This update is just polishing things up before this week. If you're waiting for the game to go free-to-play on November 29th, there is now an in-game count down timer which will unlock automatically. No updating will be needed! It's like pre-loading but stupider.
General Changes
Added a count down timer for free-to-play players
Slightly increased base weapon change speed
Tweaked the hitboxes to be more like 1.2.7.7 (Not in the bad way)
You can now drone hop on teammate’s drones when friendly fire is enabled
Exiting the drone camera now has a little delay to stop you from moving around accidentally
Made adjustments to the bouncepad area in Boring Man Fields 1
Made improvements to netcode visuals
Made improvements to the hit registration
Survival Changes
Made boss missions in Survival more rare
A second simultaneous boss will now possibly spawn after wave 70
Starting money for newly joined Survival players now scale with wave progress
Reduced the movement speed multiplier for advanced enemies (strong, elite, etc)
Reduced wave requirement for encountering the Manlings back down to 100 again
I noticed players were able to completely control which bosses spawn, so while I don't want to completely disallow that, RNG bosses should appear more often. I didn't want to lower the chance of encountering a mission boss, because it would be frustrating to hold onto a mission and have to rely on a bunch of dice rolls to complete it, instead I dropped the chance the mission would appear, so players could still be guaranteed a boss when they take the mission.
Two bosses can possibly spawn at once now at wave 70 and after, and I might scale multiple bosses with wave progress in the future. The second boss is always a random boss, it does not follow player mission needs.
Next, it isn't fun joining in late, I thought an obvious change would be to give new players more money. It scales at a flat rate with wave progress, so players can't game the economy with starting money. I might need to do more to buff new players, I'm open to any suggestions!
I think the advanced enemies being super fast got kind of annoying, so I slowed them down. Reaching end game Survival is hellishly long, so the increase to wave 120 for the Manlings was unnecessary and has been reverted.
Bug Fixes
Fixed Survival money sometimes experiencing an integer overflow
Fixed an issue where you would join a passworded server after cancelling the join (then time out)
Fixed comic text not displaying correctly when firing a weapon with a drone
Fixed the misplaced water object on Oil Rig
Fixed an issue where a little packet loss would stop you from connecting to a server
Fixed some advanced Survival enemies not getting the movement speed increase
Fixed some issues with the AI on Boring Man Fields 1
Fixed Suicide Vest’s explosion damage and hitbox
Fixed drones being able to push teammate drones while friendly fire is disabled
Fixed being able to carry off hand weapons without a primary weapon using the Find and Deliver mission
Fixed some Survival enemies not getting the speed increase when they’re advanced
Fixed drones not reporting the correct max health amounts
FOR DLC OWNERS (Not for long): Boring Man v2.0.0 beta9 is now available!
This update adds the Drone for a little bit of testing by the community before the rewrite beta becomes free. I also polished the game up and fixed a good amount of bugs. Let me know what you think.
New weapon: Drone
Watch your head, the Drone is now available for testing in beta9! It is an equipment item that has scouting and item carrying capabilities.
The Drone can pick up some weapons to use against enemies, however not all of them work yet. I would like to get as many weapons as possible to be compatible with the drone, but that will take time. You can learn more about it by watching the video I uploaded last month here:
[previewyoutube="T5q_Jw4ZBso;full"]
There is also a new setting in the "Controls" menu, called Auto-Control Drone. It's on by default and will make you automatically take control of your drone after you throw it. Turning it off will just simply let you throw the drone and require you to press F again to control it.
Reworked artificial intelligence
The bots and survival enemies have new AI! I wasn't happy with the state of the old AI so I rewrote the whole damn thing. A few new things they can do:
The bots can walljump now, greatly increasing their flexibility for making maps
The bots are more aware of pitfalls, and will drop down or jump over them if needed
Learned how to repair base equipment with the Wrench
Learned how to heal with resupply stations and heal grenades
GameJolt & Discord support
The Boring Man rewrite can now login with GameJolt or Discord! These versions of the game are not available yet, but they will be available on or after November 29th when the beta is free to play.
