We just released a quick update to fix some things up. Details below.
When a player is invited to a co-op game, installed mods will be compared between the two players and now downloaded/synced to avoid errors when trying to join another person's game.
Fixed issues where landscape (trees, buildings) make it hard to select friendly or enemy structures behind them.
Fixed issue where the campaign objectives pane would shrink/expand as the mission countdown timer became larger or smaller due to character width.
Fix for forward HQ ghost models sometimes getting left behind
Fix for not being able to load into a challenge instance after restarting a campaign instance
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Scream Fortress XVI has arrived!
Featuring 7 new community maps: Toxic, Darkmarsh, Freaky Fair, Dynamite, Circus, Outburst, and Blazehattan
Added the Terrifying Trove Case
Contains 21 new community-created cosmetic items that make up the Terrifying Trove Collection
Has a chance to give a taunt Unusualifier as a bonus item
Added 4 new community-contributed taunts to the Mann Co. Store
Taunt: Crushing Defeat
Taunt: Peace Out
Taunt: Commending Clap
Taunt: The Punchline
Added 22 new community-created Unusual effects
12 new effects for Unusual hats
10 new effects for Unusual taunts
Added the Scream Fortress XVI War Paint Case
Contains 12 new community-created War Paints that make-up the Scream Fortress XVI War Paint Collection
Has a chance to give a taunt Unusualifier as a bonus item
All players who launch the game will receive a Soul Gargoyle if they don't already have one
Grants access to Merasmissions and Halloween item transmutations
Tracks Merasmissions completed and souls collected
All Halloween Contracts have been reset, allowing them to be completed again
Added new Contracts for this year's featured community maps
Completing a Halloween Contract will give players a classic Halloween item and the chance for a Terrifying Trove Case
Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
All cosmetic and taunt Cases will grant Halloween 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.
Join Halloween matches by using the Special Events category in Casual
Scream Fortress XVI runs through November 7th, 2024
General
Added UI scaling based on resolution for better HiDPI support
Fixed the reload speed attribute in Mann vs. Machine not scaling projectile speed and gravity correctly for the Huntsman (community fix from Marxvee)
Fixed the damage bonus attribute in Mann vs. Machine not scaling correctly for the Huntsman (community fix from Marxvee)
Fixed not being able to pickup currency in MvM if it's on a teleporter
Fixed Keyless Winter 2016 Case not playing the special winter case sound
Recompiled some skybox models to fix UV issues
Updated the Scariest Mask EVER to fix some issues with clipping
Updated Sapped Unusual effect to fix the animation playing at the wrong speed
Added check to prevent copying a disguise target's action slot item when disguised as them
Exposed CTFBaseBoss::SetResolvePlayerCollisions() for VScript users
Updated/Added some tournament medals
Updated Sapped Unusual effect to fix the animation playing at the wrong speed
Zombies no longer spawn instantly- their respawn timer is now dependant on the map
Changed team names to "Survivors" and "Zombies" (Instead of "RED" and "BLU")
Note: this change is only visible in casual mode or servers with mp_tournament set to 1
Survivor Spy can now disguise as a Zombie and will be seen as a Zombie by the enemy team (Thanks Sprinkles!)
Note: disguised Survivor Spies will still be highlighted by Zombie Spy’s “Reveal” ability
The Pomson 6000 now puts Zombie abilities on cooldown on hit
Survivor Pyro can now destroy Zombie Engineer's EMP Grenade by hitting it with the Homewrecker
Walking in to Zombie Sniper's Spit now consumes the Spycicle and prevents initial damage
Standing in Zombie Sniper's Spit now emits additional sound effects and a burning green HUD overlay
Added new kill icons for every zombie attack
Zombie Changes
Removed the out-of-combat speed buff from all Zombies
Zombie Pyro
Zombie Pyro has a new ability - "Dragon's Breath"
Fires a Dragon's Fury fireball
The initial cast of the fireball can reflect projectiles and airblast enemies
Zombie Pyro now deals mini-crits to burning players on melee hit
Zombie Pyro now creates a small explosion on death, knocking back enemies in a 125 hu radius
Zombie Pyro no longer emits a Gas Passer cloud on death
Zombie Demoman
Added new sound effects to telegraph Zombie Demoman's Blast Charge ability
Zombie Heavy
Zombie Heavy's health reduced to 450 (from 600)
Zombie Heavy now drops a Medium Health Kit on death
Zombie Sniper
Zombie Sniper's Spit damage vs buildables is now reduced by half
Zombie Sniper's Spit now applies a screen overlay to players standing in the pool
Zombie Medic
Zombie Medic now emits health like a dispenser to nearby Zombies
Zombie Medic can no longer attack while using Heal
Added a new sound effect for Zombie Medic's Heal ability
Zombie Spy
Zombie Spy no longer emits particle effects while cloaked, making him fully invisible when not attacking. Jumpscare warning!
