In todays update. you will see some changes. New UI for pickups and stuff. you will see more info in the pick up info. eventually things will be organized into levels so you will see different colors and info. also tried to fix sound levels. I am trying to get the intro volume lower. still illusive. Also now the magazines should accept more than one bullet. there are some weapons around the complex for this update so you can see the new stuff. TODO fix gun animation when in fp. also changed foot step sound. .I have to change the way the footsteps work for them to change on all surfaces. another todo. scrap metal is collectables in the junkyard now work with scrapper to collect barrels and scrap metal and sheet metal. still need to finish the grow houses. maybe by tomorrow. let me know what doesnt work! thanks.
almost forgot,, you can now loot the dead AI. you will recieve elect parts
Fixed - Mercenaries were not attacking to randomly spawned minions at a town assault. Fixed - Sometimes craft materials were not saved. Fixed - Some other minor fixes.
- fixed custom maps vehicles not being considered obstacles by the AI navigation system - reworked AI ladder movement (should fix AI space programs when using them) - ladders can now only be climbed from one direction by the AI - fixed level editor object list not updating correctly after cloning objects - added three bar table variants, two bottle variants and the bar stool to the level editor - fixed drill bag not showing on the bag of a robber for other players - reduced Pickpocket stealing duration from 1.5s to 0.75s - fixed revived robber bots keeping their money and bomb bags - fixed FED Chairman not reviving bots - fixed bots not stopping correctly when being tasered - FED Chairmans and doctors can now see their dead bots - fixed Steam invites not working (not joining your friends server after accepting his invite) - fixed grappling hook having collision with NPCs (resulting in NPCs getting displaced after getting shot with a grappling hook, allowing cops to check who is a player and who is an NPC)
Welcome to our 1.16.2 update, which addresses issues with arcade gameplay, controller support, and gameplay settings. Thank you to the community who have provided feedback via livestreams and on our social media channels! Please continue to report bugs or provide suggestions (via the Options Menu) or through our Discord server.
Controller Input
Fixed issue with controllers failing to recognize acceleration/braking inputs in any driving states.
Arcade:
Fixed issue causing the level 'The Pandemic' (Level B3) to not correctly execute due to a previous engine upgrade.
Fixed issue where ghosts were not spawning in 'Deserted Prince' (Level D2), causing 'Spooky Scary' achievement to be unreachable.
Updates to the environment in 'Beach Ball Bonanza!' (Level D3) and 'Back Of The Net!' (E1).
Misc UI/UX
Fixed options menu auto-displaying when entering Pause Menu, removed depreciated key bind options for future content.
Adjustment to forklift textures; custom-coloured forklifts use an improved Forklift base texture to make colour choice appear visually richer.
UI Improvements on the Tutorial's tablets, and licence screen
Reddit social page added to the title screen.
Addressing minor issues relating to scaling of user-interface
Addressing issues relating to screen resolution not loading on game launch, and failing to save correctly.
There were a couple of bugs users found which disrupted the multiplayer gameplay. We felt these fixes too important to wait for the upcoming Audio system patch so here's some bugfixes!
Fixes: - Ui Scaling didn't always display things correctly. - Prefabs sometimes didn't spawn correctly (Multiplayer). - Potential fix for the custom cutout token drag and drop (Multiplayer) - Parenting issues with Custom animations
Demo Feature: - 2D map Exporter. - New Font - WipeTerrain console command - Network & Loading overhaul - Maps should Send and load considerably faster now.
One of the stretch goals we had in mind when we started developing GHOSTWARE has always been the addition of an arcade mode that let you run and gun whenever you want if you wanted to take a break from the meat of the game -its story mode.
Now that the first Episode of GHOSTWARE is finished, we had the chance of start working on what we labeled the "Arcade" mode: it's an offline multiplayer against bots where you'll be free to customize the amount of enemies and teammates, the gamemode, the score, and the map where you'll be playing!
To keep things itneresting, we began the creation of a whole bunch of maps that aren't canon/indipendent from the story, and that will be exclusive to the Arcade: some of those will be specific to a gamemode, for instance Capture The Flag, whereas others will be available to be played on more than one (both Deathmatch and Domination, as an example)
The first two finished maps that we present today are Cave and Vats: they're medium-sized maps suitable for a multitude of game modes, and it's a first taste of what will be shipped alongside EP1 of the campaign once GHOSTWARE enters Early Access.