Version 0.2.3.a is now live! This update is our main patch before we take the game to EVO this year. We wanted to make sure and get it out a little bit ahead of the event so you have a chance to absorb some of the changes before the side tournament. The changes contain universal game-play adjustments, input system improvements, some small character changes, and some general engine features and optimizations.
Full change log can be found at the bottom of this post.
EX Special Moves Added a visual clone effect to all EX moves (similar to the DTC / JTC clones), should help add a bit more flair to these attacks and give a bit more visual feedback to what's happening.
T-Meter There's been a slight reduction in how fast the T-Meter is gained, from about 15.88 seconds to 16.66 seconds. Should make usage of T-Meter slightly more precious.
Throws The input priority on throws has been put in front of special moves, instead of behind. This means that if you input a special attack and throw at the same time, throw will now come out instead of the special. This should improve the neutral game when trying to play footsies while buffering specials, and then decide to go for a throw. Generally shouldn't be an instance where you need to press both throw buttons (LP + LK) when going for a special move.
Priority Trades Prority trades have been removed from the game. When two enemy attacks hit at the same exact time, previously it would check which attack was "stronger" (light < medium < heavy < special) and if one was greater than the other, that attack would beat the lower strength attack ("Priority Trade"). Removing this means that those two attacks will now always trade (both attacks hit and both characters take damage). This opens up a lot more possibilities for trades and trade-specific combos.
Armor Priority We've added an Armor Priority system. Rather than moves having armor or not, and having moves that can break armor, there is now a value system in place. All moves now have a value for defensive armor priority and all hits have a value for offensive armor priority. When a move with armor is struck, it now checks these values against each other. If the attacker's armor value is greater than the defender's, it will break. In general, the types are now: Normal < Special < EX Special < Super. Because of this, things like T.Yara's St.HP will now lose to special attacks (only absorb normals) and Roy's HK.Headbutt will lose to EX Specials (only absorb normals + specials).
Jumps The hurt boxes when jumping have been adjusted in a few ways:
The lower hurt box is no-longer active during Empty Jumps / JTC. This will make anti-airing empty jumps slightly harder from below.
The amount that the width of the hurt boxes is reduced by has been decreased from 1.5 to 0.75. This means that it extends slightly more forward, and should be slightly easier to anti-air from in front.
The lower hurt box is no-longer considered projectile invincible. Doesn't affect empty jumps because it has no lower hurt box.
Juggles There is a slight reduction to how far down the juggle hurt boxes reach, retracted from 1.0 to 1.5. With how far it extended before, it sometimes looked a bit strange hitting people with certain attacks. Should not affect any combos but maybe some very high resets.
Resets Resets have had their juggle value increased quite a bit, from 0 to 3. Previously, with a zero value, any juggle could combo into a reset as long as the move actually hit. With a value of three, this greatly reduces the amount of combos that can end in a reset. We want to make these situations a bit more rare and require a bit more investment by the player, because they will need to be done earlier in combos instead of an afterthought put on the end. Resets are incredibly strong and hopefully this requires that the player put in a bit more of an investment to go for them (reduced guaranteed damage).
Big Body The big body type (T.Yara) hurt boxes have had their widths slightly reduced.
Crouching: [-3.05, 3.05] to [-2.9, 2.9]
All others: [-2.75, 2.75] to [-2.6, 2.6]
This brings them closer in line with the standard width (Roy, Cid, Agent) and should reduce the amount of big-specific combo possibilities.
Camera Some changes to how the camera moves horizontally have been made, it should move slightly slower left and right, and average it over more frames. This should help make the action a bit more clear and consistent even when there's a lot of movement going on.
Damage Slight reduction of global damage scale from 1.75 to 1.7, wanted to decrease damage across the board a tiny bit.
Hit Stop Hit stop has been slightly reduced for most attacks, quite a bit for heavy attacks, and increased for supers. Whenever we make performance improvements to the engine, we like to take a look at the hit stop and how it affects the pace of the game. These changes should quicken the pace up a bit.
Push Back Push back has changed by changing how many frames it takes for the push back to complete when characters are hit. Previously, this took into account how much hit stop the attack had. Since changing this value can affect combos working (pushed back faster or slower), having it tied to hit stop wasn't a good idea. This is now a static value, so all attacks will use the same amount of frames when applying push back. Push back should feel more consistent because of this.
