This is a small patch to tie up some loose ends before I start working on the next big update. It's mostly fixing bugs, crashes, and other problems and makes some pretty good optimizations for cloud saving and the server list. Hopefully you should be able to log in faster and the server list should act a little less janky.
There's some weapon balance and a couple new features to make this a lil interesting but it's not much, but this game is much more prepared if there were a sudden increase in attention!
Reworked Alt-fire: Grapple Hook
The Grapplehook can now switch between two different hooks, the first hook performs how it was before where it can only hook to walls, and grappling to new stuff like players/drones/etc has been moved to an exclusive function of the second hook. Players were complaining they didn't care so much about hooking onto objects as they did walls, so this alt-fire should let it be more flexible. You can still cancel grapple hook shots, and it will still slightly increase the reload speed.
Weapon Balance: Scoped Rifle
Increased the Scoped Rifle's damage
Increased the Scoped Rifle's fire rate
The weapon with the most balance feedback I got was the Scoped Rifle, much like the other original weapons, its stats ported over ended up pretty under-powered. These changes should bring it up to speed with the other weapons.
Weapon Balance: Trench Gun
Increased the Trench Gun's reload speed
Increased the Trench Gun's fire rate
The other shoguns have received some nice buffs, and its kind of left the Trench Gun behind. These changes should help it perform its role better when compared to its competitors.
General Changes
Reworked the Spliff vice
Multiple objectives survival wave no longer appear if there is only 1 player active
Weapons banned last match by Captain’s Mode will now be immune to bans next match, this will be a setting you can turn off later
“Surfaces” video option will now save your setting and should work properly, set this to 'Multiple' if you're having issues with low GPU memory, such as DirectX crashing or water/lava being invisible.
Optimized cloud saving and the server list
Fixed a bunch of bugs, crashes, stutter problems, etc
Boring Man v2.0.0 beta14 is now available: New weapons, gamemodes, features
Hey. This update was a wild one. I think it contains some of my best programming. Like everyone else, I've been stuck at home avoiding the pandemic, so I decided to take advantage and overhaul a lot of the game's code. From what I saw from testing, this overhaul has improved performance quite a bit, but I'll suppose I'll hear what the jury says.
Last weekend, I posted about the new mutators system being one of the overhauls, becoming very easy to work with when I want to add new mutators and becoming immensely powerful in the console command system.
Before I get started I wanted to announce that this version is now the default launch option, and the old version has been moved to another branch. You can find the instructions to switch in the 1.2.7.7 tech FAQ.
It's a long one, so lets get started.
New Weapon: Nitrogen Mine (Nitrogen Grenade)
The Nitrogen Grenade was probably one of the least used grenades in the old version, so it has been totally reworked. It is now a land mine that freezes enemies on detonation, and frozen enemies will take x2 damage.
Nitrogen Mines can stick to any surface, and can also stick to players and drones. Players can shake off Nitrogen Mines before they explode by rolling or double jumping with no Jetpack. Drones are immune to being frozen, but will still be destroyed if stuck by a Nitrogen Mine and it explodes.
If a frozen enemy manages to kill themselves somehow, you should get the kill for it as long as there wasn't a previous attacker before you. If a teammate kills an enemy you froze, then you should be able to get the assist.
New Weapon: Muleslapper Sentry (Muleslapper Grenade)
The Muleslapper grenade in the old version was also somewhat underpowered by design, so it too has had a total rework. The Muleslapper sentry, when deployed, will menacingly float around the map and shoot down most explosive projectiles that come within its circle.
The sentry will also attack enemies and drones. The sentry can be shot down, but when destroyed it will 'retaliate' against its attacker with an overcharge blast similar to the Muleslapper's alt-fire. This should make avoiding the sentry more appealing then destroying it, and should hopefully be effective against camping. If a sentry's retaliation against you kills the owner, you will get the kill for it.
New Weapon: Light Rockets
The Light Rockets have been added. The Light Rockets function the same as the old version, but have been given a brand new alt-fire, the Flare. When firing a Flare, it will launch a short distance and slowly float down. When any rockets come near the flare, their trajectory will become altered by the Flare's 'orbit'. Flares can also stick to players, making them dangerously attractive to rockets. You can shake off the flares by double jumping or rolling, similar to the Nitrogen Mine.
I'm hoping players will practice with flares and start doing some cool shit with them. I'm not quite sure if its possible, but if you fire a flare and an enemy's rocket orbits around and kills them, you should get the kill for it. The flare should also appear in the kill feed when a rocket you fire was influenced by a flare you launched.
An additional new little buff is The Light Rockets will now continue to reload when you put it away. You can even still see the fancy rocket load animation when put away.
New Weapon: Scoped Rifle
The Scoped Rifle is here, and pretty much functions the same.
It's difference from other sniper weapons is it does not come with a laser sight, and can still only zoom with 1 level. It is not as long range as well, and has gravity drop on its bullets like other non-sniper guns.
New Weapon: Burst Pistol
The Burst Pistol is a pistol that fires 3 bullets at once. It has retained its same stats, but its dual-wieldable like other pistols.
A very simple weapon, not much else was changed about it.
New Weapon: Fire Uzi
The Fire Uzi is back, its a weapon that features ammunition that leaves behind fire where you shoot.
It drops 'mini-fire' which does less damage and has a smaller hitbox. The Fire Uzi can also be dual-wielded.
New Weapon: Dynamite
Here's the Dynamite. The Dynamite is a deadly explosive that does a lot of damage, but does not explode on impact like other grenades, and has a long fuse time. The Dynamite received some neat visual effects, like being able to see the fuse burn down before it explodes.
It can still be detonated early by other explosives, and it can now also detonate from touching fire as well. If you kill an enemy with their own dynamite by using fire or explosives, you should get the kill from it.
New Weapon: Potato Masher
The Potato Masher in the old version was pretty much a long range version of the Frag. It does not emit fragments like the Frag does in this version, but its ammo is 3 instead of 2. The Potato Masher can be thrown farther, but does not bounce when hitting a wall.
This can be seen mostly as a down-side, but there are situations where you don't want a grenade to bounce to kill an enemy, and the extra ammo along with long range will hopefully make it more appealing to use.
New Weapon: Tomahawk
The Tomahawk is back, and deadlier then ever. You can now headshot enemies with the Tomahawk, making them quite deadly even for overhealed players.
Tomahawks can be picked up when thrown. Not much else different about it.
New Weapon: Kunai
It's the cold steel Kunai! The Kunai's total ammo has been increased, and while you still throw 3 knives at once, if you have only 1 or 2 kunai ammo left then its smart enough to throw only 1 or 2. Kunai does not headshot like a lot of the other throwable weapons, and can't be recovered for ammo.
Similar to a bug that existed in the old version, Kunai will bounce off of a surface when struck at an angle. This bug is now a feature that you can predictable perform every time.
