This update should address some major connection bugs that players were experiencing that would not allow them to join online games, or allow their friends to join their hosted games. Please make sure you're playing the latest version of Party Panic to ensure you can connect! If this sort of error is still occurring for you, please get in contact with me either on the forums or at support@everglowinteractive.com
Now onto the cool stuff.
Progression System, Loot Boxes, and new hats
A few weeks ago someone on the forums suggested that Party Panic should have a leveling/progression system to give you something to work towards, and I thought it was a great idea so I spent a week and made it real!
How it works is every time you (or another local player) earns points in a minigame those points are converted into XP, and once you earn enough XP you level up. Every time you level up you are awarded a loot box. When you open a loot box you are shown TWO hats and you get the choice of choosing the one you like to unlock and keep! The XP curve is pretty generous especially at the beginning. The XP requirements per level caps off at 9000, so even once you're a higher level you should unlock one loot box most every time you play a 10,000pts game.
There's also 35 hats in the game now! I made a few modifications to some old hats (headband, mohawk) and added 4 new hats; Lootbox, Ninja, Firestorm, Fireman. I will be spending the next few days bringing that number up to 50 and also making the first few full body costumes you will be able to unlock!
If you have any suggestions for hats you'd like to see in Party Panic, head over to the discussions thread and give me your suggestions!
Additionally Party Panic now has Steam Cloud support. This means that every time you press "ready" your characters name, colour, and hat are saved to the cloud, Along with your loot boxes. XP, and unlocked hats. If you download Party Panic on a different computer all this saved data will transfer!
New Minigame - Fire Fighters
This is a minigame I actually prototyped a few months ago but couldn't get it exactly as I wanted it then, spend a little bit more time on it the last few weeks and came up with this. You're on fire, and you need to stay under the water to put yourself out but also have to fight off your friends who are trying to do the same! Also the whales are firefighters.
Patch Notes
New Minigame - Fire Fighters! You're on fire, put yourself out while fighting your friends.
Progression system. Hats will be unlocked via loot box, which are granted every time you level up. XP is shown in the bottom right corner of the screen, and XP is awarded for every point each local player earns in minigames. This means if you're playing with 4 players local multiplayer you will earn XP four times as fast!
Loot boxes!
Steam Cloud Support! Your character (name, colour, hat) will be saved every time you press ready. These settings will be loaded even if you download Party Panic on a different computer!
New hat - Lootbox
New hat - Ninja
New hat - Firestrike
New hat - Fireman
Graphical updates to hat - Mohawk
Graphical updates to hat - Headband
Fixed(?) a major bug that would prevent connections from being established when trying to join a game. As this bug is dependent on your network configuration it is difficult for me to test (as the game always works in my test setups). If you are still experiencing issues please let me know.
Fixed a bug where after playing one online game you could not start a second game even though everyone was "ready"
Fixed a few bugs relating to online character customizations. During certain cases you could end up the same colour as another player, which should not be allowed.
Hat colours no longer "pop" when changing character colour.
For more info and previous patch notes see the forum thread here
//Dylan
Update 0.9.9 - Quality of life improvements, changes, fixes
This update is the "Quality of life" update mentioned in the last announcement. This update brings improvements, changes, and bug fixes to non-gameplay related things like a new server browser, in game chat, better keyboard controls and UI, and optimizations all over.
New Server Browser!
This is the biggest change to come with 0.9.9, the server browser has been rebuilt from the ground up so that it is easier to use, easier to see what's going on in all the open (or closed) rooms. The idea is that I want to show players the most info I can regarding games, so that they can either create a game themselves or see that a game might be ending soon and wait to join a game.
At the top is the "region selector". Your region is determined automatically when you enter the online menu by pinging the four regions (Americas, Europe, Asia, and Australia), and whichever responds fastest is set as your region. You can change your region manually if you want to see if there are open games in other regions for you to join. When you join a game a direct connection is attempted first, but if it fails you will connect through a relay server in the region you're looking for games in and may result in higher pings.
Next is the server list, which shows 10 games at a time, split into pages where it shows the number of players in the game, how long the game has been going, if it's public or password protected and whether or not it's waiting for more players. Select a server by pressing A and then press the "Join Game" button, remember to enter a password if you're trying to join a private game!
Bottom middle is the "Find game" button, pressing this will look through ALL of the games in the list and try and place you in an open game (if there are any available), so you don't have to sort through the list if there's lots of games.
