Now, when the Bear first enters “Rage”, they will stop and roar, before rolling into a ball very quickly towards their target.
A Bear in “Rage” can now kill players who aren’t their target. If you see them entering a rage, get out of the way!
Bears now also Rage to switch targets if a player has been chased for too long.
Added “Bear Devils” modifier
Removes lives, adds new score metre above player UI.
Players gain points for being within range of the bear (indicated by visual ring).
First to reach the configured score wins!
Slammers in Crystal Cargo now destroy rocks.
Powerups no longer spawn if powerups and the Deadly Meteors modifier are all turned off.
New Bear Count Modifier that allows you to control the number of bears that will spawn in a game of Hunt.
Player lives now count player deaths instead, meaning the game is more robust and predictable when changing the Player Lives modifier.
Raging Bears now slow down immediately if they have reached their target.
Gauntlet
Cybear Grabbers/Pokers arm damage areas are now more accurately represented by their visuals, especially as they’re extending.
Green Cybears now stop their charge if they hit a wall, instead of bouncing from it.
Green Cybears now have a slightly increased delay before charging.
Grid Lane no longer disables all barriers once a single player has reached the end of the lane.
Players can now Blink past Slammers.
Removed the laser walls from the hard variant of the Grid Lane.
Procedural Gauntlet levels will no longer create darkness in a lane if the lane splits the players up.
UI
Added visual ring indicator for range of Thrill Seeker and Bear Devils modifiers.
Changed text of “SSAO” setting in video options to “Ambient Occlusion”.
Changed text of “HDR” setting in video options to “Bloom”.
Changed text of “End Game” in post-game menu to “Title Menu”.
Performance Improvements
Significant CPU performance improvements (much less hitching, and a generally higher frame rate for those who are not GPU bound).
Significant game size reduction (approximately 20% smaller)
Visual Improvements
Hunt
Finalised art for Frozen Fjord.
Different bears now have a more consistent red glow, primarily to make them more clearly visible in Gloomy Grave.
Improved rain visuals in Gloomy Grave.
Bears now visually face into their turns.
Added crushed crystals onto the conveyor belt in Crystal Cargo.
Added overheat and drilling effects to the drills in Crystal Cargo.
Increased the distance certain props extend to on the edges of Crystal Cargo so you can’t see them disappear when the camera zooms out.
Added a new tunnel type to Crystal Cargo for the trains that move through them, rather than underground.
Stopped the train from emitting smoke while it moves through tunnels.
Added particle effects and movement to the Grinders in Harvest Hell.
Added a particle effect reaction to the Oil Slick powerup when a player moves through it.
Gauntlet
A complete overhaul of Gauntlet’s environment art is now at play. What does this mean? We've finished modelling all the different lanes and shapes we'll be using. Now that we’ve got these models in place, we can start to do more with changing their look up throughout and between the different Gauntlet levels through special textures and shaders.
Iced lanes in gauntlet now look like a thin layer of ice over their original materials, rather than replacing them with a complete icy look as we did before.
Gauntlet trains now have a fresh new look
They also have warning indicators preceding them. This is especially helpful where their paths were once erratic and unpredictable.
Cybear Chargers/Dashers (The green ones!) have a new finalised look. These bad bears have done away with their need for legs, charging forward on a spiky ball using their back mounted rockets.
They also have a new suite of animations for their new abilities, and come stocked with new warning indicators to make their movements more predictable.
Improved Gauntlet Slammers, with a new style to match new Gauntlet art, which includes new art to indicate the Slammer’s movement area.
Improved appearance and performance of laser beams.
The visual indicator of your progress in the Gauntlet lanes where you must complete a circle to progress has been smoothed out.
Survive Lane timer display should now correctly show elapsed time.
Re-added the Payload Lane to Cybear Labs.
Improved the look of all disabled Cybears.
New screen border effects:
A border flash when any player dies
A border when all players are dead and all lives are depleted.
