Genre: Shooter, Real Time Strategy (RTS), Strategy, Indie
Tango Fiesta
Development Update
Hiya!
One of our lovely fans reminded us that we've been quiet since the launch and the first patch, but that we'd mentioned a pretty chunky update we were expecting to land in January. It's now a few months since January, so we owe you an update.
Basically, we got a bunch of paid work (both through clients and government funding on Waterways: http://spiltmilkstudios.tumblr.com/waterways) so our plans got put on hold. That's the first thing that happened - despite us having done a ton of work towards the Big Update, it just made no sense to turn down the money we were offered (without it we wouldn't be around to release ANY updates for Tango at all) so we just paused the active development until after that work was complete. That's just around the corner now.
Then, another cool thing happened - totally related to Tango Fiesta this time, but something we're not able to talk about yet. Rest assured if you're a fan of Tango you'll be excited, and it will happen this year (sooner rather than later) but it means that again it makes no sense for us to work on the planned update, and that the sensible move is to keep it on hold.
None of this means anything other than we'll be updating Tango Fiesta soon, with new features, polish & bug fixes, just probably not quite the ones we had initially planned and certainly not in the original imagined timeframe.
Anyway, we're sorry for being so quiet, sorry for missing the planned update, but we can't wait to talk about what it this mysterious stuff is :D
TANGO FIESTA - post EGX launch mini patch
We've basically been at EGX since launch, but we wanted to get some fixes to bugs we spotted out to you as soon as possible:
- The default control pad labels for 'Shoot' and 'Melee' on the loading screen were mixed up. Now they're correct.
- If the player completed a mission whilst under the influence of something that slows them down (water, bushes or cobweb) then the game would set that as their new max speed. This no longer happens.
- We've reduced the slow down effect o players running through bushes in Jungle (world 2).
- We've rebalanced both Ghoul Squad & Bionic Cop (worlds 4 and 5) for slightly lower enemy numbers in co-op.It was getting a bit much for players during EGX. We may well tweak again if it seems too easy.
We're still planning our major update, but until then expect more, smaller patches to keep things ticking over nicely!
UPDATE #35 - TANGO FIESTA LAUNCHES OUT OF EARLY ACCESS & INTO YOUR HEROIC FACE!
The day has finally arrived! We’ve launched straight out of Early Access, there’s a MASSIVE launch discount (particularly the 4 pack) and a ton of new content! Read on for details...
To be specific:
Tango Fiesta is now v1.0! It is no longer in Early Access, but in Steam as a full product!
We’re doing a launch week deal where the game is 33% off! And we’ve reduced the price of the 4 pack so low that you can get it for less than twice the price of the single game!
We’ve updated the game with World 5 - fighting through the toxic rust belt of future Detroit, alongside Bionic Cop! So that’s 3 new levels, a brand new boss fight, 3 new weapons, 7 new enemies and some environmental hazards to fight against!
We’ve unlocked the full story mode! Just play the game as you normally would to experience the true story behind all your favourite 80’s action movies!
But that’s not all. We’re too stuck in the Early Access mindset to leave it be. There’s a ton of stuff we’d like to release into the game over the coming weeks, and here are some of the highlights you can look forward to!
Linux build!
Soon. We’d rather release it as bug free as possible, so we’re holding off for the moment.
New objective types!
We know some of you play the game so much you already want to see new challenges, so Hostage Rescue, Intel Hunt and more will be added to the game across every level, mixing into that procedural goodness.
New Game Plus!
Again you guys and gals keep tearing through it, so we’ll make sure you can keep playing and the game will just get harder and harder. Let’s sort the men from the boys and the women from the girls - we might even throw in a few twists to keep it really interesting.
Steam Workshop!
We’ve been trying to make sure this is bug free, but we’re just not happy releasing it at the moment. As soon as we are, you’ll be able to create your own heroes and play as them online and off, as well as share them with other players via steam!
More cool stuff!
Want a new gun? Or a new hero? Or even a new level based on your favourite movie? Why not suggest it in the discussion forums right now - we’re incredibly open to suggestions!
Some of these we promised from the start, others are ideas we’ve had brewing for ages - and we can’t wait to get all of them into your hands as soon as we can! Meanwhile, the trailer’s on the store page above here!
REVIEWS:
If you enjoy the game, please do consider leaving a review, it helps a lot.
BUGS:
If you encounter any bugs, please do let us know in the discussion forums. We’ll be keeping an eagle eye on it all and addressing any nasty bugs in the most sensible way we possibly can.
