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Blue  [developer] Aug 24, 2017 @ 9:11am
Update 1.0.8 + Hotfix Changelog
:heptagramred: General
:heptagram: Added a new Town layout based on the Town area of the Doom2 mod.
:heptagram: Challenges now have a daily bonus or reward reduction! Check next to the Challenge to see the affect on the Rubies.
:heptagram: Added a new Challenge: Sound of Silence. Enemies move around in complete silence.
:heptagram: Added a new Challenge: Hollow Monsters. Enemies are barely visible.
:heptagram: Added 5 new Totems, Demon Pistol Bullet, Demon SMP Clip, Demon Shotgun Shell, Demon Nails and Demon Railgun Bullet. They increase damage by 50% for the corresponding weapon.
:heptagram: General performance optimizations should result in up to 25% better framerates, especially on larger maps.
:heptagram: Spawning enemies should now produce less hiccups during gameplay.
:heptagram: Greatly optimized performance in the town area
:heptagram: Optimized performance regarding lights for the whole game
:heptagram: Personal Objectives now also include Nailgun Damage and Railgun Damage
:heptagram: Added new sounds for the Rotten Witch
:heptagram: Personal Objectives will exclude certain weapons if specific weapon challenges are played.
:heptagram: Personal Objectives will exclude the killing of specific enemies if any enemy restriction Challenge has been selected.
:heptagram: Totems will now exclude certain items if specific weapon challenges are played.
:heptagram: Added a minimum Join Level that a host can set when creating a new game. Players that do not have at least this level will not be able to see the Host's game at all.
:heptagram: Joining a game now also shows what Challenge is being played
:heptagram: All projectiles now have a maximum lifespan of 15 seconds
:heptagram: Gamma options now also increase image contrast

:heptagramred: Balance
:heptagram: Increased damage bonus from Shotgun Serial Killer Choke and Shotgun Devestator Choke
:heptagram: Increased SMP damage bonus for Rank 3 SMP Trinkets.
:heptagram: Rubies now generate random heat per Ruby instead of a fixed value for every Ruby you collect.
:heptagram: Playing Challenges on Unearthly now gives 5 times the amount of Rubies (instead of 4 times).

Special thanks to Moki for giving me Trinket balance feedback, which some of these changes are based upon. Feel free to discuss these changes and give me more feedback about Trinkets, Totems or other things :)

:heptagramred: Hotfix 1.0.8b Changes
:heptagram: Fixed Gamma and Contrast after a Witch Attack
:heptagram: Picking up a Ruby will now increase the amount based on the difficulty instead of giving just 1 (example: Unearthly Ruby gives 6 per pick up, Kill Em All gives 4).
:heptagram: Increased maximum armor, armor protection and armor pickups on Warlock Gauntlets
:heptagram: Increased Marine Glove ammo pickups and reload speed for every weapon
:heptagram: Increased Soulless Gladiator maximum Armor and added armor pickup bonus, decreased movement reduction
:heptagram: GunDude, GunGirl and Scythe Rank 3 Figurines now have more HP and Armor bonus
:heptagram: Pistol, Shotgun and SMP Evidence Trinkets now give an additional ammo pickup bonus.
:heptagram: Heister Gloves and Corrupted Heister Gloves now also increase interaction range of the player.

:heptagramred: Hotfix 1.0.8c Changes
:heptagram: Fixed an issue with Interaction Range modifier not working in multiplayer games
:heptagram: Increased item hitbox sizes
:heptagram: Sound of Silence also removes alert sounds from enemies now
:heptagram: Sound of Silence base Ruby Reward increased from 20 to 30
:heptagram: Challenges are now displayed in grey on the multiplayer list
:heptagram: Fixed Witches spawning enemies inside each other / in walls / in players
:heptagram: Witches cannot be summoned by other enemies anymore

:heptagramred: Hotfix 1.0.8d Changes
:heptagram: Sliver of Mercy, No Hope and Kill Em All got base Trinket rewards increased by 1.
:heptagram: Trinket Manager button to break Trinkets slightly changed
:heptagram: Players will now keep their health and armor values after rejoining a multiplayer game needs more online playtesting
:heptagram: Increased game stability that could cause game crashes when enemies get killed
:heptagram: Totems now have increased bonus on higher difficulty levels

:heptagramred: Hotfix 1.0.8e Changes
:heptagram: Basement-Level-Only Curse lifted!
:heptagram: Players that rejoin a multiplayer game should(!) start with the same health and armor they had when they left. (needs playtesting and confirmation in online play! Please let me know asap if this is working as intended!)
Last edited by Blue; Oct 15, 2017 @ 3:45am
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Showing 1-15 of 73 comments
First and awesome
potterman28wxcv Aug 24, 2017 @ 9:27am 
I have a party tonight but I don't really want to attend.. I needed a good reason.. This one is good enough!

It sounds like an insanely good update :D

Thanks a lot Blue for keeping this game updated even after all this time. It's rare to meet game developers that do awesome stuff and also listen to the community.

