Nothing really NEW in this update (Did some very minor stuff with modding), as it more focused on balance and polish. If you have the authoring tools installed, you'll see it got an update too, this was the debug tools, that's all that was added basically.
Anyways here are the notes.
Additions
Cash_Out has been updated to 0.8.4.0 + Authoring Tools Update!
Nothing major in this update, there was a visual "change" as I fixed a major bug related to saturation issues and lighting, as a result I had to redo some stuff related to lighting.
Anyways here's the patch notes.
Additions
Did some work on the lab tileset.
Changed the way career mode progression works slightly. Levels will now get larger as well as harder depending on the difficulty level.
Added the option to play modded levels packs in career mode.
Bug Fixes
Fixed a major visual issue related to saturation. Unfortunately, this means I needed to redo a lot of the lighting, everything may look very different.
Fixed an issue related to sound files in mods.
Pausing no longer removes all the shadows in the room.
Fixed crash caused by unlocking more characters than possible at once.
Fixed an issue related to mods and updating.
Fixed spawning of junk items while modding.
Other Changes
Visual updates.
Hitsplats/Popups should be easier to read now.
Tightened up the auto-setup again.
You can no longer resize the game screen.
Tweaked the spawn formula for "junk" objects.
Modding
Added the ability to change the ambient and light colour.
Along with that, some minor work was done with the authoring tools...
Additions
Added lighting to the room editor to give better visuals.
Bug Fixes
Fixed a problem where cloned sound files weren't deleted when the game was closed.
Fixed an issue related to dropdowns.
You can now edit sounds that have already been saved.
Other Changes
Updated the sample mod (changed the sounds, potential copyright issues.)
Remember to check out the level pack tab under extras if you want to download some level packs to test out!
Next patch is probably going to be a quality of life patch, with some much needed balance tweaks...
Enjoy!
Cash_Out has been updated to 0.8.3.0!
Smaller update, was going to focus on some more stuff but I found some more glitches related to the two major glitches last time.
1. The difficulty and raid size was defaulting to the grand heist raid size. If you felt the raids were too long, this was the cause and it's been fixed.
2. While I fixed class unlocking, the counter for money stolen wasn't going up properly (unless you died, then it'd go up very slowly), so unlocking classes was very difficult.
Hopefully these issues are actually fixed this time.
Anyways here are the patch notes.
Bug Fixes
Fixed an issue related to equipping clothing ingame in career mode.
Enemies can no longer throw items before they spot you.
Fixed some potential slowdown issues related to pathfinding.
Fixed some issues related to enemies following bloody footprints.
Enemies will now actually not try to take cover outside of the room.
Fixed enemies carrying items not showing the enemy detection visual.
Fixed enemies getting stuck in blocks.
Fixed an issue where all career mode levels were the size of grand heists.
You can now push moveable blocks when using a gamepad.
Fixed being able to open the inventory in the death/raid complete screen.
Using an item in inventory in career mode no longer locks you from pressing enter to start the raid.
Fixed several issues related to statistics that may have led to not unlocking classes. (Money was only being counted as stolen when you died.)
Balance
Increased the speed in which enemies lose track of you.
Splinter cell enemies now detect you 3x slower.
Enemies will now spot you faster if they're more alert, but less if they aren't.
Retooled the "alertness" scale to go up much slower, but cap higher.
You can now only take enemies who have never spotted you hostage.
Other Changes
Changed up how enemies will try to get themselves out of corners if they walk into them.
Formally removed enemy learning, was making everything more complicated rather than actually adding anything (was only changing how fast enemies spot you, and what weapon they started with, which didnt do anything).
Heavy optimization, the game should run considerably better now. (For perspective, I'm getting approximately 70% better performance compared to 0.8.2.0.)
As I've updated to a new compiler, I'm expecting a lot of issues, based on testing I fixed everything I could find. That doesnt mean I've fixed everything though.
Reduced the size of health and ammo kits so they don't clutter up the screen as much.
Next I'd like to do some work with the lab level, hopefully I'll complete it next patch.
Cash_Out Authoring Tools update!
Sorry, this update was so large it had to be split up into two different updates!
Additions
Added the ability to load sounds.
Added the ability to crudely load in scripts, it's text only at the moment.
Added the ability to "copy" and "delete" assets.
Added an indicator to tell if you've saved or not.
Added the basis for updating mods, this isn't totally working due to a problem out my control, but it will be fixed very (?) soon.
Added a bunch of base sprites to use for replacement.
Added the ability to change the background detail sprites.
Other Changes
Greatly optimized filesizes by changing the way sprites are loaded and saved. (Sorry, old images are now corrupt, you can just reload them now.)
Removed the "extra actions" option for objects due to the way scripts are now handled, and how objects are now loaded.