Now back to normal, here’s the details of the changes that you can expect to see, compared to the last Early Access update we did.
CHANGELIST!
Brand New
Full story mode that stretches across every single one of the 20 levels.
3 new levels, including PUKE, a toxic hazard that could ruin your day.
7 new enemies, from the knife wielding Punks to the homing-RPG toting Riot Police, and even horrendous experiments gone rogue!
3 new weapons. The handy Muzzletite Puppy, the explosive Rocket Launcher and the poisonous Sludge Grenade. Unlock them through playing the new Bionic Cop world!
1 new boss. But we’ll keep him a secret. He’s the final boss!
Updated
Yatcha bleeds when you attack her. And as you know, if it bleeds, we can kill it
Bushes in Jungle die in a flurry of leaves
Ghost Trap has new explosion gfx
Reduced radius on Molotov
All boss fights now spawn goons as backup
Added 'noise' of single corridor bits to edges of rooms on the bounds of a map.
Bushes slow down the player in Jungle
Cobwebs slow down the player in Ghoul Squad
Full localisation of entire game, menus and story into French, German and Russian
Shop music now plays in the Gun Shop
Halved the time it takes to Hack a Radio Tower OBJ
‘TF’ room added to each world’s random generation
Spilt Milk logo splash screen added to boot up
Choppers now pick a new location only half the distance away compared to the previous system, to reduce backtracking
New cloud graphics in Island
All bosses now use a set seed each to ensure a fun battle arena
Fixed
Bad guys & Killionaire bosses no longer spawn in walls
Player no longer has to tap 'swap weapon' twice for player to swap weapon
Co-op revival pop up bubbles now disappear when revival is complete
Metal objects have their own death noise
Hitting Start button on gamepads now unpauses the game if player is in any pause menu
Fixed a random bootup crash
After boss fights, locked guns are no longer available to the player
All dead zombies are removed from play
Invisible Hunter in Jungle no longer has visible large Arius A1 in its hands
Game no longer moves projectiles etc when new boss enters the fray in Killionaire
Game no longer unresponsive if a player backs out of the locked and loaded state
Game no longer gets confused about player slots if a player drops out during a revival
Pits now appear in Killionaire 100% of the time
Zombies rebalanced
Ghosts rebalanced
All ghost types now attack correctly
Killing a Radio Guy while they’re summoning enemies no longer bugs them out
All enemies attack the player during Let Off Some Steam
Player unfreezes at correct location if hit by Dr Frosty during Hack objective interaction
Player animates fully when unfrozen
Game sticks to spawn limits on all levels for all enemies.
Choppers no longer move out of bounds
Online
Players can Invite friends via steam inlay
Client now sees props being removed.
Client vs Host revival systems all working
Client now has all enemies able to attack them
Client now sees all dead enemies die correctly
Clients no longer stops receiving packets when an objective gets damaged
Client now sees health bar on Choppers
Client now sees Chopper get destroyed
Host now sees Chopper shooting.
Clients now see Chopper bullets
Client’s second played level no longer auto-completes
Champion enemies now behave correctly on client side (faster bullets etc)
Host no longer crashes on boss loads from level-3 of any world.
All bosses behave as designed online.
Landmines now sync across networks
Client now sends adequate info on Host restart after death
Client cannot pause the game, but can access pause menus.
If host swaps weapon, game no longer crashes for everyone
If client swaps weapon they no longer get stuck in an endless swapping of weapons
When someone swaps a weapon, it is now seen by all other players
If host chooses to 'restart' mission after it fails the game no longer freezes on loading
Client no longer sees mist behind the ground tiles in Ghoul Squad
Gamepad now behaves properly on Lobby menu.
Host now sees Client progress to weapon select if Client backs up after being locked in.
Objective management on networking no longer gives rise to players inhabiting different levels (different objective types, different layout etc).
Client no longer gets super speed boost from pickups
Team Score is now sent to clients
Score popups are now appearing on clients
Combo Tracking display is now updated on clients
Story scenes are 100% controlled by the host
Grenades are all behaving properly across Host and Clients.
All bosses now work properly and as designed, across Host and Clients.
And that’s it! What a doozy!
Please do leave us a review if you enjoy the game, check out The Legend Of Tango for a short bit of fun, sign up to our mailing list to make sure you hear about any updates before anyone else, and see you all on the servers soon!
The Spilt Milk team
UPDATE #35 - TANGO FIESTA LAUNCHES OUT OF EARLY ACCESS & INTO YOUR HEROIC FACE!
