Aperture Tag: The Paint Gun Testing Initiative - Motanum
Hello!

I just learnt that Aperture Tag is Playable for the Steam Deck! If you are fortunate enough to own one, you can now play Aperture Tag there! Please let us know your experience and I'll see if there is something I can do to ease up the experience. I am not one of the lucky owners of a Steam Deck, so I'll require your comments on it.

We've enabled a sale of Aperture Tag to celebrate the occasion.

In other news, the song from the end of the mod All These Walls - Abarax is now playable in the Virtual Reality game Musical Range! You can play the song (actually play, not a simulation) with guns!

The part included in the game starts at 4:37.



Thanks for playing the mod all this time!
Escort Simulator 2 - Sexydigitalgames
In celebration of our new Steam listing, we are starting to send out early pre-release Beta copies of Curse of Black Bone to curators and influencers. This early version of the game does not contain the game ending that will be included in the final retail version of the game that goes on sale September 1, 2022.

What is included in the Beta pre-release is 80% of the High Definition CG animations, 3D explorable gameplay and interactive characters. While we are still making improvements and tweaks to all parts of the game before it's Early Access release, there is still hours of content and movies that can already be unlocked for these early players.

We look forward to building our fan base and hearing about how curators are enjoying the game before it's release. As always, comments and suggestions can be made in our community forums as we will be monitoring them while we receive this early feedback.

https://store.steampowered.com/app/2086150/Curse_of_Black_Bone/
Luck be a Landlord - TrampolineTales
The game has been patched to fix a few bugs.

Changes
  • Fixed a bug where the scaling on counting texts for Items was the incorrect size if the UI Scaling setting for Items was anything but 100%
  • Fixed a bug where canceling a setting change on the Gameplay settings menu wouldn't display the menu correctly
  • Fixed a bug where the text in the first email was the incorrect size after continuing a run if the language was set to Simplified Chinese, Traditional Chinese, Japanese, or Korean
  • Fixed a bug where the email prompts for Swapping Device, Swapping Device Essence, Oil Can, and Oil Can Essence, and Chili Powder Essence weren't having their display width increased at higher resolutions
  • Fixed a bug where the email prompts for Swapping Device, Swapping Device Essence, Oil Can, and Oil Can Essence, and Chili Powder Essence weren't hugging the bottom of the screen after continuing a run
Jul 27, 2022
Automation - The Car Company Tycoon Game - Killrob
A good bunch of additions and fixes in today's patch as we're wrapping up the series of campaign focused updates.

LCV4.2.22 Hotfix
  • Implemented DLSS
  • Re-enabled Add Variant button in engine manager in sandbox
  • Improved factory addon costs & construction time logic on new configurations
  • Added .car backup to avoid overwriting on multiple exports. Old cars increment and are moved to /CarSaveExport/ExportedBackup
  • Added a Floating Car Stats Widget to props selection
  • Fixed morph UI getting into state where not showing all morph sliders
  • Fixed issue where demographics never calculate if factory got removed
  • Fixed issues with R&D unlocks not being available when they should
  • Fixed various engine cloning issues caused by variants not loading their family UIDs
  • Fixed (potentially) trim body selection UI overlapping trims or failing to allow selection occasionally
  • Fixed 95_jp_hatchback_3door_* being 5 door
  • Fixed semi slick cross ply tyre tread pattern

Next up is us finalizing the complete revamp of the engine calculations, which are almost ready and working in the game. As that constitutes a larger change, we likely need a week or two to get it all set up and tested though.

We'll keep you posted!
Cheers
Curse of Black Bone - Sexydigitalgames
In celebration of our new Steam listing, we are starting to send out early pre-release Beta copies of Curse of Black Bone to curators and influencers. This early version of the game does not contain the game ending that will be included in the final retail version of the game that goes on sale September 1, 2022.