Zombie Scout
With other zombies getting slower, Zombie Scout's speed stands out more than ever before
Bug Fixes
Fixed a bug that allowed Zombie Demoman to survive his own Blast Charge (Thanks gasous nebule!)
Fixed a bug that caused Zombie Demoman to not receive kill credit when killing players with Blast Charge
Fixed a bug that caused Zombies to not gib correctly
Fixed a bug that caused Zombie cosmetics to persist on RED players after the round restarts
Fixed a bug that caused Zombie Sniper's Spit Pool to nudge players slightly in certain circumstances
Fixed a bug that caused players to have the incorrect player skin when respawning at round start
Fixed a bug that would cause players to become stuck in spectate mode when attempting to join a game in progress
Fixed an issue with "game_text" entities not being correctly cleared after round reset
Updated zi_murky (additional changes)
Survivors now spawn across the map in multiple small groups instead of all at the sewage plant
Added a life preserver shop to connect to the lonely shack in the southern end of the map
Added a new dock network with a series of platforms leading to the roof of the central boathouse
Added a small ramp to the left-most sewer pipes
Removed some awkward ladder-ramps and replaced them with proper docks
De-cluttered the roofs across the map
Removed the floating large medkit
Removed expensive reflections from the water
Reduced color correction intensity
Clipping improvements
Updated zi_atoll (additional changes)
Set a culling distance to most props
Added occluders on the lighthouse to improve performance
Updated zi_woods (additional changes)
Fixed the announcer not being silenced when time is added
Updated zi_sanitarium (additional changes)
The roof is now accessible
Added several routes to the roof
Slightly reduced the intensity of the fog
Added more pumpkin bombs
Raised the skybox height
Updated cp_gravelpit_snowy
Improved performance by combining props
Improved clipping
Increased volume of laser gun finale
Miscellaneous improvements
Updated koth_sawmill_event
Fixed an overlay
Updated koth_undergrove_event
Fixed several out-of-bounds exploits in the Underworld (thanks MN!)
Adjusted overworld pumpkin bomb placement and increased maximum bomb count to 6
Fixed an incorrect texture on RED's side
Updated koth_synthetic_event
Moved spells away from mid
Detail adjustments
Clipping fixes
Very minor lighting changes
Updated pd_mannsylvania
Added even more Bats!
Added more spawnpoints for pumpkin-bombs
Added new nag voiceline for if Dracula does not receive any blood donations
Removed setup time, replaced it with a normal countdown instead
Increased duration of the Vampire Powerup after leaving Dracula's Castle from 15 -> 20 seconds
Decrease dropped blood bag timer from 15 -> 10 seconds
Decreased respawn wave times for the losing team from 4 -> 2 seconds
Decreased respawn wave times during a neutral gamestate from 4 -> 2 seconds
Changed the main spawn doors to have windows
Removed Rare Spell spawn by the graveyard area, replaced with Common Spell
Health and ammo pickup adjustments
Clipped stairs by the Castle's exit portal
Minor visual updates
Updated ctf_applejack
Fixed the projectile weapons from not working inside the buildings
Removed bullet collision from the intelligence room handrails
Removed the prop jump up to the sniper balcony, to help snipers feel more comfortable there
Removed the vents with missing textures
Fixed the bug with being able to get stuck in the blue shed
Fixed a stuck spot in mid shed (ty Midnite!)
Fixed a texture being weird in the intel rooms
Fixed a black displacement in the red intel yard
Removed the collision from the food in the red spawn table
Updated cp_ambush_event
Fixed exploit where players were able to build into RED 1st base (Thanks MN!)
