It's finally here. After over 7 years of anticipation. After 7+ years of eye-straining, sanity-draining, bank balance-straining work. Through crowdfunding campaigns, cross-country moves, life changes, code-rewrites, engine updates, part time jobs and a freakin' worldwide plague, the end of our wild journey is almost here.
And it has a date.
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SEPTEMBER 29TH.
We've been waiting so long to finally get this thing into you folks' hands, and we know you sure as heck have been waiting for us to give it to you. In just two and a half weeks the wait will finally be over. Whether you backed us all the way back in 2014, are one of our Funky new friends, or hopped on this crazy train somewhere in between, we're all eternally grateful that you've continued to stick with us through to the end.
We don't plan on letting you down. See you all on the 29th.
Update [1.39.k] Patch Notes
ADDED: Background images for Arena stages (seen in the Stage Select menu), courtesy of DarkSignal ADDED: Arena inventory screen: Hold SHIFT to scroll faster through the list, or HOME/END to pop straight to the top or bottom. TWEAK: DoTs cannot kill a character locked into a synch animation (Execute, Grapple, Blade Lock, etc.) TWEAK: Cleanup on how NPCs initialize their orders when the player enters their room. TWEAK: Hank's Hardened Goggles weren't reflecting white like his standard goggles. FIXED: Enemies on a path would sometimes run right past, ignoring you. FIXED: Specters and some other enemies were teleporting to their same position without going anywhere. FIXED: The zed body that Gil starts off chopping up was glitched. FIXED: The icons for buffs you'd collected weren't removing, despite going transparent. FIXED: Combo meter wasn't displaying.
Update [1.39.i] Patch Notes
TWEAK: Your combo timer will be extended while in a synch'd animation with another character, while in a melee/charge-up state, or while dodging. Each of these actions increases the timer by varying amounts. FIXED: Some other stuff the last updates broke lol
Update [1.39.h] Patch Notes
ADDED: Melee and Unarmed now ignore a flat percentage of an enemy's armor value. This percentage increases as your Lethality and Force subattributes grow, respectively. TWEAK: Option menu audio sliders now snap to whole numbers. No one needs a decimal worth of volume change. TWEAK: Your hirelings will attempt to evade the weapon boxes (and thus their explosions) spawned into Slaughter Time. TWEAK: Changes to how NPCs decide to dodge obstacles and sniper fire. They were also sometimes dodging when they shouldn't. TWEAK: Small changes to Disquieted teleport so you don't end up in ridiulous places. TWEAK: Squadmates who die in the Sleepwalker mission won't end up in the medbay. FIXED: Contract 4 would crash after load. FIXED: Slaughter Time floors weren't allowing the Disquieted teleport to work. FIXED: Music would turn off after adjusting its volume. FIXED: Hirelings who died on a mission but received enough XP on a previous wave to level up, will now do so. FIXED: Assigning weapons to a character who doesn't appear in a stage with you would cause the item to vanish forever.
Update [1.39.g] Patch Notes
ADDED: Our beloved Dr. Crackpot has his own voice set! FIXED: G03LMs will stun after five hits again. This comes with another streamline to the code. FIXED: Contract 3 had an odd crash that should be good now.
Update [1.39.f] Patch Notes
ADDED: Couple new swatches. TWEAK: Industrial Sector touched up with more MERC branding. TWEAK: Bandit gear will all now colorize. TWEAK: More adjustments to the pathfinding system. FIXED: The shipping container floors of Fast Track (Car #2) were preventing the Disquieted from teleporting. FIXED: The no-shooting-while-hit-by-melee tweak was causing enemies not to shoot whatsoever until struck at least once.
Update [1.39.e] Patch Notes
ADDED: New shape for the Disquieted mask, in case you need a version that fits with hoods. ADDED: Zeds now have their own takedown animation versus Brute-sized opponents. TWEAK: Pathfinding tweaked to allow characters to nudge each other out of the way a little more freely. We hope this doesn't create issues, but keep your finger over the bug report button just in case. TWEAK: Some Takedowns would launch enemies further the bigger they are. The game will now adjust your and their animation speeds to stop this from happening. TWEAK: Non-bot NPCs that are struck by melee will not shoot their firearms until after a brief timer has passed. FIXED: We're cleaning up old, obsolete pieces of clothing. The Disquieted origin was using one of them. FIXED: Small issue with Hireling gear reappearing in the inventory after it was supposed to be destroyed. FIXED: Thrown melee/ranged weapons weren't benefitting from the damage powerup. FIXED: Face Picker wasn't properly updating your default face until you left the scene.
Update [1.39.d] Patch Notes
TWEAK: New rifle ammo types added to workbench, others modified. TWEAK: The Massive origin has a new defensive takedown when they're targeted by enemies, which should stop them from taking painful hits from Orderlies, Patients, Zeds, and other grabby opponents. TWEAK: Enabling/disabling of the HUD has been generally cleaned up. TWEAK: More precautions to prevent enemies from attacking you while you're in a finisher attack. TWEAK: Moving Target Acrobatics skill now has Tactical Novice as a prerequisite. TWEAK: As a general rule, a character cannot be stunlocked by an attacker that is some degree smaller than them. Many enemies already had hard rules regulating whether or not they can be stunlocked, but this will help cover the Massive's gradual growth. TWEAK: The Foundry has been made easier: MERC Gunners only spawn as a boss unit on the final waves of the second and third checkpoint, and the Captains are moved to Infinite Waves only. FIXED: The Massive origin could leap into outer space under the right circumstances. They could also leap outside the boundaries of the stage, and would take damage when landing. FIXED: Small issue when calculating damage dealt by H2H bonuses.
Update [1.39.b] Patch Notes
ADDED: Smiley texture for Disquieted Mask. TWEAK: We're testing giving the Massive the AAHW Half-Mag's charge-up punch, as well as a "Hulk Leap", mostly to get around the stage more quickly, but also because it's cool. Use your charge-up attack to unleash both. TWEAK: Big Weapons skill was priced over where it ought to have been. TWEAK: Revolvers had ludicrous armor piercing. FIXED: Disquieted Mask was terribly expensive to colorize due to an antiquated pricing convention. FIXED: Disquieted was teleporting into ramps during melee attacks. FIXED: Disquieted Free Execute skill wasn't working. FIXED: Music no longer cuts out after transitioning between scenes.
Update [1.39.a] Patch Notes
FEATURE: Contract 4, the final stage of Arena Combat, is now available once you've beaten the Nexus Facility stage, and along with that, Arena's "New Game +" Imprint system. EXPECT BUGS, TESTERS. TWEAK: Load Screen doesn't dump you into the next scene until you've pressed RETURN. TWEAK: BUffer period when narrations occur so you don't accidentally skip the dialog by pressing Return right as new dialog appears. TWEAK: The big Sector/HQ graphic that displays up top when you go to a new overworld area will no longer play until all cutscenes are complete. TWEAK: Removed the weapons from the hands of your squad when departing the helipad. It looked goofy. Just store your weapons for takeoff, ya goons. FIXED: Finished repairs to the audio system used by the Minigun, Flamethrower, and Sludge Hose. FIXED: The description for the Throw Big acrobatic skill was outdated. FIXED: Blunt Throw skill had an absurd price for its tier level. FIXED: Stragglers would pass THROUGH lifts in some instances. They would also attempt to walk to inconvenient points to stand. FIXED: Small single-frame animation glitch on menu characters. FIXED: Non-Automatic Rate-of-Fire bonus was applying to automatics.