If you run Discord while playing the Steam (or any) version though, it will still update your status in your Discord profile and what not. Neat!
These new platforms have limitations however. Logging in through GameJolt or Discord will create a brand new account, and you will not be able to transfer your Steam account. This means no veteran mode, no weapon skins you have already collected.
These additional platforms are mostly focused on bringing in new players, there isn't really much advantage to switching to Discord or GameJolt. You also can't upload maps to the workshop from either of these platforms, only the Steam version will be able to do that. Non-Steam versions can still browse and download Workshop maps in-game though, whew!
I will also be setting up a store page on my Discord server, which will have the same DLC as the Steam version! Again, I should have this done by the time the beta is free. You can join my Discord server here.
If you want to keep an eye on the GameJolt version, I will be uploading a new release when its time on the old GameJolt page, linked here.
Guest Mode
In addition to new login platforms, there is now a "guest login" mode, in case new players aren't too sure about the game yet to bother figure out logging in, or can't log in at all due to some technical reason. Granted I think its pretty easy to log into any of the platforms, but I'm just covering all my bases! Guest mode will not be available for the Steam version.
Guest mode will not be able to play online or be able to save your progress, you will only be able to host an offline server to play with bots. The map editor and Workshop browser will still be available though!
Survival changes
Vices & the Drone
Margarita, Espresso and Ale vices now work with drones
Porter vice now increases your drone’s health by 2
With the addition of the Drone, I altered some vices to help out Drone users. This should make some sort of 'drone pilot' role for Survival, I mean I hope it does!
Rum
Headshot resistance with the Rum vice now resists against the damage multiplier instead of the damage value itself
Increased Rum vice requirement from $1500 to $5000
Decreased Rum vice bonus from 1% to 0.1%
Rum was still giving you headshot defense too quickly, and it has diminishing returns the more Rum vices and money you collect. Instead of Rum decreasing the damage value itself, it now provides defense against the *multiplier.* So if you have about $500,000 and x1 Rum vice, that's 10% defense against the headshot multiplier, so instead of taking x2 damage, you only take x1.8 damage. This change should make Rum less powerful in the early game, and more useful in late game. Math is cool!!
Champagne
Increased Champagne vice’s health restoration from 20 to 40
Champagne vice will now heal you when you complete a mission
Champagne is one of the 'bleh' Vices where it isn't terribly useful, so I increased the healing and added an additional way to proc the heal. Can't say it helps too much, but its a start.
Dyson Iced Tea
Dyson Iced Tea will now roll for super speed when you buy something from the bar
Same as above, Dyson Iced Tea doesn't seem favorable so I tried adding an additional trigger for it.
Jägerbomb
Reduced Jägerbomb’s roll chance from 2% to 0.5%
Now that my memory has refreshed, I've remembered that only a handful of Jägerbomb vices will turn you into the stunlock king, and frankly its just really annoying having that many EMP blasts on your screen! This change should make players work harder for their random EMP blasts.
Missions
The damage dealing mission requirement now scales with how many waves have been completed
Reduced the requirement for the Intel collecting mission
Reduced the requirements for enemy killing missions
Reduced mission rewards for most missions
The teammate revival requirement will increase by 1 for every completion.
Purples/Fuschias and Blue Soldiers/LTs will now sometimes carry weapons players need for missions
Chests in Hardcore Survival will now sometimes carry weapons players need for missions
Missions were offering far too much reward, more then what I was comfortable with. Some of the missions were also not worth taking because they were too much work, compared to easy, well paid missions. These changes should round out all the missions and encourage you to have more choice.
Misc. Survival Changes
You can now close the bar menu by pressing space
Drastically increased the difficulty of advanced enemies (Strong, Elite, etc)
Reduced how often Barkeep makes it open bar
Barkeep will no longer waste an Open Bar round when encountering the Manlings
You now start with $600 in Survival mode
Cinnamon Whisky has been replaced by Hot Wings. Functions exactly the same.
