Phew, this update took a lot longer to get out than we hoped. We’ll spare you the excuses, thank you for your patience with us, and skip straight to the highlights of what this update contains! The headliner is the physics pass! While we have more work to do in this area in both improving the physics of the objects, and adding more, there is enough here already for you guys to have some fun kicking stuff around.
Speaking of kicking… we are excited to introduce the drop kick!
There are also errand improvements, AI improvements, UI improvements, new Going POSTAL challenges, mirrors, more interactive environment objects, level design improvements, sound design improvements, a crap ton of bug fixes, and so much more.
We also have many more features and improvements nearly ready that didn’t quite make the cut for this update - we’ll post a developers update regarding all that soon.
Note: We highly recommend starting a new save game for this update. For anyone wishing to use their current saves on update 1.1.1, we’ve added a beta branch for it.
New Beggar Sign Select UI as well as updated cardboard sign text!
Key Icons for Krotchy Tips and weapon / item hints!
More pickups and NPCs throughout various levels! Ghost Town <-> Shanty Town Zap Zone! One handed reload animations for Kart! New Nitro indicator!
New Kevlar / SiC models! Physics pass!
More, more interactables! Objects such as coin machines, instruments, hand dryers and so on will now have some level of interactability!
Highly requested PIII Gloves to Dude’s outfit! New bystander animations and states!(Pulling out their phones to record, stunned, bumped into, begging and more!) For example, you will now notice when an NPC is injured as they’ll have unique movement cycles
New Going POSTAL Challenges throughout Edensin!(Rock Smasher, Bulls-eye in Ghost Town) Dropkick! Simply run, jump and kick to knock down NPCs!
Progress bar to the Muck Mopper side-errand!
A lot of third-person animations to various weapons! Third-Person Swimming and Climbing animations!
Plenty of decoration textures, billboards, etc. to levels across the game!
Screen blood splatter for close range hits!
NPCs dropping items properly! If an NPC carries more than five items, they will be converted into a backpack pickup, this includes regular items as well as weapons
Unique HUD cosmetic for the Sexy Outfit! Reflex Sight support for the M60! Dual wielding support for the Scissors!
Music and ambient sounds to previously empty / silent areas! Working mirrors!
Reworked the Shovel to perform more closely to Postal 2 Improved and polished all cutscenes in the game that had issues Improved Border Smuggler errand Improved Pump Room section of the Sewer errand Improved reflections in various areas especially the Prison Removed the impulse absorption so kicks, bullets, and explosions and move ragdolls around Replaced various placeholder Kunny Island textures Improved audio sync in cutscenes Made various navigation improvements Improved lighting in Affluent area Improved waypoint behavior: Clicking on the map after placing a waypoint will now remove it Adjusted Scooter Time Trial times Cops will now drop handcuffs upon death Improved the rock climbing area in Kunny Island. Added a unique mesh that’s climbable with a new Going POSTAL Challenge on top of it Improved the first person unarmed sprint animation Polished a lot of the third-person animations, added scooter dual-wielding animations Disabled ability to dual wield Ticketing Device… Removed the "Hold E to get on vehicle" Improved the interior of Cock Asian NPC footsteps will now react to dirt, wood and metal Game Dev Nerd now will sometimes say something when Dude pees in VR Added Krotchy hint about ability to destroy doors with Sledgehammer in Crypto building Special outfits will now also be a part of the Clothes Bag item to prevent confusion Made sure old saves work with the cosmetic items that have been removed Hid unrelated errand markers when going into a “dungeon” area of Treasure Hunter Corrected many non-working, incorrectly assigned, and unassigned dialog lines Reduced redundant dialog lines for better optimization Goats and Pigs will now have more idle sounds as they walk Tweaked Reflex Sight LOD so it doesn't look as horrific in FirstPerson view Removed several duplicate checkpoints in Prison which will get rid of the small stutters when entering cell blocks Improved the projectiles a bit which should make them more reliably apply physics to ragdolls The VR widget machines will now have music so they are not dead silent Optimized first person animations Added a Rewards texture icon that will appear in a Krotchy Tip which mentions redeeming plushies for rewards Visually improved a lot of areas in maps, from Residential to Kunny Island
