Steamworks has been updated, and that means Monsters Loot Swag has been updated to match it! In other news the previously protected zip files (with the top secret comedy password of "hotWaifusInYourServer") have been replaced with folders, so you can look through the script files
Steamworks has been updated, and that means Monsters Loot Swag has been updated to match it!
In other news the previously protected zip files (with the top secret comedy password of "hotWaifusInYourServer") have been replaced with folders, so you can look through the script files if you really want to. Initial I had them hidden as a way to prevent cheating, but as things are primarily server authoritative this doesn't really matter.
Steamworks SDK has received an update to v.1.64, and so Monsters Loot Swag has been updated to use this. There has also been a small fix to the emission on the Rare Swag Attack "TSUNAMI" which was overly bright and nearly burnt my retinas out whilst testing. Happy Swaggening! ːby
Steamworks SDK has received an update to v.1.64, and so Monsters Loot Swag has been updated to use this. There has also been a small fix to the emission on the Rare Swag Attack "TSUNAMI" which was overly bright and nearly burnt my retinas out whilst testing.
Just a small announcement to say that, yes, Monsters Loot Swag does run on Steam Deck, and to prove it, here's a photo from a phone of our beloved Cosplaying Catgirl displaying the screenspace damage effect shader as she gets munched on by a zombie, because it's hard to take a ph
Just a small announcement to say that, yes, Monsters Loot Swag does run on Steam Deck, and to prove it, here's a photo from a phone of our beloved Cosplaying Catgirl displaying the screenspace damage effect shader as she gets munched on by a zombie, because it's hard to take a photo and avoid getting eaten at the same time... Poor catgirl.
So you can now engage in Cosplaying Catgirl Carnage whilst on the go in the Big Scary Real World™.
Valve have updated the Steamworks SDK to version 1.63, so MONSTERS LOOT SWAG has been updated to support it! Happy Swagening! Also there has been a minor bug fix with the text displayed when no save game was found was wrongly positioned inside the parent GUI, which cut off the la
Valve have updated the Steamworks SDK to version 1.63, so MONSTERS LOOT SWAG has been updated to support it! Happy Swagening!
Also there has been a minor bug fix with the text displayed when no save game was found was wrongly positioned inside the parent GUI, which cut off the last couple of letters - this is now fixed and displays correctly.
Minor update brings the game up to version 1.0.2.1 with a change for balancing in O FORTUNA challenge mode for NG+, and a Static Objects have had their networking streamlined. Release: v.1.0.2.1 Change: (Balancing) New Game + challenge O FORTUNA has drop rate increased for SWAG i
Minor update brings the game up to version 1.0.2.1 with a change for balancing in O FORTUNA challenge mode for NG+, and a Static Objects have had their networking streamlined.
Release: v.1.0.2.1
Change: (Balancing) New Game + challenge O FORTUNA has drop rate increased for SWAG items dropped by deceased monsters. Elite Monsters now have a 25% (up from 10%) chance of dropping SWAG, and standard monsters have a 10% chance (up from 5%).
Change: Network load of Static Objects has been improved.
New Game Plus (NG+) is here and features multiple gameplay modifiers and challenges - each of which can be activated alone or all together - for new playthroughs after you Beat The Game™ . So let's check out the new Steam image carousel tech! Upon beating the game by fighting thr
New Game Plus (NG+) is here and features multiple gameplay modifiers and challenges - each of which can be activated alone or all together - for new playthroughs after you Beat The Game™.
So let's check out the new Steam image carousel tech!
Upon beating the game by fighting through all 8 levels of Catgirl Carnage, the player unlocks NG+. These modifiers can be used seperately, or have multiple selections to bring new gameplay challenges for game replayability. The more Challenges the player chooses, the higher the Score Bonus.
NG+ challenges are also recorded in the current playthrough save game for reloading, and are displayed at the Start or Load Game screen, along with the Score Bonus modifier.
The NG+ challenges are as follows:
House Of Fun: All enemies drop explosive funballs on death, and enemies which dropped them in standard game mode now drop more. +20% Score Bonus.
Test Of Strength: Both Players and Monsters do triple damage critical hits with every attack. +20% Score Bonus.