What is included in the Beta pre-release is 80% of the High Definition CG animations, 3D explorable gameplay and interactive characters. While we are still making improvements and tweaks to all parts of the game before it's Early Access release, there is still hours of content and movies that can already be unlocked for these early players.

We look forward to building our fan base and hearing about how curators are enjoying the game before it's release. As always, comments and suggestions can be made in our community forums as we will be monitoring them while we receive this early feedback.
Jul 27, 2022
Musical Range - Motanum
Hello!

A new update is now available for Musical Range! Enjoy the new song from the band Abarax - All These Walls, featured in the Portal 2 mod Aperture Tag! You can find it in the 'Artist Collab' collection.

With this new song, we've split the Collab songs in 2 collections. Artists Collab and Videogames Collab, to prevent having a collection contain too many songs.

We also optimized the Note Meteors Bend system, reducing the amount of time it requires while it exist. You should see a performance improvement specially in moments where there is one long note with many bends.

Full Change Log
  • Added new song Abarax - All These Walls. Available in the Artists Collab collection
  • Split Music Collab collection in 2 Collections
  • --- Artists Collab
  • ------ Abarax - All These Walls
  • ------ Baron Carta - Out Of Time
  • ------ Hard Grax & Severman - Sweet Dreams ft. Nathan Brumley
  • ------ Therion - Son Of The Staves Of Time
  • --- Video Games Collab
  • ------ Dota 2 - Main Theme
  • ------ Flynguin Station - Main Theme
  • ------ GLaDOS - Still Alive
  • ------ Move Or Die - Main Theme
  • ------ Paragon - Adrenaline
  • ------ Team Fortress 2 - Main Theme
  • Greatly improved Note Meteor trail performance.
  • Adjusted player position*

*It might feel like you are floating or are too tall.as player position was raised a few centimetres. We have to correct the mesh assets to match this new position as we standardize this new level for all worlds currently in development.
The Way of the Badass - The Golden Knight
Day 94

There are a lot of awesome people doing very awesome things, including in gaming. Sadly, I can do nothing more than WISH to be one of them. Problem is, Real Life is like an MMO where you start at Level 1, and there's LITERALLY NO CONTENT to tackle that's under Level 50. So, you either do nothing in that limbo, or repeatedly get your ASS kicked by the Level 50 stuff. In Real Life, I've had my fair share of BOTH those decisions.

It's a flavor of Hell, being stuck in "Pending" and waiting for all the cool stuff to be ready to put into my hands. Hell is a void, where both greatness and disaster occur regularly yet all I can do is watch. Hell is eternal disappointment and futility; literally "Abandon all hope".

(Tuesday...)
I have to be honest, I've been putting this off more than I wanted to. Day after day, it's grinding MMO or putting the social back into social media because, honestly, with such a negligible return from the time and effort spent making this, it's hard to keep myself going. That's even with admitting I have nothing better to do during this farce of a "lockdown".

At least I can still make more Codex before shifting my focus back onto Chapter 3, or the knife killing mechanics. All I know is, I'm hungry, and quarantine is flat-out IMPOSSIBLE! God, I hate not being alone.

11:30 PM, started writing the Codex entries for the 2 remaining bad guys.
11:40 PM, gotta eat...I don't have the patience for the idiocy in my life.

(Wednesday...)
12:05 AM, just slightly after midnight, breakfast is over and it's back to doing the easy stuff first with the Codex!
12:20 AM, I just remembered, there isn't an entry for the Harpie! Guess we'll fix that, also. At least the Codex is the easiest task on my to-do list, so I'm enjoying the feeling of (figuratively) moving and grooving.

Similarly, there will be new variable checks, so that whenever you kill 1 of those bad guys, the Codex page will be unlocked. That if-then structuring inside the ACTUAL Codex is going to be trickier, but I've already done most of it. So this shouldn't be much different.

12:55 AM, the 3 are good enough, so let's get them in game now.





