You know that feeling when you and another person say 'bye' to each other and then continue to walk in the same direction? Well anyways, here's what's fixed this time:
* Destruction's Mini Arenas getting stuck without dropping the barrier sometimes * Destruction's Mini Arenas having a chance for the first few stages to spawn 52 drones instead of 2 (deadly typo) * Destruction's Mini Arenas ending the arena too early * Destruction's Mini Arenas not clearing all enemies around the map before starting the first wave (that moment when the last enemy you have to kill is a drone that's just watching you slaughter it's friends through the mistwalls without being able to do anything and then you just stare at each other because there's a wall between you and you can't do anything to each other at all. Not talking from experience at all) * Removed debugging god mode option from the main build :p
It's been a wild ride full of bug fixes, features, stress, some more bug fixes and learning!
THANK YOU ALL FOR JOINING THIS IDIOTIC ADVENTURE!
This is the first video game I ever made, its full of mistakes and common pitfalls but I've learned a lot from it and gained a lot of new friends! And now it's also officially completed!! I feel like ending every sentence with an exclamation mark!
I think at the end the game came out OK! There's a lot I would want to change/fix but as someone very dear told me once - "Art is never finished, it's abandoned" (they stole it from somewhere), there's a limit of how much I could change with the game at the moment!
I think I might do some small changes later on (and probably another bug fix if I know anything about uploading an update and myself), but yeah I think our very stupid, low IQ IDIOTIC adventure is now ending!
I'm going to use everything I've learned from this game in my future projects, both in work and outside of it in my personal projects! (IDIOTIC 2 WHEN??)! I have some ideas I started prototyping a while ago and kinda had to leave alone cause other stuff, but yeah! I'm still planning a spiritual successor to IDIOTIC! I don't know if and when it'll be done but you would probably hear it first either by sitting next to me while I'm drunk in some random bar or in my Discord server where I post almost everything I'm doing due to my deep rooted habits of bitching about code and bugs while I program!
So yeah! with that out of the way, here's the new stuff in this smol update:
* Alt Meter: Goes up when you're in the Top, goes down (faster) when you're in the Alt. If you run out of charge you'll be teleported to the Top and will need to wait a sec before it starts recharging, once it gets out of the red zone (30% charge) you'll be able to teleport again!
* Fixed bug not showing the XP you earned in your mission summary: Side effects of the latest hotfix about the XP not saving/calculating right!
* Fixed bug with the save files not going to the right place/not loading right: I don't think (period) that it affected anyone but still!
There might be a small issue with the S and D key not working correctly (resetting the key controls, or just binding those keys to something should fix it but yeah)!
So... This is it for now. I still want to thank a lot everyone that supported me even from the beginning, when it was a not even tech demo with a subreddit of 2 people and later on when r/titanfall overwhelmed me with love and support and everyone from there and everywhere else who got a hold of this game in any of its versions and played it! And specifically thank you to the playtesters who had to suffer through the endless small iterations and bug fixes, (and for the few I broke their PCs with that one experimental update I'm still super sorry! (and happy there wasn't any permanent damage))!
Also thank you to Yah SKA for making the soundtrack for the game!
So yeah! That was a very long message but I'm an emotional idiot! 'till the next hotfix (or game)!
Cheers, Ayen Neuman <3
actually fixed the bugs this time, guys!
I've set back the game into the latest version with all the changes and bug fixes.
new fixes: * default key binding is actually default and not whatever mess I left it in while testing. LMK if you can edit it correctly and if the custom key binding you may have isn't affected by this change * fixed weapons clipping into player's camera
reverted back to a less buggy build
due to a number of bugs in the new update and a lack of time I've reverted back to a less buggy build. Sorry.
features removed: * key rebinding * fov slider * unfixed camera overlapping a few random walls sometimes
will resolve the bugs in the next few days and update again
Call me "mr hotfix man" because here's another hotfix!
