Changelog for Definitely Sneaky But Not Sneaky 1.4.7
Hello, just a small crash fix.
Bugs fixed:
Game softlocked on open if you had no save file but had a settings save file with an incorrect loadout number (this makes sense I promise)
Thanks,
Thomas boxedworks
Changelog for Definitely Sneaky But Not Sneaky 1.4.6
Hello, I'm here to drop another small update that fixes a few bugs and adds a feature or two.
Check out the video below for a brief overview of the new features. It's pretty short:
Features:
New Utility: Mirror -> Throw this object like a shuriken, and stick it to walls (or people). Shooting this utility will reflect your bullets toward the nearest enemy! Use this to kill enemies from behind corners, or chain them together to make a crazy shot. (Try pairing this with Smart Bullets)
New smoke FX: now shooting a gun or killing someone will leave behind some subtle smoke. Gun and blood smoke! You can find a game option to disable this new FX in the menus.
Small Changes:
Enemies killed by knife or rapier now have a small force applied to ragdoll.
Upgraded to Unity 6 -> Removed the Unity splash screen + small performance boosts!
Bugs fixed:
Versus mode: Tactical Bullet utility and Smart Bullets mod did not target players properly.
Versus mode: If all players died simultaneously, time slowed so much that the next round never begins.
Versus mode: "Cyan" text color was not displaying properly.
Golden cube you pick up was not moving smoothly in slow-mo.
Thanks,
Thomas boxedworks
Changelog for Definitely Sneaky But Not Sneaky 1.4.5
Hello, I'm here to drop a very small QOL change and some misc bug fixes.
I have received some feedback about the chaser introduced in the 2nd difficulty. So I have changed it so that you can disable the chaser almost as soon as he is introduced. This is done by automatically unlocking the Chaser extra setting in the Extras menu. However, using this extra will make it so you cannot set a best time and therefore cannot earn any money for the shop.
Small Changes:
Extras: No Chaser extra is now unlocked sooner; as soon as you unlock the extras menu after completing the first level directory in the 2nd difficulty.
Bugs fixed:
The game would soft lock trying to complete the 1st level after deleting local save data
Menu input got stuck up or down when toggling the "force keyboard" control option
Random level selection and Random level section (any difficulty) game options could load locked levels
An extra player spawn was in the 1st level of the 2nd difficulty
Thanks,
Thomas boxedworks
Changelog for Definitely Sneaky But Not Sneaky 1.4.4
Hello, I'm here to drop an update inspired by some community feedback I received!
Introducing: Versus mode! A 2-4 local player mode where you fight your friends! Settings include free-for-all or teams, last-group-standing or kills-for-points, starting health, slow-mo toggle, and changing score to win. Play on a handful of mode-specific maps with randomly generated loadouts. Access it in the Mode Selection menu where you can see the "Classic" and "Survival" modes.
Along with the Versus mode comes some bugfixes and QOL!
Features:
New Versus Mode (read above for details)
Small Changes:
Extras: No Enemies extra now causes all doors in the level to open on start
Extras: Added wording to the About menu to specify you can only unlock extras with 1 player
Loadout number is now shown next to your loadout UI
Added game option to hide loadout number
Levels now support more than one player spawn point
Player spawn point visual changed
Ring around the player is slightly less opaque
Bugs fixed:
Level Editor: Right shift key inputs did not register
Level Editor: Copying an object made the original object unselectable until map reload
Level Editor: Inconsistent object selection behavior when selecting an object of the same type
Extras: Horde enemies only triggered from Player 1
Extras: Horde extra did not work if No Enemies extra was enabled
Extras: No Enemies extra soft-locked the game on levels where there are enemy-linked doors
Extras: Extras settings did not save if changed from the pause menu
When switching modes, player loadouts did not reflect the correct mode
Too many audio sources caused some SFX not to register
Unhandled non-fatal error when player grappled another player and melee'd
Level timer display bug if player 1 immediately died and others were still playing
Loadout swapping SFX did not trigger in menus
Player ring UI would not start at the player's location
The Versus Mode is something I've always wanted to add and am glad it is finally here! However, it leaves a lot to be desired such as custom loadouts and maps, toggling on/off maps, and additional versus game modes such as Keep Away and Capture The Flag to name a few ideas. I may work on these depending on player feedback.
Many of the features added and bugs fixed were pointed out by the community. So, head over to the Community Hub to provide feedback or suggestions (or report bugs)!
Thanks,
Thomas boxedworks
Changelog for Definitely Sneaky But Not Sneaky 1.4.3
Hello. Just fixing a level that has an unbeatable time.
