Genre: Shooter, Real Time Strategy (RTS), Strategy, Indie
Tango Fiesta
Patch 6 - Yatcha Patcha
You'll be back! Right after you've filled up on beer and crisps, celebrating Independence Day. And rightly so - thats way more important than our latest patch, which only goes and introduces a BRAND NEW BOSS for the Jungle levels!
After working long and hard on tweaking combat and every single weapon in the game, plus various bug fixes, tweaks and community-suggested changes, we decided it was time to unleash Queen Yatcha on you wonderful lot!
Currently only available in singleplayer or local multiplayer (we're still facing some troubles with all bosses in Online play), Yatcha Queen is from a race so damn ugly that they invented stealth suits! She's too vain to use one though, so expect some other tricks up her sleeve!
We're also aware that there is some kind of sneaky bug in Jungle that seems to occasionally affect the frame rate. We're hunting it down right now, apologies for the issue but we didn't want it to stop us from delivering on our weekly update promise!
FULL CHANGELOG:
Added:
- New audio sting at the start of boss fights
- Updated Boss Intros
- Added new particle systems
- Objective Destroyed Smoke
- Blood gib effects on enemy damage
- Aura effect for medkit and ammo pickups
- Explosion effects
- New Boss! Yatcha Queen, boss of the Jungle (offline only for now)
- New Boss UI showing boss name & Health bar
- You can now re-select your weapons after a boss fight, for the next world (Offline only for now)
Updated:
- Increased the size of the Hunters in the jungle level.
- Updated spawn routine of the hunters
- Restarting a mission now takes you to the first stage of that world, instead of back to Coastal
- Modified accuracy and damage on Hunter weaponry
- Updated Weapons - New rates of fire and damage on almost every gun in the game
- Updated collision accuracy for bullets
- Increased speed of all player bullets, reduced lifespans
- Matrix 80 Accuracy reduced
- Gordon boss music updated
- Grenade radius and damage reduced.
- Grenade knockback increased
- SFX Tweaked
- Gordon's Knife attacks now do less damage
- Restarting the game now restarts from the current world, not the game
- Updated level generation algorithms to be more optimal
Fixed:
- Fixed online movement collision
- Score display no longer resets between worlds
- Fixed mission intro prompt displaying wrong mission for Jungle 3
- Fixed issue where hunters weren't being recycled correctly, causing them to get stuck
- Fixed objective huts in the jungle not changing art asset when destroyed.
- Fixed legs in the jungle, which would sometimes stay invisible when not in bushes.
- Fixed music playback issues
- Fixed hunters sometimes laughing forever before they die
- Fixed issue where enemies killed in the last stages of the previous levels would carry over into the next level, doing their best impression of strobe lighting
- Fixed issue with the camera zoom not resetting when breaking focus
- Fixed issue where level progression online would break
Known Issues:
- Bosses do not work online, we make the game skipi them
- Clients seem not to have any HUd info other than objective- and player-arrows after the second level
- After Jungle-3, you will land back in the lobby. We’d love to say starting a new game from there work 100%, but it doesn’t. Give it a go though!
- Clients do not see chat in the Lobby on game-loop
Patch #5 - Weapon Unlocks, Level Progression
We don't need to patch you between the eyes. We need to patch you between the balls!
Last night's patch highlighted some issues, but we've fixed them (again thanks so much to the forum for narrowing them down!) and we've also taken the opportunity to amend a slightly annoying decision we'd made!
UPDATED
- Weapons now unlock on mission complete, instead of just mission failed
FIXED
- Fixed issue with the end of the level, where destroying an objective without any enemies remaining would cause the game to not finish
- Really fixed missing feet with one of the enemies when facing south
Patch #4 - Glass, Stone, Berry
Stick around!
That's what we're trying to get you to do, by keeping the updates coming regularly! I know we only updated yesterday with tons of cool content & fixes, but seeing as we've managed to get loads more fixes in since then, we thought you'd like one more update before the weekend.
Plus we spotted that Gordon was a bit broken thanks to you lovely people in the forums, and we couldn't just let that lie. No Australian mad man with a penchant for metal-worked undergarments is going to be left adrift on our watch!
ADDED
- Added arrows to offline gameplay, pointing to where players are if off-screen
- Blowing up Objective Buildings now triggers damaging explosions
- Added new mission outro when you kill the last enemy, bit of slow mo action (local/offline only)
- Leaderboards now show if a score was achieved online (new scores only)
^ Now you can tell who was co-op with who, and if they were online or off! We're coming for you, Lazerwizard! :D
UPDATED
- Correct music now plays in the Jungle levels
- Boss music now plays correctly
- Screenshake reduced for objective explosions
- Changed the 'Quit' key while on the Pause menu from Esc to Q
- Esc key now toggles Pause on and off
- Fixed bullet sprite issues with Gordon
- Modified the way that cash drops spawn (only burst radius)
- Updated the Gun Store with all the unlock criteria for the weapons - get ready to score lots of pts for the best guns!