Survival bosses will now attack players trying to camp the point from a distance
"Enchanted" weapon skins can now be found normally as Boring quality
Unlocked weapon skins have been reorganized (Stock -> DLC -> Artifact -> Boring -> Seasonal -> Blessed -> Inferior)
Suicide Vest
Suicide Vest damage now applies damage multipliers (Triple damage, vices, etc)
Suicide Vest now explodes faster if you have the Super Speed power up
This is just a change to make the vest more fun. It also might be of some use in Survival mode against tanky enemies. I believe this is the only weapon balance change in this update.
Map Changes
Added timed pressure plates to open the gen room doors in Muleslapper MFG
Added a roof ladder to the second most left building in Dyson City
Updated the AI waypointing on all stock maps for the reworked AI
Bug Fixes & Improvements
Fixed the bar not updating your money when purchasing something
Fixed multiple crashes associated with testing a map
Fixed moving platform’s cable paths not drawing correctly
Fixed a crash when using the bar while Vices are turned off
Fixed the Muleslapper MFG barrels getting stuck in the ceiling when running the game at more then 60fps
Fixed not being able to kick individual bots in the in-game console
Fixed hosting a server getting stuck on “Connecting” sometimes
Fixed a bug where you wouldn’t be able to purchase chests in Survival
Fixed an issue where you couldn’t log in if the Steam Community was down
Fixed the Scuba Gear and Suicide Vest not drawing correctly when creating and uploading skins
Fixed the bar giving out duplicate specific enemy kill missions
Fixed accidentally being able to abandon a newly accepted mission before the menu closes
Fixed the friendly fire mutator not applying to base equipment in some cases
Fixed being able to drop throwable weapons and hold them at the same time
Made improvements to the login system
Made improvements to the clan tag system
Made improvements to the netcode
Coming Soon: Rainbow and Splintered weapon skin DLCs store pages are up!
I've decided to release a few more weapon skin DLCs when the game goes free, check them out below!
These weapon skins and the Boring Man v2.0.0 beta itself will become free-to-play for all players on November 29th!
If you've been under a rock, I've been recreating Boring Man from the ground on. Boring Man has a lot of cool new stuff, including a brand new weapon, The Drone! See a video on it below.
[previewyoutube="T5q_Jw4ZBso;full"]
The Drone will become available for testing THIS WEEKEND! I HOPE! If you want to try it out early, please consider purchasing any of the already released DLC below:
FOR DLC OWNERS (Not for long): Boring Man v2.0.0 beta8 is now available!
Wow! Another big update is here! This is the last update before the rewrite beta becomes free to play. I'll be testing stability and uploading smaller updates to fix things, so please be patient, thank you.
This change log is big, but I'll try to summarize everything for you!
New weapon: Muleslapper
The ancient and legendary Muleslapper 6000 has returned! This weapon has been in Boring Man since nearly the beginning!
The Muleslapper has mostly stayed the same, but has fancy new effects and blinking lights! It also feels much more satisfying to fire.
It can deal big damage and is immune to gravity. The alt-fire sprays a bunch of projectiles at once at the cost of 5 ammo, good for chasing down weak enemies.
New weapons: Railgun
Possibly overpowered?! The Railgun is here!
The Railgun has been converted into a hitscan projectile weapon. The hitscan shot also has infinite range, similar to the old Railgun.
It can also penetrate through multiple enemies, doing 40 damage to each. But it's slow to fire.
New weapon: Lever Action
Wild wild west! The Lever Action is back and it's better then ever!
The Lever Action now has a hitscan projectile, like the Railgun, but with limited range and a little bit of random inaccuracy. It fires at the same speed and deals just about the same damage as the old Lever Action.
It's range is a little shorter then it's projectile-based predecessor, but I think it's a lot more fun to shoot.
It also now has a Rapid Fire alt-fire, similar to the Revolver.
