Due to multiple factors we have decided to push the release date back by 2,5 weeks.
The new date when Project Downfall will leave Early Access is the 1st of December
W apologise for this inconvenience, but we ultimately decided this is what's best for the game due to multiple factors including: original date being too close to a seasonal event which would kill visibility shortly after the premiere and that we recently had more trouble than expected with a cool feature we added to the public beta. TLDR: we encountered a critical bug which needed all our immediate attention, hence this halted all other related spit and shine tasks. Now we are back in the fast lane and just crunching as much polish as we can until the 1.0. date. An extra 2,5 weeks in this regard can only benefit the game more in the end.
And to make up for this in some way, we updated the public beta. This one has lots of new updates, polish and tweaks (full detailed list will drop with 1.0) as well as a pretty cool shoot through feature (especially handy for those aiming for max style and leaderboards). The public Beta also adds FULL Polish and Russian translations.
How to join the beta:
1.Right click Project Downfall in your library and select properties. 2.Select Betas 3.Enter the password
The password is (case sensitive):
TheHomerunBeta
4.You should now have access. Make sure you are on the "publicbeta" branch 5.Wait for the update with the Beta to download 6.Play the Beta. To make sure you are on the Beta be sure you see "0.9.29.20" in the lower right on the start screen.
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So that is it for now. We're getting back to crunching 1.0. Thanks for tuning in!
The Downfall Team,
Mike & Dawid
0.9.29.15 Public Beta Update
0.9.29.15 Public Beta is up!
A little 90s beatemup flavour dropping today. Remember when an enemy thrown into a group of enemies would either stun them or knock them down? Well we just added a similar solution. Should encourage the superkick that much more. A dead enemy with the right velocity will stun enemies they slam into.
This a feature we worked on for some time and related to the last major issue we needed to iron out: shooting through dead bodies which could be a real pain especially for those trying to full combo the stage or aim for the leaderboards.
Now hopefully we got that sorted with the best of both worlds:
-We re-enabled and improved enemy and dead enemy collisions( which had to be disabled prior despite looking cool due to the shoot-through/block bullet issue)
-Now with the new knockback feature, flying dead enemies might actually prove useful instead of a hindrance.
-with the updated physics between dead and live enemies when shooting a packed group, the physics ought to force the fallen enemies in a more cinematic way dragging away from players line of sight. In other words: enemies should no longer be able to make use of the fallen comrades and inpenetratable meat-shields.
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That's it for this one.
hope you enjoy this one. We're gettnig back to work on the game.
Cheers,
The Downfall Team,
Mike, Dawid
Project Downfall v.1.0. Release Date and new Public Beta
Greeting Crimson Community.
This is it. This is the home stretch. 59 days from now Project Downfall will leave Early Access and go v.1.0.
Mark the date: 17 November 2022
And that's not all...
We welcome you, to try out the new casual difficulty which has been just added to the all new PUBLIC BETA.
The password is (case sensitive):
TheHomerunBeta
How to join the beta:
1.Right click Project Downfall in your library and select properties. 2.Select Betas 3.Enter the password 4.You should now have access. Make sure you are on the "publicbeta" branch 5.Wait for the update with the Beta to download 6.Play the Beta. To make sure you are on the Beta be sure you see "0.9.29.12 PB" in the lower right on the start screen.
A little background on the casual difficulty. The game was originally released with a casual difficulty in 2019 but had to be disabled due to negative feedback: not posing any challenge and making the game too easy. Since then the difficulty and comlpexity of the AI went through a serious overhaul. Now we have reworked the whole casual diffiulty to adapt to these changes. So we made the player have the stats like a slimjim to withstand more melee strikes. Also lowered reaction times of early game enemies and adjusted multiple enemy weapon projectile speeds, damage and other stats. Make no mistake about it. Casual will still pose a challenge, especially those new to the game. But for the better players it might just be a nice power fantasy romp. Casual might also ease new players better into switching to normal (and higher) along with game progress. Once we tweak it enough we will merge it into the default main public branch.
We are also working other improvements and will be adding them to the Public Beta as we go along until 1.0.
And please keep the bug reports, gameplays and feedback coming! This will greatly help us make the game the best it can be for 1.0. Best place for leaving feedback woudl be discord: https://discord.gg/h8TAUNacuK
Other changes for 0.9.29.12 inculde:
-fix calendar start screen (thanks Donkeyman)
-rectum removed legacy pickup
-blocked off gutter exit room with Tyrese in Run (thanks: TF2NoobPlayer64)
-added destructible phys object drop event to billboard in goind deep final stage and other minor visual tweaks
-memento home fixed Olga and mamebox (thanks: TF2NoobPlayer64)
-updated changelog
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So that's it for now. We will follow up with new anouncements when the Public Beta gets updated.
Cheers,
The Downfall Team,
Mike, Dawid
PS. Please excuse the typo on the start screen changelog. Fixing this would mean postponing the update and beta by at least 4 hours. And since this the changelog is a one time popup I made the call to release the update now and fix the typo for the next update. /M
Project Downfall Realms Deep 22 Special Update is live!
Greets Crimson Community!
The special Realms Deep 2022 update is now live. Get it now!
The major highlight here is the special time exclusive level. From the 16th-23rd September "Going Deep" will be available both in the demo and full Early Access. The level is accessible from within the 101 Self Defence minigame-tutorial (accessible via the mamebox console in the apartment).
Here are a few tips to get started on the first 2 stages:
After the 23rd September the level will leave the demo for good but will remain in the full Early Access, but will need to be found and unlocked (so a little bit of detective work will be needed). Also worth noting: Going Deep in the demo contains 2 out of 3 stages. The final stage is only available in the full Early Access.
And that's not all. Tune in to Realms Deep 2022 for loads of cool FPS's as well as a brand new trailer for Project Downfall with a important reveal.
And if you though that is everything....well, we got another cool thing coming up sometime round the end of the event. We hope will like this one so stay tuned!
As usual, we'd like to give huge shoutouts to the awesome community! Mega Kudos go out to: TF2NoobPlayer64, Donkeyman, Nekromog, ShreksSon64, Gamba, Sinth, Igor Gritsay, Ryosuke Nagao, DCX and everyone else who helped out! Got lots of stuff done thanks to the constant feedback and reports. Please don't stop now and keep it coming! Priority here are bug, glitch and balance reports. It is rather unlikely at this stage of development that we will be adding anything new: adding more new stuff would mean neglecting higher priority bug fixing, not to mention that new bug usually always come along with new content. So TLDR: bugs and glitch reports are the no.1 priority!