O Fortuna: No SWAG parcels spawn, instead there is a RNG for monsters dropping SWAG on death. Chance: 5% monsters, 10% elites, 50% Bosses, and a 1% chance of dropping a Nerve Gas Bomb. +20% Score Bonus.
The Harder They Come: All enemies spawn as elites, even Bosses. +20% Score Bonus.
Targeted For Termination: Every 9 minutes of gameplay a specialist team of Anti-Catgirl Assassins will spawn, 6 members with 6 unique special attacks. +20% Score Bonus.
Endless Mode: The game continues after level 8, cycling back through the levels with ever increasing difficulty.
And apart from NG+. there have also been some tweaks, buffs, nerfs and fixes.
Release: v.1.0.2.0
New: Added NEW GAME + with 6 challanges mode.
New: Challanges mode is available after winning game for NG+.
New: THE FUN HOUSE: All monsters drop explosive funballs on death.
New: TEST OF STRENGTH: Players and Monsters get a massive damage bonus. Elite monsters have a much lower chance of equipping CSMs (Catgirl Seeking Missile).
New: O FORTUNA: No Swag Parcels spawn, instead Monsters may randomly drop Swag on death (5% chance, elites 10%, 50% chance Bosses, 1% chance Poison Trap).
New: THE HARDER THEY COME: All Monsters are elites.
New: TARGETED FOR TERMINATION: A team of six anti-catgirl assassins, each with differing special weapons, spawn every 9 minutes.
New: ENDLESS MODE is now unlocked along with NG+ on successful completion of a game (win level 8).
New: In Endless Mode the game continues from the first level again but much harder.
New: Level Bosses in Endless Mode after the main game levels have been complete will always spawn as elites.
New: NG+ challenges for saved games are displayed as icons on the Load/Start Game screen.
Fix: Elite Boss Monsters were not getting Strength upgrade.
Change: Playable Catgirl Cosplay Character SUNRISE has +12% speed increase for balance.
Change: Elite Monsters no longer have resistance to Useable Swag Item UNEXPLODED BOMB.
Change: Boss Monster resistance to Useable Swag Item UNEXLPODED BOMB is reduced by a third.
Change: Common Swag Passive Powerup WINGED HELMET now derives it's armour bonus from game difficulty, higher is better.
Change: Startup Screen Special Guest Star repositioned to stop Steam pop-up obscuring it.
Change: Minor alteration to text for Final Level loading screen.
Change: Level Boss HP level increment slightly lowered.
New: Every level now has a SafeSpawnGroup, for safely spawning a player, because in very late Endless Mode (level 20+) there are not enough free objects in the cacheBuildGroup to randomize a spawnpoint.
Change: WaterAvoidGroup replaced with SafeSpawnGroup.
Change: Funballs damage radius increased to 4m.
Change: Level 6 Monsters (Stone Golems) have had their damage bonus reduced by -25%.
New: Added Playerable Characters preload skin cycling for status affects/effects.
New: Swag Icons now preload behind the background of the Load/Start Game screen.
Change: Intro Catgirl Cosplay Transmute sequence featuring the KLK transformation reference is now faster, reducing Intro by 6 seconds.
Change: Intro Skip Button is now available 50% quicker at start of the Intro Sequence.
Welcome to Release Update v.1.0.1.6! ːhappychappyː This update readies the game for the New Game+ mode, which will be releasing soon™ . (actually in ~2 weeks) The forthcoming NG+ update will add a number of variables, challenges and trials that the player may (or may not) select
Welcome to Release Update v.1.0.1.6! ːhappychappyː
This update readies the game for the New Game+ mode, which will be releasing soon™. (actually in ~2 weeks)
The forthcoming NG+ update will add a number of variables, challenges and trials that the player may (or may not) select to give entirely new and differing gameplay on subsequent playthroughs. One of these options will be Endless Mode, which was previously unlocked upon game completion by beating Level 8, and which will now be rolled into NG+ as a selectable challenge option.
This update also addresses a few bugs which had krept into the late game state, and also provides balances, tweaks and changes - for instance; Infinite golden taels spawning all over the map was a little bit more of a reward than I had previously planned for ... ːareusureaboutthatː
Changelog:
Release: Update v.1.0.1.6.
New: Preparing for Release: NG+.
New: ENDLESS MODE will now be available as a setting in New Game Plus, when NG+ is unlocked.