1 AM, I've disabled the debug powers for now, since I don't plan on needing them with what I have planned for this episode.
...Scratch that, I need to spawn bad guys to test the codex unlocking features.

And now the numbering in the Codex is weird and out of order, which is why I left that "page" bit blank at the absolute top. I specifically won't be filling that until AFTER the WHOLE Codex is finalized, which probably won't be until near V1.0 so there's a LONG WAY to go with that. I want that to be a more "final" organization task, when I'm ready for that type of tidying up.
To give you a visual idea of what the logic looks like when checking for various unlocks that are all potentially applicable in Chapter 2, here's an example of what that looks like:



1:20 AM, progress on coding is moving along. I have to say this, there's one difference between grinding on MMO and making my game. When making my game, the time warps by real fast, but in grinding MMO, it crawls and feels like it takes 5 times as long for an hour to pass. Like, I'm almost 2 hours on the clock, and it hardly feels like it's been 30 to 60 minutes. (Half true, because breakfast took nearly half an hour, so all the "real work" started at around midnight.)

The only detail to add is saving and loading the new codex variables, so back to ScarletBoots and the various load and start buttons.

1:30 AM, let's test the Codex and new variable checks.
Everything looks good:
Just 1 problem. Chimera Boss skips the new stuff. Quick oops, as always. Gonna fix that now. Boss to jetpack, then golem, then harpie, and if none are true, then mech boss.

1:35 AM, Codex should be all caught up at this time, up until new bad guys, good guys, or other fun things are implemented. For now, as I decide on what to do next (Chapter 3, or Knife Kills), I'll take a break. About 1 and 3/4 hours on the clock, and I'll let Master Badass Trevor explain the specifics: https://youtu.be/GCoepDHxjFk?t=50

2 AM, definitely don't feel like doing anything now that I got *THAT* out of my system!
3:15 AM, still don't "feel like it". Most of "marketing" is me just saying, "I'm making this game," someone else vaguely saying, "Oh, OK," and that's the end of it. No follow-through or anything. Guess I should go grind until my brain begs for me to do something different. Maybe that'll compel me back in the right mood.

8 AM, that's quite a long break. But, the more I see big corporations (or any company under the sun, almost across the board) all like "You can NOT 'Create Offensive Content'," something inside my hardwired chimpanzee brain says, "You telling me I can't do something just makes me want to do it more."
Fun-fact, that's a direct quote from Queen Tulip of the show Crossing Swords, found on Hulu. Didn't mean to sneak an ad in here, I just really liked the show.
Point is, I'm a Libertarian at heart, and "rules" will more times than not chafe under the very essence of my soul. (It also goes back to Karl's doublethink about "Liberty Through Absolute Dominion"; I won't do a deep digression on that, just know that there's a reason such logic bending is attempted by such a character.)

SCARLET KNIFE KILLS!

And THAT is when we get started with the knife kills. I wanted it inspired by "Glory Kills" of Doom (2014) and Doom Eternal, but while that is fast and angry, Scarlet in contrast is slow and sadistic. (The Tutorial Spider is a SUPER ROUGH proof-of-concept! Because there, we see her saw off each of its legs one by one, with blood dumping out all the severed limbs.) She's a 5-year-old girl, not a fully-grown Space Marine, so if she wants the same outcome of bad guys turning into meat chunks, she's going to have to WORK at it! And trust me, work at it she DOES!

That is the design philosophy guiding this whole game mechanic!
(Another tangent, I got an idea for Chapter 3...the brain probing could be used to experiment with cutscenes that reveal the bad guys' point of view, and one very particular line is them going on about "We need to stop this 'resistance'. Eliminate the red girl." And the other going, "But, she's just a BABY!" Because yeah, with Scarlet being 5 years old and having no superpowers but merely genetic enhancements, she's on the older end of being a true infant.)

Only question is, which bad guy is going to be the first test subject to taste Scarlet's uncensored and unrestrained cruelty?
I'm thinking about it being the catboy slave, like from Chapter 1.