The day has finally arrived! We’ve launched straight out of Early Access, there’s a MASSIVE launch discount (particularly the 4 pack) and a ton of new content! Read on for details...
To be specific:
Tango Fiesta is now v1.0! It is no longer in Early Access, but in Steam as a full product!
We’re doing a launch week deal where the game is 66% off! And we’ve reduced the price of the 4 pack so low that you can get it for less than twice the price of the single game!
We’ve updated the game with World 5 - fighting through the toxic rust belt of future Detroit, alongside Bionic Cop! So that’s 3 new levels, a brand new boss fight, 3 new weapons, 7 new enemies and some environmental hazards to fight against!
We’ve unlocked the full story mode! Just play the game as you normally would to experience the true story behind all your favourite 80’s action movies!
But that’s not all. We’re too stuck in the Early Access mindset to leave it be. There’s a ton of stuff we’d like to release into the game over the coming weeks, and here are some of the highlights you can look forward to!
Linux build!
Soon. We’d rather release it as bug free as possible, so we’re holding off for the moment.
New objective types!
We know some of you play the game so much you already want to see new challenges, so Hostage Rescue, Intel Hunt and more will be added to the game across every level, mixing into that procedural goodness.
New Game Plus!
Again you guys and gals keep tearing through it, so we’ll make sure you can keep playing and the game will just get harder and harder. Let’s sort the men from the boys and the women from the girls - we might even throw in a few twists to keep it really interesting.
Steam Workshop!
We’ve been trying to make sure this is bug free, but we’re just not happy releasing it at the moment. As soon as we are, you’ll be able to create your own heroes and play as them online and off, as well as share them with other players via steam!
More cool stuff!
Want a new gun? Or a new hero? Or even a new level based on your favourite movie? Why not suggest it in the discussion forums right now - we’re incredibly open to suggestions!
Some of these we promised from the start, others are ideas we’ve had brewing for ages - and we can’t wait to get all of them into your hands as soon as we can! Meanwhile, the trailer’s on the store page above here!
REVIEWS:
If you enjoy the game, please do consider leaving a review, it helps a lot.
BUGS:
If you encounter any bugs, please do let us know in the discussion forums. We’ll be keeping an eagle eye on it all and addressing any nasty bugs in the most sensible way we possibly can.
Now back to normal, here’s the details of the changes that you can expect to see, compared to the last Early Access update we did.
CHANGELIST!
Brand New
Full story mode that stretches across every single one of the 20 levels.
3 new levels, including PUKE, a toxic hazard that could ruin your day.
7 new enemies, from the knife wielding Punks to the homing-RPG toting Riot Police, and even horrendous experiments gone rogue!
3 new weapons. The handy Muzzletite Puppy, the explosive Rocket Launcher and the poisonous Sludge Grenade. Unlock them through playing the new Bionic Cop world!
1 new boss. But we’ll keep him a secret. He’s the final boss!
Updated
Yatcha bleeds when you attack her. And as you know, if it bleeds, we can kill it
Bushes in Jungle die in a flurry of leaves
Ghost Trap has new explosion gfx
Reduced radius on Molotov
All boss fights now spawn goons as backup
Added 'noise' of single corridor bits to edges of rooms on the bounds of a map.
Bushes slow down the player in Jungle
Cobwebs slow down the player in Ghoul Squad
Full localisation of entire game, menus and story into French, German and Russian
Shop music now plays in the Gun Shop
Halved the time it takes to Hack a Radio Tower OBJ
‘TF’ room added to each world’s random generation
Spilt Milk logo splash screen added to boot up
Choppers now pick a new location only half the distance away compared to the previous system, to reduce backtracking
New cloud graphics in Island
All bosses now use a set seed each to ensure a fun battle arena
Fixed
Bad guys & Killionaire bosses no longer spawn in walls
Player no longer has to tap 'swap weapon' twice for player to swap weapon
Co-op revival pop up bubbles now disappear when revival is complete
Metal objects have their own death noise
Hitting Start button on gamepads now unpauses the game if player is in any pause menu
Fixed a random bootup crash
After boss fights, locked guns are no longer available to the player
All dead zombies are removed from play
Invisible Hunter in Jungle no longer has visible large Arius A1 in its hands
Game no longer moves projectiles etc when new boss enters the fray in Killionaire
Game no longer unresponsive if a player backs out of the locked and loaded state
Game no longer gets confused about player slots if a player drops out during a revival
Pits now appear in Killionaire 100% of the time
Zombies rebalanced
Ghosts rebalanced
All ghost types now attack correctly
Killing a Radio Guy while they’re summoning enemies no longer bugs them out
All enemies attack the player during Let Off Some Steam
Player unfreezes at correct location if hit by Dr Frosty during Hack objective interaction
Player animates fully when unfrozen
Game sticks to spawn limits on all levels for all enemies.
