Cash_Out has been updated to 0.14.0.0!
A major patch has been released after a year. Sorry for the huge wait, a lot of things slowed me down this time. The game should be smoother after this patch.
One huge takeaway with this update is that it should be much smoother. The lighting system was extremely unoptimized, based on testing it was the leading cause for framerate dips (on one computer, simply determining how light the area was was contributing to half the processing power in a frame). Along with that, graphical settings were tweaked so that brightness/saturation isn't disabled on the lowest setting, that wasn't really impacting framerate at all.)
Along with that, one major problem people were having was with the multiplayer. Some time in the last year, Valve changed the way the networking functioned. Previously they weren't capping incoming/outgoing bandwith, but they are now. The current system is extremely unoptimized and thus was getting throttled. I added a bandage patch to fix this for now, it may not work with 3 or more players but should be good enough for now. I will be changing this next patch.
I did a lot with modding too, it should run considerably smoother as a result. I'll be pushing a patch for the mod tools in a couple of days, there are some things that have to be cleaned up first.
Here are the patch notes for this patch.
Note: Due to the way that assets are loaded, the order in which the ModSystem file is loaded will likely be wrong for previous mods, the Authoring Tools has been updated to fix this.
Added the following commands.
Added the following subcommands
Added the following options for the playervar/targetvar subcommand.
Rooms now have a value to determine how common the room is. The higher the value, the more common.
Setting particle life to 0 will now make them live infinetly.
Fixed an issue with ELSE blocks.
Fixed comments in code breaking everything.
Added a buffer for switching weapons and picking up weapons. Trying to switch or pick up a weapon when firing will now buffer it to pick it up after the weapon is fired. (To make picking weapons up smoother.)
Added a new weapon modifier - bullet velocity (V).
Added a simple pseudo-in raid progression system with weapon drops. Having a better weapon will result in better weapons dropping. This is to both gate off extremely powerful weapons early on and to make weapon progression more noticable.
Added some more clothing particle effects. They now only spawn on hats as well. (Having two pieces of clothing with the same particle effect was very unlikely.)
Added the currently equipped clothing to the inventory screen.
New Hat - Graduation Cap - When equipped, the level of your hat and pants equipped will be increased by 2. (Similar to a max upgraded piece of clothing in career mode.)
New Hat - Paper Bag - When equipped, the range for picking up enemies and dropped items is doubled.
Changed the Mushroom Cap. Now is a Plague Mask that sounds an acid rain cloud that circles around the player.
Made rotating lock puzzles harder to solve.
Enemy weapon will no longer determine how far they can see.
Items in co-op are now valued based on their rarity.
Clothing generated at the start of a career is now levelled appropriately.
Reduced the amount of health gained from tiny healthkits.
Tweaked enemy aim speed.
Tweaked weapon kickback formula.
Tweaked enemy damage.
"Golden" now increases all weapon stats by 5% instead of 2%.
Changed the functionality of the cash lockboxes. Bronze lockboxes now give health and ammo. Silver lockboxes now give items and weapons. All 3 lockboxes will now drop clothing and loot on a seperate roll.
Improved turret tracking.
Killing guards now allows overdose/overheat to drain.
The amount of shots you get from precision skills is now based on the weapon speed rather than the weapon damage.
Tweaked the price of clothing in career mode.
Enemy leaders will now alert squad mates when they start to panic.
Tweaked enemy HP again. (Enemies will have more health at lower levels, but MUCH less health at higher levels.)
Uncommon hats are now less common.
Altered the way that levels are generated slightly, to give larger control on how big levels can be.
Leader enemies now have less health. (From a 40% health bonus to a 25% health bonus.)
Perk Balance
Weapon Balance
Clothing Balance
Skill Balance
Fixed an unavoidable (and frankly common) crash related to the new blood system.
Fixed a crash with the grenade launcher. (And probably the rocket launcher too.)
Fixed a crash caused by entering the getaway car with a prosthetic hook launched.
Fixed some localization related issues.
Fixed an issue with the "mastermind" puzzle.
Fixed an issue where enemies would try and walk through tables to get to a player.
Fixed a crash caused by the Mind Bender.
Opening a lockbox now uses up the keycard.
Fixed an issue where frozen players with items didnt appear frozen.
Fixed a large amount of problems related to dropping clothing in quickplay and career mode.
Fixed an issue causing the new blood system to not even save on performance.
Fixed a bug allowing you to upgrade weapons past maximum level in career mode.
Scopes can no longer damage "brainfreeze" statues. Brainfreeze no longer creates ice blood as well.
When moving up a floor, the game will no longer run very poorly while selecting a perk.