Now, the way I plan on handling this is very much like how I handle Scarlet loading the pistol in the jail room. Behind-the-scenes, the obj_Scarlet (the actual player character) never really disappears or gets deleted; that would cause a CRASH! So, what happens is that 1) the player Scarlet gets shrunken down to near zero, 2) layering puts the cutscene visual on top of her to hide her, 3) the player Scarlet will always jump to the center of the new image, so players are not able to interrupt the sequence, 4) the Player Scarlet will return to normal size and layering after the animation concludes, which would leave a separate aftermath image of the bad guy's meat chunks, and 5) for this particular game event, Scarlet is both invincible until the end of animation AND regains health once it is over. (That last part takes another page from the Doom Eternal playbook, especially considering the fan-fiction context in my head that says Scarlet is Doomguy's aunt! It is NOT OFFICIAL; I have no official endorsement from anyone at Id Software, or John Romero, or anything like that, which is why I emphasize it's currently a "fan fiction" status. To finish that digression, for more "fan fiction", the challenge is how to tie the knot between Commander Keen and Violet, doubly in a time syncing capacity.)
Maybe also 6) Have a check to prevent Scarlet from shooting any other weapons while the animation is commencing, which means updating some behind-the-scenes checks.
Both Scarlet's temporary invincibility (and disability for switching weapons) could both potentially be handled by a new "glorykill" global variable.

8:15 AM, it's slow getting my brain into gear, but boy am I trying.

8:30 AM, much of that time was writing Dev Diary, because I am totally counting on this being uniquely labor-intensive for the drawing department. The only concern is, what's the scale between Scarlet and the specific bad guy? Gotta do in-game tests.



Scarlet's not too different in size. Thank you, Debug Key powers, for letting me spawn specific bad guys on demand. I really love that as a feature, if I'm being honest...not just for the dev testing shortcut benefit, but for the "Set your own difficulty" for players and what feels "right" to just "unleash all hell".

Oh, and one more thing, each "Knife Kill" for the bad guys will have a different sound effect from the normal, default death sound effect. I wanted the knife to make it sound more "painful", not because being sliced is worse than being burnt or suiciding from psychological trauma, but because as I said, Scarlet makes it a point to be as nasty as possible with Mister Stabby Senior.

9 AM, all this time, and ONLY ONE frame got drawn. But it has brutal implications, so badass, you need to see it in full.

9:40 AM, at this point I had to reference the Anakin quote, "They're like animals, and I SLAUGHTERED them like ANIMALS!" The only difference is Scarlet does less telling and more showing of this aforementioned "slaughter". Because leave the telling for the Dev Diaries! :P

10 AM, 5 frames done, unknown more to go. Scarlet just got done slicing off both dumb animal ears, so I have a feeling she's just getting started. Still need a small break to cool off, since the heavy metal music is firing me up.

10:20 AM, that was longer than I was counting on. Now then, back to drawing. Gonna eyeball it and say today had about 3 hours of work, after subtracting breaks.

10:40 AM, there are 6 frames. Yes, seriously. I'll let you know what the final count is, because this is just for ONE of Scarlet's GORY Kills! Not GLORY, GORY! One letter makes a difference. Doubly because the emphasis is not on Scarlet fighting like an honorable knight, but on Scarlet making as big a mess as humanly possible.

11:30 AM, at least another hour of work now. 4 hours now.

Noon, 10 frames done.

12:40 PM, 13 frames done. Plus the 14th which is the "final resting state" for this dumb animal. I probably could be even MORE extensive, but at this point, I'm coming up to 5 hours of work, and nearing a full-time day of effort. Plus, with the way my sleep schedule has currently rotated, bedtime feels imminent. I just need to compare-and-contrast to make sure that this variant is more nasty than the default dead state.
...Yeah, this is more vicious. The default is just lying flat, then a couple extra frames of drawing red, and called done. This, on the other hand, we get to REALLY SEE Scarlet just GUT 'EM OPEN!

