Boring Man - Online Tactical Stickman Combat · published

Hey. This update was a wild one. I think it contains some of my best programming. Like everyone else, I've been stuck at home avoiding the pandemic, so I decided to take advantage and overhaul a lot of the game's code. From what I saw from testing, this overhaul has improved performance quite a bit, but I'll suppose I'll hear what the jury says.
Last weekend, I posted about the new mutators system being one of the overhauls, becoming very easy to work with when I want to add new mutators and becoming immensely powerful in the console command system.
Before I get started I wanted to announce that this version is now the default launch option, and the old version has been moved to another branch. You can find the instructions to switch in the 1.2.7.7 tech FAQ.
It's a long one, so lets get started.
The Nitrogen Grenade was probably one of the least used grenades in the old version, so it has been totally reworked. It is now a land mine that freezes enemies on detonation, and frozen enemies will take x2 damage.

Nitrogen Mines can stick to any surface, and can also stick to players and drones. Players can shake off Nitrogen Mines before they explode by rolling or double jumping with no Jetpack. Drones are immune to being frozen, but will still be destroyed if stuck by a Nitrogen Mine and it explodes.
If a frozen enemy manages to kill themselves somehow, you should get the kill for it as long as there wasn't a previous attacker before you. If a teammate kills an enemy you froze, then you should be able to get the assist.
The Muleslapper grenade in the old version was also somewhat underpowered by design, so it too has had a total rework. The Muleslapper sentry, when deployed, will menacingly float around the map and shoot down most explosive projectiles that come within its circle.

The sentry will also attack enemies and drones. The sentry can be shot down, but when destroyed it will 'retaliate' against its attacker with an overcharge blast similar to the Muleslapper's alt-fire. This should make avoiding the sentry more appealing then destroying it, and should hopefully be effective against camping. If a sentry's retaliation against you kills the owner, you will get the kill for it.
The Light Rockets have been added. The Light Rockets function the same as the old version, but have been given a brand new alt-fire, the Flare. When firing a Flare, it will launch a short distance and slowly float down. When any rockets come near the flare, their trajectory will become altered by the Flare's 'orbit'. Flares can also stick to players, making them dangerously attractive to rockets. You can shake off the flares by double jumping or rolling, similar to the Nitrogen Mine.

I'm hoping players will practice with flares and start doing some cool shit with them. I'm not quite sure if its possible, but if you fire a flare and an enemy's rocket orbits around and kills them, you should get the kill for it. The flare should also appear in the kill feed when a rocket you fire was influenced by a flare you launched.
An additional new little buff is The Light Rockets will now continue to reload when you put it away. You can even still see the fancy rocket load animation when put away.
The Scoped Rifle is here, and pretty much functions the same.

It's difference from other sniper weapons is it does not come with a laser sight, and can still only zoom with 1 level. It is not as long range as well, and has gravity drop on its bullets like other non-sniper guns.
The Burst Pistol is a pistol that fires 3 bullets at once. It has retained its same stats, but its dual-wieldable like other pistols.

A very simple weapon, not much else was changed about it.
The Fire Uzi is back, its a weapon that features ammunition that leaves behind fire where you shoot.

It drops 'mini-fire' which does less damage and has a smaller hitbox. The Fire Uzi can also be dual-wielded.
Here's the Dynamite. The Dynamite is a deadly explosive that does a lot of damage, but does not explode on impact like other grenades, and has a long fuse time. The Dynamite received some neat visual effects, like being able to see the fuse burn down before it explodes.

It can still be detonated early by other explosives, and it can now also detonate from touching fire as well. If you kill an enemy with their own dynamite by using fire or explosives, you should get the kill from it.
The Potato Masher in the old version was pretty much a long range version of the Frag. It does not emit fragments like the Frag does in this version, but its ammo is 3 instead of 2. The Potato Masher can be thrown farther, but does not bounce when hitting a wall.

This can be seen mostly as a down-side, but there are situations where you don't want a grenade to bounce to kill an enemy, and the extra ammo along with long range will hopefully make it more appealing to use.
The Tomahawk is back, and deadlier then ever. You can now headshot enemies with the Tomahawk, making them quite deadly even for overhealed players.

Tomahawks can be picked up when thrown. Not much else different about it.
It's the cold steel Kunai! The Kunai's total ammo has been increased, and while you still throw 3 knives at once, if you have only 1 or 2 kunai ammo left then its smart enough to throw only 1 or 2. Kunai does not headshot like a lot of the other throwable weapons, and can't be recovered for ammo.

Similar to a bug that existed in the old version, Kunai will bounce off of a surface when struck at an angle. This bug is now a feature that you can predictable perform every time.
Note: The Tomahawk and the Kunai do not have skin support at this time since they use ammo similarly to grenades, keeping track of the skin for each and every Kunai/Tomahawk is a lot of effort, but maybe I'll think of a way to make it work down the line.
The last two original game modes have been remade, and haven't really received much new content like some of the other game modes, but I will try to think of more things to do with them. These two game modes were probably the least popular in the old version, but I still like them and want to see what I can do to make them more fun.