New: Added a safety to prevent too many golden taels spawning on very high value kills.
Change: Loot cash money reorganized for higher types to multiply in value.
Fix: Rare Swag Defend Ability "BAN HAMMER" was supposed to be using 20% of maximum target HP to work out damage, but was wrongly taking the 80% remainder.
Change: Rare Swag Defend Ability "BAN HAMMER" now takes player damage bonuses into account, so only the correct percentage is inflicted.
Fix: Useable Swag Item "WEAKEN THE STRONG" was minusing damageLevel when it should have been multiplying from maxHP.
Change: Useable Swag Item "WEAKEN THE STRONG" now takes player damage bonuses into account, so only the correct percentage is inflicted.
Change: Useable Swag Item "STOCKMARKET" now decimates all enemies.
Change: Level Bosses cash multipliers are standardized.
Change: Increased Level Boss health by increments with level multiplier.
Change: Added more safety for removing audio emitters.
Change: Increased Final Level water viscosity by +25%.
Change: Monsters are no longer slowed by water, only players.
Change: Invisible monsters no longer leave a wake in water.
Change: Inivisble monsters in final level now have increased final level specific stats.
Change: Invisible elites in the Final Level (8) will not apply reskinning on spawn.
Change: Re-admitted giant invisible spiders for final level.
Fix: Final Boss Final Form now displays Level Boss info correctly.
Change: Percentage related area damage now takes player damage bonuses into account, so only the correct percentage is inflicted.
Fix: If the array is missing for checking multiple kills with Attack Swag powerups, a new array will be created for the check.
Fix: If the array is missing for checking multiple kills with Useable Swag Items, a new array will be created for the check.
Fix: Added more safeties for object checks.
Change: Removed unneccessary textured objects from level preload groups.
Fix: Removed wrongly set distortion skin setting on Final Level invisible enemies.
Fix: Game Over victory save game cleanup no longer leaves broken entries.
Change: Souvenir drop rate has been reduced for later levels.
Welcome to Release Update v.1.0.1.1! There have been a few minor changes and fixes. Online Co-Op mode has seen the packet size sent to and from clients/players reduced somewhat to less than 512kb as it has been brought to my attention that even in the age of broadband, some peopl
Welcome to Release Update v.1.0.1.1!
There have been a few minor changes and fixes. Online Co-Op mode has seen the packet size sent to and from clients/players reduced somewhat to less than 512kb as it has been brought to my attention that even in the age of broadband, some people still have even worse internet connection than me (though sometimes the state of my internet makes me think this is unlikely - thanks BT ːnotsohappychappyː ).
The biggest change is the Return of the King Beta Build which is actually there to allow me to test updated engine builds and memory management for potentially rolling into the Default game build.
Release: v.1.0.1.1
Fix: Level 1 fireflies were attempting collision with static surfaces.
Fix: Buying Common Swag green circles effect now has the same lifetime value as the other coloured circles effects.
Change: Flavour Text on level loading screens now loads all at once after initial level datablock loading, so it doesn't pass quicker than the player can read on subsequent level loadups.
Change: Reset Online Co-Op Packet Size from Far Eastern magic number 888 to mathematical theoretical number 508 (eg: less than half an Mb).
Change: Reset Online Co-Op Lag Threshold from 650 to 450.
New: Return of the Beta Test build, primarily so I can test for updated engine builds and enable memory management.
Most noticeable change is the removal of the Preload Screen on game startup. Previously materials would be preloaded here and the game would contact Steam Services for the player's data (achievements, stats, etc). However Valve have changed how games retrieve data from Steam duri
Most noticeable change is the removal of the Preload Screen on game startup. Previously materials would be preloaded here and the game would contact Steam Services for the player's data (achievements, stats, etc). However Valve have changed how games retrieve data from Steam during a previous Steamworks Update, and all data is now fetched automatically on game. This does leave a few seconds between the splash screen displaying and the game Startup Screen displaying, so during this time I now let the client initialization deal with material load. This adds ~3 seconds to the wait time, but saves ~9 seconds without the Preload Screen.
Release: v.1.0.0.6
Change: Removed preload screen at game startup, materials preload with client initialization during Steam data connection and download peroid after Splash Screen appears.
Fix: Souvenir collision box was too large.
Fix: Taels collision boxes were too large.