Input Improvements Lots of improvements have been made to the input system and how it processes move input. Special moves should feel faster, more consistent, and snappier than before, especially when players are crossing each other up. Details on these are in the change log.
Thanks for the continued support, Maxx is coming soon! See you at EVO!
Full changelog:
Punch Planet - Version 0.2.3.a
* Characters
* All Characters
* EX Moves
* All EX moves now spawn a visual clone
* JTC
* Landing (Both empty and attack)
* Fixed bug where these moves were not setting their y-velocity to zero
* It wasn't affecting their engine position but if you cancelled these straight into a move with a lot of y-animation movement, would cause some issues with their positioning.
* Most noticeable with G-Agent JTC (empty) -> HK.CrescentSplits, would cause the splits to not go as high.
* Jump (Empty) / JTC (Empty)
* Disabled lower hurt box
* This was the projectile-invincible hurt box
* Throws
* Throws now take input priority over specials
* ie, if you do QCF + LP + LK with Roy, you will get throw instead of headbutt
* Generic
* Collision Boxes
* Decreased EmptyJump_HurtBox_Extend_Right from 1.5 to 0.75
* All Body Types
* Airborne
* Lower hurt box no longer invincible to projectiles
* Juggle
* Retracted hurt box bottom from 1.0 to 1.5
* Big Body
* Retracted standing / airborne / juggle / knockdown hurt box width from [-2.75, 2.75] to [-2.6, 2.6]
* Retracted crouching hurt box width from [-3.05, 3.05] to [-2.9, 2.9]
* Roy
* Moves
* Jumps
* Decreased y-velocity from 0.71 to 0.66
* Decreased y-acceleration from 0.035 to 0.0325
* Cr.LP
* Extended hit box right from 5.0 to 5.1
* Cid
* Model
* Updated model
* Moves
* Jumps
* Decreased y-velocity from 0.71 to 0.66
* Decreased y-acceleration from 0.035 to 0.0325
* Cr.MP
* Changed juggle value from 2 to JuggleValue_Reset
* St.MK
* Changed juggle value from 1 to JuggleValue_Reset
* Cr.MK
* Changed juggle value from 1 to JuggleValue_Reset
* Jp.MK
* Changed juggle value from 1 to JuggleValue_Reset
* Cr.HP
* Fast Version
* Decreased block stun from 20 to 18
* Block Advantage:
* Link: [+1, +2] => [-1, +0]
* DTC -> Attack: +6 => +4
* DTC -> Forward Dash: -3 => -5
* Knife Rush
* M
* Increased startup states x animation movement scale from 1.5 to 1.65
* Grenades (Move)
* All Versions
* Increased projectile spawn position x from 3.0 to 3.5
* Grenades (Projectile)
* All Versions
* Retracted hit box width from [-1, 1] to [-0.5, 0.5]
* EX
* Retracted second hit box width from [-1.75, 1.75] to [-1.25, 1.25]
* TYara
* Moves
* Cr.HP
* Both Versions
* All startup states now considered standing instead of crouching
* Jp.HP
* Increased juggle value from 0 to 1
* Dog
* Moves
* Jumps
* Decreased active frames from 46 to 42
* Increased x velocity from 0.2 to 0.22
* Decreased y velocity from 0.64 to 0.59
* Cr.MK
* Decreased startup state frames from 7 to 6
* Run -> Leap Strike
* Normal Version
* Decreased animation x movement scale from 0.6 to 0.5
* Both Versions
* Retracted hit box right from 5.0 to 4.5
* Extended hit box bottom from 2.0 to 1.25
* Removed extended hurt box
* Agent-G
* General
* Name changed from G-Agent to Agent-G
* Moves
* Jumps
* Decreased y-velocity from 0.71 to 0.66
* Decreased y-acceleration from 0.035 to 0.0325
* St.MP
* Now special cancellable
* Now super cancellable
* Decreased followthrough state frames from 12 to 9
* Decreased recovery state frames from 4 to 3
* Decreased hit stun from 27 to 23
* Decreased block stun from 19 to 15
* Hit Advantage:
* Link: [+8, +11] (unchanged)
* DTC -> Attack: +13 => +9
* DTC -> Forward Dash: +3 => -1
* CH Advantage
* Link: [+11, +14] (unchanged)
* DTC -> Attack: +16 => +12
* DTC -> Forward Dash: +6 => +2
* Block Advantage:
* Link: [+0, +3] (unchanged)
* DTC -> Attack: +5 => +1
* DTC -> Forward Dash: -5 => -9
* Extended hit box right from 4.5 to 4.65
* Cr.HP
* Decreased startup state frames from 6 to 5
* Increased active state frames from 2 to 3
* Decreased followthrough state frames from 18 to 17
* Hit Advantage:
* Link: [-1, +0] => [-1, +1]
* CH Advantage:
* Link: [+3, +4] => [+3, +5]
* Block Advantage:
* Link: [-8, -7] => [-8, -6]
* Retracted first hit box right from 4.6 to 4.0
* Meter
* T-Meter
* Decreased meter gained per frame from 1.05 to 1.0
* T-Meter per charge = 1000
* Time per charge:
* frames: 953f => 1000f
* seconds: ~15.88s => ~16.66s
* Juggles
* Refactored juggle data into it's own class rather than being a few values on hit groups
* More structure, allows for copying / pasting
* Also refactored so that the juggle value and juggle remove value are IntValueData instead of straight ints
* Allows things to reference the same value
* Added int JuggleValue_Reset
* Converted all moves that cause reset to reference the above value
* Previous values were almost all zero (can always hit)
* Increased JuggleValue_Reset from 0 to 3
* All resets are now juggle value = 3