Weapons Deal is a game mode similar to gun-game in Counter Strike, and there are some new settings you can use that let you customize the order of weapons players must work through to win. You can also pick different silly weapons to use as the final weapon needed to win the match, and even enable team functionality even though there can still only be 1 winner. There are other settings too, so go check it out.
In Take Over, teams will need to capture and defend a number of control points to earn points. The more players near a flag, the faster it will be capped. Some of the rules have been slightly changed to make things more exciting.

For example if your team has all flags captured on the map, the speed your team's score earns point is greatly increased which can make comebacks possible. There are also a couple new settings, such as setting the amount of flags to spawn on the map and whether the flags can randomly cycle their positions periodically.
I haven't had time this week to set up my Take Over and Weapons Deal servers, but hopefully they will be up later tonight.
I think the flag you need to defend in Survival has helped a lot making things a little more challenging, but being anchored to the flag evrery wave can get repetitive. So I'm going to try to introduce more 'objectives', some sort of major task needing to be completed to beat the wave.

The Survival bomb is a big scary bomb with a 3:00 timer. Your team will need to disarm it before time runs out or else... you know. Enemies will spawn infinitely while there is an armed bomb, so it should be defused as fast as possible.

Defusing a bomb the first time will also give XP, and the faster its defused the more XP you get. Flags will also grant more XP with the less cap progress they have. You can defuse bombs by touching it and pressing E (Action). As a note, the enemy amount still counts down during an active bomb, and stops granting money and XP once it goes under a certain number. So it's not viable to try to use the bomb to grind.
The bomb was fairly easy to make so I think its mostly done already besides testing. I think it would also be cool to try to recycle it as a PvP game mode, maybe some time in the future.
I would like to at least introduce a new rare type of vice, these 'super' vices are hard to find but very powerful. To give an idea of how rare, each vice will appear once, and only once, every 100 waves.

When I mean only once, I mean they are assigned to a specific chest on a specific wave, making it possible to miss it. Barkeep will never sell these vices, so you must find it in a chest. I can agree that this can make them depend on RNG too much.. I'm trying to think of a way to have players be able to know which wave or chest or both. If you have any ideas then feel free to post them.
A lot of vices have been reworked, some into completely new vices. Explaining what each one does would make this change log too big, so you should just check them out yourself! The focus of these reworks were to make vices more useful and fun. An issue with a lot of vices was relying on random chance to be effective, but I have merged a lot of the 'bad' vices into other vices and made up something new to replace them.

If it does have random chance then there is a new mechanic with some vices where it will 'upgrade' when you collect enough of them. The amount can depend on if its random chance reaches 100% but thats not always the case.
Some players have mentioned they miss the mind numbing experience of Survival in 1.2.7.7, or simply don't like the flag/objectives, you can give the Survival Classic setting a whirl. It's focus is to change the rules so Survival no longer needs an objective, and the old version's rules align quite well with this.

Dailies have been added, they are a way to earn a big chunk of XP every day you log in. Each day a weapon is randomly selected and you are tasked with killing a number of enemies with that weapon. When completed, you will earn a boat-load of XP, and also contribute to the next triple XP event. Wait, what?
When players complete dailies, there is a global counter that goes up and when it reaches its goal then a triple XP event is activated which lasts about 3 days. The more dailies that are completed by the community, the more often triple XP events will happen.

The purpose of this is to get you to log in at least once a day, and get players to get others to log in to complete their dailies so everyone gets triple XP. You do not need to have cheats disable or be on a stock map to earn kills for your daily, you can earn them in any way you see fit.
Additional to dailies, when you log in once a day the game will also look in the Workshop and check your Workshop items for new votes. The more votes you get on your items, good or bad, then more XP you get. When you first launch beta14, you should get a chunk of XP as the game needs to catch up on the votes you've earned.
The XP system itself has been rebalanced to allow you to level up faster, especially if you don't have all the weapons unlocked. Hopefully new players should unlock weapons just as fast as the old version, even faster maybe. The max XP value required has been reduced, but that doesn't really allow you to level up faster because most XP gain is based on how much you need to level up. Really, I only reduced this number to show players that it was changed to be faster. Instead, the calculated proportion of your max XP that determines your XP gain has been increased, which is what will make you level up faster.
The 'time-based' XP (ex. 'You died!') has been reworked and now uses the time from my server to prevent exploitation. It's also a little tougher on idling, I won't reveal much but basically the best way to earn the most XP from time passing is to just play the game normally. Really, you should be leveling up fast enough now (1-3 times a day) so idling should no longer be needed.
Captain's Mode is a new experimental game setting for Team Deathmatch. In Captain's Mode, players are able to ban weapons before the match starts, for the entirety of that match. Each team is given an equal amount of weapons they are allowed to ban, defined by a server setting. Servers can enable Captain's Mode in Team Deathmatch's game settings.
It only works for TDM at the moment, but I would like to have it support at least the other competitive team game modes in the future. Captain's Mode is not very well tested because I just finished it yesterday, but I don't think there should be any big problems.

