We congratulate you on Halloween and want to say THANKS! Thanks to you, we can make BIGFOOT and constantly improve it. You are such a good community that always helps and supports us and we are very grateful that we have you! Happy holiday!
We are glad to give you a small gift — fun wallpapers for your PC/laptop:
The Ghost - Task of the Ghost Hunters - MS Games and Software UG
Hello everyone,
Not that much has happened this week, but we want to stay true to you and give you a little update on what we did this week. We were modeling almost non-stop this week. We have set ourselves the goal of currently modeling everyday objects. Like doors, windows, beds and so on. When we have finished modeling some models, we will continue programming on the actual game. We want to show you more screenshots in the future too. That's why we're currently doing a lot of modeling. If we still had some time besides modeling, we also made beautiful textures, which we then texture on the models. We would like to show you new screenshots as soon as we have modeled some models and we have made further progress with the programming. We do not yet have an exact date when we will publish the next screenshots. We try to give you a new insight into the game soon.
Hello everyone! We just dropped the new Halloween Update (for Gamble Tower Demo!), that contains several UX/QOL improvements and one new challenge for experienced players.
Let’s go a bit more in-depth about the new additions present exclusively during the event, which will be available from October 1 to November 30.
A strange pumpkin appears…
After entering the intersection for the first time, you’ll see a peculiar pumpkin there, it’s up to you if you want to pick it up or not.
It will only appear once per tower, and always on the first floor. If you choose to pick it up, you must carry it with you until you get the Gemchip (you must complete the Orbots’s third gamble - Scrambled Scraps - to get the Gemchip) to be able to face the Pumpkin Lord Eskyuven.
Trick or Treat? We won’t spoil this battle for you, good luck!
Interface Updates
This update contains the first batch of updates to the user interface, our goal is to improve the experience with tweaks, and in some cases, complete redesigns of the existing UI.
Artifacts
Now it is easier to scroll through your artifacts in your HUD, additionally, we’ve added a new Interface which allows you to see all your artifacts and their descriptions simultaneously, this interface is also used in the Artifact shop when Orbifying or Removing an Artifact.
Character HUD
The Characters on the battlefield have received a new HUD, which is more compact in order to prevent the screen from getting too cluttered. The new HUD shows the Health and Armor with the form of Horizontal Bars, and the ATK and DEF attribute on the Left Side. Additionally, Ailments are shown on the right side, one at a time. If you prefer the old, but larger style of HUD, you can re-enable that in the options menu.
Options menu
Talking about the Options menu, the Menu has been entirely redesigned, and is now separated into categories, it is now much easier to find the setting you want.
More to come in the Future
As said before, this is just the first batch of improvements to the UI. There’s much more coming in the future, including, but not limited to:
A new Sidebar to check the character’s stats and Ailments.
More customization options for the HUD, including Scale, the speed of which Ailments and shown and more.
Better Damage Numbers and Effect descriptions.
Stacking Ailment Messages within a single one (Instead of showing +1 Fury 3 times, shows +3 Fury once instead).
Improvements to the Orb preview in the Pouch.
And many more tweaks and improvements to existing Interfaces.
We’ll be updating the demo’s UI along with the development of the full game, but it may take some time in between updates, as we are in the stage of development where we are heavily focusing on new features and content that will only be available in the full game.
Further updates for Demo?
Besides the interface (and bug fixes) updates we don’t have any plans for expanding the demo’s base content, something like a very small Christmas seasonal event may happen, but it also may not (Don’t count on it). It will depend on whether it’s doable and reasonable for us to focus on other demo updates when the time comes, but for now...
Happy Halloween! We hope you enjoy our new version of Gamble Tower Demo!
Now with Player loadouts: Select primary weapon. Select Secondary weapon. Keep level between deaths. Keep XP between deaths. Boss updates. Boss on level 2 updated. Loot crates now hold Ammo, health, Bits, and collectables. Buy and unlock guns. Buy perks. Added shields to player and upgrades. Added player speed. Aim sensativity added. Melee Damage upgrades added. XP Popup added. AI tweaks. Small health pack added. Added Data uploading to tutorial. Bits drop rate lowered. Skip intro added by pressing spacebar. Tutorial skip by using pause menu.
Our next Beta Test will take place December 4th from 3 PM EST to 5 PM EST. If you have already participated in a previous Beta you DO NOT need a new key. To get a Beta key join the OPERATION: VALOR DISCORD to request a key. Remember, these keys will be revoked before our Steam Early Access Release.