Note: The Tomahawk and the Kunai do not have skin support at this time since they use ammo similarly to grenades, keeping track of the skin for each and every Kunai/Tomahawk is a lot of effort, but maybe I'll think of a way to make it work down the line.
New Gamemodes: Weapons Deal and Take Over
The last two original game modes have been remade, and haven't really received much new content like some of the other game modes, but I will try to think of more things to do with them. These two game modes were probably the least popular in the old version, but I still like them and want to see what I can do to make them more fun.
Weapons Deal is a game mode similar to gun-game in Counter Strike, and there are some new settings you can use that let you customize the order of weapons players must work through to win. You can also pick different silly weapons to use as the final weapon needed to win the match, and even enable team functionality even though there can still only be 1 winner. There are other settings too, so go check it out.
In Take Over, teams will need to capture and defend a number of control points to earn points. The more players near a flag, the faster it will be capped. Some of the rules have been slightly changed to make things more exciting.
For example if your team has all flags captured on the map, the speed your team's score earns point is greatly increased which can make comebacks possible. There are also a couple new settings, such as setting the amount of flags to spawn on the map and whether the flags can randomly cycle their positions periodically.
I haven't had time this week to set up my Take Over and Weapons Deal servers, but hopefully they will be up later tonight.
New Survival objective: Bomb
I think the flag you need to defend in Survival has helped a lot making things a little more challenging, but being anchored to the flag evrery wave can get repetitive. So I'm going to try to introduce more 'objectives', some sort of major task needing to be completed to beat the wave.
The Survival bomb is a big scary bomb with a 3:00 timer. Your team will need to disarm it before time runs out or else... you know. Enemies will spawn infinitely while there is an armed bomb, so it should be defused as fast as possible.
Defusing a bomb the first time will also give XP, and the faster its defused the more XP you get. Flags will also grant more XP with the less cap progress they have. You can defuse bombs by touching it and pressing E (Action). As a note, the enemy amount still counts down during an active bomb, and stops granting money and XP once it goes under a certain number. So it's not viable to try to use the bomb to grind.
The bomb was fairly easy to make so I think its mostly done already besides testing. I think it would also be cool to try to recycle it as a PvP game mode, maybe some time in the future.
New Survival feature: Rare Vices
I would like to at least introduce a new rare type of vice, these 'super' vices are hard to find but very powerful. To give an idea of how rare, each vice will appear once, and only once, every 100 waves.
When I mean only once, I mean they are assigned to a specific chest on a specific wave, making it possible to miss it. Barkeep will never sell these vices, so you must find it in a chest. I can agree that this can make them depend on RNG too much.. I'm trying to think of a way to have players be able to know which wave or chest or both. If you have any ideas then feel free to post them.
Reworked Survival vices
A lot of vices have been reworked, some into completely new vices. Explaining what each one does would make this change log too big, so you should just check them out yourself! The focus of these reworks were to make vices more useful and fun. An issue with a lot of vices was relying on random chance to be effective, but I have merged a lot of the 'bad' vices into other vices and made up something new to replace them.
If it does have random chance then there is a new mechanic with some vices where it will 'upgrade' when you collect enough of them. The amount can depend on if its random chance reaches 100% but thats not always the case.
Survival Classic
Some players have mentioned they miss the mind numbing experience of Survival in 1.2.7.7, or simply don't like the flag/objectives, you can give the Survival Classic setting a whirl. It's focus is to change the rules so Survival no longer needs an objective, and the old version's rules align quite well with this.
Like 1.2.7.7, you must survive until wave 350.
Money can only be used to revive teammates, you can still revive yourself with antacids but its used automatically as a throwback to the old lives system.
The economy is harsher
Other Survival changes
Removed Sobering Up setting, instead you can now optionally Sober Up at the bar
Survival can now be beaten by players, ending the current. There is now an "Endless" setting if you want to keep going.
You now get a lot of XP for completing the last wave
Enemies no longer drop weapons with max ammo everytime
Players that just joined the server or joined from spectators must now wait for the current wave to be completed
You can now set the difficulty of your bot teammates when cheats are enabled (Zombrains as well)
Players can no longer heal enemies, as there was no purpose to do this except to grief
Dailies and triple XP events
Dailies have been added, they are a way to earn a big chunk of XP every day you log in. Each day a weapon is randomly selected and you are tasked with killing a number of enemies with that weapon. When completed, you will earn a boat-load of XP, and also contribute to the next triple XP event. Wait, what?
When players complete dailies, there is a global counter that goes up and when it reaches its goal then a triple XP event is activated which lasts about 3 days. The more dailies that are completed by the community, the more often triple XP events will happen.
The purpose of this is to get you to log in at least once a day, and get players to get others to log in to complete their dailies so everyone gets triple XP. You do not need to have cheats disable or be on a stock map to earn kills for your daily, you can earn them in any way you see fit.
Additional to dailies, when you log in once a day the game will also look in the Workshop and check your Workshop items for new votes. The more votes you get on your items, good or bad, then more XP you get. When you first launch beta14, you should get a chunk of XP as the game needs to catch up on the votes you've earned.
XP system rebalance
The XP system itself has been rebalanced to allow you to level up faster, especially if you don't have all the weapons unlocked. Hopefully new players should unlock weapons just as fast as the old version, even faster maybe. The max XP value required has been reduced, but that doesn't really allow you to level up faster because most XP gain is based on how much you need to level up. Really, I only reduced this number to show players that it was changed to be faster. Instead, the calculated proportion of your max XP that determines your XP gain has been increased, which is what will make you level up faster.
The 'time-based' XP (ex. 'You died!') has been reworked and now uses the time from my server to prevent exploitation. It's also a little tougher on idling, I won't reveal much but basically the best way to earn the most XP from time passing is to just play the game normally. Really, you should be leveling up fast enough now (1-3 times a day) so idling should no longer be needed.
New Team Deathmatch setting: Captain's Mode
Captain's Mode is a new experimental game setting for Team Deathmatch. In Captain's Mode, players are able to ban weapons before the match starts, for the entirety of that match. Each team is given an equal amount of weapons they are allowed to ban, defined by a server setting. Servers can enable Captain's Mode in Team Deathmatch's game settings.
It only works for TDM at the moment, but I would like to have it support at least the other competitive team game modes in the future. Captain's Mode is not very well tested because I just finished it yesterday, but I don't think there should be any big problems.
The goal of Captain's Mode is to take a little pressure off of the game for weapon balance and hopefully introduce a little more strategy depth. I'll explain some of its rules and features. When Captain's Mode starts, teams take turns selecting a weapon to ban. By default, a random teammate is selected for each turn, they have 30 seconds to ban a weapon, if you run out of time or disconnect, your team will 'abstain' and throw away their weapon ban turn.
I am aware of some possible issues but they only exist because I just made this setting just yesterday. I would like to give additional settings, such as only having 1 captain who is random or assigned manually, being able to make a list of weapons unbannable, etc. Just be aware its not finished yet.
