Hi! Do you have friends that you always wanted to play OBEY with, but they just don't have the game? Well, now's the time! Tell them to grab it now, because it's only going to be on sale for a week!
OBEY = popular
To any old hands who don't know yet, jacksepticeye (a big youtuber) made an awesome video while playing OBEY. The servers are now filled with players!
https://youtu.be/pq2-eWnNA7o
To all our new players: a big welcome! ːhappybunnyː
(Please do help each other learn as it is a known issue that the tutorial is not adequate.)
If you need help or find bugs, please do post in the forums: I read all posts.
The wiki also has a ton of tips and info on how to ːcentːːcentːːcentː.
Meanwhile - I been working on the next update, which will include a special provision to make 'snitching' a more viable game strategy (I don't want to give it away exactly what it is, though! ^_^).
Have fun! ːbunnywinkː
Big Update!!
Hey everybody ːhappybunnyː !!
So some big updates are just in!
Both the dropship code and the way sounds are handled in OBEY have been largely rewritten:
The main dropship change is that it no longer relies on the 30 second mark. IT CAN NOW LITERALLY BE CRASHED AT ANY TIME!
Yes, it is even possible to crash it just before it lands as it hovers over the drop area (this is very difficult to do, though). Take a look below:
The dropship monitor shows 3 things:
- the time until drop
- the chance of a normal delivery
- the "weight imbalance"
To be able to crash at any moment, the dropship 'rolls a dice' every 2 seconds to see if it should crash. The "weight imbalance" shows the chance to crash each tick. The 'chance of normal delivery' is that chance, calculated over how many ticks are left until landing.
Another big change to the dropship is that what the robot buys now spawns behind this area here:
The key to this is that anything that is behind that area counts towards the BALANCE of the ship! This area is not easy for the bunnies to reach, and therefore robo can try to counter imbalance caused by bunnies by buying more things!
Some other important changes include major optimizations in sound effects, and also that autopay can now be set up to 200ːcentː
To help make clear how much a ːcentː directive is worth, green ːcentː means 25-100, and cyan ːcentː means 125 - 200. Finally, their size helps distinguish their value (bigger = higher value);
Here is a comprehensive list of the changes:
The dropship can now be crashed at any time if it exists (no more 30 second time limit).
Items bought by robo are now protected behind a barrier, and serve to BALANCE the dropship.
increased weight of bunnies (was 2, now 4)
dropship monitor now displays "chance to successfully deliver" and "weight imbalance".
robo's dropship timer now turns red if the chance to deliver is less than 70% (used to be red for < 30 secs)
removed text indicator for bunnies to know if dropship was purchased by robo.
money directives can now be worth up to 200¢
money directives now bigger if worth more, smaller if worth less.
money directives that are green are worth between 25-100, cyan are worth 125-200
feedbox can now be set to pay up to 200¢
major rework & optimization to audio. Having many sounds play should have much less fps impact
added roboWeightBias server setting, a weight modifier for things in the balance area (default .4)
added bunnyWeight server setting. It is now possible to set the weight of bunnies (default 4).
added dropshipChanceToCrashMod server setting. Higher number = more difficult to crash dropship (default 7000)
slightly extended dropship time over the drop area by .5 secs
getting subverted now plays a deactivation sfx
fixed divide by zero bug in AI calculations
updated loading screen tip related to crashing the ship
Just wanted to let you know that as of today, playing OBEY will now grant collectible OBEY Steam cards to your Inventory!
Matching a set of OBEY cards can be used to craft OBEY badges, emoticons, and backgrounds.
Creating them required the completion of 55 individual art assets ːbunnywowː ːwarnedː
I made them all myself, just for YOU!
check em out:
enjoy ːhappybunnyː
-dez ːcentː
Bug Fixes! - 42r1
Hi everybody,
This is a small update with some bug fixes and improvements. The important fix was for the tutorial which was broken in the last build:
- when there is no dropship, robo's dropship timer now shows a red 00:00
- drop zone now has directional indicator in robo GUI
- feed box now has directional indicator in robo GUI
- power plant now has directional indicator in robo GUI
- robo now has an on-site indicator for the drop area and dropship direction
- fixed broken tutorial popups
- fixed bug where mouse option menu would appear by default in tutorial
- fixed bug where corpses appeared to stack in the inventory slots
- fixed broken feed box lights
- fixed broken hint "depositing corpses severely penalizes robo"
- fixed bug where if robo was kicked or quit, the robot would not be properly reset
- fixed terrain in the back of doublel where it was easy to get stuck at the top of a ridge
OBEY ver .42!
Hey everybody!
As some of you may have noticed an update went out earlier today!
The main changes include: - robo now starts with 2 rockets, and 2 fuel (beware double subverters!)
