Difficulties & Sniper Beta is now live in the main branch of PAYDAY 2
The Difficulties & Sniper Beta has been out for about three weeks and we have gotten a lot of response and feedback. Now it’s time for the final update and bring the whole thing into the main game. We still look for more opinions as all the changes come to its fruition. It does however mean that the “Open Beta feedback forum” will soon close down as we migrate back to using the “Suggestions & Feedback” as well as the “Bug Reporting” forum.
Changes to the Difficulties
The most prominent change is that the One Down mechanic is removed for the highest difficulty. It is now a toggle when you purchase a contract and the highest difficulty in the game has now changed name from “One Down” to “Death Sentence”.
The One Down mechanic can be toggled on for any difficulty in the game, not only Death Sentence. However this won’t affect the reward or cost of the contract. One Down contracts won’t spawn on their own on CrimeNet, only other players contract will be available, if you activate One Down lobbies in filters.
The AI has also been optimized to move faster through the level to avoid long pauses where the player is alone without opposition. The reaction time of the enemies will no longer be dependant on the hosts computers performance. This means that PAYDAY 2 will offer a equal experience regardless of how powerful the computer hosting the game is.
Units on Death Sentence have gotten their health pools substantially reduced and will now have the same health as Mayhem and Death Wish. And even some Crime Spree specific units are now introduced within the original game on the higher difficulties, such as...
Minigun and Medic Bulldozers The Minigun and Medic Bulldozers that you previously could only encounter in Crime Spree will now make an appearance in your regular heisting when playing on the Death Sentence difficulty. The Minigun Bulldozer can also appear on the Death Wish difficulty.
Keep your eyes peeled since these boys don’t play nice!
New and Old Achievements & Rewards Each level will now have an achievement for completing it on Death Sentence with and without the One Down modifier turned on. The old One Down achievements have been converted to Death Sentence with the One Down mechanic turned on. New achievements have been created for completing a heist on Death Sentence difficulty without the One Down mechanic.
If you have completed a heist on the old One Down difficulty it will count as having completed it on Death Sentence with the One Down mechanic turned on (as well as with the mechanic turned off). Completing a heist with the One Down mechanic active, on any difficulty will award the achievement for the difficulty you played on and below.
The old “One Down Skull” mask has been named as “Death Sentence Skull”. The achievement “One More Down, No More To Go” has been renamed to “A Heister of Legend”. If you already had the achievement and the mask. you will keep them both.
A new achievement has been created that took over the name “One More Down, No More To Go”. It is rewarded when you complete all contracts on the Death Sentence difficulty with the One Down mechanic activated. Any who had the old One Down achievement prior to the update will also get this achievement. The achievement offers a new mask for anyone who unlocks it.
Skill Changes
A new skill, called Graze, have been added to the tier 4 of the Sharpshooter subtree to give a boost to Sniper Rifles and make them more interesting to play with. On its Basic level, a successful hit from a sniper shot will deal 20% of the damage on any nearby enemies, within 1m of the bullets path. On the Aced level, the bullet can deal 100% of it’s damage to nearby enemies if the shot managed to kill its target via a headshot.
Ammo Efficiency is moved from tier 4 of the Sharpshooter subtree to tier 3 to take the place of High Value Target. Specialized Killing has been removed from the game to be replaced with High Value Target.
Other Changes
All weapon tweaks from the beta are now released and can found below in the changelog. We have also removed the reward reductions on almost all mutators. Clone Army will have a 35% reduction instead of 50%. Creeps will keep the 50% reduction.
AI has been improved to be faster at navigating on all the levels
AI performance will no longer be dependent on the host computer's performance
Levels should be less cluttered by enemies
Player’s Team AI damage will no longer increase past Mayhem difficulty
Maximum amount of enemies allowed on the map for the Assault to end has been reduced
Developer notes: The above mentioned changes will translate to better performance from the AI and that regardless of the host’s computer power.
Mayhem
Enemies will take 33% more headshot damage
G36 SWATS should do OVERKILL Damage instead of Death Wish damage
Death Wish
Whenever a Bulldozer spawns, there is a chance that it will be a slow-moving Minigun-wielding Bulldozer
One additional Taser is allowed into the level
Death Sentence (old One Down) Developer notes: Our intention with Death Sentence is to have it as difficult as it currently is on the live version of the game without the extra health and One Down mechanics The combination of those two elements was drastically reducing the amount of viable builds available for One Down.
