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Cash_Out has been updated to 0.8.2.0!

As anticipated, this update took a pretty long time to get done, but proper menu controls are here, so playing with a controller should be much smoother.

Before I start I'd like to mention two major glitches that have been in the game for far too long and slipped by without me noticing.

1. In career mode, when the game first starts, regardless of how much you've played, you were being put in ng+. What this means is the game was much harder than it should have been. Even if you managed to beat the first level, you were then placed in ng++, which is incredibly difficult. This was not intended, and was resulting in very high difficulty.
2. Regardless of how much money you've stolen, new classes were never unlocked, the money you were stealing was adding up, but due to a minor glitch, wasn't counting. If you've stolen a bunch, all the classes should now unlock when you've made a new game.

Sorry about these two glitches, they should be fixed now and the game should be much smoother.

Anyways, now onto the patch notes. They're fairly large.

Additions

  • Enemies can now start with tacks as an item.
  • New unique enemy - Scavenger - Can pick up ammokits and healthkits.
  • Added gamepad and d-pad support to all menus.
  • New unique halloween drop, playing in october will unlock it. Treat Basket - Enemies hit when weilding this basket will drop some candy, when filled you'll get some boosts!

Bug Fixes

  • Enemies will no longer try to hide behind the outside walls.
  • Added a "cooldown" so enemies won't follow footsteps/dead enemies right away after losing sight of you.
  • Fixed an issue with the career mode selection when having too many characters.
  • Career mode no longer starts in ng+, if you thought the difficulty was too high, chances are this is the reason.
  • Fixed a crash caused by switching between option types while paused.
  • Puzzles are now unlocked by pressing enter or a / cross or the use key. Fixed not being able to upgrade the rapier.
  • Rubber chickens and candy canes are now always legendary.
  • Fixed a visual issue where on compact mode, it looked like there was much less spread. (The spread is the same, the crosshair was just not scaled.)
  • Fixed an issue where the game would always say ng+ was unlocked, even if it wasn't.
  • Fixed an issue where it was impossible to play ng+ levels.
  • Fixed an issue where reloading a career mode with ng+ after first finishing the last level would put you in a null level.
  • Fixed a crash and issue related to enemy flashbangs.
  • Fixed a crash caused by exiting the game while playing a modded level.
  • Fixed not being able to unlock new classes.
  • Fixed being in the shadow not making you harder to see.

Balance

  • Removed the "stagger" effect on taking damage. This was originally added before you were locked into rooms and was intended to prevent running through rooms, as you cannot do that anymore this only serves to be annoying.
  • Tracksuit - Now gives you the ability to gain a speed boost by moving for so much time before stopping (determined by clothing level.)
  • Stance of Air - Increased the speedboost on the defense boost from 20% per enemy to 30% per enemy.
  • Medic leader enemy no longer healer enemies, but instead will try to revive dead enemies.
  • Thrown tacks no longer apply the slowdown debuff to enemies.
  • Enemies now spot you slower if you're standing in the dark as well. Changed the scale in which difficulty determines enemy spotting as well. T
  • emporarily removed enemies spotting you quicker if you're playing more "action"y, will be reworking this system.

    Modding

    • Proper mathematics support has been added to the modding system. As a subcommand, you can use math["equation"]. This needs to be placed in a string and is very slow as the function needs to be calculated at runtime, I'll try to work on optimizing this.
    • <"VARIABLENAME"> can be used to substitue saved variables.
    • Optimization.
    • You NEED to initialize variables before using them now.
    • Fixed changing tiles on objects.
    • Changed the way actionscripts work.
      • Now just called "scripts".
      • Loaded in the main file with the compile_script(file) function, instead of being loaded into the object's memory, the main modding system handles this. (Should reduce loading times quite a bit.)
      • Added a new then function "script" (script,argument1,argument2,...argument4), that'll run scripts with arguments.

    • Fixed a potential issue with repeat functions.
    • Added "ELSE" functionality to scripts.
    • Changes to interact objects

      • Can now change description, name and interact item with scripts. (Note, using brackets in the text will cause some issues as of right now, this will be fixed.)
      • Name - then(changename,"...")
      • Description - then(changedesc,"...")
      • Interact Desc. then(changeinteract,"...") ( is used as the button to press.)

    • Added sound support, fairly limited, but it exists. The then command playsound will play the sound at the object position.
    • Objects are now loaded directly, as a result, the subscripts for objects have been removed (such as adding traps, etc), they were already functional in the scripting system anyways, and as a result were fairly obsolete.

    • The following then functions have been added:

      • then(moveobject,+x,+y) - Moves an object.
      • then(changevarglobal,variable,=,value) - sets a global variable handled by the mod system. then(initvarglobal,variable) - Initializes a global variable.

    • The following subcommands have been added:

      • math["Function"] - Explained above
      • globalvar[variable] - Grabs a global variable.

    Other changes

    • Switched up a couple menus to make them suitable for keyboard controls.

    I'd like to do some AI changes next, along with some optimization.
    Enjoy!