knocked-out person after the Cannibal has eaten that person
Dizzy stars disappear properly if a person is teleported when they are active
UI / Controls
Fixed issue with Player 2’s buff display not appearing properly in 3-player or 4-player local coop mode
Fixed issue where highlighted characters could remain highlighted permanently if the player entered the Main Menu or Missions Screen while they were highlighted
Fix for “targeting” cursor (used when hacking, using hypnotizer, etc.) remaining onscreen after player has died and will soon be resurrected in some way
Changing filters in server browser scrolls to the top of the browser list
Environment
Poisoned lakes can no longer cause “Paralyzed”
Characters
Killer Robot can no longer be gibbed
No longer possible to “ice gib” frozen players who have the Resurrect status effect
Playfield Objects
Another (hopefully fool-proof) fix for players being warping on top of holes after falling in the first time, causing a falling loop
Fix for Gravestones not spawning Ghosts or counting towards Vampire unlock when thrown by Wrestler
Fix for Crushers sometimes being able to damage the player from the other side of walls
Fixed issue where Crusher was harming the player when it began extending, rather than when it actually hit the player
Fire Hydrant’s water spray does not push characters back so hard that they can’t walk against the current
Goodie Dispensers no longer gives Guns and Melee items when the “No Guns/No Melee Weapons” mutators are active
Items
Fix for Loadout items not appearing in-game when player takes Elevator to higher levels
Player can no longer quit the game after choosing a loadout item, and take it into the Daily Run
Cube of Lampey functions properly when Wrestler throws Lamps
Cube of Lampey no longer spawns items 100% of the time
Silencer and Accuracy Mod can no longer be used on Oil Container
Important items such as the Possession Stone can no longer be stolen from a player’s inventory
Fixed instances where kill profiting devices like Kill Ammunizer could be triggered more than once from the same person
Kill Ammunizer must restore at least 1 ammo to a gun. There were instances where it would restore 0.
Ammo Processor can no longer be used on Water Pistol
EMP Grenade does 100 damage to Killer Robot in addition to Paralyzing him
EMP Grenades can be used to disarm Door Detonators
Fix for thrown items bouncing for a frame or two after they are supposed to be destroyed
Bear Traps in the Park level have a more visible light
Fix for music notes appearing on random items after Boombox was destroyed
Boombox no longer continues to play music if it falls into a hole
Fix for player being able to drop the Cardboard Box while hidden under it
For for issue where if the player was wearing Hard Hat and Codpiece and removed one of them, they would lose “Resist Damage (Small)”
Syringes are identified when the player gives the Syringe to a follower and they use it
Tranquilizer Gun, Shrink Ray, Freeze Ray etc. can be used to trigger switches and other trigger-able things, just as normal bullets do
Bracelet of Strength effect “Strength +1” replaced by “Strength (Small)”, which also fixes an issue where strength from Bracelet would be added to player’s base strength at the start of new levels
Fix for equippable items sometimes not giving traits to the player if they were added to the inventory while another item of the same type existed
Fix for Mixed Drinks not working properly with Water Pistol
Player armor is not depleted when attacking other players while “damage other players” is turned off
Player is prevented from using Health items when their health is already full
Player can no longer be teleported onto Bear Traps and other dangerous items
When ““No Guns/No Melee Weapons” mutators are active, player will no longer see gun and melee related items, like Silencer and Ammo Stealer
Fix for certain guns like Flamethrower and Water Pistol still appearing when “No Guns” was active
Potential fix for NPCs dropping “E_” item sometimes, particularly when “No Guns” and “No Melee” were active
Status Effects / Traits / Special Abilities
Electro Touch no longer damages Ghosts
Electro Touch does 3x damage when the victim is underwater
Cannibal cannot eat bodies while they are on fire
Chloroform can no longer be used on Killer Robot
Fix for Jock being able to move normally while in his “pre-charge, revving up” state
Fix for Jock taking damage from non-hazardous objects while charging
Fix for Jock taking excess damage from hazardous objects while charging
Fix for Jock stopping his charge when near water bodies
Fix for Jock sometimes jumping in the wrong direction when charging into bodies of water
Fix for objects’ Destroy function getting called multiple times when Jock charged into the objects, resulting in weirdness
Jock’s charge attack can destroy Bushes now
Fix for player losing status effects tied to wearable items after dying and resurrecting
Cyanide no longer gibs people
Fix for issue where player would retain super-fast speed when using “I’m Outtie” trait and depossessing as Shapeshifter, or returning to human form as Werewolf
Fixed player not gaining “I’m Outtie” benefits immediately when entering Werewolf state or Possessing someone
Kneecapper cannot cause Slow when the player causes harm to themselves
Kneecapper does not cause Slow on other players when “Damage other players” is turned off
Status effect-causing bullets do not work on other players when “Damage other players” is turned off
Shapeshifter possessing an un-transformed Werewolf cannot transform into a real Werewolf, this was causing a bunch of bugs and would have been a pain to program properly. Saving for later.
