General • Fixed so the Ninja Bodyguard mutator is no longer visible in certain cutscenes during mission 9 – “The Majestic File”. • Fixed a replay issue from the Holopox deck (mission 06 – “No Pox Please We're British”). • Fixed that the subtitles do not follow the voice over during a cutscene in Oddjob 01 – “I Left My Parts In San Fran... Err, Bay City”. • Fixed an audio issue encountered in the cutscene after completing Arkvoodle mission 16 – “The Coming of Arkvoodle”. • Fixed so the Dislocator will not lose ammo under certain circumstances in Solaris. • Fixed SFX issues in Takoshima • Fixed a number of respawn issues in water
Stability issues: • Fixed a rare crash in Takoshima when the alert level is raised • Fixed a rare crash after an attack wave in mission 20 - "The Comrade Who Came From The Cold". • Fixed a rare crash at the end of mission 2 - "Where Have All The Flower Children Gone?".
Community reported issues fixed: • Fixed a rare crash whilst exiting the Jukebox • Fixed that the Moghra egg in OddJob 18 – “The Ravages of Mohgra” is overly sensitive to disturbance. • Fixed so the proximity detector is now functioning when discovering Furotech Cell or Artefacts in Takoshima. • Fixed an issue after Photo Mode in Solaris, where Crypto's breathing bubble is active in Bodysnatch. • Fixed the Jukebox, so every song is playing. • Fixed audio issues during a cutscene after completing Arkvoodle mission 16 – “The Coming of Arkvoodle”. • Fixed audio issues during a cutscene in mission 16 – “Kojira Kaiju Battle”. • Fixed an audio issue during a cutscene in OddJob 01 – “I Left My Parts In San Fran... Err, Bay City”.
Happy Holidays and a very Happy New Year from everybody at Black Forest Games, THQ Nordic and the Furon Ministry of Propaganda and Celebratory Beverages!
The new drivetrain oscillations system is now implemented on most cars (all except GT3 and TCR due to ongoing E-Sport competitions). As a reminder, the new drivetrain oscillations are generated by the physics which provides much more natural, dynamic and random oscillations when shifting and throttling. The track surface is also triggering oscillations (bumps, curbs, surface changes, etc.). In the old system, the oscillations were embedded in the engine sounds so they were not dynamic.
Backfires and external gearshifts sounds:
Added new short backfires samples to increase the randomization.
Added new gearshift backfires samples, intended to play simultaneously with the normal gearshifts sounds and in combination with the new Fall Off Distances settings. It provides more organic, complex and random external gearshifts.
Backfires sequences adjusted to increase the randomization of the new external backfire samples.
The connection between engine revs and backfires amount/volume has been improved, which provides the player a more interactive experience.
Sound volume based on distances:
Doubled audible distance for external engine, backfires, gearshifts and antilag.
Increased distant volume for external engine, backfires, gearshifts and antilag.
Improved reverb on external gearshifts and backfires.
The cars are now audible and slightly louder from a much longer distance. While this adjustment was kept conservative (due to some audio distortion issues with many cars on track), the improvement is clearly audible in the way the engine, backfires and gearshifts are triggering the reverb effects, making it more “enveloping”, spacious and natural. It’s also a delight to hear the cars volume decrease slowly in distance and being audible until 4 kms or more, compared to the previous quick volume drop.
This is mostly intended for TV cams and freecam users.
Improved car body/paint shader to blur reflections based on roughness and fresnel highlights
Improved cockpit shader, bringing more dynamism and deeper shadows
Improved the car body shader to include some fresnel reflections
Improved light reflections on tarmac / tyre marks
Other changes:
Autodrom Most - AI speed tweaks, improved AI start behaviour
Brands Hatch GP - Fixed incorrect fuel use estimates
Donington - Fixed misc art issues, AI speed tweaks on National layout
German Nationals - Physics update
Group 5 - Physics updated to improve the FFB and to the approach to differential settings so there’s now no preload. It makes them nicer to handle once traction is broken. Except for the Fabcar that still has a locked solid rear axle.
