MPN2: Changelog
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DATECAUSE / NOTESCHANGE [Matt]DATE
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KEY: ADDED / FIX / UPDATE / FIXTEST
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BUGFIX: Swap wasn't working when you have QuickDraw/Sheath skills3/30/18Unity5 v.2018.1 update caused Swap Transition to multiply when animation swapped. Thus animation ran twice, and you'd swap back.Updated: Commercial sector overworld4/4/18
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BUGFIX: Shooting and then swapping to melee would initiate ChargeAttack (at full power)3/20/18Fixed: Swamp zombie root note armature weighting4/5/18
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BUGFIX: TacBar stopped defending you.3/30/18Bullets are "undodgeable" if they are > Size 0. Knives, rocks, etc. for example. Game wasn't commiting a bullet's size of 0, thus making them undodgableUpdated: Commercial sector overworld (graphical touchups and layout completion)4/5/18
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ADDED: Swamp Zambers3/28/18Plus they debuff you with "Slowed" effectAdded: Zombie stage entrance animation via window (old one was too spry)4/5/18
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BUGFIX: Northpole Hard waves would never end4/3/2018Added: Stretcher (2 states) + idle anim + 2 exit animations / placed within appropriate stage4/9/18
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ADDED: Locker'd firearms come with a free mag on Normal, and two on Easy. This is not cumulative with other firearms that use the same ammo.4/5/18Added: 4 additional N51 gear PIECES!!!! (completed darksignal's designer backer obligation)4/12/18
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FIX: Root node is reset to default position on Ragdoll4/5/18This was causing a stutter if you ragdolled during an animation where your root bone changed position.Added: Stage 4-1 (asylum) is as done as I can get it rn. Comes with fbx edits that add elevator rooms4/12/18
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Melee Speed increase on Combos3/28/18Added: golem sleepwalker assets4/16/18
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Dizzy debuff lowers your H2H skill for duration.4/5/18Added: addtl. sleepwalker attacks/abom idle4/17/18
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FIX: Mags don't get dizzy anymore.4/5/18added:6 new room prefab shapes for story mode. 4/26/18
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ADDED: A little help getting those spiked gates down in the sewer...Unfinished mag agent created/passed along (4 armor/1body/1head/2hands)5/10/18
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FIX: Can access Commercial Sector from Industrial now, after beating Residential Stage 33 addtl very small rooms added to additionalrooms.fbx + prefab5/11/18
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UPDATE: Tac-Dodging while moving no longer alters your direction, so you're less likely to be juggled in place4/12/18separated objects and animations for madanim/madmodel_Sleepwalker5/14/18
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FIX: INTERACT NPC on Computer, wont do anything if he doesnt walk to get there.New recovery animation for patient.5/14
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FIX: Belts and Armor give bonus Mags again, when appropriate. Gloves give appropriate bonuses as well.4/16/0187Swapped the system used to calculate this.New animations for floor spawner vehicle (idle and purge)5/14
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ADDED: Zeds have significantly less health, but death by anything but a headshot gives them an 80% chance of regenerating with full health.New animation for holding chamber spawner vehicle (idle and purgex2)5/14
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UPDATE: While dodging, your combo countdown timer is slowedStage 4-2 (sleeper labs) has been completely handed off5/14
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FIXTEST: Grappling someone in cover ends their coverupdate propane canister texture, update mining sector + new remeshes for mining stages5/18
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UPDATE: Unarmed damage base value and scaling from Forces attribute has been modified.Tricky model and texture tweaked. added tricky bossfight animations5/24
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ADDED: Spark effects to the Factory stage5/4/18six decimated heads (stumps + gibs)5/25
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UPDATED: Let's be realistic: those big pistols right before Burger Gil were just too much.Remembered that the changelog was a thing7/11
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FIXED: You will pop up out of cover when shooting againMining Bandits mesh/model/statcards done and plugged. 7/11
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FIXED: Your Sub Attributes will calculate correctly again in ArenaRepaired abomination core file (combined subobjects) - sorted out 5-1 boss fight chars - created library of mining sector graffiti - mining bandit idle animations7/12
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UPDATE: Gave Hank Quickdraw + QuickUnsheath skills5/12Additional mining bandit animations - zed devour idle - book/bookshelf addition and alteration - turncrank interactive - resumed work on stage 5-2 7/13
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FIXED: Murder Room 3 would freeze up after a while.Dropped ammo is a "powerup", and powerups, like weapons, were being destroyed when dropped into the spike pit. However, the ammo wasn't being unregistered from the room after being destroyed, so the game was trying to access it and broke.Trident/spear melee weapon/spear animation set7/16
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Decay of bodies should be cleaned up again, along with a tiny memory leak.5/31/18Sleepwalkers blowing up on death helped me see a little issue with characters who vanish, and what data is left behind and never cleaned up until you leave the scene.Spear animation set completion7/17
