To celebrate THREE DAYS until the launch of Mr Sun's Hatbox, we thought we'd show you a few of the 50 types of hats you can find in-game.
We used the majority of our game budget to hire some of the finest in-game models to show off these hats, so please take extra time to appreciate them. Thank you.
HARD HAT | Protection at it's finest.
SOUP POT HAT | This pot can be used for the cooking of soup, stews and ramen. Please refrain from hiding in the pot. I need it for my dinner. SPIKY HAT | I shouldn't need to explain why you shouldn't stand on this...
WHOOPEE CUSHION HAT | Yes, it makes a fart noise. Yes, it's funny.
BASEBALL CAP | A fashion statement. Nothing more, nothing less.
STACK OF BOOKS HAT | For only the most intelligent and well-read players.
MUSHROOM HAT | Bopping on this bad boy will cause a nasty gas to fill the air. But look at how cuuuute!
PROPELLOR HAT | Helps you fly slowly. WEEEEE!
We hope viewing these hats has left you especially excited to play Mr Sun's Hatbox on release in THREE DAYS.
- Added to interface an enable/disable mouse wheel zoom setting, as using some devices such as pressure sensitive pens can cause wheel like events to occur when trying to drag, which by default can result in zooming in and out while trying to drag. - Fixed controller instantiation issue in Shape Modifier when using it to create new shapes. - New cylinder battle board. - Added some icons for predefined shapes. - Added reset option to escape game. - 5 more escape boards.
Fixed the player's second sleeve (glove) colour not applying in-game.
Fixed blood-splatter not tracking during emotes.
Fixed 'Lawnmower Man' achievement not flagging.
Adjusted hitbox so that horizontal swings won't connect with a fallen body.
Added a universal ON / OFF setting for the extras.
Added an input icon next to the Custom Blood option to make it clearer that it will lead to its own menu.
Added a 'back' input option. Thus far I had been using 'select' and 'back' interchangeably (ESC on keyboard), but on gamepad this didn't make sense. The control layouts will be automatically set to default in this update.
Extended the counter timing window from 8 frames to 16 frames. Adjusted the AI counter-chance to compensate.
Added a turn-input buffer to the block state. If you press the turn button during a block you will turn after blocking. This means you can block an attack, start a counter, and then turn around while striking.
Enemies in Survival Mode now alternate spawning from the left and right sides for a more even distribution.
Survival Mode winscore can now go up to 100.
Survival Mode now tracks your kill completion score too.
If a player dies in Co-op Survival Mode, enemies will stop spawning and the remaining player must kill any remaining enemies to make the other player respawn.
This is a minor update that contains a map count redistribution, 46 new maps, and some fixes for issues reported in the bug reports channel on our discord.
46 New Maps
A few of these 46 new maps are some weird amalgamation maps that will be removed from the pool after a limited time that is TBD.
Lowered the count of the 2v2 maps somewhat, specifically 2v2 Killhouse as there was like way more of those than any other set, as well as slightly lowered the number of 2v2 cstores.
This should put every 5v5 tileset at 20 maps and the 2v2 tilesets at 30 maps each, for a total of around 160 still but instead of having like 11 or 12 of some 5v5 tilesets, and like 40 2v2 tilesets, it's a more balanced ratio. No old maps were brought back to do this, just new maps.
Bug Fixes
Fixed a bug that prevented startup on the client in some cases where the client would start but not think it was either a server or a client and therefore got stuck
Fixed bug(s) caused by clients attempting to shuffle users to start lobby mode when they don't ever have the appropriate data, causing all sorts of edge cases and bugs. (The cause of most of the recent 6v4 bugs, and some others, but there might be another cause of this.)
Fixed a bug where the first frame of highlighting an object would be wrong if the user used a stretched gameplay resolution that was not a fractional ratio equivalent to their native resolution.
Fixed error in UAV simulation that caused some minor UAV related edge cases
Fixed another error around the same place where the client would erroneously resimulate the UAV killing the player multiple times, which could cause some bad edge cases in some places but was quite rare.
Fixed an error in the phase change UI that was found in some bug report logs, but the actual representation or impact of this bugfix is unknown and is assumed to be minor.
Just as a note we are still working on more substative changes for the game, but they are not ready yet. When they are, we will bring them to live.
You never know what each update could contain when you're trying to keep a wrestling game topical! After taking a month off to see how Wrestlemania panned out, I found myself creating a rubber chicken. I also finally got around to adding my version of the "Cross Rhodes" - which was every bit as hard to animate as I feared, but benefits from being used as a running/flying move from the rear for some wild spots. Inspired by Vikingo's antics on Dynamite, I've also made it possible for especially agile wrestlers to perform SOMERSAULT grapples! You can study the full patch notes here: http://mdickie.com/guides/wempire.pdf
We added in new version - 2 new maps - 2 new types of monsters - one of monster types function as a group - lockpick mechanic - 10+ new secrets - several new ingredients - 2 new potions