We have been working a lot on improving gameplay and providing more options to get weapons and perks, as well as motivating exploration of the map through these components. Since introducing these changes the dev team have been playing the game in a completely different way - moving around maps a lot more and searching for loot options. We hope this translates to your gameplay and it is a more interesting experience. We also added new art, changed the camera, and added the big picture perk back into the pool!
New: Health Bar
We have moved the health from the UI to a health bar in the world space that follows the player and rotates to always face up, there are health numbers and a bar to show level. Let us know what you think about this.
New: Serj’s Vending Machine (Mini Shops)
These are blue rectangles with a front light and a dollar sign on top. These have set items for a map but the location of each item is randomised at each level, they spawn in a range of set locations around the map, there are around 4 of these per map.
New: Cyst Carcass (Random boxes)
These are white capsule-shaped boxes with a red light over them. You can buy these to get one single item dropped on buying, there are between 3 and 8 of these per map currently spawned in random locations. These are $200 to open currently, the cheapest way to get any item. We hope these help drive more exploration.
Changed: Serj’s Car Boot Sale (Shop)
Shops have changed into physical objects in the map that have 3 buy options, you can go up to the totems with item preview and buy the items, they will spawn instantly and you can spam them, this is the fastest way to consume items, everything else now has a small wait time before spawning items. We hope this is a positive change from the previous shop and is still in progress, we will continue to make more changes to shops going forward.
Changed: Camera
The camera has changed perspective, this gives us more depth and overall looks a lot better. This required some changes to how movement works so let us know if you notice any issues, please :)
Changed: Gamblies
Added the chance to move on buy - 25%
Stopped the ability to spam buy
Only one spawns at a time
New Perks
Big Picture - Increases player's view window
Fast Dash - Increases Dash speed
Wide Load - Increases dash collision radius
Dash Damage - Increases damage dealt during dashing
Big Hit - Increases force applied during dashing
Gotta Dash - Reduces dash cooldown
Long Dash - Increases dash length
Other Chages
Default dash cooldown was increased to 6 seconds
Added dash state to UI
New Start Game Scene - a loading screen
Increase current health when max health changes
Improved Pointless Light - larger light reach
New worldspace item listing UI
Fix: Sound playing on pause
Fix: firing while on pause screen
Fix: AI sound playing on pause screen
Fix: Restarting on wave 0
Fix: AI on hit sound overlapping
Thank you for your support and feedback! We are working to improve the game all the time, and your help is much appreciated. We hope you enjoy this update.
- Added the "RENDERING MODE" option. If you have an AMD graphics card and you encounter graphic artifacts, then try changing the rendering mode to "SIMPLIFIED" - Now the place of appearance of the "Shadow" can be seen in advance, if you are careful enough. - Improved jump. - There are now two enemies waiting for you by the elevator instead of three. - Added additional hints. - An arcade machine has been added. - The performance of the game on the Steam Deck has been successfully tested! - Many minor improvements and fixes.
Thanks for your feedback! You help make the game better!
- Fixed the "Loremaster" achievement triggering without finding all lore pages. - Fixed the belt slot displaying "0" amount of belt items when switching the same item over multiple belt slots in quick succession.
Hello dear fans of reptiloid battles! Today we are pleased to present you with a fresh update to the BRUTAL JOHN demo!
In this update, we spent a whole month paying attention to your feedback, most of the suggestions were very hard to implement, but we hope it was worth it!
1. We paid a lot of attention to the crosshair, we made it highly customizable.
2. The most important change is that we have completely overhauled the player movement system. We were constantly getting reports of issues with steering, heavy platforming and jolting while walking and have devoted the most time to addressing this issue in this update.
In addition to a completely revamped player movement system - we've added the ability to do sliding and bunnyhops, we've made these two mechanics complementary (a slide will allow you to maintain speed) so that you get the most out of your movement. In the future, we will pay even more attention to the movement system.
3. And among other things - we put neon strippers that will dance for you on the rooftops of the city.
added ui sounds to menu, settings and craft buttons added sound on opening inventory added third person camera (its not fully working yet) fixed some weapons that were not appearing in hand in multiplayer added walking animation for player (prev there was only run anim) fixed running animation sometimes running stupidly (lol)
Create suspension node using any of the presets saved.
Full screen mode. Press Ctrl + Space to go full screen. Press Esc or Ctrl + Space again to exit.
Use Shift+A to create nodes. Press the item's initials to navigate. Press Space or Enter to to select an entry.
Option to manipulate the greenhouse with Center and Size.
Camera position settings in Chassis node.
Transforms can be multiplied using an Operator node. The result is the composition of two transforms, i.e. given two transforms trA and trB, the result trC would be trC.pos = trA.pos + trA.rot * trB.pos and trC.rot = trA.rot * trB.rot.
Fixes
Articulation node properties were not being saved.
Free look camera navigation would stop instantly upon releasing mouse button and then it would move slightly without keyboard input due to residual velocity from previous interaction.
