We are happy to finally announce that a new and larger DLC is coming to Cloudbuilt very soon!
Compared to the previous DLC this one is more elaborate and much more substantial, including larger and more diverse levels, new mechanics, enemies, story, skins as well as a new game mode and a new ending.
We have spent the last few months working on this in secret and are now very excited to finally start talking about it and show you all what we have in store. We will post updates with new info and screenshots from the DLC every day till the release and we hope you soon will be as excited as we are!
It's been a few weeks now since the beta ended and everyone got to see the benefits of our work, and not surprisingly we've been refining things even further using your feedback. As such, it's time for another mini-update to fix a few things that you've pointed out to us recently. Be sure to verify the integrity of your local content to grab this newest build, and you'll see the following things change:
Fixed 'Magnetic wall' bug
Fixed bug with Drone Hives respawn when loading checkpoints.
Removed a crash bug caused by invalid collision shapes in a few places on some Through The Fog levels
Fixed a bug with player death and throwback state resulting in double bounce height upon colliding with floors at times, also leading to some weird death poses
Made the death camera a little clearer, so it’s easier to see when you are dead
Fixed a potential bug with Quick On Your Feet achievement
Fixed a GUI element in the level select menu that did not scale correctly for different aspect ratios
Adjusted drone prediction algorithm to be closer to how it was before (the new algorithm resulted in some weird behaviors at times)
Added a better damage feedback effect; visible whenever you take damage from a bullet, or one of your bullets damage an enemy
Adjusted and improved projectile collision shapes for some assets used in the Through The Fog DLC
Fixed a visual bug with some clouds in a few levels.
Updated some settings for a couple of texture to not scale down quite as far on the lowest texture quality setting
The beta that has been going on for a couple of weeks now has finally come to an end and the final build is now live!
We would like to thank everyone that participated, gave us feedback and helped test out the changes. We have made some smaller additional changes since the last live build in the beta including 7 new achievements to keep you busy for a while (I would hope for a week at least, but I know some of you are pretty quick with this stuff, so maybe that is hoping for too much!).
The changes in general are pretty large and can greatly impact the feeling of the game for beginners, but we have made sure to keep the play style of top level play as intact as possible and to not break any high scores with any of the changes. If you have any feedback on the changes or missed out on the beta, please feel free to tell us what you think in the comment section or in the discussion forums!
Here is a list of the changes included in this patch. Remember to verifying the integrity of your local content before playing to ensure you have the latest version of the game.
Version 1.2 (Build: 368869)
Changes to enemies to make them easier to read and understand while keeping true to their original intent:
Strike Turrets no longer shield themselves when they are about to die in combat, and can be killed straight up. However, they do defend themselves if you attack them when they can’t see you.
Strike turrets heal themselves much quicker if forced into shielded mode.
Arachtoids have become easier to read and give more time to react to its different actions, but have also received smarter path finding and are capable of healing themselves when unable to fight back.
The time it takes for an Arachtoid to shield itself when it’s attacked but can’t fight back is now constant and a little longer than before.
Arachtoids’ walking animations and animation feedback when about to wake up has been improved.
Drop mines can now damage enemies and get pushed by explosions.
Drone Hives is now killable. They can only be killed while they intend to attack you or any of its drones are still alive. (Now is your time for some sweet revenge!)
Drone Hives now have animations and effects when spawning drones making them easier to understand and spot from a distance when they engage you.
Hunters will now only keep their shield up for a limited time, and if you are skilled you can even take them out before the time is out.
Hunters and drones will now try to predict where you are moving to and attempt to intercept you. This is to make them a little more challenging for experienced players, and they be easier if you take a slower approach and try to duke them.
Lobber explosions now behave like one would expect and can damage you even if you hide behind minimal covers.
You are now unable to kill lobbers. It was possible before but had no feedback and added no value as no challenges were ever built with it in mind.
Guardians are now more affected by explosions and bullet impacts when they are dead meaning you can push them around more easily.
Improved player controls and interactions:
Wall running has been improved to give you more control over speed and direction, while also enabling you to transition between different wall running states. You will still benefit from knowing how to use your momentum, but wall interactions are less punishing, as it’s easier to recover from small mistakes. (You can tweak the wall running behavior through the options menu and turn the transitions off if you prefer how things handled before).
