- Remove foveated rendering. It improved performance but caused a massive artifact glitch on one of the eyes on some peoples headsets. Hopefully Unreal Engine will fix it in the future as this issue has been around for a year now. Seems to happen less often but its nonetheless broken.
- Added a smooth turn setting. Speeds 1 - 5. Available on the Pause menu
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
Added proportional HUD scaling support for high resolutions, this is more noticeable on 4K, ultrawide displays, etc.
Added search box and "Find more..." button (that links to Workshop) in the mutator selection dialog
Changes
Improved server performance on Linux
In mutator selection dialog, clicking the list item now toggles the checkbox
Increased max. FOV to 110
Melee impact particles are now displayed across the arc
Optimized zombie AI obstruction checks, improves performance on crowded maps
Restored player freeze on extraction
Server command "workshop_validate" now has a "-restore" option, recovers map entries from cache in case of accidental removals or data loss
Supply crate no longer freezes players, checks for distance instead
Updated the localization files:
With thanks to community translators: Blueberryy, Klowby, marcielcps, Plazehorta
Fixed an issue with melee backing traces taking prominence over the initial swing arc (#1369)
Fixed an issue with stamina being drained only on the first melee hit (#1386)
Fixed background transparency issues on UI panel list items
Fixed birds blocking player spawns (#1389)
Fixed chainsaws rate limiting impact effects on characters
Fixed entity "point_message_multiplayer" not updating for players who reconnect to the server (#1390)
Fixed game state extraction commands working on dead players
Fixed loading screen not scaling properly after resolution change
Fixed mutator scripts being loaded twice on server init
Fixed national guard announcement cooldown not resetting after map change
Fixed national guard dialogue overlapping in survival mode
Fixed players blocking usable objects with their bodies (#1327)
Fixed players getting stuck after using a supply crate
Fixed several HUD scaling issues across resolutions, incl. "Next Objective" separator clipping through text, tiny labels in ammo display, etc.
Fixed supply crate HUD not always closing
Changes for mappers and modders
Added beta version of level transition for developers, it's disabled by default, and server admins may toggle it with cvar "sv_level_transition" (#1278)
Added command "RespawnDeadPlayers" to the game state functions (I/O, console, VScript)
Added cvar "sv_killpenalty_score", sets score for kill penalty
Added cvar "sv_resetscore", resets all player scores on round restart
Added new category "Mutators" in the Workshop Publisher
Added support for melee impact effect particles
Added support for overriding viewmodel hands
Added surface prop "no_friction"
All MapHack debug spew is now behind cvar "sv_maphack_debug"
Console commands "extractplayer" and "respawnplayer" now accept player name as input
Entity "trigger_changelevel" is now functional on servers with level transition enabled
MapHack: Fixed issues during pre-entity stage, which caused scripts to fail
VScript: Added CenterPrint functions
VScript: Added CNMRiH_GameRules bindings
VScript: Added CNMRiH_Player functions SetHandModelOverride() and ClearHandModelOverride()
VScript: Added CNMRiH_WeaponBase bindings and WeaponID enum
VScript: Fixed event listeners writing bogus data on Linux
Maps
All maps
Added "debris" flag to all explosive gascans
nmo_asylum
Corrected areaportal issue on a door located in the basement (#1376)
Fixed office softlock (#1375)
Fixed ritual meat not scaling health on player count
nmo_broadway
Misc. fixes
nmo_broadway2
Added ability to get welder if players don't have one during "navigate through sewers" objective route
Added clipping to some railing
Fixed multiple places where items could be lost
nmo_brooklyn
Added glow for the extraction van
nmo_cabin
Added rope for extraction helicopter to make it more clear where to go
nmo_rockpit
Fixed softlock (#1394)
nmo_suzhou
Clipped multiple areas where objective items could be lost
Misc. tweaks
nmo_toxteth / nmo_toxtethdark
Misc. fixes
nmo_underground
Added few details to motel
Fixed stuck spot near welder grate
nms_camilla
Tweaked clips
nms_drugstore
Adjusted shambler and runner spawning during the different stages of the map
Fixed a doorway in zone A where zombies could get stuck
Fixed a spawner where zombies could get stuck
Fixed misc. issues/adjustments (#1250)
Fixed prop_door having a wrong hinge axis (#1408)
Fixed several z-fighting glitches in the mall
nms_favela
Fixed wrong zone letter order
nms_ransack
Extended extraction zone and extraction time
Sparks on pawn shop door now start and stop properly when welding
nms_silence
Removed ground fog particles that were accidentally included
CK2 Episode 3 is not far away (we'll announce the exact release very soon) and I can't wait for all of you to see it!
I wanted to share a few more images of the episode :) (At the bottom of the post)
Fully written by me (Undergrad Steve), I really think that this episode brings back the same tone and vibe that I originally envisioned for CK.