Tightened up character controls when turning at high speeds.
Updated controls menu to reflect current controls.
Moving platforms now behave more consistently
Rocks will no longer dig behind you while sitting still on a moving platform.
Characters will now leave their rolling animation and go into their idle while standing on a moving platform.
Snake rocks now remain in the correct relative position.
Gauntlet
New Procedural Gauntlet presets for Easy, Medium and Hard variations.
This affects overall Gauntlet length, the difficulty of the lanes that are spawned and what modifiers can be stacked on top of them.
Allowed all possible lanes in Gauntlet procedural to sometimes be Icy or Dark.
Added more lane types to the Procedural Gauntlet possibilities.
Altered a Gauntlet train path to be more predictable.
Player graves will now be in camera focus when they die in Gauntlet, causing less erratic camera movement on death and keeping the focus on rescuing your friends.
You can now re-enter the safety of checkpoints after leaving them.
Performance Improvements
Improved load times for all levels.
Improved memory usage for AI path finding.
Unity Version Upgrade
We’ve updated Unity versions again, this time to fix issues with incorrect colour settings in all our animations. What does this mean for you? Stuff like less weird browns that are supposed to be red! I hope you didn’t like brown.
Visual Improvements
Hunt
Work is nearly complete on Harvest Hell- See above gif for comparison.
Frozen Fjord too is almost complete, see below.
Gauntlet
Improved the look of the Time Bubble ability again with a change for its textures and intensity, making it more clearly visible in different situations.
Added a deactivation animation for when the power ends, rather than just disappearing.
Fixes
Gameplay
Fixed inconsistent behaviour when both Finders Keepers and Deadly Meteors were active at the same time.
Deadly Meteors will no longer kill you if you disable the modifier while the meteor is falling.
Stopped occasional slowdown from errors while using Snake Rocks modifier.
Stopped occasional error and crash when using “Next Map” option after a game of Hunt.
Stopped error and crash when using both Overload and Finders Keepers and collecting a powerup.
Characters now change their speed immediately if you alter that modifier while playing the game, they would previously wait until respawn.
Raised height of colliders in Frozen Fjord to stop the Rock Barrier powerup from travelling between lanes.
Laser Walls in Gauntlet now slightly push players back from them to stop players from reviving through to the other side.
Camera framing now updates after changing render resolution.
Snake Rocks no longer float in the air if the player jumps.
UI
Changing monitor display in Graphics Settings now works if you’re running at native resolution.
Disconnect indicator no longer gets stuck on if a player disconnects, causing an end of game in Hunt.
Cosmetic
Improved look of player Ghosts, making them more easily visible in different environments.
Fixed broken effect, improving the look of Frost Nova, Time Bubble and Level Up.
Stopped Player Ghost smoke trails moving erratically when falling off ledges.
Powerup meteors which have already landed now explode when all powerups are disabled instead of just disappearing.
Removed incorrect in world lane labels in Gauntlet.
Objects on the Harvester in Harvest Hell now stop moving when the game is over.
Fixed issue with terrain in some Hunt levels that would stop certain effects from rendering.
Stopped Time Bubble sound from playing after it has finished.
Stopped Bear spawn indicator from being visible after Bear has spawned.
Stopped player Critters from staying in the air if they died while being knocked up by Shockwave.
There is now a video preview of the game in the Player and Level selection menu. When complete, this will be showing Hunt and Gauntlet specific gameplay, but for now it’s the same video for both modes.
Character Selection
No more profiles or names displayed
Displaying the 2D Portrait art instead of models, both in game and in
character selection.
Colours are now locked to specific Critters
Can’t double up on Critters
Level Selection
Added a random map selection as default for Hunt
Shifted the levels for Hunt into two rows to accommodate the layout for all screen aspect ratios.
Gauntlet now has a procedural level, built from an assortment of different lanes and a number of parameters under our control. This is just the start of its feature set and the variety it will enable.