Changed direction of some mansion interior doors for better movement Improved a ton of product textures Adjusted Mall audio Improved the look of decals, especially in Mexico side Made Bums and Sewer Hobos ignore Offroad and Grass restrictions so they can roam freely in their outlying areas as intended Added new squash sounds when NPCs are killed by the boulder, they also scream now too Improved quality of Wipe Compound map texture Improved the look of the whole area that leads to the Penitentiary Overhauled Sign Beggar dialog lines, now correctly set up Improved collision of more models Improved the look of rampage trigger descriptions, text will now wrap which will take care of an issue with long descriptions going off screen Minor pickup placement tweaks throughout whole world tile Added graffiti to the Prison facade that appears starting Tuesday after the riot. Turned off some lights on prison facade starting Tuesday, hence it looks derelict after the riot Simplified the Sledgehammer and Mallet removal code to fix some bugs Updated unarmed turning animation When you let go of the skip cutscene button, widget will only disappear if progress bar depletes all the way down to 0%. It will no longer stay on screen for the full duration of a cutscene Improved Cat Dude UI, added a button hint for urethra Improved lip sync animations Handcuffing NPCs during the Prison mission will now have a chance for the Warden to pester you about doing a pacifist run Disabled long bystander conversation lead out lines Improved / Polished a lot of third-person animations Unlocked a couple of doors in the Dark Lodge Updated music and ambient sounds in most areas Reduced volume of the ads on the Edensin Radio station to balance with the music and DJ banter Adjusted NPC wait time for Petition Adjusted the collision of a ground mesh in Shanty Town that was causing the Dude to float a bit Prison Warden audio improvements in tutorial section Replaced some NPC routine animations Blocked off Lost City until Friday NPCs will be much less likely to spam "decide to fight" line VR level changes: Little bot will now have music in its menu screen at the end of the run. When the menu is now opened and closed for both there is a sound attached. When player reaches room at end of violent run music resets to calm music Spaced out lockers in the tutorial section of Prison Warden errand to have better access to pickups Smoothed the transition between normal and third person dual wielding animations Adjusted volume of grocery store music to be louder Breaking the windows on the Police Station will now play the police station music Added missing zap-zones When hitting the dummy with a Padded Baton the Warden will now give banter on being pacifist Thrown Sledgehammer and Mallet are now automatically equipped if you have empty hands when picked up Adjusted the foot to have the same screen presence as POSTAL 2’s Improved the reliability of the kick on ragdolls and gibs Implemented sprinting animations for all weapons Player homing rockets will now lead their target
Some lockers not having collision in Prison Annoying “disco” NPCs Boss NPCs not having damage immunities implemented properly Bugged NPC pathfinding around Pistolas y Tacos Pigeons not flying around in the Penthouse boss room Various Going POSTAL Challenges not spawning additional NPCs Clothes Bag not appearing in Items Wheel Weapon swapping button HUD bug where a magazine counter was displayed for the Scissors Odd deformations for classic/robe dude torso Phone Screen sometimes not accepting any inputs other than ESC Being able to pick up Gas Cans when full of Gasoline First Person sleeve clipping with Gas Can animations Puke splash particle looking a bit janky Boss Health Bars not disappearing when transitioning from one zone to another Final boss music janking out if you threw too many Pigeons at him Issues when entering and exiting VR world El Plago spawning before Peso Payback errand on Friday Weapon Wheel button not switching between the Hands and the last weapon used Desert Eagle aim view offset being slightly off Buggy Going POSTAL Challenge in Riverside tile Offset on Dilbow and Grenade suicide Police Uniform not using the correct "clothes changed" dialogue Rats not making any sounds when dying Wanted Meter not increasing as quickly as it should Few doors opening in wrong direction P350 and Dilbow not being added to certain loadouts Scooter speed on low FPS Bidet Petition errand showing up during POSTAL / Impossible and related difficulty modes Third person aiming code hitting things behind the player Music not shutting off when pausing during Fix Race errand Painting frames for Art Dealer side-errand having interact prompts Fire Station onlookers not spawning correctly Going POSTAL Challenge music turning off all other music after completing it Positioning of phone models in NPCs hands Fixed pillar sounds not respecting reverb during Treasure Hunter errand Certain cheats that could be triggered without requiring /sissy Helicopters not disappearing upon explosion and flame particles staying floating in the air Janky third-person perspective when scoping in with Sniper Rifle Toilet water sometimes not turning yellow when you piss in the bowl Dude completed line when completing Fix Race errand by getting the red scooter to win not correctly using the chosen Dude voice option Getting stuck in BDSM basement due to keypad status not sticking after loading a save Collision in a couple houses in Border level that were blocking the