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Genre: Adventure, Indie

Damned

Community Patch Notes V001

Community Patch V001




General



  • Added a new Community-made Map 'Pog Champ Hotel'
  • Added a new Community-made Map 'Hund Hills Community Center'
  • Debug Console now displays a list of Maps and their internal ID
  • Pressing ESCAPE Button while in Lobby should no longer exit the lobby (fixes a bug that leads to GUI Layout breaking)
  • Wooden Planks no longer turn invisible when loosened (and can be dragged around once again)



Balance Changes




Lurker:

  • monster_close.ogg is now Global (instead of previous 20m Range)


Phantom:

  • monster_around.ogg plays when Phantom is within 12m of the Player
  • monster_around.ogg edited for clarity purposes
  • Changed background music when you are survivor and Phantom sees you from 'Run!' (monster_closer) to 'Kill!' (blind_hearing)
  • blind_hearing.ogg edited, smoothened looping and added an ease-in at the beginning


Fallen:

  • All Maps received an individual Trap Probability Modifier when playing as Fallen - various maps will have varying ammount of active clickable Traps for Fallen in specific.
  • Activating a Trap while in Trapper Form (P1) will now display progress until Seeker Form (P2) in the top left of the screen
  • Trapper Form (P1) Movement Speed Multiplier now 1.65 (was 1.0)
  • Needed Traps for Seeker Form (P2) now 16
  • Max possible Statues is now 8 (16 on Woods) (was 5 normally, 10 on Woods)
  • Seeker Form (P2) can now see Humans
  • Seeker Form (P2) starts transforming to Destroyer Form (P3) when a Survivor is within 6m line-of-sight, instead of previous 10m
  • Destroyer Form (P3) now lasts for 30s (was 7s)
  • Fallen now has a new Ability:
    While in Destroyer Form, press E button to phase out of Destroyer into Trapper Form and revert back into Destroyer after 4s assuming your 30s Form Time didn't elapse yet.
    This ability has a cooldown of 5s (9s if you count the 4s of phasing time).


Insanity System:

  • Clicking on closed Objects no longer increases Insanity
  • 'Sound Hallucination' Insanity Effect can now play monster-related noises



Maps



Black Lake Asylum:

  • Added more Traps
  • Fixed an issue where the 3 conjoined offices were not alligned with the hallway properly.


Black Lake Woods:

  • Added more Traps
  • Using Bolt Cutter on the Barn Chains will now correctly say "Item Bolt Cutter used to cut a chain"


Bodom Hotel:

  • Floating handkerchief box in ladies restroom no longer floating
  • Fixed 1 Key Sequence that made the Map unsolvable unless you had people spawn on the other side of the map


Bright Hotel:

  • Added more Traps
  • Adjusted the position of tables and chairs in the Dining Room for more smoother movement around the room


Factory:

  • Added more Traps
  • Made Human Starting Area feel less empty
  • Adjusted Ladders that were previously underground to a degree
  • Adjusted multiple object spawnpoints on tables so they do not glitch
  • Fixed a visual where light cords were sticking through a floor from a room below


Hund Hills Asylum:

  • Adjusted some visuals in the Kitchen


Pines Grill Restaurant:

  • Moved an ouija board near the pianos to be propped up against them instead of on the middle of the floor (so mary can walk by more easily)
  • Moved an ouija board in the 2nd dining hall off the floor and onto a table (so that mary can walk by more easily)


Rose Crimson Hotel:

  • Unstuck the little cupboard door in the Spawn Room. Also fixes a Key Sequence that was previously unsolvable.
  • Repositioned the single-door leading out of the Human Spawn Room, as it would sometimes become stuck, and now it no longer should.
  • Moved an ouija board in the pantry on the floor onto a box (so that mary may walk by more easily)
  • Moved Mary spawnpoint from a stall in the womens restroom to another stall (so that she can easily get out)
  • Adjusted a collision spot with 2 randomized casks


Serenity Asylum:

  • Added more Traps
  • Created a miniature makeshift passage on the 2nd floor and aligned room A101 to it (this was done because room A101 originally clipped through the staircase leading to the 3rd floor, and thus the exit, but mary could not walk over it. these changes were to make it so that she can)


Tygerberg Hospital:

  • Added more Traps
  • Adjusted collision in one of the rooms that was previously preventing Lurker and Mary from passing


Warehouse:

This map originally had a poor distribution of traps (some traps being grouped up in clusters of up to 8 at a time) and as such been moderately reworked.
In total, Warehouse now has 3 less traps.

  • 8 Grandfather Clocks replaced with non-trap variants (in the clock room)
  • 5 Oven Timers removed, 4 traps added (in the Human Spawn Room)
  • 10 Pianos replaced with 10 non-trap variants, 3 traps added (in the Piano/Safe Tower Room)
  • 12 traps added to Closet Room (Room before the Clock Room, which originally had 2 traps)

Community made Update is Out!