Sustained Active Players
Now when you leave a game back to the menu, the game will remember what characters and controllers were in the game and keep them active for when you choose a new mode.
Players can leave at any time by holding the displayed button on the “Active Players” menu.
This will result in the game ending if there are not enough players to continue in your current gamemode.
Modifiers
Added Modifier Incompatibility, some modifiers will disable other modifiers due to mechanical incompatibilities, such as Hare Trigger and Snake Rocks.
What Powerups are able to spawn can now be toggled from the Modifier menu, with all enabled by default.
Added Powerup Speed modifier to determine how often Powerups are spawned.
Added Throwaway modifier, this will allow you to pick up Powerups when you already have one but it will overwrite what you already have.
Added Energy Refill modifier, this will refill your whole Energy bar used for creating rock walls whenever you pick up a Powerup.
Added Overload modifier, this will kill players that try to collect another Powerup while they already have one.
Added Dream Crusher modifier, this lets the Bear destroy any uncollected Powerup that it touches.
Added Rock Recharge rate modifier, allowing you to speed up or slow down how quickly your rock Energy bar recharges.
Added The Basics modifier for Gauntlet, which disables leveling , locking the players at their base level for the entire game.
Removed Amoebear and Predator Bear modifiers, we weren’t happy with their designs and feel that it’s not worth reworking right now.
Controls
Updated controller controls for accessibility
Both triggers now work for Accept in Menus, Digging in Hunt or Blinking in Gauntlet
Both shoulder buttons now work for Back in Menus, Powerups in Hunt or Time Bubble in Gauntlet.
Gauntlet
Removed all abilities aside from Blink and Time Bubble
This will allow the team to focus on building well designed levels and mechanics around these abilities.
When players reach a level up point, the Skill Wheel opens automatically and you must now level up there and then before continuing. There was previously no reason to hold onto the attribute points anyway, and this freed up extra controls for our control revamp.
New “Whiskers” system for the Gauntlet camera.
Each character sends out a number of invisible Camera focus targets around them, responding to environment as they move through it.
This stabilizes the camera and gives players (especially playing Solo) a better view of what’s happening in the lane around them.
Blink and the preview reticule should now smoothly glance off walls to reach an optimum blinking distance.
Temporarily removed the Payload lane from Gauntlet, and have replaced it with a long lane containing Slammers.
Performance Improvements
The art for the Critter rocks has been better optimised so more can be spawned at once with less of a performance overhead.
DX11 is now enabled on compatible PC’s, which should allow less of an overhead when rendering more on screen.
UI Improvements
Shared
Added a Timer in the top left hand corner of the screen in Hunt and Gauntlet to help you learn specific timings.
Combined Change Characters and Change Level buttons in the post game menu, into a single option.
Added a button to switch Game Modes in the post game menu.
Added the 2D character portrait to the player badge in Hunt and Gauntlet.
Hunt
Decreased the bloom and saturation of eliminated player badges.
Decreased the size of the Bear drop indicator.
Gauntlet
Decreased the size of the player respawn indicator.
Shrunk Gauntlet critter Badge size.
The rescuing players tip is no longer visible while all players are dead.
The respawn prompt tip is much smaller.
Visual Improvements
Shared
Paint pools left by killed players will no longer glitch visually, or render while floating in the air.
They should also tint correctly to their player colour.
Hunt
Much progress has been made on the Harvest Hell environment art, with it nearing completion.
Work has started again on Frozen Fjord, with a concept piece completed and we’re just waiting to wrap up work on Harvest Hell
Gauntlet
Added temporary colour schemes to Gauntlet lanes to test our shader, while waiting for the final Gauntlet environment assets to be complete.
New final look for the “Cybear Jabber” hazard, with proper warning states for its arms and modifiable arm length.
Improved the look of the Time Bubble ability with an optimised refraction shader.
Improved clarity for the Blink reticule by making it no longer transparent.
Made the victory Beam effects at the end of Gauntlet disappear shortly after triggering, to not obscure menus.