It's packed with parties, fighting, sex and romance. But beyond it has deep conversation, a lot of genuine moments and of course, a lot of repercussions for choices from both this and previous episodes.
You can expect it to be about the same length as episode 2, whilst also being less expensive.
First of all, thank you so much to everyone who's played the demo! It's been really cool checking out all the data and streams of folks playing, so a huge meow of thanks from the dev team.
We've been making small fixes and updates over the course of the week using the feedback and bug reports that we've been receiving. If you haven't closed Steam since downloading, we would suggest you do just to make sure you have the most up to date version. First let's go over what's been fixed!
Navigation arrows not working
Arrows now work when clicked on and when arrow keys are used
Blooming tea tin not spawning correctly
Blooming tea will now appear correctly during Min's tea making
Game not progressing at certain points in dialogue with ellipses in text
Turns out there's a different between "…" and "...", thanks Google correct and unicode!
There are a few however that we need more time to replicate to fix so we wanted to go over bugs we know are coming up and how best to deal with them.
Teaware cannot be interacted with during Taffy's tutorial
Unfortunately you need to restart the demo.
Unable to re-enter player's house after meeting Tea Sprite for the first time
Unfortunately you need to restart the demo. You can chose to skip Taffy's tutorial by selecting "Settle In".
Unable to complete second day/go to sleep at the end of the second day
The end of the second day is the end of the demo, so if you're unable to proceed there isn't more than a bit more dialogue from the Tea Sprite
Found a bug? Let us know either by accessing the feedback form in game, or by accessing it here! Any feedback and reports are appreciated as they help us understand who's getting different bugs.
And with that we have a special announcement.... WE'RE KEEPING THE DEMO UP UNTIL FEBRUARY 22ND!!! That's right, while we had originally only planned to keep it up for Steam Next Fest, we're going to be a part of the Indie Cup happening February 14th through 22nd.
Thanks for all the support folks, we hope you've enjoyed your time in Pekoe so far!
Less weird freezes during the fight. Better synchronization when Downs/KOs happen mid-fight. A preliminary solution to the perceived idea of somebody losing after the opponent has already lost on their end but before they see it due to lag, causing a potential Draw or Argument scenario.
Comit Legends is a remake of the first five Comit games, built from the ground up with a new engine. Replay Comit's fight against the evil space pirate Krater and the universe conquering leader of the Star Knights, Cosmo Knight. Each game will feature a revamped story as well as level layouts being remixed rather than being a straight copy of the original games.
This game includes remakes of all 5 original Comit games all in one game.
STORY: Comit the Astrodian (2016) The evil half cyborg space pirate, Krater, has unleashed his robotic army on the galaxy in a campaign of stealing all the riches. The Galactic Council has failed to stop his onslaught and now only one Astrodian Warrior, Comit, is all that remain between Krater and the robbery of every system's resources.
Comit the Astrodian 2 (2017) Comit must once stop the evil half cybord space pirate, Krater, from robbing the riches of every system. This time around Krater has upgraded all his gear and is coming full force for everything. Comit must utilize the power of the Star Crystals to stop Krater once and for all.
Comit the Astrodian 3 (2018) The powerful Star Knights were unleashed upon the galaxy in search of the Star Crystals that were used to stop the evil half cyborg space pirate, Krater. Comit with the help of his new ally Jupi, but must stop the Star Knight's and their terrifying leader, Cosmo Knight.
Comit in Cosmo Knight's Revenge (2019) Cosmo Knight is back for revenge, and he is focused on taking down Comit the Astrodian at all costs. Comit & Jupi must survive this all-out attack being led by Cosmo Knight's newest Star Knight, the mysterious Astro Knight.
Comit in Krater Returns (2019) The evil half cyborg space pirate, Krater, has escaped from Planet Prison and it is up to Comit to stop him. With the Star Crystals now in his sights, Krater plans on rebuilding his army and pillaging the galaxy.
Currently mewgenics has over 400 active and 200 passive abilities across the games many classes, with many more to come. lets go over a few and explain how they work.
Actives:
actives or spells as some may call them are unique abilities that can be used as many times as you want during your turn as long as you have the mana to activate them. All cats (usually) start with one collarless active that they are born with and gain one class active when you assign them their class at the start of the adventure. cats will also gain access to another active ability when they reach level 2 and level 5. here are a few examples.
1. Toss: Toss is a fun tank ability that grabs something adjacent to you and throws it into an empty tile in the spells AOE. enemies can be tossed into glass, water or adjacent to the next cat in turn order.. you can even toss interactive objects in the level or if you want, you can toss your own team mates! just remember landing will cause a tiny bit of damage to whatever you throw.
