After a lot of pain and suffering, I managed to release Duck Simulator 2 on XBOX! And yes, this was the primary reason for me adding controller support to the game. Hurray for big announcements! I'm not sure if I'll be able to publish this to other platforms, as PlayStation and Nintendo have much stricter requirements. However, I'll try my best and let you all know in the Discord server (patent pending) should anything happen! You can also get a role there for beating the game, if you're interested.
Try your luck in the Lucky Draw event, every day you get x1 free attempt to spin the wheel, and the spent gold coins are awarded to you in the form of points, which can also be used in this event.
The game now officially supports mods. Initially I was unsure of what type of minds to support. For now I've decided to officially support addition of new weapons and gadgets via mods. If the modding scene grows larger, I will offer more mod support in accordance to what the mod makers wish for. It all depends on the activity of the community now.
With that out of the way, if you're a modder, and you wish to get into modding, you should definitely check out the following example weapon mods.
The modding intro guide
First things first - if you're a modder and are looking to get into modding Intravenous, you should give the modding intro guide a look. It contains various important information, as well as lots of links to various scripts the game uses.
Base weapon scripts
These are the weapon scripts used by the game. If you're a modder and wish to gain insight on how things work, you are highly encouraged to download these, as by checking the code you will see how various weapons are set up and what variables are used.
Suggested example weapon mods
These mods are official and showcase how various things should be done when adding new weapons. You are encouraged to download the files for them to take a look at the code.
While the mod support update was in the public BETA stage, some community members made several mods. Check them out! MP5SD Glock-19 Silenced FN Five-seveN Cheat Mod - not that I encourage you to use it... but still, it might be of use for some people, as it showcases various UI-related things.
The changelog
- added a new gameplay mutator - randomize placed weapons: it's mainly intended to make mod weapons more viable, by replacing pre-placed weapons with weapons that aren't the same, so that mod weapons show up on existing levels :) - the Saiga-12K now has a full-auto firemode - Saiga-12K RPM increased to 600 (was 450) - color tweak of several GUI elements in the Steam Workshop menu - fixed disabling mods not working - fixed weapon accuracy not restoring if the weapon was empty, but the player still kept holding down the fire key - fixed incorrect fill display of magazine pick-up UI element - russian localization update - (MAP EDITOR) fixed incorrect map editor cutscene/scene part move icons - (MAP EDITOR) fixed a crash that occured when enabling the "Player is actor?" checkbox in the level editor for various actions when setting up cutscenes (the checkbox is meant for cutscenes only) - (MAP EDITOR) fixed the "Player is actor?" checkbox being visible in scene setup in the level editor - (MAP EDITOR) fixed vent shaft setup not properly cancelling the saving/edit process, resulting in problems - (MAP EDITOR) fixed a crash caused by vent shafts with less than 2 points - (MAP EDITOR) fixed a crash caused by certain triggers when set-up in a certain manner in the level editor - (MAP EDITOR) fixed a crash caused by entering decimals and the negative sign in a particular order, into a textbox that supports both negative values and decimals - (MAP EDITOR) fixed goons opening doors in map editor if they touched a door while the player was repositioning them - (MAP EDITOR) fixed a crash that occured when the "Fire weapon" cutscene action was applied to an actor with no weapon - (MAP EDITOR) fixed a crash that occurred when entering text into a textbox without being able to enter it, and then pressing the symbol delete key - (MODDING) internal changes done to ammo/mag limit to allow for more modding flexibility (technical details: change in maximum ammo/mags carried delegated to weapon objects instead of the player object) - (MODDING) internal changes done to main shader compilation to make adding new shaders via mods easier - (MODDING) changed the :addLoadoutWeapon's 3rd argument to be the weapon ID you wish to insert the weapon in front of in the loadout weapon list, instead of the exact insert position
That's all for now! I hope to see the modding scene grow, as I believe the game has a lot of modding potential.
Thanks for reading, and thank you so much for the continued support. I truly hope you guys are still enjoying the game!
Surprise! Three more new levels! I wasn't expecting to finish 6 new levels in the last 2 weeks, but when you've got ideas (that aren't too complicated), the levels just pour out. This brings the grand total of levels to 96!!! Meaning there's only 4 more levels before the game is "content complete". Over the next few weeks I'll be working on new levels, cinematics, and some features that I've been neglecting like control remapping, in preparation for the 1.0 launch! No official date for that yet, but I'll let you know once I know!
New Level: Perspective Shift (#17)
I realized that I hadn't actually made a "normal" 2D level. All the other 2D levels are kind of gimicky, and are much later in the game, so I decided to make an introductory 2D level. The initial version of it was too hard for new players, but I'm pretty happy with it now. Nice, simple, and should help new players learn the mechanics.
New Level: Blast Off (#46)
The rocket-jumping mechanics with the Bazooka power up were so interesting & fun that I decided to make a few levels that are just about traversal using the bazooka (instead of shooting stuff like Three Strikes and The Chopper).
New Level: Close Quarters (#89)
This is another rocket-jumping level, but more complex, and requiring more precision than Blast Off. It's a very late game level, so it can be quite difficult to complete!
Changelog
BUG FIX: Fan air VFX emission rate wasn't being adjusted for height changes.
BUG FIX: Bazooka explosion knockback could apply to the same object multiple times.
UX / GAMEPLAY: Add Controller Deadzone option.
CONTENT: New level: Perspective Shift (#17).
BUG FIX: Self destruct explosion VFX wasn't rendering properly in A Quick Break.
New Concent: 1. Added backup save data Save data:C:\Users\name of computer\AppData\LocalLow\BadMudStudio\WarmSnow Backup save data1:C:\Users\name of compute\AppData\LocalLow\BadMudStudio\WarmSnow\save_bak Backup save data2:how to find it↓ We are trying to save the losing save data problem, sorry for the inconvenience, if there is still this kind of issues, please use the save data in Backup save data
Bug Fixes: 1. Fixed the issue of losing achievements. 2. Fixed the problem of stuck when using ThunderGod's skill. 3. Fixed the problem that the Excalibur [anChuan (Impossible Excalibur)] will trigger Ice Blade continuously. 4. Fixed the problem that the Herbal would not be reset when you back to the temple. 5. Optimized Some performance. 6. Fixed the problem that players can steer by Consort Jade and go to the next room. 7. Fixed the problem that some relics and Excalibur can't be picked up. 8. Fixed map display issues around Tiger's Chapter boss. 9. Fixed an issue where installing a virtual controller would cause the start menu to keep flashing.
Experience Adjustments: 1. Blue souls can be picked up automatically.
Known problems 1. Losing save data after restarting the computer, red point suddenly disappear, old save click to start the game and enter the tutorial . 2. Some achievements are not available after completion. 3. Turtle chapter BOSS stage 2 has a chance to knock the player out of the map. 4.Players can only deal 1 damage, and can only deal high damage after hitting your opponent out of the "break" spell. 5. Some bosses can still receive Debuff damage even after they go underground.