What have we been up to?
It's been a longgg time. There has been so much we've done. From minor bug fixes to adding multiple, entirely new developer tools that helps us do our job better to full programming reworks to model updates to fully redesigning a map from the ground up to UI changes - *air gasp* - the last 6 months have been quite the journey for Operation Valor and we are excited for the future.
We know we haven't announced anything publicly or posted anything in a long time. This was because we really wanted to make sure the next time we started posting again we were ready to hold multiple betas without a 6 month break.
This beta will take place on our fully redesigned map called Stafburg. Don't worry, Sumersgate is still there and you'll have a chance in future betas to revisit it. Stafburg takes place in a more urban/city environment with some farmland/forest spread throughout. This map will feature a lot of street to street fighting and fighting to clear out objective buildings.
You will also have the opportunity to utilize our mortar system to try and break through enemy defenses. There are a ton of UI changes as well as a new dynamic camera system that should make playing feel a bit more comfortable.
Expect more regular updates from now on. Excited for the future! Thanks so much 😊
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
New Maps:
Anxiety [Objective] (by Porkchops4lunch)
The rails can take us no further. There seems to be a train crash up ahead, but at least we managed to escape the dead labs. With that being said, the news isn't all bad. The map shows another train tunnel that leads straight to St. Sebastian hospital - army mentioned this location over the radio several times - something about evacuation plans. There must be some maintenance tunnels connecting the different subway routes. Just hope there's someone left up there to help us...
Rockpit [Objective] (by Sirdoggy)
All hell broke loose in the facility. Many of us thought that seeking shelter in the tunnels was a good idea... After some time, we're already low on supplies and boxed in by the undead. We have to get to the surface. Yesterday we could hear constant gunfire and explosions from the surface, but it suddenly went quiet. Maybe the situation up there is under control...
Drugstore [Survival] (by Acrilyk)
While looting the Everett Pharmacy Drugstore in Macon, some survivors found a working military radio. It would seem that the army tried to establish a safezone inside the drugstore, but got overrun. Abandoned by the National Guard, the survivors decide to hole up in the drugstore and make a final stand with the supplies the military left behind. Upon using the radio, they are told help is on the way, but they have countless undead to slaughter in the meantime...
Maps:
nmo_boardwalk
Overhauled by the map author DrHammer, Boardwalk now includes a new randomized path, new locations, usable heavy machine guns, and various improvements
The ritual is now complete
nmo_brooklyn
Added filter for func_clip_vphysics on the street
Fixed final Mickey sound playing twice if all players get extracted right before extraction expires
Added watermelon
nmo_quarantine
Fixed "TEST" appearing on the screen during finale (#1173)
Reduced spawn rate during finale for improved performance
nmo_underground
Improved optimization
Added cubemaps
Added more spawn locations for battery
Tweaked clips
Tweaked soundscapes
nms_flooded
Improved optimization
Code:
Additions:
Added medical item sharing Secondary fire (MOUSE2) now gives your active medical item to a player you're facing You're able to give an item when receiver doesn't own one, and has room in their inventory
Added option to select a main menu background Available backgrounds: Greenlit (v.1.07) Rebirth (v.1.10) Anniversary (v.1.12) [Default] ...or random rotation
Added Steam text filter for chat Follows preferences made in Steam account settings, can be disabled entirely in options
Added new achievements:
Exposure Therapy: Successfully complete Anxiety
Beyond the Sea: Complete Boardwalk in 14 minutes or less
A New Day: Successfully survive Drugstore
Rockstar!: Successfully complete Rockpit
Melon Felon: Rescue the melon and celebrate!
Added "change difficulty" call vote issue
Added a new numeric font to keypad display, "DSEG7 Classic"
Added difficulty selection to create game dialog
Added new UI font "Source Serif Pro", a cross-platform libre font that replaces "Georgia"
Command "nmrih_support_helper" now displays Linux kernel version, game version, and works server-side
Medical item sounds are now played for everyone
Music manager now supports custom music states
Workshop: Added command "workshop_remove", removes a Workshop map from the list
Additions for mappers and modders:
Added server rulesets, a new system for difficulty modes Rulesets are simple keyvalue scripts that include a selection of gameplay cvars for easy tweaking, all values are set and reverted similar to the previous difficulty system. All existing difficulty scripts have been converted to ruleset syntax, you can find them in the new rulesets directory. Custom balance scripts as raw .txt are now allowed by setting a respective cvar (sv_allow_custom_balance), the server will be tagged as modded.