Unity
Version Upgrade
Allows us to do video playback in the game.
We’ll be upgrading again after the update so we can properly rework the look of some elements such as the Modifier Menu.
DX11
DX11 is now the default setting for PC’s capable of using it, should improve performance slightly using mesh instancing.
Fixes
Gameplay
Fixed a problem with pathfinding that was causing the Crystal Cargo train to not properly block Bear AI.
Stopped the Finders Keepers modifier from letting you keep powerups when player is out of lives.
The Wet Paint modifier being applied mid game will now properly apply retroactively to all existing Paint pools.
Changing the Player Lives modifier mid game was only changing the visuals of the hearts, it now actually limits/increases your lives.
Stopped the Snake Rocks modifier rocks from having gaps, adopting other player’s colours and sometimes not being droppable.
UI
Stopped players from being able to control the Post Game menu before it was visible.
Gauntlet revive icons will now disable when the round is over so they do not obscure the menu.
Re-Enabled the missing Tutorial prompts in Twisted Tunnel
Modifier button visuals will now animate while in the Pause menu.
Removed mip-mapping(dynamic texture downressing) from all UI elements, so UI remains clear at low texture settings.
Cosmetic
Camera shake works again now, apparently this was broken for a while!
Stopped Green dashing Cybears from jittering while sitting still.
Fixed an error that was causing SFX to not slow down with the game as it was supposed to- eg. on player death.
Added SFX back to the Oil Slick effect.
Fixed a problem with the Bear oil trail not being visible.
The Wet Paint modifier’s oil trail should now tint correctly to the player colour
Stopped Powerup meteors being visible floating in the air while they’re waiting to fall.
Assigned missing Crystal materials to the Train’s cargo in Crystal Cargo
Update 0.4.1
Hey Everyone,
We've got a small update out today, with some fancy work in progress art for Harvest Hell, and a bunch of bug fixes.
We're still very busy with our contract work, but we wanted to collate some of the work that we have done on BEARZERKERS in the mean time for you all to enjoy. We're eager to work more on BEARZERKERS, and we'll hopefully have more updates coming soon.
BEARZERKERS 0.4.1 Change Log
Additions
A bunch of new art assets for the Harvest Hell level.
Changes
Pause menu background now fades back into colour when un-pausing.
The Payload lane in Gauntlet now moves faster when more players are in range.
The game now pauses when losing focus (alt-tab)
Disabled Modifier preset buttons, until they are functional.
Fixes
Critters will no longer slowly jitter down slopes.
Particle systems no longer restart when the game unpauses.
Fixed Cybears not being knocked down by slammers.
Fixed Cybears from staying knocked down is slammed against a wall.
Rage indicator above the target player now disappears on round end.
Bear offscreen indicator now rotates on the correct axis.
Bear offscreen indicator now shows correct timing when un-pausing.
Pause menu background no longer disappears when changing graphics settings.
Player selection no longer spams sounds when selecting elements beyond the normal range.
Fixed some offset text in the player selection menu.
Fixed rocks gibs not setting the correct crystal colour.
Update 0.4
BEARZERKERS 0.4 Change Log
General Notes
Hi all, this patch we've introduced new Gauntlet levels and art for those scenes. New Cybear art is part way through being introduced to the game with only the regular Cybear and traps replaced so far. Have fun!
Known Issues
- Changing settings while the game is paused causes the background to go black- resuming returns the game to normal. This will be fixed in an upcoming patch.
-Disabled Amoebear Modifier temporarily while it is causing issues when combined with Oil Spill.
Additions
- A new visual for who the Bears will rage at next is now visible on the Bear collars in Hunt.
- New Icon to show where a Bear is landing if they are off screen.
- There are new visual indicators of your progress in the circular laser rooms in Gauntlet.
- 1 New Gauntlet level.
- New music for each Gauntlet level
- There is now a Modifier menu button the Pause and Post Game menus.