New alt-fire for Bow: Fire Arrows
In the old version, fire arrows actually existed but I don't think they worked or maybe nobody noticed them. When you fire an arrow through fire made by the Molotov or something, the arrow would catch fire and spawn another fire where it was destroyed.
This was implemented into v2.0.0 a while ago, but now you can press alt-fire to light your arrows before firing them. Fire Arrows do more damage, but have much shorter range as they 'burn up'. They still drop fire when destroyed, and normal arrows can still light when passing through fire. You can still use alt-fire to cancel your shot, you only switch to fire arrows when you don't have an arrow drawn back.
New alt-fire for Sawn-off: Both barrels
Similar to the Double Barrel, its little brother can now fire both barrels. It still has low push back and doesn't do as much damage. Similar to the Revolver, the alt-fire cannot be used while dual-wielding.
New alt-fire for Grapplehook: Cancel shot
You can now cancel a grapplehook shot and make it reel back in early. Cancelled Grapplehook reels will also make them reload slightly faster
Weapon changes: Grenade Launcher
The Grenade Launcher's projectile now needs about 200 milliseconds to arm before exploding on impact. It will arm immediately after bouncing off of any surface or enemy.
When hitting an enemy before arming, it will smack them for a considerable amount of damage and fall to the ground. Enemies will still take splash damage if it falls to the ground and explodes in front of them.
The Grenade Launcher's projectile speed is now a static, predictable amount. All projectiles in the game are given a random amount of speed, but this has been removed from the GL's projectile so it's easier to learn the new arm time requirement.
The Grenade Launcher's projectile speed has been slightly increased, to make up for any speed it lost from losing the random amount. It should still be somewhat the same.
The GL is still a hot weapon, ironically enough the M79 in Soldat is pretty controversial as well. I do not want to take away the bite GL offers, so instead of nerfing any damage I'm trying to introduce new mechanics that make the 1-shot kill requiring more effort. I want to think of more solutions for other 1-shot kill weapons as well.
The Grenade Launcher projectile will arm right away after bouncing off of a surface in addition to enemies, so you can do stuff like 'dribble' the projectile off the ground and into your enemy. This should make the GL's ground game still deadly, while it's air game not so much.
Weapon changes: Grapplehook
The Grapplehook can now attach to more objects, which includes players, drones, power ups, and more. It does not follow friendly fire or have an effect on others, so you can hook to anyone at any time.
The Grapplehook continues to reload when put away, similar to Light Rockets
Increased the Grapplehook’s projectile speed and range
Increased the player pull speed for the Grapplehook
Improved being able to perform 'grapple rolls' a little
Players have told me the Grapplehook isn't as useful in the new version which is odd because it follows the same stats and physics. I couldn't find the reason why in the old code, but in any case I have given it some new buffs and mechanics to make it more appealing to use and perhaps give competition to the new mobility monster that is the Skateboard.
Being able to hook to players and drones might make it too hard to make challenging Grapplehook climb maps (or break ones that already exist), so I also added a new console command called 'grappleplayers' which maps or server admins can use to disable being able to grapple to players.
Weapon changes: Flashbang
Flashbanging skateboarding players will make them 'fall off', where they dismount and drop the Skateboard.
Flashbanged players can no longer pick up items while flashbanged, and picking up medikits/ammoboxes is interrupted
You can no longer catch your Boomerang while flashbanged
Players controlling their Drone or defusing the bomb will be interrupted by Flashbangs
These new features for the Flashbang should make it a little more useful, and perhaps counter certain play styles. I would still like to have it 'interrupt' more actions and will add more if I think of anything or see any suggestions I like.
Weapon changes: EMP
The Jetpack, Heal Rifle, Muleslapper and Railgun are 'broken' when struck by an EMP grenade like the Suicide Vest, they can be repaired by ammo boxes or resupply stations.
EMP grenade blasts will now 'tamper' with CTF base equipment temporarily when near by, but not fully disable
EMP grenade blasts will disable drones from a certain distance, similar to the base equipment.
EMP grenade blasts will destroy Muleslapper Sentries and Nitrogen Mines from a certain distance without detonating them.
EMP grenades will detonate when attacked by a Muleslapper Sentry
These changes should make the EMP more useful in neutralizing certain threats. Right now the EMP only breaks weapons that are 'electronic' and not really 100% for balance, but in the future this might allow me to buff some of the weapons it breaks. Base equipment and others can be tampered by EMP blasts through walls.
These new tamper effects can only be emitted from EMP blasts made by the grenade, so getting shocked from the Jagerbomb vice or Leapers will not tamper with your weapons and equipment. EMP blasts from grenades have a slightly different color.
Weapon changes: Boomerang
The Boomerang can now pick up and carry items and weapons without the mutator, it has been polished up and works a lot better. The mutator for this has been removed.
You can now get power ups from a distance when you throw the Boomerang at them, if its not currently carrying something.
This is a feature I always wanted with the Boomerang but didn't know how to go about it correctly. Thanks to the Drone, I was able to use its item carrying system in the Boomerang as well.
Weapon changes: Pump Action
Increased the Pump Action's firing speed
Reduced the Pump Action's weight
The Pump Action doesn't seem to be favorable right now, so I made some changes to make it a less 'heavy' weapon. This should hopefully make the Pump Action more satisfying to use.
Weapon changes: Sawn-off
The Sawn-off will now reload both shells at once, unless you are dual-wielding
Increased the Sawn-off's reload speed when not dual-wielding, but its the same when you are
The Sawn-off is kind of an awkward weapon to dual-wield, and I wanted to reflect that in its mechanics. Both shells being reloaded should also keep it as the rightful king as the fastest reloaded shotgun in the game.
Weapon changes: Grenades
Heal grenades and Gas grenades are now effected by Triple Damage
The projectiles from the Frag are now effected by Triple Damage
Gas grenades will now bounce off of enemies instead of passing through them
Heal grenades will now bounce off of anyone instead of passing through them (except Survival enemies)
Increased Molotov's ammo by 1
Grenades can now be thrown underwater, but not very far
Players can now cancel throws by pressing Change Weapon
Some grenades will now flash when they are about to explode. The effect will change depending on if the grenade will hurt you or not.
Misc weapon changes
The Light SMG can now swap weapons faster then any other weapon
You can now dual-wield the Handcannon without cheats enabled.
The Heal Rifle is now effected by Triple Damage
The Crossbow's poison is now effected by Triple Damage
Fixed the Crossbow not being able to shoot it underwater like the old version
Fire emitted from any weapon is now effected by Triple Damage
All melee weapons are now usable underwater
Any dual-wielded weapons when paired with the Compact Pistol or Uzi will no longer have accuracy or reloading penalties
Magic's alt-fire shield has been increased in max size and lasts longer
Magic will now explode when you have Triple Damage
Drone's throw strength can now be controlled like when throwing other weapons
Player tech
When mounting a ladder while rolling, half of the horizontal speed you had before mounting the ladder will be added to your momentum when leaping left or right off of the ladder. This will allow you to combine ladder rolling with other mobility options.