Bugs fixed:
Sneaky difficulty level 25 had an impossible-to-beat time
Thank you for the user who pointed this out. Please head over to the Community Hub to report other bugs or provide feedback or suggestions
Thanks,
Thomas boxedworks
Changelog for Definitely Sneaky But Not Sneaky 1.4.2
Hello, back with a quick fix for the last larger update. I have only a few things:
Bugs fixed:
Game crashes when switching to a loadout with the Double Pistol weapon
Game crashes when switching to a loadout with the Machine Pistol weapon
Katana incorrectly referred to as "sword" in extra unlock requirements
Please head over to the Community Hub to report other bugs or provide feedback or suggestions
Thanks,
Thomas boxedworks
Changelog for Definitely Sneaky But Not Sneaky 1.4.1
I bet you thought I wouldn't be back... But here I am! For some reason. I'm trying to be more thorough with my notes for better changelogs, but there's still things I forget to write down
The biggest changes to note are Steam Cloud saves are now enabled and more melee changes, along with some new items of course. Steam Cloud speaks for itself but the melee changes should make melee feel better along with opening up more ideas for the future
Features:
Melee rework: Building on the last update that allowed melee clashes, this update features more polish to the mechanic. These updates are my attempt at adding proper, counterable melee combat:
- All melee weapons now lunge forward when used. The amount varies per weapon
- You can now dodge using melee weapons. Right as you charge a melee weapon, if you walk backward you will dash in that direction
- Melee clashes can now only happen if each party is facing each other. Before, it was possible to clash even if someone was backstabbing you
- Melee detection has been tweaked to be more accurate but also slightly harder to execute
- You can now grapple with an empty hand / empty hands
New item: Rapier => An upgraded knife; one-handed and longer-reach
New item: Charged Rifle => A laser version of the lever rifle, with 3 charge modes depending on how long you hold the fire button (semi-auto, stronger charged shot, and fully auto)
New Mod: Explosive Parry => Reflected bullets explode when destroyed
You can now flip tables for cover (as long as they don't have a TV or lighting on them)
New Achievement: Tactical Table => Flip a table
Steam Cloud saves feature enabled for save data and local level editor maps
Set the default camera from 3D -> 2D camera (can change in options)
Set the default camera zoom Normal -> Auto (can change in options)
DOF VFX tweaked
New graphics option: DOF
New graphics option: Bloom
Chairs are no longer an obstacle but will be pushed around by characters (this is a big deal, OKAY?)
Small changes:
Arm spread is slowed down in slow-motion to look better
Player movement slowed in slow-motion to look/feel better
Explosions will now knock nearby characters back slightly even if they are not in the explosion radius
New bullet impact audio FX for wood and bushes
Melee weapon attacks can destroy books
Item categories are separated in the shop to be easier to read
Charge Pistol balance: clip from 6 -> 5, amount per reload 2 -> 1, slightly faster reload
Particles added to Charge Pistol when charged
Renamed sword -> katana
Renamed for consistency: double_pistol => pistol_double
Renamed for consistency: machine_pistol => pistol_machine
Renamed for consistency: charge_pistol => pistol_charge
Survival mode is automatically unlocked when added to the shop
A shortcut to the shop and extras menu has been added to the unlock menu depending on what you just unlocked
Up/down menu input can now be held
Enemies no longer have lines beneath them showing their direction
Force applied from grappled enemy to grappler changed from 1 -> 0.75
Some item unlocks have been reordered. A main note is that some equipment points unlock later as I think there are too many too early
Bugs fixed:
Classic mode shop points could be unlocked in Level Editor mode
A grappled character will sometimes die even if they melee deflect the enemy
Bullets reflected more than once became to fast to detect collisions
Unneeded timer elements were visible in Survival and Level Editor modes
The warning circle around the grenade utility would disappear for 1 frame between cooking and throwing (literally unplayable)
Changing the camera settings did not immediately apply until next level load
Rain VFX glitched in 2D camera mode
"NOT SNEAKY" text lingered if the next level is loaded right as you die
Incorrect animation with katana when putting back to resting position
Incorrect animation/physics when spawning in a grappled enemy
DOF effect popped in and out when changing levels
Tutorial arrow was not positioned properly in 2D camera mode
Changing window mode using alt+enter would not reflect in the options menu / saved settings
I still have a few more ideas for this game, so there will probably be another update sometime soon!
Please head over to the Community Hub to report other bugs or provide feedback or suggestions
Thanks,
Thomas boxedworks
Changelog for Definitely Sneaky But Not Sneaky 1.4.0
Hello, I've been cooking up a new update for Definitely Sneaky and it's time finally releae it! This major update is focused on achievements, reworking melee combat, and adding some new items. But I haven't forgotten to remove (and add) some bugs, too!
