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UPDATE! ver .41r2

Many of you have noticed there has been a spate of updates this weekend!

From a dev standpoint these versions 40/41 area big update with some exciting improvements added that I can already tell are making a difference for new players to ease into the game.

Laser sentries are a new map element that can only be toggled on/off directly by robo. Hopefully map authors can use them in some interesting ways ːsteammockingː

Here are some highlights of the changes:

  • Added 'death cam' to better know how you died
  • Added 'laser sentries' which are much like regular sentries except always on - VERY dangerous!
  • Added edge terrains to the maps so that they integrate with voids now (which makes maps feel more polished)
  • Added variants to many of the more repetitive tiles
  • Corpses carried by bunnies in their front slot are now totally hidden in the water!
  • Spectators can now see robo's bonus and ammo
  • Linux builds are stable once again! So this means really easy to set up virtual servers again - enjoy! :D

    -new void integration-

    For the next days I will be finalizing and shipping out a new "strategy tips" tutorial to make the game
    yet more accessible to new players.
    See below for the comprehensive change list :)

    MAP AUTHORS!

  • Signifiant changes have been made to the tile set - this version of OBEY is meant to have a tileset very close to the final version so please review your maps especially if you used 'high concrete' on any of them becasue that no longer integrates with low grass
  • Power plants no longer need an 'id' set on them, this is done automatically for us now
  • Try out the void terrain and use it to make the maps feel a lot more finished
  • and of course the new laser sentries, which can be used to make an area of the map inaccessible to bunnies with no collars. Keep in mind that laser sentries line of fire can also be 'blocked' with items (just like the electrical sentries) - this is very difficult to do but could be part of a map design since the laser sentries have a visual indication of when they will fire which can be used to time up a sneaky way past depending on what items bunnies have and what the layout is.

    CHANGE LIST:

    v .41r2

  • fixed bug where maps that used glow grass could crash the game
  • gave a pass to explosion particle effects
  • when delays/lag occurs during objects being destroyed by explosions, it will be much less noticeable now.
  • modification to laser sentry positions on airstrip
    v .41r1
  • fixed bug where shadows would not always display properly
  • fixed bug where the tutorial would start as robo instead of bunny
  • fixed bug where the 'depositing corpses penalize robo' help popup occurred at wrong times
  • fixed bug where the 'kill cam' would incorrectly function when a client was subverted
  • fixed bug if a robo switches to spectator, the bonus would not be updated for spectators
    v .41r0
  • fixed bug where sometimes terrain on clients would not match the server
  • fixed bug where depositing items with an empty robo would cause server error
  • fixed bug where the wrong image would show on the loading screen tips
  • linux builds are once again stable
    v .40r0
  • added 'death cam' to better know how you died
  • added edge terrains so that voids will now be integrated with the map
  • added transition from high grass to low sand, which provides very good cover, but only if bunnies get right up against it
  • added variants to many of the more repetitive tiles
  • added laser sentry. Laser sentries are always on except when manually toggled on/off by robo.
  • added delayed secondary explosions. Now, when a pile of goodies explodes, any secondary explosion times will stagger.
  • added that spectators can now see robo's bonus and stats
  • corpses carried in the front slot are now totally hidden in water
  • robo is now prevented from activating sentries while they are already active, preventing robo from wasting ammo.
  • when activating sentries, the activation sound will only occur if it was successful, otherwise a 'fail' sound will play
  • ai will now call out winning players slightly earlier (when they are within 2300 from a win and are far ahead of the bot)
  • adjusted all 'official' maps to have integration with the void
  • map authors no longer need to set the id property on power plants, as they are now set automatically via the Tiled id
  • fixed bug where placed mines could be destroyed by nearby explosions
  • fixed bug where if a player walked into robo with corpses but there was no one controlling robo, the server would error
  • fixed bug where sometimes robo's shooting sound would play during robos flame sound
  • fixed power plant on zoneFar so that it isn't buried in trees
  • fixed bug in tutorial where dummy bunnies would scale wrongly
  • fixed tutorial text bugs on certain langauges by converting the instructions HUD to NGUI instead of Unity Canvas
  • fixed bug where special characters would not display vertex coloring in confirmation boxes
  • fixed bug in story translations where special characters wouldn't show
  • improved tutorial texts (simplified/clarified beginning texts)
  • tutorial now shows the scores adding up to help illustrate how it will be in an actual game
  • replaced the 'shortcut' void in airstrip with laser sentries, making it theoretically possible but almost suicidal to pass
  • various map tweaks and fixes
  • lowered dropship volume
  • lowered intro music volume