Bottom right is the "Create Game" button, click this to create a new game and go into the waiting room where you can set up the game, and your character while waiting for other players. If you enter a password in the box below before creating a game the game will be password protected, and only those with the password will be able to join!
Controls UI Improvements
One of the big issues while playing with the keyboard was that you couldn't see what buttons you are supposed to use, and you were forced to remember what keyboard button you mapped to each action. When you start the game it autodetects all the connected input devices and sets the best guess of what labels to use (which you can manually override in the Options menu). In the example above XBOX & Keyboard is set, so every 5 seconds it swaps which button labels to show. Hopefully this will make it easier for playing with a keyboard and a controller. I actually prefer using a keyboard now! The default keyboard controls were modified again, so any saved mappings have been reset (sorry!) Keyboard labels begin to break down while having multiple players use the same keyboard, so that setup isn't really recommended, or supported unless you're good at remembering your controls.
In game chat!
[Img]http://i.imgur.com/B4dgtSh.gif
This is pretty straightforward. When playing online the chat box will be enabled. Press and start typing, or press to hide the chat and all messages. With great power comes great responsibility. Be excellent to eachother, and have fun!
Optimizations for everyone!
Every single minigame has been optimized anywhere from 10%-50% faster. The quality presets have also been modified to run a bit better on lower end systems and the changes between presets is more linear now.
Other stuff
There's a bunch of other small miscellaneous things all over the place. Here's the full list of changes
New server browser
In-game chat
Button labels UI change depending on inputs devices being used
Default keyboard controls changed
Graphics presets modified to scale linearly better
Framerate optimizations everywhere
Default graphics preset changed to 'high'
Picking up objects is now locally predicted, which means more responsive when under lag.
Some minigames were missing AA and other camera effects
Screenshake was toned down in some minigames
Screenshake now scales properly with window resolution
Fingerguns minigame has new ghost sfx, and vfx
Fixed missing UI buttons
Fixed a bug where goobers would stare straight up when no look at target was found
Fixed a bug where goobers expressions were not synced over the network properly
Network bandwidth optimizations
For more info and previous patch notes see the forum thread here
//Dylan
Roadmap to Release
For the sake of transparency, I want to explain what's going on with Party Panic and the plan for moving forward out of Early Access and into Release. I want to make Party Panic the best game I possibly can, and I'm still working as hard as I can. It's hard work and some days it feels like there's a lot of weight on my shoulders to deliver, but I have some big things prepared for the full Release, and the time leading up to it.
Currently, the live version of Party Panic is from Feb 11th, nearly 3 months have gone by without any updates to main version. This is because I shifted gears to work on a new game mode for Party Panic that got bigger and bigger as I worked on it, but in that process of creating something that (I think) is really cool, I kind of neglected the rest of the game. This new game mode is very close to being done.
May was set to be the "Pre-Release planning" month for Party Panic, where I would nail down dates, get in contact with marketing/promotional people and prepare for a big launch June 1st the best I can. I was right on track to meet that date, but as I was nailing down the details there was an issue that I (somehow) overlooked.
Everyone knows that every Summer Steam has a huge sale, and we're quickly coming up to this sale. Last year the Summer Sale was the last week in June, and went until the first week of July. There are some complications with releasing Party Panic any time in June for a few reasons.
1) Developers must wait 30 days between sale/discounts.
This is part of the problem. If I want to release Party Panic AND be included in the Summer Sale Party Panic needs to be released 37 days BEFORE the Summer Sale, or 30 days after.
37 days before would mean that I would need to release in less than 14 days, which is absolutely impossible as that's not enough time to get release promo/marketing ready, and finalize the remaining things in the game.
30 days after the the Summer Sale brings us to the end of July.. Which means unless I do something there will have been no updates to Party Panic for 6 months. This is unacceptable.
2) There is the option to release a few days before the Summer Sale, but this seems like suicide for Party Panic's visibility, as Party Panic would get completely lost in the chaos, and can in no way complete with last years AAA GOTY on sale for 90% off or whatever other crazy deals there will be.
So all in all, there's some really unfortunate timing that I wasn't aware about that means I can't/shouldn't release Party Panic June 1st, when I had hoped.
After thinking about this problem for all of last week, I think I've come up with a solution I'm happy (mostly) with, and hopefully you guys will be happy with as well. Here's a breakdown of the roadmap as I see it, as I work towards the release of Party Panic.