Choppers no longer move out of bounds
Online
Players can Invite friends via steam inlay
Client now sees props being removed.
Client vs Host revival systems all working
Client now has all enemies able to attack them
Client now sees all dead enemies die correctly
Clients no longer stops receiving packets when an objective gets damaged
Client now sees health bar on Choppers
Client now sees Chopper get destroyed
Host now sees Chopper shooting.
Clients now see Chopper bullets
Client’s second played level no longer auto-completes
Champion enemies now behave correctly on client side (faster bullets etc)
Host no longer crashes on boss loads from level-3 of any world.
All bosses behave as designed online.
Landmines now sync across networks
Client now sends adequate info on Host restart after death
Client cannot pause the game, but can access pause menus.
If host swaps weapon, game no longer crashes for everyone
If client swaps weapon they no longer get stuck in an endless swapping of weapons
When someone swaps a weapon, it is now seen by all other players
If host chooses to 'restart' mission after it fails the game no longer freezes on loading
Client no longer sees mist behind the ground tiles in Ghoul Squad
Gamepad now behaves properly on Lobby menu.
Host now sees Client progress to weapon select if Client backs up after being locked in.
Objective management on networking no longer gives rise to players inhabiting different levels (different objective types, different layout etc).
Client no longer gets super speed boost from pickups
Team Score is now sent to clients
Score popups are now appearing on clients
Combo Tracking display is now updated on clients
Story scenes are 100% controlled by the host
Grenades are all behaving properly across Host and Clients.
All bosses now work properly and as designed, across Host and Clients.
And that’s it! What a doozy!
Please do leave us a review if you enjoy the game, check out The Legend Of Tango for a short bit of fun, sign up to our mailing list to make sure you hear about any updates before anyone else, and see you all on the servers soon!
The Spilt Milk team
UPDATE #34 - Launch Date, Huge Update, Free Game!
We’re launching Tango fIesta out of Early Access on the 24th September. That’s less than two weeks away! ARGH!
To celebrate, we’ve done a few things…
We’ve just fired an update to the game for you live. It’s likely to be the penultimate update before we go full v1.0. The usual changelist with full details is below, but basically it’s way prettier and way more fun, plus the online is a TON more stable. We’re still keeping the story, steam workshop and final world/enemies/traps/weapons/boss back for launch though. Sorry!
- We’ll be taking Tango Fiesta to EGX in Birmingham, UK. We were born there two years ago in a game jam, and it’s wonderful to be able to come full circle with the game and showing it there one last time! Here's the site for the full lowdown: https://www.egx.net/egx
- We’ll also be launching Tango Fiesta 1.0 LIVE from the show! I hope to update you all with the link, but it should be getting streamed live right here (https://www.youtube.com/channel/UCejV0ECovLMARGaPwzaRoOA) for those who can’t attend. It’ll be at the end of a fun talk we’re doing all about the game’s development.
- We’ve also launched a free game call The Legend Of Tango, which is out right now and you can get it here. It that tells the story of how the game was born in the Rezzed game jam all those years ago, but via the medium of a comedy JRPG. Please do have a play and rate it if you like it!
CHANGELIST!
Updated
Levels are now populated with way more props. Added random props pool for placing in ‘corridors’
Tiles now show their damaged and destroyed sprites
Smoke particle fires on destroyed state for tiles
Added spooky mist to Ghoul Squad
Added godrays to Jungle
Added cloud shadows to Island
Shop music added
All props have correct hit and death sfx & gfx now
Added code to check for Lethal Weapon achievement case.
Overhaul of reviving system code to make it more streamlined
Rebalanced the Neutron Napsack
Numerous Localisation fixes
Improvements to Molotov particles
Updated particle effect for Ghost Trap, making it more obvious who’s been affected
Online
Online play is now silky smooth for all players
Fixes to player dropout detection
Aiming directions now fixed for online
Weapon shimmering fixed for online
Conversations fixed for online
Pause menu Nullref fixed
Enemy bosses fixed in online
Choppers improved code for online
Fixes to player dropout for online multiplayer
Fixed
On landing from the parachute, players are no longer inside out.
Fixed issue where helicopters were invincible
Fixed issue with invisible and invincible zombie enemies
Fixed performance issues with Neutron Napsack
Fixed issue with bosses not moving once the level had started
Balanced enemies
Balanced guns
Fix to relocation code so no more out of level bounds helicopters.