New weapon: Suicide Vest
My finest creation, the Suicide Vest has been added! It works almost the same!
Press the Throw Grenade key to activate your suicide vest, then there's no turning back! You will explode in a large radius doing 200 damage to anyone caught in the blast. You die too, obviously.
Vest users can be disarmed from using it using electric stuns, such as from the EMP or Tazer (when its added). Something new is you can now repair the vest by picking up an ammobox or visiting a CTF resupply station.
New weapon: Heavy GL
Boom boom boom! It's the Heavy Grenade Launcher! Also known as the Heavy GL.
The Heavy GL can fire up to 4 grenades, which have similar damage and range as the normal Grenade Launcher.
However, the grenades from the Heavy GL don't bounce, instead they instantly explode the moment they touch a surface. You can tell which Heavy GL grenades are which by looking out for their red tip.
New weapons: Underwater Rifle/Pistol, Scuba Gear
Glugghghh! I mean, it's the underwater weapons!
In conjunction with the Scuba Gear and two water-based maps being added, what fun would be swimming around without being able to shoot?
The underwater weapons don't have much changed about them other then updated visuals, but they will now sound different when fired underwater, which gives them a boost in damage and range.
The Scuba Gear greatly increases your oxygen capacity when underwater and makes you much more mobile when swimming.
That's about it really. But they work with weapon skins! Neat!
New weapon: SMG
Pew pew pew! It's the lil SMG!
Merely a copy-paste weapon, not much has changed other then it's new look. But it sure can shoot a lot!
New weapon: Silenced Pistol
Uh oh!! It's the Silenced Pistol!! And you can dual-wield two of them now! Yowza!!
I have increased it's headshot damage multiplier from x3 to x4! It should hit much harder when you land headshots now.
New weapons: Wrench
Now don't that beat all! It's the good ol' wrench!
This thing hasn't changed an iota. It retains its 25 damage per hit and incredibly fast repair speed for generators and turrets and whatnot.
The Wrench does have an artifact skin, and its my new favorite. Can you find it?
New map: Oil Rig
The infamous Oil Rig is back! But it has been improved! I hope!
Oil Rig has had a total make over. I took all the things I like about Oil Rig and redesigned it into a better balanced and cleaner looking map.
Inside the large structure is no longer submerged underwater, but still has "ankle high" water which can effect your rolling and jumping.
Each base has a way to come up from behind like the old map, but now from under into the new generator rooms.
Last but not least, MR. BITEY has been added. He is a clever shark who will try to eat you.
Mr. Bitey has a LOT more health, but you can scare him away by doing damage. His location is a lot more remote, and he won't stray too far from his spawn point, so as long as you don't go too deep he should leave you alone.
New map: Muleslapper MFG
It's loud! It's hot! It's the factory map, Muleslapper MFG!
Factory has retained most of its original design, however there are a lot less pitfalls and it doesn't take 5 minutes to fall into the lava.
Additionally, there are a few logic gate mechanics implemented into the map. One of them is the BARREL-O-MATIC, which is available for each side of the map.
(Also Boomerangs can hit buttons and levers now, neat!)
Hitting the button will make a new barrel! Neat! But what's actually going on here is the barrel is falling off the map and "resetting", where it returns to its spawn point and can be blown up again.
There is also another new logic gate mechanic, the two red buttons! I wonder what happens when you press them both at the same time????
New map: Boring Lake
Break out the bug spray! We're going to Boring Lake!
Boring Lake has kept it's design, however I added a few automatic doors to the long skywalks on each side to help stay safe inside your base from sniper fire.
There are now also moving platforms in the little holes under the sky walks.
Boring Lake is a little... boring right now but I plan on updating it with more artwork when I can think of some. For now it's just another stock map where you can utilize underwater items.
Survival mode updated!
I have added The Bar to Survival Mode! The Bar will allow you to buy two different types of vices per wave. You know what the vices will be, but they are a little more expensive then opening a chest.