Fixed slow rolls limiting your speed every frame instead of just once
Fixed not doing a fat roll when crouch landing in the water, similar to the old version
Fixed the rolling animation not pausing properly when mounting a ladder, similar to the old version
Fixed grappling not being cancelled by double jumping, similar to the old version
Fixed grappling not being cancelled by mounting a ladder, similar to the old version
Fixed being able to move while grappling, similar to the old version
Added really cool new decals system that creates blood splatter, scorch marks, etc. You can turn this off in the Video menu by setting ‘Decals’ to 0 to increase performance.
The menu now uses backgrounds from random maps found on your device, which maps to use can be changed in General settings
Added a zoom feature and free camera mode while spectating
You can no longer dupe pistols in Zombrains by dying or rejoining before the match starts
Capping the TDM flag now takes 15 seconds with 1 player instead 20. The old version was 10 seconds.
Mutators system has been improved
Added the ability to reset your Shooting Range time in the pause menu
Added a HUD settings menu with a bunch of new HUD features
Added Video setting that disables the Drone's film grain
The killfeed should now display drone kills
Made improvements to the command console window
Improved visual effects for projectiles sticking to players like arrows, getting ammo + health, and more
Improved Triple Damage visual effects, weapons that are not affected by triple damage no longer have an effect
Weapons on the ground with little to no ammo will have a grayed out red arrow and say (Empty) when picking up
Added new key bind: Show HUD
Added new key bind: Camera Mode
“Climb Up/Down” will now move the Drone up and down. Helps with controller support.
Added options letting you clear muted or banned players
Weapon ban menu is now similar to the map list, you can select/deselect multiple items by holding Shift. You can deselect all items by right-clicking and a Clear button has been added
Pressing ESC key in the menu will go back to a previous menu, and if the Back option is off-screen then a little Back button appears in its place
Boring Man v2.0.0 beta14 will be available July 19th
Hey. Sorry this update took so long, but I guess with all the free time off we're all getting, I took it as an opportunity to overhaul the code base. I reworked a lot of back end systems and everything is running a lot more efficiently.
One major rework is the mutators system. Mutators that disable XP gain have been separated into their own class of server settings called "cheats". You can enable Cheats in your Server Setting menu, similar to how you enable Mutators in beta13.
This new mutators system allows me to add mutators quite easily, and be able to efficiently define them as normal mutators, cheats, mutators as a global setting, or cheats only as a team-specific setting. You can also see which mutators or cheats are enabled when in a server
I added a bunch of new console commands, but 2 of them related to above are the commands "mutatorsetting" and "setmutatorplayer". These commands will allow you set Mutator or Cheat settings in-game, and additionally apply a cheat or a mutator to individual players. And yes, you can use these commands through the map editor logic system.
Anyhow thats just one example of a system I've redone. There's a lot more but I'd rather spend the effort sharing all of it through the official change log.
All that is cool but where's da content? There's still quite a bit of new content in this next update, I've already shared a few new weapons such as the Nitrogen Charge and the Mulelslapper Sentry. But wouldn't you know it, next update will have ALL original grenades and equipment available.
Additionally, the Fire Uzi and the Burst Pistol have been added as well. See anything else you might recognize?
Survival mode has also undergone some big changes, and I have reworked a lot of vices. I have also added 3 new vices, but they're a special kind where they're incredibly powerful but hard to find. What do you think will they do?
This is just a teaser announcement for now, but a few more things you can expect:
2 new game modes: Weapons Deal and Take Over have been added
The XP system has been rebalanced to level up a lot of faster, and community-triggered triple XP weekends have been implemented
Fancy blood splatter decal system
Some interesting new weapon mechanics, such as a new alt-fire for the Bow.
I also wanted to announce this next update, v2.0.0 will take over as the default launch option on Steam, and the old version will be moved to a separate download branch. Players have been having trouble being able to launch v2.0.0 as default so I think its time to start switching things over. I will still host v1.2.7.7 servers for the time being, but once I feel like v2.0.0 has 'caught up' with the old version's content then its time to say adios to 1.2.7.7.
Thanks for your support and patience. See you July 19th.
Boring Man v2.0.0 beta13 is now available
Further Sprite Mod + Weapon Skin Creator updates
You can now generate a sprite mod from the weapon skin creator! In the weapon skin creator window, you can click the "Sprite Mod" button in the upper left to generate the sprite mod, once generated its saved into the "mods" folder in the AppData folder like when you manually install mods. The sprite mod itself modifies all the weapon sprites, mostly the first frame which is used for the stock weapon skin. The sprite mod can then be selected to in the Sprite Mod Upload form for sharing on the Workshop.
Here's an example generated sprite mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2016417565 The generated sprite mod will come with two new files, json.txt and a generated thumbnail for the Workshop item (bmod_thumbnail.png). In json.txt is the JSON string generated with the Weapon Skin Creator, the game uses this JSON string to manually mod the 'Stock' weapon skin to have animated and glowing effects. Cool huh? You're welcome to use json.txt for your own mods, but it's not a full feature and only has an effect on the stock weapon skin.
To use bmod_thumbnail.png for your Workshop item, simply do not select a thumbnail image to use in the upload window, and the generated sprite mod will use the thumbnail image by default.
Yes, modding has always been able to give out skins for free, but it's not authentic. Other players can't see you using mods, so it doesn't bother me. I like the idea of generated sprite mods being a very technical way to try before buying. The last feature I want for Sprite Modding is to be able to use multiple mods at once, but that ones gonna be tough, so I can't promise I'll be able to pull it off, but it is something I want.
Zombrains Changes
Zhosts now lose their invisibility when attacking or taking damage
Increased the damage of Zomikaze explosions
Added more weapon printers to each stock map
Each stock map now has 1 unique weapon printer that isn’t randomized (Along with the heal rifle printer)
Zombrains has been working pretty well so far! The biggest issue I see so far is human Zhosts being a little too strong.
Overconfident players have been suiciding and using the Zhost to quickly kill 2 teammates to revive by just diving in and getting free damage with the invisibility. With these nerfs, the Zhosts will now have to be a little more careful approaching humans. And remember! The Drone can reveal invisible enemies with its spotting ability, even Zhosts. It may come in handy if it spawns on the map.
All zombie types seem to be being used regularly, but some players seem frustrated with the Zomikaze, so I have increased the explosive damage for their ability.
Finally, weapon printers. On each stock map, I have overall increased the amount of weapon printers to increase weapon variety. Additionally, each map also has a 'static', unique weapon printer (along with the Heal Rifle one). For example, Muleslapper MFG has a Muleslapper printer near USC side. I did this to remove a little RNG out of the weapon printer set ups.
Survival Changes
Sobering up in Survival now takes longer
Increased the reward for ‘Kill X enemy with Y weapon’ missions in Survival
Decreased the kill count requirement for ‘Kill X enemy with Y weapon’ missions in Survival
Players were losing vices a lot faster then I did during testing, this is probably because I was playing solo and the waves were taking longer. I have increased the timers for sobering up, so it should be less intrusive on your Vice collection.