Improved lighting at RED base in stage3
Fixed lantern being clipped into cliff wall in cavern at stage1
Fixed odd shadows cast by some props
Fixed coffin from being non-solid in stage2
Fixed spawncamping spot in stage2 at RED indoor exit
Fixed few hovering lamp props
Fixed some prop fading too soon
Fixed rare issue where players fell of directly to lava on underworld teleportation
Clipped few crates to make it easier to jump on them
Updated arena_lumberyard_event
Recreated the game mode in VScript
Significantly increased server performance
Instead of using the best-of-seven round system on top of casual's best-of-three system, the map will simply run 15 traditional game rounds like ZI and VSH
Updated the healing ghost appearance for RED team
Text pop-ups are now drawn in chat instead of in the middle of your screen
Reduced volume of the incoming spell
Removed the random Skeleton King and the Horseless Headless Horseman
Removed the rare spell given to the last player standing
Converted some medium health kits into small health kits
Removed small health kits from the second story of both churches
Fixed a pumpkin bomb that was stuck in the terrain
Updated pl_embargo
Fixed an exploit that allowed BLU to teleport to RED spawn (thanks Jameson)
Fixed the lack of countdown at the end of the round
Good Pizza, Great Pizza - Cooking Simulator Game - yuni
Monster Mash Event (10/18 - 10/31)
Dracula is throwing a party for his monster friends! Play the Monster Mash event for a spooky good time! Event runs October 18 - 31!
Sneak Peek: • 16 New and returning event characters! • 50+ Limited time decorations! • 10+ Premium items! • Limited time Spooky feature for more rewards! • Limited time new event levels with boosters!
In order to participate, you need: • Game update version 5.16.0 or higher • Game data past Day 8 • Android, iOS, Amazon above Android 6/ iOS 13 or a PC/ Laptop with Steam • Stable internet during gameplay • Patience until October 18th, 12AM local time to start the event!
Event ends on October 31st, 11:59PM in your local timezone!
Other: • Crash issues, translation fixes and optimization
Please press the 'Help/Support' button to inform our team of any bugs or issues!
Update to fix issues with the empire upgrade and Pies turning into NaN or undefined values. If problems persist please continue to report them! Thank you all for your continued support!
The first (and probably only?) patch is now live for the Fully Dogomatic Demo! It's been super fun to see people enjoying the game and I'm excited to let you try this new version with some more polish.
Changelog: - Removed guns that felt redundant (revolver, .22, and Tommy gun) If you have strong feelings about these guns let me know and I can try reworking them. - Reworked the pause/settings menu to be more useful and user-friendly. Now includes volume settings for music and sfx! - Lowered gun/upgrade price inflation rate. - Slightly lowered enemy spawn rate in the last two minutes of the game round. - Increased chance for rare weapons to spawn in shops. - Lowered the base gun cap but made Gun Nut dog tag give you 2 more gun slots instead of 1. - Made money move more satisfyingly when dropped and picked up. - Shops now only show upgrades after you reach the gun cap.
Give it a try and let me know what you think! Also, we got a new thumbnail incoming, the cover to this post is a wip sketch!
Hello, this is Jaeeun Park, Creative Director of Section 13.
In the past month, we released Section 13’s new demo, which showcased some of the results of our ongoing work on the game.
We’ve been hard at work all year, and a lot about the game has grown and changed based on your extensive feedback. Today we’d like to share the current state of development and details about the upcoming 0.20 update.
Although we still have a long way to go, we hope that by providing more updates, we can continue to take in the community’s feedback and steadily make improvements to Section 13. In this dev log, we’ll discuss recent changes, new content, and things to come in the future.
New Content
Some of the most exciting new content is the addition of several new levels to the game.
Those of you who have played the demo may have already seen the unlockable Cargo Elevator, which provides a shortcut from the Parking Level, in the form of a wave-based survival minigame. We’ll now be adding this area to the live game.
We’re also adding the Sanitation Tunnels: a truly modular and procedurally generated area that we discussed a bit earlier this year. The Sanitation Tunnels unlock the first time the player defeats the Exosuit, via an entrance that can be discovered in the Parking Lot level, and offer players an alternate route to the lowest levels of Section 13 that’s different each time you visit.
We’ve also added a really fun new map variant to the Office level, which both new and returning players can encounter simply by playing.
[Some layouts of the Sanitation Tunnels level]
Next, we’ve added a new enemy type, the Banshee.