A charming fellow named Barkeep runs the bar, but he's not very brave and will shutter his establishment when the wave intensifies.
You can also buy weapons from the bar, and accept personal missions to make extra money!
The mission system is probably buggy as hell, so please be patient if it doesn't work right. You can only have one mission on hand at a time, and if you die, you will fail whatever mission you were carrying. You can choose to abandon your mission if you want a new one, but Barkeep won't like that!
About that, Barkeep has a "disposition" meter. He will get mad at you if you abandon or fail too many missions, and make items more expensive. On top of that, he'll close the bar earlier! Oh no!
But if you complete missions and give him business, he will like you and give you discounts and keep the Bar open later for you.
There are also a couple new Survival enemies... I'm going to keep them secret, because it's fun and also because my hands are getting tired.
Lastly, you can now find Gold Tickets in chests again! The Gold Ticket drop rates are pretty much the same, but it's 'smarter' now, where if you unlock every golden weapon skin in the game, you will no longer find tickets. It will even count your tickets and gold unlocks together, and stop spawning tickets if you have enough to unlock them all. Neat!
New mutators!
I have added a couple brand new mutators. They are incredibly cursed, but maybe someone will get use out of them.
Added new mutator: Auto-Reloading. When enabled, all players will automatically reload their weapons when out of ammo instead of dry firing. Pathetic!
Added new mutator: All Water. When enabled, the sea level will be at maximum and any map that loads will be totally underwater!
Added new mutator: Fall Damage. When enabled, all players will take fall damage. Crrunnch!
Added new mutator: Underwater Weapons. When enabled, all weapons can fire underwater.
Physics changes!
Here's the part I'm stressed out about! I made some changes to the physics to feel more similar to 1.2.7.7
Before you COMPLAIN about the game being slower, keep in mind these changes were directly made from copying the old source code. Some numbers in the copy-pasted physics codes still need to be "doubled" and essentially that's all I did here.
The biggest contributor to being a little slower is the corrected weapon weights. Weapon weights were 50% lighter then they were suppose to be. So you should move slow with heavy weaponry again.
The gravity and vertical speed changes are hopefully good, they should help with the "floaty" complaints I've been seeing.
Adjusted vertical speed limit and gravity to be more similar to 1.2.7.7
Adjusted the swimming physics to be more similar to 1.2.7.7
Removed the hard upwards vertical speed limit for players, similar to 1.2.7.7
Players now have a little more movement control while falling (this is new)
Reduced fast falling speed, to be more similar to 1.2.7.7
Fixed players slowing down too fast when going over their max speed
Fixed weapon weights being inaccurately too light, you will be a little slower with heavier weapons now
Fixed holstered off hand weapons not having weight
Weapon Balance!
Uh oh!! It's my favorite thing in the world, balancing weapons!
Boomerang
The Boomerang will no longer bounce back at you if you kill an enemy with it
Reduced the Boomerang’s initial throw damage
The Boomerang now has x4 headshot damage
When I introduced headshots to the Boomerang, I was worried it would be too strong but that doesn't seem to be the case, so as I originally planned, I removed the 'bounce back' if you deliver the killing blow to an enemy. It doesn't have to be a headshot.
I reduced the Boomerang's body shot damage, but gave it a huge headshot multiplier similar to the Silenced Pistol. This should let you run over multiple enemies from 100% health if you hit them all in the head, but just be prepared to catch it on the rebound. This change is intended to make you value headshots more then bodyshots in pretty much every scenario.
Grenade Launcher
Slightly increased reload speed
This buff is to help the regular Grenade Launcher compete with the newly added Heavy GL.
Weapon skin updates!
I have added a bunch of new weapon skins, 100% made by the community! If your weapon skin set made it in, you should have it unlocked for all weapons by default. If not, please contact me.
Lastly, I made some updates to the Weapon Skin creator because I want MORE! MORE SKINS! 10,000 OF THEM!!