Features:
Melee combat rework - A melee clash can be defined as two people hitting each other with melee weapons at/around the same time. Before, when the player clashed melee weapons with an enemy, the player would always win. If two players collided, the one who swang last would win. Now, melee interactions are standardized to try and make them more understandable. Now, with melee clashes, both parties will get knocked back and will instantly get to melee again
New weapon - Charge Pistol - The first laser weapon, this pistol is similar to the silenced pistol but differs in a few ways. The projectiles are lasers and travel slightly faster than bullets. You can charge the pistol by holding the trigger, allowing three differently-powered shots. Reloads ammo two at a time
New utility - Tactical Bullet - Throw a bullet
New utility - Mortar Strike - Remote-controlled explosions
All achievement icons have been redesigned
New achievement: Regal Prospect - Complete all Classic levels' challenge times in sneaky difficulty
New achievement: Royal - Complete all Classic levels' challenge times
New achievement: Mine's Bigger - Destroy a bullet with a bigger bullet
New achievement: Clown Teammate - Get a kill with a grappled enemy
New achievement: Dying Pan - Deflect a bullet with a frying pan in the rain
New achievement: Extra! Extra! - Unlock an extra
New achievement: Extra Cool - Unlock all extras
New achievement: Party Time - Spawn some confetti
New achievement: Extra Hot - Use the 'time' extra
New achievement: Sleepy Time - Put another to sleep after grappling them
New achievement: Restless - Survival 10 waves on map 1
New achievement: Risen - Survival 20 waves on map 1
New achievement: Hunted - Survival 10 waves on map 2
New achievement: Hallowed - Survival 20 waves on map 2
New shop purchase - +1 max equipment points (brings the total from 11 -> 12)
All Classic mode challenge times have been redone to reflect the new changes and features
Similar to a past update with bullet collisions, now all throwables interact when colliding mid-air
Small changes:
Grappling is easier/more reliable
Added controller inputs for previous/next level (hold d-pad left/right)
Some levels have been edited and/or reordered to play better
New melee animations for the Knife, Axe, and Sword
Knife - New hitting SFX
Blood footprints
Survival mode has been optimized for better performance
Survival mode purchase values have been tweaked
Survival mode enemies now resemble zombies (removed knife and added outstretched arms)
Sword - Move slightly slower, but sprint when holding down the trigger
Sticky gun - Hold down the trigger on reload to detonate 1 pellet at a time instead of all
Extras are now unlocked automatically instead of having to go to the shop to buy them after satisfying their requirements
Re-colored extras menu slightly
Added new control options to ignore the first controller plugged in (may be useful for some weird cases)
Bugs fixed:
The level timer would start immediately if the level was restarted
Achievements would not be awarded for the first 59 seconds of the game
Beating either classic mode difficulties would not trigger the award screen
The following settings did not work: Show Tips, Menu Speed, Controller Vibration
Reloading the last level in sneaky difficulty right after unlocking sneakier difficulty and then completing the level again resulted in winning the game
Reaching wave 11 in survival map 1 would trigger the message that you have unlocked a new map every time
Grappling right after meleeing an enemy would instantly kill the new graplee
Killing a grappled enemy triggered doors twice
Flamethrower was affected by Smart Bullets mod
Sticky gun - Could not detonate pellets if switched weapons pair
Bullets from guns became harmless if you swapped weapons before they impacted their target
Bullets redirected using Smart Bullets could not hurt the person who shot them
After adding doors in the level editor, they would not display properly when opening/closing them until the map is reloaded
The extras menu was still temporarily selectable after deleting game save data
Chopped-off arms fell through the map
The first level for each difficulty's challenge times showed negative numbers
Particles created by doors had physics colliders
The melee combat is a little more dynamic now and will probably be built upon later. My favorite addition is the new Tactical Bullet utility. That along with the Mortar Strike allows you to play more... tactically. Take some time to try out the new features!
Please head over to the Community Hub to report other bugs or provide feedback or suggestions!
Thanks,
Thomas boxedworks
Changelog for Definitely Sneaky But Not Sneaky 1.3.2
Well, I really went and broke something didn't I..? This update should fix all those people unable to see the levels in the level selection! So sorry. If you would like to read about what happened, you can check out this post: Community Hub post
Bugs fixed:
Levels will not load if the computer's regional formatting is different than InvariantCulture
Please head over to the Community Hub to report other bugs or provide feedback or suggestions!
Thanks,
Thomas boxedworks
Changelog for Definitely Sneaky But Not Sneaky 1.3.1
Some bugs slipped through the last feature update! They were quite small but very noticeable...
Bugs fixed:
Level 2 does not display correctly in level select
Money UI at the end of the level does not increment properly
Extras menu unlock available from the beginning of the game
Please head over to the Community Hub to report other bugs or provide feedback or suggestions!