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Slow-Mo on enemy death (Crit Hits only)6/5/18candles, additional mining sector room assets, re: 5.2 bossfight room7/18
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Some NPCs would path right past you, if they were trying to hunt you down.6/6/18Had added a "PathfindPurpose" of 'Hunting" for guys seeking you out. A check in the ApproachEnemy AI module required you to have no current purpose in order to approach after spotting you.Sludge Cannon/heavy weapon, alt cart drill, new stencil'd art, addt. 5.2 work7/19
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Blocking enemies no longer get dizzied from pistol whips + pommel strikes, and your Shove/Kick no longer knock them back. It was BLOCKED after all.6/11/18brick decay states. crackpot chamber7/25
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Missing in Hand2Hand doesn't end your combo anymore.6/14/18It's too hard to control whether or not you are swinging at someone who is already dead. Plus, ranged weapons can miss without ending your combo, so why hold Melee/Unarmed to a higher standard?further 5-2 work. heavy triple gate door, mesh -> chasetrain7/26
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Your Story Campaign squadmates don't spend ammo as quickly as you do. This keeps them from totally wasting the guns you left them with.6/14/18chasetrain texture/parking lot sent/tunnels completed/additional 5-27/27
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Armor Piercing is in! You will subtract a % from the target's max armor reduction %, increasing the minimum damage you can do with a single hit.6/22/185-2....7/30
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Testing: Advancing to a new room in Story Mode repairs your tacbar if there are no enemies in it.6/22/18Called from RoomExit() in Room_Main file5-2 finally handed off. abomination animation set tweak7/31
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Ranged weapons show their ammo on their hover-over names.chase tunnel cleanup/addition. begin work on arranging 5-38/1
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Shuffled some music around a bit, and upped volume of Cheshyre's tracks6/25/18hey guys today is all about further work on 5-3. most of it is done and it's not as many rooms as the others (7-8 instead of 12+, but they're huge, see. We got some plans for their length.8/6
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Tac-Dodging doesn't slide you around while you're moving anymore6/26/18altering 5-2 to accomodate extra hazard. moving bg, and touching up meshes. continuing with 5-38/7
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Shooting with one hand can cancel your reload of the other hand again.6/28/185-3 rooms completed. 5-3 boss room completed. + additional dodge. broke a lot of meshes into smaller parts8/9
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Fire and Nexus Bolts leave different colored wounds than your natural blood.5-3 cleanup and handoff. crackpot additional outfitting. doubled back to complete 5-2 'landing' room8/10
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You get covered with your victim's blood on a crit kill in Melee now.completed landing room. gestalt artwork touchup8/11
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DoTs don't kill player or their squadmates anymoretower (sec6) overworld overhaul begins. Ripped down to practically a core mesh to be rebuilt. New textures/meshes.8/13
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RMB Braced Aiming doesn't snap your aim directly onto targets anymore. It more guides it in.7/30/18tower asset creation; windows/grooves/terrain/barriers. adtl huge building textures.8/14
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Headshots are now relative to the target closest to your cursor, NOT the one you're aim snapping to.This means you can headshot while dual wielding vs a large enemy.Tower Overworld was torn down to be rebuilt. 8/15
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Improvements made to dodging going downhill 8/6/18Unity thinks you've left your floor surface (which you have). We give a little leeway after leaving the floor to dodge.Get it right this time, yes? Smaller, easier to traverse, more better-er. start by rebuilding the worldmesh, utilizing existing textures for this sector. Current design scrapped and re-evaluated AGAIN. 8/16
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Tap dodge to SnapDodge, or double tap Dodge to FullDodgeinworld nexus tower construction completed. 8/17
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continued work on tower overworld map8/18
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Completed tower overworld. First draft.8/22
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hi guys:3
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Ghoul animation commence.8/23
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Further gOOOL animations. Today focusing on attacks and further ambulation animations. render1 made last night for devin to use as guide for audio8/24
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a little work on Ghoul's compromised/dying animations8/25
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Last day of working on ghoul animations. I may have created more than we need.8/27
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Tower overworld detailing to accomodate vertical movement. sector 6/stages planning8/28
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8/30
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Been making new rooms for stage 6-1. building additional 'half' rooms for stage 5-3. robot start.8/31
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remembered that the changelog was a thing. more work on 5-3 specific enemy class9/3
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new enemy texturing and animation9/4
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new enemy emission map + complete animation set. resumed addtl rooms for 6-19/5
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NEED MANY ROOMS. Broom axe9/6
