This is a pretty major update, and is close to what I plan to release content wise in Early Access early 2024. It includes vehicles, the surface, and a lot of new stuff!
Changelog:
Added Surface
Adjusted questlines
Added surface shadows
Improved water rendering
Added several structures, including a Vending Machine.
Added Drain (item)
PAI can perform an emergency teleport to the starting location if you get stuck
Various improvements I don't want to spoil.
For those of you using old saves, I have some notes:
Professor no longer gives the turret blueprint - you have to destroy or touch an enemy turret to gain it (some will spawn in the subways in new saves, but in old saves you'll have to search the surface for a turret)
You can no longer print particle accelerator blueprints - you have to find a particle accelerator and this is part of the surface questline. If you already have a particle accelerator, this questline will be strange.
New things will spawn in the subway - if you've already mined out the subway, that might look strange, but I figured that was better than not spawning them.
I hope you enjoy - let me know what you think of the surface questline! I'll be wanting lots of feedback for improvements to the game before we release in Early Access (and I also have some smaller changes/notes/improvements myself).
Production of episode 3(s) continues. A huge, massive thank you to everyone who supported the game.
Another thank you to the players who reported bugs. With your help, Episode 2 is now quite stable.
Should you find more bugs, typos, etc. you can report them in the Support Forum.
Fan Translations
The amount of fan translations is truly heartwarming. Thank you for your efforts and time. You've helped to share this questionable trainwreck with many unsuspecting souls. ːleyhappyː
Q: When will the next episode release? A: Sometime in 2024.
Q: How many episodes will there be in total? A: Four. Two of which are completely different versions of episode 3.
Q: Will you be toning down the story from now on? A: Haha!! Nope.
Q: Will there be merch? A: Yes, but later. Right now the priority is to finish the game.
Q: Will there be official translations to other languages? A: Very likely, but first there needs to be an English version to begin with.
Screenshots
Welp, I'm gonna climb up to my ivory tower now, never to be seen again.
Kit9 Studio will take care of all the business things as well as programming, which allows me to focus on creating the story and art in blessed silence. The game will be better for it, since my attention won't be divided all over the place anymore. And no, again, I'm not changing the story. The fear over this is pretty intense, lol.
With all that said, I truly appreciate your support, and hope the coming episodes will bring you some morbid joy to brighten your days with.
.player control position duration max value increased to 9999 .added Button trigger Always activated checkbox
BUG FIXES
.starting the editor and minimizing it crashed .when unfocusing the screen, such as with alt-tab, the particle system time was continuing, breaking effects when the window was in focus again .enemy weapons weren't really aiming at the player's hitbox .bullet impact particles are now always rendered after the enemy bullets .when attacking an enemy with Animation > Curves > Amplitude values above 0, the player's bullets will attack the enemy's original position rather than home in on their actual position .when a force field is stopped, the player now uses the player hit invincibility duration and not a 1-second hardcoded value .very high high-scores were not saved properly .calling Hide player with super gauge particle system active didn't hide the super gauge ready particles .Player control can now hide the player force field particle effect .hiding player reticule orientation when the player is hidden by the Player control trigger .when deleting a link from an enemy and then pressing Tab to test, the link logic still applies to the enemy until you click somewhere else .when a child enemy is attached to a parent enemy, if the parent enemy is killed using the kill trigger with "no items and score" option while the child enemy lives, killing the child enemy will incorrectly spawn items or score .explosion_boomBass sound volume was too high .stand-alone was logging the gamepad name each frame .modifying the bullet scale in the Weapon editor didn't update other instances of the same weapon .don't flash the player if Intro invincibility duration is zero .moving up or down a level in the level selector should update the scroll position .pressing F gave incorrect player position and wasn't focusing correctly .invincible player bullets weren't playing any impact sounds .UI polish
Alpha 0.3.23 has been released and includes a new character models and a redesign of the freeform map.
Here is a quick look at a duel on the new map:
And here is a summary of the patch notes, for full details join us on discord.
Skinned the main character and change him to use the same skeleton as the NPCs so that I am only managing one set of animations for the time being.
Decorated the freeform map, its no longer empty, but should still have very good FPS on low
Added clothing sounds (so your clothes rustle a bit when you wind up a swing, take a swing and move)
Fixed a bug with the music volume setting where it would incorrectly disable music
Freeform now defaults you into pure when you drop down to the lower level but you can remove it with /remove pure
There is now a music volume slider in the audio settings by request from @Mack , I had to manually tag each music file as music for it to work and I missed the kata/challenge of mists song, that will be fixed next update.
Fixed a bug with the animations when fienting that was hard to notice at low latency but should make everything more smooth
Very slightly increased the player collision capsule that blocks movement so that you can't facehug quite so tightly
Changed the footstep sound [*}WASD now all move relative to your camera angle rather than your foot position
Fixed a bug that would cause camera jitter when you got kicked
-Fixed an issue with white screen showing on main menu. -Fixed UI not fitting on some screen resolutions. -Some quest rewards changed. -Flashlight light intensity changed. -Fixed some issues with farming. -Fixed bugs related to saving-loading the game.
We're thrilled to share some exciting news with all of you! Over the last year , our team has been hard at work addressing some persistent issues in MMA Arena. We've recognized that the game was originally built on an older version of the game engine, causing more complications than anticipated. This required us to undergo a significant conversion process, taking up more time than we initially expected.
However, we're ecstatic to announce that we're finally in a position to roll out a comprehensive fix with our upcoming patch scheduled for this week. We've dedicated ourselves to not only resolving these technical hurdles but also ensuring that future updates will be smoother and quicker to implement.
Your feedback is incredibly valuable to us. We'd love to hear any ideas or suggestions you have for enhancing the game. Your input has always been instrumental in shaping the MMA Arena experience, and we're eager to continue working together to make it even better.
Thank you for your patience and ongoing support. Get ready to dive back into the octagon with the improved MMA Arena. Stay tuned for the patch release this week, and let's make the game even more fantastic together!