When the wind starts blowing at its full force, animals not hiding behind wind barriers will be blown away and eliminated. Players need to manually raise the barriers and hide behind them.
Note: the handles for the wind barrier may break as they get used many times.
1. Team Score -Electroball
This is a completely different type of scoring map from the previously shown Lollipop Factory or the Train: it is a ball game.
The goal of all ball games is to get the ball into your opponent's gate. The first team to reach 6 points wins.
Electroball is a bit like basketball for humans: aim, shoot.
Note: do not hold the ball simultaneously with another player. The ball will explode.
2. Arcade - Winter Bar
Players are split into two teams. You need to throw your opponents out of the bar into the snowy outside to eliminate them.
The difference between Arcade and Last Stand is that you keep respawning back in Arcade mode, until all your team's respawn opportunities run out.
This is pretty much a standard Death Match map.
Sound System
Most games' sound effects are based on the sound triggering mechanism of the event state machine. If a button is pressed, an animation will be triggered and a sound will be played.
Party Animals is different. We use full dynamics-driven animations instead of traditional state machines, which results in smooth, immersive character animations. However, the uncertainty and uncontrollability of the movements made the audio team no longer able to solve the audio problem in the traditional way.
We developed a new physical sound system.
This audio system can simulate the different sounds of dragging, scrolling, and collision. And the sonud is affected by all physical factors such as size, weight, material, speed, and the speed of time passing.
Q&A
Q:Why is the default 4 teams with 2 players per team instead of the default 8 teams with 1 player per team as before? A:Because a game with 1 player per team can theoretically take up to 17 rounds. Even at 3 minutes per round, it can take up to 50 minutes of game time. 8 teams has a median time of more than 20 minutes. The reason for changing the default to 4 teams is that we want to have shorter games, with a median of around 10 minutes and a uppper limit of 30 minutes or less.
Q:What will you do about cheaters? A:Our developers are considering adding an anti-cheat programs, but all anti-cheat will negatively influence game performance. We have added the a report button and we will have a support team to deal with cheaters.
Q:Can I play solo against AIs? A:Yes. Just create your own lobby and add AIs.
Q:Will the game support Steam Deck? A:Look!
Q:I don't think split screen is a good choice because it provides a narrower view. A:It's a compromise made to accommodate larger maps. Also, without split screen, all local players will not be able to rotate the camera independently. This is a status quo in game development: we have to make compromises. We will try to improve the split-screen experience in the future.
Q:Personal opinion, could the UI maybe be designed a little cuter? A:I have informed our designer about this. This particular designer has been doing UI for mobile OS before, that mobile company has since went bankrupt...... It's like a failed Thor fighter jet designer, unemployed and came back to design plush toys, it takes some time, hope you can understand :)
https://www.youtube.com/watch?v=Q4P1Hlxd-VA Changelog: 1. Text review - spellchecking 2. Fix press any button at start 3. Added D-pad Input Control - now you can move the player using D-pad 4. Fix recognition of fire on the floor to give the player better possibility to use fire extinguisher 5. Small fixes on finish screen 6. Added special effect for dying monster when got critical damage 7. Performance improvements
Hello again! We're back with another update, and this one is high-impact!
Squad Leader Changes
We are making some long-requested changes to the squad system. These changes are intended to discourage "lone wolf" squad leader behavior that leaves the squad leader either absent from the front-lines or distracted trying to fulfill a job tied to their chosen role.
The squad leader no longer gets a shovel to build (the squad leader can still place constructions for squad members to build)
Squad leaders can no longer occupy the following roles on Advance & Clash game modes:
Mortar Operator
Radio Operator
Anti-Tank Soldier
Sniper
Machine-Gunner
We understand this is a large (and maybe painful) change to how players have expected the system to work, but we feel that this will have an overall positive impact on the overall play experience for everyone.
We will monitor the impact of these changes and may make ammendments based on feedback.
Gameplay
Command text chat channel is now unavailable for squad leaders without subordinates
You must have at least 3 squad members in order to call for off-map artillery
All vehicles can be used as team-wide infantry spawn points so long as the vehicle is behind your team's safe zone
If a vehicle is not in the safe zone, it can still be used as a spawn point for the first 20 seconds after it spawns
"Permanent" spawn vehicles can no longer be spawned on if they are behind the enemy's safe zone
Players killed within 7 seconds after spawning on vehicles will disable spawning on the vehicle for 30 seconds (note that the Higgins boats are excluded from this rule)
Interface
Enemy map markers will now fade away slowly over time, making it easier to see which marks are most recent
Vehicles
Added a new summer camouflage pattern for the M4A1 Sherman 76(W)
Miscellaneous
Error messages are now displayed when the player tries to join a voice channel they do not have permission to access
Bug Fixes
Fixed a bug where players could be left in the command voice channel after dropping the role of squad leader
Fixed a bug where some radios would not be visible on the map
Fixed a bug where squads would sometimes be unable to create rally points after the round was reset
Maps
Armored Hill 112
Fixed a bug where progression could be deadlocked after the Axis recaptured the first objective
Replaced early version of Cromwell with late version
Armored La Champagne
Brightened the map slightly
Replaced all 2D trees with 3D ones
Balanced tank loadouts by giving Allies more Fireflies and Achilles
Added mipmaps to all textures previously missing them
Added a number of radio around the map
Butovo Advance
Fixed a bug where the Axis would lose their vehicle objective spawns after capturing a certain objective
Reduced all Soviet KV type spawns by 1
Godolloi Advance
Disabled Flak 88 construction
Tightened gun limit restrictions for Axis
Reduced the capacity of the Axis main base supply cache from 8000 to 4000
Les Champs de Losque
Fixed a bug where the Allied main cache was absent
Fixed a bug where the ladder at Courimette Farm would not work
The M16 Halftrack no longer counts against the team's vehicle limit
Rabenheck Advance
Fixed a bug where the bridge objective could become disabled and deadlock progression
Reichswald Advance
Added missing Corporal and Sergeant roles for the Allies
Added Radio Operators for both teams
Gave the allies a Cromwell 95mm for bunker-busting
Fixed incorrect weapon loadouts
Stoumont Advance
Objectives captured by the Axis will be locked down for 270 seconds
Objectives recaptured by the Allies will be locked down for 30 seconds
Smolensk Advance
Expanded the final objective volume to include the village area
Added a Soviet supply cache near the final objective
Press "Enter" during the game to open the chat and write your messages
Chat disappears after a while if no messages arrive. As soon as a new message arrives it is shown
You can mute/unmute chat by pressing the "eye" button in the chat
When creating a server, you can disable chat for all players
Lobby improvements
All lobby members can click on a teammate's nickname to open a special menu. In this menu, you can open the player's steam profile or kick him if you are a host
Bug fixes and improvements
Fixed a bug when the snake lost, its ability has been around for a long time
- Fixed some lag - Fixed a bug with level 7's walls - Got some grass off the windmill in level 16 - Added a "feed the clump" option to the clump wheel on level 5 - Opened the frontrooms fridge - Made the ladder longer in level 188
Sorry for the small update, I'm working on a bigger one :)
-Improved mutliplayer starting system -Improved multiplayer server list -Fixed radar breaking when someone retires -Fixed stutters in multiplayer when someone is pitting -Various fixes & improvements