Minion spawning is now reasonable and continuous through out the match so there is now a consistent challenge. There is no longer a "Thunderdome" brawl at the start of the match only to be empty towards the end. Minions can spawn periodically based on the number of living minions and where players are.
Armory was too overpowered so the guns and ammo available were reduced.
Spooktater (Dead Investigators) have adjusted energy to 50 energy instead of 100
Updated the ping cost to Spooktaters the table below
Target
Energy Cost
Monster
50
Minion
17
Trap
10
Core Item
12
Item
5
Location
2.5
Additions
The cursor now flashes red when damaging or hitting something giving better feedback to the player.
Added message for the Wraith letting them know someone is in their crypt.
Added HUD icon for Wraith letting them know they're able to transition.
Added arrow on the map letting player know where they are.
Internationalization for Korean
Internationalization for French
Improvements
Ready button is now Ready/Unready to be more concise.
Updated Key Inventory UI to show all keys and if someone else owns it.
Reworked some labeling of chests
Added message to tutorial video link letting players know it is intended to be temporary until the tutorial level is complete.
A flaming boiler skeleton's skull fire is now extinguished on death.
UI improvements to buttons to make them visually distinct from just readable text.
Added backdrop to server browser to be more visually appealing and clear for the list of lobbies.
Added clarity to how help text is also hint text in the settings menu.
Spooky Chest is now Cursed Chest and has more VFX to signify it's importance.
Fixes
Car collisions fixed to no longer prevent use of the Investigator Suitcase
Hit VFX were broken on the Knight, these were re-added.
Sometimes the Tommy Gun could get stuck in 'reloaded' this should be resolved.
Spectators joining mid game are no logger bugged inside of the floor unable to move.
Disabled inventory, map, notes, and journal during load as opening these during load could cause the game to crash.
Long guns should no longer poke through the edges of chests.
Wraith should no longer see debugging indicators on book cases when they transition.
Portal VFX now have sound attenuation.
Fixed bug where Wraith could sometimes see a bucket being carried.
Fixed bug where spectators could disarm traps.
Cursor text for a dead investigator should now display correctly.
[ALL] Fixed an issue in MULTIPLAYER where the default camera position was more zoomed out when OPTIONS > GAMEPLAY > ADJUSTABLE CAMERA was OFF.
[ALL] Fixed an issue in CONNECTED / CONNECTED VS where the game could softlock when a player topped out and entered the ZONE at the same time.
[ALL] Fixed an issue in LOCAL MATCH where assigning an action to UP or DOWN on an analog stick in PLAYER OPTIONS > CUSTOMIZE CONTROLS still also would cause the camera to zoom in or out (along with the new action).
We're sorry to have kept you waiting, but we promise, we've got something good for you to chew on today! We bring you the ultimate gift in competitive, animal in ball style racing! DETERMINISTIC PHYSICS! We've overhauled our entire physics engine which takes a long time to ensure that when Multiplayer hits you all get the best experience possible.We've also overhauled a significant amount of the world backgrounds, polished up some stage visuals, and we've got a couple new friends for you to play as well! It’s time to roll up your sleeves and Roll Out!
Uses stage config v0.4.0
Uses course config v0.1.0
Added
New characters for you to select
Flotsam, the Axolotl (they/them)
Guava, the Koala (they/them)
Rook, the Field Unit (she/her)
More events have sounds now (post-goal launch, 1-up)
Additional and updated VFX for several events
There is now a volume slider for the timer tick sounds
New stages
Disarray
Changed
Physics simulation is now deterministic across different computers. This should allow for input-based replays and rollback-based multiplayer in the future.
The timer ticking sound has been changed to be more subtle
Various stage layout changes
Adapter
Bridgemaking
Doorways
Revolver
Rollers
Tiltstacles (now called Seesawbsticles)
Seesaws
Up & Up
Warrior
Zigzag
Pattern
Not-So-Quicksand
Jumpy Options
Pyramid of Pain
Sandy Panels
Watch Your Step
Boost Through
Dart Cannon
Frantic
Funnel Cake
Manual Power
Mechanical Configuration
Windmills
Foursquare
Holes
Lateral Rungs
Pathing
Return
Fling Rings
Crescents
Levels
Spinner
Blossom
Future Time
Scary Fall
Teacups
IL leaderboards have been cleared on the above stages where the change results in any practical difference in how thestage is played for a speedrun
Besides the above, a lot of stages got a visual overhaul (but otherwise play the same)
Many backgrounds got a visual overhaul
The control binding UI has been tweaked to fit in slightly better with the existing UI theme
Deprecated
The "none" seesaw axis has been deprecated in stage configs - see the stage config changelog on https://docs.rolledoutgame.com for more info.