Added “Thumbnail” feature to the weapon skin creator, you can use this to set your weapon skin’s preview thumbnail to one of your tile images in the images folder
Removed the “Show All” checkbox from the weapon skin creator, you will always now upload the entire skin set, unless you have a custom thumbnail
Boring Editor update!
I'm gonna start winding down with a vague list of new Boring Editor map objects and some changes. I will write the Boring Editor help guide sometime this month.
Added new map object: Teleporters
Added new map object: Shark
Added new map object: Trigger Areas (New collision type: Barrel Check)
Added new map object: Horizontal Windows
Added new map object: Automatic Doors (Old fashioned doors now called ‘Manual’)
Added new map object: Manual Spike Trap
Added new map object: Number Display
Added new map object: Wood Target
Added new map object: Weapon Printer (Non-zombrains version)
Added new logic gate: RESET
Added new logic gate: 4EVER
Added new logic gate: COUNT
Added right-click options to the map editor that are able to edit things such as blocks created from wall tool, moving platforms, etc
Added new collision object type: No Weapons
Added a new menu option to the “TILES” tab in the map editor: Download Starter Pack
You can now set background parallaxs to “Half”. It's hard to explain, just try it.
Changed the map editor’s default map size to 1.2.7.7’s default map size (proportionately)
Improved visuals when displaying logic gate connections
Rewrote the Undo tool in the map editor
The polygon creator tool in the map editor can now snap to all collision objects (and static platforms), unless you hold the ALT key.
You can now hold Spacebar to keep using a placement tool
Optimized the grid drawing for the map editor
Fixed being able to place the same exact logic connection multiple times
Fixed the pause menu options displaying incorrectly when testing a map from the editor
Fixed polygons being able to snap to themselves before creation is complete
Fixed being able to upload map preview images to the Workshop that are too big (over 1mb)
Fixed being able to see the depth value on objects in the editor where depth doesn’t matter (spawn points, collision, etc)
Bug fixes and new misc. crap
Added a game mode help window for joining the server and an option to turn it off
Added 10 new emojis, changed a couple existing ones
Chat emojis are now always enabled, removed Chat emojis video option
Added automatic doors to Dyson City
Added new FPS Limit option: 120fps
Weapon drops, pick up items and loose CTF flags now get popped up when hit by a spike trap or touches bouncy terrain
You can now delete Workshop maps you’ve downloaded from the Workshop browser
Added a search function to the in-game Workshop browser
Replaced the “Unpopular” Workshop browser filter with the “Random” filter, which will give you 10 random maps
Added new Miscellaneous menu option “Clear Workshop Cache” for deleting all downloaded Workshop maps
Renamed the Survival option “Loadouts” to “Hardcore”.
Enabling hardcore mode on Survival will grant you extra wave completion XP, if mutators are off and if you’re on a stock map.
Renamed the Survival option “Control Point Timer” to “Wave Begins”
You can now only select intervals of 15 seconds instead of inputting a number for Wave Begins setting.
Barrels will now reset when they fall off the map
You now have to hold the Team Change keybind to join spectators
Generators, turrets and resupplies now spawn in Climb
The camera will now move faster if your character is going fast enough to move off screen
Fixed speed lines appearing while underwater
Fixed players being able to dodge their own boomerangs with the Stimulants vice
Fixed bots being able to spawn with other weapons when Hardcore is enabled in Survival
Fixed various map objects not having the correct depth for client players
Fixed the map list file generating incorrectly
Fixed vices being able to push each other inside walls
Fixed foreground images appearing in front of the game HUD
Fixed players occasionally spawning at incorrect locations in team-based game modes
Fixed the skateboard not showing the correct sprite when climbing a ladder
Fixed a crash associated with power ups
Fixed some instances of weapon assignment not applying weapon skins (Random weapon mutator, etc)
Fixed the weapon unlock and weapon skin unlock screens not closing properly while in-game when pressing ESC
Fixed weapon skin effects not animating and destroying themselves when the game is paused
Fixed being able to save maps and server files with invalid operating system characters
Fixed power up sounds playing over and over when power up mutators are enabled
Conclusion
Wew! That's a lot of programming I did. This month I will focus on stabilizing this update and polishing things up for the F2P crowd. Please report any bugs or feedback to the Discord or just message me on Twitter!