The goal of Captain's Mode is to take a little pressure off of the game for weapon balance and hopefully introduce a little more strategy depth. I'll explain some of its rules and features. When Captain's Mode starts, teams take turns selecting a weapon to ban. By default, a random teammate is selected for each turn, they have 30 seconds to ban a weapon, if you run out of time or disconnect, your team will 'abstain' and throw away their weapon ban turn.
I am aware of some possible issues but they only exist because I just made this setting just yesterday. I would like to give additional settings, such as only having 1 captain who is random or assigned manually, being able to make a list of weapons unbannable, etc. Just be aware its not finished yet.
In the old version, fire arrows actually existed but I don't think they worked or maybe nobody noticed them. When you fire an arrow through fire made by the Molotov or something, the arrow would catch fire and spawn another fire where it was destroyed.

This was implemented into v2.0.0 a while ago, but now you can press alt-fire to light your arrows before firing them. Fire Arrows do more damage, but have much shorter range as they 'burn up'. They still drop fire when destroyed, and normal arrows can still light when passing through fire. You can still use alt-fire to cancel your shot, you only switch to fire arrows when you don't have an arrow drawn back.
Similar to the Double Barrel, its little brother can now fire both barrels. It still has low push back and doesn't do as much damage. Similar to the Revolver, the alt-fire cannot be used while dual-wielding.
You can now cancel a grapplehook shot and make it reel back in early. Cancelled Grapplehook reels will also make them reload slightly faster
The GL is still a hot weapon, ironically enough the M79 in Soldat is pretty controversial as well. I do not want to take away the bite GL offers, so instead of nerfing any damage I'm trying to introduce new mechanics that make the 1-shot kill requiring more effort. I want to think of more solutions for other 1-shot kill weapons as well.
The Grenade Launcher projectile will arm right away after bouncing off of a surface in addition to enemies, so you can do stuff like 'dribble' the projectile off the ground and into your enemy. This should make the GL's ground game still deadly, while it's air game not so much.
Players have told me the Grapplehook isn't as useful in the new version which is odd because it follows the same stats and physics. I couldn't find the reason why in the old code, but in any case I have given it some new buffs and mechanics to make it more appealing to use and perhaps give competition to the new mobility monster that is the Skateboard.
Being able to hook to players and drones might make it too hard to make challenging Grapplehook climb maps (or break ones that already exist), so I also added a new console command called 'grappleplayers' which maps or server admins can use to disable being able to grapple to players.
These new features for the Flashbang should make it a little more useful, and perhaps counter certain play styles. I would still like to have it 'interrupt' more actions and will add more if I think of anything or see any suggestions I like.
These changes should make the EMP more useful in neutralizing certain threats. Right now the EMP only breaks weapons that are 'electronic' and not really 100% for balance, but in the future this might allow me to buff some of the weapons it breaks. Base equipment and others can be tampered by EMP blasts through walls.
These new tamper effects can only be emitted from EMP blasts made by the grenade, so getting shocked from the Jagerbomb vice or Leapers will not tamper with your weapons and equipment. EMP blasts from grenades have a slightly different color.
This is a feature I always wanted with the Boomerang but didn't know how to go about it correctly. Thanks to the Drone, I was able to use its item carrying system in the Boomerang as well.
The Pump Action doesn't seem to be favorable right now, so I made some changes to make it a less 'heavy' weapon. This should hopefully make the Pump Action more satisfying to use.
The Sawn-off is kind of an awkward weapon to dual-wield, and I wanted to reflect that in its mechanics. Both shells being reloaded should also keep it as the rightful king as the fastest reloaded shotgun in the game.
Zombies
Corrupted weapons
Weapon Behavior (Rocket Madness moved here)
Infinite Money (Survival, Zombrains)
BORVID-19
Floor = Lava
Alcoholics Anonymous
Random Deaths
setmutatorplayer
mutatorsetting
reloadmutators
resetmutatorsplayer
listmutators
freeze
thaw
setbotaimode
grappleplayers
playersound
spawnvice
givevice
allvice
detonatebomb
showhud
showplayerinfo (replaced 'playerinfo')
https://store.steampowered.com/app/346170/Boring_Man_Premium/?snr=1_16_16_creator_1059&curator_clanid=7938408
https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/?snr=1_16_16_creator_1059&curator_clanid=7938408
https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/?snr=1_16_16_creator_1059&curator_clanid=7938408