Shapeshifter cannot possess a transformed Werewolf
Shapeshifter is more clear about why they can’t possess certain people
Regenerate Health When Low will not continue restoring health if the player’s health has reached its max, for example with the Low Health For All mutator
Being Knocked Out does not result in an immediate Game Over
When Shapeshifter levels up while Possessing someone, their original body is given the Full Health bonus
Fix for “No Effect!” being spammed when Killer Robot jumped into a poisoned lake
As Shapeshifter, players can no longer Possess a person who is being Arrested or Bitten
Combat
Ghost can no longer squash people who are Shrunk
Fix for NPCs sometimes not attacking objects when their AI dictates it
Sticky Glove can no longer be used to deflect melee attacks
Auto-Aim no longer attempts to target certain objects
Fixed issue where Flamethrower and Fire Spewer could break windows when aiming in the direction of the window, rather than the fire actually hitting it
Fix for Flamethrower/Fire Spewer damage and knockback being higher than it was supposed to be at times
Sound
Fix for looping weapon sound effects continuing to play if the gun was firing directly before the player was teleported
Sound effect plays when you try to equip a weapon that is out of ammo, or if the character is unable to equip weapons of that type
Fix for player death sound effect playing a second time if the player was gibbed after being killed
Stats / Unlocks
Fix for “Death By” and … reading as “E_” if a ghost progressed to the next level, and then a Game Over occurred
Missions
Fix for owners of buildings with bombs in “Find Bombs” missions not being flagged as Guilty
Fix for item “E_” sometimes appearing as mission reward when No Guns and No Melee mutators were active
Mutators
With New Character Every Level, players will not get repeats until all unlocked agents have been used
Fix for issue in Daily Run where starting character could vary in New
Character Every Level when the game was restarted after death
Potential fix for game freezing at times when Investment Banker cleared a floor on New Character Every Level
Artificial Intelligence
Ghosts no longer follow Comedian when they like his jokes
Potential fix for NPCs being rescued for missions following Ghost players
Two people can no longer sleep in the same bed (apparently this is a more puritanical city than one might expect)
Cops do not get angry when you attack dead bodies
Fixed NPCs refusing to path over conveyor belts in any circumstance
Fixed issues NPCs were having pathing past Crushers
Fixed NPCs not avoiding Flame Grates in their pathing
NPCs will not enter a Flee state after walking onto a Conveyor Belt
Fix for NPCs having a tendency to walk too close to Killer Plants
Fix for NPCs not pathfinding around certain obstacles properly in multiplayer mode
Text
Added note in Laptop description letting players know they can move while hacking
Changed Strict Cannibal text to make more clear that you can still drink alcohol
Modified “No In-Fighting” description to indicate that it only applies to melee and bullet attacks
Multiplayer
Fix for Shopkeeper not being able to revive other players
Other
Added Gameplay Settings menu option “Delete Save Data”
I've had an overwhelming amount of players express their concerns about the touchpad movement. Simply put, I'm going to remove it from Constricted VR until I implement the menu system to allow players to choose their movement style.
I can definitely understand the concerns, and that's why for the time being, teleport movement is implemented back in both rooms. I do want to point out, that this is a quick hotfix, and there are some additional bugs and quirks that need to be worked out over the next few days - please be understanding of this. The Hallway was built around touchpad movement, but I can assure you it is fully-playable with teleportation as well.
For players who DO want to experience The Hallway with touchpad movement, please email me at brandon@pnxdesigns.com and upon verifying your Constricted VR purchase, I'll send you a version with touchpad movement fully implemented.
Thank you for understanding, and if you do have any other concerns, please email me.
I've had an overwhelming amount of players express their concerns about the touchpad movement. Simply put, I'm going to remove it from Constricted VR indefinitely.
I can definitely understand the concerns, which is why for the time being, teleport movement is implemented back in both rooms.
Thank you for understanding, and if you do have any other concerns, please email me at pnxbwood@gmail.com.
A few changes plus also getting ready for Hawaii DLC.
* Added a difficulty level to each of the modules. These are viewed by mouse-over a country on the globe. Levels are Beginner, Easy, Medium, Hard, Extreme. There are often two values as each module can take you from one extreme to the other.
* Removed the green glow of the save. You can still see when the save last saved by looking at the date and time. It will auto-save every 10 seconds if you do anything down to moving a truck or arrive at a destination, etc within that 10 seconds.
* Updated the scoring system. Found that the multiplier for the number of resources required for doing a towns escalated the score into the billions. It is now a little less.
* Setting the ground for scores to be on a leaderboards. Are you ready for it? This will show how you managed your trucks for the duration of a modules.
Better scores when: delivering less tonnes to the town (ie beating consumption). the size of the town (population) the difficulty level of the town (the town multiplier) the number of resource lines needed using small and less trucks to do it with the play efficiency
All this and the formula is view-able by clicking on the score within a finished town's popup.
A few changes plus also getting ready for Hawaii DLC.
* Added a difficulty level to each of the modules. These are viewed by mouse-over a country on the globe. Levels are Beginner, Easy, Medium, Hard, Extreme. There are often two values as each module can take you from one extreme to the other.
* Removed the green glow of the save. You can still see when the save last saved by looking at the date and time. It will auto-save every 10 seconds if you do anything down to moving a truck or arrive at a destination, etc within that 10 seconds.
* Updated the scoring system. Found that the multiplier for the number of resources required for doing a towns escalated the score into the billions. It is now a little less.
* Setting the ground for scores to be on a leaderboards. Are you ready for it? This will show how you managed your trucks for the duration of a modules.
Better scores when: delivering less tonnes to the town (ie beating consumption). the size of the town (population) the difficulty level of the town (the town multiplier) the number of resource lines needed using small and less trucks to do it with the play efficiency
All this and the formula is view-able by clicking on the score within a finished town's popup.
Starwalker is going through some changes. We will focus mainly on dialogue, the rpg element and the skills. There will be combat and shooting of course, but Starwalker is on the road to become a scientific exploration game.
- New skills and attributes system. - New professions. - Space exploration with planets, systems and galaxies. - Build your power through knowledge and diplomacy to defeat the aliens.