And do check out Sinth's recently added awesome combat tips and tricks! And be sure to leave a like if you liked it and/or helped you out. https://steamcommunity.com/sharedfiles/filedetails/?id=2861996433
Now on to what's new!
0.9.29.11 includes:
-Brand new exclusive level Going Deep. Consists of a mashup of fan favourite stages based on the Uno minigame (walljumping and adrenaline regen included!). The final stage is the culmination but we are not spoiling what's in store here, so you'll need to find out for yourself. Know this though...You will be tested!
-2 New blasting dynamic tunes courtesy of Jakub "Diego" Tokaj. Awesome guitar player and guitar teacher. Played with various metal bands such as Deivos, Embrional, Masachist. You can find more of his cool stuff here(highly recommended!): facebook : https://www.facebook.com/TokajGitarzysta Instagram : instagram.com/jakubtokaj/ Youtube : https://www.youtube.com/channel/UCQG9GJrmzI1lQKmx-PVw7vw Projekt muzyczny : Shibito Debiut EP dostępne na Spotify/Deezer/Tidal i innych platformach streamingowych EP na YouTube : https://www.youtube.com/watch?v=fk1CgJlRi4I&list=OLAK5uy_m0xtKRHJ0CEs3IyrhlcDly_CEKj0bj5nE Spotify : https://open.spotify.com/album/4nBjoV9Q69vsQ8qG3ZTPyV?si=ok3Jsxy7QzSn14oasgSZgQ
-New audio setting: EQ preset for higher quality sounds setups. So if you got a better set of headphones/speakers etc and the sound seems too muffled for you, recommend turning this one on.
-subhub fixed arrow train door (thanks: Donkeyman)
-start screen added further backup lpug to arlovski olga reminder (thanks: Donkeyman)
-rectum plug wall fix sauna (thanks: Donkeyman)
-rectum dungeoun added new exit event and updated Pighead room lighting and post, fixed OC
-moved Ali call to home for better immersion along with logic post Blowhard
-Fillerup small text tweak with club info tip from Brain on clear lev event chat (thanks: Donkeyman)
-Updated description for Fillerup desitnation (thanks: Donkeyman)
-start screen added endgame tune variations and fixed possible bug responsible for music not playing before (bugged condition)
-updated time to 12 hour clock for Eng, left 24 h time for PL
-added kick kill blood 3d paint decal on enemies
-added superkick variation gore effects for impressive and gruesome kills
-updated its personal navmesh to fix enemies running in walls, closed up holes in ceiling
-updated pleasure freeroam with Dredd inspired minigun event destructible wall and imroved exits
-updated chav base thug texture to ankles, improved clipping
-updated superkick hit event to dedicated new one instead of old base chav reference
-base thug updated obstacle avoid radius from 0,5 to 1
-updated kick decal blood paint to on kill only superkick
-101 SD updated with arcade for RD 2022 demo and ROTK description text updated
-updated ads collect: replaced shutterstock placeholder with custom made ones
-added SD101 gamecover and moved Uno and ROTK gameboxes closer to mamebox in apartment start screen
-added mock test pikcup critical item info
-jman final ambient light up from 1->1.8
-arcade updated test pickup with sound and updated 3d ambient sound to be more fitting
-start screen fixed and added plug condition and logic for dead heat pickup (thanks: Donkeyman)
-Add interaction infos. (currently WIP and only for Chaingun Harry and curfew briefcase pickup)
-changed chav obstacle radius 1->0.65
-updated pracision ar to stand out more -changed visual and coloers (red to imply projectile is OHK). added trail both to enemy precision AR as well as to players
-fixed Minji Shikami spelling for lockit in unlock pickup apartment
-Change input delay when moving through UI list items. Previously input could jump few items at a time.
-Reworked mamebox minigame displays and game select to be more intuitive
-Improve aim assist gamepad bounds calculations.
-fixed rectum sauna glas panel walk through navmesh obstacel miniboss area
-fixed rectum miniboss headshot and nuthsot mpliers
-fix video game list (removed depreciated dead heat demo variation lev)
-going deep stages tweaks and updated demo level list
-added dedicated Uno player model with higher HP from 120->160 (nightmare and hard with regular HP)
-flies prefab layers fixed (Was enemy, now will be transparent and player for post)
-rectum final updates, details, (exit and intro update, material 1st npc hall update, pighead encounter details and post etc
-azur hub added variation huntdown tunes: added tracks for full scene switch by Jakub Tokaj
-Teddy intermission fixed music mixer assignment (Thanks: Nekromorg)
-added mouth mad exit open event to teddy final WIP
-precision AR enemy added dedicated muzzle flash to stand out more
-added briefcase pickup popup to toilet curfew
-update destructible door to be more cinematic
-start screen open briefcase restroom curfew event
-Add outro combo list switch with mouse click.
-Add random position offset for ranged weapon bullet. Default is same as it was.
-Add small position spread to weapons with multiple bullets in one shot.
-street azur hub lockdown pitch audio changed and tweaked
-interaction info activify update anim
-marylin boss light update
-goat dedicated light boss for asyl killer
-updated reaper post grain size from 1.68 to 1.47 WIP prevs
-going deep added dedicated post to club (too dark grain version) and small polish tweaks
-going deep 2 fixed static bin for superkicking mid level
-updated textures azur hub(optimisation) and SWAt hear corner exit block off and polish
-chinatown large update WIP first stage
-second chinatown stage updated exit event
-curfew prefab door destruct created to be easier to add to other stages
-chinatown first stage cleanup of new stuff and polish/details, updated OC and navmesh accordingly
-brain level update and polish to multiple elements of the map and events (flicketing textures, tunnel clip issues fix, blocked off unused map, improved hellspawn event and final boss kill etc)
-added marylin white wierdo boss texture material and enemy
-added jakub tokaj solo event boss
-added gliwice 2 level going deep 3 variation with Marcin B Lantan track and other tweaks and changes (ie second haging destruct billboard)
-going deep shibito ads added to going deep3
-added changelog
-updated endgame Credits with Jakub Tokaj and general resolution
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So that's it for this one. We will be back soon with the final planned surprise for RD22. See ya soon!
The Downfall Team,
Mike, Dawid
Project Downfall 0.9.29.2 is live
Greetings Crimson Community,
0.9.29.2 is live. Smaller update than last week but still has nice a nice amount of good stuff, tweaks and fixes.
Once again, ultra kudos to all who took the time to drop us feedback, gameplays, reports! Please keep em coming so we have 1.0. as best it can be!
