Hey everyone! The Royal Rumble update for ZomB Battlegrounds is now live and available to download! If you don't see the update then restart Steam and also make sure you aren't still using the Beta branch for the game.
I know it's not August 8th yet but I had pretty much all my behind-the-scenes stuff done early so I decided to release the update early too!
I had already mentioned all the major improvements in the previous post, but for those who missed it, this update comes with lots of big additions and changes, including a new map, reworked maps and weapons, graphical improvements, and lots of bug fixes.
The full patch notes will be below. These notes will include both the 5.0.0 and 5.0.1 build's patch notes as I did make another smaller update in between finishing 5.0.0 and now:
Update 5.0.0 Patch Notes:
New Additions: - Added new map: Castle - Added new map: Stormy Castle - Overhauled the Firing Range - Overhauled the Team Deathmatch map - Added new ADS images for the following weapons: WWII Rifle, FK-SMG, AK-47, SMG, Pistol, Shotgun, Hunting Shotgun, & Magnum - Added new main menu music - Bump maps added to the terrain of all maps - Added materials properties to the terrain for the following maps: Rainy Desert, Forest, Rainy Forest, Mountains, Snowy Mountains, Rainy Zombieland. - Added environmental detail added to Forest - Added Motion Blur - Introduced Baked Lighting - Added some new reload sound effects - Added Hitmarker sounds - Added intro logos when you startup the game - Added new Victory Screen background - Added new Victory jingle for when you win a match
Improvements: - Vastly improved fog in all Rain & Snow maps - Removed the MSAA system and replaced it with TAA which should result in better performance compared to MSAA - Replaced the images used for the main menu buttons with screenshots that more accurately reflect the new look of the game - Replaced the map thumbnails in the map selection screen with screenshots that more accurately reflect the new look of the game - Adjusted shadow render distance and tree render distance. - Improved Ambient Occlusion - Updated Credits - Improved the UI used for the first time experience - VASTLY improved the timing for movement, meaning it no longer updates at just 50hz. Players using higher refresh rate monitors should notice MUCH smoother movement as a result. - Improved the minimap images for some maps - Improved some UI & text elements - Replaced the loading screen image with a screenshot that more accurately reflects the new look of the game - Rebalanced some of the weapons including: M4, AK47, SMG, FK-SMG, FN-SCAR, & Pistol - Improved AI bot navmeshes on Mountains - Minor graphical improvement to the background of the main menu - Improved material for the FK-SMG, WWII Rifle, & FN-SCAR - Improved material for some of the barrier objects in Desert - Improved House material - Improved UI Scaling - Reduced pre-match timer from 30 seconds to 15 seconds - Improved shadows on Desert - Improved UI layering, so things like the crosshair and HP bar shouldn't be displaying on top of most other UI elements anymore - Fixed an issue in Zombieland where some textures were lower resolution than they were supposed to be Other: - (SUPPORTER EDITION ONLY) Completely remade tutorial video, including subtitles, new and extended tips, and new video footage that more accurately reflects the new look of the game. - (SUPPORTER EDITION ONLY) Fixed an issue with the tutorial video that caused it to stretch if viewed using an aspect ratio that is different from 16:9. It will now display black bars at other aspect ratios to protect the video from stretching - (SUPPORTER EDITION ONLY) Added two new achievements for the new maps
Update 5.0.1 Patch Notes:
Improvements: - Improved the skybox for Team Deathmatch & Firing Range - Improved lighting in Rainy Forest - Fixed the interaction text for some doors - Fixed UI button colors for some buttons - Improved render distance for Zombieland - Fixed some typos in the Victory and Defeat screen - Added some extra grass in Firing Range - (SUPPORTER EDITION ONLY) Compressed the Tutorial Video to get the file size of the game down
We've been gearing up for over a month now to prepare our first Steam Playtest event, where we will be testing with a hopefully larger pool of players in order to thoroughly test large scale stability, server and client performance, as well as overall game flow, user experience, and to gather those bug and crash reports. We'd be grateful if you happen to read this to share with your friends the event and to request to join our Steam Playtest where will you have persistent access to all upcoming tests.
To sign up, simply head to the main store page and hit that lovely green button.. this one is fake but it will lead you to the right one:
Join us in Discord during the event for maximum fun!