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9/7
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forgot about the ol' log for a while. 6-1 lookin sharp though9/10
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Alternate wall textures created/wall abraisons. Active unity construction9/11
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Blend file reworking to produce new stage assets to be used throughout the sixth sector stages. Continued work on 6-19/12
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Local brownouts have impeded progress, but a new battery backup has been purchased. today was not a total loss.9/13
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alternate ghoul boss fight rooms (6 total) + room layouts for 6-19/14
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worked on some viking gear (backer reward)9/15
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6-1 rooms 6-7-8 layout. started design of multiple boss rooms for 6-19/16
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Today I have to really focus on decorating like some kinda goober9/17
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BILL VISITED AND WE SHOWED THE GAME OFF :D also 6-1 is filled with rooms, further decoration, node pathing, and camera zoning required9/18
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room decor, 6-1. rough re-planning of 6-2 and 6-39/19
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firearms adjusted; fms, 9011, 911, nex410/_L, mercL. 6-1 fully decorated. 6-2a 6-2b re-planned and nailed down. 6-2a repeating rooms constructed9/21
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It's good to know that if something happens to me, I will be missed
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I am in colorado. I have brought my work with me.
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I have so far completed:
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Alternate Abomination (backer reward), Gestalt alternate states (4 total, cosmetic alterations), Bren Gun, Viking gear (backer reward)
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First full day returned from Colorado. First order of business is to offload the work done during the vacation and then set to developing 6-2a10/5
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Didn't like how the viking gear looked, spend time retouching it. 6-2a continued work, entirely in blender to separate collision mesh from render mesh10/6
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Ghoul animation repair/animation addition. Completed prelim 6-2a work and discovered some interesting things about the way Unity handles material generation when importing from blender. Have to spend more time studying it's usage to us (back end stuff for efficiency/broadness of abilities) NO holy shit this new material/texture management stuff is great wowe10/8
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grey man (masked man 2). continued work on 6.2a (including introductory room/barricade)10/9
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10/10
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plugging away at blender to make rooms for 6-2a aside from the chase itself. non-reused room construction10/11
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GOLEM mk2 touchup, tower guard MODELING10/12
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ghoul head removal and dissasembling -alternate mk2 caped - final mk2 - fire axe - push broom - heavy golem sword - gladiator sword (also 6-1 re-planning)10/15
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Further alternate mk2 caped adventures. Chain weapon. incidental melee weapon mesh touchups (OOPS HAD TO GO BACK AND FIX GESTALT TOO CAUSE I'M A DUMDUM) 6-2a room construction10/16
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6-2a continued room construction. (trashed foyer, stage ending, boss chase/boss fight planning)10/17
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6-1 could be so much better, so some revisions are being done. two additional rooms. nexus bot alt paint. bot spawner object, more wall signage10/18
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workin on that there.... stage 6-2a chase chain endcap+annex+bot puzzle rooms+boss room (blender day)10/20
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More 6-2a related mesh construction particularity playtesting10/22
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started day with some extra thorough playtesting then got back to working on stage 6-2a (finishing up chase and moving to puzzle rooms/boss room) (also red barrel)10/23
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6-2a needs more work. extra decals for debris/floor marking10/24
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still working on 6-2a. the chase part is more or less done. as well as the starting 4 rooms.10/25
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dear diary; i spent this weekend working on mc11 and drawing garbage. no nexus work til monday (regular weekend)10/28
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6-2a model wrap up and integration 10/29
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6-2a. >:v holy shit this was a 2 week stage. repaired some ancient rooms for re-use. larger door for rooms that golems travel through10/30
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happy halloween, ya'll. hive bossfight room planning/modeling. more 6-2a nonsense. material adjustment/door replacements. bossfight crux object requires creation10/31
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11/1
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guess i been animating hive lately. also complete texture overhaul for the big bastard.11-2
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finish texture overhaul and begin work on hive animations11/5
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6-1 repairs for swain (including club.fbx tweaks/texture remaps/redos) rapel animation11/6
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