Additionally, I found the 'kill specific enemy with specific weapon' missions to be difficult to complete, for very little pay. I have decreased the requirement so it's more tolerable to complete, and increased the reward so it pays more then a 'kill specific enemy with any weapon' and a 'kill any enemy with specific weapon' missions. I should probably think of better names for these.
Weapon Changes
Wrench/Sword
The hitbox for the Wrench and Sword has been moved closer to the attacker and made longer
Players have been telling me it can be difficult to hit enemies with 2H melee weapons when they're too close to you, the hitbox has been moved back closer to your character, and the range has been extended to maintain its original reach.
Musket
Decreased the attack speed for the Musket bayonet
I'm glad to see the Musket bayonet has some bite, but players were complaining it was better then the actual melee weapons! This attack speed nerf should bring it back down to a humble alt-fire instead of a fully graduated melee weapon.
Hadoken
Fixed hadoken fireballs having too much projectile speed then intended
Hadokens are now harder to perform like in 1.2.7.7
I had forgot about the Hadoken when I added the projectile speed boost, the hadoken was added very early and back then I didn't quite understand yet why it wasn't getting the same range so I increased the speed. It should have the same range and speed as the old version now.
Additionally, like 1.2.7.7, you must release the left and right keys when left-clicking to perform the hadoken now. This should make it more difficult to perform, and less spammable. The Hadoken is not a *full* weapon, its mostly an easter egg with a little utility or potential to make a game mode out of or get a funny kill or something, so it needs to remain low tier in terms of regular usage. If you see any players complaining about the Hadoken being 'broken', please let them know about this change for me! Thank you.
General Changes
Added new console command: comictext
Added new server setting: Server Message of the day
Added a second ammo box to Boring Man Fields 2
The game will now remember when you show or hide chat
Moved weapon skin creator menu option to the Sprite Modding menu
Increased the ‘attack’ range for Heal Rifle bots when healing teammates
The 4EVER logic gate can now store passing player IDs and team IDs for COMMAND logic gate use
Bug Fixes
Fixed the Bolt Action not animating correctly while carried by a drone
Fixed game performance taking a plunge when the weapon skin unlock menu is open
Fixed a bug where melee weapon hitboxes would lose 1 frame if you were facing left
Fixed randomized weapon printers randomizing to a weapon that already exists
Attempted to fix a bunch of other things, but unsure if they worked until there's testing
Boring Man v2.0.0 beta12 is now available: Zombrains, New Weapons & more!
New Game Mode: Zombrains
Board up your windows! Break out the hand sanitizer! No it's not the coronavirus, Zombrains has returned from the grave! For the uninitiated, Zombrains is a zombie-based game mode that blends co-op with PvP. Players must survive against the undead a certain amount of time to win, if you die you turn into a zombie and must kill your former teammates to revive! Here's an entire video preview I made on it:
[previewyoutube="5RSzRMBQ5RQ;full"]
Zombrains is heavily untested, so expect some crashes and bugs and softlocks and whatever else my shitty programming comes up with. Good luck!!
New Map: The Shooting Range
The shooting range is here! The shooting range can be found in the "Practice" menu from the main menu, The Shooting Range is a testing area for whatever you can think of. It features a killhouse-style time trial which can be activated by a lever on the desk in the spawn room.
I've added a few new features/items to the map itself to increase routing potential for players looking to make fast times with the time trial. Dunno if it'll help..
When you pull the lever, the shooting range will reset everything on the map, right down to reseting the position of the moving platform. This is thanks to one of the new console commands 'worldreset'.
The stopwatch for the Range has also been improved, your final time now includes the 1/100ths of a second, and it uses the clock on your device's OS for improved precision. No, changing your computer time won't help you cheat. Don't make me stuff you into a locker.
And for you map making freaks, you can now make your OWN shooting range! My shooting range was actually made entirely in the map editor, obviously along with the help of some new console commands and new logic gate crap, which are newly available to you in this update. The only thing 'hardcoded' for my shooting range is tracking your best time (which is stored in your cloud save) and disabling some elements like the scoreboard and the console.
I think it would be cool to include new shooting range maps in the game that are made by the community. I will provide instructions on how to make your own range in the map editor guide at some point, but you can get a headstart by loading the range's map file in the map editor and taking a look too.
New Map: Boring Man Fields 2
Fields 2 has a new unique look compared to other "Fields-like" maps. I posted a teaser a few months ago where it looked significantly different (green), but I got sort of sick of that look and changed it. So here it is now.
Boring Man Fields is very large and features different types of habitats and biomes, which is why there are 2 maps. The majority of Boring Man Fields looks like Fields 1, but in Fields 2's case it's in a more war-torn part of the region.
Encroaching into The Man's territory, the USC has had battles with The Man's most powerful disciples, Manlings, and other dangerous forces in this part of the Field. Ionizing radiation has damaged the vegetation, which is a sign of heavily weaponized Magic use.
Fields 2's structural design has had some changes to the middle-right structure to make it more interesting. I'm risking moving the power up slightly closer to The Man's side, as it feels like it's less difficult for USC to get to it as they are closer to the convenient teleporter that warps to the power up's position.
New Weapon: Acid Gun
(Previously known as Acid Spray)
No you're not on acid, it's actually the Acid Gun! It's a short range weapon that sprays a deadly, burning liquid. Acid can slide along the floor and catch grounded enemies off guard, or you can spray off a cliff or into a hole and hope it melts the top of some guy's skull!
The Acid Gun also has a brand new alt-fire, which is pumping the handle. You can pump your Acid Gun to increase it's projectile speed (and consequentially range), but similar to a water gun, it will lose pressure as you shoot it and will need to be pumped again.
The Acid Gun's stats have been adjusted to use less projectiles, but maintain the same DPS. I have increased the damage for each projectile and the fire rate, but decreased the amount of projectiles created. This is because the old version's Acid Gun would be the cause low FPS sometimes due to the large rate of projectiles it would generate, so this is more of an attempt to maintain game performance and not to really balance the weapon.
New Weapon: Bolt Action
The Sniper Rifle has some competition, cuz the Bolt Action is here to stay! The Bolt Action is similar to the Sniper Rifle, although it's slower to fire and slower to reload. It has more base damage however, making bodyshots more viable.
Similar to the other snipers, the Bolt Action also has a sniper laser which is good or bad depending on your opinion on sniper lasers right now. I'm also quite proud of the reload animation!
New Weapon: Heal Rifle
You love it, you hate it, it's the Heal Rifle! The Heal Rifle is a healing gun that has 2 fire modes. One is for automatic short range, and the other is for longer, slower shots.
The Heal Rifle (and heal grenades), by Somewhere Land law, must follow the Hippocratic oath (or the Somewhere Land version of it) and must heal indiscriminately. This means you can heal enemies with it, and they can heal you! This was never a bug if you didn't know, as this is B-Man's unique take on handling healing.
