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Boring Man - Online Tactical Stickman CombatEventsBoring Man v2.0.0 beta13 is now available
Game update

Boring Man v2.0.0 beta13 is now available

Boring Man - Online Tactical Stickman Combat · published 8 Mar 2020, 03:57 UTC

All eventsPlayers around this dateRead on Steam

Further Sprite Mod + Weapon Skin Creator updates


You can now generate a sprite mod from the weapon skin creator! In the weapon skin creator window, you can click the "Sprite Mod" button in the upper left to generate the sprite mod, once generated its saved into the "mods" folder in the AppData folder like when you manually install mods. The sprite mod itself modifies all the weapon sprites, mostly the first frame which is used for the stock weapon skin. The sprite mod can then be selected to in the Sprite Mod Upload form for sharing on the Workshop.

Here's an example generated sprite mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2016417565
The generated sprite mod will come with two new files, json.txt and a generated thumbnail for the Workshop item (bmod_thumbnail.png). In json.txt is the JSON string generated with the Weapon Skin Creator, the game uses this JSON string to manually mod the 'Stock' weapon skin to have animated and glowing effects. Cool huh? You're welcome to use json.txt for your own mods, but it's not a full feature and only has an effect on the stock weapon skin.

To use bmod_thumbnail.png for your Workshop item, simply do not select a thumbnail image to use in the upload window, and the generated sprite mod will use the thumbnail image by default.

Yes, modding has always been able to give out skins for free, but it's not authentic. Other players can't see you using mods, so it doesn't bother me. I like the idea of generated sprite mods being a very technical way to try before buying. The last feature I want for Sprite Modding is to be able to use multiple mods at once, but that ones gonna be tough, so I can't promise I'll be able to pull it off, but it is something I want.

Zombrains Changes

  • Zhosts now lose their invisibility when attacking or taking damage
  • Increased the damage of Zomikaze explosions
  • Added more weapon printers to each stock map
  • Each stock map now has 1 unique weapon printer that isn’t randomized (Along with the heal rifle printer)


Zombrains has been working pretty well so far! The biggest issue I see so far is human Zhosts being a little too strong.

Overconfident players have been suiciding and using the Zhost to quickly kill 2 teammates to revive by just diving in and getting free damage with the invisibility. With these nerfs, the Zhosts will now have to be a little more careful approaching humans. And remember! The Drone can reveal invisible enemies with its spotting ability, even Zhosts. It may come in handy if it spawns on the map.

All zombie types seem to be being used regularly, but some players seem frustrated with the Zomikaze, so I have increased the explosive damage for their ability.

Finally, weapon printers. On each stock map, I have overall increased the amount of weapon printers to increase weapon variety. Additionally, each map also has a 'static', unique weapon printer (along with the Heal Rifle one). For example, Muleslapper MFG has a Muleslapper printer near USC side. I did this to remove a little RNG out of the weapon printer set ups.

Survival Changes

  • Sobering up in Survival now takes longer
  • Increased the reward for ‘Kill X enemy with Y weapon’ missions in Survival
  • Decreased the kill count requirement for ‘Kill X enemy with Y weapon’ missions in Survival


Players were losing vices a lot faster then I did during testing, this is probably because I was playing solo and the waves were taking longer. I have increased the timers for sobering up, so it should be less intrusive on your Vice collection.

Additionally, I found the 'kill specific enemy with specific weapon' missions to be difficult to complete, for very little pay. I have decreased the requirement so it's more tolerable to complete, and increased the reward so it pays more then a 'kill specific enemy with any weapon' and a 'kill any enemy with specific weapon' missions. I should probably think of better names for these.

Weapon Changes

Wrench/Sword

  • The hitbox for the Wrench and Sword has been moved closer to the attacker and made longer


Players have been telling me it can be difficult to hit enemies with 2H melee weapons when they're too close to you, the hitbox has been moved back closer to your character, and the range has been extended to maintain its original reach.

Musket

  • Decreased the attack speed for the Musket bayonet


I'm glad to see the Musket bayonet has some bite, but players were complaining it was better then the actual melee weapons! This attack speed nerf should bring it back down to a humble alt-fire instead of a fully graduated melee weapon.

Hadoken

  • Fixed hadoken fireballs having too much projectile speed then intended
  • Hadokens are now harder to perform like in 1.2.7.7


I had forgot about the Hadoken when I added the projectile speed boost, the hadoken was added very early and back then I didn't quite understand yet why it wasn't getting the same range so I increased the speed. It should have the same range and speed as the old version now.

Additionally, like 1.2.7.7, you must release the left and right keys when left-clicking to perform the hadoken now. This should make it more difficult to perform, and less spammable. The Hadoken is not a *full* weapon, its mostly an easter egg with a little utility or potential to make a game mode out of or get a funny kill or something, so it needs to remain low tier in terms of regular usage. If you see any players complaining about the Hadoken being 'broken', please let them know about this change for me! Thank you.

General Changes

  • Added new console command: comictext
  • Added new server setting: Server Message of the day
  • Added a second ammo box to Boring Man Fields 2
  • The game will now remember when you show or hide chat
  • Moved weapon skin creator menu option to the Sprite Modding menu
  • Increased the ‘attack’ range for Heal Rifle bots when healing teammates
  • The 4EVER logic gate can now store passing player IDs and team IDs for COMMAND logic gate use

Bug Fixes

  • Fixed the Bolt Action not animating correctly while carried by a drone
  • Fixed game performance taking a plunge when the weapon skin unlock menu is open
  • Fixed a bug where melee weapon hitboxes would lose 1 frame if you were facing left
  • Fixed randomized weapon printers randomizing to a weapon that already exists
  • Attempted to fix a bunch of other things, but unsure if they worked until there's testing

Download Dedicated Server build (beta13, 16.4MB)

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