Renamed One Down to Death Sentence
Whenever a Bulldozer spawns, there is a chance that it will be a slow-moving Minigun-wielding Bulldozer
Whenever a Bulldozer spawns, there is a chance that it will be a Medic Bulldozer. A Medic Bulldozer counts as both a Medic and a Bulldozer
One additional Taser is allowed into the level
One additional Bulldozer are allowed into the level
Bulldozers will have 100% more health than the Death Wish bulldozers
Specials will no longer spawn alone and will have a few SWATS accompanying them
The numbers of time a player can go down before getting into custody is no longer reduced to 1
Enemies health is reduced by 333%
Developer notes: Death Sentence units will now have the same health as Death Wish and Mayhem units
The black Zeal Bulldozer will now use an Izhma 12g Shotgun as a weapon
The white Zeal Bulldozer will now use a KSP Light Machine Gun as a weapon
Cloakers will now also drop a smoke bomb when they charge and kick down a player
Due to an issue, Cloakers will use their normal model instead of the Zeal Cloaker model
One Down
The One Down mechanic is now optional in the Game Settings when you buy a contract
Skills
Graze
A new skill has been added as a Mastermind - Sharpshooter - Tier 4 Skill
Specialized Killing
The skill has been removed and replaced with High Value Target
High Value Target
The skill has been moved from Mastermind - Sharpshooter - Tier 3 to Ghost - Silent Killer - Tier 3
Ammo Efficiency
The skill has been moved from Mastermind - Sharpshooter - Tier 4 to Mastermind - Sharpshooter - Tier 3
Trigger Happy
Basic: Damage boost has been increased to 120% (up from 20%) and will now only stack 1 time (down from 4)
Aced: The damage boost increased duration has been reduced to 4 (down from 10)
Joker
Basic: Converted units are having their damage reduced by 35%
Aced: Converted enemies damage is no longer reduced
Developer notes: Due to the improved reaction time of the AI, converted enemies became deadlier than they need to be. Because of this reason we have reduced the amount of damage they can deal
Weapons
Developer notes: Due to the introduction of the new skill and the removal of Specialized Killing we have adjusted the damage and stats of certain weapons to make sure they stay viable after the update
Dragon's Breath Rounds
BETA ISSUE - Fixed that Dragon's Breath does not ignite enemies
Repeater 1874
BETA ISSUE - Fixed an issue with culling objects on the scope
Car-4 Rifle
Damage increased to 52 (up from 38)
DMR Kit damage decreased to 108 (down from 120)
MP9 SMG
Damage increased to 44 (up from 36)
AMCAR Rifle
Damage increased to 42 (up from 36)
AMR-16 Rifle
DMR Kit damage decreased to 66 (down from 80)
Damage increased to 94 (up from 80)
Para SMG
Damage increased to 55 (up from 38)
AK Rifle
Damage increased to 56 (up from 40)
DMR Kit damage decreased to 104 (down from 120)
AK762 Rifle
Damage increased to 97 (up from 80)
DMR Kit damage decreased to 63 (down from 80)
Krinkov Submachine Gun
Damage increased to 99 (up from 80)
Akimbo Krinkov Submachine Gun
Damage increased to 99 (up from 80)
AK5 Rifle
Damage increased to 56 (up from 38)
UAR Rifle
Damage increased to 55 (up from 38)
JP36 Rifle
Damage increased to 44 (up from 36)
Kobus 90 Submachine Gun
Damage increased to 56 (up from 38)
Compact-5 Submachine Gun
Damage increased to 44 (up from 40)
Akimbo Compact-5 Submachine Gun
Damage increased to 44 (up from 40)
Mark 10 Submachine Gun
Damage increased to 58 (up from 40)
Swedish K Submachine Gun
Damage increased to 99 (up from 80)
Commando 553 Rifle
Damage increased to 42 (up from 35)
SpecOps Submachine Gun
Damage increased to 58 (up from 40)
Eagle Heavy Rifle
Damage increased to 98 (up from 81)
Falcon Rifle
Damage increased to 98 (up from 80)
Gewehr 3 Rifle
Damage increased to 99 (up from 80)
DMR Kit damage decreased to 61 (down from 80)
Reload animation has been updated
Gecko 762 Rifle
Damage increased to 57 (up from 42)
Clarion Rifle
Damage increased to 41 (up from 35)
Cobra Submachine Gun
Damage increased to 44 (up from 36)
Blaster 9mm Submachine Gun
Damage increased to 44 (up from 36)
Uzi Submachine Gun
Damage increased to 44 (up from 40)
