Things I fixed Apparently when I changed the UE4 version the game app icon reverted to a default UE4 icon. The text showing who won on the Battle Arena was getting stuck when its animation ended. Returning to the start menu from how to play or settings would stream in an addition
Things I fixed
Apparently when I changed the UE4 version the game app icon reverted to a default UE4 icon.
The text showing who won on the Battle Arena was getting stuck when its animation ended.
Returning to the start menu from how to play or settings would stream in an additional background on top of the one it already had.
The character info text would appear on top of the how to play and settings sub menus when a new background streamed in behind while you where in them.
Fixes The rotating background on start menu that I added last patch would sometimes get overlapping backgrounds. That has been fixed. On the solo mission train map, the train frontal attack would sometimes hit itself... so edgy. Removed a few left over "you're running out of time
Fixes
The rotating background on start menu that I added last patch would sometimes get overlapping backgrounds. That has been fixed.
On the solo mission train map, the train frontal attack would sometimes hit itself... so edgy.
Removed a few left over "you're running out of time!" dialogue lines from missions that long ago used to have a countdown timer. I replaced them with words of encouragement.
I increased the camera distance on last patch, but on some missions it was just annoying, so now enemies become relevant only when it makes sense.
Changes
Added an option to enable/disable audio when game is not in focus (alt tab / minimized) left it On by default. If you change it it requires a game restart to take effect.
I allowed all the character special attacks to be used on solo missions. it's actually a lot of fun.
The charging/loading/timer hexagon UI element now has a black border so it's easier to see.
On solo missions: Mission targets that you must kill/destroy now have an arrow on top so they're easier to identify.
On the train map, the train now explodes with a much greater boom value when you destroy it.
Removed shadows from a bunch of flat objects that were on the ground.
General Game has been upgraded to UE4 v27 to benefit from general engine optimizations. As it is supposedly Epic's last engine version for UE4, it will be the last engine update for Bandits as well. On Start Menu, background now changes every 15 seconds, randomly picking a new ch
General
Game has been upgraded to UE4 v27 to benefit from general engine optimizations. As it is supposedly Epic's last engine version for UE4, it will be the last engine update for Bandits as well.
On Start Menu, background now changes every 15 seconds, randomly picking a new character.
Reduced unnecessary excess geometry on a bunch of assets. They look the same, but it's less work for your pc.
Gregory basic attack's electric arc no longer casts a shadow.
Solo Missions
The range at which the camera picks up relevant actors has been increased on all missions.
Gregory Basic Attack decal now pre-loads so you don't see a lower resolution when using it the first time.
The larger enemy mechs now emit a much lower pitch sound when they die. They're sad inside.
Fixed the missions info card on selection menu, which were not staying up.
The Edward castle missions has been changed to destroy chemical containers instead of pollo statues. As it makes more sense considering the dialogue on that mission. The missions objective text has been updated accordingly.
On that same mission, fixed a bad Navigation issue that was affecting some areas.
Battle Arena
Fixed the tank info card on selection menu, which were not staying up.
Developer Comment
Although it hasn't been my main priority due to having a family, a day job, and other projects; I've been working on a prototype for Bandits: Enter the Fray.
Bandits v1.1.0 is up on Steam! I've spent some time tinkering, fixing, and improving a lot of stuff all over the place! General Added Spanish localization! (¡SI SEÑOR QUE BIEN!) Added a couple of Steam Achievements! Moved game to the latest version of UE4 for increased performanc
Bandits v1.1.0 is up on Steam! I've spent some time tinkering, fixing, and improving a lot of stuff all over the place!
General
Added Spanish localization! (¡SI SEÑOR QUE BIEN!)
Added a couple of Steam Achievements!
Moved game to the latest version of UE4 for increased performance and stability!
Many, MANY, tweaks all over the game.
Gameplay
Created a 16th challenge, so now every character has 2!
I made all kinds of changes in almost all other Solo Missions as well!
Alexandra Basic Attack: 25% less cooldown and 25% less damage, and 5 ammo instead of 3.
Fixed quite a lot of small bugs on many Solo Missions.
Ai Enemies no longer attack things they shouldn't, nor do they get stuck anymore.
The really big enemy turrets now have more boss-like patterns of attack.
Reviewed all the text and made some tweaks here and there. (Had to reviewed them anyway to make the Spanish translation)
Performance
Static Mesh Streaming, meaning geometry out of sight is unloaded from memory, and only loaded when needed.
Rigged stuff cheaper to compute
Shader permutation reductions: Game is a bit easier on the GPU!
With this patch I consider Bandits complete. I won't keep adding any more new stuff to it. But if any bugs or issues are reported I will fix those for sure!
Btw, do you know why the game is played by the chickens?? Because they're running a simulation, dude! It was all fake!
I will keep working on the Bandits franchise! Bandits: Enter the Fray will be the next entry on the Bandits universe!
Great news for Bandits! Now that Steam has released Remote Play Together it's an amazing time to play Bandits with your friends online! Check it out! Go have some fun!
Great news for Bandits! Now that Steam has released Remote Play Together it's an amazing time to play Bandits with your friends online!
Fixed some issues, and made some adjustments. On Gregory "Feathers Rain" mission the text said 50 to win, but it's actually 45, which is when you actually win. On Gregory highway escape map you would win if you destroyed on of the small ships parked near the beginning. Wayne "Kno
Fixed some issues, and made some adjustments.
On Gregory "Feathers Rain" mission the text said 50 to win, but it's actually 45, which is when you actually win.
On Gregory highway escape map you would win if you destroyed on of the small ships parked near the beginning.
Wayne "Knockback Run" map is now better optimized, it was wasting A LOT of cpu on some stuff that didn't need to be enabled.
LoD transitions are now soft, they used to just pop.
Foliage wasn't set to use light as the rest of the game, now it is.
Tweaked a few things. The Battle Arena "Player Won" thing is much less intrusive. The sound that tanks make when initially boosting is a bit less annoying. Will keep improving. On the Battle Arena Selection Menu, if the last player goes through the exit gate, games now goes to St
Tweaked a few things.
The Battle Arena "Player Won" thing is much less intrusive.
The sound that tanks make when initially boosting is a bit less annoying. Will keep improving.
On the Battle Arena Selection Menu, if the last player goes through the exit gate, games now goes to Start Menu as one would expect.
Removed a left over thing that wasn't supposed to still be there.
So basically there were some issues... Changes: Turrets in Solo Missions should be working now. Removed the timer on a couple of missions I feel didn't need them. Added some extra time on a pair of missions that were too tight. You can now see game and engine version on the main
So basically there were some issues...
Changes:
Turrets in Solo Missions should be working now.
Removed the timer on a couple of missions I feel didn't need them.
Added some extra time on a pair of missions that were too tight.
You can now see game and engine version on the main menu.
Dev Comments: I forgot to re-enable turrets as I was quickly testing the levels one last time before shipping build. Duh.