Bud Spencer & Terence Hill - Slaps And Beans 2 - Trinity Team
NEW FEATURES
Added Jukebox section!
BUG FIXES
Sometimes characters freeze when a cutscene takes them off-screen.
In-game menu: by default, Resume is selected rather than Switch.
Improved collision for the Ruffini enemy against Bud and Terence (characters were sometimes not hit).
Enhanced aiming sensitivity with the stick when throwing objects as Terence Hill.
Fixed certain camera effects that weren't triggering at the right time.
Corrected some incorrect dialogue in the CIA cutscene.
Military base: Partially reorganized enemy spawn points and adjusted directional feedback to proceed.
Fixed bugs in cooperative use of benches during collisions between Bud or Terence and enemies.
Pier and Dock: Various graphical corrections where water meets land.
Added transparency to the rear windows of the helicopter.
Gym: Fixed enemies staying on the ground at the end of the cutscene.
Corrected behavior when losing the Airboats minigame, no longer need to rewatch the entire previous cutscene.
Level one tutorial: Corrected triggers and oversized shoulder buttons.
Updated the second revision of French texts.
Military base: Removed enemy drops during the stealth section.
Theater: Revised enemy spawn points.
Cuba: The CPU companion occasionally stopped functioning.
Cuba: Graphic refinements to the boss fight.
Various corrections to the Stealth section of the Military Base:
Highlighted objects triggering the alarm in red due to noise.
Changed laser from ON to OFF; when the alarm activates, the laser flashes and highlights the 'culprit' with a red border, like noisy objects.
Hand icon on the alarm button.
Added checkpoint when the stealth area is finished, and characters have separated.
Added the following sounds: alarm, opening gate, and conveyor belts"
Theater: Fixed a logic block when descending from the balcony before killing all enemies.
Village: CPU companion didn't follow the player on the pier.
Village: Fixed logic bug when losing the Bananaboat minigame.
Market: CPU companion didn't follow the player after breaking the barriers.
Estate: Corrected lion sounds.
Estate: Improved the final boss fight cutscene.
POWER UP: Switching players transfers the power-up to the other player, and the press button disappears (doesn't reappear even when returning to the main player).
Fixed some AI bugs of the Chinatown boss.
Made thrown nunchaku by enemies more visible.
Chinatown: Fixed immobile enemies after restarting the game after losing to the boss fight.
Theater: Improved idle animations of the choir members.
Theater boss fight: When CPU-controlled, Bud didn't drop the last enemy of the horde during the boss fight.
Estate boss fight: Removed the boss's health bar during the final phase.
Boss fights: Improved visibility of hints during boss fights.
Gym: Removed the beam that made movements difficult.
Gym: Improved camera scrolling.
Made the player more penalized for taking hits from nunchaku.
Selecting Bowling alleys on the map didn't start from the correct point in the game.
Military base: Increased damage when pushing hanging crates.
Military base: Fixed various bugs in Agent Tufano's behavior; now regenerates health slowly and is less prone to rushing into dangerous situations. Also, fixed potential blocking logic bugs related to him.
Made it clearer if a game over occurs due to Agent Tufano's actions.
Fixed rare bugs that could occur if a player died during mind control.
Fixed bug where motorcycles overlapped.
Map: Added animations to Bananaboat, helicopter, and airboat.
Military base: Pausing broke the entire alarm and surveillance system
Bananaboat: Dismissing both herons left one of the two players stuck.
Bananaboat: In party mode, some icons for the second boat were incorrect.
Training: Improved the graphical appearance of the initial "3... 2... 1... GO!" text.
Minigame tutorial: Separated texts where pad buttons overlapped.
Pelota: Corrected quick shot button prompts in the tutorial.
Card game: Missing icons of the two opponents in Story Mode.
Party game menu: Now you can return to the main menu without having to join first.
Party game: In single-level mode, minigames were launched incorrectly, presenting numerous bugs.
Minigame tutorial: Missing player command considerations are now also visually disabled.
Military base: Added some checkpoints for the player.
Theater boss fight: The boss's portrait ended up behind the text in some languages.
Improved the interface for breaking free from mind control.
Pelota: Corrected potentially game-blocking bug when losing a match.
We've had our eyes on a Crossover with Cult of the Lamb for quite some time. We may have our plates full with our 2023 roadmap but we couldn't resist the temptation to do a bite-sized crossover for you all. This update will be available today on PC, Xbox and PlayStation. Nintendo Switch is currently scheduled to receive this update very soon!
Cult of the Lamb x Don't Starve Together
Something wooly this way comes! A charming change-up is coming to the Constant, and we can hardly contain our shear excitement. You’ll have it baa-d for this culty collab!
Crossover Content The Crown trinket can now be found in Wet Pouches that are fished from the oasis lake. Offering the Crown trinket to the Antlion will reward the players with new blueprints.