Compared to the old version's Heal Rifle, it has remained the same outside of cooler looking projectiles. It may be less formidable with the new poison rework, more so when more poison-based weapons are added.
Additionally, the bots know how to use it now, and in most team-based game modes, at least 1 bot will try to pick a Heal Rifle and be the healer. Try out a team of bots in Team Deathmatch, they're so cute!!!
New Weapon: Plinger
POWPOWPOWPOWPOWPLING! The legendary Plinger is back for more! The Plinger is a pretty standard semi-automatic rifle, but can't be reloaded until your clip is empty.
It has a very fast reload speed to reduce your exposure, so it's a shift from how to handle reloading compared to other weapons. No stat changes have been made from the old version, this weapon is incredibly kino after all.
New Weapon: Musket
Elon Musk..? No! The Musket! Making this weapon was a big hurdle, because of the effort needed to be put into it's long reload animation. I'm no animator but I think I did pretty good with what.. little animating talent I have.
The Musket is a high damage, 1 shot weapon with a very long reload time. It has a bayonet attached to the end of it, and you can stab with it using Alt-Fire (which also interrupts reloading). The collision detection for the bayonet stab has changed quite a bit, it should be a lot easier to stab enemies now (and to get stabbed!). The Musket is long, so it's bayonet is technically the melee weapon with the longest range in the game. Bayonet stabs are in fact melee attacks, so it can still be parried by the sword, and melee-based Vices are applied to it's stats.
The Musket actually firing has also seen some changes. The Musketball has much heavier gravity now, but I have also reduced the random spread, so the shot should be much less luck-based. Additionally, you can now headshot with the Musket, but it's damage fall off has been heavily increased.
Base damage starts at 200 like before, but it drops off a whopping 5 damage every frame as soon as it spawns, so instant kills with the musket will depend on distance, whether it was a headshot or not and the current state of your target's health. Making sure your 1 musket shot kills seems chaotic, but most RNG has been removed from the weapon, so I think it's something that can be managed.
New Weapon: Handcannon
Hide the weed! It's the deadly Handcannon! The Handcannon is a large pistol that fires slow and heavy bullets that do a lot of damage. When you fire the Handcannon, your cursor's aim is 'kickbacked' to mess up your aim when shooting consecutively. It has kept it's stats the same, but I have redone the aim kickback mechanic to remain consistent with different monitors/resolutions/settings/etc. If you feel like the kickback is worse or better with certain settings or devices, let me know.
For now, the Handcannon will not be dual-wieldable, as I believe the weapon is strong enough as it is. If I feel like it's weak enough to tolerate a buff, then I could enable dual-wielding on it at a later time. If you want to try dual-wielding it now, enable the 'Extra' dual-wielding mutator and let me know your thoughts.
New Weapon: Light AR
(Light Assault Rifle)
I'm feeling light-er then AR because the Light AR is coming home! The Light AR is a rapid fire, high burst damage weapon with a very short magazine. The reload time is a little faster then most weapons, but reloading and hunting for ammo boxes so much will often leave you vulnerable.
The Light AR has pretty much kept all of its stats, I think it's great how it is right now, but only testing will reveal it's true power level.
New Weapon: Crossbow
The evil version of the Bow? The Crossbow has returned. The Crossbow fires a single bolt that's coated in poison and it can be slow to reload. Unlike the old version's Crossbow, the new Crossbow has a little more base damage, and can now headshot for triple damage instead of double. It couldn't headshot before and it's like... it would hurt really bad to get shot in the face with a crossbow!
In any case, this has made the Crossbow much more dangerous! I felt like it was on the 'useless' side of the weapon pool in the old version, so this should hopefully at least make it picked more. I decided on going with triple damage on the headshot because I wanted body shot damage to stay on the lower side. Getting a headshot just barely goes over 100 so the damage is as low as it can go to maintain a 100 damage headshot before needing to increase the damage multiplier to something stupid. You also have to manually reload your Crossbow now instead of waiting for a cooldown. Not sure why I did this before. The reload speed is a little slower, It also has less ammo, but it also now weighs less.
New Weapon: Machine Gun
Chkka-chkka-chkka! It's the sweet sounds of the Machine Gun! The Machine Gun is a fully automatic assault weapon with a huge magazine, or box in this case! The Machine Gun isn't very accurate at first, but you can decrease the random spread of the Machine Gun by crouching. The Machine Gun is heavy and can have an effect on your movement speed on it's own, but it's large magazine and moderate DPS makes it reliable to switch to and shoot while in a pinch.
Not much has changed since the old version, but it's certainly bigger and more badass! The bullet belt will also shorten depending on how many rounds you have left as a little detail.
Survival Changes
New Enemy: Doctor
With the addition of the Heal Rifle and the AI being able to use it, I have made a new enemy in Survival that could stir up the difficulty This jerk is the Doctor, he appears somewhere around wave 40 or something, he heals enemies, especially bosses. 1-2 doctors can spawn per wave, and they should be your focus lest they overheal all the enemies. And don't underestimate the good Doctor when he's cornered, he keeps a Pistol and knows how to use it.
New Mechanic: Sobering Up
You can now 'sober up' from Vices. When you pick up a Vice, a wave countdown starts and when its up you will lose 1 vice of that type. So if you picked up a Lager, a random amount waves must pass before you sober up from it (lose 1 Lager). You can constantly refresh this timer by collecting another vice of that type.
This sounds like a nerf, but it takes a long time to sober up, and good Vices such as Red Wine are immune to sobering up for balancing's sake. It helps optimize your build, as Vice count increases your respawn cost, and you tend to avoid picking up Vices you don't like, therefore losing the ones you have collected. If you want, you can also turn off Sobering Up in the Game Settings menu, without the need of mutators.
Updates to leveling up and the weapon skin system
I've listened to your feedback and made some changes to how weapon skins are unlocked. The biggest change is the new Weapon Skin Workbench feature, where you can combine two weapon skins to make a new one! Woah!! You can get to Workbench by opening the Weapons menu in the main menu and clicking the Workbench button.
Combining weapon skins isn't a totally random reroll everytime, what skin you get can be dependent on the properties of the 2 weapon skins you're merging. For example, merging a Sunset Power SMG with a Candy Power SMG will create a random skin for the Power SMG. Combining a Bumblebee Compact Uzi with a Bumblebee Assault Rifle will get you a Bumblebee skin for a random weapon. See what I'm getting at here? The Workbench will tell you whats gonna roll before you combine the skins, so take your time and compare skins to see what combinations to use to get what you want.
Additionally, you now unlock a weapon skin EVERYTIME you level up! Hooray! The Workbench feature introduces a 'drain' on your weapon skin collection (if you decide to use it), so that means I can start being more generous. The catch is I have adjusted the XP requirements and gain, it will now take longer to level up.