You can no longer save images as .gif.
New assets are no longer just named "asset", but instead are named uniquely (for fast asset adding).
Updated the room visuals.
Updated the taskbar, and bottom taskbar tabs.
Asset names will now automatically update for the rest of the assets when changed.
Bug Fixes
Fixed exporting directly not exporting sprites.
Fixed crash caused by exporting to zip twice (steam export was also causing this as it exports to zip).
Fixed a potential issue relating to image encoding.
Fixed a bug where the auto-backup would overwrite the quicksave. (backups weren't even working properly.)
Exporting was also doing this.
Fixed crash caused by replacing a sprite loaded in with a thin sprite, (was causing the number of frames to be 0, attempting to animate it, but the sprite was so small it'd crash, very obscure.)
Fixed room positions.
Fixed room backgrounds not staying over saves.
Fixed dropdowns when there is more than 1 column.
Mod images can now only be bitmaps.
Fixed images not exporting as animated.
Fixed an issue where minimizing would make all windows very small.
Fixed an issue with rooms where minimizing/resizing the window would cause the visauls to break.
Fixed an issue with rooms where minimizing (ingame) would clear the room.
Fixed an issue with rooms where if two windows were open, both rooms would be drawn on the same window.
The slider for the density/brightness no longer defaults at 50% and rounds up, and you can now have more than 1 open.
Cash_Out has been updated to 0.8.2.0!
As anticipated, this update took a pretty long time to get done, but proper menu controls are here, so playing with a controller should be much smoother.
Before I start I'd like to mention two major glitches that have been in the game for far too long and slipped by without me noticing.
1. In career mode, when the game first starts, regardless of how much you've played, you were being put in ng+. What this means is the game was much harder than it should have been. Even if you managed to beat the first level, you were then placed in ng++, which is incredibly difficult. This was not intended, and was resulting in very high difficulty.
2. Regardless of how much money you've stolen, new classes were never unlocked, the money you were stealing was adding up, but due to a minor glitch, wasn't counting. If you've stolen a bunch, all the classes should now unlock when you've made a new game.
Sorry about these two glitches, they should be fixed now and the game should be much smoother.
Anyways, now onto the patch notes. They're fairly large.
Additions
Enemies can now start with tacks as an item.
New unique enemy - Scavenger - Can pick up ammokits and healthkits.
Added gamepad and d-pad support to all menus.
New unique halloween drop, playing in october will unlock it.
Treat Basket - Enemies hit when weilding this basket will drop some candy, when filled you'll get some boosts!
Bug Fixes
Enemies will no longer try to hide behind the outside walls.
Added a "cooldown" so enemies won't follow footsteps/dead enemies right away after losing sight of you.
Fixed an issue with the career mode selection when having too many characters.
Career mode no longer starts in ng+, if you thought the difficulty was too high, chances are this is the reason.
Fixed a crash caused by switching between option types while paused.
Puzzles are now unlocked by pressing enter or a / cross or the use key.
Fixed not being able to upgrade the rapier.
Rubber chickens and candy canes are now always legendary.
Fixed a visual issue where on compact mode, it looked like there was much less spread. (The spread is the same, the crosshair was just not scaled.)
Fixed an issue where the game would always say ng+ was unlocked, even if it wasn't.
Fixed an issue where it was impossible to play ng+ levels.
Fixed an issue where reloading a career mode with ng+ after first finishing the last level would put you in a null level.
Fixed a crash and issue related to enemy flashbangs.
Fixed a crash caused by exiting the game while playing a modded level.
Fixed not being able to unlock new classes.
Fixed being in the shadow not making you harder to see.
Balance
Cash_Out has been updated to 0.8.1.0!
Sorry for the long wait between updates, this one took a while, and I've been pretty busy. This is mainly a quality of life update, focusing on remedying some of the issues people have been having.
Additions
New Items
Caffiene Pills - Increases movement speed by 15% for 7.5 seconds.
Beta Blockers - Reduces kickback and throw charge time by 60% for 7.5 seconds.
Tacks - Throwing tacks that deal damage to enemies and slow them down.
Added a proper inventory, pressing I by default will bring it up, you now switch clothing this way (career mode still uses the old way though, you can now look at loot and clothing though.)
Other Changes
Redid the pause menu.
Reworked a shader, should run much better, and should look better now (was causing some visual issues in some cases, it isn't totally fixed but it is much better)
Changed the weapon item popup pickups work, much easier to scroll around and find items now.
The laser pointer tech now has cursor magnetism similar to when using a controller.
Screenshake is now a slider instead of on/off.
You can now resize the screen again.
Optimization.
Gamepad Controls
Got rid of "Focus" mode, instead I've added a system that magentises the reticle to nearby enemies.