Upon sighting the player, the Banshee lets out a scream, alerting all nearby enemies, and possibly even spawning new enemies if there are spawn points like manhole covers nearby (another new addition to the game). Keep an eye out for their red hair and AoE effect, and take them out first, or things can get bad pretty quickly!
[Banshee's scream is almost palpable]
We’ve also added a new narrative intro that doubles as a tutorial, which some of you may have already experienced through the demo. The goal of this intro is to better ground the player in the setting and characters, while giving players new to top-down shooters (or unfamiliar with our game’s particular spin on the genre) a chance to get acclimated.
In future updates, this introduction will be modified and expanded upon. We’ll also be adding several entirely new story-rich systems for the game’s final release, which will allow players to fully explore the mysteries of Section 13 and the world of S2P.
[The narrative intro is the early glimpse of the complete story experience at official launch]
Lastly, we’ve added some new tactical items (throwables). So keep an eye out for incendiary and freezing grenades while you play!
Changes Related to Combat and Controls
The biggest change from our Blackout Protocol days is a major adjustment to basic movement speed.
While Blackout Protocol emphasized slower, more methodical gameplay, Section 13 is now faster and more responsive. We've focused on simplifying controls and speeding up the action, allowing for combat that behaves more intuitively and doesn’t present such a high bar to entry.
Additionally, the game is now much less stingy with dodge-rolls, and the way they behave gives players more options. Dodge-rolls now push through crowds of QT’s (instead of hitting them like a brick wall), provide i-frames during the rolling animation, and the player will be able to dodge twice before the cooldown triggers. The cooldown has also been shortened while playing on default difficulty.
However, we’ve parameterized every one of these elements, which means the game can adjust them at higher difficulties. On the highest levels, players will find the experience becomes a lot like the game’s previous incarnation, with limited ammo to manage, tighter cooldowns on dodge-rolls, high-damage enemies, etc.
Lastly, as discussed previously, we’ve simplified the Panic system.
For enemies, it’s been removed. For players, Panic has been renamed to Fear. The system has been streamlined, given clearer UI. Agents will still enter a panicked state when their Fear reaches beyond the threshold, but we plan to gradually expand Synaptic Enhancements to give the system some optional risk vs. reward elements, instead of being purely punishing.
To recap:
Increased Movement Speed: Basic movement speed increased by approximately 30%.
Changes to Dodge-Rolling: Players on default difficulty can now roll twice consecutively before cooldown triggers. Cooldown time increases at higher difficulty.
Reserve Ammo Unlimited: On default difficulty, reserve ammo is now unlimited (though the player still has to reload when their clip runs out). On higher difficulties, ammo functions normally.
New Partial Reload: If a reload fails with less than 30% of the animation remaining, the next reload is twice as fast.
Weapon Perk System Overhauled
Panic System Overhauled
Systems Changes Relating to Long-Term Play
First, we've implemented a new difficulty system orienting around a new collectable item, Cell Samples, in order to better address difficulty progression over time.
Previously, difficulty (and thus tougher combat situations) was tied to player progression, which was not always perceived in a tangible manner. This resulted in a poor experience for a lot of players due to the difficulty not scaling properly, and sometimes leading to repetitive experience across multiple runs. It was also badly communicated and totally automatic (meaning, not optional).
We’ve removed that system entirely, smoothing out the difficulty curve overall. Now, completing a full run at each difficulty level unlocks the next, and difficulty can be set manually at the start of every run. We’ll be continually tuning the difficulty curve, and we welcome your feedback on that!
[Left: You will find information on the difficulty modifiers before you enter the base; Right: The Cell Samples can be found in the Safe Room at the end of the Exosuit battle]
There have also been changes regarding persistent upgrades. In the previous version of Blackout Protocol, if players failed to reach the Safe Room at the end of every level, they would lose any uninvested resources, which was quite punishing.
Now, at the end of every mission attempt, win or lose, players will retain persistent resources, and be able to spend them at their Command Center, the new central hub.
This change allows players to avoid the frustrating feeling of being stuck in the same place, making progress through the game smoother and more gradual.