Fixes to damage states for Servers
Updated critical hit sfx
General sfx update for weapons across the board
Made Cobra Cleaner more shotgun-y with an even spread
Manuel shoots double the bullets in one burst it used to, plus has more knockback to help differentiate it from other guns
Correct server asset placed in objective rooms
Fixed issues with sound files not playing in Gun-shop
Fixed enemy spawning with Ramishar
Fixed issue with enemies not changing their targets (on and offline)
Updated Ghoul Squad music layers
Updated gameshow audience sounds
Moved all enemy spawn locations inwards away from room edges to combat wall-spawning bug.
Updated 'min distance to objectives' to 50 across most levels. Only non-50 are first two levels which are fewer.
Reduced level sizes a chunk in response to long loading times.
Fix to if P1 drops out in character select, no one else can proceed
Fixed issue with bosses not moving
Fixed issue with bosses always spawning in spawn zone
Molotov WAY more flame-based now
Reduced total ammo, and ammo per clip, in Neutron Napsack (t'was overpowered)
Fixes to level generation for level 2 and 3
You can no longer be eligible for reviving someone if you're dead
Updated the gamedirector alive count when players drop out
Camera issues Fixed
Fixed a function warning in Gordon for overriding phase transitions
Please do leave us a review if you enjoy the game, check out The Legend Of Tango (below) for a short bit of fun, and see you all soon!
http://store.steampowered.com/app/394720/
The Spilt Milk team
UPDATE #33 - Minecon 2015 Edition
Minecon was AMAZING! We met so many cool indie devs, some of the Mojang team, and a bunch of awesome streamers and youtubers like the epic BaconDonutTV who interviewd us - we'll link to that as soon as its up!
We also met tons of brilliant new fans of Tango acrossthe two days, so if that's you do say hi! It was an unforgettable experience and we're so lucky to have been invited along.
We documented some of the highlights in photo form over on our facebook page too, so you should check that out for some giggles. The sheer amount of stuff left on our stand was mad - we can only assume it’s because Tango Fiesta is so exciting and addictive, it makes people forget how expensive their Minecraft merchandise was!
We worked very hard during the show to get the build fixed if anything came up, and the latest live version (out right now!) is that very same version, you lucky lot.
And we’re archiving all the footage over on our YouTube channel which is
boom right here (why not subscribe to this too, eh?)
Here’s the (almost) full list of changes! We’ve left off anything we’ve done to support Localisation, or indeed anything to do with World 5 or the Steam Workshop features (both coming soon!) because while it’s important work it doesn’t really affect what you’ll be able to play right now.
CHANGELIST!
Updated
All guns now have an image during Co-op drop in choice. Specifically added for VCR, Mac n Cheese, Matrix 80.
Chat in Online Lobbies now takes priority for inputs. Put simply: the host will no longer accidentally trigger the level load when chatting.
Clients are now only shown as joined when they're 100% joined. While connecting, their lobby status reads 'connecting'
Host pausing now pauses the game for clients
Join Game/Server Browser screen now supports pagination for more than one screen of results.
Fixed
Fixed an issue where the player was able to swap from an empty gun before game initiated the reload of its clip. This used to result in the player having 'reload' displayed above their head until they reloaded either of their guns again.
Zombies stopped animating occasionally. Now they should always animate when appropriate.
Fixed an issue whereby if you started reloading facing any direction other than horizontal, after the reload, the gun rotates as you aimed and your character pose didn’t.
Fixed an issue where no props were being shown in the Killionaire Boss Fight level other than in the player’s Spawn Room.
Chainsaw now damages enemies in the direction you aim, rather than just to the right.
Killionaire boss fight now always spawns more than 1 boss
Bosses no longer spawn into the boss fight if the player has paused the game.
Yatcha Queen's movement SFX no longer plays in menus if you exit from the fight without finishing it.
Fixed an issue where the player character's drawing order was wrong until players input any button.
Fixed issue where if the player moved between two downed comrades, reviving them each a bit at a time, and does so more than once, then eventually they'll be unable to revive one of them.
Fixed an issue where if any player dropped out of the game while any player was 'dead/downed', the camera would break and fail to center on any players at all.
Fixed the reviving list order so it’s no longer trumping player location when reviving comrades.
Fixed an issue where if two players were dead in close proximity then the game couldn’t tell which of the two players it is you wanted to revive. Now targets closest downed player.