----------
[May]
[7th-14th] Prepare an update for Party Panic, with all the "quality of life" fixes and improvements I've made over the last few months. This will NOT include any new content, but will have things like a new server browser, matchmaking/find me a game, in game chat, UI improvements, Controller/keyboard improvements. All these things are already complete, I just need to clean up a few things.
[14th-31st]
Work on new minigames and content. There have not been any new minigames for the entirety of the time I've been working on the new game mode. I'm not happy with this, and I know a lot of people were looking forward to new minigames. During this time I'm going to come up with at least two new minigames that will be added to the game. Along with new hats, and an exclusive hat that will ONLY be UNLOCKED if you played the game while in Early Access.
[June]
[1st-14th]
One more minigame, and revisions to old minigames to try and improve the networked physics in the ball games and bumper cars.
[End of June]
Steam Summer Sale. Party Panic will be available at a discounted price. This will be the current version of the game PLUS the Quality of Life changes mentioned earlier PLUS a few new minigames and some new hats and gauntlet things. I will also begin planning marketing/promotional things.
[July]
[Beginning of July]
Steam Summer Sale. Probably going to have to use this time for tech support/bug fixes from the (hopefully) huge influx of new players coming from the Sale.
[7th-21st]
Release Prep. New trailer, finalizing content, localization, achievements, etc.
[July 29th - August 5th]
One year anniversary of Party Panic being on Steam. Launch window, and launch discount. Depending on when the Summer sale ends, the game should be released 30 days after.
The game will launch with two new minigames bringing the total up to 30, and the new game mode 'Adventure Island'.
That is the plan, some things may change slightly as unexpected things do come up. I want to make Party Panic the best game I can and I think this plan is the best course of action moving forward and gives me a few more weeks to add more content and polish to the current minigames, the new minigames, and the new game mode. Thanks for understanding the situation and all the support so far!
If you have any questions, comments, ideas or anything head over to the discussions post about this here: http://steamcommunity.com/app/506500/discussions/0/1333474229060032719/
//Dylan
Update 9.8.6 - Better keyboard controls, better physics, new stuff!
It's been about 2 months since the last announcement, and I've been busy! Lots of stuff has been slowly added to Party Panic but I want to outline a few of the big things.
Party Panic has a newly designed website - http://partypanicgame.com/
Party Panic also now has 15 achievements!
Keyboard controls were reworked with better defaults, and proper mouse mapping. This makes Party Panic really easy to play with a keyboard and mouse now. See this thread for more info: http://steamcommunity.com/app/506500/discussions/0/343787920134109178/
There are now 25 minigames in Party Panic. The new minigames are:
Jump Scare
Totem Brawl
Networked physics have been stabilized and redone with better client-side simulation, making it MUCH easier to mess around props in the waiting room if you're not the host, no longer does it take a second before you start moving the couch out the front door! Super smooth and responsive now. In some cases props may spaz out or wobble in place or have odd behaviour when more than one player is interacting with them, but this should be minimal.
This also makes picking up and dropping objects much nicer too when you're not the host. As such the games Quality Control and Chicken Chase are MUCH better to play with any kind of lag.
There's also some new hats, and some new obstacles in the gauntlet (and some new randomization for the obstacles)
The fixes to physics and keyboard controls was the first step towards something pretty cool coming in the next update, a new game mode. I don't want to spoil much just yet, but here's a teaser...
See below for a full list of notes since the last announcement.
Update notes
Stablized better client-side prediction for clients
Client-side prediction for holdable objects
Fixed a bug where if you ran backwards in the gauntlet and died, the platform you'd spawn back onto would no longer exist
Adjusted some sfx that were too loud
Added a info graphic about keyboard controls on the splash screen
Fixed a bug where you could not assign mouse buttons to keyboard actions
Added mouse orbit on the gauntlet when using keyboard controls
Added new Sombrero hat
Added new Doggo hat
Fixed some objects not using light probes in the waiting scene
Added new Squid hat
Added new Turtle hat
Added punching/kicking to Jump Scare
Added new minigame - Totem Brawl
Added confetti when you win the gauntlet, or a minigame party.
Added d-pad controls on recognized controllers, allow you to navigate the menus (or play the game) with the d-pad.
Lobbies now have a "version" property. You can only join other games if you are playing on the same version of Party Panic. This will ensure all players are on the same version and prevent crashing from trying to load minigames only one player has. It is recommended to always keep Party Panic up to date.
Fixed an issue of Ruined Ruins showing first player 4 times.