New Difficulty System Using Cell Samples
Persistent Growth Overhaul; Upgrades in the New Hub Area (Command Center)
New Currency (STAR Pins) and New Unlock System for Weapons
Name Badges Removed; Steam Trophies Added
Changes to Single-Run Progression
In Blackout Protocol, progression within an individual run was dependent entirely on Synaptic Enhancements, with weapon perks being determined pretty much at the start of the run. It was volatile, random, inflexible, and reduced freedom of choice.
In Section 13, we’ve addressed this by offering two new systems: Body Modification and Weapon Customization.
[A rare Body Mod case of having only positive effects!]
[The new Weapons Bench UI for adding/rerolling perks]
We’ve also added new shops (Chillax Corners) which will randomly appear at set points in each level, allowing players to grab a different weapon and try new modifications, as long as they have the money.
Players can also now search objects throughout the game to find both single-run and persistent growth items, adding some incentive to fully explore each level.
New Body Mod System
New Weapons Bench System for Adjusting Weapon Perks
New Reroll System for Restricted Areas
New Lootable Objects
New Random Shop System
Some Content Temporarily Disabled
As part of the 0.20 update, some content and systems will be temporarily disabled, until we finish development on them and are satisfied they’re jibing nicely with all the other changes.
Player Character: Beaker (Planned to be brought back in Early 2025)
Weapon: Plasmoid Launcher (Planned to be brought back in Early 2025)
Multiplayer Functionality (Planned to be brought back in May 2025)
In addition to the things discussed in this post, we have other changes and new content currently underway. We encourage you to play the game and share your feedback. Because we’re still a small development team, it may be difficult for us to act on all of it (or do so quickly), but rest assured we read everything and are working hard to further improve the game.
A new enemy can now appear in Canaan after it's been completed (on return trips), which will sometimes drop additional Lodestone fragments.
Reports of floating rope bindings are to be ignored, we don’t know what you’re talking about, honestly. Maybe you’re eating too much of the bad corn?
The men breathe a bit quieter now, when in combat.
Potential fix for Crossbow wielders shooting themselves in the face.
Several friendly (and less friendly) NPC lines that were not properly localized have been corrected.
Various fixes for Canaanite’s inability to attack deployable objects placed by scientists, as well as attacking scientists on inclines.
Torchbearer damage reduced a bit. His “Holy” fire still remains potent, and ignores armor.
Fixed a journal typo.
The Cauldron is no longer (accidentally) unlockable by item pickup as the recipe is intended to be found through other means.
Hexed Trees drop slightly more Hexwood now.
Improved certain trigger state issues around the swamp witch and her very real threats. She should no longer ever be heard after a certain point.
Niketas will now never drop bio scrap, always drops the good stuff.
Replaced the placeholder appearance of Niketas’ shield.
The Canaanites have installed a new window in their barn.
A particular wooden ramp near the swamp in Canaan is now easier to get up.
Item Changes:
Wessex (Sniper) Rifle damage increased to 105, from 90
Romag (Military) Shotgun damage has been reduced to 18, from 20
Increased max Battery on Tech Sceptre from 60 to 90
Increased max Battery on Welding Spear from 100 to 150
Increased max Battery on Lightning Spear from 50 to 150
Warren thought your work on the Lodestone Crossbow could be improved and has made some fine-tuned modifications to your design. I guess he is useful for something after all. He also said you’re “playing with fire” but who knows what he meant by that.
Increased damage to 40, from 26. This damage will apply to all types of bolts it fires, but not change their secondary effect damage.
Increased fire rate to 0.9, from 1 second.
Increased magazine size to 8, from 6.
Other Fixes:
Potential fix for an issue where clients might hear Platform Carts moving upon joining, when the carts are not moving.
Increased the character count in the Direct Connect text input box, for those who have this option enabled. This feature remains experimental and can be enabled by running the game with -directconnect in the launch parameters.
Fixed Defense Analyst selection showing unknown information on tooltip for Slow Learner.
Fixed incorrect camera angle when emoting after being grabbed by certain enemies.
Ground shake on footsteps of big bois now respects your camera shake settings.
Certain items that SHOULD be salvaged for their resources will no longer ask for confirmation to do so.
Possible fix for the area soundtrack not changing correctly when entering a new location under certain circumstances.
Resolved an issue where Dr. Manse spoke the wrong IS number during his archival recordings. Manse hadn’t had his tea that day, but he is very aware the IS number is 0064, not 0046. Please do not correct him again.