Added a new system for cursor movement, pressing the button where focus was now switches bettween axial and radial movement schemes.
Axial - The current system, move the cursor on an axis.
Radial - The cursor rotates around the character instead.
Fixed picking up items.
Flipped the stick controls. (Using buttons and aiming at the same time was nearly impossible.) Also added an option to flip them back.
Fixed many issues related to cursor position when in fullscreen. (Including the cursor going out of the playable window)
Updated the visuals for selecting skills/items.
Changed some menu controls.
Balance
Letting enemies go (after you take them hostage) is much much quicker, enemies are stunned for much less.
Bug Fixes
Fixed multiple crashes to the lockbox and treasure box popups.
Added bear traps to the store.
Swing items no longer deal crit damage on critical hits. (Will minicrit instead, not balance as this was never intentional)
Firing an incredibly fast weapon (such as the stungun, chainsaw or flame thrower) would cause the enemy to dodge every attack and move rapidly.
Fixed a crash when finishing the tutorial.
Fixed a potential crash caused by the bolt-action rifle.
Fixed a keybinding issue with letting go of the attack button when using a controller.
I wanted to get full menu controller support in this patch, but I didn't want to delay the update even more (as it'll take me a very long time), so look forward to seeing that in the next update.
Enjoy! :co_frag:
Cash_Out has been updated to 0.8.0.0!
Co-Op is officially stable! Which means it actually works properly now. It isn't at all done, but you can actually complete a raid now! As a result, I'm putting it into the main build of the game now. Keep in mind, while "stable" there is an incredibly large amount of bugs and crashes yet. Most of them seem to do with disconnecting while in a raid.
As a result, not much was done on the main game, all the work I've been doing is co-op stuff.
Bug Fixes
Fixed an issue relating to enemy melee visuals.
You can no longer use a treasure chest unless you've used a map.
Co-Op
Co-op has been (properly) added! Keep in mind, it is NOT complete, it is still early in development, and as a result there is a large variety of glitches and bugs.
A lot has changed since the last main build, I've been keeping an update log in the co-op forum, and I'll continue to do so. Most of the changes are simply porting single player features over to co-op.
Now that co-op works, I'd like to do some quality of life changes, to fix some of the issues people have been having, I have a lot of things to fix and change.
Enjoy! :co_frag:
(also there's a new store page, I updated it a bit.)
Cash_Out has been updated to 0.7.1.0 + CO-OP Beta Testing!
Sorry for the abrubt patch, a major glitch was found that resulted in crashes, so I had to get this out.
Other Changes
Temporarily removed the proximity sensor, 10% of the framerate drops were coming from it (having 2 on screen), on testing, in comparison, the
whole lighting system was around 20% of the frame drops.
Audio now has actual falloff to it.
Bug Fixes
Fixed the seed system.
Sounds are properly randomized now.
"3D" Audio is now based on the angle that your character is looking at. This may be a bit disorienting so it may be removed.
Fixed a major issue related to career mode and ng+.
CO-OP
I've been working on Co-Op and unfortunately a patch needed to be pushed to fix a large glitch. I cannot stress how early this is, most of the game hasn't been ported over to be co-op yet, which means there are a very very very VERY large amount of glitches, I know about most of them, and will be patching them.
Fortunately, the Co-Op has been in beta for around a week now and has been updating on another beta branch, and I was just about to make this live. If you're on this branch, keep on it, but this patch is not live on it yet, sorry about that.
I've made a discussions tab for the co-op beta and will be posting announcements there from now on, whenever I put a patch out for it. If you want to keep up to date, go into the beta (under properties). Again, this beta is VERY early and will take me a very long time to fully implement. It's very very very unstable and buggy right now. If you want to buy the game for Co-Op please do not buy it in this state because it is not representitive of the final quality I wish to have.
Thank you, and enjoy! :co_frag:
Cash_Out has been updated to 0.7.0.0!
Did some work on the career mode, one of the most common points of feedback I was getting is that it was too hard, so I made it easier, then I got feedback that it was too easy. The main problem is that career mode starts at "very easy" difficulty, so many people were not playing enough to get the ramp up in difficulty.
Additions
You'll now start with a set of clothing in your inventory in career mode.
Enemies can now spawn with bear traps.
New Career Mode Settings
Modding - Not in yet, as it'll take a while to add it, but will add mods to the career mode pool.
Hardcore - Permadeath Options
Softcore - On death 40% of your money is dropped, but the character isn't deleted. You can go back and pick up your lost money.
Normal - Current setup.
Hardcore - Permadeath, you cannot use the bank, and all money you have on death is lost.
Difficulty - General difficulty
Easy - Same as how it is right now basically. Enemies have 30% less health.
Normal - Difficulty starts at normal. Enemies have the same amount of health.