- Added an XInput DLL file to allow for custom controller emulators that override XInput DLL files (can be found in BEARZERKERS_Data/Plugins in the installation directory).
Changes
- Lives in Hunt now behave as they do in Gauntlet- where hearts represent respawns available rather than "health"
- The game's camera systems have been reworked to allow bloom on the UI.
- The Barrier skill in Gauntlet now knocks Cybears and other obstacles back after they hit you.
- All Gauntlet levels have had their content remixed.
- New icons for the Gauntlet levels to represent their new content and art style.
- Traps in Gauntlet now only kill the player who triggered it after a brief delay, giving very fast players an opportunity to escape.
- Finale "Trains" in Gauntlet now start off slow and speed up the more you progress in the challenge.
- New Art assets for many of the Gauntlet scenes, still in a WIP state.
-New art and animations for the Standard Cybear and Cybear Traps - more to come in future patches.
Fixes
- The game now correctly saves Audio settings after restarting.
- Bears now correctly use their rage state no matter the number of players.
- Cybears should now more consistently react to being hit by the Crystal Cage ability.
Update 0.3
BEARZERKERS 0.3 Change Log
Additions
- New Modifiers button in the title menu that contains a selection of game modes and small tweaks. As this is a WIP there is a small selection of modifiers available and the Store Presets buttons do not currently function. This will be improved with future patches, but for now enjoy the Snake Rocks mode!
- Added player count info for Hunt and Gauntlet modes in the title menu.
- Entirely new Art design for Gauntlet Experimental- this is yet to be textured and finalised, but represents the lab style worlds we'll be using for Gauntlet going forward.
- New arrow indicators to warn players of the direction of incoming trains in Crystal Cargo.
- New button prompts on the Critter UI for what to press to use skills in Gauntlet.
- More environment art in the Harvest Hell level.
Changes
- Critters no longer jump going up or down slopes in Panda Peak or Frozen Fjord.
- Oil on Bears now disappears gradually, representing time until oil is gone.
- If a player wins a round of Hunt while dead, they will respawn straight away.
- Gauntlet: Time based skills can now be seamlessly chained if you use the next charge close to the end time of the current charge, or if the button is held.
- Gauntlet: Reviving other players now takes 0.5 seconds instead of being instant.
- Gauntlet: Players can now recharge their skills inside of checkpoints.
- Gauntlet: Using skill charges no longer resets the recharge progress of the skill.
- Gauntlet: Adding a skill point to Charge has the new node starting filled rather than empty.
- Gauntlet: Trains in the finale will now crush bears.
- Gauntlet: The skill section of the critter UI is now in front of the central part, should be easier to read now.
- Loading screens are no longer static, for now they display an animated "Loading" message.
- Holding down a direction in the UI now moves at a different speed depending on which menu you are on, instead of them all being at maximum speed.
- Using alternative Bloom/HDR and SSAO effects, in game assets adjusted to appear similar to how they were.
Fixes
- Stunned Critters now animate properly during and after being stunned.
- Fixed oil slick visuals on Badger model.
- Ice cubes are now the correct size on frozen Critters.
- Music during the intro credits is now affected by in game volume settings.
- Gauntlet: Blue Cybear arms will now pop a single layer of your Barrier.
- Gauntlet: Barrier skill info now displays the correct info per level.
- Gauntlet Experimental : Survival lane now stops counting up while all players are dead.
- Mouse clicks are now registered as mouse activity preventing the mouse from disappearing.
- Fixed "Target Screen" slider in Graphics Options from having one too many options
- Can no longer steal control from other players in the UI while they are holding a direction down.
Development VLOG 9
https://youtu.be/C7iLbzIVYk0
Update 0.2.1
BEARZERKERS 0.2.1 Change Log
Additions
-New rage threat UI- displays how close different players are to being "Raged" at by the bear, this is displayed with the rest of the player UI at the bottom. This is the first iteration of this system and will be changed in the future.