Patchett L2A1 Submachine Gun
Damage increased to 42 (up from 36)
Chicago Typewriter Submachine Gun
Damage increased to 58 (up from 40)
Queen's Wrath Rifle
Damage increased to 58 (up from 40)
Lion’s Roar Rifle
Damage increased to 58 (up from 40)
Jacket’s Piece
Damage increased to 57 (up from 40)
Valkyria Rifle
Damage increased to 41 (up from 36)
Kross Vertex Submachine Gun
Damage increased to 58 (up from 42)
Micro Uzi Submachine Gun
Damage increased to 44 (up from 36)
Heather Submachine Gun
Damage increased to 58 (up from 40)
Akimbo Heather Submachine Gun
Damage increased to 58 (up from 40)
Bootleg Rifle
Damage increased to 40 (up from 38)
CR 805B Rifle
Damage increased to 99 (up from 80)
Jackal Submachine Gun
Damage increased to 99 (up from 80)
AK17 Rifle
Damage increased to 99 (up from 80)
Tatonka Submachine Gun
Damage increased to 99 (up from 80)
Signature Submachine Gun
Damage increased to 44 (up from 39)
Akimbo Signature Submachine Gun
Damage increased to 44 (up from 39)
MP40 Submachine Gun
Damage increased to 99 (up from 80)
Union 556 Rifle
Damage increased to 58 (up from 40)
Grom Sniper Rifle
Damage decreased to 160 (down from 300)
Total ammo increased to 40 (up from 30)
Rate of fire increased to 150 (up from 60)
Contractor Sniper Rifle
Accuracy decreased to 60 (down from 72)
Lebensauger 308 Sniper Rifle
Rate of fire increased to 150 (up from 120)
Repeater 1874 Sniper Rifle
Damage increased to 246 (up from 160)
Rattlesnake Sniper Rifle
Damage increased to 246 (up from 160)
Nagant Sniper Rifle
Damage increased to 480 (up from 300)
Platypus 70 Sniper Rifle
Damage increased to 480 (up from 300)
R93 Sniper Rifle
Damage increased to 480 (up from 300)
Desertfox Sniper Rifle
Damage increased to 480 (up from 300)
Compact 40mm Grenade Launcher
Reload animation has been updated
Mutators
Clone Army will now reduce Experience and Money by 35% when active
Alternate Arsenal will no longer reduce Experience and Money gained when active
Because of Training will no longer reduce Experience and Money gained when active
BFFs will no longer reduce Experience and Money gained when active
Extraterrestrial Heisters will no longer reduce Experience and Money gained when active
Friendly Fire will no longer reduce Experience and Money gained when active
Hurt Me More will no longer reduce Experience and Money gained when active
Hydras will no longer reduce Experience and Money gained when active
Over Dozed will no longer reduce Experience and Money gained when active
Waking Nightmare will no longer reduce Experience and Money gained when active
Achievements & Rewards
Added new Death Sentence Achievements
Updated all One Down Achievement icons with the new One Down Flag
Updated all One Down Achievement descriptions to fit the new difficulty changes
Renamed the “One Down Skull” Mask to “Death Sentence Skull”
Added the new “One Down Skull” Mask
Added the 950 Achievements Milestone
Added the “Mega Greed” Mask
Added Difficulty Achievements for the “Cursed Kill Room”
Update some Achievement icons on Steam to match their in-game versions
Difficulties & Sniper Beta is now live in the main branch of PAYDAY 2
The Difficulties & Sniper Beta has been out for about three weeks and we have gotten a lot of response and feedback. Now it’s time for the final update and bring the whole thing into the main game. We still look for more opinions as all the changes come to its fruition. It does however mean that the “Open Beta feedback forum” will soon close down as we migrate back to using the “Suggestions & Feedback” as well as the “Bug Reporting” forum.
Changes to the Difficulties
The most prominent change is that the One Down mechanic is removed for the highest difficulty. It is now a toggle when you purchase a contract and the highest difficulty in the game has now changed name from “One Down” to “Death Sentence”.
The One Down mechanic can be toggled on for any difficulty in the game, not only Death Sentence. However this won’t affect the reward or cost of the contract. One Down contracts won’t spawn on their own on CrimeNet, only other players contract will be available, if you activate One Down lobbies in filters.