Change: Souvenir pickup sparkles has it's emitter effect to now be more pronounced.
Live Stream of the dev playing the release build v.1.0.01 of Monsters Loot Swag. Hopefully my internet connection doesn't die and OBS doesn't lose the stream like happened last night. ːnotsohappychappyː BLAST MONSTERS WIN LOOT GET SWAG!
Live Stream of the dev playing the release build v.1.0.01 of Monsters Loot Swag.
Hopefully my internet connection doesn't die and OBS doesn't lose the stream like happened last night. ːnotsohappychappyː
A few minor bugs made it through the release candidate build and have now been patched. Most noticeable change is that the Play or Skip Intro Screen is gone, and the Intro will now autoplay after the Startup Screen loads. This can be skipped as usual with ESC, mouse or gamepad bu
A few minor bugs made it through the release candidate build and have now been patched.
Most noticeable change is that the Play or Skip Intro Screen is gone, and the Intro will now autoplay after the Startup Screen loads. This can be skipped as usual with ESC, mouse or gamepad button B (or equivalent on your controller).
Thanks for the bug reports and feedback.
Release: v.1.0.0.1
Fix: Blue beam material was set to the wrong type of transparency.
Change: Made some minor alterations to the intro art.
Fix: Holiday Slideshow Achievement was counting 5 souvenirs when it should have been 4.
Fix: Souvenirs were being counted in reverse achievements.
Change: Play or Skip Intro screen has been removed.
Change: Intro will now automatically play after startup screen and can be skipped with controller, keyboard or mouse after 2 seconds.
Change: Catchick and Special Guest Star screen is now the Startup Screen, auto-continues after 8 seconds or player input. Steam will fully load during this time.
Fix: Hollo the level 8 Boss first form had a misnamed weapon FSM state which prevented attacks from being reloaded.
Fix: Skipping the Intro sequence would still try and reload the main menu at the end of it's normal lifespan.
Fix: When winning the game, and choosing not to continue in Endless Mode, the victorious player's save file was not reset correctly.
Fix: Level 5 was boss was invisible when she should not have been.
Monsters Loot Swag is officially released, after a 2 year stint in Early Access! Thanks to everyone who gave feedback! Happy Catgirl Cosplay Carnage! ːcorblimeyguvnorː
Monsters Loot Swag is officially released, after a 2 year stint in Early Access! Thanks to everyone who gave feedback!
Early Access finally ends, and the Release Candidate Build has been uploaded. If all goes according to plan, the Final Release of Monsters Loot Swag will be pushed on the evening (UK time) of Thursday 8th of May, Space Year 2025. The gameplay has been complete for some time, and
Early Access finally ends, and the Release Candidate Build has been uploaded.
If all goes according to plan, the Final Release of Monsters Loot Swag will be pushed on the evening (UK time) of Thursday 8th of May, Space Year 2025.
The gameplay has been complete for some time, and now the all important intro sequence has been added, detailing the story and lots of PLOT!
Bonus points to anyone who can get the subtle references (including a 1970s anime I loved as a 5 year old kid ... yes, I am old).
And after a MAJOR UPDATE, comes the hotfix for the bits that got missed! Player manually ending the game before Victory or Death now defaults to Main Menu rather than Game Over screen, Players could still spawn at the edge of shallow water, so now water/lava levels have predefine
And after a MAJOR UPDATE, comes the hotfix for the bits that got missed!
Player manually ending the game before Victory or Death now defaults to Main Menu rather than Game Over screen,
Players could still spawn at the edge of shallow water, so now water/lava levels have predefined spawnPoints.
Updated levels 6-8 for water/lava spawn avoidance system.
Early Access comes to an end, and the full release of Monsters Loot Swag will be coming soon™! In this, the last of the Early Access updates, I have finished off the gameplay and achievements. Souvenirs are now unlocked, and may be collected when an Boss Monster is killed. Note t
Early Access comes to an end, and the full release of Monsters Loot Swag will be coming soon™!
In this, the last of the Early Access updates, I have finished off the gameplay and achievements. Souvenirs are now unlocked, and may be collected when an Boss Monster is killed. Note this is done via an ever increasing RNG and the likelihood of Souvenirs dropping increases with game difficulty and level progression. Collected Souvenirs are displayed on the "Souvenir Screen" within the "Swag And Stats" Menu.