Hard - Difficulty starts at hard. Enemies have 30% more health.
Clothing Sets
Hacker's Coat - Increased hacking time by 24% per level.
Hacker's Pants - Hacking a trap heals you 3 health per level.
Tye Dye Shirt - Summons a flower follower that that saps health, speed increased by 12% per level.
Tye Dye Pants - Summons a flower follower that saps health, increased by 12% per level.
Weapon Balance
Rocket Launcher - Reduced firing speed, increased ammo from 2 to 4.
AWP - Stun time increased from 20 frames to 40 frames.
Baseball Bat - Reduced firing speed, reduced damage.
Hockey Stick - Increased damage.
Wooden Stake - Reduced damage.
Assault Rifle - Increased Spread and Kickback, reduced firing speed
Flamethrower - Increased projectile speed.
Minigun - Increased movement speed penalty when firing.
Skill Balance
Railgun Turret -> Increased damage dealt.
Ramming Turret -> Increased damage dealt.
Sniper Turret -> Increased firing speed, damage now ramps up the further the turret is from the enemy.
Earthquake - Increased enemy kickback and damage taken.
Tiger Strike - Changed mechanics slightly, added a 1 second cooldown.
Backstab - Reduced range.
Stance of Wind - Increased the kickback enemies recieve.
Bad Medicine - Now also causes enemies to attack eachother.
Elemental Shot - Now applies all three conditions.
Balance
Reduced the range of the EMP grenade (and the same for enemies).
Reduced the bonus from the baseball pants from 9% per level to 5.5% per level.
Unique weapons now sell for less (though it wasn't even working before.)
Enemies that are spotting you no longer take crits, also firing at them makes them spot you faster now.
Bug Fixes
Enemies will no longer be distracted by other noises when spotting you.
Fixed baseball pants effecting enemy grenades, and speeding up items instead of slowing them down at a certain level.
Fixed selling weapons in career mode. (Wasn't selling for the proper value.)
Fixed buying stuff in career mode that was sold out.
Other Changes
Got rid of the "challenges" option for quickplay, this wasn't been used, and I'm going to do something else related to challenges later down the line.
You can now upgrade unique weapons! For $7500 you can upgrade a unique item to legendary in career mode.
Tightened the range for the automatic setup again to prevent issues.
All the planned clothing sets are in, that means 16 clothing sets (+1 unlockable set)!
I'll be working on co-op next, when I get to a point where it is stable I'll be adding a beta build, I'll announce when that happens.
Also, during next week, cash_out will be 50% off!
Enjoy! :co_frag:
Cash_Out and Modding Tools have been updated to 0.6.2.0!
Sorry for the large delay since the last patch, and sorry for how small the patch is, I've been really busy lately, so I haven't been able to sit down and work on the game.
That's over now, though, so I can continue work. This patch is really small, as I had to fix some stuff with modding, so this post will focus mostly on the modding tool changes.
CASH_OUT
Bug Fixes
Fixed a crash when installing a mod from the workshop.
More than 1 workshop mod can be installed at once now.
Actually fixed glitch caused by loading a mod with a modimage.
Modding
Changed the way that random item drop's chance works.
That's about it, I'm going to get to work on the quality of life patch now, since this is out of the way.
MODDING TOOLS
Additions
Made editing an old level pack easier to navigate.
Added an autosave. The game will now automatically save a backup every 5 minutes. This can be found in the program folder.
Added the ability to add "object extras" to the object. These are extras granted on spawn only, and are seperate from the scripting.
Added minimize functionality.
Expanded the file dropdown menu.
Changed the way files are saved. Instead of being saved into a folder, they're now saved as a ".cpm" file, which contains everything in the mod. This was done to ensure that people don't edit downloaded mods and that project files are much more portable
Added an option to export as a folder, to the cash_out out steam folder.
Bug Fixes
Fixed an issue with saving materials.
Saving mods now properly works.
Fixed mod images not transferring over properly.
Fixed editing sprites.
Exporting a mod no longer saves over your mod.
Fixed saving the mod image.
Clamped window size to avoid crashing.
Fixed an issue where if the last line of the text file was blank, it would repeat the line before it.
Fixed an issue where the folder containing the mod would not be flushed quickly enough, causing save issues.
You can now add .jpg sprites.
Mod images will now be saved as the preview icon for the workshop.
Fixed loading the number of frames in a sprite.
Other changes
Windows will no longer start offscreen and will be clamped to ensure the window is not too small.
Uploading mods is now much more accurate and has a progress bar.
You can now only interact with the active window.
CTRL-S will now quicksave.
Rooms will now be drawn with the shader used in the maingame, for colour correction.
Changed dropdowns up a bit.
Changed the way that roomsets are loaded and saved. Roomsets no longer need to be made, as rooms will generate them automatically.