The AI has also been optimized to move faster through the level to avoid long pauses where the player is alone without opposition. The reaction time of the enemies will no longer be dependant on the hosts computers performance. This means that PAYDAY 2 will offer a equal experience regardless of how powerful the computer hosting the game is.
Units on Death Sentence have gotten their health pools substantially reduced and will now have the same health as Mayhem and Death Wish. And even some Crime Spree specific units are now introduced within the original game on the higher difficulties, such as...
Minigun and Medic Bulldozers The Minigun and Medic Bulldozers that you previously could only encounter in Crime Spree will now make an appearance in your regular heisting when playing on the Death Sentence difficulty. The Minigun Bulldozer can also appear on the Death Wish difficulty.
Keep your eyes peeled since these boys don’t play nice!
New and Old Achievements & Rewards Each level will now have an achievement for completing it on Death Sentence with and without the One Down modifier turned on. The old One Down achievements have been converted to Death Sentence with the One Down mechanic turned on. New achievements have been created for completing a heist on Death Sentence difficulty without the One Down mechanic.
If you have completed a heist on the old One Down difficulty it will count as having completed it on Death Sentence with the One Down mechanic turned on (as well as with the mechanic turned off). Completing a heist with the One Down mechanic active, on any difficulty will award the achievement for the difficulty you played on and below.
The old “One Down Skull” mask has been named as “Death Sentence Skull”. The achievement “One More Down, No More To Go” has been renamed to “A Heister of Legend”. If you already had the achievement and the mask. you will keep them both.
A new achievement has been created that took over the name “One More Down, No More To Go”. It is rewarded when you complete all contracts on the Death Sentence difficulty with the One Down mechanic activated. Any who had the old One Down achievement prior to the update will also get this achievement. The achievement offers a new mask for anyone who unlocks it.
Skill Changes
A new skill, called Graze, have been added to the tier 4 of the Sharpshooter subtree to give a boost to Sniper Rifles and make them more interesting to play with. On its Basic level, a successful hit from a sniper shot will deal 20% of the damage on any nearby enemies, within 1m of the bullets path. On the Aced level, the bullet can deal 100% of it’s damage to nearby enemies if the shot managed to kill its target via a headshot.
Ammo Efficiency is moved from tier 4 of the Sharpshooter subtree to tier 3 to take the place of High Value Target. Specialized Killing has been removed from the game to be replaced with High Value Target.
Other Changes
All weapon tweaks from the beta are now released and can found below in the changelog. We have also removed the reward reductions on almost all mutators. Clone Army will have a 35% reduction instead of 50%. Creeps will keep the 50% reduction.
AI has been improved to be faster at navigating on all the levels
AI performance will no longer be dependent on the host computer's performance
Levels should be less cluttered by enemies
Player’s Team AI damage will no longer increase past Mayhem difficulty
Maximum amount of enemies allowed on the map for the Assault to end has been reduced
Developer notes: The above mentioned changes will translate to better performance from the AI and that regardless of the host’s computer power.
Mayhem
Enemies will take 33% more headshot damage
G36 SWATS should do OVERKILL Damage instead of Death Wish damage
Death Wish
Whenever a Bulldozer spawns, there is a chance that it will be a slow-moving Minigun-wielding Bulldozer
One additional Taser is allowed into the level
Death Sentence (old One Down) Developer notes: Our intention with Death Sentence is to have it as difficult as it currently is on the live version of the game without the extra health and One Down mechanics The combination of those two elements was drastically reducing the amount of viable builds available for One Down.