Here's a side-by-side to compare-and-contrast between the "normal" dead and the "knife" dead.



1 PM, let's get this piece of work in the game! And we'll see how it plays out.
1:06 PM, looks good...except for some reason, the second half seems to squish. I think it has to do with the ears expanding the natural boundary, but the game engine being super prickly about confining to a singular set of dimensions, so dynamic animation is...going to need several phases, like we did with the FUCK YOU missiles!
As for the animation itself? 60 fps, 8 frames per image, and...THAT LOOKS *BADASS!*


1:30 PM, 6 hours of work, best go eat while I still have a chance to do so uninterrupted. Dinner break!
2 PM, break's over. Let's try and finish this!

2:15 PM, after coding, one super quick sound effect, double-checking the chain to make the proportions not get goofy, and implementing the new variable that'd make Scarlet invincible yet unable to act, all that's left is to give Scarlet the extra 10 HP at the end of it, assuming she does not have 100 or more.

2:30 PM ...FUCK YEAH! FLAWLESS VICTORY, FIRST TRY!!! Now to get it all on camera, and wrap up this Dev Diary so I can go to BED!
...EXCEPT on recording, I noticed one detail. The player Scarlet is NOT always hidden BEHIND the animation sequence! Gotta fix that! Good news, there is a command that can help, called "layer_element_move". Bad news, I gotta learn a piece of syntax for it.
2:45 PM, well that code did not function as expected. How else can I tell it to move to different layers? Instead of "Change instance" of alive to dead, let's try "Create dead, and delete alive".

2:50 PM...FUCK YEAH! It works beautifully! Now, let's see if it's consistent enough to behave like that for the camera.
But, why is Scarlet invincible? Debug check on "CruelKill", "ScarletHealth", and maybe 1 or 2 more.
Debug tells me that Scarlet is still getting an overhealth effect. So, I added some extra double-checks on the health dispensing so it'll cap at 100 health.
Perhaps later, the "overflow health" will be reconsidered to be a feature, but not at this time. It'd be super easy to do, if I ever changed my mind.
Stress-testing revealed a bug where if Scarlet kills a guy right at a room transition area, she'll go to the other room and the "CruelKill" variable will be stuck to 1! MEANING, a behind-the-scenes persistent object needs a "room start" and "room end" command to forcefully set that to 0, so she can attack as normal in case this oddly specific circumstance would arise again. Ain't testing grand!

3:05 PM, OK everything looks like it's working now. Let's film this, now. 7 hours on the clock, so add 1 hour more for the distribution of Dev Diary and checking emails, so yeah...today's a full-time day of work.
...WAIT, something does not seem right. I think I saw one blip of Scarlet not shrinking as intended. Play that back, frame by frame! It's the one where she's coming down.
Let's see if the debug console can be told, "IF Scarlet is doing her flashy kill move, THEN ALWAYS keep her small size."

3:15 PM, looks much better to me. Now to get rid of the redundant code in the 10 or so bad guy objects.
Another odd bug with having multiple guys, or just one...they all force Scarlet's health to full. It's meant to be +10, not +100. One silly typo should change that.

Everything is stellar, so let's get that video here!
https://drive.google.com/file/d/1HVg56B_zyXV0qav5F6C857QM4GvblpSJ/view?usp=sharing

This time, I backed up the code! It's been a while since I've done that.

And, let me know what YOU think! Does this hit home with Scarlet's cruelty? Did I nail that vibe? Or does something else need to be changed to better emphasize that point the creative vision is trying to make? What could / should I do differently to better drive home that theme?

Because, like Scarlet says at the very beginning: "Does this look like the face of hate to YOU?!"

As soon as this Dev Diary gets sent out, that's when I'm clocking out.