Updated Rewired (input library). New version plays nicer with Steam PS4 Controller
Fixed(?) a bug that would prevent a single player from accumulating scores on Tile Brawl
Added (delirious) hockey mask
Added Bear hat
Added Panda hat
Fixed Chicken Chase scores. As soon as the game ended everyone's score was set to 0, regardless of how many chickens they caught, resulting in no scores on the score screen. This is fixed now.
Feeding Frenzy now uses Up/Down/Left/Right on the left joystick (or keyboard) instead of A/B/X/Y. Feeding Frenzy was the one game that was impossible to play with a keyboard, and with these changes it can be played with the arrow keys (or wasd) much much easier.
Moved the pre-game "GO!!" text that slide across the screen before a minigame starts so it ends further to the left. On some longer localized strings the text would still be shown on the left edge of the screen because it wasn't moving far enough offscreen.
Added a note about how to reset the game data in the Options > Controls screen
Added another layer of keyboard controls so that the arrow keys and space can ALWAYS be used to navigate back to the controls menu if you need to fix "broken" controls. This will even work if you (somehow manage to) clear all keyboard controls in the controls screen.
New minigame - Jump Scare! Jump on the zombies heads to get points!
Added 9 new gauntlet chunks (random variations) bringing the total chunk count to 17.
Removed the spinner from the moving platforms chunk (it was waaay too hard)
Added invisible walls to the Chicken Chase minigame, should prevent people from flying outside of camera, and force chickens to stay closer to the center of the pens (so they will count towards score)
Increased the ghost AI speed for the starting ghost in Ghost Chasers, this ghost now speeds up as the game goes on.
Added 15 achievements!
Hotfix - Fixing some achievements unlocking at the wrong time.
Fixed an issue that was preventing custom controller remappings from saving/loading. More info about it here
Fixed a bug where when joining one room you would be placed into a different room (sometimes a started game)
Fixed a bug where toggling between public and private lobbies would not refresh the list properly
Fixed a bug where lobbies would be shown but not be valid, and trying to join them would fail causing you to be stuck behind the door.
Fixed a bug with the lobby browser where when a room was removed from the list (because of being full) it would block all other rooms for being shown.
Fixed the missing invisible wall in Avalanche. Players could move towards the camera and fall off screen.
Adjusted the Ai for Chicken Chase so they should not overjump past their cages.
For more info and previous patch notes see the forum thread here
//Dylan
Public Matchmaking - Play against ANYONE online, and new games!
With this update Party Panic now has true online multiplayer! You can now join any public games and play against random people on the internet! Rooms are sorted automatically, so the first rooms to show up will have the best connection. Party Panic still has a quite small playerbase, so oftentimes there may not be anyone else looking for a game, but at least you can now try :)
NOTE: Party Panic uses direct connections between players for online multiplayer, limited only by their individual speeds. Your experience playing online may vary depending on the hosts and all connected players internet speeds.
There's also a few new minigames bringing the total up to 23. The new minigames are:
Spike Scramble
Present Panic
Ruined Ruins
Spooky Shootout
See below for a full list of notes since the last announcement.
Update notes
Modified the online room browser. There is now a toggle (X) between Public games waiting to start (anyone can join these games) or Private games (only people on your friends list).
Fixed some bugs with joining public games.
Added some simple communication options in the "Waiting for players" menu, allowing you to communicate with everyone else in the lobby.
New Minigame (#23) - Spooky Shootout! Ghosts are haunting the house, shoot as many of them as you can to get points!
Fixed a bug where Ruined Ruins totems were spawned in at the wrong locations
Fixed a bug where AI crosshairs (Crumbling Tiles, Lava Blocks) were not finding a valid target and would not move.
Fixed a bug where AI crosshairs would only spawn in head hazards at the center of the screen.
Adjusted the AI for Chicken Chase.
New Minigame (#22) - Ruined Ruins! Mash the attack button as fast as you can to smash ancient goober totems. RIP your fingers.
New Minigame (#21) - Present Panic! Get in the holiday spirit by throwing presents at houses! Aim carefully as you only get points for hitting the front door, and lose points for hitting cars!
Added a santa hat.
New Minigame (#20)- Spike Scramble! Don't get squished by the falling spikes. Use the shadows to find safety!
Added a 'Screenshake' setting in the options menu. Turn this off to disable all screenshake effects (was requested by a player)
For more info and previous patch notes see the forum thread here
//Dylan
New Minigames, Longer Minigames and More!
