
Climb the ladder and retrieve the briefcase - a simple task, it's just that you're not the only one trying to do that. After ladders have been introduced earlier this year, this update finally adds ladder matches!
This was hard to get to feel right, and I've been working hard and have taken a long time to implement this match type the most CPW way possible. The briefcase is attached to the ceiling via actual rope physics and ladder placement does matter. Untying it requires you to solve a minigame several times, and your opponents won't stop making your life a living hell while trying to do that! More things have been addressed and improved/fixed, mostly regarding weapons.
Based on player feedback and internal playtests, the coming weeks will likely bring some patches with fixes and improvements.
And then, ...
One of the most requested features has now shifted to position #1 on the list of priorities: Championships!
Update 0.20 will finally introduce a prize to fight for: The CPW Championship. But no need to leave it there. This will come along with a Create-A-Championship mode where you shall expect similar depth as in Create-A-Wrestler. Texture and paint the strap. Place, style and engrave title plates. Go crazy! And then, share your championship on the Steam Workshop.
More details are coming soon!
Here's the full changelog for this update:
Menus: Added new match presets.
No Disqualification: Same as Singles Match, but DQ and count-outs disabled.
Ladder Match: A preset for a six-person ladder match.
Rules: Added Ladder Match rule.
If Briefcase is selected, a briefcase will hang above the ring and whoever picks it up first wins.
When on the ladder, press the Special or Interact button (LB/RB on gamepads, G/F on keyboards) to try and grab the briefcase.
Once grabbed, you have to win a minigame a couple of times in order to untie it.
The Starting and Enter Frequency settings are not supported with ladder matches and are disabled when a ladder match mode is selected.
AI: When going for a specific weapon, wrestlers will now try and navigate near the center of it's collision box rather than the point closest to them.
This avoids situations where when outside, they place a ladder in the ring and then pull it back outside right away.
Arenas: Made training gym slightly higher to make room for objective hanging above the ring.
Arenas: Moved weapon spawners slightly further away from the ring to avoid situations where one picks up the stairs instead.
Ladders: Added a protective barrier around a ladder while it is being climbed.
This should avoid the ability to simply walk against the side of a ladder to tip it over.
Ladders: Wrestlers no longer automatically climb to the top, this is now always an active decision.
You have to press Climb (Y on gamepads, Q on keyboards) near the top to actually go up.
In ladder matches, this is to allow deciding whether to climb on the top for a jump or to grab for the objective. To keep things consistent, this behaviour also applies outside of ladder matches.
Physics: Massively reduced the ragdoll muscle strength.
This should create less situations where weapons and ragdolls fly around due to fast animations.
Stairs: Ring stairs, as long as they are assembled, now have a lower priority than other nearby weapons for being picked up.
In other words, stairs will no longer be disassembled if other weapons are in reach.
Weapons: If tables are stacked on top of one another, only the topmost one can be picked up.
Weapons: Weapons can no longer be placed into standing wrestlers.
Weapons: Weapons can now only be placed onto another weapon if that weapon is not standing upright or has a flat top (e.g., a table).
Weapons: Weapons no longer collide with other things while being carried.
Weapons: Weapons now physically react to strikes.
For example, dropkicking a ladder from the side may cause it to fall.
AI: Fix AI wrestlers prematurely giving up on retrieving a large weapon just placed inside the ring (e.g., a ladder or stairs).
AI: Fix double execution of rope navigation coroutines. No concrete issues were known to be caused by this, but it could certainly have been responsible for things going wrong.
AI: Fixed folded ladders and tables not counting as navigation obstacles. This could cause AI wrestlers to become stuck at times trying to walk through them, particularly when trying to enter or exit the ring.
Audio: Fixed all audio temporarily muting when a lot of things are going on.
Arenas: Fixed Weapon Around Ring option not working in the training gym.
Physics: Fixed wrong handling of non-uniform armature scales in imported wrestlers, causing funny but game-breaking glitches when they would ragdoll.
Physics: Fixed ragdoll parts having two rope physics related rigidbodies each.
Weapons: Fixed being able to jump off folded tables.
Alrighty, until next time!