Also, will be presenting Project Downfall at Gamescom on Wedensday 24th Aug at the Polish booth, so come on over and say hi!
-New Finisher Combo: G-MAN. Melee finshers are easy. Ranged finishers take more time/effort/ammo and skill. So these two are now inpependent. More tweaks will follow (seeing as how it is harder to get ranged finshers with low cal weapons as opposed to the likes of the Howler, Precision Rifle, etc)
-General Optimisation of enemy rendering. Should be especially helpfull in levels with more cannonfodder.
-sabotage final fixed howler pick through door bug
-fixed exploding pencil on start in Diner and Mansion (Thanks:Sinth)
-providence warming up updated ambient light for better visibility and add post area effect on topside exit
-new dead heat mamebox insert intro
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So that's it for this one.
Now we got 2 intense crunch loaded months coming up. Possibly we will drop some public betas for testing and feedback in the meantime.
Project Downfall 0.9.29.1 is live
Greetings Crimson Community,
Haven't made an announcement dedicated to a smaller update in a long time, but this one is so chock full of good stuff that it deserves the recognition.
First off: Thanks so much for the incoming feedback! One of the reasons we managed to get so much done was the amazing amount of reports and feedback over the last week since the 29th update went live. You all ROCK! We got one more smaller update planned and estimated to go live next week. So please keep the feedback, gameplays and impressions coming!
Now on to what's new:
-Large update to the Self Defence 101 map. You can now summon some crash test dummies (aggro and non aggro version) to practice the basic combat skills before heading out to earn the moniker of the Crimson Reaper. And downstairs a few examples to test out enviro kills. More stuff will be added here in time.
-Dynamic input hints added for the initial maps fo the game. Not using pills/dying too often most likely means not using the medication, superkick and/or throws accordingly so a friednly reminder will pop up once a death threshold has been reached. We see a lot of new players struggling with the game mechanics and not using them to the full potential. we hope this and the updated 101 SD minigame will help out with that as well.
-Besides a plethora of map updates this one deserves a special mention: It's Personal 1st stage got a significant update. Texture reworks, new destructibles, reworked lighting, props and details, polish, updated difficulties and quite a bit more. Thanks to Sinth for pointing out the need to give this map a breath of fresh air!
-Updated the weapon throw system: a much needed update. The system has been reworked and now the annoyance of chucked weapons getting stuck midair or on corners should be much, much less prevalent.
-fixed sabotage club missing dancers and enemies for nightmare (thanks: Sinth)
-added Glwiwice final level WIP with lantan dynamic tune base
-101 SD acitvated test area with dedicated events and text popups depedning on enemy spawned (Aggro or non aggro)
-updated filler up intro events: added intro brain chat event and better vibility of superkickable gate with tutorial input superkick hints on close proximity
-added enemy killcount gate for first section to avoid softlock in grounded (Thanks: Donkeyman)
-fixed AI for hard and nightmare in providence first section (Thanks: Sinth)
-added exit event arrow highlights for better exit lev navigation to pre emptive strike and passing through (Thanks: Donkeyman)
-ashton avenue fixed exit on game completed and blocked of start area unused area (thanks: Gamb)
-Disable PLAY in level select and make level name semi transparent.
-cardboard box and crate destruction update for new throw collision system (weapons wont get stuck on these destructibles any more)
-genesis final destruction no throw collision fix
- rising high 1st stage fix incorrect destruct spawn for boxes
-sd 101 updated lower enviro kill area WIP (added superkick info input hint, enemy spawn events, enviro superkickable objects and grinder example, mood lighting etc)
-added doublesided shadowcast to bonzo variation (used ie its personal rooftop)
-its personal added multiple new details, updated lighting, textures and materials
-updated 101 SD with bariers, updated lighting events, added details for enviro kill area, updated superkick info popup and hide toggle, mutliple smaller tweaks and adjustments etc
-updated walk speed var anim for bas thug enemies , slow -> run threshold 3.5->2.5, run sprint7->5 full sprint 9->8
-crash test dummy added for SD 101
-canal boss sniper added sublte delays and empty mags on start to certain snipers for higher difficulties
-its personal large detail update plus miniboss for nightmare events,destrucble panels with depth, new grafitti etc
-updated credits with Mrcin Benesz and tracks
-fixed hole floor ashton ave (thanks: Sinth)
-subtle tweak to full sprint enemy threshold 8->8.5
-idle anim speed enemy cut by half (was too fast)
-updated changelog
-updated lock tip string (obsolete) to current adrenaline activation/use for SD 101
-SD 101 mutliple smaller tweaks and polish, new text mesh material to avoid build overlay bug (needs testing in build)
-added display condition logic for fillerup superkick hint
-added pill dispenser to 101 SD
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So that's it for this one. We will see you next week!
Cheers,
The Downfall Team,
Mike, Dawid -added surface step to alternate floor 101 SD
Project Downfall 29th HOMERUN Early Access Update is now live!
Greeting Crimson Community,
The huge homerun update has just dropped. We hope you enjoy this one! Oh and to mark this special, once in a lifetime occassion, it would only be fitting to acknowledge this with an according sale. Till the 18th of August the game will be 75% off. The v.1.0 (ETA lateOctr/early Nov)update will also come along with a sale, but these will be noticeable smaller than during Early Access (the v.1.0 will most likely be around 15-20%).
Not only that, but 3 tracks are available for download. Both tracks from the new trailers as well as the track which plays in one of the Warsaw levels. Get em here: https://soundcloud.com/roland-redwood/sets/homerun-sp
As for the update: Loads of quality of life updates, features and tweaks, huge content refinement and update, new tracks, new events.....way way more. As usual, check further below for the full, detailed breakdown. Also, some (1-2)smaller updates are expected to drop withing the next 2 weeks.
Huge shoutouts go out to those helping out with the translation effort (Garyou Tensei, 12Over12, Dazdinga, Gamb, Missing, Nekromorg, Sinth) as well as the awesome community as a whole! Thanks for helping us get to where we are today with Project Downfall.
But please, don't let up now. This is the final stretch and we want to get as much done for v.1.0. so please drop us feedback, video clips, requests, bug/balance reports etc (discord is preffered here: this is the fastest and most efficient way to reach us).
NEW FEATURES:
-Halo inspired aim assist: most recurring feedback we got during Pxiel Heaven was the issue with non intuitive pickups with gamepad and general difficulty of stringing flashy combos. Now there is an aim assist both for drops (with small offset to make them a bit easier) and enemies. Stringing combos on the gamepad has never been easier! This comes with a few different adjustable settings so you can find the values which are right for you.