windows A lot of unusable ladders Handcuff item in Vending Machine Pressing ESC while in the map causing a waypoint to be added Some ATMs not spitting out money Nigh-Impossible difficulty not being nigh-ly as impossible as advertised NPC reactions to Dead rats and other animals Ragdolls flying into the air when killed with the weapon wheel open Players sometimes not respawning correctly after final errand Crashes related to some of the Going POSTAL Challenges Weapon attachments not getting bloody or poopy Stairs disappear too close in Industrial tile Untextured assets in The Mall Various issues with boltons clipping Waypoint connection between Residential and Zag tiles Foot not getting poopy and/or bloody Russian subtitles Beggar Sign and Bidet Petition breaking door windows… Krotchy Tip notification sound playing during loading screens sometimes Issue with Apocalypse not triggering after leaving via south exit of shanty town Being able to access L4 zap zones with scooter A ton of world escape bugs Drag outfit clipping with Pistol and P350 Zap zone blockers not appearing correctly after defeating final boss Auto equipping Grenades or Molotovs when loading a save Unloaded props in Mexican shop Wall asset extruding through wall of High Seas hotel P3 Dude glasses looking jank Misaligned sitting POI in the Mall Fixed various issues with the Cheats Menu M16’s appearance when using sights with cosmetics Untextured arm and janky blood material outside Spike's doghouse Floating Rocket Launcher pickup in Industrial crane Rattler puzzle Being able to fall through the map in Riverside behind Taco Shop Player being able to pickup melee weapons you already have Unreachable Golden Larry doll on Ghost Town church roof. It’s been now moved below the church Various holes in maps Glass on doors breaking from things like Urine and Gasoline Invisible prop/blocking volume in “Grove Street” (Commercial level) AK not cutting legs off on a killing shot Muddy texture on ground in front of Mike J mansion Subtitles in VR errand An empty void when trying to go from Ghost Town to Shanty Town Race assignments on all chameleon skin textures. Lack of bystander variety, incorrect race voice assignment, etc. now addressed Bug where stationary projectiles overlapping with NPCs didn't explode properly Officer’s face in Pay Fine intro Spurt’n’Squirt 9000 not using unique canister skins for different ammo types Machete not having a default cosmetic class set up Mallet being unretrievable when the Pawn is on all fours Missing Tools R Us ladder Offset on Gas Can firing animation Janky water shaders in Dark Lodge Voting machines clipping through booths
● (Campaign) Possibility to rename armies. ● (Campaign) Possibility to see any army content (shortcut 'i' on your keyboard to automatically show/hide army content). ● (Model) Browning M1919A4 as static machine gun for the USA. The handheld version (M1919A6) will come soon for US machine gunners.
CHANGED:
● (In game) even if a category of units is completely exhausted, you will still be able to click on that category. ● (In game) armoured cars category icon.
FIXED:
● Steam status not being set at all (I tried something new in the previous update but seems it's not working). ● (In game) Spawn UI issues with categories and units themselves + the way everything was refreshed. It is now way lighter and less intrusive. ● Staghound Mk. III had several issues when played in first person.
This week, we've finsihed the recovery of the game, and started the longest and tirestome process of the development - the testing. Unfortunately, because of the nature of the engine, aging codebase and some poor decisions in the past, we can not fix all the bugs - we hope you'll understand. After all, the game is 12 years old by now. Nonetheless, we'll try to resolve as much problems as possible and make the game more convenient for modern players. We'll also try to release additional patches later on, if there will be some more problems.
As I've player through the game times and times again, I was flooded by the old memories. When you participate literally in everything, you start to memorize every little aspect of the game. "Beast, oh Beast, please, help me, it won’t be a bother!" "I work here... as an admin", "It’s so simple – and you don’t have to queue on!" Somehow, I remember people's voices the best, and so one of the strongest experiences was the time I've spent at recording studio. I never would expected that some phrases are assembled from tens of takes, literally from words.
We've all discovered something new back then. Of cause, lot of stuff which was normal back then, or appeared normal back then, does not work anymore. Playing through the game I've understood that some jokes might be edgy at best by now - so we've added a warning: don't behave as our character does. After all, the game was supposed to be an irony on then-contemporary culture. A lot has changed since then, and we've changed as well. If "Non-fellows" will prove to be popular, we'd like to reboot the idea - we still have some materials. Meanwhile, we've got at least two games in production we hope to finish soon.