Sorry for the crappy GIFs but I was running out of time. See you next time!
-S
Want to play the beta NOW? You can play immediately if you have any of the DLC below:
The Boring Man v2.0.0 beta will become free to play on November 29th!
The rewrite beta for Boring Man will become free to play for EVERYONE on November 29th!
One more content update will be released this weekend, and I will focus on stabilizing things and making the game available on other platforms simultaneous to becoming free.
I feel like the game will have enough content to hopefully keep you interested in helping me play test. If you have been playtesting with DLC access, then I thank you from the bottom of my heart, you have been very critical to development.
So mark your calendars! I know I will!
- S
Want to play NOW? You can gain access to the v2.0.0 beta immediately by owning any of the DLC below:
I have unlocked access to the new map editor and uploading maps to the Workshop! Please give it a try and let me know what you think. All I did was upload a build that unlocked the map editor so make sure your game is updated before you try to open it. Restarting Steam will usually kickstart updates.
The map editor is built into the game now, so simply launch v2.0.0 as normal and select "Boring Editor" from the main menu. The Boring Editor launch option on Steam will still only go to the old map editor.
There is no Steam Guide written yet but I will write one soon. To get started, you can try pressing F1 to display the hotkeys and see what you can do with
them.
If you're not much of an artist and need tiles, you can download some of mine here: http://spasmangames.com/downloads/images.zip
Placing any PNG files into the "images" folder in the BoringManRewrite appdata folder will be loaded as tiles you can use. The appdata folder can be accessed by pressing windows key + R and entering "%localappdata%\BoringManRewrite"
I'm going to be busy for the next few weeks, so I will not be available much to answer questions or solve issues with the map editor, so please be patient.
I have also enabled uploading weapon skins to the workshop, simply go to the weapon skin creator and click the "Workshop" button in the upper left to upload your suggested skin.
You can checkbox "Show All" to make a sprite sheet of the current weapons instead of displaying a single weapon in the preview image.
I have already uploaded a weapon skin that I will use as DLC later here: https://steamcommunity.com/sharedfiles/filedetails/?id=1820199246
Want to get into the rewrite beta? You can if you own any of the DLCs below.
FOR DLC OWNERS: Boring Man v2.0.0 beta7 is now available!
I've done a lot of work on the map editor, however its not quite ready for public use yet. Later in the week I may enable the editor and uploading to Workshop, but I wanted to let some friends test the editor on their own one more time before then. I will make a post when I do so.
I've also enabled kills from XP past level 100, and additional XP from killing
General Changes
Added a bunch of content for the map editor, but it’s not quite ready yet.
Uploaded a new test map to the Workshop, featuring the new logic gate system
Enabled the Climb game mode, there are no climb maps yet though except for Workshop Test
You can now earn XP from kills past level 100, mutators must be off and you must play on a stock map
When quitting a server before the match ends, you will now only earn 50% of the time-based XP you got
Added the Laser Traps back to Dyson City
Sunglasses on players/enemies now have a ladder climbing visuals
Maximum XP now has a randomized ceiling cap
Survival Mode changes
Decreased the amount of spawned enemies when theres 3 players or less
Survival enemy AI will now harass players that are near the control point
All players now earn extra XP when a boss dies in Survival. You must be alive to get the XP, and mutators must be off and Survival must be played on a stock map.
Bug Fixes
Fixed player’s current clan not checking for admin privileges on log in
Fixed pick up priorities when doing stuff with the Action key
Fixed not dying when you fall off the map
Fixed healing and poison grenades being too loud
Want to play the beta?