-New powerup spawning system with timed indicator. Players will now know a number of seconds before a powerup lands, where it's going to hit allowing for powerup denial.
-New Skill for Gauntlet- Boost. A temporary Boost in speed that stacks on top of your base speed stat.
Changes
-Removed Powerup spawn from conveyor in Crystal Cargo due to the new spawn indicator timings
-Reduced "Rage" lock on time after bear closes distance from 2 to 1.25 seconds
-Crystal Cage now stops the Trains in Gauntlet Finale
-Updated textures and materials for Panda Peak
-Extended and smoothed train paths in Crystal Cargo
-The Gauntlet LaserCage lane has been modified and plays a little differently now
Fixes
-Barrier will now protect you from blue Cybear arms
-Default Resolution slider position in the Graphics options will no longer be set to 1024x768
-Gauntlet skills will now show the correct number of rows for each skill stat.
-Skills now show only affected attributes
-Cybears can no longer be seen floating in the LaserCage lane in Gauntlet
-Target Display setting in Graphic Options is now aware of total displays
-Stopped player colours from baking into game scenes during loading
-Paint splashes will now no longer become attached to slammers in Crystal Cargo or Gauntlet.
-Player will no longer dig if leaving pause menu with A
-Dark piece of UI will no longer briefly drop into the scene at the beginning of a match.
-Fixed Crystal Cage stacking, and moving Cybears.
-The payload will now correctly reset in the Payload Gauntlet lane
Update 0.2.0
BEARZERKERS 0.2.0 Change Log
Additions
- Added critter portrait icons to the map selection menu.
- New playable character- the Badger.
- Player badges in Hunt will now break when the player has been eliminated.
- Added an indicator onto player badges in Hunt to show which players are being chased by bears.
- New art props for Harvest Hell- this is still a WIP as the rest of the level will continue to be filled out visually.
- New Gauntlet Ability- Crystal Cage. This locks nearby obstacles in place, disabling them for a short time.
- New Gauntlet Ability- Barrier. Applies layers of a protective Barrier around the player for a limited time.
- Added an experimental Gauntlet level. This level contains in-progress lane designs for Gauntlet, and is not at all balanced.
- Added a new Green Cybear. This Cybear can be found in the experimental Gauntlet level.
- New pickup in Gauntlet Experimental- Team Lives heart. Currently placed before finale, will possibly be used as reward for completing difficult optional content.
- Added a hint to Gauntlet to help players respawn after all players die.
- Sounds added to many menus that were previously missing them.
- Added loading screen hints.
- Added the ability to choose a target display.This can be found in the video settings menu.
- Added Enter and Escape controls for Accept and Back to the main keyboard control layout.
Changes
- Increased the Critter characters' visual size.
- New player coloured paint splashes on player death, replacing meaty gibs and blood.
- Dynamic elements in Hunt will stop moving after a round ends.
- Altered the design of Frozen Fjord. This includes rotating the level to improve the visibility of the ledges.
- Changed the "Powerup Paddles" in the middle of Harvest Hell to instead be large grates, should result in more predictable movement in the center of the map.
- Removed the large circular conveyor from Crystal Track.
- Changed the icon for the Speedboost powerup.
- Hunt now has a powerup meteor limit. This is currently the number of players, minus one. If this limit is reached, then no new powerups will spawn until an existing powerup meteor has been collected.
- Changed the behaviour of the camera when a Hunt game is over.
- Players will no longer die after a round ends.
- Bear path finding has been noticeably improved. Bears should typically run into walls less than they used to.
- Bears can no longer path-find through bear drop boxes.
- Powerups used while frozen will be consumed to thaw the player.
- Changes to the Bear Rage mechanic:
* Bears will not break their rage unless they are within proximity of the player for a short period of time, or the player activates Cloak.
* If a single player has been chased for a specific period of time, then rage can trigger early on another player.