-HDR lighting intensity setting: we already had a bloom setting but this was for light dispersement and dithering. The HDR setting will adjust the "last" effect so now you can adjust the visuals more selectively to your liking
-Rage activation alternate solution (with possibility to select original combo input)
-Pill duration timer variation: now you have a few variations for more direct visibility
-2 New exclusive tracks courtesy of Marcin Benesz. https://soundcloud.com/kolorize1
Lantan : will make for some instense encounters with the Kyoncha district rooftop escape as we as a certain hospital encounter
Acid : one of the alternative tracks that will play out in the doctors office (based on sanity)
-Added max dead bodies visible. Lowering this will improve performance.
CHANGES:
-fixed trauma headhsot registry (Thanks: gamb)
-ambush pre empt fixed unlock (locked off elevator in final stage) (Thanks: DCX)
-subhub unlock changed to fix logic unlock in intro (train mroning commute must be finished) (Thanks: HansJustHans)
-locked off door in cldbr heights station in lev sel hub for demo (so level can't be accessed from demo and cause lockup since level is not in game)
-Change default crosshair style.
-Fix gamepad toggle run. (re-activated)
-Format accumulated combo points with commas for better readability.
-fixed miniugnner lowshoot bug blowhard
-added minigun enemy variant turret For enemies shooting from higher position to avoid collision low barier obstacle collision bugs
-station cab fixed and more engaging first enemies encounter , AR thug aggro
-wawa fixed navmesh steps from patelnia to passage
-harder shading on throw garb anims (new normal map)
-sub hub fixed OC gate topside
-sub hub fixed hole by end of blue line train, added details
-passing through adding overpass gate open event on right side on shotgunner kill (for both difficulties)
-passing through fixed navmesh enemies cant exit train topside and navmesh carve for gate open event
-fillerup final elevator end lev event updated/fixed (ie missing elevator when ambush active, OC fixed, conditions updated, closed elevator shaft when elevator leaves etc)
-further tweaks and polish and safeguards to fillerup elevator final event
-added dumpster phys object to fillerup to open new combat possibilites
-jman 2 fixed kill eavesdrop and fixed error logs/optimisation. Added barrel phys object to alley right
-mansion fixed hole which could block player if fell into and updated destructible statues in midesction to updated new versions
-cleaner updated enemy speed (was too fast), updated lighting and destructible ads/panels and OC
-ec first stage multiple tweaks: new details, props, ai tweaks, updated overpass, new lighting variations, parallax scrolling clouds be freeway, new materials/textures etc)
-prl interior added forced aggro to wall shoot ambush final enemies and updated/fxied certain destructive elements
-dead heat aggro start fixed
-updated and fixed package/crossroads/package free cloubreak station entrance (details/collider etc
-package free encoutner street added with new lighting, ambient, details, cop panic and npc score/stats etc
-added gang variation spawn based on game/save progress (either shinji, svoloch or harolds crew)
-crossraods start updated with encounter based on package route compltetion, new ambient props details lighting etc
-fixed brainmag psx e first chat fix export and tag
-added back texutre and materials to new tracksuit thug variations
-added pavlov jr to cranson ris high brothel with according condtions and fitting ones on the TV back home after the level
-updated AI aggro for second enemy package ambush move out from behind corner and will initiate combat to avoid missing aggro with colmn based enemies
-fixed ending B chronology text
-Don't use SunShafts for FovCamera.
-tweaked cloud var blowhard final (certain versions had too intense glare)
-jman final end levl teleport to car even with glitch brain and audio-so players wont have to wast time looking for exit)
-added destructible chain uphold spedition crate event for ethnic 1, updated crane model
-fixed enemy gate pahse clip in filler up final section (fixed navmesh with carved obstacle for sliding gate), updated garbage container position and difficulty diable for hard and nmare
-run 1-0, override clear lev loop to base track tune (Thanks: Sinth)
-gatecrasher endlev elevator entry added (polished exit of lev and updated), udpated AI and speed, smaller tweaks
-Remove camera source unnecessary for FPS game.
-topfloor benefeactors update/polish meshes and material and added battle chopper with minigun with route WIP
-added uzi sparks for choppr hit
-combat chopper further tweaks WIP
-topfloor benefact remowrked meshes with old legacy invert mesh map
-topfloor further tweaks and details benefactors (ie updated whole desktop computer set destroy, buildings low, glass destroy fall through first kc, long ceiling lights etc)
-updated prbuild material pallete with asc mat ref
-benefactor final rooftop whole stage polish (updated add surrounding bulding and props, lightin, material updates, general polish to map and AI etc) still WIP
-further tweak roof map benef final WIP
-fixed coin destroy static bug
-added 2 new phys object snack machines
-updated exchange station intro (lighting, details, ai, events, aggro calls , props, mood etc) still WIP
-kc echcange 1 stage updated materials and props. Removed legacy method (impact ) for chairs and replaced with physical object solution
-updated exchange intro sub hub with new updated version
-passage KC exchange updated with details/propos/lighting
-passage kc exchange further tweaks( updated see through wall on corner for easier ricochet kill possiblity
-exchange bazaar fixed mixer audio and updated ambient sounds
-exchange passage further details and updated ricochet kill opportunity event. New details props, destructibles etc
-exchange main final multiple details and polish (various post start player spawns mood, hdr updated, polish to start area, new props buidling , ads etc, updated surface sounds and fixed clipping, added grime and durt to textures, added superkickable container to start area etc) WIP
-exchange start station new exit updated area
-kc subway gate end event exchange added
-kc bazaar added more props and details/sounds etc
-added gorehole to enemies still using old method, ie KC agents, KC op variants
-desk computer dsestruction update (aded carve navmesh logic to destruction so enemies wont phase through)
-exchange intro smaller tweaks and details
-topfloor benefactors multiple new destrcitbles and details (desk sets, AI, destructible lamps with dyn lights etc)
-updated glasspsray distance sound
-benfactor final updated ground final section details WIP and balcony closeup/polish
- gatecrasher kc lobby polish and details to map, added HDR and tweaked lighting accordingly
-passage exchange details and final exit event added
-benefactor final large update to ground area(bazaar with destructible food stalls, updated AI, aggro, events, exit, updated OC and navmesh etc) WIP
-exchange route levels upadtes. updated exit to benfactor final, bazaar area tweaks and polish, kyoncha cho new details and building and updated navmesh and vol scrol cloud low below balcony mood variations
-benefactors interior elevator ecnounter material, lighting, detail updates(faster elevator doors, updated materials, lighting effetcs mood etc)
-added updated dmr variants. both ingame now
-benefactor stage order switched
-updated final ground encoutner bazaar benefactors
-gatecrasher polish and visual tweaks (mood lighting stairs, smaller details)
-trauma boss music event added (Lantan:track by MArcin B) with logic and tesnion buildup and bosskill etc
-benef final ground encounter (Lantan by Marcin B) with logic , buildup, and related events
-work lobbby and doc added optional new track (Acid by Marcin B)
-Change default analog run to false.