Party Panic now has 20 minigames!! Check out all the recent updates below!
Update notes for [11/23/2016]
All minigames now last 45 seconds (previously 30 seconds) - This was the most common feedback I was receiving about the game. Lots of people enjoyed the 30 second minigames, but a lot of people also felt like the games were over just a little bit too soon. 15 seconds doesn't seem like a lot, but surprisingly it does make the minigames feel like they have a lot more substance to them. After testing internally for the last few weeks I'm really happy with how 45 second games feel. All minigames have been adjusted (scores, difficulties, etc) accordingly.
New Minigame - Hot Hurdles! Jump over the spinning spikes and stay alive. Time your jumps just right and you might not die!
New Minigame - Slippery Sprint! Run to the finish in this slippery race. If you're not careful you'll go sliding off the edge!
Modified the AI in Minigame - Chicken Chase. Modified the game so there are more chickens, they are a little easier to grab. You can also steal chickens from other players goals now!
Fixed a bug where Whacky Whale would spawn crates while waiting for a player to connect (when playing online). This would cause an wall of crates to pile up which you could not get past.
Added level bounds in Minigame - Candy Brawl
Modified Balloon Busters so that not all walls have spikes.
Fixed missing fence colliders in Minigame - Ghost Chasers
Fixed a bug in online play where if you start a second party after playing through the first, players would see bots with different colours/hats
Fixed a bug in local play where players (2,3,4) would be assigned the incorrect colour. (Would show "blue", player would not be "blue", etc)
Fixed a bug where joining an online game would sometimes fail leaving you stuck at the "waiting for players" screen
For more info and previous patch notes see the forum thread here
//Dylan
October 25th Update - Controller Remapping, New Minigame, Bug fixes!
Hey guys, just an update of what's been happening the last two weeks. It's pretty crazy the exposure Party Panic has seen on youtube already, with some HUGE channels uploading let's plays and having lots of fun with the game. I still can't believe it. Absolutely crazy!!
After the online update quite a few bugs were found and patched, along with a few other things. Here's a full list.
New Minigame - Candy Brawl! Punch your friends, fight for candy!
Controller remapper - Should allow ANY controller to work after a little setup in-game. More info here (http://steamcommunity.com/app/506500/discussions/0/343787920134109178/)
Optimized the amount of data sent to the server for player inputs. From 1.32kbps to 0.09kbps. This should reduce input lag on minigames (Balloon Busters, Sumo Balls, Ball Bangers, Skeeball, Faceball) by a large amount.
Fixed a bug where scores would be added twice when playing online.
Fixed a bug where minigames (Ballon Busters, Sumo Balls, Ball Bangers, Skeeball, Faceball) would not load, resulting in getting stuck on a black screen until the game ends.
Fixed a bug where sometimes you would join a room but not be added on the waiting screen.
Fixed a bug where sometimes Feeding Frenzy would get stuck on the loading screen
Added performance optimizations to the gauntlet, now runs 300% faster.
Fixed a bug where if you could not see the winner of the gauntlet (unless you were the winner). Instead you'd just see a nice scenic view of a lake.
Synced the moving platform sections of the gauntlet so every player sees them in the same place (no more floating players on platforms you could not see)
Added spike spinners on two of the gauntlet sections
Added missing characters in some localizations
Fixed door #3 not opening in the room browser if there was an available game behind it.
Fixed players in the minigame Avalanche getting stuck (invisible players, their model model being detached from their actual position, resulting in only seeing smoke on the ground where they were)
Fixed players in the gauntlet getting stuck (invisible players)
Fixed crosshairs moving slowly when FPS is high
Fixed the quit game menu from disconnecting players and quitting the game when a player tried to quit the game without disbanding the group.
Fixed menus to use system input in some places (keyboard will always work)
Removed Minigame - Skeeball. This game is still giving too much confusion to players, and suffers from a lot of stuttering online. Decided for now the best course of action is to remove it and try to refine it.
//Dylan
Online is now available!
THE BIGGEST REQUEST FROM PLAYERS IS HERE - ONLINE MULTIPLAYER IS DONE!
If you own Party Panic already you should be seeing an update now!
https://www.youtube.com/watch?v=XAA0KsvouZ0
After three long months it's finally here, go get it, grab some friends and punch them in the face! (In the game of course). Like always throw feedback my way, or if you have any issues. I've tested it pretty thoroughly, but bugs do tend to slip through
So what exactly changed?
The short answer is a lot.