With Souvenirs now available, the last of the Achievements are now unclocked and can be collected.
This update also sees the new rebranding of the game in ancipation of full release, with the store page art and in-game main menu renewed to more closely follow the rest of the artwork for the character selection screens.
The game has also been updated to take into account the recent Steamworks SDK 1.62 update released by Valve.
There have been a myriad of other changes and fixes, not least the retopology of the earliest created characters to reduce polycount and improve UV mapping. Previously I had relied on an automated plugin with Blender3D, but it turns out I could do a better job myself.
There are now dedicated GAME OVER and GAME VICTORY screens, with the latter unlocking the option to continue playing in "ENDLESS MODE" once the game has been beat.
Update 36: update to version 1.9.9.8
Change: Updated to Steamworks SDK v.1.62.
Fix: Fixed a memory leak with zip files.
Fix: Screen resolution detection for smaller than 16:9 aspect ratio was failing due to floating point maths not giving 4:3 a precise 1.33 ratio. Now everything under 1.4 is considered 4:3 aspect.
Fix: Startup screen now has it's own seperate 4:3 background image.
New: Souvenirs are now active and will drop by level incremental RNG increasing with game difficulty.
New: Level Souvenir stats are now active.
New: Souvenir collection achievements are now active.
New: Souvenir collection screen is now available in Swag and Stats menu.
New: Souvenir artwork completed in the Swag And Stats section, and will update as each level Souvenir is collected.
Fix: Fixed bad spelling of souvenirs, apparently it's not souveniers.
Change: Swag and Loot pickup audio is now done in 2D client sound space for the player who is doing the pickup to stop speaker twang when the player is moving fast.
Change: Swag and Node unlock audio is now done in 2D client sound space for the player who is doing the pickup to stop speaker twang if the player suddenly changes direction after triggering the unlock.
Change: Player datablocks have increasinly reduced velocity when moving vertically.
Change: Vertical player blockers for each level has reduced repulsion force to prevent ping-pong effects.
Fix: Level 8 swag and exit nodes are now set to the correct height.
New: Final Boss's Final Form now has it's own portrait.
New: Added monster relevant preload textured object for elite monsters to each level.
New: Added player relevant status effect texures preload object.
Fix: Avoiding liquid on player spawning was defaulting to node or swag object origin rather than nearby.
Change: Minor wording change on Final Level's introduction.
Fix: Missing test for achievement SUBSCRIBE FOR PICS after all cosplaying catgirls are unlocked.
Change: Achievement SUBSCRIBE FOR PICS will now unlock at the start/load game screen, so not to spam achievement unlocks when the final cosplay unlock achievement has occurred.
Fix: Stats numerical holders were losing their lower border on smaller screen resolutions.
Fix: Bad entries for some Elite Monster effect materials.
Change: Main Menu screen now uses new branding for release.
Change: Retopologized playable character WATER HAZARD, reducing poly count by ~60%.
Change: Re-exported playable character WATER HAZARD animations to remove redundant nodes.
Fix: Playable character SOUTHERN HOSPITALITY had mixed up wobble and slowed materials.
Change: Retopologized playable character SOUTHERN HOSPITALITY, reducing poly count by ~60%.
Change: Re-exported playable character SOUTHERN HOSPITALILTY animations to remove redundant nodes.
Change: Retopologized playable character PUMPKIN, reducing poly count by >60%.
Change: Re-exported playable character PUMPKIN animations to remove redundant nodes.
Change: Retopologized playable character BIKAVER, reducing poly count by >60%.
Change: Re-exported playable character BIKAVER animations to remove redundant nodes.
Change: Retopologized playable character SUNRISE, reducing poly count by ~60%.
Change: Brought playable character SUNRISE armature bone naming convention into line with all other playerable character skeletons.
Change: Re-exported playable character SUNRISE animations to remove redundant nodes and reference new bone naming convention.
Fix: Playerable character STARSHIP light attack animation was ending outside of range.
Fix: Final Boss weapon FSM was attempting to wait for trigger release but AI do not use that state.
Fix: Level 3 Boss animations renamed so as not to conflict with similarly named animations.
Fix: Level 6 Boss animations renamed so as not to conflict with similarly named animations.
Fix: AimerAid material original name was referencing another material.