* Fixed a bug that caused juggle value not to decrement if when the second hit of a multi-hit launches and the first hit does not
* Camera
* Decreased wall padding from 8.5 to 8.25
* Main Object (Eye Position)
* Increased x average position from 15 to 20
* Decreased x drag from 0.5 to 0.3
* Decreased y position from 4.1 to 4.0
* Target Object (Look Position)
* Increased x average position from 15 to 20
* Decreased x drag from 0.5 to 0.3
* Decreased y position from 6.4 to 6.1
* Damage
* Decreased global damage scale from 1.75 to 1.7
* Hit Stop
* Decreased Medium from 12/20 to 11/19
* Decreased Heavy from 14/20 to 11/19
* Decreased Special from 12/20 to 11/19
* Increased Super from 15/20 to 17/20
* Increased Roy_Gunshot from 10/18 to 11/19
* Push Back
* Added new PushbackType = "StaticValue"
* Can supply a set value that all moves use when calculating how many frames the push back uses
* Changed PushbackType from FreezeFrames (HitStop) to StaticValue
* Set to 24 frames
* This change is mainly to de-couple push back from hit stop and use a value close to what it was
* If I change hit stop in the future this will remove a possibility of affecting combos
* Priority Trading
* Removed all priority trade logic
* Previously, when a trade happened, it would check against the two move's attack strength. If one was greater than the other, that attack would win (Priority Trade)
* Removing this means that any attacks that hit on the same frame will now always trade, regardless of the attack strength
* This opens the door for many more trade situations and definitely more chances for trade-specific combos
* Input
* Sequence check now starts on the frame that the triggering button was hit, instead of just the most recent frame
* This fixes an issue with leniency, where the player could trigger a special move when hitting the button before finishing the sequence
* ie, input: Punch -> Down -> DownForward -> Forward could sometimes trigger a QCF special even though the sequence was input after the button
* Should make it slightly harder to get specials from cancels / leniency, but if those specials were coming out before they were fradulent input
* Adjusted sequence check so that it cuts off correctly at the frame it was previously completed
* Previously, depending on the amount of leniency, could allow inputs from the previous sequence to count towards the same sequence used shortly after
* Most noticeable when dashing forward a lot, could trigger two dashes with only three forward inputs (should require four)
* Adjusted trigger check so that it tracks the last frame any trigger was input (buttons), not each individual trigger
* This makes it so that the input check for triggers is cut off when it gets to the last frame something was triggered
* Previously would be able to check past that point as long as it was a different button
* Most noticeable situation is pressing two buttons right before landing, you could trigger the higher attack in the air -> land -> trigger the lower attack after landing, even though both buttons were pressed on the same frame
* Should be more performant as well
* Added input type "OrientationChange"
* This gets added to the input each frame whenever the player has switched direction (left/right)
* Should make auto correcting specials (especially charge moves) more difficult because the sequence will need to be input correctly before / after crossing up
* Added support to sequences to allow specifying nullify inputs between specific input-nodes in the sequence
* Mainly used with the above orientation flag to check for cross-ups
* ie for the sequence "QCF":
* Required = Down -> Down Forward -> Forward
* Actual Input = Down -> Down Forward + OrientationChange -> Forward
* This will result in the sequence failing
* Should mean that auto corrects are more consistent and that the motion must be done before the cross-up
* Added a secondary input queue that stores inputs as oriented (on right side of the screen, left direction on stick = "Forward")
* Normal input queue is stored as raw controller input
* Sequences can now choose which input queue they use when being checked
* Sequences with direction specific inputs use the oriented input queue (DP, QCF, HCB, etc)
* Sequences like SPD will still use the non-oriented input queue
* Main reason for this is because when you are jumping over someone while inputing this move, it shouldn't get messed up just because the orientation changes
* Advantage of this is that it doesn't need to be converted when checking for inputs, only once when it's assigned. Should be much more performant
* Removed tracking of each frame's direction (left / right)
* This was previously used to convert previous frames to their correct orientation when iterating through the input queue
* Since the input is now stored oriented + orientation change flag, this is no longer needed.