Hungaroring - Fixed misc art issues, added road and terrain normal maps, visual tweaks.
Imola - Fixed multiple cars spawning inside each other
Nordschleife Tourist - AI speed tweaks in to first chicane (Hohenrain) as some AI cars were going in too hot
NSU TTS - Physics updates improving the FFB as well as making the default setup a bit more fun and lively.
Paul Ricard - updated to 2022 specs, including the new pit entrance path.
Red Bull Ring - Added a new layout, free of charge for all owners of the track: Moto, using the chicane between turn 1 and turn 2.
Silverstone GP - AI speed tweaks
Spa-Francorchamps - AI Speed tweaks on all layouts
Volkswagen Scirocco Gr2 - Physics updates improving the FFB as well as making the default setup a bit more fun and lively.
Unknown Number: A First Person Talker - tom_godolphin
-fixed subtitle syncing issue experienced by some players -fixed multiple issues in Call 35 "Vault Gamma" that were causing crashes -additional safety features for Web Wizard browser, including integration with Google Safe Browsing -added a new way to dial final number in-game -tweaked endgame hints and subtitles -added background-noise detection to Mic Test -linked to Discord via main menu
Thank you for supporting Kaiju Princess and your outpouring of love for Xao. We at Panty Parrot have been working hard to give back to all our fans.
Development on the sequel to Kaiju Princess has been moving forward at a steady pace. We plan to bring players more enhanced and varied gameplay, as well as more lewdness(read:sex positions).
Welcome to the 5th edition of development blog updates. Make yourself comfortable and let’s get into it!
We're excited to announce that we've added many new features and upgrades to our gameplay & world.
With this update, you can now interact with objects (vehicles, elevators, etc.), auto-run, sign up / sign in, and perform a number of other actions such as dropping and holstering weapons. In addition, we have enhanced the driving mechanics of vehicles, and also added a new in-game cursor and more blockout areas.
We’ve also improved the character's rigid body, gamepad controller support, and lighting across a number of locations, and tweaked the character’s walking & running speed as per our community recommendation. ]
We’re making lots of progress on vehicles! We created some concept art, final meshes, and textures for rims and off-road tires.
As you know, we are working very hard to create lots of new character concept art, the ones we were able to complete recently are the final meshes for Mechanic and Marauder. We’ve also created concept art for AI enemies & robots.
Here are a couple of images for your eyes only:
Our Apartment Customization update includes several behind-the-scenes improvements and lots of UI tweaks. Most notable is the added grid snapping in the widget customization window, as well as on the main screen when placing objects. There are also some new features like auto mouse detection for next objects placement, that make it easier to place items.
We have also made several improvements to the apartment selection process. You can now select an apartment from a list of available units, and select which building you'd like to view in more detail.
In addition, we have added camera movement controls so that you can move between buildings, zoom during navigation, and more. Apartments properties such as price, room count, room types, and availability status have been added. Areas can also be linked to buildings for easier navigation.
That’s it for the 5th edition of development news, thank you for your time.
Stay tuned for more, and make sure to share your thoughts on our Discord server!
We just pushed a small patch that fixes a crash that would occur if modded maps that used a specific prefab was loaded, and for some missing shaders that were present on the Christmas Island in Danger Zone!
We are delighted to share an Accolades Trailer to celebrate the very warm welcome Evil West has been receiving! Discover some of its buzzing reviews in today’s Accolades Trailer.
Highlighting the action in satisfaction
Evil West has been garnering plentiful favorable reviews, reflecting the game’s wickedly satisfying, gory combat action; the bold and effective mix of genres behind its twisted, never-before-seen fantasy version of the Old West; and the blast it all provides as an old-school, over-the-top experience.
We are touched by so many warm words and thanking everyone for their reviews of the game so far. We wait to hear more from both the press and the players, as they battle bloodthirsty monsters through the Wild West.