Removed
Removed Desolation Goal Post Test
All course leaderboards cleared except for Cozy
Fixed
When getting a time on the leaderboard, rank recalculation now skips over ranks appropriately (Eg: going #1, #2, #2,#4 instead of the old behaviour of #1, #2, #2, #3)
The update patch is now available. Please check the following for the details of the update.
■Update Patch ver.1.1.0.0 ・Added Gespenst recruitment mission: Black Specter. ・Added 30th Anniversary Special Area Mission: Happy 30th Anniversary! ・Added DLC 1 Area Mission Episode 1: Visitors. *These area missions are included in DLC 1. *DLC 1 this is an Area Mission that can be played even by those who have not purchased it. However, if you have not purchased DLC 1, the songs originally played in the area mission will be replaced with the original songs of the game. *If you have not purchased the DLC 1, you can only play the first episode, "Visitor". The subsequent area missions are not playable. *At the time of clearing DLC 1 Area Mission Episode 1 "Visitors", new units and pilots will not join the sortie. *At the time of clearing DLC 1 Area Mission Episode 1 "Visitors", new pilots appearing in the Area Mission will be registered in the "Encyclopedia", but the units will not be registered. ・Added "DLC Bonus Credits" to the system options. ・Added the ability to change the main character's name in system options. *Select "Options" > "System" > "Rename Protagonist" at any time during Intermission. ・Fixed in-game texts. ・Fixed game graphic data.
We look forward to your continued support for "SUPER ROBOT WARS 30."
Added new gun HK416c Added new gun Spas12 AR15 less recoil AA12 Mag Capacity increase Drones can now be grappled Added drones to Lowell Drop key bug fixed Fixed issue where setting vsync wouldn't set after changing levels
What's coming next :
Continuity changes More Time of Crisis aftermath Priority Target Changes Drone Changes
Spryward Prototype :
Here is a link to the free Spryward prototype you can play right now! Download Spryward
Ahoy, mateys! I've found a pretty large bug in 1.4.11, so I've decided to release the new patch early. Here are the changes: - Music files have been replaced with higher bitrate versions - Complete overhaul of spell controls: now you can freely choose an action for each of the four attack/spell buttons. Each weapon has its separate spell layout.
Most simple use cases made possible with the new system are: 1. You put a spell as the primary attack of your gun, keep the other spell for the spell button 2. You put a spell as the secondary attack of your sword/shield The new system also has a smart fallback feature. Let's say you only want to use a spell on left-click when you have plenty of powder. You can set the limit to whatever you like, as seen on the image.
- New graphics for the weapon wheel
-New graphics for the reload marker
- Added sword and fiddle weapon display to bottom bar - Talismans are now displayed in the top panel instead of next to the rum bottle - the bottle has been moved slightly to the left
- Added new gameplay option: "Switch gun when low on powder" can be turned off - Eggs can no longer be switched to by scroll, instead use G. This makes scrolling through your weapons much more pleasant. - Added visual ripple effect to Multishot spell - Repositioned and rewrote GUI for ship cannons - Increased weapon wheel visibility time - Minimap is now scaled with GUI scale option - Fixed: main gui vignette is no longer visible if you have no rum - Fixed: drinking rum removed all health overdrive and saturation - Decoration changes on the Bush Fields and the Forgotten Shrine
This patch has changed a lot of fundamental controls, with very little testing. If you find any issues, please report them on the forum or on the Discord server. Thank you for your understanding.
Join Community Manager Katherz while she hangs out and plays Mabinogi! Join us on our Twitch.tv channel, Thursday, November 18th at 1:30 PM PST (4:30 PM EST). As always, there will be giveaways throughout the stream.
I've noticed that a lot of players aren't having the APC boss fight spawn. I've fixed this issue and I'm now uploading a patch with some balancing fixes to the map layout.
Remember to leave a thumbs up if you like the game, it helps a lot.