This update includes a few but crucial bugfixes. I still have a small number of bugs I know about that I want to fix, please test this version and report any bugs, we are close to the 1.8 release.
Fixed visuals effects on Endraville
Construction sound effects fixed
Repair/demolish work spots probably fixed (trying the fix)
Hello all you avid Hunt Down the Freeman fans! We have some pretty exciting news for you all that you might like to hear.
After the downpour of support that we had following the release of the sudden April 1st update, our little team expanded from about five people to over twenty.
What does this mean? It means that we’ve been able to add a bunch of improvements to the code, game levels, overall performance, models, particles, rendering systems and whatever else I’m forgetting at the moment.
We are releasing an update that’s going to fix some of the stuff we didn’t catch in the April 1st update, as well as add in a bunch of new map fixes, some performance boosts for Alaska maps, a few reworked maps like Ravenholm, fixes to the parkour system and just general issues like cubemaps cutting themselves off in some maps.
Game tech was included but isn’t being used yet, for example PBR, Depth of Field, and FMOD Studio. We added both PBR and FMOD and have them working in game, but we only have one or two people that can make PBR textures and it’s a slow going process. Depth of field is giving us more of a headache then we thought it would, so we decided not to include it in this update.
The game has switched to the multiplayer version of Source SDK 2013, which enables us to compress the game levels to take up less space, and we’ve also updated the project to Visual Studio 2022, which has the benefit of better performance in game due to a more recent compiler.
We have plans to further expand on Black Mesa, expanding it from one level to about five or so, as well as redoing much of Act 3 so there’s more content to be had. It’s going to be awhile before any of this happens because we are working on redoing parts of Act 1 and another map in Act 3, but we only have a handful of level designers that can create a level from start to finish.
I want to thank all the people that joined our discord to offer help, and I want to thank especially the busy people who have joined our dev team. There’s been a lot of time and effort expended into working on the source engine and getting it up to modern standards.
If you want to support us and allow us to buy things for the project and/or support my Funko POP addiction, you can give money to our Patreon.
Join our discord to see what we are working on. If you want to opt-in to our development build, select the weekly release in the Beta properties, just be warned that things will break from time to time.
Swords and Sandals Immortals - Whiskeybarrel Studios
Hey gladiators! A small patch today to just improve and change how spikes work in battle because they have been bugging out and causing many issues for people. Hopefully this patch improves that greatly. There's also some other bugfixes and changes for you to check out.
This week I am working on the endgame animations for when you confront the Starbound Gladiator as we prepare for the final battles!
V 0.6.1.E ( September 12, 2022 ): --- NEW FEATURES --- • You can now edit your taunt and victory quotes at any time from the character sheet panel --- BALANCE CHANGES / STAT FIXES --- • Reduced the % of essence drained per point in the Captivation talent from 10 to 8 --- BATTLE CHANGES / FIXES --- • Fixed a bug where arena rules like time limits applied to Battle Dummy / Simulcrum battles • Reworked spikes again to fix some bugs in the last iteration of the game • Your lunge attack now takes your agility into account so you can jump further when attacking. • Another fix for survival battles where enemy gladiators were dying during repeated survival rounds. • Forced Doomtrek and Willard's Sound to always follow Standard arena rules ( no tag team fights etc) • Fixed a bug where the Captivation talent did not drain your enemy's essence by the correct amount.
Added skill tree. Removed skill point system. Stats have been re-balanced. Base attack speed buff. Maximum level is now 50. Experience points required to get to max level reduced. Enemies from all floors now give the same number of experience points. Added slide movement system. Hopping no longer maintains momentum. Jump can no longer be held down. The grey man now gives ten halos up from five. The gun can no longer be purchased to reduce confusion for new players. UI fixes and improvements. Bug fixes and performance improvements.
Fireball - Burn % now scales with charge amount. Flame Dash - Now inflicts 10% Burn per second. Tooltip updated for clarity.
Dev Note: The tooltip for Flame Dash stated that it was dealing 40% damage per second and had no mention of Burn. What it was actually doing was attempting to inflict a flat 20% Burn (non-stacking) twice per second, so Flame Dash was dealing half of the intended damage and if a target already had a higher % Burn, Flame Dash was completely ineffective. This change allows Flame Dash to build on existing Burns as originally intended.
TALENTS
Ehtiras - Soulsplitter: Now applies Greater Spell Weakness, causing targets to take 40% more damage from your spells, up from 25%.
Spell Weakness damage bonus: 25% -> 20%
FIXED
Fixed Tier 2 and 3 Enfeeble Enchants applying at Tier 1 strength.
Fixed Construct Spidermine doing more damage than intended to targets through chain lightning.
Fixed Tranquility not being removed in some situations.
Fixed being able to maintain the effects of certain area buffs after leaving the area.