Fixed a glitch related to the juggernaut charge where you could clip through walls. (This has been in the game for a while honestly.)
Changed the way files are read. This is all backend stuff, but there was a (probably rare as I only encountered it once) issue where certain configs could not start the game due to an issue with the old system.
Hats can no longer spawn with a glitched effect when spawned from a chest.
Fixed a crash with the flare gun and tesla gun.
Fixed a crash caused by completing a raid with the knight helmet on.
Fixed a problem causing precision skills to not work right.
Fixed a crash with C4.
Fixed a crash with the executioner's hood.
Hats can no longer appear in clothing store boxes that aren't gold.
You can no longer break square shark tanks.
Fixed a potential error causing the leather chaps and overalls to function incorrectly.
Fixed many hats not showing up ever in the career store.
Fixed a bug where swing weapons could spawn with the bullet velocity bonus.
Fixed a bug where enemies in arcade mode at very easy would be unkillable.
Leaving a room with backup helpers now makes them disappear.
Co-Op Related
Bitmaps can no longer be used for the mod image.
Optimized the lighting backend when it comes to detection of how bright the area in which you were standing was. This was (potentially) causing major framerate issues (in one instance around 50% of the work the engine was doing was dedicated solely to this) on less powerful computers, hopefully this should help.
Altered the physics of the flaregun.
You can no longer spam pause, this was causing some issues.
Clicking off the inventory/puzzle/continue screen will no longer cause you to fire.
Enjoy!
The next patch should have improved multiplayer networking, and MAYBE if everything goes perfectly, boss battles for the end of raids. I've designed a way to make them playable with a stealth build, but I don't know how well they'll work.
One huge takeaway with this update is that it should be much smoother. The lighting system was extremely unoptimized, based on testing it was the leading cause for framerate dips (on one computer, simply determining how light the area was was contributing to half the processing power in a frame). Along with that, graphical settings were tweaked so that brightness/saturation isn't disabled on the lowest setting, that wasn't really impacting framerate at all.)
Along with that, one major problem people were having was with the multiplayer. Some time in the last year, Valve changed the way the networking functioned. Previously they weren't capping incoming/outgoing bandwith, but they are now. The current system is extremely unoptimized and thus was getting throttled. I added a bandage patch to fix this for now, it may not work with 3 or more players but should be good enough for now. I will be changing this next patch.
I did a lot with modding too, it should run considerably smoother as a result. I'll be pushing a patch for the mod tools in a couple of days, there are some things that have to be cleaned up first.
Here are the patch notes for this patch.
Modding
Indexed asset names on compile, when calling assets, the game no longer compares strings on runtime. (Calling and comparing strings was around 8x slower than comparing indexes, overall this is a large boost to more complicated level packs.)Note: Due to the way that assets are loaded, the order in which the ModSystem file is loaded will likely be wrong for previous mods, the Authoring Tools has been updated to fix this.
Added the following commands.
- then(createlist,index) - Creates a list data system that can be interacted with.
- then(addlist,index,value) - Adds a value to the list.
- then(setlist,index,position,value) - Changes a value to the list.
- then(deletelist,index,value) - Deletes the value in the list at that position.
- then(sortlist,index,"ascending ,descending ,shuffle") - Sorts the list.
- then(creategrid,index,width,height) - Creates a grid data system that can be interacted with.
- then(setgrid,index,position x,position y, value) - Changes a value in the grid.
- then(functiontarget) - Performs the next function for every entity on the target list. To be used with the "target" subcommand.
- then(createhitsplat,x,y,type, amount) - Creates a hitsplat at the position.
- then(createtext,x,y,text) - Creates a text popup similar to when you pick up an item.
Added the following subcommands
- list(index, position) - Returns the value in the list at that position.
- grid(index,x position, y position) - Returns the value in the grid at that position.
- targetvar(variable) - To be used with the "functiontarget" function in place of variables.
- damage() - Returns the amount of health lost between frames.
Added the following options for the playervar/targetvar subcommand.
- xrel - X position relative to the block.
- yrel - Y position relative to the block.
- speed - Speed value.
Rooms now have a value to determine how common the room is. The higher the value, the more common.
Setting particle life to 0 will now make them live infinetly.
Fixed an issue with ELSE blocks.
Fixed comments in code breaking everything.
Additions
You can now copy and delete career mode files. Copied files will be automatically made hardcore.Added a buffer for switching weapons and picking up weapons. Trying to switch or pick up a weapon when firing will now buffer it to pick it up after the weapon is fired. (To make picking weapons up smoother.)
Added a new weapon modifier - bullet velocity (V).
Added a simple pseudo-in raid progression system with weapon drops. Having a better weapon will result in better weapons dropping. This is to both gate off extremely powerful weapons early on and to make weapon progression more noticable.