* fixed white suits running backwards, now they come up at ya, shoot once and then run away facing the right direction * fixed weapons not affected by the ADS and looking far away when aiming (also aligned some to the center) * fixed key binding sometimes removing the opposite key (aka "moving forward and backwards now use the same key and you have nothing to do about it" is no more!) * added a reset key binding button * forgor :skull: to change the buttons' text to the key bound so that's coming next update. Too bad I remembered this only after I started writing the patch notes and set the build to live * added a class called PP_Controller and giggled a lot. This won't affect the game in any way as this hasn't been implemented into the main game but I want y'all to know it's in the files now
hotfix:"god, I hate bugs"
Space bar wasn't the default jump button. That's now fixed
Key rebinding and FOV slider are finally in the game
* Added the ability to rebind keys * Added the ability to change FOV * Fixed a few small bugs relating to FOV
Hotfix Early Access 02.21 - Suits
Fixed a bug where the white suits teleport again after death, causing their coins to clip through the floor fixed bug making the suit's healthbars reset to "full" every once in a while fixed bug where the white suit dies too early changed the white suits % when spawns to 20% fixed a bug where the coin the white suit drops doesn't appear (yea it was 2 different bugs) changed description on Rooftops to fit the gamemode better now
Enemies Update Is Officially Out!
Change log:
-Improved the spawning in both Destruction and Arena -Made the arena end after 25 minutes -Fixed the save files getting messed up every update (I swear this is the last time your XP will reset) -Added cloud saving! -Improved performance -Hid a secret -Fixed getting less XP when pressing retry after dying -Fixed a bug where the XP was calculated twice, now you might be getting less XP than before so this might require some balance changes later on following your feedback -Fixed a bug where your coins would disappear if you were exiting -Fixed a bug where you would get a different amount of coins than before if you went into a mission -Fixed a bug where you could still ADS while reloading. Now you'll exit ADS when you're reloading and return to it once you're done -Fixed arenas not ending after 25 minutes -Fixed a bug where the enemy counter would get out of sync and drop the barriers in Destruction even when there are still enemies -Made the rest of the melees spawn a projectile like the Laser Katana but invisible and weaker to help with hitting multiple enemies at the same time -Added health bars to enemies! shows up after you hit them. bosses have a different color -Made the "Ouchy Effect" when you're low on HP sable with your max HP and be more visible -Added a Mistwall that spawns at the back of every Mini Arena in Destruction so you could back trace beyond the last Mini Arena you were in -Made the player gain boosts via "Chaos Stage" meter that gets filled with XP you earn. When you reach the limit you gain boosts. -Removed boosts from the reward pool in Destruction -Removed the rewards every minute in Arena (but didn't change the mission description, too late now. I'll do it in the next update) _Improved performance in Destruction so it won't load tiles further horizontally than the player (that's different from the rest of the performance upgrade) -Capped the minimum damage the melees do when you're moving below 1JU to the base damage of the melee -Fixed a bug in Mini Arenas the causes the the MA not to start when the player enters but to pop up the barriers and UI
Added new enemies! -Purple Neon Stringler Boss -Spawner Boss -Zombie Boss -Spawner enemy (spawns mini Kamikaze (aka Kami) and homing projectiles) -Mini Spawner enemy (spawns new Bombardments that teleport to the player's location and activate after a sec. Run away from the player as they know what a chad they are) -Kami <3 -Small Drones (burst projectiles and homing stun projectile that removes your velocity) -Exploding Suits now spawn a bombardment that doesn't teleport when they die, also slightly buffed -Yellow Suits, higher HP, bigger, meaner, shoot bigger projectile that does more damage -Red Suits, higherer HP, biggerer, meanerer, use shotguns -Purple Suits, highererer HP, biggererer, meanererer, shoot homing projectiles. Has a chance to spawn with a spawner orb above their heads that spawns Kami every once in a while -White Gold Suits. Weak 'beta' suits that run away and give a coin and extra Xp when killed. Might run off to The Alt when hurt. -Made Alt Zombies more aggressive
Experimental Enemies Update is out!
Lots of new enemeis, could saving, new way to get boosts and even *vibes*!
Since it's in an experimental branch, here's how you can get it through Steam! https://youtu.be/m5Bn2smRUK0