-new tracks critical submission and mortal star(pix heaven trailer) added to project
-added new track WIP to fugitive canals
-fixed missing pickup arrow dmr rico
-benefactor drop events audio added final, added tweaks to taxi area and lighting variations to bazaar area
-canal fugitive fixed audio scene music issues, added judicator pill and battle chopper with path and events
-topfloor benefactors added battle chopper with route and updated destructible glass walls to be more flashy
-azur hub wanted event added spawn battle chopper with route on highest(new) aggro level
-Change "Keyboard" to "Genera" in Input settings tab, since it's for keyboard and gamepad.
-Ignore targets when assist is disabled for them.
-Sort aim assist targets by distance.
-updated canals with cover for chopper run, updated chopper colliders, smaller nav details etc
-benefactcors final roof drop events fixed (Audio drop sounds)
-berserk gore update. more vairants, more decals, gore particles variations etc
-updated berserk logic for new variants (Caution: to check camera reaper sometimes breaks)
-canal fugitive updated meshes from alpha to current game ver method and polish
-benefactor first 2 stages improved lighting and added new dynamic track with fluid play through between stages, updated topflor benef KC start aggro event and sawnoff pickup
-benefactors first drop updated event with crack ground decal on impact
-added simple npc deduct points to cit npcs on street lev in benefactors final
-howler updateer barrel texture and material
-turtle added back texture and material
-canal fugitive added exit event and added steel beams to support columsn (and work well with destruction), updated texteures, pors, decals etc
-assassin footsteps added (test mall)
-trauma start sections details and polish, AI update
-trauma final added minigunner instead of regular mingun pickup
-canal fugitive tweaks and polish to exit area and AI,chopper events
-canal boss start area update -multiple details props, updated mech drop event etc
-azur hub chopper updated
-mall detail, materials tweaks, lighting and neon updated, elevator interior material update, timer endlev 3d sound event added, light arches for better visibility etc
-further mall updated, neon wall for better navigation, olga anim with material, verona interior with teleport logic polish, lock condition and logic, olga kill logic etc
-updated alternate boss strategy route for trauma final. Updated whole evetns for boss (new lighting, corridor, new OC, enemy aggro calls, new props etc)
-trauma start final section updated with detailed props and kill acid camera based on sanity after first kill
-kyoncha cho updated exterior area: multiple gighrise details and props, materials etc, updated exit /end lev event
-lev sel hhub fixed map material to not ingore vol lights
-start screen added failsafe activation for COD (tv new interact)
-airport kc downtime exit updated and polished WIP (updating to smalltime escape)
-tarreace topdog metarial and detail updates, polish to map etc
-answers details and polish to whole level events, lighting, trigger event, mesh polish etc WIP)
-topdog final multiple updates (final section lockoff so player wont get blocked from finishng level ,ai ,lighting, endlev elevator ext, alfred event lockoff logic , new OC etc)
-downtime intro further details and tweask (mutliple grime and dirt props, polish to initial encounter area, updted and closed up acrchitecture and meshes, updated materials, superkickable props etc)
-top dog final updated next lev transition sound
-downtime airport large update: AI final section with flank, assault logic, details and lighting, fixed section progress (so enemies wont get closed off preventing finsihing level etc)
-airport kc updated AI and battle tweaks final section
-terrace better connection with next stage topdog-new ashton suite bulding with entracenand evetns added
-downtonw azur updated with crowds roaming, setup connection events and conditions, elevator to tengu, improved lighting visibility with mood variations
-mall barriers tweaks and olga final event
-trauma neon low tweaks and glass destruct on player jump through
-added better exit from garage mall setup to next stage
-Implement visible body limit.
-airport dowotnime and grounded fixed blocked end toilet area hole
-tweaked lighting final area tween to downtime
-ethnic start fixed new chain sound (removed loop on start bug)
-casino roof updated hell mad post (softer)
-Add option to destroy enemies in TOILET_VR. for the test AI area
-talltrees dick and burning house event updated and polished (more flames, flames kill on enter inside, wooden support beam to hut added and stairs with wood surface sound, dead detective outside house texture with material etc)
-fixed decal paint for white KC ops
-added chainlink ti ris high final on levl completion
-added sling and jail pill to start airport downtime on level completion and moved barrier to top of escalator to make FC possible
-updated headshot logic and related sub treet. added destruct head spray (teeth, eyeball etc)
-added dedicated DMR and low cal decals , 4-7 each variations each each according spawns/logic
-fixed DMr pickup duplication. Now DMR and DMR rico pickups will not interfere and override each other
-passing through udpated final event sound distance roloff
-fillerup updated destructed hanging lamps and fixed interior elevator tween gfx
-genesis final udpated start train car model to new model and general mood effects and tweaked hint popup logic
-added chainlink pickup dispenser to ethnic and ris high final with unlock condition interaction for post prl,thuglife
-tunnel shortuct first tstage fixed surface sound lowest section
-office lobby fixed alistair logic for work/ali meetup relation: if working hours are in, ali meeting topside chat will be disabled
-jman first stage replaced note with phonecall pickup event with ring acivate after kill threshold reached
-ethnic final polish updated textures, details, materials, new OC, props, grime, trash etc and details and end lev escape event
- added smaller details to rising high final (new map elements)
-updated pistol thud hit sound 3d fix (only for pistol currently)
-sabotage end lev event updated and better view, elevator event, various post player mood spawns
-ethnic final arrow on finish added
-updated prl personal final interior whole section, epic view, destructible glass, new OC improved destructible ambush final section, added details, painting on walls, moody lighting and clouds below with 3d audio wind and elevator exit
-updated hit dmage logic for chav main: updated headshots for small and high call random sprays, melle smash and other more variations and tweaks
-fixed glass window spawn thickness prl final peronsal
-ethnic ar enemy random shoot series, constant fire was annoying here
-sabotage final destructible corridor added
-perosanl start roof exit event improved (exit event ,gate open event and transition sound, fixed surface sound roof etc)
-multiple tweaks and fixes to ascent level still WIP (including updated texture start area/replaced placeholder from rising high: thanks Kyoncha Operative), fixed enemy size, fixed first enemy melee weapon, updated textures etc
-updated alpha version quicke fix f magazines
-added new magazine and food box textures and applied to quicke fix and genesis train start shelf
-subhub another day at the office karaaage new ad
-ascent smaller tweaks (WIP) and fixed destrcutible occlusion culling
-changed rage hole actiavtion time from 0.167 to 0.3
-added new colletion of graffiti and stickers
-ascent further tweaks, new sections and alternative routes, new destructibles and props and enemies. fixed OC, updated navmesh better enemy placement and cleanup (WIP)
Disable throw weapon and pickup animation in Newblood game mode.