- robo now has indicators to every collar in the map so they can see if there are collars out of view (robo also has indicators to sensors that go off outside the view)
- Italian and Czech have been added to languages (thanks Peppins and AladinCZ! :D)
- bunches of bug fixes (see complete list below ^_^)
full changelist: - added indicator so robo can know about off-screen collars
- added indicator to robo that shows off-screen sensors
- added roboStartBattery server setting (default 0)
- added roboStartFuel server setting (default 2)
- added roboStartRockets server setting (default 2)
- added 1-time help tip: You deposited something for 0 autopay
- added 1-time help tip: you were fried, don't go near flashing sentries without a collar
- added 1-time help tip: you were shot, try not to be seen disobeying
- added Czech to languages - Thank you Filip Konvičný!
- added Italian to languages - Thank you Peppins!
- tweaks to explosion effects
- improved notification "Bob was forced to buy a dropship (first subversion)."
- changed error handling in join game screen so that it displays human readable feedback.
- moved the master server to a new service
- removed micEnabled player pref
- fixed bug where mines would not disappear after exploding
- fixed airstrip sentries placed too aggressively
- fixed bug where bunny breathing was broken
- fixed bug where not all menus conformed to a minimum 800x600 resolution
- fixed bug in sound menu where setting the mic to OFF would not load the pref properly
- fixed bug in sound menu where exiting with esc or cancel did not properly restore prefs
- fixed bug where sound ducking would activate incorrectly in some cases where mic was OFF
- fixed bad config screen on low res linux
- fixed visual glitches in linux (Unity update)
- fixed bug where some players could not see the light (Unity update)
UPDATE! ver .41r2
Many of you have noticed there has been a spate of updates this weekend!
From a dev standpoint these versions 40/41 area big update with some exciting improvements added that I can already tell are making a difference for new players to ease into the game.
Laser sentries are a new map element that can only be toggled on/off directly by robo. Hopefully map authors can use them in some interesting ways ːsteammockingː
Here are some highlights of the changes:
<*>Added 'death cam' to better know how you died
<*>Added 'laser sentries' which are much like regular sentries except always on - VERY dangerous!
<*>Added edge terrains to the maps so that they integrate with voids now (which makes maps feel more polished)
<*>Added variants to many of the more repetitive tiles
<*>Corpses carried by bunnies in their front slot are now totally hidden in the water!
<*>Spectators can now see robo's bonus and ammo
<*>Linux builds are stable once again! So this means really easy to set up virtual servers again - enjoy! :D
-new void integration-
For the next days I will be finalizing and shipping out a new "strategy tips" tutorial to make the game
yet more accessible to new players.
See below for the comprehensive change list :)
MAP AUTHORS!
<*>Signifiant changes have been made to the tile set - this version of OBEY is meant to have a tileset very close to the final version so please review your maps especially if you used 'high concrete' on any of them becasue that no longer integrates with low grass
<*>Power plants no longer need an 'id' set on them, this is done automatically for us now
<*>Try out the void terrain and use it to make the maps feel a lot more finished
<*>and of course the new laser sentries, which can be used to make an area of the map inaccessible to bunnies with no collars. Keep in mind that laser sentries line of fire can also be 'blocked' with items (just like the electrical sentries) - this is very difficult to do but could be part of a map design since the laser sentries have a visual indication of when they will fire which can be used to time up a sneaky way past depending on what items bunnies have and what the layout is.
CHANGE LIST:
v .41r2
<*> fixed bug where maps that used glow grass could crash the game
<*> gave a pass to explosion particle effects
<*> when delays/lag occurs during objects being destroyed by explosions, it will be much less noticeable now.
<*> modification to laser sentry positions on airstrip
v .41r1
<*> fixed bug where shadows would not always display properly
<*> fixed bug where the tutorial would start as robo instead of bunny
<*> fixed bug where the 'depositing corpses penalize robo' help popup occurred at wrong times
<*> fixed bug where the 'kill cam' would incorrectly function when a client was subverted
<*> fixed bug if a robo switches to spectator, the bonus would not be updated for spectators
v .41r0
<*> fixed bug where sometimes terrain on clients would not match the server
<*> fixed bug where depositing items with an empty robo would cause server error
<*> fixed bug where the wrong image would show on the loading screen tips
<*> linux builds are once again stable
v .40r0
<*> added 'death cam' to better know how you died
<*> added edge terrains so that voids will now be integrated with the map
<*> added transition from high grass to low sand, which provides very good cover, but only if bunnies get right up against it
<*> added variants to many of the more repetitive tiles
<*> added laser sentry. Laser sentries are always on except when manually toggled on/off by robo.
<*> added delayed secondary explosions. Now, when a pile of goodies explodes, any secondary explosion times will stagger.
