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Electric Boogie Boss! (Update 20 - 21th March 2016)

Although we’re been stuck hard by the epidemics of the season, we’re recovering and have been fighting bugs on two fronts! Check out the update and remember to wash your hands after touching those filthy mutants - who knows what they are carrying?!

Boss Fight

We’re working on making the Boss Fight a bit more interesting and more challenging for the players that end up reaching him. In the future we’ll continue the work by enhancing the introduction of the boss and and the winning sequence.

  • Power Balls are spawned when Boss activates his damage blast and forcefield.
  • Each Power Ball sparks to the nearest connected Power Ball or Power Pillar.
  • Walking through the sparks damages and stun players.
  • Each Power Balls and Power Pillars can be destroyed to break connections.
  • Enemies spawned in boss area spawn with fewer visual problems.
  • Reduced blast from Boss forcefield activation. This should lead to fewer players getting stuck in walls in the boss area. Please continue to report this bug if you encounter it!
  • The camera zooms out more in Boss Area to give a better overview.

Upgraded Caves

We’ve realized that the Cave areas were way too difficult and unbalanced so we’ve taken steps to rectify this. We’re only just begun with this task, but it should be much more playable now!

  • Cave area now has lots of smaller root formations for players and enemies to take cover behind. These also obstruct the vision of the enemies, so it’s easier to sneak up on them.
  • Exploding fungi can now be shot much more easily and stuns upon exploding. - Exploding fungi areas should not send enemies flying onto pillars as often anymore.
  • The small vegetation in Cave zone is no longer affected by day/night cycle.
  • Sand blending into terrain has been improved, particularly visible in Cave area.
  • Enemies should no longer try to run through the fences in Cave area.
  • Added a missing collider to the walls of Cave area.

Local Co-Op Improved

Local Co-Op is still new, and although we’re playing it all the time, there is still work to be done. If you give it a try, please let us know what you think!

  • Players in Local Co-Op can no longer select mutations for each other.
  • Any game controller button can now be used to select item in user interface. This improves Game Controller support for non-XBOX controllers and on Mac in particular.
  • Camera look ahead has been disabled during Local Co-Op play so it does not interfere with aiming.
  • User interface of dead player now fade out slightly to better indicate that a player is dead.
  • Fog is less obstrusive. This is particularly apparent in Local Co-Op in Cave Area.

Items & Enemies

As always we’ve worked on the weapon balance and Ai improvements. Be sure to check out the much improved Hunting Rifle!

  • Hunting Rifle is now useful again: Improved aim and decreased cooldown.
  • Smartgun marker is much more reliable and enemies know how to use it!
  • Reduced range of the Revolver significantly.
  • Grenades now give proper impact damage.
  • Added green barrels to alleys, so you can go scavenging for health and ammo.
  • Mutants no longer spawn on top of furniture inside buildings.
  • Medium sized mutants no longer walk around half a meter below ground.
  • Skipping the death sequence now gives your new nemesis proper weapon icons.

Performance Improvement

We’ve had some reports on reduced performance, so we’re looking into that, so far we’ve done some significant improvements already:

  • Reduced precision of physics simulation leading to significant performance increase.
  • Performance enhancing object pools are shared with all objects in a level increasing performance shortly after level load and reducing memory usage.
  • Updated enemy pathfinding system for a small performance gain.