-added details and polish to clouds mood ascent
-witness detail graffiti added
-rising high start area detail graffiti and stickers added
-sabotage dancefloor added moood lighting variations to dancefloor on start (instead of control panel since nobody uses it)
-fixed/updated kc idle slow override anim for new speed based variations
-diner updated exit and missing aggro call for midway enemy
-resort added detail to start area and updated final area with exit and lighting
-great timing bazaar updated car interaction visibility and polished/updated exit level event
-mall updated event and condition for verona event entry
-azur hub flower destination event and logic added (in relation with new maal event)
-new ecoins added along with pickup events and logic (redhand hotel, ascent, resort)
-added elevator end lev event and samurai miniboss aggro event trigger in ascent
-start screen elevator extended interaction cursor distance
-re added chav thug variation overrides vairation speed move anims (previous commit somehow reverted to old values or only saved localy?)
-ashton avenue crods roaming added and polished exit area
-smalltime sewers edngame gfx updated with new detailed much improved version
-updated chav base texutre for head stump
-updated multi mix spritemesh enemies dismember to avoid unlimited sprite stretch (ie sumo thick, kc thick etc)
-sabotage start exit area to dancefloor updated and polished
-updated new home (higher fps/framecount from 30 to 60)
-benefactors lantan updated to new updated version (lantan riff with bass and solo update)
-updated changelog
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So that's it for the last major Early Access update. Hope you enjoy and till the next one.
The Downfall Team,
Mike, Dawid
Project Downfall 29th Early Access Update Release Date ETA and info
Greetings Crimson Community,
The 29th Early Access Major Update is almost ready to be deployed. We are aiming to release it on the 4th of August.
This is going to be a big one for a few major reasons:
-This will be the LAST major update before leaving Early Access. The following major update will be v.1.0.
-It will contain a HUGE amount of refined existing content. Around 90% of levels have received updates and upgrades: ranging from smaller spit and shine to complete overhauls.
-Due to being the last Early Access major update we got some special stuff planned to mark the occassion. We trust you will like this one!
Besides the refinement to existing content the gamepad has received a healthy dose of love. We added an intuitive -Halo inspired- aim assist, both for enemies and drops. Now stringing combos on the gamepad will be very doable and what's more important...fun.
This was a major request during last months Pixel Heaven show. And of course, all other noted bugs and issues during the show have all been addressed and fixed.
As usual a full detailed list of what's new will drop along with the anouncement when the update goes live next week.
See you then!
The Downfall Team,
Mike, Dawid
Project Downfall 28th Early Access Update is now Live!
Greetings Crimson Community,
28th Update just dropped. Lot's of good stuff. Getting that much closer to leaving Early Access. We are aiming to get a Release Candidate ready late July/ early August. Minimal content will be added and the major focus will be on balance, spit and shine. and to mark the occasion, the game will be 40% off from today till the end of Pixel Heaven 22 (yep, we'll be there!).
Huge shoutout goes to the awesome discord community. The constant feedback, gameplays, reports, support.... you guys ROCK! Mega kudos go out to: 12Over12, BONES, DCX, Gamb, Hardwater, LineFeed, Nekromorg, Pepperoni Vice, Sinth, TF2NoobPlayer64 !
If you'd like to join the community, if you havent done so already, head on over to Discord- click here. Besides loads of handy info, secrets, lore insight, it's also the best place to report issues/bugs etc. So, if you would feel like leaving some suggestions, we welcome it! Gamelpays clips are awesome too, since they help us pinpoint exactly what's up. The reports and feedback are crucial to us on this final Early Access stretch. The more reports and feedback we get, the better the game will be for 1.0. So please keep the feedback coming :D
Now on to the good stuff
0.9.28.0
- New level: Pre Emptive strike. With dedicated dynamic soundtrack. This one is an alternative to the intro. First time players won't know how to open it until they lear the superkick. And rightfully so, for this one proves a much larger challenge than any of the original intro routes. Take on the Svoloch mob in the Pleasuredome hub and get back home in one piece.
-The Grinder Combo: Now, there will be many, conveniently placed exhaust fans all over Crimson Tide. Smack an enemy right into it will provide juicy result and a combo multiplier!
-New Player Hit indicator: got the feedback! the red default highlight was a bit too generic and didn't stand out enough to prove useful. We changed this to a new dynamic version which will clearly indicate where the damage came from.
-Updated combo notifications: more eye candy and updated visibility
-Updated plotlines both main and optional. Including fleshed out NRF plotline (including mags with news variations, tv news etc)
-The BMFG 2600 : the gun to end all guns
-2 new ecoins (related with a specific ending)
-Finally ricochet projectiles. Now the modded DMRs (with the red grip) will have deadly deflecting bullets. Possibly a dedicated combo multiplier will be added to this one.
-New minigame: Manic Man. Find this endless retro runner on your way to work
- multilpe enemy animation polish (including, not limited to: Shinji Mikamis, Cops station, Framke, Thicks thug and more)
-multiple low lev svoloch variations added.