The long answer: Party Panic was (almost) completely rewritten from the ground up over the last three months. Online isn't something that can be added on after the fact, so most everything needed to be changed to work online. It was hard, but I'm 100% positive it's what Party Panic needed to make the game the best it could be. Lots of things have been reworked, balanced, and streamlined. A few things did have to be removed due to some technical challenges, but for the most part the game plays the same.
So what's new:
1) Online option from the main menu takes you to a room browser. Once here it prompts you to enter how many players will be playing on your computer locally. Once that's entered you can create a room, or join a friends room so long as there is space for your players.
This is cool because it means you can mix the number of players local and online. If you have one friend that can't make it to your games night IRL, you can play with three players locally, and have your one friend join online. (or you can do 2-2, 1-1-2, 1-1-1-1, etc...)
2) Once in a room (when playing locally or online) you're just about ready to party. You're now prompted to decide _what_ kind of party you'll be playing. There's a handy popup that asks you which game mode (Minigame Party, Single Minigame, or The Gauntlet), along with how long to play the game, and configuration options for Bots (OFF, Easy, Normal, Hard) and the drinking game
3) Next you set up your players and you're ready to go, the rest works 99% the same as it used to.
4) Because of some complications with networking physics interactions (it's stupid hard to get working really nicely), a few games (Sumoballs, Ball Bangers, Bumpercars, Skeeball, Faceball) work a bit differently than the other games. They send inputs to the "host" computer, and applies them and sends back the players their positions, as this was the only reasonable way I could have physics interactions (players pushing/bumping eachother) Because of this the higher ping you have the more delayed controls will be in these games. (related to this issue is why the "ball" sections of the gauntlet have been removed)
When I started working on the online mode I nearly scrapped these games entirely because of this, but I got them working well enough for me to decide to keep them in. Just be warned, if these games feel sluggish it is 99% because of your connection speed.
This goes into what I discussed in the last update and on the forums, and the reason why there is no public matchmaking in Party Panic - If you're just playing against random people on the internet you might as well just play against the bots. That way you'll have a 100% lag free experience, rather than being at the mercy of your/your opponents connection speeds.
I will continue to work to make it as fast and as lag free as possible.
5) The Gauntlet had some changes; The ball sections were removed and replaced with similar sections that you navigate as a normal character, along with counters to the UI to count how many times each player has died.
What was removed?
1) The Deathmatch - This was shown to be the least favorite game mode, and was difficult to maintain (as all the logic and controllers were separate from the rest of the game code). This may return in the future.
2) Minigame - Midnight Snack. There were complications with networking with this game, and due to the fast paced nature of this game (lots of punching, grabbing, and fighting over the same objects) it's been removed. This will be replaced with a new minigame over the next week. (regarding the online launch goes relatively problem free)
Where do we go from here?
I'm going to continue to refine things a bit, but for the most part it's just bugfixes. I'm hoping to start creating some new minigames starting next week as I continue to work up towards the target minigame count of 25 (there are currently 16)
After that there is an idea I've been playing around with on paper for a while - something akin to the "board game" part of Mario party. It's something like a longer form game, with minigames thrown in every few minutes, with a hint of RPG elements ;)
Anyways, that's all for now. I hope you guys have a blast with the new online mode. Let me know what you think!!!
//Dylan
September Update - http://steamcommunity.com/app/506500/discussions/0/343785574519325884/
ONLINE IS DONE! AVAILABLE IN 12 HOURS!!!!
Just a quick announcement:
I can't believe it. Online is complete!! It's currently going through the final stages of testing to make sure it's as bug free as possible. In approximately 12 hours from the time of this announcement you will be able to download the update and play online!
There will be a more complete announcement at that time, with a complete log of everything that has changed, along with updates to the store page and video to reflect these changes.
GET HYPED. SOON YOU WILL BE ABLE TO PUNCH YOUR FRIENDS IN THE FACE FROM ACROSS THE WORLD, THANKS TO THE MAGIC OF THE INTERNET!!!!
There were some issues with the difficulty of the Ai, this patch introduces a fix to this. There are now three difficulty levels which can be set in the Options menu to control the AI difficulty. Easy, Normal, and Hard.
The "old" AI would fall somewhere between Normal and Hard.
There are still some lingering strings that need to be translated, that should come in an update in a few days.
Here's a complete list of changes
Two new difficulty levels in the options menu under "AI Settings", Easy and Hard.
AI difficulty is now set on the start of a game, and randomized within a small range.