Air control has been changed to feel more consistent and to easier make good air jumps.
Throwback state has been changed to take slippery surfaces into account and can be canceled by an air jump a little earlier.
Player now reacts more reasonably to spikes.
Wall slide state now behaves like a wall run for the first 0.5 sec to ensure that all wall run interactions behave consistently right as you land on the wall and have yet to have time to react to what state you entered. This will ensure much fewer accidents when doing quick wall jumps and drops.
When intending to climb up a wall the camera’s forward direction is now taken into account in some situations to better read the intended action.
The deployment of checkpoints is now more intuitive and to cancel the deployment you need a more explicit action instead of just moving, making mistakes less likely.
A death camera has now been added that follow the player for a short moment after death.
The weapon has been improved to be able to disable homing if you aim straight at a target that is immune to homing, which makes it easier to target specific enemies in a group.
Fixed a bug where bullets clipped through walls if you stood too close to them and tried to shoot directly into them.
Added real raw mouse input.
Added gameplay options to customize the experience more.
Added info text for some of the alternatives in the options menu.
Optimized the rendering and batching systems of the engine. Giving some levels up towards 3 times the render performance on our testing hardware.
Added 7 new and a little different/unusual achievements.
There has been a lot of tweaks as you can see and we apologize if we have missed anything here, but this list should most changes and all major changes are here noted.
Time for a quick update while you've all been enjoying the new Through The Fog DLC - we've been busy working on tweaks and improvements behind the scenes to continue making Cloudbuilt the best game it can be. As such, here's a full change log of the improvements, some of which are quite neat; for instance, we've got new achievements to earn and skins to unlock for Demi! And there's more where that came from… but we'll keep a lid on that for now. :D
Here's the change log in full. Remember to update your local content to ensure you have the latest version of the game to get the benefit.
Version 1.11 (Build: 331696)
Added: new achievements!
Added: four new skins to unlock.
Fixed: Command buffering a few frames before you are able to use boost abilities after a jump, so the game won't eat your input (0.4f sec buffer)
Fixed: If you are running along a wall and press the Jump key, but just barely slide over the edge of the wall while you hold the Jump key down, you will now jump instead of just fall
Fixed: A bug where you sometimes unintentionally started climbing along sloping ledges without giving input
Added: A small flash to remind you that you have unused checkpoints when passing by some specific areas in levels
Updated an old skin
Separated the skins in the Skins window into three tabs based on difficulty of unlocking them
Improved some error messages
Fixed: A bug with texture loading
Some general memory and stability fixes
Fixed: A bug with the localisation that caused wrong localised text to be displayed on the last build
Made the extra life icon more visible when changing life count and it stays a little longer on the screen before disappearing
There are also a few things that we fixed along the way in previous updates that never made it into an 'official' change log announcement, so here they are too…
Fixed: General crash bugs
Fixed: A freezing bug in the tutorial level
Fixed: Some performance speed optimisations
Fixed: Bugs in the options window causing crashes
Fixed: A crash with font rendering and improved performance
Fixed: Buggy tutorial prompt
Tweaked: Start menu intro and added an Extras menu item
Added a new extra life pickup in 'What's To Come'
Added a Credits button to the Start menu under Extras
Added notifications in the result screen for unlocking skins, new levels, and new record
Added more debug information to be able to track down future bugs easier and faster
Animation of notifications and extra life counter in the result screen can be speed up by clicking Skip (this now also works with a gamepad!)
Want something to kickstart your week? Well, try this – it's the first DLC pack for Cloudbuilt, entitled Through The Fog! And even better, this batch of new downloadable levels is available for nothing. That's right… totally free!
Set in a new area unsurprisingly called Fog, these five new levels have been designed for both newcomers to the game (hello everyone who picked up Cloudbuilt in the Steam Summer Sale!) and experts looking for something new to get their teeth into. The fog has cleared this area of enemies, so there's nothing between you and the exit… well, except maybe a whole heap of platforms and the fact that you can't see past the hand in front of your face! Have you got what it takes to make it out alive and, more importantly, onto the leaderboards? Let's find out!
In order to access Through The Fog, you'll need to have completed the 'Initial Entry' tutorial stage. The download for the new content should happen automatically when you refresh your Steam client – check the integrity of your local content to be sure, as there are some other tweaks and adjustments going on for the main game too.