Update v1.092 live!

Viscera Cleanup Detail · published

A merry greetings, dedicated custodians!

Whew, it's been exactly a year since the last update.
A considerably longer wait than we thought it would be, but at least we've cooked up a decent little build.
It may be a small version increase(we're saving 1.1 for...stuff), but it does come with an entirely new level. Complete with a new mechanic: Paint!

That's right, behold the grim(and considerably filthy) wonder that is "Uprinsing".

Along with the new level come a number of fixes and tweaks.
Most notable is a setting that mitigates the likelihood of pesky casings escaping your bins. See for yourself:


    Maps:
  • Added the new "Uprinsing" level.
  • Adjusted speedrun par-times for most maps to better accomodate "Ubermensch" achievement.
  • Increased Speedrun par-time for Paintenance, Frostbite, Overgrowth, Unearthly Excavation, Cryogenesis and Zero-G Therapy.
  • Decreased Speedrun par-time for Caduceus, Gravity Drive and Revolutionary Robotics.
  • Fixed sentry gun near the entrance in Revolutionary Robotics not being alerted by nearby field.
  • Slightly changed the look of the "Janitor Office".
  • Made the Vending machine in "Hydroponic Hell" create three seeds at once.

    Game:
  • Made physics time-stepping adjustable. Making it possible to prevent small objects falling through bins and buckets at the cost of performance.
  • Fixed an issue allowing repeated punch-out "score-checks" in speedrun to trigger/increment "First Aid" and "Employee of the Year" achievements.
  • Made stacking zone decals more visible.
  • Made incinerated Spartan Ammunition boxes now fire straight out in a single direction instead of in a random direction, turning them into a viable weapon.
  • Increase collision size of Welder-made "bullet holes", improving the chances that the hole can be detected by the welder beam if it spawned in weird geometry.

    System:
  • Added "RetryAchievementUnlocks" console command for retriggering "One Mop To Rule Them All" check. For use in rare cases where it doesn't work normally.

    UI:
  • Added "Physics Quality" setting to options menu to control physics-time stepping.
  • Adjusted the "Average Length" text for levels to say "X hours and X minutes" instead of "X.X hours"

    Horror DLC:
  • Decreased Speedrun par-time for House of Horror by 28%.

    Shadow Warrior:
  • Decreased Speedrun par-time for Shadow Warrior by 10%.
  • Made it possible to get "Mr. Two Million Dollars" achievement without cleaning the level.
  • Added "RetryAchievementUnlocks" console command for retriggering "Mr. Two Million Dollars" check. For use in rare cases where it doesn't work normally.
  • Fixed trigger in doorway accepting collision hits from the player's Mop.

    Santa's Rampage:
  • Fixed presents being taken to the office not saving their appearance.
  • Decreased Speedrun par-time for Santa's Rampage by 10%.

    Workshop:
  • Fixed custom debriefing messages not accepting the new-line symbol(\n) when entered in the editor.
  • Fixed debris with "bUseFactoryAppearance" set to true not saving their appearance across levels, ie: when taken to the office.
  • Made it possible for "VCScriptedControl_DoorsA" actors to optionally override the codes of linked Keypad panels, making them all share a code, random or not.
  • Added functionality for Acid+Paint combo, acid jars are used to corrode paint splats which can only then be efficiently mopped up.
  • Improved Plopper, allowing the rotation of objects with the mouse-wheel in all three axes by holding down "Shift + Mouse Buttons".
  • Added a randomized-on-spawn Janitor corpse debris class and its archetypes to GP_Archetypes. Can be used for other things too.
  • Made it possible for the vending machine to create up to 5 items at once.
  • Reworded a few punchout notes to not be "OmniCorp" specific, allowing them to fit better for any level.

Now, some info on what else we've been doing.
Indeed, that's a small update for a year's worth of work. This is because we're mostly working on other projects.
One major project we hoped to reveal, as it's seen a lot of attention, won't be happening just yet. This is because we've been pursuing multiple things, and at this point, we've got a number of interesting projects being explored, so we cannot say which will be chosen in the end.

This is good though, because it'll allow us to settle on something we feel is both really interesting and can also be done right.
We really jumped head-first into VCD, which worked out great, but also left us with a number of obstacles we either never fully overcame or had to play catch-up with(networking, I'm looking at you!). We hope to make things a little smoother on the next project.

Once we settle on our favourite, we'll be able to keep you guys regularly informed and supplied with its updates.

Until then, I hope you all have a wonderful holiday, and don't cry too much after completing the new level.
Enjoy!

EDIT2: Mac build of the update should be live now. Let us know if there are problems.