Renamed One Down to Death Sentence
Whenever a Bulldozer spawns, there is a chance that it will be a slow-moving Minigun-wielding Bulldozer
Whenever a Bulldozer spawns, there is a chance that it will be a Medic Bulldozer. A Medic Bulldozer counts as both a Medic and a Bulldozer
One additional Taser is allowed into the level
One additional Bulldozer are allowed into the level
Bulldozers will have 100% more health than the Death Wish bulldozers
Specials will no longer spawn alone and will have a few SWATS accompanying them
The numbers of time a player can go down before getting into custody is no longer reduced to 1
Enemies health is reduced by 333%
Developer notes: Death Sentence units will now have the same health as Death Wish and Mayhem units
The black Zeal Bulldozer will now use an Izhma 12g Shotgun as a weapon
The white Zeal Bulldozer will now use a KSP Light Machine Gun as a weapon
Cloakers will now also drop a smoke bomb when they charge and kick down a player
Due to an issue, Cloakers will use their normal model instead of the Zeal Cloaker model
One Down
The One Down mechanic is now optional in the Game Settings when you buy a contract
Skills
Graze
A new skill has been added as a Mastermind - Sharpshooter - Tier 4 Skill
Specialized Killing
The skill has been removed and replaced with High Value Target
High Value Target
The skill has been moved from Mastermind - Sharpshooter - Tier 3 to Ghost - Silent Killer - Tier 3
Ammo Efficiency
The skill has been moved from Mastermind - Sharpshooter - Tier 4 to Mastermind - Sharpshooter - Tier 3
Trigger Happy
Basic: Damage boost has been increased to 120% (up from 20%) and will now only stack 1 time (down from 4)
Aced: The damage boost increased duration has been reduced to 4 (down from 10)
Joker
Basic: Converted units are having their damage reduced by 35%
Aced: Converted enemies damage is no longer reduced
Developer notes: Due to the improved reaction time of the AI, converted enemies became deadlier than they need to be. Because of this reason we have reduced the amount of damage they can deal
Weapons
Developer notes: Due to the introduction of the new skill and the removal of Specialized Killing we have adjusted the damage and stats of certain weapons to make sure they stay viable after the update
Dragon's Breath Rounds
BETA ISSUE - Fixed that Dragon's Breath does not ignite enemies
Repeater 1874
BETA ISSUE - Fixed an issue with culling objects on the scope
Car-4 Rifle
Damage increased to 52 (up from 38)
DMR Kit damage decreased to 108 (down from 120)
MP9 SMG
Damage increased to 44 (up from 36)
AMCAR Rifle
Damage increased to 42 (up from 36)
AMR-16 Rifle
DMR Kit damage decreased to 66 (down from 80)
Damage increased to 94 (up from 80)
Para SMG
Damage increased to 55 (up from 38)
AK Rifle
Damage increased to 56 (up from 40)
DMR Kit damage decreased to 104 (down from 120)
AK762 Rifle
Damage increased to 97 (up from 80)
DMR Kit damage decreased to 63 (down from 80)
Krinkov Submachine Gun
Damage increased to 99 (up from 80)
Akimbo Krinkov Submachine Gun
Damage increased to 99 (up from 80)
AK5 Rifle
Damage increased to 56 (up from 38)
UAR Rifle
Damage increased to 55 (up from 38)
JP36 Rifle
Damage increased to 44 (up from 36)
Kobus 90 Submachine Gun
Damage increased to 56 (up from 38)
Compact-5 Submachine Gun
Damage increased to 44 (up from 40)
Akimbo Compact-5 Submachine Gun
Damage increased to 44 (up from 40)
Mark 10 Submachine Gun
Damage increased to 58 (up from 40)
Swedish K Submachine Gun
Damage increased to 99 (up from 80)
Commando 553 Rifle
Damage increased to 42 (up from 35)
SpecOps Submachine Gun
Damage increased to 58 (up from 40)
Eagle Heavy Rifle
Damage increased to 98 (up from 81)
Falcon Rifle
Damage increased to 98 (up from 80)
Gewehr 3 Rifle
Damage increased to 99 (up from 80)
DMR Kit damage decreased to 61 (down from 80)
Reload animation has been updated
Gecko 762 Rifle
Damage increased to 57 (up from 42)
Clarion Rifle
Damage increased to 41 (up from 35)
Cobra Submachine Gun
Damage increased to 44 (up from 36)
Blaster 9mm Submachine Gun
Damage increased to 44 (up from 36)
Uzi Submachine Gun
Damage increased to 44 (up from 40)
Patchett L2A1 Submachine Gun
Damage increased to 42 (up from 36)
Chicago Typewriter Submachine Gun
Damage increased to 58 (up from 40)
Queen's Wrath Rifle
Damage increased to 58 (up from 40)
Lion’s Roar Rifle
Damage increased to 58 (up from 40)
Jacket’s Piece
Damage increased to 57 (up from 40)
Valkyria Rifle
Damage increased to 41 (up from 36)
Kross Vertex Submachine Gun
Damage increased to 58 (up from 42)
Micro Uzi Submachine Gun
Damage increased to 44 (up from 36)
Heather Submachine Gun
