finished sound design for airplane cutscene (just need to export the audio from premiere pro and add it into unreal engine)
continued work on the dialogue tree
finished date animations
added end credits
added music
no "what I want to add by the end of the week" list this time. The demo is due on the 31st. I'm cutting checkpoint 4 for time constraints. I will be finishing checkpoint 3's cutscene and then I'm building the demo for publishing. I will continue working on the demo afterwards. No "weekly update" at the end of this week either. I will post my next one at the end of next week. I will hopefully have the full demo finished within another 2-3 weeks (so june 15th or 22nd). Thanks you all for the support.
This version introduces new weapons, outfits, and enemies, with the core focus being a disruptive combat experience.
Updates
New Weapons
Fire Axe: A powerful weapon available in all scenes. Players need to break cabinets to obtain it. The combat actions include switching between chopping and pounding.
Kitchen Knife: A common kitchen knife often seen in horror movies wielded by killers. The combat action set is stabbing.
Added selectable weapons for custom and multiplayer modes. These weapons need to be unlocked in specific levels:
Scepter: Unlocked after defeating the Templar for the first time in Level 5.
Kitchen Knife: Unlocked after defeating the Sharkman for the first time in Level 13.
Trident: Unlocked after defeating the Naked Man in Level 20.
Killers: New Enemies and Intense Combat
The Killer:
Hidden in corners throughout the entire story. Wearing a yellow raincoat and wielding a fire axe.He also wears a red cap.
In odd-numbered levels, the Killer uses chopping attacks; in even-numbered levels, he uses mace style attacks.
Since the Killer appears in every level and is always hostile to players, it significantly alters the combat experience.
Sharkman Overhaul:
First appearance in the Projection Hall, wearing a blue mascot suit and a mask.
Second appearance in the restroom, without the mask, revealing a deformed face.
Uses fists and a kitchen knife, with two sets of attack animations.
Third appearance in the museum, significantly taller, no longer using weapons, agile and aggressive.
Regular NPC enemies now have two additional attributes, mainly seen in powerful enemies (e.g., bosses):
Subtle: After damaging other NPCs, they won’t provoke hostility.
Focused: When damaged by other NPCs, they only switch from passive to combat mode initially and won’t change targets unless attacked by the player. Once the player attacks, they focus solely on the player.
These attributes overall increase game difficulty.
UE Enhancements and New Hats
UE enemies can now wear hats. Skull-Crash adjust damage and stagger time based on the hat they wear.
Players can remove hats from UE enemies through stealth back-strikes and then loot.
Enemies drop hats directly upon defeat.
Added two hat types: red caps and cartoon shark headgear.
Random enemies in the Endless Nightmare mode, including Ethereal(transparent) entities and spirits, may randomly wear hats (or not, with equal probability).
Humanoid UE enemies now have a ragdoll system upon defeat.
Improved feedback for UE enemy hits (outside of stagger animations).
Fixes and Adjustments
Fixed the issue in Free Mode where the Templar always appeared in the cinema scene.
Adjusted the low health of the Boxing Templar in Level 11.
Fixed misalignment issues with seated enemies who would attack proactively.
Slightly enhanced character shadows.
Fixed premature hit detection for dual-wielded swing and chop attacks.
Fixed incomplete scene rendering when respawning or retry level on the first floor after defeat on the upper floors of the cinema scene.
Fixed the interaction target (outlined object) not displaying correctly in mirrors.
Replaced the yellow and blue outfits with yellow raincoats and blue mascot suits.
P.S.
Upcoming versions will primarily focus on content expansion, including new weapons and outfits. Stay tuned for the release of brand-new levels!
As we near the end of Season 2, it’s time to boost XP to give a helping hand to those still working on that last page of the Battlepass!
We have the final community event of Season 2, and the final event featuring the community-pink rewards! Here is your mission, if you choose to accept: work together to collectively deal 18 billion in damage to enemy contestants in the next week! For the first time ever, you’ll be able to track your progress both in-game and on embark ID. Let’s make sure to end the season with a bang!
Check out today’s store update right here:
We’re also bringing some changes to the APS turret, making it less of a powerhouse, a sweet set of buffs to the Throwing Knives and a fix for the annoying Voice Chat bug on XBOX, and much more!
Let’s dive in:
Balance Changes
Gadgets
APS
New feature: The APS turret now consumes a set amount of health for each projectile it destroys
The health cost per destroyed projectile is 40%
Weapons
Throwing Knives
Reduced the delay before the first projectile spawns from 0.22s to 0.11s to make the attacks more responsive
Reduced the delay between the first and second projectile spawning from 0.15s to 0.11s to make it easier to land both knives on a moving target
Increased the initial projectile speed from 138m/s to 166m/s increasing the weapon’s precision
Increased the primary attack damage from 60 to 63
Content and Bug Fixes
Animation
Fixed an issue where a camera shake would play at each orbital laser charge up event, the shake is now removed
Audio
Fixed voice chat not working in certain situations on Xbox
Characters
Fixed the Darque Mood Hairstyle to prevent it from briefly obscuring the first-person camera during the intro screen
Fixed the in-game appearance of the Pink Chunky Wedge Trainers
Controller
Fixed an issue where selecting contracts using a controller would break the selected focus
Game Modes
Fixed a bug where healbeam and defibrillators could be used in Terminal Attack
Make it less likely that boxes and stations get stuck underneath the ground
Gameplay
Reduced the size of the Zipline anchors’ ping hitbox
Reduced the scale at which Ziplines become easier to ping from a distance, making it less likely that they absorb pings intended for other nearby targets
Fixed unintentional freelook enabled when interacting with objectives and statues
Fixed the Glitch Barrel being hard to pick up in certain situations
Fixing issue where players could get stuck colliding with Goo when on moving platforms
Maps
Las Vegas
Fixed lens flares incorrectly appearing around the edge of the screen at sunset
Fixed characters hovering slightly above the ground during the post-match winner celebration
Progression
Fixed issue where a win in Terminal Attack did not count towards the “First win of the Day” and “Win X Games”- contracts
Community event progress is now displayed on the leaderboard screen
Daily Contracts increase from 1000 XP to 10000 XP
In-game performance and objective XP has been increased by 50%
Settings
Added support for Steam invites
Specializations
Fixed a bug where players could quick melee while using the Charge 'n' Slam ability
Fixed quick melee being available while using the Mesh Shield
UI
Added more events to the in-game score log, such as revives
Fixed an issue where your own position wasn't shown in the leaderboard screen
Fixed Quick action buttons disappearing after switching tabs in the Social menu
Fixed an issue with the 'Enable Voice Chat' key bind remaining togglable while typing a player report
Fixed an issue where players could accidentally open the party menu when in settings by pressing the shortcut button
Animations will autoplay the current selection when browsing customization categories
Updated the overview stats in the equipment screen for FAMAS and FCAR to better reflect their tuning
Added a new system to the frontend that limits frame rate and resolution after receiving no user input for a while, or when the app is not in focus Dev note: This will help save energy and spare your PCs and consoles from working too hard when the game is idling. This only affects the main menu and can be toggled in the new Energy Saving section of the Video setting.
VFX
Fixed some environment decals rendering on top of the first-person meshes
SECURITY
We have now increased our detection of devices that emulate a controller while playing with Mouse and Keyboard, which is not permitted
Updates and improvements to current detection methods for increased accuracy