2. Frost Blast: Frost blast is a mage ability that shoots a blast of icy air in a straight line up to 5 spaces away, freezing the 1st thing it hits solid. frozen things will lose their next turn, then thaw out. while frozen they become immune to all damage and will slide around when hit in the opposite direction. this spell also has a ice element tied to it.. but we will go over elements and how they effect things in a later post.
3. Zealot: Zealot is a cleric ability that allows the caster to imbue themselves with a holy shield. much like the holy mantle in isaac, holy shield will absorb an attack no matter how much damage is done.
4. Marked: this ability is a hunter support all star, marking an enemy allows all other cats attacking it a 100% chance of landing a critical attack against it. ( critical attacks deal x2 damage, they can be done naturally as well but their chances are very low and tied to your luck stat )
Passives:
passives are abilities your cat has that dont need to be activated, they are simply always on. you (usually) gain your first passive when your cat is assigned a class and again when it reaches level 3.
1. Gravity Falls: this hunter passive, rewards your hunter for attacking stuff as far away as possible, comboing well with abilities that give you more range or reposition you easily.
2. Thunder Thighs: this tank passive grants your tubby lil cat the ability to "trample". things that have trample can pass through other cats or enemies that are blocking them, dealing damage to anything they walk over or land on, also displacing them in the process. this passive combos well with abilities that raise your movement, dash you forward and also things that give your cat contact type status effects like thorns ( thorns = things that make physical contact with you take damage equal to your thorns )
3. Undercat: this fighter passive gives them +2 str ( more melee damage ) and +1 brace (brace reduces physical damage taken by a flat amount) for each adjacent enemy around it. this ability combos well with positional abilities that get you close to multiple enemies, like jumping or being thrown... it also works perfect with melee aoe attacks that hit all targets around you at once.
4. Tutor: this mage passive teaches the last spell you cast each turn to the rest of your cats, allowing you to temporarily multiclass your team into mages! this one combos with a lot and allows for some pretty cool planning ahead for some possible minor game breaking combos.. if you play your cards right.
Upgrades! But wait, theres more! at level 6 you will be able to upgrade one of your actives, you can upgrade a passive at level 7 and an additional active or passive at level 9 ( if you make it that far ). yes thats right, all 600+ abilities we have in game right now can be upgraded to gain unique effects that buff each one.. here are 4 examples.. i dont wanna spoil too much because upgrading late game and exploring what each upgraded ability does is pretty damn cool.
Marked+: Marking an enemy will also mark all other enemies of the same type ( ie. cat, bug, turd, etc)
Toss+: You can toss stuff onto objects and enemies, dealing high damage to both things
Thunder Thighs+: Your trample damage is increased significantly, also gain +2 con.
Tutor+: Your teammates learn the upgraded version of the abilities you teach them (the students become the masters!)
and that about sums up the basics of actives and passives. i touched a bit on leveling up but ill do another post explaining that in more detail since we dont really do it like other games do.
but enough about how the game functions, lets move on to whos making it function!
MEET THE TEAM! ( or at least some of them)
In the past ive been known to have a strangle hold on everything in my games. outside of programming and music, id just do everything myself, period.. but im all old now! having 2 kids and not being able to work as much as i used to has forced me into this gross thing called "working with others"... turns out it makes your life easier and your games better! over the past few years of dev we have had many different and amazing artist come in to help, today ill go over the 3 illustrators actively working on the game and show you why im so glad i could loosen up my anus and just let other people who are better illustrators than me work on the game.
Sony-Shock:
Sony is an amazing artist who i was first introduced to when making four souls, his isaac fan art always made my jaw drop so i knew i had to have him do some promo cards for us. you may also know his work from one of the early Unboxing of isaac Tshirts ( and one of the most successful ).
When i hired Sony to work on Mew i knew i had to have someone with a very different style than my own, i put him on background and non interactive objects because his painterly style against my thick chunky cartoon outlines would clash in a way that would make it obvious what things you can and cant interact with. also that juxtaposition on style reminded me a lot of backgrounds in old cartoons from the 40s where the backgrounds were painted or even sculpted to look more realistic so the cartoons would stand out even more on top of them.
Vivian has a very bold cartoon style that worked perfectly for establishing shots for game chapters as well as non-combat backgrounds. She really worked perfectly within that flintstones/jetsons atomic cartoon background style we had been referencing and has been churning out tons of art for the many many chapters of this monster.
Tikara:
Tikara is yet another very familiar face in the isaac art community, she has worked with me on many projects and was the artist for the binding of isaac tarot cards and creator of nearly every loot card in Four Souls.
Tikara was one of our first artist on mew, she started out doing simple UI backgrounds and eventually moved onto class icons and status effect icons. She also did quite a few enemy portraits.
but this isnt everyone, we also have been working with some seriously amazing animators as well, but ill save them for another day...
in 2 weeks we will finally address the elephant in the room, death, dying and the afterlife ( or lack there of ) see ya