-fixed CGH intro anim and name (Thanks: TF2NoobPlayer64)
-clifton shopkeep texture fix rework
-club 22 new dynamic tune added
-updated enemies with missing dedicated back textures (fat white, fat balck 2 var, kc security low tier, chav suite, chav spec etc)
-recutm lobby material updates and end door event open with 3d ambient dark
-pighead added hit event for gore system (updated to new system)
-casino updated start chain doorevent (destructible chain) and fixed enemy door collide/open
-casino start padlock event destroy added with graphics, removed old version
-fixed clipping new track luco club. added track to luco topfloor
-applied new gore system to teddy controller and chav vest
-updated enemy variation in cab intermission
-fixed unlocking vip floor access after beating casino topfloor for ground floor unlock elevator to penthouse
-moved NRF brotherhood nation act magazine to MOF for logical connection. CT version of news will be soon replaced at apartment
-sabotage dancefloor mood light variation added
-nrf mag pickup prechurch tweak
-prl block updated harold model to v2.0 and added NRF today mag
-applied gorehole unit hit to to metalheads in slumblock and psycho slim
-added NRF text update to apartment
-added/replaced Harold meet in slumblock with phone booth receive call
-added new headphones graphics with small scale pump anim
-jman new car entrance polished (added blocked off car park with open /light/modd event on level complete and car iteract to new stage)
-added chav puffcoat enemy. added to jman 1
-updated gate destructible event in shortcut, updated enemy variation
-train intro further details and tweaks (end section polish still WIP)
-added chain padlock destroy to superkick gate tutorial subhub
-added puffcoat chav with glasses and added to tunnel shortcut top
-updated smalltime kingpin graphics set (lightup and kingpin)
Change default right stick outer deadzone to 0.05 (5%).
Show blind spot awareness only if elevation difference is less than 5 meters.
-multiple new idle animations and fixes for the shinji body type build enemies (yama, kaneda, cop slim armor, detective etc, bikers shinji etc)
-updated cops holding cell scene. Updated Jo hooker model and added new swat heavies, final door event and lighting tweaks
-multiple fixes to shinji body type bone mesh (joints would not bend), fixed and should fix multiple enemies of this type during various animations (ie shooting, idle, walk etc)
-added new dediacted post volumes for berserk blue pill
-prl start surface sound applied and fixed to exterior area
-luco bar top fixed floating bottles and added detail to that area
-Fix train doors not closing after interacting in bullet time.
-berserk post volume updates
-graphic a judicator added
-awarenes hit gfx updated and size
-added graphic for safeguard pill WIP
-updated berserk tree logic for new gore system (more consistent and effective)
-removed random chance of berserk sub tree (constantly on due to new logic moved to subtree)
-added mp5 and pistol dedicated gorehit and holes
-added dedicated mp5 tracers
-added new chal thug variations(3x olimp red tracksuit, 3X puffcoattrack) and added/replaced to multiple early on stages
-updated curfew destruct door (method from COD midpassage)
-jman updated end lev event to make it clearer where to go on completing objectives
-azur hub added 3d plane flyover sounds (sounds by Bigpickle51, InspectorJ, Rickbuzzin at freesound.org) with random varation and time of playback
-added wall depth decal destroy for superkicked thug toiler guard in curfew
-jman 2 dixed garbage container hit though trashbags end scene, destructible trashbags added
-luco top updated intial encounter
-updated headphone disclaim animation
-fixed shutter dust post intro section home event
-updated ranged logic for subtree small call gore/paint decals
-intro train beggar added
-Toggle adrenaline slide/jump for gamepad(double tap). Should make adrenaline jumps and slides more intuitive now.
-intro train beggar chat event added with post volume and office walk tweak
-intro train details to entrance added, props, grime etc
-start screen shuttter post intro event further tweaks
-package first stage updated enemy variation
-subhub bodybag beggar killed added with according logic
-curfew destruct wall toilet tetures update
-updated details to train intro ride (pipes/cables,ads other props)
-genesis train final updated enemy variation
-updated crossout graphic locked for hard and nightmare difficulties (thanks: linefeed)
-pop pill variations added
-akimbo uzi new tracer /replaced old
-tunnel enemyshortcut variation and details/(grime/props etc)
-package final: restroom replaced with curfew updated version with all new props
-fixed surface sounds in pakcage final
-fixed borders OOB in package final (Thanks: Drainer)
-updated berserk hit subtree (updated goreholes ,decals, and blood particle spawns)
-updated pill pop take for anims minis
-updated condition for way back sub hub unlock (must be finished to be available from car
-updated loigc for new intro level cldbr hgts hub fixed according logic (closed station, light, player spawn etc)
-fillerup new end lev event (getincar with lighting evetn and elevator timer move to to EC)
-fillerup condtion cleanup for new exit logic
-rectum dungeoun added grinder placements
-added grinder to thuglife 2nd stage variation
-updated grinder rectum dungeoun
-fixed audio grinder gore (thanks: Gamb)
-added grinder fans to rising high 2nd and 4th stage
-Fixed audio mix for rish igh brothel (Thanks: Sinth)
-Fixed cloud bloom blowout rising high final (Thanks: Sinth)
-tengu new heavies WIP. Samurai armour added (2 variations)
-passing through added new enemies in loading area for hard and nightmare
-new splash screen
-updated azur north (multiple new details, mood lighting variations, enemy groups: shinji mikamis and cops based on conditions tengu, exits etc), updated navmesh
-optimised hotel rooms (lighting, materials and details)
-Yun sasha miniboss added and slight lighting tweaks
-updated news home anim
-further tweaks to intro train (shake, interaction e mag etc)
-cops holding cell final end event added with swat heavies in parking area
-lev sel hub slight tweak to highlight/visibility pre empt strike entrance
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That's it for this one. Hope you enjoy!
The Downfall Team,
Mike, Dawid
Project Downfall 27th Early Access Update is now live
Greetings Crimson Community,
The 27th Update is now live both for the full Early Access and demo. Quite a lot of polish, refinement and updated features. As usual a detailed description can be found below. Possibily a smaller update wil be dropping within the week.
We will be aiming to get a Release Cadidate ready by the end of July, so in around 2 more updates. After that it will boil down to community feedback until we get the greenlight fo v.1.0. So please keep the feedback coming, it's really helping us speed up finalising and refining the game!
0.9.27.0
-Azur plaza hub new underground section.
-Azur plaza wanted system. Active once Azur plaza open up and police patrols show up in the area. Break the law and face the consequences. With a full tier system, so the higher your wanted level, more speicalised units will be called in to pacify the unruly threat. Along with the new underground section in the hub surviving this onslaught will prove to be a challenge.