Fix: Multiple shapes were failing to find a referenced material ID due to missing suffix, though they did still load the material.
New: Cutscene Outro for player death now as a Game Over screen.
New: Cutscene Outro for player victory over game.
New: Winning the game now gives the option to continue playing in "Endless Mode".
The only thing remaining to complete before FULL RELEASE is the cutscene intro, which will detail the all important PLOT. Catgirls need PLOT. ːhappychappyː
This is Hollólány, she is the Final Boss of the Final Level - but this isn't even her Final Form. With the completion of level 8, the gameplay and all assets are pretty much complete. All that remains to be finalized for FULL RELEASE, is some 2D artwork for the "Souvenir Collecta
This is Hollólány, she is the Final Boss of the Final Level - but this isn't even her Final Form.
With the completion of level 8, the gameplay and all assets are pretty much complete. All that remains to be finalized for FULL RELEASE, is some 2D artwork for the "Souvenir Collectables System", and an intro and outro explaining the PLOT. So much plot - and I'm not just talking cute catgirls.
Early Access is winding down to full release soon™ and so the introductory price will be rising next week,
Apart from level 8 and the completion of the gameplay itself, there have been numerous bug fixes, as outlined below in the changelog.
Update 35: update to version 1.9.9.5?
New: Level 8, the final level has arrived.
New: Level 8 final boss has arrived.
New: Added final boss final form event.
New: Gameplay now has choice of continuing in endless mode after level 8 is complete and the game has been beaten.
New: Multiplayer Co-Op defaults to endless mode once the game is beaten.
Fix: Added an extra check for monsters to prevent opportunity attacks when stunned.
Fix: Level 2 camera start node not facing correct direction of preload group.
Change: Level 2 preload group moved towards camera start node.
Change: Level 6 waterBlock wet depth reduced to 0.1.
Change: Level 7 waterBlock wet depth reduced to 0.1.
New: Added an extra test for detecting liquids when spawning player.
Change: Removed redundant DDS files from terrain moss textures.
Change: Orbiters no longer get slowed by water, which had been seperating them from the player.
Fix: Missing invisible "wobble" texture for player character STARSHIP now exists for use with GHOST RUN swag powerup.
Change: Player slowed down object has been removed in favour of displaying a temporary slowed down texture effect on the afflicted character.
Fix: Spawning enemies were attempting to check for nearest player to attack without seperating object and distance first, so the initial test always failed.
Change: Speed Bonus elite monsters who are not chargers are now always hunters.
Change: Level 3 Boss minigun attack has increased audio range as it sounded a bit too quiet.
Change: Green Radiation Bonus object for elite monsters has been replaced with a green glowing skin but remains for bosses.
Change: Blue Speed Bonus object for elite monsters has been replaced with a blue glowing skin but remains for bosses.
Change: Red Strength Bonus object for elite monsters has been replaced with a red glowing skin but remains for bosses.
Fix: Level 7 monsters were not playing the correct choice of emitter colours based on their skins.
Fix: Fixed issue with fallback special death effects would attempt to spawn an explosion when only particle effect was the default.
Fix: Added missing amberRingDecal5.
Change: Boss spawning decals now match the colour of their spawning particle effects.
Fix: Player melee weapon images had their item data pointing to the default weapon item and not their own.
Fix: Later level Bosses were being severley short changed with energy replenishment.
Change: Boss energy replenishment is now based on ascending level progress.
Fix: Monster opportunity attacks were not firing if the weapon FSM had a second ready state.
Fix: Level 2 Boss was missing cash multiplier for loot drop.
So that's Early Access Update 35 complete, and this leaves only 1 or 2 more updates before full release! ːhappychappyː
Introducing SCHIAVONA. She enjoys opening sparkling wine in a fancy manner, eating olives and skewering anything that moves with the overly large sword that she is named after. SCHIAVONA is the fourthand final unlockable player character, and can be unlocked by gaining the achiev
Introducing SCHIAVONA. She enjoys opening sparkling wine in a fancy manner, eating olives and skewering anything that moves with the overly large sword that she is named after.
SCHIAVONA is the fourthand final unlockable player character, and can be unlocked by gaining the achievement PHEIDIPPIDES, when the player has travelled more than a total of 225km / 139miles and 1423 yards in old money.