And now - I'll get back to the testing. We hope that the game will be released in September, as 12 years ago - and this will be the good present both to our team and to our players.
The first content update for the Break-In will be going live on 25th September! I’m aiming to release the Quest app lab version on the same day, if it is approved in time. I will also be running a special dev stream this Saturday where viewers can request new cosmetic items, so check the discord events tab for updates.
Update Changes The main overhauls are the mission selection system, which will require you to upgrade your intel team before being able to play harder levels, and the cosmetics system, which is revamped to feature male and female characters, and additional items for you to spend your (in-game) earnings on. These changes should help with the progression of the game.
Other additions include the new container ship level, which features over 20 randomised cargo containers to steal from, as well as engine rooms and stealable ship parts. New gear items like the attachable wheels (had to disable the wheels due to a bug, but I'll try to get these working in a patch soon), price scanner, and lockpick have also been added, along with new getaways like the flatbed truck, and more secret getaways.
The door locking system has also been overhauled, with a keyhole now appearing on locked doors which must be opened with the correct kind of key. Keycard readers are now properly implemented and can appear on any door, depending on the level and its access rating. Retina scanners have also been added, which require an eye-scan from a resident or guard.
Additionally, the “steal item” mission goal has been split into two possible goals, one targeting small items and one targeting large items. This will give players who go for large items a bigger reward.
On top of this, there are a number of performance improvements which have been made to support the Quest port. These should increase PC performance substantially as well. I’m also aiming to add more sounds and potentially lobby music in time for the update.
I've also added some more sounds here and there, such as AI footsteps, gear interaction, and lobby music. More sound improvements will be coming soon.
- Adjusted the Portrait and Battle Sprites for the Arcane Knight Class to better fit facial hairs - Fixed some spelling mistakes - Some QOL-Updates: - Hovering over equipment while having a character selected, will also show the current equipped item, making it easier to compare items - Up to 6 Skills can now be assigned to a hotkey bar. This can be done in the Skills Overview Tab on the Character Page
Players can cast six different types of magic in MageWorks. Beyond the different schools of magic, there are also five different types of magic to cast. A 'Bolt' spell is a single ranged shot. A 'Snare' spell will root an enemy. A melee spell is a short ranged high mana - high damage spell. A shield spell protects players from incoming aggressors and projectiles. Last but not least, players can summon pets! Each spell class has their own pet to summon and reflects the type of environment they came from.
So, why should I summon a pet in MageWorks?
Pets are designed to allow players to take on more than they can usually handle in spell combat. Pets can tank a distant enemy that a player might not be able to get to. They can add that extra firepower when enemies don't seem to drop. And they can keep you company either at home in their summoning throne over at the spell library, or while out exploring looking for new spells to discover.
This game is a work in progress, so what can I expect next for my pet?
The beginnings of a customization system is in the works that will put pets in more of a central role. With cosmetic armor additions in production, players will be able to adorn their pets with various items to make their pet experience unique, create a more compelling emotional commitment to their pet, and to add that extra element of fun to their creation with 3d printing! While players can now print their staff creations from one side of their mage hub, players will also be able to 3d print their pet to hold their staff in reality :)
Thanks for checking out MageWorks and feel free to reach out with any questions, comments or criticism as the development continues.
Music New music tracks have been added into the game, courtesy of our wonderful musician DashingToadie! - Close Distant Relations - Crystaline Tranquility - Everpresent - If Courage Could Save (Opening Theme) - Menu Theme - Risen to Perfection - Searching the Sands - Sneaking Around - Sun-Baked Sandstone - The Finest Valen Silks - The Hardest Part (Epilogue Theme) - Think Back - Tomfoolullaby - Valenight
Intro Cutscene - The Intro animation now has new background music
Epilogue Cutscene - The Epilogue now has new background music
Added Backgrounds - Comfy Room
Character Sprite Changes - Vishara now has adjusted character sprites in the epilogue - Vishara also has changed sprites on the training route
Added CGs - A new "Bad End" Screen has been added
New Endings - A short bad end has been added to the investigation phase
Added/Adjusted Features -The intro cutscene now doesn't play until after you click "New Game" on the menu screen - The "Dinner with Haloban" section now uses the Comfy Room instead of the study -The Menu Page now has new music
Bug Fixes - Various Spelling errors have been corrected (There are probably more, there's a lot of words and one of us is Dyslexic) - A bug that had music overlapping has been fixed (Again this will probably happen a couple more times, it's an easy mistake to make in the code)