-New feature: boss skills. Now bosses and heavies will have various sets of special moves ie throwing a bottle that can stun the player, or taking out a rocket launcher and sneding off a barrage of missiles, zapping with a taser and more
-New bosses and enemies
General tweaks and fixes:
-fixed cleaner exit terminal (thanks: TF2NoobPlayer64) and added smaller details, grime, mood light fog variations dust
-lev sel hub replaced old method door to new door swing method
-updated precision enemy sound to stand out more and highlight high damage weapon
-added and applied new sawnoff anim for left hand akimbo set and applied new anim for right hand in akimbo
-fixed muzle flash end frame for sawn off and blaster
-fixed arcade funny games level in demo list (thanks: TheLoneWildWolf)
-updatem DMR rico texure and details
-fixed fillerup enemy clip garage through wall/gate/door (Thanks: TheLoneWildWolf)
-assigned wall meshed to correct layer in fillerup
-added and applied anim set for RICO DMR
-mg new set anim and gfx rework
-fixed snipers aggro cop logic street azur hub spawn
-updated MG bullet chain anim , texutre , norm and material
-prep dedicated textures for casino boss NRF grunt and boss
-added new enemy: Yurij NRF Merc Boss and NRF Grunt
-casino roof replaced placeholder enemies in boss area to NRF variants (snipers to NRF grunts and boss to cyborg hell and Yuirij NRF merc)
-added and applied yurij dedicated hit even logic (removed alpha holes)
-rooftop casino boos encounter updated: sane version Yurij lighting, post etc) and general: 2 snipers (tbd if on normal or higher difficulties)
-nrf casino boss roof encounter updated (boss aggro, speed and accel etc.)
-added nrf yurij dedicated walk anim to be more in synch with movement speed
-yurij boss added special move mock rocket launcher
-yurij boss added special move mock rocket launcher
-casino roof updated boss event with track playing on boss area enter, updated Jo event and chat.
-added new Jo SM model for Rectum meeting and applied
-updated hitgroups mg (added debris with sound and ceramic bursts etc
-casino roof sniper nrf movement dsiabled to avoid unpredictable elements in boss fight
-updated azur hub underground area with-further tweaks and polish
-updated hitgroups MG to be more impactful when hitting enemies
-updated azur hub underground multiple areas (new WIP stairwell CTU stairwell), added door interactable to yun fan passage etc
-azur hub replaced old stair to lexington undeground to elevator (WIP) and updated undeground area at lift bottom
-azur hub:updated elevator underground with sgirded door slide, added cop undeground spawn aggro logic, updated OC for underground and new/updated areas.
-added gorhole new unithit event system to enemies missing it (fat biker, triad slim variations)
-added new enemy nrf sniper with red laser pointer shoot override to casino roof
-added sniper laser sight cops and added to azur hub, updated cop base aggro wanted logic
-removed yurij flinch
-added czort yurij version
-updated post event variations for casino roof boss fight
-ranged noalpha eventhit updated decals and effects for yurij and czort
-added bleedout to chav orig -casino roof
-updated exhausted anim to be in synch
-fixed cop3 incorrect hit event
-casino roof multiple fixes (thanks:gamb), roof outofbounds, tv wall interact, door interact pre hooker kill etc,
-added new dynamic track events to boss casino
-updated passage details to azur hub (tunnel and to cloudbreak station etc)
-casino roof tweaked demon boss health to be more like yurij in sane ver
-street azur hub further updates to aggro logic and details (polish, unlcokable gate from behind logic, lockdown events, gate and neon to lexington terminal etc)
-improved pistol single tracer
-azur hub destails added to cloudbreaks station and lexington terminal exits. Also updated aggro lock event thresholds
-added pavlove event to casino roof finale with sanity variations/events/chats
-azur hub slight tweaks to new exits and unlock aggro logic
-added new spritesheet anim sets for throw/grab with according shading
-rectum miniboss skill added
-miniboss weapon and projectile/logic added bottle throw
-azur hub moved old wanted WIP to legacy and moved and improved old events to new dedicated team system. Applied tags to coresponding enemy groups/teams. so ie killing aggro triad wont count to wanted kill count etc)
-airport grounded tweaks 3rd floor, new escalaor, OC, navmesh, smaller tweaks, details, lighting, fixes etc (inly smalltime ver. to be added soon to downtime)
-added sauna miniboss to casino start (replaced old default sauna miniboss)
-updated enemy throw bottle to be slightly slower/easier to dodge and damage
-updated player post effect on stun (added dedicated)
-chav rofftop casino texture back fix (thanks: Gamb)
-enemy bottle throw destroy on hit added.
-casino start small tweaks to shiledign meshes in final section
-airport smalltime updated sniper end event (better tracer and bullet velocit and 3d incoming bullet whiz sound) and added new swat police hvy for sane version (replaced from old kc model)
-updated two hand shoot heavy animation enemy
-casino tweaks to meshes
-street hub mg swat updated to new dedicated heavy version
-new cop tracker: slim, fast, armoured, will throw stun nightstick if hurt. added to azur hubs wanted spawns
-updated airport small time hvy swat placements and weapons sane varsion
-further tweaks to special enemies and related logic/hitgroups (special slim armoured cop nightick throw, armoured hvy kc with tazer)
-updated wanted events toggle for azur hub
-airport st switched certain cops with special armoured cop (only sane version)
-cod new intro (thanks: based on Sinth feedback info of alternative route possibility if too hard), alternte start area logic etc
-start home apartment elevator new button gfx and event (toggle panel light switch on elevator call/arrive)
-updated canal boss final fans event (new fans, take photo anims events, multple new npc, leave scene event etc)
-start screen updated elevator entrance textures and details (fixed holes etc), added elevator moving sound bg to elvator bgm
-casino elevator endlev logic and event added. Now if final stage is reached player can go final stage after completing ground floor/skip vip section stage
-church interior new material and lighting modd variations/events
-fixed floating cube azur hub (Thanks: Sinth)
-cod intro with wanring brain and alfred chat look event
-start screen fixed unbreakable windows in apartment
-fixed OC cainso start
-cod new intro updated, gate pass, post start tweaks, passage to garage lighting and props etc
-church final door arch open event added
-cod midhalls sasha miniboss added
-cod midhall sasha miniboss update (new enemy texture/model/anims etc)
-sasha specific tweaks and variations with charge and skill values, footsteps etc
-further details for new COD intro details and polish (barrier street to physical objects, passage to travel to pleasurehub, further block of holes, gates etc)
-cod midhalls sasha miniboss update timing and anims, temp disabled stun until fixed for new melee charge skill
-updated chats for brain and alfred in new intro COD
-cod new intro further polish. added crowd bhard exit with gate lighting, added elevator to pleasure dome event updated details passage etc new OC
-church small platforms L and R at end with subtle vol light to enhance enemy visibility
-adda sasha minibosses ranged heavy to church and cod midhalls for hard and nmare
-wood bench destroy sound distance and volume upped (prop destr snd in church was too subtle)