* Fixed an issue with checking sequences that would alter the desired amount of frames required after the final input of the sequence
* ie, QCF could be set to allow 6 frames between the last input and when the button can be pressed, but could actually be granting 12 frames
* Mainly happened from leniency
* Standardized all special moves to use the same value reference for amount of frames between last input and button trigger
* Set to 10
* Added leniency when coming out of super freeze
* Set to 5 additional frames
* Should make it much easier to reversal
* If you don't parry supers now then you need to git gud
* Sequences
* QCFx2 / QCBx2
* Adjusted valid input sequence to be:
* Any_Down + !Down_Forward =>
* Down_Forward =>
* Any_Forward + !Any_Down =>
* Any_Down + !Any_Forward =>
* Any_Forward + !Any_Down
* Previously required to start with a down input (not a down_backward)
* QCF / QCB
* Consolidated normal and shortcut version to be a single sequence
* Valid input is now:
* Any_Down + !Down_Forward =>
* Down_Forward =>
* Any_Forward + ~Any_Down
* Leniency
* Decreased HitCancel_Normal from 20 to 4
* Increased HitCancel_DoubleTap from 4 to 6
* Decreased DTC_Attack from 16 to 8
* This is the leniency for attacking after performing a dtc
* Character Shader
* Added support for a secondary texture
* Added support for toggling between main / secondary textures
* Actions
* Added functionality for supplying actions with requirements
* When trying to execute an action, it must now pass all assigned requirements
* Added Shader Flash Action
* Replaces old functionality for applying shader flash
* Added Camera Zoom Action
* Replaces old functionality for applying camera zoom (supers)
* Added Camera Shake Action
* Replaces old functionality for applying camera shake (wall impacts, ground impacts, some attacks)
* Added Clone Spawn Action
* Replaces old functionality for spawning clones (supers, dtc, atc, jtc)
* Added Super Modifier Actions
* Activate / Deactivate actions
* Replaces old super modifier activation logic (Cid install)
* Added Character Shader Secondary Texture Toggle actions
* Added Sound RTPC actions
* These can be used to set RTPC values on characters
* Armor
* Added support for specifying how damage is applied when absorbing hits:
* Types:
* None: old functionality
* White: recoverable health (not implemented yet)
* Raw: raw damage
* White and raw can specify a damage scale
* Added armor priority system
* This replaces the old functionality for breaking armors (supers)
* Each move with armor now supplies a value associated with it's priority
* Each attack can also associate a priority value for its hits
* Current values:
* None = 0
* Normal = 1,
* Special = 2,
* Special_EX = 3,
* Super = 4
* When an attack hits a move with armor active, it will check against these values to see if the armor was broken or not
* If (attackerArmorPriority > defenderArmorPriority) armorIsBroken = true
* Some changes under the new system:
* T.Yara St.HP armor will now lose to specials / EX specials (+ supers)
* T.Yara Normal.ShieldCharge will lose to EX specials
* Roy HK.Headbutt armor will now lose to EX specials (+ supers)
* Super Modifiers (Install Supers)
* Added functionality for specifying actions that happen when a super modifier is activated and deactivated
* Added functionality for deactivating a super modifier "functionally" before going through the complete deactivation
* This will treat super modifiers as "inactive" in the context of checking against it, but it will not call the deactivation actions until it fully deactivates
* Training Mode
* When loading / restarting, TC and EX meter now start based on their settings
* Normal: starts at zero
* Refill: starts at zero -> refills
* Infinite: starts max
* When closing pause menu, no longer auto refreshes all meter regardless of settings
* Projectiles
* Projectiles can now have their x positions clamped to the stage and supply an offset to use
* Adjusted hit collision logic when a player lands a character hit and projectile hit on the same frame
* Previously, the character hit would be applied first, then the projectile hit
* This caused issues when something like a sweep hits on the same frame, they'd be swept but then the projectile would keep them standing
* Now, the projectile collision will be disregarded and checked again on the next frame
* Animation Controller
* Delayed the execution of calculating the global animation positions (engine position + local animation position) until after the engine position has been calculated