Changes The Thermal Stone now pacifies the Antlion for 4 days. The Beach Toy now pacifies the Antlion for 3 days. Fixed the rounding errors when calculating the Antlion tribute values. Increased the odds of getting your first Desert Goggles Blueprint and Beach Toy from a Wet Pouch.
Login Rewards
For a limited time, log in to Don't Starve Together and get The Lamb, The Lamb's Blade, Flock's Chest, and The Lamb's Reward item skins inspired by Cult of The Lamb.
Twitch Items
We're also dropping some new items over on Twitch inspired by Cult of the Lamb. From now until Sept. 4th you can get the Camellia Flowerbed on Twitch.tv. Head over here for more information.
And that's it for now!
A huge Thanks to Massive Monster and Devolver Digital for our time together working on this crossover. If you are not already a devoted follower, you should check it out. You'll become a believer too!
Let the fruit escapades begin! Discover Fruitbus and meet the Krillbite team at the world's largest event for computer and video games, Gamescom, from 23rd - 27th August in Cologne, Germany.
Find us in the Indie Arena Booth located in Hall 10.2, Booth F010g - E019g, we’re stand number 54! Fruitbus is your ticket to playful adventures. Play Fruitbus with us, grab a sticker and tell us about your favourite fruit.
Squeeze the day! Don’t forget to our first playable Demo is available now on Steam until 4th September.
Kelly Marshall: We're back for part six of our line up! Brad Hornmeyer: We're ready for a game that adds a little bit of deception!
Rogue The Shadow
A devilish rogue with forbidden martial art skills, little is known about The Shadow's origins or motivations (we don’t even know how she got here!) but what we do know is she has a mystical code of honour and doesn’t speak a word. A sly, cunning and worthy opponent whose movements are well balanced and deliberate.
Special Abilities💥
Shadowstep
Shadowstep to a nearby location and cloak yourself in shadow. Monsters won’t attack you this turn.
Whirl of Blades
Attack all players in the hole knocking them back and applying a shot penalty.
Kelly Marshall: The Shadow has some forbidden tricks up her sleeve Brad Hornmeyer: Let’s hope they're not too forbidden as she’s not going to be able to talk her way out of that one!
our long range radio antennas just picked up on some ramblings, unfortunately we did not get the full message. But what we've heard, leads us to believe that there might just be an upcoming news broadcast regarding the future of...something. Guess, we should wait for the news to finally drop.
With Gamescom just around the corner you might want to tune in at 7.30pm CEST on Tuesday, August 22 and enjoy the Opening Night Live Pre-Show. Just click the following link to get directed to the official livestream: https://www.youtube.com/watch?v=CSxqwnlCi0k
Peace out, and stay tuned for more!
Since this post is way too short, have a .gif of Chop Norris doing a "legit" air chop.
Okay, so let's talk design. The original pitch for Kaiju Fishing was Wind Waker meets Animal Crossing, oh yeah and giant freaking monsters. Well Mutant has shipped games, but nothing that was every really narrative heavy (personally I fall on the mechanics side of the story vs mechanics designer debate). So as we started production the story was always put off to the side and kinda hand waved in a “we’ll get to implementing it later” type way. This isn’t to say that there isn’t/won’t be a story in Kaiju Fishing, just that our approach to building was to put it on the back burner. Well the rubber is meeting the road now as we’ve had to restructure the studio, and well, we’ve got 2+ experienced programmers, but no writers, so obviously something’s gotta give. What we’ve learned so far from attempting a game with a heavy narrative is that it’s much more resource intensive (basically we need more people working on the game, and that’s just not feasible right now). So the narrative has be scaled down.
We’ve got a lot of gameplay systems implemented so far (Small & Med sized fishing, Kaiju Fights, Bait Crafting, Collecting…) but if we were to lose the narrative focus, that means that there really wasn’t a reason for you (our players) to go fishing. Basically the narrative was going to be the glue that binds the game together, and with our new reduced focus on narrative that means something has to take its place. After a bit of brainstorming we think we’ve hit on a system that you’ll like.
Welcome to Upgrade city. Our new direction takes us back towards something Mutant is very familiar with: Upgrading (for you I Can’t Believe It’s Not Gambling fans, how fun was it upgrading your trash can to a shiny trash can! Then you got to put a hat on your shiny trash can!! Then you got to put a shiny hat on your shiny trash can!!!) Except now you’re going to be upgrading something that affects gameplay (sorry I Can’t Believe It’s Not Gambling marketing team): your Boat.
We’ve already whipped up design docs, and even have a prototype done. I would go into specifics about all the cool upgrades we’re working on, but it’s early yet, and I’d hate for anyone to get their heart set on one, only for us to find that it doesn’t work for our design. So I’ll leave that for another day.
So yeah, that’s the news. Kaiju Fishing is going to be much more mechanics based, and you’re going to be choosing to upgrade your boat with a wide variety of cool attachments (maybe even upgrading your boat to hold even more cool attachments).