But, checking the news metrics, the numbers have doubled. The latest articles, what used to be in the teens, is now in the 20s. I don't know who's bumping up the numbers of "people who ACTUALLY READ this", but...thank you. The 1 year milestone has the current record, sitting at 54. I don't count "impressions" because even if that's how many times it's "out there", it's also all the times that nobody really gives a damn. The "Reads" is when people click on it, showing that they've done more than spend a quarter of a second to glance or glaze over entirely.
One final fun-fact for "picking brain" purposes", there's a subtitle on the Steam version that has the line, "They're like animals. And I slaughtered them like animals!" By itself, it makes sense in context, because Scarlet is gutting these former humans who had surrendered their humanity...but the fun part is that it's actually a reference. https://youtu.be/B6r9GJ7q8uI?t=121

Next time, now that the Codex is behind us until new characters come onto the scene, it's either more gory kills like this one, or it's onto CHAPTER THREE! We'll see what my impulses say the next time I get back into gear. For now, it's been a good day's work.

P.S. before I go, it's going to be a different person's birthday coming up. And no, it has nothing to do with the video game. So, to the one person who's been following me from the start, HAPPY BIRTHDAY! :D (I'm not the type who gets physical cards for holidays, particularly because self-imposed quarantine, so I presume this is good enough.)

Semper Bellum!
Jay
Jul 27, 2022
Winkeltje: The Little Shop - Aceria
Greetings Shopkeepers!

After taking some much needed time off, we're back in business with a new patch. We're working on a larger content update for later this year, but we wanted to get some other fixes & changes out to you sooner.

  • Achievements - Switched to another Steamworks plugin, which is hopefully more consistent in triggering achievements.
  • Art - Tweaked the basement hatch texture to take up less space.
  • Build - Fixed an issue where furniture that was only slightly moved did not update the navmesh correctly.
  • Commissions - Cancelling a commission will now reset the cooldown, allowing you to pick a different commission.
  • Crafting - Material modifiers were not correctly being calculated when crafting items.
  • Crafting - Doubled the bonus quality you get from using higher quality materials.
  • Credits - Updated the credits to add a new translator and reflect the Korean font license.
  • Customers - Fixed an issue where queued customers would sometimes not go home immediately when closing the shop.
  • Display - Added support for "3840x1600" display resolution.
  • Events [C] - The 'Economic Boom' event should now correctly affect resources and meals.
  • Events [C] - Fixed a typo in the Recession Event that stopped clothing from being influenced by it.
  • Farming - Seed quality was based on the original seed, not the resulting crops.
  • Input - The controller selection which is triggered by holding down the interact or pickup button now runs on a fixed timestep and listens to the interact and pickup inputs as it relates to furniture specifically.
  • Input - Fixed a regression that would prevent the player from moving after opening the shop when playing with a controller.
  • Input - Fixed a regression that would allow the player to walk around while the display menu was open using a controller.
  • Input - Using the controller selector repeatedly would cause the selector to be visible while being able to walk around.
  • Language - Updated all font asset files and translations.
  • Language - Font assets were missing a space character which resulted in texts only showing the first word.
  • Language [C] - Added support for Korean community translations.
  • Language [C] - The 'Interface' translations for Czech were referencing the wrong language causing the translations to appear in Spanish.
  • Languages - Updated the Chinese font asset file.
  • Languages - Updated all translations.
  • Languages - Added a check to see if a save file used the old naming for some languages.
  • Objective - Changed 'Fueling the fire' objective by lowering the requirement from 20 to 15 and by including items from other categories.
  • Objectives [C] - The completed objectives count in the objectives menu was off because hidden legacy objectives could be unintentionally completed and would count towards the completed objectives count.
  • Objectives - Variation 1 & Variation 2 would update with the incorrect triggers.
  • Objectives - Objectives that require appeal would not correctly update when loading a save game.
  • Objectives - Added an objective for 200 tiles bought so you can keep track of the achievement, this is only active on the Large Shop and will not be enabled in existing save files.
  • Objectives - Fixed an issue where the TutorialTraders objective would be active twice when loading save game with it active.
  • Objectives - Fixed an issue where saving and loading with the TutorialTraders objective active would not correctly disable some buttons.
  • Scenarios - Fixed an issue where item prices would not correctly update when first starting a game.
  • Setup - A recent change to setups caused an error when starting a new game.
  • Setup - Added a setup dictionary to make it easier to access the correct terrain by setup ID.
  • Switch - The shadow preference was not correctly loaded when opening the game settings menu on the Nintendo Switch.
  • Switch - The 'Select' and 'Cancel' prompts in the crafting station were switched around on the Nintendo Switch.
  • Switch - The shadow setting was not correctly applied on a per-light basis.
  • Terrain - Replaced adjustments to default terrain with a dedicated large terrain. This change also addresses the issue with summer fireflies from appearing in the shop when playing on a large plot.
  • Terrain - Loading a terrain would not reference the correct terrain by the setup ID.
  • Translations [C] - Fixed some typos in the German translation.
  • UI [C] - The 'Employees' radial button text was not being translated.
  • UI - Objectives that were immediately completed after starting would look a bit glitchy.
  • UI - Added a new Korean font asset.
  • UI - Updated the Korean font section in the credits.
  • UI [C] - Added options to adjust the camera sway for console platforms.
  • UI - Added support for traditional Chinese.
  • UI - Language setting options are now translated in their respective language to make it easier to find your language.
  • UI - The commerce menu should no longer delay a frame to close. This fixes the problem where the player could pay twice for a purchase from a trader.. Previously this delay on close was required to prevent an interaction with furniture as the menu closed but this particular issue has since been resolved differently.
  • UI - Interacting with furniture or UI while transitioning into the character customization screen could cause unintended behavior.
  • UI [C] - Spring and Summer decorations were not reflected correctly in menus.
  • UI - Some changes to the game settings weren't working properly on console.
  • Unlocks - Moved Blueberries to be unlocked at level 18 instead of 19.
Ring War - Atom
Clarity Update Changelog
(Early Access 1.1.0)