Damage increased to 58 (up from 40)
Akimbo Heather Submachine Gun
Damage increased to 58 (up from 40)
Bootleg Rifle
Damage increased to 40 (up from 38)
CR 805B Rifle
Damage increased to 99 (up from 80)
Jackal Submachine Gun
Damage increased to 99 (up from 80)
AK17 Rifle
Damage increased to 99 (up from 80)
Tatonka Submachine Gun
Damage increased to 99 (up from 80)
Signature Submachine Gun
Damage increased to 44 (up from 39)
Akimbo Signature Submachine Gun
Damage increased to 44 (up from 39)
MP40 Submachine Gun
Damage increased to 99 (up from 80)
Union 556 Rifle
Damage increased to 58 (up from 40)
Grom Sniper Rifle
Damage decreased to 160 (down from 300)
Total ammo increased to 40 (up from 30)
Rate of fire increased to 150 (up from 60)
Contractor Sniper Rifle
Accuracy decreased to 60 (down from 72)
Lebensauger 308 Sniper Rifle
Rate of fire increased to 150 (up from 120)
Repeater 1874 Sniper Rifle
Damage increased to 246 (up from 160)
Rattlesnake Sniper Rifle
Damage increased to 246 (up from 160)
Nagant Sniper Rifle
Damage increased to 480 (up from 300)
Platypus 70 Sniper Rifle
Damage increased to 480 (up from 300)
R93 Sniper Rifle
Damage increased to 480 (up from 300)
Desertfox Sniper Rifle
Damage increased to 480 (up from 300)
Compact 40mm Grenade Launcher
Reload animation has been updated
Mutators
Clone Army will now reduce Experience and Money by 35% when active
Alternate Arsenal will no longer reduce Experience and Money gained when active
Because of Training will no longer reduce Experience and Money gained when active
BFFs will no longer reduce Experience and Money gained when active
Extraterrestrial Heisters will no longer reduce Experience and Money gained when active
Friendly Fire will no longer reduce Experience and Money gained when active
Hurt Me More will no longer reduce Experience and Money gained when active
Hydras will no longer reduce Experience and Money gained when active
Over Dozed will no longer reduce Experience and Money gained when active
Waking Nightmare will no longer reduce Experience and Money gained when active
Achievements & Rewards
Added new Death Sentence Achievements
Updated all One Down Achievement icons with the new One Down Flag
Updated all One Down Achievement descriptions to fit the new difficulty changes
Renamed the “One Down Skull” Mask to “Death Sentence Skull”
Added the new “One Down Skull” Mask
Added the 950 Achievements Milestone
Added the “Mega Greed” Mask
Added Difficulty Achievements for the “Cursed Kill Room”
Update some Achievement icons on Steam to match their in-game versions
This is something that we have been developing for a long time and now want to push it for you to try it. We think it is a great refreshment to the game and we had tons of fun testing it.
Before every serious battle, Elven Assassins like to train their archery skills and reflex, so they challenge each other in the Old Ruins Garden.
Gameplay
The game match is 7 minutes long and the goal for every player is to get as many 'kills' per round as possible (probably everyone knows what deathmatch is ;)) Let us know if 7 min is just right or if you would want it more/less.
Mind that the aiming might be challenging as player representation (helmet and torso) is much harder to hit than big orcs. Especially when the opponent is constantly moving or clipping from behind the wall.
The new thing that we had to implement is that once the spot is taken by one player, other players cannot teleport to this spot. After the player leaves the certain teleport spot, it becomes available for teleport after few seconds.
Killstreak
Having scored many hits in a row without getting hit yourself will give your bow some cool effects.
Map
Old Ruins Garden is the place that Elven Assassins train their skills. The map consists of 16 teleport spots to which you can teleport, we have adjusted them in a way that it enables few gameplay approaches. You can play like scout and hide in one place just waiting for your opponents to appear or go with more dynamic approach teleporting and misleading your opponents of where you are.
Aditional Scoreboard
We have added additional scoreboard as sometimes you want to check the score and time fast so now you don't have to open the menu window. It can be accessed by holding trigger on your bow-hand.
Platforms' numbers and feedback
As the map is still in development stage we have created the indication of platform number for you so if you have any feedback concerning gameplay or for example, if you happen to notice that some colliders don't match with the mesh correctly don't hesitate to let us know and we will try to fix it as soon as possible.