* This could cause any moves that use animation movement to be off by a frame position-wise
* Music
* Added functionality for choosing different music when selecting a stage
* Values
* Refactored all value data so that the different types derive from a shared base instead of being their own things (Ints, Floats, Strings, etc)
* Benefit of this is more reusable code and more extendable
* Reason it wasn't like this from the beginning was it's tricky to use with serialization and the editor
* Refactored all move state frames values to use the generic int value data
* Previously had it's own class but it was just redundant
Thank you everyone for your patience and understanding during our hiatus! We are resuming our normal update schedule. We will do our best to be very active with development in the coming weeks. We’d like to address a few things with this community update, as we haven’t been quite as transparent with our plans as we had wanted, and we’d like to share what our goals are with this game.
Here we’ll discuss our roadmap and planned features with Gambit Heart. We had previously planned on getting the roadmap out earlier and updating it as we go; this did not happen, as focus has been solely on development. This is probably something to expect to a degree with us and Gambit Heart. We’re developers before we’re publishers, and our focus has always been on making the best game possible. That being said, we love our community, you may be a small group at this point, but you’ve been here with Gambit Heart since the beginning. Thank you so much for your support and patience! We’ll try to be more timely with responses in the forums moving forward, so don’t be afraid to ask us questions! There’s a lot of design work that hasn’t been talked about, features unsaid that should arrive eventually, and mechanics in place that aren’t showcased properly at this point. On that note, we’re going to continue with weekly updates for the foreseeable future; we are actively working on Gambit Heart full time and aren’t slowing down any time soon, and getting weekly builds out has been a great way to keep a good pace while everyone gets to see the game improve every week. We want to see Gambit Heart improve quickly and drastically, so there is no current plan to transition to two weeks between updates any time soon.
Moving roadmap. It’s rough and will change over time, we may move it to our website as well, but this is a good starting point. We hope to revisit the roadmap at least once a month to keep everyone up to date on where we’re heading.
The Roadmap
-The first dungeon.
We stated that we were going to have that ready for this update today, this was wrong, and we definitely bit off more than we could chew with that promise. We’re sorry for making promises we couldn’t keep, as we also weren’t able to fit in the next two features either. We’re going to be pushing these out before August rolls around, which means there may be a second update beyond the 27th to make sure that these are all on time. As for the dungeon itself it will receive some additions and changes throughout August; especially in the items and equipment department, as well as quests.
-Skill System (version 1)
This has been on paper for a long time, and the current system of a single skill per class that is automatically unlocked has been a placeholder. The system moving forward will be new combat skills unlock every five levels, and that these are class-based skills. There will be a hard limit of 3 skills that you can equip to take into battle with you at a time and outside of combat you will be able to adjust which skills you have equipped. In the future, we’re considering some skills that can be gained from equipment, items, and learned permanently, outside of classes, but this will be placed on hold while we get the essential skills completed for each of the classes.
-Class Changing
We want to introduce class changing, as it’ll be a primary attribute to building up your characters just the way you wish. Currently, the plan is to have characters you meet train you how to become a class, but it will require that the desired class be in the same branch as your starting class. In the future this will probably be expanded upon, and specific NPCs may be put in place over hireable characters. (At this point all there is are hireable characters and enemies, which leads us into August.)
