The 7.1.1 hotfix release has been published. Changelog:
Fixed occupancy for Waterwheels
Fixed wall forms not connecting to doors properly
Fixed some errors that could cause disconnects for users with multiple characters on a server (due to prior accounts bug). (fixed ShouldSelectUser bug)
Allowed setting backup periods smaller than one hour
The 7.1.1 hotfix release has been published. Changelog:
Fixed occupancy for Waterwheels
Fixed wall forms not connecting to doors properly
Fixed some errors that could cause disconnects for users with multiple characters on a server (due to prior accounts bug). (fixed ShouldSelectUser bug)
Allowed setting backup periods smaller than one hour
In this update I did a ton of cleaning up with background code (will hopefully reduce crashes and increase performance) and balanced simulating games. I did a ton of tweaking and changes to how games are simulated and I think the results are near perfect. There are two remaining parts of simulating games I need to rework and that is quarterback scrambling and field goals.
Some of the bigger notes:
High technique QBs are slightly more likely to throw interceptions. Slightly raised bad QB completion %. Lowered completion % against the blitz.
Slightly lowered snaps to #1 back and slightly raised snaps to #2 back. Reduced big runs after broken tackle by 20%. Made speed attribute more valuable when determining if theres a big run after broken tackle. Brought good and bad running backs closer to average when calculating short yardage gains.
Less short passes will go to #1 receiver and more deep passes will go to #1 receiver. This will lead to an overall decrease in receptions to #1 receivers but will lead to a higher yards average. Less broken tackles by receivers will turn into touchdowns.
Made defensive ends slightly worse for pass rush, made defensive tackles slightly better for pass rush. This will help sacks distribute more evenly. Made speed slightly less important for pass rush and upped technique. Less tackles on running plays will go to linebackers
Technique is now more important to punting. Punts now have a small chance for an abnormal long. This is to simulate when a kick returner decides not to catch it and it bounces and rolls. Lowered punt return yards.
Lowered kickoff return yards.
The next few updates will mainly pertain to balancing the franchise side of the game and background optimizations. There are also some quality of life improvements I plan on including.
In this update I did a ton of cleaning up with background code (will hopefully reduce crashes and increase performance) and balanced simulating games. I did a ton of tweaking and changes to how games are simulated and I think the results are near perfect. There are two remaining parts of simulating games I need to rework and that is quarterback scrambling and field goals.
Some of the bigger notes:
High technique QBs are slightly more likely to throw interceptions. Slightly raised bad QB completion %. Lowered completion % against the blitz.
Slightly lowered snaps to #1 back and slightly raised snaps to #2 back. Reduced big runs after broken tackle by 20%. Made speed attribute more valuable when determining if theres a big run after broken tackle. Brought good and bad running backs closer to average when calculating short yardage gains.
Less short passes will go to #1 receiver and more deep passes will go to #1 receiver. This will lead to an overall decrease in receptions to #1 receivers but will lead to a higher yards average. Less broken tackles by receivers will turn into touchdowns.
Made defensive ends slightly worse for pass rush, made defensive tackles slightly better for pass rush. This will help sacks distribute more evenly. Made speed slightly less important for pass rush and upped technique. Less tackles on running plays will go to linebackers
Technique is now more important to punting. Punts now have a small chance for an abnormal long. This is to simulate when a kick returner decides not to catch it and it bounces and rolls. Lowered punt return yards.
Lowered kickoff return yards.
The next few updates will mainly pertain to balancing the franchise side of the game and background optimizations. There are also some quality of life improvements I plan on including.
The Painscreek Killings demo is now available to download! It contains the complete Act 1 and the playtime runs between 1 to 3 hours, depending on the player’s play style. The full game will run between 10 to 30 hours for most players.
A few changes were implemented during the creation of the demo that affected the release game permanently but do not break the game. They are as follows:
1. New props were added to some locations and a few items were shifted around to accommodate a better experience for new players.
2. Additional audio content were added to a few key locations that gives reason for players to visit certain locations.
3. About 25% of the game content received proof-reading and grammar check.
4. Players can continue their save game from the demo version to the paid version so they do not have to replay the beginning part again.
With the demo, players can see if they like The Painscreek Killings for what it is - a hardcore whodunit detective game that does not handhold the players and forces them to think like real-life detectives. Due to the high specs required by the game, players can also use the demo to test and see if their computers can handle it.
The Painscreek Killings demo is now available to download! It contains the complete Act 1 and the playtime runs between 1 to 3 hours, depending on the player’s play style. The full game will run between 10 to 20 hours for most players.
A few changes were implemented during the creation of the demo that affected the release game permanently but do not break the game. They are as follows:
1. New props were added to some locations and a few items were shifted around to accommodate a better experience for new players.
2. Additional audio content were added to a few key locations that gives reason for players to visit certain locations.
3. About 25% of the game content received proof-reading and grammar check.
4. Players can continue their save game from the demo version to the paid version so they do not have to replay the beginning part again.
With the demo, players can see if they like The Painscreek Killings for what it is - a hardcore whodunit detective game that does not handhold the players and forces them to think like real-life detectives. Due to the high specs required by the game, players can also use the demo to test and see if their computers can handle it.