FIXED
- Fixed dust clouds not appearing behind the player when running
- Fixed footsteps not appearing behind the player when running
- Fixed issue with Gordon Boss Fight spamming bullets when firing his pistol. He no longer cackles maniacally and pisses bullets everywhere, which is kind of a pity
- Fixed issue with Gordon not being visible during the intro stage of his fight
- Fixed player selection getting confused about which players were selected in multiplayer offline games.
- Recompiled art assets & references for Moustache HMG dude, which should fix the missing-legs-when-facing-south issue
- Fixed issue with online scores not being uploaded to leaderboards reliably.
- Fixed damage on the Viper Combat Rifle.
And that about does it for today!
Enjoy, and do let us know what you'd like to see fixed, added or tweaked next!
Patch #3 & Radius Festival
Excuse my friend. He's dead tired.
That's because we were at Radius Festival in London on Friday & Saturday... but did that stop us from making Tango Fiesta better? No it did not!
We managed to isolate and fix some interesting bugs, while improving the combat a touch too. And that's all while appearing on the livestream with Mike Bithell & Rami from Vlambeer playing our humble little game! Mega shout-out to Andrew Roper (Tango's programmer extraordinaire) for making that so much fun to watch :D
So, those tweaks we've made?
Pause & Quit
You can now Pause the game and either Resume or Quit right out in Singleplayer! You can do the same in Local, but in Online games - while you can still bring the menu up and Quit out as either Host or Client - you can’t pause the action. It’d be a bit of a nightmare to code, and frankly it’d annoy all the other players too :D Obviously if the Host quits, the game ends. We’re not sure if/when we’ll be able to get Host Migration in, it’s pretty advanced stuff!
Revival
We’ve overhauled the revival system so that, fingers crossed, it no longer gets confused with players. We saw a lot of issues at Radius festival regarding this, which was actually rather good because it’s hard to track down by ourselves! We’re aware that the visual info sometimes doesn’t pop up for everyone, but rest assured if you see a downed teammate, run over and hold ‘Action’ then you’ll help him back up… with half health.
Player Pointers
In both Local and Online games, we’ve added small colour-coded arrows to the HUD. Never again get stranded or lost! It’s a tiny thing, but dang if it doesn’t help out a lot.
Hit GFX
We've added a red flash to enemies - and a white flash to the player - for every time they're hit by an attack. It makes it feel even better when you're winning, and gives you more info about when you're losing. Or rather, if the amazing dodging around all those bullets was actually amazing or not.
Jungle Bad Guys
We noticed that Jungle was a bit broken. It wasn't spawning in our special (semi-invisible, ugly, laser gun toting) bad guys, and so the level was proving very difficult to finish. But we fixed it! So now the game should play properly, progress properly, and you'll all be having more fun. Or dying more.
Remember... if it bleeds, you can kill it.
Finally, a bit of a treat. We're hard at work on the bugs, of course, but we know you guys want more bad guys to fight with more interesting behaviours, more objectives to complete, more movie references to giggle/groan at... basically more content and more fun.
Ewan and myself have been hard at work on tons of new stuff that we're going to introduce in our regular patches. We're very hopeful that this week should see the introduction of our Jungle Boss, and so we thought you'd like a sneaky peek at him!
The true story behind an alien race that invents active camouflage technology - and is only really ever described as an "ugly mofo" - is that they invented cloaking devices because they're so darn ugly! Aww, they're so vain.
It'll be attacking you with alien slime and a stomp attack... so keep an eye on the treeline.
Look out for he/she/ittowards the end of the week (with luck) and we've got plenty more cool stuff to show off in the coming weeks & months.
Until next time… stick around!
FULL CHANGELOG:
Added
- Visual damage effect for enemies and players (red flash for enemies, white flash for players).
- Pause menu added to online & offline gameplay.
- Added shadow to player and bullets.
- Added letterbox effect when the camera is focussing on a point of interest.
- Added arrows to show where team-mates are when off-screen.
Updated
- Updated how health updates are synchronised over the network in online games.
- Updated grenade behaviours (diagonal throws work properly now).
- Health packs now restore 100% of your health.
- Heavy Machinegun Enemy now has more health.
- Heavy Machinegun Enemy now shoots fewer bullets per salvo.
- Heavy Machinegun Enemy now shoot slightly slower (time between bullets increased).
- Player's shotguns tweaked (slightly less range, fewer pellets).
Fixed
- Re-wrote the revival system for online and offline play, removing the bugs that were being encountered (admittedly still some hanging around).
- Bullets no longer collide with enemy corpses.
- Fixed character selection for local games, so it should lock in your character at the correct time.
- Fixed damage effects not showing up in online multiplayer for clients.
- Fixed grenade explosions not showing up on clients in online multiplayer.
- Fixed keyboard control issue where you were unable to revive other players.
- Fixed predator enemy type spawning routine in the jungle levels.
- Player melee attack range fixed.
- Spacebar now no longer triggers weird noises in the Lobby when typing in chat.
Tango Fiesta - Patch #2 (online play & more)
Welcome to the party pal! We've fixed tons of issues with Tango Fiesta, but the main good news is enemy spawning and Online Multiplayer now both work, are fun, and balanced! Still a few bugs, but hey, we're fixing them too.