- Charge upgrade path in Gauntlet only increases Charge notches and doesn't decrease Cooldown times, other skills have been rebalanced to suit.
- Changed Blink skill behaviour in Gauntlet. Base teleport distance is increased. Higher levels in blink do not increase this, but instead reduce recharge time.
- Increased the camera angle in Gauntlet. The game view is now from higher up than before.
-Higher contrast UI for Dead Player indicators and Blink reticule.
- Re-ordered asset loading to load the first game screen quicker.
- Gauntlet level up menus no longer overlap.
- Some input prompts adapt to the player controller or keyboard layout.
- Slightly changed the appearance of ice floors.
- The camera will no longer focus on dead players in Gauntlet. Instead there will be an onscreen indicator to show other players where the dead players are.
- Changed some UI sounds.
- Slightly changed the camera behaviour in the Gauntlet finale.
Fixes
- Fixed powerups spawning off the map in Crystal Cargo.
- Fixed a bug where many sounds would play when leaving Gauntlet, and returning to the main menu.
- Fixed a bug where bears would sometimes sit down if another bear was in rage mode.
- Fixed a bug where SSAO and HDR would not correctly apply in the options menu.
- Fixed a bug where hint text in gauntlet would not appear.
- Fixed a bug where the rage indicator would prematurely disappear.
- Fixed a bug where multiple players could collect the same powerup.
- Fixed a bug where the crystal wall powerup would displace the player who used it.
- Fixed a visual bug with dead players in gauntlet.
- Fixed a visual bug in the options menu.
- Fixed a bug where creating a duplicate profile would lock up that player's character selection UI.
- Fixed a bug where the winning player would constantly be digging in place if they were digging when the game ended.
- Fixed a bug where bears would sometimes spawn outside the box they were dropped in.
- Fixed a bug where blood would sometimes appear at the centre of the level.
- Blue Cybears arms will no longer kill players who are behind checkpoint walls.
BEARZERKERS Update 0.1.2
Hi everyone,
After getting back from PAX we've been hard at work at getting a number of tweaks and fixes out to everybody. Read on below for more.
Changes
The rotating barrier in Harvest Hell will now destroy rocks, and not allow bears to pass through
Map selection now occurs on a "draw from a hat" basis, ie. 2 votes for a single map from 4 players will mean a 50% chance of that map being chosen.
Increase time between powerup spawns from 5 seconds to 8 seconds (will decrease with player count in the future)
Bears will now swap targets and rage if they have been chasing the same target for too long (currently 12 seconds).
Raging bears will lock onto their targets for longer after closing the distance
The rage indicator now shows above a player for the entire duration of a bear rage
Reduced number of physics objects created from destroyed rocks
Added sounds to the buttons in the options menu.
Volume mutes are now toggled by pressing accept while on the respective slider
Changed visuals in Harvest Hell to be less bright, swapped out black colliders with fences.
Removed rat swarms.
Fixes
Fixed bears stopping when a player is being raged at
Fixed a number of sounds not being affected by the audio options sliders
Fixed anti-aliasing setting not updating when being changed in the graphics settings menu
Fixed a bug that caused some buttons in the audio menu to be pressed when only hovering over them
Fixed a bug that caused the profile creation menu to not correctly show up (Steam nicknames are no longer the pre-filled name as a result of this change)
Fixed a bug that caused Gauntlet to not correctly complete if players were successful on a try other than their first
Fixed rocks being visually destroyed multiple times
Fixed the Shockwave powerup not destroying rock walls directly in front of the player
Fixed a bug where the player would lose input to the game if the game was paused while they were dead
Fixed a bug where the blink skill and powerup would not function
Fixed a bug where the sparks from levelling up in Gauntlet would appear multiple times if the player died during the animation
We're also working on a bunch of new content for Gauntlet and getting around to reintroducing our Modifier system. For more info and to keep track of our progress as we go on, make sure to check out our Trello page https://trello.com/b/yEzJTciY/bearzerkers-development