Since I came back from vacation, we've been working on patch 1.25, and it's getting really close to done. As a reminder, here's the list of changes that will come with this version and some gameplay!
1.25 will be tested in a private playtest this week, and then will be released soon after
First, for those who don't care about words that much, here's a nearly 10 min long gameplay of all the type of stuff you can do in 1.25, like testing the new tools and weapons, showing the new UI and behaviors but also including using the preset system to remove the gravity, make Stanley unkillable or make him walk around a bit.
Watch on YouTube
New Content:
- Complete rewrite of the preset system: both internals and the UI. You can access and modify any variable from the main game actors!
- Along this, we added the PropertyDictionnary that lets you search through all of those new variables, with descriptions, default values, minimum and maximum values, so you know what to do with it.
- Flashbang!
- Visual overhaul of the grenade, and all the bullets!
- New firearm, with explosive bullets!
- Prototype for a landmine
- A safe toy gun!
- slow-motion speed change is smoother and easier to control
- new behaviors on headshot
- slap can now cause brain damage
- follow camera can track bullets and other objects
- Studio green screen map for content creators
The new grenades:

and for the ones who like to experiment with things
New preset system:

New Property browser:

Foundations for the future:
- Reaction submanager; to allow both the devs and the modders to create new reactions in the future.
- SALT submanager; which will allow to easily add status effects and visuals to the player. A first effect is already in this update, providing the blinded status if the player stares at a flashbang.
- WIM (Weapon Inventory subMenus); to allow each weapon to have specific settings instead of their icon. Those could (in the future) serve per example for rate of fire selector, strength modificator, ammo selection...
- bullets internal system redone (only uses real world values)
- new BulletSpeedRatio variable (to slow down all bullets types, so that they are slow enough to be fun to play with, or to put them to real life speed)
The new "blinded" effect from the SALT manager:

Fixes:
- potential fix for the sliding bug
- less grenades falling through walls
- posturing fixed
- posturing from brain damage fixed (+mood)
- renamed GravityScale into GravityForce (it's in cm/s, it's not a scale)
And that's all I can think about for now! A bit of a long-winded post, but I wanted to give you some more info about the progress and what will be in the next update.
Now, I understand some players might get a feeling that some of theses like the foundations for the future part (SALT submanager, Reaction submanager etc) might not be a priority, but please understand that this is part of making the game ready for both the workshop and also more updates from our side, more easily and quickly in the future. Stronger foundations = stronger builds!
And YES, before I get drowned in the comments, WE ARE STILL ACTIVELY WORKING ON THE WORKSHOP, this is part of it! The preset system will use the workshop as well, so that you can all share it easily.
But in the meantime, we share our presets on the official community!
If you are not on it, here's what you're missing out on:
Watch on YouTube
From a preset made and shared by Dreki.