With adding new weapon skins from the community, I'm going to pause that for now until all or most weapons are back in. We have a good, crazy amount of skins now that could probably cause problems if the cause of the problem is 'too many weapon skins'. If I can fix these issues or don't encounter them at all as the rest of the weapons are re-added, then I'll go back to adding new skin types. I have also removed uploading skins to the workshop from the Weapon Skin Creator. See the next part about that.
Sprite Modding & Workshop (Steam Only)
You can now share Sprite Mods on the Workshop! Go to the Options -> Sprite Modding menu to see. When you subscribe to a Sprite Mod, Steam will download the Sprite Mod and the next time Boring Man v2 launches, it will look in your workshop content and list any mods it finds. Mods you install manually through the AppData folder like you have been already will be separated as "Personal Mods" in the Current Mod menu. Only manually installed Personal Mods can be uploaded to the Workshop, hopefully this helps prevent content theft.
As mentioned, the Weapon Skin Creator can no longer upload to the Workshop. Skip the rest of this section if you don't care about this. This is because it felt like the Workshop was being utilized incorrectly by uploading weapon skins items with no content. So if you want to share a weapon skin from the Skin Creator, there's now a screenshot button instead of a workshop button in the Creator.
When you click that, it will save a sprite sheet of your weapon skin similar to the Workshop thumbnails on to your hard drive. Then, when uploading a Sprite Mod, you can pick saved weapon skin sprite sheets to use as your thumbnail in the thumbnail image selection menu. To make sense out of the Weapon Skin workshop tag thats now out of the job, you can optionally tag Sprite Mods you upload as a weapon skin.
However, this also means you will need to upload a compatible Sprite Mod to be allowed to post the Workshop item. I suspect people will get around this in one form or another, and I'm not going to moderate it, this is just a correction for the game on using the Workshop properly. Maybe at some point I'll implement a feature that allows you to generate a sprite mod from the weapon skin creator, doesn't sound too hard. In any case, I apologize for complicating things, but this is how it should've been done the first time!
Weapon Balance
All Weapons
Recently I found some code in the old version that was boosting the base speed of all projectiles, I have applied this to v2.0.0. This would explain why some players have been complaining about projectiles feeling slower, so hopefully this corrects something. A noticeable difference from this is the Boomerang, I didn't realize it didn't have the same range as the old Boomerang but now it does.
Increased base projectile speed
Knife
It's been pretty unanimous by the community that the Knife just ain't doing it for anybody, so I'm throwing it some big buffs. The Knife takes up an entire weapon slot, so it should be deadly to some regard to make it worth picking. I have increased the base melee and base throwing damage, so up close you still do more damage with a stab.
Additionally, I have granted the Knife to do headshot damage when thrown, and the damage gained from thrown distance has been increased. These buffs should make the Knife a lot more dangerous, and make it worth picking as a weightless secondary weapon.
Knives can now get headshots. Ouch!
Increased Knife melee damage
Increased Knife base throwing damage
Increased damage distance gain on thrown Knives
Pump Action
The random spread for the Pump Action has decreased, this is to help increase the potential of the Pump Action's larger damage output which doesn't seem to be meeting the bar for.
Tightened spread for the Pump Action
Sawn-Off
The Sawn-Off's spread was a little too wide and made it not a good pick unless you were dual-wielding, and even then it fell short against top tier weapons. DB and Sawn-Off have about the same spread now.
Tightened spread for the Sawn Off
Skateboard
I honestly love the new skateboard, I think it's crazy and a lot of fun. However some players have complained it has been too fast, I don't really want to nerf the speed all that much, but I did make the final max speed calculate similarly to the player's non-skateboard movement speed, so it now listens to stuff such as your loadout weight and the Energy Drink vice. Overall, you will move a little slower depending on what weapons you are carrying.
Skateboard speed is now reduced by loadout weight
Skateboard speed now scales along with the player’s current max speed
Double Barrel
The reload speed for the Double Barrel was fast because I didn't have a good enough reload animation to make it slow enough! I have improved the animation and thusly was able to set the reload speed to something slower, which should make DB players more vulnerable to counter attack. The random spread has increased, so DB users will need to get in a little closer to their target if they want to get in a good meat shot.
Increased reload time for the Double Barrel
Loosened spread for the Double Barrel
Grenade Launcher
Yes, the GL is a hot weapon right now, but I don't want to end up gutting it before all the weapons are out. However, the GL's reload speed was short due to the same problem as the Double Barrel where the old reload animation would look too choppy if it got slow enough. I have improved the animation and therefore was able to set the reload speed back to something reasonable. The slower reload speed should help with being bombarded by bouncy grenades too much.
Increased reload time for the Grenade Launcher
New Console Commands
I have added 23 new console commands this update. Use the help command in the in-game console to see what each one does.matchtime, skip, memoryuse, showhitbox, currentwave, revive, reviveall, zombending, listdir, cmdlist, listsfx, globalsound, localsound, spawnbody, explode, explodebig, displayinfo, resetplayer, resetallplayers, resetworld, shootingrange, showdps, setrangetargets
General Changes and New Stuff
Premium players can now select their voice pitch as a Premium option, instead of needing to select a specific hat to change it.
Added new Video Option: Field of View
Added new Server Setting: Force FOV
Improved controller support for menus
Updated projectile visuals
Updated ragdoll physics
Added some new art to a couple of existing stock maps
Chat flood protection tolerance has increased from 4 lines at once to 6
You can now use the Hide Chat key for global/clan chat in the main menu
You can now use the mouse wheel to navigate through loadout menus like in 1.2.7.7
You can now get assists by healing. Healing assists do not take priority over regular assists.
Your game progress will now only save when transitioning between the game and through menus, so the level up stutter should be less intrusive on gameplay.
Console commands that have a color parameter can now accept hex color by starting the value with the character “#” (Ex. rawsay “Hello!” “#ff995c”)
You can now paste text in the console window (Ctrl+V)
The dedicated server console can now scroll up or down with the mouse wheel or page keys
The dedicated server console can now use the up arrow key to recall recent commands
Bug Fixes
Fixed projectiles and weapon drops and stuff getting stuck in walls
Fixed command ‘unbanlast’ not working correctly.
Fixed the scuba mask not drawing correctly when not wearing a hat
Fixed not being able to roll cancel when rolling against a wall
Fixed getting disconnected from Global/Clan chat when playing in an offline server
Fixed offline server not pausing when you open the pause menu
Fixed the AI being able to detonate frame-perfect Suicide Vests
Fixed the AI throwing heal grenades at enemies
Fixed the AI not knowing how to drop down through platforms/moving platforms when needed
Fixed Steam Group clan requirements being unable to be seen when you are not admin or don’t have at least 10 members
Fixed the ‘kill’ command not needing mutators
Fixed saved loadouts using the wrong weapon ID number, which would make them get messed up when new weapons are added. Your saved loadouts will still get messed up one more time in this update, but will no longer do this in future new weapon updates.