We are releasing today a Community made Update! A Group of Huge Fans of the Game Damned worked really hard in update the game and today all they efforts are been released in the form of this Update.

The Community Update General Changelog
• 2 New Maps
• Monster Changes and Balance
• Map Balance and Fixes
• General Balance
• Great Amount of Bug Fixing
• Check the Full Changelog


• Community Discord - Stay up-to-date with the latest Info.

• FPS Problems? Make sure to check out this Guide.

Community Game Update Coming

The Damned Community with support of 9heads is working to bring a Big Update to the Game coming soon. Stay updated at our Forum or the Community Discord about what is Coming and to give Suggestions.

The Community Update General Changelog
• 2 New Maps
• Monster Changes and Balance
• Map Balance and Fixes
• General Balance
• Great Amount of Bug Fixing

We have a Post with a lot more Information and for Public Test

Community Discord

Damned Stage Editor

We are sharing the link to our editor for anyone that want to make a stage for the game.

Ps: The editor is a little hard to use, and setting up keys and doors is a little tricky.

Post with donwload and tutorial:

http://steamcommunity.com/app/251170/discussions/0/360671727324050173/

Update Version 2.0 RC14 [Small Fixes and Balances]

Update Version 2.0 RC14

Balance

  • Decreased the time to reset traps with Phantom from 260 to 200 seconds.
  • Decreased the number of traps for Fallen transform from 12 to 14 for 9 to 12.


Bugs

  • Fixed some issues with keys and doors mainly on the Black Lake Woods.

Update Version 2.0 RC13

Changelog

Bugs

    <*>Fixed bug causing people to not be able to see Fallen when she was hunting them.
    <*>Fixed bug causing random crashes and desyncs.

    Update Version 2.0 RC12 [Balance][Fix]

    Update Version 2.0 RC12

    Changelog

      Gameplay
      <*>Fallen can’t see the survivors anymore when ready to transform.
      <*>Fallen now make a sound for the survivors while able to transform.
      <*>Traps don’t highlight when playing with Fallen.
      <*>Number of traps to Fallen transform is random and was increased to 12~14.
      <*>In the first mode Fallen move a little slower (from 2.75 to 2.55).
      <*>The statues now will highlight for Fallen if the survivors are near (3m(~9ft)) them too.
      <*>Fallen now get 1 statue for every 2 traps activated (from 3).
      <*>Fallen can get up to 5 statues (from 3) at same time (in Forest it’s now 10 instead of 9).
      <*>Traps highlight can’t been seen through walls anymore (statues still can).

      Bugs
      <*>Fixed bug causing eventual crashes when changing host.
      <*>Fixed bug causing eventual crashes when receiving host list from server.
      <*>Fixed bug causing random crashes.

      Update Version 2.0 RC11 - Fallen is Here

      Changelog





      Update Version 2.0 RC11

      Gameplay
      • Added new monster: Fallen, The Statue of a Fallen Angel.
      As Fallen you need to active 10 traps to start hunting people, while you can’t see the survivors before that you can see the doors that you can pass through.
      - For each 3 traps activated, you spawn a statue clone that blocks the path of the survivors and spots the survivors when they are near, those can be destroyed by the survivors’ flashlights.
      - Fallen needs to find a survivor to enable the killing mode when she’s able to see them, then she only have 7 seconds to hunt and kill the survivors.
      - While seeing Fallen it will jump some 'frames' of your eyes.
      - Added 3 new musics.

      • The traps now are highlighted when activated.Note: If the monster gets too powerful we will balance them out, please send some feedback.
      - Increased the time Lurker lost when getting out of the ‘hunt mode’ by 50%.
      - Increased the time for the traps to reset from 240 to 260 seconds when playing Phantom (Forest and Factory stays the same).
      • Increased amount of traps in Factory.
      • Reduced amount of traps in Warehouse.

      Level Design
      • Added stage codes at the CMD window for possible keys/items problems (send to us the numbers, what stage and part you were playing if you had problem finding a key).
      • Added more teleports at the Black Lake Woods stage.
      • Fixed some tables at Bright Hotel and the Restaurant to not block the monster’s path.
      • Fixed small problems with keys at the Black Lake Woods.
      • Possibly fixed keys at Factory stage.

      Interface
      • Added sound when a player disconnects from a lobby/match.

      Bugs
      • Fixed bug causing Phantom to be able to interact with doors.

      Update coming



      [Not today]

      Edit: Wallpaper
      https://www.facebook.com/9heads
      https://twitter.com/9headsgames

      Bugfix uploaded.

      Hey guys,

      Today we uploaded an update possibly fixing the bug causing players to not be able to interact with doors, get keys, etc.

      We finally sorted it out.

      Thanks for the patience.