Originally posted by Blue:
:heptagram: Added new sounds for the Rotten Witch
Now you're frightening me.
Last edited by potterman28wxcv; Aug 24, 2017 @ 9:31am
All sounds good
Thanks for the work Blue

Making a great game even better
Blue  [developer] Aug 24, 2017 @ 9:47am 
Originally posted by CD potterman28wxcv:
I have a party tonight but I don't really want to attend.. I needed a good reason.. This one is good enough!
Glad I can help out ;)

Originally posted by |UKMD| oldgreydude:
All sounds good
Thanks for the work Blue

Making a great game even better

Thanks! I've seen your YouTube videos, love to watch these highly skillful plays, keep it up :D
Relius Aug 24, 2017 @ 9:49am 
I know what I'm doing for the next few hours before work. Thanks a lot, Blue! :steamhappy:
Aug 24, 2017 @ 9:56am 
It is just me or Sound of Silence does not work? I hear other sounds beside expected (attack, death) from monsters...
KINGKICKASS1552 Aug 24, 2017 @ 9:57am 
Doing great work, thank you so much for putting in all this time and effort. I really love your game, it's fast paced, really fun and surprisingly easy to pick up. What I like the most about it is it's a good mix between quake and doom with lots of extra flavor, high skill ceilings and unlike other shooters where you get used to meta and it becomes safe and boring, this game constantly throws "oh ♥♥♥♥" moments at you to keep you on your toes. I actually bought it when it first came out, but my computer was too wimpy at the time to run, so I waited 2 years to finally play and I have to say it was well worth the wait. TL;DR, Blue you made a fantastic game and we all love the work you're doing at making it even better, thank you.
Blue  [developer] Aug 24, 2017 @ 10:01am 
Originally posted by Mader:
It is just me or Sound of Silence does not work? I hear other sounds beside expected (attack, death) from monsters...

Currently only the "idle" sounds are cut out, making enemy encounters much less predictable. I think death sounds add good flavor, so I wanted to keep them. Should I cut the alert sounds out as well? I think they add to the surprise element of the Challenge. Let me know :)

Originally posted by KINGKICKASS1552:
Doing great work, thank you so much for putting in all this time and effort. I really love your game, it's fast paced, really fun and surprisingly easy to pick up. What I like the most about it is it's a good mix between quake and doom with lots of extra flavor, high skill ceilings and unlike other shooters where you get used to meta and it becomes safe and boring, this game constantly throws "oh ♥♥♥♥" moments at you to keep you on your toes. I actually bought it when it first came out, but my computer was too wimpy at the time to run, so I waited 2 years to finally play and I have to say it was well worth the wait. TL;DR, Blue you made a fantastic game and we all love the work you're doing at making it even better, thank you.

Thanks so much! Glad you like it so much and I'm happy to keep adding to the game :)
Aug 24, 2017 @ 10:26am 
Originally posted by Blue:
Originally posted by Mader:
It is just me or Sound of Silence does not work? I hear other sounds beside expected (attack, death) from monsters...

Currently only the "idle" sounds are cut out, making enemy encounters much less predictable.

I think death sounds add good flavor, so I wanted to keep them.
Oh, I have nothing against death and attack sounds. I expected them to stay. :)

Should I cut the alert sounds out as well? I think they add to the surprise element of the Challenge. Let me know :)

IMO alert sounds should go away. I think unexpected sound of attack will be enough surprise. ;)

While we are at it, I wonder if you could add sounds of footsteps both to player and nearby monsters? Very silent so to not bother, but hearable to make it more atmospheric. I would imagine at least three kind of step sounds: player, small monster (Servant or Cutter) or big, heavy monster (Faceless, Doc). Ideally, of course, every monster should have their own step sound, but that may be too much work. ;) And then you could make standard idle sounds a little rarer.

I am speaking about it because without footsteps normally present in game, Sound of Silence will be even more striking for player used to be able to hear walking/running monsters nearby. I even would go as far as removing player's footsteps (only this sound from non-monsters!) in Sound of Silence.

Note about other new challenge: invisible monsters are a little too invisible IMO, especially at greater distance they are 100% invisible.
Last edited by ; Aug 24, 2017 @ 10:27am
Jim Aug 24, 2017 @ 10:47am 
Bugreport.

"Gamma options now also increase image contrast" - this feature breaks when a witch attacks you. When the screen goes monocrome the contrast goes back down and doesn't come back untill you change the "gamma" value in the settings screen.

Video evidence on demand :)
Blue  [developer] Aug 24, 2017 @ 11:06am 
Originally posted by Jim:
Bugreport.

"Gamma options now also increase image contrast" - this feature breaks when a witch attacks you. When the screen goes monocrome the contrast goes back down and doesn't come back untill you change the "gamma" value in the settings screen.

Video evidence on demand :)

Thanks for pointing this out. I've fixed it internally but I'll wait a bit with the release so maybe some other issues can be fixed with the same update.
Last edited by Blue; Aug 24, 2017 @ 11:06am
potterman28wxcv Aug 24, 2017 @ 11:59am 
My thoughts after the first hour of gameplay:

Hollow Monster is no joke. From a distance you can't see anything, you have to guess where the monster is. It gets sometime to get used to it, but I'd say it's arguably on the same level of challenge as the Rotten Challenge. I had to go down to Time to Die to complete a run with my Unearthly equipment.

The problem of rubies in low difficulty games is that they don't drop. We spent 30 minutes in a Time to Die challenge that had 80 rubies in it, we had only 20 taken and the game was coming to a halt in terms of spawns.

In the higher difficulties I feel like they drop a lot easier
Relius Aug 24, 2017 @ 12:09pm 
Hollow Monster is pretty intense, yeah. I encountered a rotten witch in my first round with HM, and that felt pretty harrowing. Having an SMP proved pretty useful in helping locate an enemy (spray and pray!) so I could switch to a more appropriate weapon. I also found myself spending more time waiting at one end of a hallway to help corral the enemies for murder.

As for the lower difficulties not dropping rubies often, I was in No Hope, Arcade, Hollow and only found 10 rubies with 358 kills in 36 minutes before I couldn't reliably generate more heat. This game definitely does not reward cowardice. =)
WTBacon Aug 24, 2017 @ 12:13pm 
I use to have to play the game with shadows turned off, but everything is better now.
Thanks Blue!
bluntman420 Aug 24, 2017 @ 12:41pm 
♥♥♥♥ yeah Blue you're awesome. I'm prepared to be terrified.
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