  • Added a simple text tutorial which can be viewed
    by holding Z at any time
    (Will eventually be replaced with a clearer and
    more robust version later)


  • Added trinket text descriptions which can be viewed
    by holding MMB while hovering over a trinket
    (Will eventually be replaced with a clearer and
    more robust version later)


  • Nerfed the Flamethrower weapon

  • Tainted (red-colored) gems now display which bane
    they are afflicted with

  • Added various crosshairs to replace the default cursor

  • Prevented the spawning and usage of the Player compass
    while less than 15 players are in the lobby

  • Raised the host player's maximum framerate from
    60 to 144

  • Heavily reduced the amount of data sent by both the
    host and clients

  • Reworked and improved motion prediction for
    bullets and players[/]
    NOTE:
    In the event you are unable to find a lobby or are just
    trying to fill one, AI players can be spawned by
    1. Enabling the Admin Console setting in the lobby rules
    2. Opening the command console with C while in game
    3. Entering "dummies new" or "d n" (without quotes) into the console
    The whole lobby can be filled with bots if needed, and they
    should provide a fun and fairly challenging experience.
Jul 27, 2022
vridniX - Jon-Jon
Hey guys :) We've updated vridniX with some bug fixes!

Changelog:
-Removed an invisible wall that vridniX could lick without cheat in the "catch the interns" level
-Fixed the grampa who could move before the cutscene start in the first flashback level
-Fix of the dark screen after death in the shortcut
-Fix of the plants who stayed after having finished a Trogoglux level
-Fix a music bug which cause musics to stack over each other if player restarted credits
-Potential fix for blockers when skipping dialogs super fast

Hopefully, it won't break anything ;D
See ya!
...