This update should really help if you've been missing undo checkpoints in the final levels. I'm pretty happy with the game state now. Let me know what you think. Thanks everyone, sorry it took a week to sort out these issues.
-rob
Undo checkpoints register even when a puck is stuck on a portal (e.g. levels 83, 84, 85, and 86) or stuck on a ratcheter (e.g. level 75) or stuck on a kicker (e.g. level 39)
Keyboard hotkey defaults for reset changed to 'R' and undo changed to 'Z' to better align with PC conventions. These can be remapped in the options screen.
Greatly reduced the lightning FX frequency. Lightning only plays to highlight a puck that goes off screen, when the game is at idle (> 3 mins), when toggling on the background FX in the options screen to better indicate the toggle functionality, and in the credits screen.
Added a lightning glyph to the background FX toggle on the options screen for clarity.
Killer Klowns from Outer Space: The Game - Ben GSE
THANK YOU CRESCENT COVE COMMUNITY!!!!
We are truly overwhelmed by your positive reception and support of Killer Klowns from Outer Space.
Who knew there were so many fans that shared our childhood love of criminally underrated horror films.Thank you for all the support, feedback, reviews and - most importantly - the trust that you’ve shown us as a team. We know you’ve got a lot of questions and we’ll get to that; first, we want to do some *light* bragging.
Ahem.
Reading your comments, watching the social media channel rocket upward and seeing the press loving this as much as we do has been…well there aren’t really words. You all have made this endeavor such a joy for us, and we want to make sure we return the favor ten-fold come launch. How much hooting and hollering have you all done? Have a look:
HOW CAN YOU HELP US?
The console pages are now up and LIVE! Please wishlist them and here on Steam as well. This is the #1 way you can help the team here and to share your excitement about the announcement.
YOUR QUESTIONS
Now for those questions, a lot of you are asking how this whole craaaazy game came to be. We have a new blog out with the Chiodo Brothers, the film’s creators themselves, How does a film become a game? Read on LINK. We have lots of blogs sharing more info about the game so check them out too while you’re there.
The question we’re getting a lot as well is about how multiplayer works on the consoles. KKFOS is coming to Steam, PlayStation 5, PlayStation 4, Xbox Series X|S and Xbox One. Our game is a premium title, not free-to-play, and will require an active PS Plus or Xbox Live Gold subscription in order to play online – unless something changes on the first-party side before we release, of course.
Another question is about microtransactions. We will never be pay-to-win. You will never be able to get any gameplay advantage over other players with real money. What we will have is purely cosmetic items for visual customization of your characters. More details on the customization and progression later!
You’ll have lots of opportunities so ask and learn more in our Discord and on the Steam forums; and judging by your reactions, there will be a LOT of questions. Check out some of our favorites below from the announcement at Gamescom. Huge thanks to:
8BE David Kang Draven Mayberry Runebee 3C Films Centerstrain01
SIGN UP FOR THE BETA
If you want to get in on the action before launch, we invite you to sign up for the BETA here, you will get an email closer to launch inviting you to join the Discord and receive your key. In the meantime, please follow our social channels below. We’re told we’re “making you all go ding dong mode.” So, carry on with that. We’ll see you on the internet
This new build adds icons above notable NPCs, and prompts the player to interact when close to any interactable character. It also adds a new easter egg.
Here at last is the long-awaited (at least by a few players) devblog about the rocks and geology of Lost River! My initial goal was to create a geologic environment that was notably different than the granite landscape of Slough Creek (which I love, but I needed a change, and I figured players did too). The mountain west has an ample history of volcanism, which creates a great variety of rock types. Finding the right type of rock, and the right types of rock formations, took a few tries, and a bit of help from someone knowledgable about geology (my son), but I think the rhyolite rock formations are looking good now.
The upcoming Lost River DLC map will feature these new rocks, and much much more -- a greatly expanded map, the full sequence of quests (including the Saga once that is released), and plenty of cool little things. We expect to release it before the end of this year.
________________________________________
The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs about it and other new features!
Once the game is completed on PC/Mac, we will turn our attention to other platforms.
We do not announce specific release dates. We will release them when they are ready.
Visit us on PAX West from the 2-5 September 2022, at the Seattle Convention Center to play new levels from The Last Oricru. You can also talk with one and only Sir Tobi about the latest news in development. Join us at Seattle Convention Center Level 4, Booth #411
Game will be out on the 13th. October, so come to try it before the release
— Improved garbage collection (should bring less lag spikes in late game fights) — Improved orx collision performance (should bring less constant cpu lag from large armies) — Improved object pool (should reduce lag on ultra fast attack speed units during firing)
Gertrude's Gallery of Garments is a brand new TF2 community costume contest! Submit your best creations to the TF2 Steam Workshop! There will be prizes for the best entries!
Details can be found here! Don't delay! The deadline for submissions is Friday, September 30th, at 11:59 PM EDT!
Thanks to your reports we have been able to identify a couple of key issues that were causing performance issues. We are aiming at solving some of these issues with this hotfix and will keep investigating the reports that we received to further improve stability and performance down the line.
Thank you to all of you for accompanying us in our launch of Beyond The Wire and your patience as we work to resolve these issues. If you have further issues please report them in our dedicated thread. (URL LINK)
Progression
- Fixed a case where a player could be stuck in an infinite loading screen after activating a progression task - Fixed a case where a player could be stuck in an infinite loading screen after completing a progression task
Customization
- Fixed an issue where saved customization loadouts were not being loaded correctly
Optimisation/General Fixes
- Disabled fire propagation (fires that spread dynamically through the environment) until further investigation can be done on performance impact - Fixed a rare crash when system automatically selects the best spawn point for a player - Small map fixes for Zonnebeke, Ansoncourt, Cantigny, Chateau-Thierry, Frise, Vimy Ridge, Sechault and Combles - Fixed the character's missing arms/legs when using free-look - Fixed the display name of the Armoured Autocar - Removed Armoured Autocar from Vimy Ridge Firefight - Fixed missing vehicle spawn points on Poelcappelle Assault GER vs CEF and JAG vs CEF