Cash_Out has been updated to 0.13.1.0!
Localization support is here finally! If you want to (and are masochistic) you can now edit the text in the game using the locale_english.ini file, or make your own file and change the localization in the options menu. Sorry, due to unfortunate complications, only latin letters can be used.
Another unfortunate complication is that I won't be supporting (officially) other languages at launch. At the moment, the full localization has around 22000 words, it'd cost around $5000 to $6000 per language to translate. The support is there if the community wants to do it though.
Anyways, along with this patch is (likely) the last new content to be added to the game, from now on it'll mainly be polish and bugtesting, The game is nearing completion. Here are the patch notes.
Next patch is going to focus on optimization surrounding coop and level pack modding.
Enjoy!
Another unfortunate complication is that I won't be supporting (officially) other languages at launch. At the moment, the full localization has around 22000 words, it'd cost around $5000 to $6000 per language to translate. The support is there if the community wants to do it though.
Anyways, along with this patch is (likely) the last new content to be added to the game, from now on it'll mainly be polish and bugtesting, The game is nearing completion. Here are the patch notes.
Additions
- Localization is here! You can edit the locale_en.ini file to change your language preferences. NOTE: Only english is supported at the moment. Localization is... VERY expensive, I simply don't have the funds to support multiple languages at launch.
- A new puzzlebox puzzle has been added!
Bug Fixes
- Fixed issues related to throwing items and applied bonuses from weapons.
- Kamikaze guards will no longer zip across the ground on death.
- Fixed a bug with the Vampire.
- Fixed the horrible framerate dips caused by the visuals for the balance class.
- Fixed a visual issue with the first time visual setup.
- Optimized the main menu, it was running way worse than it should have.
- Fixed a problem (that was likely never happening to anyone) related to unlocking the golden items.
- Enemies now fire in the direction they're aiming, not directly at the player.
- Fixed a bug where AI would rapidly spin around.
- Enemies should ACTUALLY no longer get stuck in blocks, for real this time I promise.
- Store purchased health is no longer effected by the blood healing bonus.
- Fixed a crash caused by starting a game with a gamepad.
- Fixed some issues with the executioner mask.
- Fixed shop spawning non-online.
- Made unlocking skills slightly harder, you'll no longer get a skill automatically just for attempting a raid.
- You can no longer break shark tanks in the lab room.
- Fixed damage caused by thrown knives in coop.
- Enemies that WOULD spawn in blocks in coop no longer leave their spawn indicators behind.
- Enemies in coop who die carrying weapons now drop the items.
- Fixed another issue with stores in coop.
- Fixed an issue with 3x3 puzzles in coop.
- Fixed a very uncommon glitch caused by restarting the game an incredible amount of times.
- Fixed a visual issue with the flamethrower in coop.
- Fixed an issue with picking up weapons in coop.
- Fixed some oddities with binding keys.
- Fixed a large ammount of issue with enemy bullets in coop.
- Fixed a crash with the buzzsaw.
- Fixed a potential issue with medic enemies reviving enemies and spawing them out of bounds.
- Thrown greatswords no longer stun.
Balance
- NOTE: Any weapons generated before this will have incorrect stats, sorry.
- Altered Gun Stats
- Shotgun - Increased spread, reduced amount of bullets from 6 to 5.
- Revolver - Reduced noise, reduced kickback.
- SMG - Reduced speed.
- Pistol - increased kickback.
- Sniper - Increased damage.
- Shotgun - Increased spread, reduced amount of bullets from 6 to 5.
- Altered Knife Stats
- Kunai - Reduced damage.
- Box Cutter - Increased throw speed.
- Switchknife - Reduced damage.
- Shank - Increased charge speed.
- Paring Knife - Reduced throw speed.
- All Knives - Increased throw damage.
- Kunai - Reduced damage.
- Altered Swing Stats
- Metal Pipe - Reduced speed.
- All Swing Weapons - Increased throw damage.
- Metal Pipe - Reduced speed.
- Changed the Bouncer. Bullets fired now split off into 2 other bullets. (Was causing issues with the new system.)
- Changed the Tornado. Now fires off a stream of poison that confuses enemies. (Was causing issues with the new system.)
- Changed the Overkill. Now homes in on nearby enemies. (Was causing issues with the new system.)
- Changed the Minigun, it must now be revved up before it can fire. (Wanted it to be more unique)
- Changed the Cleaver. Now has the bonus of The Face Buster. (Felt the name fit this weapon better.)
- Changed the Face Buster. Now is stronger, but deals damage over time. (The Cleaver's old bonus wasn't very interesting.)
- Changed the Celebration. Now turns into a tesla coil that damages nearby enemies. (Sorry, giving a free ultimited projectile was a bad idea.)
- Changed the Brainfreeze. Enemies who die will now be turned into a block of ice that blocks bullets. (While unique, the blood ice wasn't functioning as intended.)
- Changed the Torcher. Now can target enemies very far away, it's much weaker of course though.
- Changed the Assault Rifle. Now applies a "debuff" that causes enemy kickback to be significantly higher. (Due to an odd glitch, any weapons created before this won't function like this, sorry!)
- Fixed how fast enemies spot you, and how fast they turn.
- Tweaked enemy AI interactions when idle.
- Reduced enemy sightlines. This actually makes enemies smarter, previously they wouldn't follow the player behind cover as they wouldn't lose sight of the player behind a box.
- Strengthened the autoaim when using a gamepad.
- Hitting enemies will now cause them to suffer kickback like the player does.
- Reduced the damage buff caused by the Sniper enemy. (from max 50% to max 20%).
- The dartgun will now knock enemies out a couple of seconds after they're hit.
- Diffiulty level now impacts the time it takes for enemies to wake up way more.
- Changed the Spitball. Now causes enemies to attack eachoter instead of getting knocked out.
- Increased cooldown time of Bad Medicine from 5 seconds to 8 seconds.
- Reduced the base health of the normal guard to 140.
- Thrown knife/plank damage is now based on the speed the knife/plank is going.
- Traps are now less common on outside walls.
- Skills
- Rifle Turret - Reduced overheat penatly.
- Laser Turret - Now only fires when targetting an enemy.
- Rifle Turret - Reduced overheat penatly.
- You can now only have one aim skill active on your gun at once.
- All knife thrown damage has been lowered, it was much higher than it should have been.
- Enemy damage has been increased across the board.
- Enemy aim speed has been increased across the board as well.
Other Changes:
- Bullets are now physics based, not fully hitscan.
- Changed the way visual setup determines your settings, is now based on frame time as well.
- You can now rebind the pause menu key when playing with a gamepad.
- Visually changed the combolock spinner and higher/lower puzzle.
- Blood now has WAY less of an impact on framerate and will actually last forever in the room.
- Added enemy death visuals to coop.
- Changed some of the puzzlebox gamepad controls.
- Memory is flushed significantly more efficiently now.
- Enemies now drop weapons in coop like in single player.
Next patch is going to focus on optimization surrounding coop and level pack modding.
Enjoy!