Fixed the Show Vices button not being available for controllers
Fixed the pause menu attempting to quit sometimes when you press Start on the controller
Fixed ladder collision not being visible when showcollision is enabled
Fixed some map objects not being rotated at the correct angle for player clients
Fixed scoreboard profile pictures not retrying if they fail to download
Fixed double jump not refreshing when landing on the ground while skating
Fixed the camera jerking around when switching between your character and drone with Lock Mouse enabled
Fixed Explodebot 5000 not firing at players from far away
Fixed Underwater Weapons getting their underwater buff when carried by a drone when they shouldn’t
Fixed the Grandmaster boss making players arms disappear
Fixed a dedicated server crash that would occur when running for long enough
Fixed Force Equipment server setting resetting when “None” is selected
Fixed an issue with the killfeed displaying the wrong icon on certain maps
Fixed some projectiles not displaying correctly when Rocket Madness is enabled
Fixed projectiles being able to pass through thin walls in some cases
Fixed a crash associated with the Vampirism mutator
Fixed being able to open the bar menu while controlling your drone
Fixed client players not being able to damage themselves with explosive barrels
Boring Editor
New Asset: COMMAND Logic
This new object is very powerful, it allows you to run console commands! Some console commands cannot be run by maps, such as kicking/banning and other server admin stuff, but maps do *not* need mutators enabled to run mutator-required commands! This is because servers treat the match as if mutators are enabled when a custom map is being played, so there's no real point in not allowing it. When activated by logic, this object will run the store command once. To run it again, you will need to turn all logic signals attached to it off and then on again.
If you attempt to run a player specific command in the COMMAND object, for anything with a 'PlayerName' or 'TeamID' parameter, you can simply place an asterisk (*) in the command and it will use the player's ID or Team ID that activated the button or lever or whatever. (Example: COMMAND object attached to a button running the command 'shock "*"' would electrocute the player that presses the button) This feature is super buggy, so please let me know any problems you run into.
New Asset: STOPWATCH Logic
This is a new object that enables and disables the shooting range stop watch. When activated by a logic gate, it starts a 10 countdown, then starts the stop watch. The output signal is only activated when the stop watch is active. The stop watch time is finished when the STOPWATCH logic object no longer has any active signals. To cancel a stopwatch run, send it a signal from the RESET logic gate.
New Asset: GAMEMODE Logic
This object outputs an active signal if the server's gamemode matches to what its set to. This could be useful for maps where you want certain logic to be activated or deactivated on certain game modes.
New Asset: Helicopter Spawn
This spawn point determines where the Zombrains helicopter is suppose to land. If there are multiple helicopter spawns, then the helicopter will choose one at random.
New Asset: Zombrains Printer
Similar to the Weapon Printer, this is a special type of Weapon Printer that only appears when Zombrains is running on the server. You can set which weapon you want the printer to have, or set it to be a random weapon on every map change. You cannot change the price of weapons at this time.
Added Ladder Tools
To help optimize your map, you can now make 1 long ladder object instead of using multiple short ladder objects.
Logic now works with tiles
You can now attach logic gates to tiles by holding Spacebar while Logic Mode is activated. This will enable tiles to be clickable while in Logic Mode, letting you connect them to other logic objects. When deactivated, tiles will fade away and fade back in when activated. If the tile is animated, the animation will pause (but does not stay in sync with other players atm)
Map Editor Changes
You can now hold down the M and N keys show and hide assets/tiles
Buttons and levers now have a "Z.Cost" setting, if the server is set to Zombrains then these objects will have a price on them that needs to be paid to activate, similar to the weapon printers
You can now press Ctrl + M or N to quickly toggle showing assets and tiles settings
Shark’s depth is now forced to Sea Depth plus 1, can no longer set depth.
You can now hold Ctrl + Alt + R to rotate objects more precisely
Map Editor Bug Fixes
Fixed teleporters not working correctly when placed on top of one another
Fixed some server settings carrying over when testing a map
Fixed Weapon Printers using the wrong weapon ID number. Old maps that use the old ID values will still load the correct weapon, but its not a bad idea to update your map anyways.
Fixed being able to use mutators while testing a Climb map. Due to this fix, all Climb maps on the Workshop will need their maps beaten by their authors again to regain the "Beatable" tag. Sorry, but it shouldn't happen again.
Fixed being able to use the shift key when a map editor tool is selected
Community Pick Up Game
[previewyoutube="0ALhbEcYLlM;full"]
GAME MODE SHOWCASE: Zombrains
[previewyoutube="5RSzRMBQ5RQ;full"]
Holiday event is live! Boring Man v2.0.0 beta11 is now available
Winter Holiday Event
The winter holiday event for v2.0.0 is here! The 6 holiday hats are now available to wear, but you can still wear the regular hats if you want, unlike the old version. You can also find weapon skins only available during the Winter event.
Weapon skin unlock chance increases during the winter event, and there are comfy decorations in CTF and Survival!
Sorry thi change log isn't much, but I'm exhausted and just wanted to get this build out. After things stabilize, I'm going to be trying to take a break for a little while.
Reduced the total amount of enemies in Survival waves,
Reduced the default wave start timer from 60 to 30. These two changes should make Survival matches shorter. You can still have a 60 second prep time, but it will be the default option when new players start the game. Keep in mind, with less enemies means less income, so you will make less money overall, but hopefully still enough.
‘Wandering’ Survival enemies will now go after the flag when all players are currently dead
Mead now has a new function: Melee attacks against enemies heal you for 1.5% of damage given. Can be overhealed.
Sherry now has a new function: You pick up ammoboxes/medikits and revive players 2% faster. These vices didn't seem to be favorable for most players so I changed them up, let me know if you think they're better.
General Changes
Doubled the amount of influence needed to capture the control point in Team Deathmatch An unintended behavior developed in the old version from the control point is players using some sort of honor system to not capture the point. I made the point take longer to capture in an effort to make this honor system unnecessary, and make the control point generally hard to capture as long as the other team isn't camping somewhere.
Changed ‘Hazards’ settings from a mutator to a game setting (except for Climb)
Server list now sorts by best ping by default
“Image Errors” server setting is now known as “Modding”. Setting this to ‘Kick’ will kick all players who use built-in modding, use a modified data.win file, or have different image tiles in the currently loaded map
Bug fixes
Fixed map size being able to go over 32,000 pixels and under 700 pixels
Fixed Railgun lighting not using player’s projectile color when carried on their drone
Fixed medikits/ammo boxes/revival ankhs being able to fall off the side of the map
Fixed client players loading the wrong map while joining during a map change (maybe)
Fixed team teleporters and base equipment not despawning correctly in CTF when Base Defenses setting is disabled
Fixed not being able to kick players when their game is frozen
Fixed grapple hook line not destroying correctly with the player’s selected projectile color
Fixed weapon drops not despawning during the TDM prep time
Fixed Roxxy & Moxxy not teleporting sometimes after taking damage