[IMG]http://i.minus.com/isS1Qk6Q6HOPY.png[/IMG]
Basically we've spent the last week and a half fighting with the online play and trying to make it as stable and fun as possible. We've pretty much succeeded I feel, but it's been a hell of a battle.
THE CHANGELOG:
- Level loading times are now at least 100% faster
- Building debris no longer stays between levels
- Characters now wade/swim in water
- A skippable camera tween & pan added at level start
- New OBJ ATK arrow asset added
- LMB click anywhere on the mission intro screen now triggers game on
- 'Enemy Count' added after all objectives are destroyed.
- Have one mission arrow point to nearest bad guy after all OBJ’s are destroyed
- Mac/OSX fixes including a boot crash and focus grabbing at launch.
- Enemies are spawned into valid spawn locations
- We've rebalanced the modifier on the amount of players versus the amount of enemies that are spawned for multiplayer matches.
- We've fixed Z-depth ordering
- We've made sure whatever menu you're in, the player's 'back' button will take them back up a level.
- We now restocks the player’s grenades between levels.
- The sfx on the Arius A1 now fires off properly.
- Added VO for the 12 Gauge in the Gun Shop
- Added VO for the VCR in the Gun Shop
- Gun unlocks now work in the Gun Shop
- Various animation fixes for player characters.
- Fixed an issue where some bushes were not acting like cover in Jungle
- Save file encryption and decryption added
- Keyboard controls should no longer override control of all others during player/weapon select/gameplay
- Keyboard & mouse controls should all work as expected in all menus
- Implemented smart key bindings system to HUD and game UI reflects chosen controls/buttons/inputs etc
- We've sped up parachute descent at level start
- The player's weapon choice is now carried over into gameplay 100% of the time
- The player now always starts with their primary weapon equipped at level load.
We spent most of our time fixing online bugs. One of the best and worst things about Early Access for small teams like ours is how much testing and exposure to bugs you get. We launched at the right time for us, but a lot of players were disappointed with the state of the online game. We reckon we've fixed 80% of the issues, and have made it a lot more stable. We think Tango's best with multiple players, so that was the reasoning.
ONLINE FIXES
(so many)
- Hosted games on PC now show up in PC client “join game” lobbies
- Online games are way more stable and smooth,
- Fixed issue where Enter was used to Chat as well as to Start a game.
- Player numbers now showing above players heads correctly
- Player can see ‘Press R to refresh’ text in the client game browser
- Props correctly all load in
- A client who quit a game can now navigate out of the browser screen.
- Scorch marks no longer being carried over between levels
- All players cash, score and other info now matches correctly, and are being displayed on mission complete or failure screen properly
- Players are informed if another player drops out of the game
- Other players’ correct character portraits correctly appearing on the HUD
- Enemy spawning and targeting properly spread out between all players
- Lobby messages now firing correctly
- Game now informs the lobby when someone has connected to the lobby
- The sidebar status now correctly shows that the game is start-able only when players are connecting.
- Reviving a downed team mate works
- Opting out (killing self instead of being revived) no works
- Restart button - and all other functions - now working on mission failure screen
- Only the cash you earn goes towards your cash total
- We're preventing join-in-progress Online and Offline Multiplayer until we’ve got time to make it robust
- Ditto with Gordon, the Coastal Boss. He's just not working right and we'd rather make sure he's ready for online fights!
- Mac clients can't reliably see PC-hosted games (but PC can see Mac-hosted)
- We're forcing a loop on Coastal in Online Multiplayer, because the generator is bugging out when trying to go between the two, and Jungle just seems to be acting weird at the moment. Don't worry though cos we'll fix it soon, and you can have tons of fun in Coastal in the meantime.
- You can't pick a character or weapon load-out in Online Multiplayer yet (but can in local and Singleplayer)
PHEW
Anyway, amongst all this we've been working on new worlds, enemies and bosses, so we can't wait to show those off soon too :D
In the meantime, let us know on the forums and on twitter what you think - we're proud of our progress and can't wait to get more of Tango Fiesta done for you to enjoy!
Patch #1 - Keyboard Fiesta
Hello you bodacious person you!
I'm very pleased to say we've just gone live with a fix for PC and Mac versions of Tango Fiesta that adresses most of the bugs we've had reported regarding controllers, controls, and specifically keyboard & mouse players.
Short version - if you were trying to play with a keyboard & mouse, now you're good to go! Plus we think we've fixed the issue some players were having with the countdown timer never ending...
Long version (also known as patch notes):
Default keyboard keybindings have been updated.
Updated the control mappings, which have resolved issues with the keyboard controls in-game
Opened up 'movement' keybindings for keyboard in the Settings > Bind Keys menu
Updated level loading screen with default pad controls
Fixed issue which would prevent the game from starting, and causing the load timer to go into negative numbers.
Fixed binding display in settings, which wasn't formatting the gamepad binding correctly.
Added input-sensitive icons into the UI (now reflects your saved config)
Updated the character select // gunshop // mission intro // mission results screens.