This is something that we have been developing for a long time and now want to push it for you to try it. We think it is a great refreshment to the game and we had tons of fun testing it.
Before every serious battle, Elven Assassins like to train their archery skills and reflex, so they challenge each other in the Old Ruins Garden.
Gameplay
The game match is 7 minutes long and the goal for every player is to get as many 'kills' per round as possible (probably everyone knows what deathmatch is ;)) Let us know if 7 min is just right or if you would want it more/less.
Mind that the aiming might be challenging as player representation (helmet and torso) is much harder to hit than big orcs. Especially when the opponent is constantly moving or clipping from behind the wall.
The new thing that we had to implement is that once the spot is taken by one player, other players cannot teleport to this spot. After the player leaves the certain teleport spot, it becomes available for teleport after few seconds.
Killstreak
Having scored many hits in a row without getting hit yourself will give your bow some cool effects.
Map
Old Ruins Garden is the place that Elven Assassins train their skills. The map consists of 16 teleport spots to which you can teleport, we have adjusted them in a way that it enables few gameplay approaches. You can play like scout and hide in one place just waiting for your opponents to appear or go with more dynamic approach teleporting and misleading your opponents of where you are.
Aditional Scoreboard
We have added additional scoreboard as sometimes you want to check the score and time fast so now you don't have to open the menu window. It can be accessed by holding trigger on your bow-hand.
Platforms' numbers and feedback
As the map is still in development stage we have created the indication of platform number for you so if you have any feedback concerning gameplay or for example, if you happen to notice that some colliders don't match with the mesh correctly don't hesitate to let us know and we will try to fix it as soon as possible.
Hello again! It's hard to believe it's already been a month since my last development update. I truly appreciate everyone's patience as I work my way through a lot of repetitive work to get the existing functionality ported over to Godot 3.0. I'm quite eager myself to move onto major new features, and I can imagine everyone else is as well! Things are slowly but surely starting to come together. :)
Map Editor
These past few weeks I have mostly been focusing on the Map Editor and related functionality. In parallel, I'm also trying to keep the game migration tools in the currently released version up-to-date to ensure that the process of migrating your existing projects will be as painless as possible.
As with the Voxel Editor, I've also been implementing some minor new features and usability improvements here and there as I go to make v0.5 even better!
Below is a closer look at the improved visual indicators displayed for the navigation paths in your map. Small cubes are displayed at each intersection now (i.e. the center of the tile) and the paths themselves will follow the terrain more closely than in the current version.
A minor new feature I added is a "crosshair" for the Map Editor that will display when placing resources into the map. This should be useful as a guide for lining up tiles and objects, and to generally have a better feel for exactly where the placement will occur.
Tiles now have a "surface level" setting that can be adjusted to make the placement of related tiles less tedious. For example, for my set of grass and water tiles, you can set their surface level to the grass height, and the Map Editor will automatically adjust the vertical placement accordingly.
https://www.youtube.com/watch?v=D72_BEr0AAE Some of the more recent effort has involved getting the Map Properties panel implemented and fully working so you can modify things like the light/shadow settings, camera override, "on load" script", etc. I've also played around a bit here and there with some of the new features available in Godot 3.0, one being GI (Global Illumination) Probe. As you can see in the before and after images below, this can really improve the way objects are illuminated, so I may have to add this as an option at some point!
Demo Game Hub
I mentioned my "Demo Game Hub" in the last development update, but it wasn't quite released at that point, so I thought I'd share about it again in case anyone is interested in trying it out. The hub currently allows you to try out the official example game (standard or first-person camera) and an area from Ultima V (Iolo's Hut). I'm hoping to add some more of my demo maps to it in the coming weeks!
On a note related to Godot (the engine RPG in a Box is built with), they made an announcement that the engine would be transitioning from OpenGL ES 3.0 to Vulkan for its backend, which is exciting news! If you're interested, you can read more details about the announcement here: https://godotengine.org/article/abandoning-gles3-vulkan-and-gles2
If you'd like to find out more about RPG in a Box or try out the free demo version, check out my Itch.io page here. Once again, thank you for reading and for your continued support! :)
Hello again! It's hard to believe it's already been a month since my last development update. I truly appreciate everyone's patience as I work my way through a lot of repetitive work to get the existing functionality ported over to Godot 3.0. I'm quite eager myself to move onto major new features, and I can imagine everyone else is as well! Things are slowly but surely starting to come together. :)
Map Editor
These past few weeks I have mostly been focusing on the Map Editor and related functionality. In parallel, I'm also trying to keep the game migration tools in the currently released version up-to-date to ensure that the process of migrating your existing projects will be as painless as possible.