Thirsting for the new map editor? It's coming! You can gain access to the beta and have first dibs on uploading to the Workshop if you buy any of the DLCs below!! Beat the rush now or never!
Once you purchase the DLC, simply launch Boring Man from your Steam games list, and select the 3rd radio button down to launch 2.0.0
I'm excited!! Thanks for reading everyone.
- S
FOR DLC OWNERS: Boring Man v2.0.0 beta6 is now available!
Hey, this is just a small update to fix some things, rebalance some things, and get B-Man up to date with the current version of Game Maker.
I wanted to get this out before I leave town next week. When I get back, I'll get started on polishing up the map editor for its first release and some more content.
Survival Mode changes
Slightly decreased the base amount of money you get per kill in Survival. Some players were able to make far too much money by mid to late game, more then they knew what to do with.
Increased the amount of chests that spawn per wave. I felt like players aren't able to stack vices as much as they use to, so I'm giving you more chests per wave. This should also get you to spend more money hopefully.
Increased the cost increases for chests. In relation to the two change notes above, this should help with having too much money. It just felt like chests were far too cheap in the late-game.
Increased Water vice’s explosive resistance stack from 5% to 8%. It felt like you required too many Water stacks to get an effect out of the vice, so this increase will hopefully require less stacks to help stand up against explosives-using enemies.
Increased the amount of money required for the Rum vice stacks from $150 to $1,500. I greatly misjudged the amount of money you can get in Survival, and only needing to carry $150 for 1 whole percent of headshot resistance quickly became overpowered, allowing players to have a ridiculous amount.
Tweaked Roxxy & Moxxy’s AI to teleport away from danger faster. I noticed Roxxy & Moxxy would take their time using their powerful escape ability, so to make them a little more slippery they will disappear from combat much faster.
Tweaked Indigo’s AI to make him try a little harder to rush the control point. Indigo is amazing and I'm really happy with this boss. The only change I wanted to make was to adjust his AI to be more aggressive with the control point.
Adjusted Grandmaster’s base maximum health and max health scaling. I decreased his base max health to 100HP, and increased his max health scaling per player to 100 HP, which is much more then other bosses. These adjustments should make him easier in solo and smaller scale Survival matches, while at the same time letting him take more hits against larger teams.
The stronger versions of Survival enemies will now start appearing much earlier. Stronger enemies were already in beta5, but they appear far too late in the game and I don't think anyone has even seen them yet.
Manlings will now spawn at wave 120 and after instead of 100. The Manlings are great so far, but it felt like players did not have the Vice power needed to combat them. I am making them appear a little later so your team can take advantage of the extra chests and prepare for them better.
Weapon Changes
Decreased Magic’s damage and range. Despite Magic's stats being copy pasted over from 1.2.2.7's code, it's range and damage didn't seem to translate well for whatever reason, so I need to increase the damage fall off to reduce its effective range and make it overall less spammy. It's okay if it's a little spammy.
General Changes
You can now select multiple maps in the map list window for adding and deletion.
Added more spawn points to Boring Man Fields 1, Dyson City, Ice Station and Varia Mines. This is mostly to quell some camping spots in Survival mode but it still affects every game mode.
Changed not being able to get match time XP when you quit before the match is complete. Originally I wanted to encourage players to stay in the server until the end of the match, but I've had a change of heart.
Compiled the game on latest Game Maker Studio version (2.2.3.436). This may have unearthed a few new crashes, just report them to me like you have been with as much information as possible
Bug Fixes
Fixed Magic’s shield being able to damage the Grandmaster boss in Survival. Grandmaster should be immune to everything except unarmed combat and hadokens.
Fixed Magic’s shield being able to damage players during their grace period
Fixed Magic’s shield not being able to be dodged with the Stimulants vice
Fixed Magic’s shield not being placed properly with different resolutions
while Lock Mouse was turned on
Fixed Character Outlines video option not saving the setting
Fixed /smoke and /drink not activating their respective consumable vices reliably for clients