Changelog
Audio
Updated audio impact sound effects to be more impactful
More sharper MP5A2 close firing sounds
UI/HUD
Improved server browser with custom server name, fixed ping and player counts
Refresh button now greys out with spinner during active refresh
Improved scoreboard with faction flags
HALO selection now pans to the currently selected sector
Minimap now has a buffering filter to mimic data transmission from satellite
Minimap zoom added via scroll wheel
Crosshair now hides during ADS and while on mortar
Added missing gun previews in loadout selection menu
Level
Added all new Quarry sector, practically a parkour playground
Moved and expanded Warehouse sector next to the Airbase providing more attention to the north side of the island
Added more trails to compensate for Warehouse sector changes
Weapons
Replaced mortar and mortar shell with new and improved meshes
Added more polish to mortar shell camera with new Instagram filters
Fixes
Fixed crash during level transition
Fixed empty rows showing on scoreboard
Fixed ability system such as climbing and rolling being broken from using a mortar
This update introduces Steam Workshop customizations. That is, you can create your own skins, custom audios, songs, and backgrounds and share them with all the community!
The second major update to Love Exalt 8372, update 0.3.0, is HERE!!
If you like the game, please check out our Discord and follow us at @team_veki!
First we’re gonna go over the small things we added, then the big things:
Small New Things
Fix some issues with clickable portraits
You can now pet Pet more consistently.
Better minigame RNG
Previously you could roll the same minigame three or four times in a row, which was boring– now, with our new “Pseudorandominus Hardswitch Cycling System” they should be more diverse!
New minigame timer
Instead of a basic blue rectangle, we’ve added some fancy spritework:
Added lore bits tutorial
The very first lore bit is now fully visible, so you can know what to look for! We also added a little tutorial for gamepad users, and changed the “pick up lore bit” binding from LB to Y or triangle on controller.
Added 50+ class titles to the Quiz minigame
It’ll now offer you a ton of different classes as possible answers! It’s nothing crazy yet, but we plan to add more badges to the minigame as well.
Support for multiple gamepads
If you have more than one gamepad connected, you can set a default in the options and the game will remember it.
Photosensitivity and color blindness options
The photosensitivity option slows the animation speed of the Deadghost’s X text and the speed of white screen flashes when characters are surprised. We also applied a high contrast option for certain assets. We hope this helps more people experience the game comfortably!
Reverse text direction in a certain Act 1 Scene 2 animation
Used to be you’d see the last word of the text first, and have to read it backwards… hopefully now it should be more readable!
Fixed being able to open menus on top of each other
You can no longer stack a bunch of options menus on top of each other. It hadn’t caused any big problems yet, but it was probably going to eventually…
Changed minigame transition from fade out to slide in
Full-screen minigames now have a sick animation where they slide in from outside, pushing the UI out of the way.
Keycharm pixel image added to Act 1 Scene 3
The keycharms mentioned in text are now also shown as an image on that same line.
Added collision to main menu buttons
The badges now cavort around a lot more, and they won’t be able to obstruct anything!
Improved tutorial
There was a lot of confusion about what the blue thought button does, and sometimes even some initial confusion on how to progress the text in the game, so we tried to make it clearer with some fancier tutorial images at the start.
Graphical upgrades for the golf minigame
Most of the tiles were recolored and some completely changed. Upgraded the sprites for in vs out portals, too.
Added text to loading menu if there’s nothing to load yet
If you clicked REMEMBER with no save files, it was empty and desultory– now there’s some cheeky text there to keep it warm while you cook up your first playthrough.
Fixed typos, stray pixels on Healer and Mimi sprites, rotten tiles on some golf maps, and incorrect miss chance for Deadghost’s ability INDEBTEN
And probably dozens of other little things like that!!
Improved off-key golf music
The brass section was up to 10% lower in frequency than it was intended to be. It’s all better now.
Big New Things
Pause menu
Where before you could only return to main menu, you can now access the conversation log, inventory, settings, and scene select!
Conversation log
Love Exalt 8372 is officially a real visual novel now that we’ve added a log!! Everyone begged us for this… not being able to rewind was painful if you accidentally skipped a line, and frustrating if you zoned out while reading. Now, you can refresh yourself on the last 10 lines of dialogue.
Log lines have correct color highlighting and even show thought lines, which appear in { curly brackets. }
Inventory and item drops
There are now items that drop when playing the game!! The more minigames you win without failing, the higher your drop chance! You can pick them up same as you would pick up a lore bit. Items and lore bits can now be browsed from the new inventory, accessible at your leisure from the pause menu. Certain items are also stackable, revealing more and more of their lore as you gather them.
Scene select reworked in a big way
From drab beige to a slick dark gray in line with the rest of the UI, and also new scene select dropdowns which should make it a lot more clear how to continue the story after you finish a scene.