Added some more clothing particle effects. They now only spawn on hats as well. (Having two pieces of clothing with the same particle effect was very unlikely.)
Added the currently equipped clothing to the inventory screen.
New Hat - Graduation Cap - When equipped, the level of your hat and pants equipped will be increased by 2. (Similar to a max upgraded piece of clothing in career mode.)
New Hat - Paper Bag - When equipped, the range for picking up enemies and dropped items is doubled.
Changed the Mushroom Cap. Now is a Plague Mask that sounds an acid rain cloud that circles around the player.
Balance
Reduced the turning speed suffered when frozen.Made rotating lock puzzles harder to solve.
Enemy weapon will no longer determine how far they can see.
Items in co-op are now valued based on their rarity.
Clothing generated at the start of a career is now levelled appropriately.
Reduced the amount of health gained from tiny healthkits.
Tweaked enemy aim speed.
Tweaked weapon kickback formula.
Tweaked enemy damage.
"Golden" now increases all weapon stats by 5% instead of 2%.
Changed the functionality of the cash lockboxes. Bronze lockboxes now give health and ammo. Silver lockboxes now give items and weapons. All 3 lockboxes will now drop clothing and loot on a seperate roll.
Improved turret tracking.
Killing guards now allows overdose/overheat to drain.
The amount of shots you get from precision skills is now based on the weapon speed rather than the weapon damage.
Tweaked the price of clothing in career mode.
Enemy leaders will now alert squad mates when they start to panic.
Tweaked enemy HP again. (Enemies will have more health at lower levels, but MUCH less health at higher levels.)
Uncommon hats are now less common.
Altered the way that levels are generated slightly, to give larger control on how big levels can be.
Leader enemies now have less health. (From a 40% health bonus to a 25% health bonus.)
Perk Balance
- Sabateour - Now reduces the rate in which enemies drain your stealth points by 80%.
- Spy - Increased the amount of stealth point % you get from dealing damage.
- Assassin - Stealth killing now resets all stealth skill cooldowns.
- Marksman - Now prevents combo points from naturally dropping past 8.
- Doctor - Reduced the amount of overdose removed on damage dealt.
- Strongman - Reduced the healing on hit.
Weapon Balance
- Plasma Cannon - Increased ammo count from 30 to 60 and reduced firing speed.
- Marauder - Reduced speed, increased damage.
- The Dissolver - Increased damage dealt.
- Triple Cross - Greatly reduced bolt damage. Bolt spread is now consistent with other weapons.
- Electric Prod/Salazar - Increased damage.
- The Slugger - Player grenades now turn into baseballs as well.
- Baseball Bat/Slugger - Grenades hit now turn into player grenades. Firing speed increased, damage reduced.
- Overkill - New mechanic. Now deals less damage, but is faster. Enemies who are hit by the bullet are pushed back along with it and frozen.
- AWP/Overkill - Increased firing speed.
- Haymaker - Changed charge mechanics.
- Hockey Stick/The Goon - Changed charge mechanics.
- Icicle/Brainfreeze - Increased damage.
- Boxing Gloves/Haymaker - Increased damage.
- Stake/The Vampire - New mechanic. Now does increased damage, but damages you for some of the damage done on hit. (The Vampire still has the same mechanic as well.)
Clothing Balance
- Neutron - Reduced range.
- Headwound - Reduced normal healing penalty.
- Mechanic's Shirt - Reduced damage bonus.
- Sombrero - Increased speed and damage.
- Flower Headband - Changed bonus, now increases turret distance.
- Tye Dye Set - Tweaked the healing scale.
- Fire Pants - Tweaked the healing scale.
- Dress Pants/Baseball Pants/Leather Pants - Tweaked the scale.
- Tracksuit - Increased bonus from levels.
Skill Balance
- Reinforcements - Now can be used 3 times before box doesn't spawn anything, reducing the amount of items in the box by 1 each time.
- Bullet Time - Now reduces bullet speed too.
- Project Voice - No longer stuns if enemies were targetting you beforehand.
- Stance of Rock - Increased rate in which rocks spawn.
- Stance of Decay - Halved the amount of healing you recieve.
- Stance of Fire - Explosions now spawn slower, but burn.
- Stance of Toxin - Reduced the size of boils.
- Stance of Boost - Now gives beta blockers during the offensive boost, and caffiene pills during the defensive boost.
- Stance of Wind - Now properly increases movement speed.
- Grappling Hook - Increased speed.
- Chain Link - Increased speed, should get stuck on walls less.
- Voodoo - Changed the way in which shots are oriented.
- Shadow Agent - Increased duration.