SCHIAVONA is a close range, melee based character with the highest damage rating of all playable characters. She has allround good statistics for speed, health, energy and strength, but nothing super special.
Her Standard Attack is SABRAGE, a neat way of taking the head off a bottle of fizz, and equally effective against monsters. With an excellent range for melee combat of 5 metres, it does have a slight pause whilst she poses to show off before delivering the coup de grace.
Her Special Attack is the SHISH KEBAB, were she dashes forwards to skewer all enemies to her front. Again there is a pause whilst she flamboyantly strikes a pose before dealing the highest damage of all cosplaying characters to all who stand in her way. She is invulnerable to taking damage during this attack, which makes the delay all about timing to land the best blow. See the gif below.
Her Special Evade is BACK DRAFT, were she stuns all nearby enemies and forcefully pushes them away before quickly retreating backwards, and hopefully out of harm's way. As with her Special Attack, she is again invulnerable to damage for the short duration of her Special Evade.
This is STARSHIP, she enjoys floating in zero gravity, getting blown out of airlocks, reads cheesy 1950s pulp sci-fi stories, and spamming phaser fire at anything that moves! STARSHIP is the third unlockable player character (out of 4), and can be unlocked by gaining the achievem
This is STARSHIP, she enjoys floating in zero gravity, getting blown out of airlocks, reads cheesy 1950s pulp sci-fi stories, and spamming phaser fire at anything that moves!
STARSHIP is the third unlockable player character (out of 4), and can be unlocked by gaining the achievement ULTRA MARATHON, when the player has travelled more than a total of 100km / 62 miles and 241 yards in old money.
STARSHIP is a ranged based playable character, featuring high mobility, excellent energy recharge, but is physcially weak when pushing enemies out of the way, and has low health regeneration.
Her Standard Attack is PHASER SPAM, which makes her the only character capable of true run-and-gun, as she doesn't bother to aim and just spams shots whilst moving. This is also the only attack were the player can just hold down the fire button and it will keep firing.
Her Special Attack is PHASERS TO STUN, which unleashes a wide energy beam, immobilizing all enemies to her front.
Whilst physically weak with low strength making it difficult to push monsters out of the way, her Special Evade is ENERGIZE! Which teleports her away from danger, 18 metres in the direction she is moving, or forwards if she is static, whilst stunning any enemy close to her materialization point.
In other news, Steamworks SDK has been updated to version 1.61. This has a new feature were Steam Stats are preloaded on the Steam Client. Naturally this broke all my custom code and safety checks for whether Stats had been loaded, so that took some time to fix, but now all is well and my C++ has been updated to play nicely with the new method of retreiving player statistics from Steam's servers.
There have also been a number of changes and bug fixes, as detailed below in the changelog!
Update 33: update to v.1.8.8.4
New: Steamworks SDK updated to version 1.61.
Change: Local game files re-coded to receive user stats pre-game load.
New: Playerable Catgirl Cosplay Character STARSHIP, 7th (of 8) playerable character and 3rd (of 4) unlockable character.
New: STARSHIP can be unlocked with the achievement ULTRA MARATHON.
New: Playerable phaser weapon for new character STARSHIP.
New: Particle FX for phaser impacts and stunned enemies.
Fix: Fully populated uft font files are now included.
Fix: Playable cosplay character Southern Hospitality's directional speed now equalised.
Change: Projectiles now spawn at the end of their point-blank raycast hit test point (~2m), rather than weapon muzzlePoint origin, so they don't look like they're spawning behind weapon barrels if projectile has a long tail.
Fix: Removed interfering head/look animation from playable character PUMPKIN that kept making her look at the ground.
Change: Increase minimum distance of Deer Hunters (level 4 enemies) spawn and death audio for slightly louder sound.
Fix: Deer Hunters (level 4 enemy) spawn fx was missing due to change in previous naming conventions.
New: Created a rudimentary function to prevent the cursor escaping the rendering window when K&M are the selected control system (and the game is windowed or multiple monitors are in use).
New: Cursor window lock is disabled if the game window is not in focus. (eg: you TAB out)
New: SteamDeck disables window lock as it should not be required.
Fix: Total Orbiters was calling the wrong stat when dumping stats.
Fix: Best Attack stat was not being correctly set.
Change: Minor wording change to level 3 loading screen.