As with the Voxel Editor, I've also been implementing some minor new features and usability improvements here and there as I go to make v0.5 even better!
Below is a closer look at the improved visual indicators displayed for the navigation paths in your map. Small cubes are displayed at each intersection now (i.e. the center of the tile) and the paths themselves will follow the terrain more closely than in the current version.
A minor new feature I added is a "crosshair" for the Map Editor that will display when placing resources into the map. This should be useful as a guide for lining up tiles and objects, and to generally have a better feel for exactly where the placement will occur.
Tiles now have a "surface level" setting that can be adjusted to make the placement of related tiles less tedious. For example, for my set of grass and water tiles, you can set their surface level to the grass height, and the Map Editor will automatically adjust the vertical placement accordingly.
https://www.youtube.com/watch?v=D72_BEr0AAE Some of the more recent effort has involved getting the Map Properties panel implemented and fully working so you can modify things like the light/shadow settings, camera override, "on load" script", etc. I've also played around a bit here and there with some of the new features available in Godot 3.0, one being GI (Global Illumination) Probe. As you can see in the before and after images below, this can really improve the way objects are illuminated, so I may have to add this as an option at some point!
Demo Game Hub
I mentioned my "Demo Game Hub" in the last development update, but it wasn't quite released at that point, so I thought I'd share about it again in case anyone is interested in trying it out. The hub currently allows you to try out the official example game (standard or first-person camera) and an area from Ultima V (Iolo's Hut). I'm hoping to add some more of my demo maps to it in the coming weeks!
On a note related to Godot (the engine RPG in a Box is built with), they made an announcement that the engine would be transitioning from OpenGL ES 3.0 to Vulkan for its backend, which is exciting news! If you're interested, you can read more details about the announcement here: https://godotengine.org/article/abandoning-gles3-vulkan-and-gles2
If you'd like to find out more about RPG in a Box or try out the free demo version, check out my Itch.io page here. Once again, thank you for reading and for your continued support! :)
As you might or might not know, the coming merge of the beta build into the default build will bring among other things champions and random generated dungeons.
I think this is a good opportunity to involve you guys into the naming process.
So to give some flavor random dungeons and champions will have their own names. These would be generated on creation with the following rules:
Dungeons:
Names would need to fit the "<dungeon name> lvl <x>" format and make sense with the game's theme. Your imputed <dungeon name>s would need to be not to long (less than 20 chars preferably). It is worth noticing dungeons could be horizontal layed, e.g. woods or fields.
Examples:
"Strange cave" lvl 4
"Abandoned dungeon" lvl 6
"Small Hideout" lvl 1
"Strange woods" lvl 3
"Forgotten fields" lvl 2
Champions:
Names would need to fit the "<name> the [adjective]" format and make sense with the game's theme. The adjectives will be generated by the game depending on the base type of champion (tanker, fighter, fast, etc). Your inputs would need to be not to long (less than 15 chars each preferably).
Examples:
"Kronts" the undying
"Hestek" the fast
"Mysti" the powerfull
This system is a first iteration towards both generated naming systems and might be improved in the future.
As you might or might not know, the coming merge of the beta build into the default build will bring among other things champions and random generated dungeons.
I think this is a good opportunity to involve you guys into the naming process.
So to give some flavor random dungeons and champions will have their own names. These would be generated on creation with the following rules:
Dungeons:
Names would need to fit the "<dungeon name> lvl <x>" format and make sense with the game's theme. Your imputed <dungeon name>s would need to be not to long (less than 20 chars preferably). It is worth noticing dungeons could be horizontal layed, e.g. woods or fields.
Examples:
"Strange cave" lvl 4
"Abandoned dungeon" lvl 6
"Small Hideout" lvl 1
"Strange woods" lvl 3
"Forgotten fields" lvl 2
Champions:
Names would need to fit the "<name> the [adjective]" format and make sense with the game's theme. The adjectives will be generated by the game depending on the base type of champion (tanker, fighter, fast, etc). Your inputs would need to be not to long (less than 15 chars each preferably).
Examples:
"Kronts" the undying
"Hestek" the fast
"Mysti" the powerfull
This system is a first iteration towards both generated naming systems and might be improved in the future.