Added "AllowEmpty" input to "item_inventory_box"
Added "logic_eventlistener" and "point_event" entities
Added "logic_ruleset", an entity that allows cvars to be set for the duration of the map
Added "logic_script" entity, container for VScript
Added entity "logic_progress", it displays a HUD progress bar on clients, stores progress, and fires an output on completion
Added server-side VScript, based on Mapbase's implementation
Added spawnflag "Remove empty box" to entity "item_inventory_box"
Added VScript keyfields to all entities
MapHack: "keyvalues" field for new entities is now optional
MapHack: Added $script function key
MapHack: Now allows escape characters
Zombie: Added input BecomeCrawler
Zombie: Added input BecomeRunner
Zombie: Added optional spawn rules for crawler / armored zombies
Changes:
Boards no longer appear in random spawner's "ammo" category
Changed console font (12px Terminus)
Demo support no longer validates files when filling ds_playdemo autocomplete
Display continuous progress bar in loading dialog
End the round if all players are extracted by game state commands (resolves #1218)
Flagged hud_fastswitch as cheat (fixes broken weapon HUD when fast switch is disabled)
Game state commands now have compatibility for # prefix (e.g. respawnplayer #2)
Moved "round starting" timer to the top
Replaced "Don't show again" button with a checkbox on NAT warning dialog
Replaced objective and survival HUD textures with localizable strings
Restored -tickrate command line parameter
Restricted the server to only being able to execute commands marked with FCVAR_SERVER_CAN_EXECUTE
Rich presence (Discord / Steam) can now be turned off in the options
Support helper now recognizes Windows 11
Workshop: Overhauled config to resolve issues with multiple server instances
Zippo now extinguishes underwater, and can't be ignited
Fixes:
Fixed "Arrows get stuck in props" (#770)
Fixed "Can't use medical items underwater" (#1228)
Fixed "Choppers sometimes drop supply crates out of bounds" (#1211)
Fixed "ItemBoxItemTaken sent to wrong players" (#1223)
Fixed "Missing inventory icon for boards" (#1232)
Fixed "Player's blood trail disappears after a while" (#1214)
Fixed "player_join_game only gets called when a player spawns" (#1219)
Fixed "Supply crates not despawning when empty" (#1210)
Fixed "Teleported safezones cannot be overrun" (#1230)
Fixed create game dialog listing challenges incorrectly for random map
Fixed deaths not resetting in scoreboard after practice mode ends
Fixed grouped console spew not printing on terminal
Fixed inventory box total count going out of bounds when adding new items via inputs
Fixed physics when server has a custom tickrate
Fixed pickup sound playing for fists or zippo
Fixed player t-posing when there's no active weapon
Fixed player t-posing while using a game_ui
Fixed Workshop Publisher being available when Add-on Manager is disabled by command line
Fixed workshop_validate attempting to read previously deleted entries, resulting in a crash
Special Thanks:
This update includes features from Mapbase, a Source SDK 2013 fork with several new features for modders, check it out here
Thanks to everyone whose work is now included in NMRiH: Blixibon, ReDucTor, samisalreadytaken, z33ky, and all other contributors who are not listed here!
Balancing: Reduced environmental effects of higher tier skills by 10-25%. Greatly reduced effect of police on large bank account protection. Moderately reduced effect of military on large bank account protection. Slightly increased loot quality to end game PoBs. Violet now gains a small stat bonus based on realism of the environment. Alex and Amelia are immune to the first tier of high temperatures. Alex and Amelia are immune to the first tier of darkness. Ghost is immune to the first tier of low temperatures. Ghost is immune to the first tier of clutter. Ghost is immune to all tiers of darkness. Golem is immune to the first 2 tiers of high temperatures. High temperatures now moderately increase ice resistance. Environmental darkness now greatly lowers knockdown resistance. Environmental darkness now greatly lowers stagger and flinch resistance. High environmental realism now slightly lowers luck. Low environmental realism now moderately increases luck. Reduced stagger reduction from clutter.
Misc: Fixed talent crystals. Fixed Source of Power talent. (go to talents to automatically obtain it) Fixed names for end game PoBs. Fixed pathing issues in PoBs 17, 19, and 20. Fixed Lampless questlog. Fixed some minor dialogue. Fixed second to last boss issues. Fixed frost armor.