Rotation node node was ignoring input from connected nodes in EulerXYZ mode.
Inability to assign a throttle axis for a gamepad because the throttle axis button was associated with the steering button.
Greenhouse AABB was not being saved.
Known issues
Input settings aren't saved automatically. For now, press Ctrl + S to save changes to inputs.
Adjusted enemy difficulty additive for floor number “Auto Ends on Floor” changed to “Rebirth on Floor” with a floor divisible by 10. This allows the player to set a floor to manually rebirth while their loot get transferred to Holden Increased price of Plate
SCP: CB Multiplayer Dedicated Server - [LOKE]YourC3PH
SCP: CBM v.1.3.0.0 - Anomaly Ascension Update
v1.3.0.0 Changelog:
#1: Changed the official & community server-list backend to a more robust and future-proof system. (Client & Server) #2: Changed the Omni Keycard multipliers for SCP-914 in order to facilitate slightly easier item acquisition. (Client & Server) #3: The constant "Const func_getplayergasmask" which was removed a few updates ago (likely accidentally), has now been added back, utilizing an empty ID at slot "271". You can now make scripts again which can check whether a player is wearing a Gas Mask or not. (Server only) #4: In order to allow more than a single player in Breach Multiplayer to bypass the door locks to the "Entry Zone" from the "Heavy Containment Zone", the Level 3 Keycard near SCP-895 has been replaced with a Level 4 Keycard to accommodate for the higher security levels required. (Server only) #5: Removed a few development comments that could've led to potential Memory Access Violations due to broken characters that weren't even Unicode characters, and as such led to broken comments that nobody could read anyways, thus making them obsolete. (Server only) #6: Updated and added the functionality to create custom death, kick, join and leave messages. (Server only) #7: Updated the default options.ini in order to include "borderless windowed = true" as the default option for launching the game, thereby reducing the number of problems many are facing when launching the game first via default Fullscreen. We also disabled "16bit" and "play startup video" by default, however you can enable these manually if you need these. (Client only) #8: Fixed an exploit which allowed users to use dropped inventory items even after dropping them. (Client & Server)(Courtesy of @That1Guard) #9: Extended the hotbar item selection from 5 slots to 10, meaning you can now use items assigned at slot 6 to 10. Previously, you could only press Key 1 to 5 on your Keyboard, now you can press Key 1 to 0 and use all 10 item slots without having to interact with your inventory and/or having to swap items to the first five item slots. (Client & Server) #10: Adjusted the Super Gas Mask to not have infinite stamina, but instead just have a lot of stamina before running out. This should prevent people from simply flying across the map, avoiding any conflict or interaction at all. You can still jump up to roughly 15 times. (Client & Server) #11: SCP-049, SCP-096, SCP-106 and SCP-173's spawn position has been adjusted to better reflect real locations where they should be found in the game. (Client & Server) #12: Replaced SCP-173's default death animation with a far better looking one, which makes SCP-173 shatter instead of just fall over like a dead plastic doll. (Client only)(Adapted from Workshop) #13: Replaced the old, sad and low-quality GUI with a new refreshed one, giving the game a newer look and feel. (Client only)(Adapted from Workshop) #14: Replaced old and blurry in-game textures with modern, fresh, higher-quality and more aligned with the SCP universe. (Client only)(Adapted from Workshop) #15: Replaced the old Keycards with cleaner and more modern ones that are in-line with the SCP universe. (Client only)(Adapted from Workshop) #16: Replaced MTF, CI and Guard animations. The old animations were very wonky and derpy looking, the new ones look more realistic and look closer to how real people move and act. (Client only)(Adapted from Workshop) #17: Restored SCP-106’s function which plays his ambient sound in multiplayer. Players who play as SCP-106 will only hear this at a much, much lower volume and other SCPs will not hear this at all, only regular players will hear it. (Client & Server)
#18: SCP-096 was previously only capable of opening regular thin doors, and full-sized Blast Doors, but not regular Heavy Containment Doors. This made no sense at all, and we made it so that SCP-096 can now open Heavy Containment Doors as well, in addition to now opening doors automatically at a slightly bigger radius, meaning escaping SCP-096 will be a bigger challenge than it was before. (Client & Server) #19: Since the duplication exploit has been patched, the lack of enough Gas Masks would’ve become quite evident, and as such we decided to add more Gas Masks around the Facility for Multiplayer – Breach mode. You will find a Gas Mask at the Blast Door in the Maintenance Tunnels, another one in the storage area of SCP-970, and then a chance for them to spawn in the armouries around the map. (Server only) #20: Blue Night Vision Goggles are fully functional in multiplayer, revealing the location of nearby SCPs and their distance just as they do in singleplayer. (Client & Server) #21: The previously useless S-NAV Ultimate is now fully functional as well, revealing the location of nearby SCPs in a certain radius. (Client & Server)