Fixed an issue where the game would assign one life to each player, and if the whole team lost 4 lives, the game would end.
Fixed an issue that would mean occasionally downed players could not be revived at all
Fixed an issue where generic enemies would stop taking damage.
Fixed an issue where the player had a giant floating ‘A button’ icon above them at all times
Fixed an issue where players would appear on the ground before parachuting in
Fixed an issue in co-op where when a player exited, sometimes nobody could lock in their weapon choices
Fixed an issue for Clients where buttons on the Mission Results screens would be doubled up sometimes.
That’s it - short and sweet, and we’re back hard at work on the next update! Not long now till we’ll be announcing a launch date!
See you soon!
The Spilt Milk team
UPDATE #32 - 50% off, 1 year on Early Access special
"Surely you can't be serious." - "I am serious. And don't call me Shirley." Airplane is a movie we're not referencing, but have a lot in common with. We've had a whole year up in the air, steering this monster and hoping it doesn't crash.
365 days on Early Access.
A whole year of wonderful development, dev diaries, almost consistent weekly updates, and you lovely lot there every time, chatting in the forums, making us smile... it means so much. It's been incredible so far and we can't wait to push tango over the finish line.
What that means for us is ramping up how much we share, and fixing more every week until it's ready for launch!
We did our first proper live streamed dev diary today, with three of the team on video while we chatted, showed off the latest build, and answered your questions! the video' on our channel right here:
1 Year Early Access Birthday Special (please do follow us!)
We'll of course archive it on YouTube if you prefer that, and our channle can be found over here:
boom right here (why not subscribe to this too, eh?)
We thought we'd celebrate with a 50% off sale for the day, so please do tell your friends - and meanwhile we've been busy as heck fixing the game up properly. there are some really big changes and fixes in today's update - live for both PC and Mac right now - but my favourites have to be the reworked weapons. Mr Frosty and The Shocker are now more fun to use, and far less annoying to be hit by - I'll let you find out the details by playing!
Anyway, to the changelist!
CHANGELIST!
Added
Mastertronic’s ident video now plays before splash screen (skippable)
Updated
Max cash raised to $9,999,999
Objectives now spread out more during levels
Player now gets hurt touching any boss
Mr Frosty now slows boss movement by 50%
Ghost Trap now works as designed. Traps enemies for a few seconds within its radius, but not player.
Mr Frosty now behaves as designed. Player or enemy is hit and continues sliding for a few seconds before thawing.
The Shocker now works as designed. Victims no longer in control of their trigger, and movement/aim controls are inverted for the duration.
Bosses no longer spawn right in top of or next to the player
Players can now change their thrown weapon between worlds
Players can no longer choose two of the sam gun between worlds
Player can now use Mouse to change settings in the menus
Zombies now attack properly and cause real damage
Pausing the game affects about 99% of game features now. No more enemy shots or spawning!
Killionaire shotgunners now shoot 5 bullets (up from 3)
HK83 has more bullet spread
Exiting the game now brings up a confirmation prompt
Crypt Objectives now have destroyed versions
Flamethrower re-balanced vs Zombies
Fixed
That horrid crash-on-game-load bug is now GONE
Bullet hit sfx playing on all environmental objects now
Player now swaps to secondary weapon on first button press
Get Ready text now removed from Killionaire Boss fights
Killionaire Bosses no longer run out of ammo
Player’s bullet collision fixed
Player can no longer push Bosses around
General Payne now stops shooting on death
General Payne no longer shoots from his feet
General Payne’s gunshot sfx now stop on level exit
Chainsaw sfx fixed
Shocker and Mr Frosty guns no longer break gun/enemy/player relations
Scorch marks from the flamethrower (and other misc graphical elements) no longer stay between levels
Players no longer spawning outside of level in local co-op.
Gun Shop purchase info now all displaying correctly.
Moving diagonally no longer makes the character run faster on keyboard vs gamepad
‘This Is Heavy’ achievement no longer triggering every time you shoot the Matrix 80
New Chopper health bar being used.
Choppers now move around their chosen hover location.
Between worlds, the Boss Health bar no longer overlays on the screen Removed rogue button graphic from inter-world weapon select screen
Reload prompt now only appears when player needs to reload
Fixed broken Radio Mast objective, the player no longer gets stuck
Using Keyboard and Mouse no longer shows wrong icon on Objectives
Fixed issue for Let Off Some Steam where enemies would not spawn, breaking the game flow.