Here’s a peek at how the golf track selection looks:
The scene select part is similar– we replaced the confusing “next chapter” with a list of teleports to different parts of each scene, and we’ve added little notification dots to show what you’ve completed and what’s new!
New minigame with 2 variants
Epic new minigame with 2 different variants, where you need to press buttons in quick succession. The first variant is just that, press the buttons shown quickly. The second is a randomly generated track that you need to guide a little ball through. Aim for precision, cause if you make mistakes, you’ll get stunned. The inputs required will also adapt to gamepads!
New Timed minigame variant
Multiple green zones can now appear in the timing minigame! You’ve gotta hit all of em to win, but as a trade-off, misses are just a stun, instead of a loss. Even if you miss, you still have the chance to clutch.
5 new golf tracks
That’s right, FIVE new tracks. Some of them are in the random rotation, some you can only play from the intermission (because, frankly, it would be unfair to put them in the random rotation… they’re quite tricky). We’ve now got 23 tracks in total, and more to come!
Minigame combos
After each minigame win, your combo counter will go up! So hype!! There’s an achievement for getting the highest possible combo, too… good luck.
Cool new animation
There’s a new animation for a key story moment in the middle of Act 1 Scene 4, akin to what we’ve had in Act 1 Scene 2. Can’t add a gif here, of course, cause that would be spoilers…
Several CG fullscreen arts
Scenes 3 and 4 now have several full-screen arts for certain special occasions. Can’t tell you anything else, because that’d be a spoiler too… a big one.
Choice buttons
During group discussions, several people will offer something to say, and it’s your choice who takes the floor. Usually only one answer moves the conversation forward… so choose carefully! Or choose wrong on purpose if you wanna see all the content, lol.
Five new tracks by Veki and two from Taycat!
[h4]Veki[/h4]
Deixie
Homelord
Johnny
Sycalia
[h4]Taycat[/h4]
Fight Fight Fight
Godstepper
Act 1 Scene 4
Huge new scene that incorporates everything described above: new music, new portraits, new mechanics, CGs, and the new animation.
Steam VN Fest
We’re participating in steam’s visual novel festival, which just started! The game is 20% off during the event.
What’s next
During the next month or so, we’re hoping to rework Scene 1 and bring it up to par with the rest of the scenes; so much has changed since it was first added, and it deserves a makeover. We’re also gonna add another little minigame to the rotation. After that, we aim to end the first act with its final scene: Act 1 Scene 5.
Thank you all so much for playing and supporting this project. Stay tuned for our Dev Thoughts post for this update, coming soon! More amazing stuff is on the way!!! <3
Hush Hush - Only Your Love Can Save Them - Sad Panda Studios
Hey Panda Peeps!
Have you had your eye on the visually stunning, fully immersive, branching choice beauty that is Hush Hush? Or maybe you’ve dabbled in the game, and have been ogling the sweet OST and amazing Artbook? Well, have we got some news for you!
During the Steam Visual Novel Sale, which runs from August 7 to August 14, we are offering a 30% discount on not only the Hush Hush base game, but all the DLC too! This is our steepest discount yet, so now is definitely the time to jump into the tropical paradise of Subrosa! That is, assuming you haven’t already.
What better way to enjoy the last month of Summer than in a gorgeous setting filled with gorgeous people?
Stories of Submission: Learn Your Place - Zee Vital
As summer nears its end, we're offering sales on our visual novels to keep you hot (and bothered). That's right, we're participating in the Steam Visual Novel fest that starts *checks notes* now and ends on the 14th!
Whether you're looking to start or complete the collection, now is the best time to get them. Sure, you could buy a VN about childhood friends finding love or one of the many about depression, dystopian nightmares and/or murder. But do that when you can buy our VNs about hot dominant women controlling, crushing, abusing and cucking weak, pathetic, player-insert beta boys? Wouldn't you rather be horny than miserable? Exactly.
As summer nears its end, we're offering sales on our visual novels to keep you hot (and bothered). That's right, we're participating in the Steam Visual Novel fest that starts *checks notes* now and ends on the 14th!
Whether you're looking to start or complete the collection, now is the best time to get them. Sure, you could buy a VN about childhood friends finding love or one of the many about depression, dystopian nightmares and/or murder. But do that when you can buy our VNs about hot dominant women controlling, crushing, abusing and cucking weak, pathetic, player-insert beta boys? Wouldn't you rather be horny than miserable? Exactly.