-Towns revised
Currently town maps are very barren and do very little outside of containing Quest Machines and hireable characters. Moving forward we will be implementing proper town-based NPCs, including merchants and profession-based NPCs, as well as buildings you can actually enter, which will be replacing our currently ineffective placeholders.
-Professions
There’s more on the plate than just combat when it comes to Gambit Heart, and that requires cooking. But to cook you’ll need ingredients and to make a campfire, and to make a campfire you’ll need to gather wood… We’ve been looking forward to professions for many months, and we’re excited to introduce them into Gambit Heart. We’ll start with simple professions that can be swapped similarly to class, and will be building out the profession system further over time. We’ll most likely start with cooking, smithing, and resource gathering professions, but may move into more going forward; we don’t want to make professions a superfluous addition, though, so all professions will have strong utility in-game.
-Biomes
The current game world is going to get much more varied moving forward, and as the first region becomes more detailed and polished, we’ll be moving into adding a lot more content and diversity to the world around you; currently everything is just a repetition of the first environment, and that will be changing.
-Loot
There’s not much in the realm of equipment or items, currently, but that is only on the production side. Internally, we have an enormous amount of equipment planned, and a fair amount of items as well. Along with all this loot will come a currency as well. Equipment will start to first appear in July, most likely, but the focus on itemization won’t really roll out until we’re starting to polish up towns and biomes. (There’s not much point loading up your inventory if you can’t sell your old gear!)
-Quests
Currently, all there is to find in the realm of questing is the Quest Machine, which only cares about shiny stones. Moving forward NPCs will help pick up the slack, as will other unique objects. And not all quests will simply be collections, nor will all quests be direct; puzzles and hidden objects will be finding their way into the world of Gambit Heart, and we want to see these added in early, as they will continue to crop up in dungeons, towns, fields and forests moving forward.
Going into the fall/winter we will see the world take a lot more shape, as there are so many dungeons on paper just waiting to be implemented, towns to shape out, and more. We’ll be coming back to the roadmap with more detail sometime in late August.
Curators, Twitch streamers, and Youtubers
We are excited to take advantage of Steam Curation in the near future, as well as work with twitch/youtube content creators. Our plan is to wait until we have a more fun and complete build which will be announced as our first big milestone, hopefully towards the end of August. At this point we feel it is too early in development to fully experience the game as we intend it. We do plan on sharing keys with selected curators/content creators in hopes of receiving honest reviews and feedback. If you would like to be considered, please drop us an email with your curator page link.
Here is the list of updates for the newest build 0.291:
Updated save system which includes: -World Map -Inventory -Equipment
Adjusted Quest Machine turn-in to 3 shiny stones instead of 10
Fixed stackable inventory objects to now work correctly
Known bugs: Quest Machine turn-ins do not save progress.
Added PoliceRecord program to visualize the databases of criminals.
Computers of police officers generate the PoliceRecord program in their home folders.
Added option to all terminal network commands to connect to a specific port. If the port is not specified, the command will connect using the default port. The entries in the manual have been updated. You can also see the help by executing the command without parameters.
Fixed bug in the smpt-user-list command when returning a wrong list of users or an empty list.
The Police Stations are more likely to have a website.
Have got a jam packed update for you this week. As this is going to be the last update this month (vacaaaaaation time), I made sure to stuff as many things in as I was able.
There are two major systemic changes I'm experimenting with in this update that I'd like y'all to give a shot when you get a chance. The first one is the attempt to make the virtual stock still function usefully when a gun in held in only one hand. The blend-in of the function is suuuuper specific, so you need to get your firing hand pretty close to the HMD for it to kick in. Mostly it's there for folks who like to carbine up pistols with stocks, but omit a forward grip. Let me know what you think.
In addition to that, as shown in the vid we've got the ability to rack pistols against objects (including each other) now. PLEASE let me know if this system 'fires' in moments where you don't want it to. I tried to make it as smart as possible, but it might still act a little odd.
Anywho, I will leave you to the new toys. Hope you all have a wonderful next two weeks, and I will see you all again on August 10th!