Fixed issue where bullets would change speed
Chopper firing sfx now only occurs during gameplay
Co-op players no longer drop back in with low health
I’m so pleased we managed to fix that horrid crash bug too - thanks so much to everyone who helped us track it down. Feels good to see the back of it!
It only remains for us to ask you to consider leaving us a nice ‘thumbs up’ review if you like the game, every single positive review counts hugely and we’re so close to getting our rating up to 4 stars!
Until next time!
The Spilt Milk team
Mini Update - Crash Hotfix
Hi you! We've been beavering away on fixes for the crash bug people have been reporting - specifically for new users - and have fired an update live to try and address it.
Please tell us if you've been experiencing crashes on boot and no longer do (because it means we've fixed the right bit of code).
But perhaps more importantly if you are still experiencing a crash on the game's boot (or before you hit gameplay), please drop us a line in the forums and we can try to work together to sort it all out.
Thanks, and enjoy the game! We'll post a proper update next week too, with tons of the usual bug fixes and tweaks, but we wanted to make sure this was out there as soon as we possible could.
Fingers crossed one and all!
Update #31 - DAMN DIRTY BUGS
"Is this going to be a stand-up fight, sir, or another bug hunt?” so asked the wonderfully craven PFC Hudson in Aliens. And so we ask the same… and the answer is that this update is really just one hell of a bug fixing update. Read on to find out why you need to be playing this right now!
So busy! No time! Just facts!
We’ve been hard at work on our beloved Tango for the past couple of weeks, and here are the results, but there is one other thing… we’ve started investigating some more serious/regular/scheduled Twitch streaming too, so you may as well go over and favourite us there, so you don’t miss out :D
Like I said - no time, just facts! Here are the facts! Mostly tweaks, polish and some significant updates to the online code for more stability. Sadly we’ve still not been able to reproduce the crash bug a lot of new players are experiencing, but as soon as we do we’ll shift all our efforts into fixing that. We’ve got people trying to replicate it all day long, but we’re just hitting a bit of a wall.
CHANGELIST!
Added
- New Killionaire Boss Music
- Added MetaSettings class, all game settings (version, etc) will be moved into this gradually
- Added lots more detail (and girders) to Killionaire rooms
- LOTS of rooms with cobwebs now, LOTS of cobwebs, in Ghoul Squad
Updated
- Explosive tiles (barrels, cars and objectives, mostly) now award points to the person who caused the explosion, giving them the points. Better combos as a result!
- Added more cooldown to melee attacks so people can't spam it as much
- Reduced melee damage so it's just slightly less useful against bosses
- Bionic Cop has a slower more powerful melee than everyone else
- Chainsaw badguys slowed down.
- Flares removed from boss fights
- Correct smoke usage now for indoor/outdoor areans
- Improved mission results removal for online
- Updates to Text input for game name and password
- basic chainsaw enemies don’t run quite as fast in Killionaire
- All heroes now melee slower (around 0.3 second cooldown)
- All heroes now melee for less damage. Think 2-3 hit kills rather than 1 hit kills
- Bionic Cop’s melee is even slower, but more powerful than every other hero.
- Updates to networking regards player selection, dropping in and out etc.
Fixed
- Boss feet fix, they no longer walk through walls. Have now updated all boss prefabs with feet
- Fixed enemy reviving in Ghost Squad level 3. Revenants now obey the enemy cap.
- Fixed issue with level selection. Now you can left mouse click to change selection!
- GameDirector now removes any bosses leftover in between worlds.
- Prevented Labels spamming errors if steam didn't load correctly
- If steam didn't initialise correctly, a prompt appears and then closes the game.
- During lobby creation, text entry fields reset to their original text if a blank field is entered
- Fixed bug where going into a multiplayer game would break the player’s ability to start a non-online game
- Extended viewing area in Prop Editor. More for us than you, sorry :D
- Fixed issue with not being able to enter a game name if you clicked 'host game' while editing a text field for hosting
- Start button (Online) now reads correct
- Settings labels in the lobby are now correct size.
- Fix for when the host leaves character select, the users don't quit too
- Fix for when player hosts a game, enters character select or gameplay, and then exits and re-hosts… clients are now able to join and the host (correctly) thinks they’re new clients.
- Fixed an issue where P2P didn’t reconnect
- Fixed mission results triggering
- Fixes to dropping out in gameplay when all players are dead
- Potential fix to the camera scroller not working for clients on second played level onwards.
- Fix to objectives not registering correctly (online)
- Fixed pickup locations on clients (online)
- Enemy Clearing now works more reliably for clients (online)
- Inter-world generation is working again (online)
- Mission results are working again (online)
- Fixed a number of labels in the lobby screen.