- Smokescreen - New mechanic. When active, enemies cannot be woken up, even when enemies have spotted you.
- Laser Turret - Increased damage. Reduced overheat.
- Shield Turret - Increased overheat per damage reduced.
- Rocket Turret - Reduced overheat.
- Sniper Turret - Now more accurate. Increased damage. Slowed down. Damage now scales up properly.
- Flame Turret - Increased overheat.
- Buff Turret - Reduced range, reduced overheat.
- Railgun Turret - Reduced overheat.
- Cryo Turret - Increased damage.
- Ramming Turret - Increased fire speed.
- Juggernaut - Added a shockwave impact after you collide.
- Energy Explusion - Reduced time, increased damage reduction.
- Healing Shot - Reduced healing.
- Ghostly Shot - Works with projectiles now.
- Critical Shot - Works with melee weapons now.
- Shadow Shot - Shots are now actually silent.
- Bad Medicine - Increased cooldown.
- Outbreak - Changed mechanics up slightly.
- Vaccination - Now protects against freeze.
- Self Sacrifice - Self damage is now based on the number of cooldowns.
- Eagle Eye - Now reduces kickback as well.
- Iron Skin - Now prevents kickback from damage taken.
- Braced - Changed mechanics up slightly.
- Backup - Reduced time until helpers disappear.
Bug Fixes
Disabled the Discord RPC. It was causing crashes. I don't even know if it worked properly.Fixed an unavoidable (and frankly common) crash related to the new blood system.
Fixed a crash with the grenade launcher. (And probably the rocket launcher too.)
Fixed a crash caused by entering the getaway car with a prosthetic hook launched.
Fixed some localization related issues.
Fixed an issue with the "mastermind" puzzle.
Fixed an issue where enemies would try and walk through tables to get to a player.
Fixed a crash caused by the Mind Bender.
Opening a lockbox now uses up the keycard.
Fixed an issue where frozen players with items didnt appear frozen.
Fixed a large amount of problems related to dropping clothing in quickplay and career mode.
Fixed an issue causing the new blood system to not even save on performance.
Fixed a bug allowing you to upgrade weapons past maximum level in career mode.
Scopes can no longer damage "brainfreeze" statues. Brainfreeze no longer creates ice blood as well.
When moving up a floor, the game will no longer run very poorly while selecting a perk.
Fixed a glitch related to the juggernaut charge where you could clip through walls. (This has been in the game for a while honestly.)
Changed the way files are read. This is all backend stuff, but there was a (probably rare as I only encountered it once) issue where certain configs could not start the game due to an issue with the old system.
Hats can no longer spawn with a glitched effect when spawned from a chest.
Fixed a crash with the flare gun and tesla gun.
Fixed a crash caused by completing a raid with the knight helmet on.
Fixed a problem causing precision skills to not work right.
Fixed a crash with C4.
Fixed a crash with the executioner's hood.
Hats can no longer appear in clothing store boxes that aren't gold.
You can no longer break square shark tanks.
Fixed a potential error causing the leather chaps and overalls to function incorrectly.
Fixed many hats not showing up ever in the career store.
Fixed a bug where swing weapons could spawn with the bullet velocity bonus.
Fixed a bug where enemies in arcade mode at very easy would be unkillable.
Leaving a room with backup helpers now makes them disappear.
Co-Op Related
- While this isn't verified, steamworks now throttles bandwith coming in and out. As a result, playing in steamworks was nearly impossible. A makeshift system was put in place to make 2 player coop with steamworks at least POSSIBLE. The network at the moment is EXTREMELY unoptimized and will be improved in a coming patch.
- Fixed a crash caused by dropping a weapon.
- Clients now properly drop weapons.
- Fixed a crash caused by leaving the server in steamworks.
- Fixed client names/avatar not loading properly.
Other Changes
Changed the way the "shader detail" option handles optimization. It now disables the dropshadow instead of the shaders at the lowest setting. The shader really wasn't making a gigantic impact to the framerate in the long run and disabling it disabled other important options. For consistency, this should be better in the long run.Bitmaps can no longer be used for the mod image.
Optimized the lighting backend when it comes to detection of how bright the area in which you were standing was. This was (potentially) causing major framerate issues (in one instance around 50% of the work the engine was doing was dedicated solely to this) on less powerful computers, hopefully this should help.
Altered the physics of the flaregun.
You can no longer spam pause, this was causing some issues.
Clicking off the inventory/puzzle/continue screen will no longer cause you to fire.
Enjoy!
The next patch should have improved multiplayer networking, and MAYBE if everything goes perfectly, boss battles for the end of raids. I've designed a way to make them playable with a stealth build, but I don't know how well they'll work.