Peace,
Anton
Update 58 Changelog:
Additions: - Added New Firearm: M1Shorty16 (7.62x51mm) w. 10 rnd magazine - Added New Firearm: AKM Tactical (7.62x39mm) w. 30 rnd magazine - Added New Firearm: P762 Marksman’s Rifle (7.62x51mm) w. 20 rnd magazine - Added New Firearm: SCR AR-15 Pistol (5.56x45mm) - Added New Firearm: CZ Evo3 Carbine (9x19mm) w. 30 rnd magazine - Added New Firearm: P22 Pistol (.22lr) w. 10 rnd magazine - Added New Firearm: FiveSeven Pistol (5.7x28mm) w. 20 rnd magazine - Added New Firearm: Deagle50 (.50 AE) w. 7 rnd magazine - Added New Firearm: M14 (7.62x51mm) with 20 and 30 rnd magazines - Added New Firearm: ACR Sport (5.56x45mm)
Changes: - Virtual Stock Experiment: Attempts to stabilize stocked objects with only one hand - Handguns can now be slide-wracked against objects - Rebuild stocked-pistol recoil system. Should behave correct relative to other smgs now. - Powerups Now Have Labels On Them (Finally) - Raised Slot Position For Backback In All Configurations - QC9 Now has magazine grab trigger - Flipzo can now be lit by flicking other hand by it
Fixes: - Renamed Body Pillow to Soseji-chan Dakimakura - Fixed MP-40 Magazine Interpolation Bug - Fixed Quickbelt Pose for Bangsnaps Box - Fixed Quickbelt Pose for Matches Box - PP91 Fire selector positions fixed - Minigun Quickbelt Pose fixed - Fixed Mk211 50 bmg ammo explosion - Objects in backpack can no longer be accidentally grabbed - Fixed harnessed backpack not returning to correct position
Removed: - Old M14-Vietnam Model removed - Old M14 DMR Model removed - Old M14 20 and 30 round magazines removed
Show us your feats of strength by showcasing your skills in Rumble Fighter! We can’t wait to see some amazing video showcase!
Players must feature themselves in a video performing something amazing in Rumble Fighter. Some examples are:
Beating a user in a 1 vs 1 without jumping, grabbing, running punch, running kick, or jump attacks
Knocking off every person off Moonlight Valley without grabbing or running punch
Defeating 1 vs 4 without using ExoCores or hit and run tactics
Juggling an opponent from one side of the map to another
Using new game mechanics like Brave Mode comeback and winning the match
You will not be limited to these examples and we ask you to be creative. The more creative and unique entries will have a higher chance of winning.
Rules:
Players must showcase Feats of strength, the more amazing or difficult the feat, the better your chances on getting the grand prize.
Your video must clearly show your in game name and user interface to prevent identity fraud.
You may not use hacks or 3rd party programs that enhance your game play, stats, or physics of the game. It may be subject to review and punishment.
Your video must be uploaded either on YouTube or Vimeo
Your entry must be signed by your in game name in your entry post.
If you change your in game name before the prize distribution, you forfeit in game prizes rewarded.
Participation prize will be graded by effort, but ideally you will prove that you can do more than just record a match it has to be something that shows an amazing feat.
If you have more than one existing forum title, you may have to remove a forum title to make room for the new one
In game footage must be recorded in the currently Rumble Fighter client or not previously recorded in the past.
Prizes are not tiered. You will only get the prize in your tier either Grand Prize or Participation Prizes.
Prizes: Grand Prize: 2000 RC, Director’s Title, “I Am Strong!” Forum Title Participation Prizes: 500 RC (Video entries is subject for review to receive the Participation Prize)
Event Period: July 20, 2018 00:00 PDT – July 31, 2018 23:59 PDT
Today's update includes some changes to the overall food system in the game. Most of this is intended to ease the difficulty of keeping your townspeople well fed, especially in the early stages of a town.
After looking into the numbers more, the amount of raw food being produced was lower than I wanted and that of course could create food shortages if Cooks didn't have enough raw materials to prepare enough meals for the town.
The changes include:
Increased Farm production for raw vegetables by 33% per plot.
Increased the amount of raw meat Hunters obtain by 40%.
Increased the maximum amount of meals Cooks can produce by 10%.
Increased the benefit of the "Foodie" trait by 10%. This stacks with the Cook increase.
Townspeople now eat once a day, in the evening.
Note that last change means for existing saves, you might have townspeople get the "I didn't eat today" debuff the first time they eat since they are all eating their food in one sitting. But assuming you are making enough food, it should clear up by the next evening.