<*> added that spectators can now see robo's bonus and stats
<*> corpses carried in the front slot are now totally hidden in water
<*> robo is now prevented from activating sentries while they are already active, preventing robo from wasting ammo.
<*> when activating sentries, the activation sound will only occur if it was successful, otherwise a 'fail' sound will play
<*> ai will now call out winning players slightly earlier (when they are within 2300 from a win and are far ahead of the bot)
<*> adjusted all 'official' maps to have integration with the void
<*> map authors no longer need to set the id property on power plants, as they are now set automatically via the Tiled id
<*> fixed bug where placed mines could be destroyed by nearby explosions
<*> fixed bug where if a player walked into robo with corpses but there was no one controlling robo, the server would error
<*> fixed bug where sometimes robo's shooting sound would play during robos flame sound
<*> fixed power plant on zoneFar so that it isn't buried in trees
<*> fixed bug in tutorial where dummy bunnies would scale wrongly
<*> fixed tutorial text bugs on certain langauges by converting the instructions HUD to NGUI instead of Unity Canvas
<*> fixed bug where special characters would not display vertex coloring in confirmation boxes
<*> fixed bug in story translations where special characters wouldn't show
<*> improved tutorial texts (simplified/clarified beginning texts)
<*> tutorial now shows the scores adding up to help illustrate how it will be in an actual game
<*> replaced the 'shortcut' void in airstrip with laser sentries, making it theoretically possible but almost suicidal to pass
<*> various map tweaks and fixes
<*> lowered dropship volume
<*> lowered intro music volume
Latest Updates
The latest patch notes are:
v .39r0
<*> added /ban mod command. Mods can now ban players by typing /ban #
<*> chat input now automatically hides the mod password as its being typed (so a mod can stream without revealing it)
<*> the buttons 1,2,3 can now be used to swap inventory slots as well as prepare an empty slot for picking up something new
<*> pressing 'drop' repeatedly will continue dropping items, dropping a collar last unless it is the active item
<*> removed the ability to drop all items by pressing rmb + mmb scroll due to changes in the way that inventory functions now
<*> reduced the font size of the main hint messages
<*> added max item carry hint message
<*> added very light texture to bunny so that it wont be totally flat in 'low' settings
<*> fixed bug where rarely, the power plant would not be synced with the game
<*> fixed bug where it was possible to lag the server by quickly swapping items
OBEY 37r7 - maintenance patch
You may notice an update that came in
This one is mostly server side fixes to address various issues with the AI that were identified after stretching them out in the real world :)
Here are the change notes:
<*> Bots now sometimes announce when they are disobeying
<*> implemented bot randomness, which can be set to make the bots very derpy or not
<*> added ability to use Tiled rectangles named "safe" to mark areas robo AI should not warn or penalize bunnies for being in
<*> added ability to use Tiled rectangles named "kill" to mark areas robo AI should automatically kill bunnies if spotted in
<*> reduced probability of bots getting stuck in terrain
<*> fixed bug where hiding behind cover did not properly hide from robo AI
<*> fixed bug where noAI zones would not properly cull away the ai nodes
<*> fixed bug where robo AI would not destroy corpses near feed box
<*> fixed bug where robo AI would sometimes look out into space
<*> fixed bug where robo AI would sometimes stop looking around
<*> fixed bug where robo AI would sometimes keep looking at the same irrelevant spot
<*> fixed bug where robo AI would only use full autopay
<*> fixed various other minor AI bugs and imporovements
<*> map tweaks related to AI behavior
<*> ai uses less cpu than before
AI is READY!!! OBEY - v37r6
Hi Everyone!
THE LAST BIG HURDLE BEFORE RELEASE HAS BEEN CROSSED!
After 3 months of intense coding...
I am happy to announce that the first version of OBEY with shippable AI is now in place! :D
AI can use the robot, and a huge amount AI bugs have been fixed.
There is still more to do, but (unless serious bugs are found) I will now be moving on to issues directly related to getting more players in here.
If you notice that the AI acts unacceptably strange or buggy in certain situations, or can reliably be fooled in a silly way, please report it in the forum.
Be aware that sometimes strange behavior can be map specific.
A special thanks to all of you who have helped me test the AI thus far ^_^
The great news is that there are no more tasks as difficult as the one just completed! It will be mostly polish and features to be added from now until full release (which I am speculating will be around March).
Here are the patch notes:
Robo AI is in place.
huge bunny AI improvements & bug fixes
fixed AI bug where sometimes an AI in the dropship would not update their behavior
AI bots now sometimes flatter the robo player.
AI bots now sometimes threaten or express frustration with a bunny.
reduced spam of in-game hint if spectator tries to speak while being the only spectator
added "whenEmptyPauseAI" setting that greatly reduces cpu cycles if no humans are playing (default: true)
bots let players know they are ai if human tries to chat with them