- Fixed character and weapon select sprite updating
- Improved performance for online enemy spawning
- Made online enemy spawning use the offline system
- Fixed missing references for mission results (online)
- Pickups are working online again
- You can now take damage online again
- Fixed enemy spawning issues
- Game Name and Password fields auto-clear on first input
- Fixed an issue where online game wasn't loading level settings
- Fixed character select instant quit bug.
Here’s that reminder again - we’re still seeing reports of crashes from new players, and we’re unable to replicate it with much (read: any) reliability ourselves. If you do experience a crash, please do get in touch on the forums right here on Steam, via twitter or on email (andrew.smith@spiltmilkstudios.com) - we’ll ask for your crash log, which should be in in your root Tango Fiesta directory, labelled with the day’s date and the sessions play time.
This is the only way we can fix these kinds of things so any help you guys and gals can give is hugely appreciated.
Until next time!
The Spilt Milk team
Update #30 - Massive AI overhaul
“If it bleeds, we can kill it”. So sayeth the man, the legend, Dutch in the best movie ever about men dying in a Jungle. Well, it’s true, and even more so in the latest build of Tango Fiesta which is live RIGHT NOW - but never has it been harder to kill stuff in the game!
We’ve overhauled the AI, which should have an immediate and very positive effect on the game. We think it’s a ton more fun, and the whole thing is just plain harder now. Which is good news for all you harcore action fans out there. Combine that with two new particle effects we’ve added - one for environmental damage, and the other for enemy damage/death and I think you’ll see that the game is just so damn full of action you might not be able to handle it!
A lot of these fixes came hot on the heels of our return from the UK’s biggest gaming convention - Insomnia 54 - where we had a lot of fun.
3 Players who have kicked a LOT of ass in Island-2
Teamwork! One player on the Hack objective, another down, and the third running over to revive them!
Ummm… Ghoul Squad-3 sees a lot of players get in deep trouble. That’s a lot of zombies.
Insomnia 54 was amazing. We had tons of people playing, we live streamed the whole thing on our Spilt Milk Studios Twitch channel, and have come away with tons of great feedback and things to fix. Lots of which are in this very update! We also want to say hello to the guys and gals who made such a long and tough 3 days so very much easier - we really met some lovely people and they made it all worth while. I’m sure they know who they are!
So, those live changes. Hopefully you’ll see a HUGE improvement in the game, it’s a ton more fun - even though we’re aware that some enemies in Killionaire don’t move. I just need to spend some time tweaking them!
CHANGELIST!
Added
Brand new hit particles gfx for environment
Brand new hit particles gfx for enemy hits & kills
Huge overhaul to enemy movement and pathfinding systems. Enemies now circle the player, move more frequently, make smarter choices, and prove to be a lot tougher to fight now. Also, if the enemies are too far away, they will move towards the player to close the distance and engage in combat
Fixed
Fixed stalker image
Fixed Objective Health bars
Hotfix for Revenant spawning enemies
Fixed Pool Scaling issues for Bullets and Pick
Flipped player arrows around for when players are offscreen
Player icons are now correct in character select Killionaire
Fixed issue with join UI appearing over the UI in level transitions
Fixed 'press A to join' appearing when there's already an active join prompt
Weapon Offset fixed
Fixed Dr Fahrenheit sprite order
Fixed receiving damage in Killionaire (and all indoor arenas)
Fixed issue with Boss beams being destroyed
Overwrote scales in fahrenheit to fix walking scales
Updated
Objective health bars are now colour coded as they lose health (green > yellow > red)
Old Ramishar depth offset altered
Flare prefab updated
Several other prefabs/particles tweaked
Made choppers shoot slightly less often, with slightly larger gap between bullets in a salvo
Changed depth of ghost death effect
Changed the setup for the Mark & Hammill Chainsaw so that it's not QUITE so deadly in the hands of Lockjaw
Made the scale in bosses protected
Made Snowflake slightly less annoying (slower, fires less often, slightly bigger gap between shots in a salvo)
Improved hit particles gfx for Hunters
A reminder - we’re still hearing reports of crashes from new players, and we’re unable to replicate it with much reliability ourselves. If you do experience a crash, please do get in touch on the forums right here on Steam, via twitter or on email (andrew.smith@spiltmilkstudios.com) - we’ll ask for your crash log, which should be in in your root Tango Fiesta directory, labelled with the day’s date and the sessions play time.
This is the only way we can fix these kinds of things so any help you guys and gals can give is hugely appreciated.