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high rated
Update 3.32
• Fixed new mutators giving wrong multiplier in firefight mode.
• Fixed bonus levels sometimes softlocking after certain combo of menu navigations.
Update 3.31
Balance

• Getting cannon headshots easier

Bug Fixes

• Fix disappearing stunt lines
• Removed couch bind response leftover from demo rebinds
• Altered DX11 explosion effect to be same as DX12
• Fix for “1” opening pause menu (may need to reset controls to default to apply)
Update 3.30
New features

• New game mode, Rogue Steel
• 9 new achievements unlocked through Rogue Steel
• 23 new Firefight mutators unlocked through Rogue Steel
• 6 new weapons
• 5 new modified enemy types
• 8 new exclusive Rogue Steel levels
• New Cannon Mode: Cutting Beam
• 10 Character skins to unlock in Rogue Mode
• 15 Cannon skins to unlock in Rogue Mode

Balance and QoL changes

• Adjusted NPC hit stun animation to make followup headshots easier
• NPCs no longer stun themselves and eachother with explosives
• Increased VAL mag size and position
• Tweaked Bulldog animations and sounds
• Tweaked Lever Action position

Bug and Performance Fixes

• Optimized explosion performance and audio
• Fix visual glitches when air sliding and looking down
• Fix visual glitches when kicking while falling
• Jumping now makes Steel leave softlock that happens rarely on certain stunt combos
Update 3.21 Hotfix
• Added missing localizations.
• Fix for arm cannon sometimes not spawning in campaign.
• Fix for tunnel bonus level checkpoint.
Update 3.21
• Fix for New Game + breaking some bonus levels
• Fix for Overcharge cannon effect sometimes not despawning
• Fix for navigating graphics menu with gamepad
• Restore Party Hard achievement
Update 3.20
New bonus campaigns with achievements

• QUERY - [ INPUT ]
• COMMAND - [ EXIST ]
• ICARUS
• CHURCH
• SOULS

Quality Of Life

• General performance and level load time improvements
• Native gyro support
• Rumble support for gamepads
• Increased impact cannon punch radius
• Added gamma adjustment slider
• Added NPC voice volume slider
• Added setting to disable gamepad
• Improved pick up weapon logic on gamepad
• OC cannon now kills shield NPCs on shield hit
• Buffed weapon pickups in Conscience campaign level
• New HUD option to center hud elements
• Achievement for Chalet campaign

Bug Fixes

• Fixed bug with uploading props
• Fix workshop button showing on victory screen when no valid workshop link
• Reduced aim acceleration radius for joypads
• Tweaked deadzone logic for joypads
• Improved various particle FX performance
• Added more FX to simple fx mode
• Relit firefight levels in simple lighting mode
• Improved performance of large moving props with no need for collision
• Removed crouch binding option
• Fix sound volume in museum
• Reduced turret firing volume
• Hid shuffle music button in campaign until I can think of a fix for music resetting
Level Editor Update 3.10
Mayor Features

• Prop workshop, fill your levels with voxel art made by the community
• Workshop campaigns, multi level stories made by players
• 7 new Floating Door tracks inspired by Workshop levels (available only in level editor levels and bonus levels)
• New bonus level by Ouros: Chalet (see screenshots below)
• Tons of new scripting functions in level editor requested by the community
• New performance options for low spec PC, along with optimizations for all PCs

New Editor Features

• Added copy function to level editor browser
• Can use box select on props, lights, and NPCs in editor
• Added show void action
• Props can now move along complex paths
• Props have option to point towards direction of movement
• Props have option to be hidden on lvl start
• Props can make scripted actions happen when they are destroyed
• Altered speed logic in prop movement
• Fixed some bugs w/ prop movement UI
• Can attach lights and trigger volumes to props
• Trigger volumes can fire their own scripted actions even w/ no objective
• Added ability to sort props into folders
• Can make void invisible
• Trigger volumes can trigger actions even with no objectives
• Can set author name to show in level select screen
• P99 can actually spawn
• Fix for first selection bug

Small changes/bug fixes

• Optimized cutscene videos
• Improved Simple Lighting and Simple FX modes
• NPCs can move through props player can
• Button to review level shown at end of campaign levels
• Direct hits from explosives can edit prop voxels
• Small tweak to npc aim logic
• Turrets dont suffer friendly fire from NPCs
January Patch 3.04
• Language selection now saved and loaded
• Updated locs
• Compressed large UI textures
• Fix crash on 1 lvl playlsit
• Fix binding throw on gamepad
• Fix non working triple threat levels
• Experimental: Added simple lighting option for improved lighting performance
• Experimental: Added simple fx option for improved particle performance
Post edited October 27, 2022 by Berzerk2k2
high rated
January Patch 3.03 Hotfix 2
• Updated russian loc
• Patched bug in conscience campaign level
• Attributed Crimson Air to Damare in credits
January Patch 3.0
Major Feature Additions

• 12 new levels
The highlight of this update. Many level editor features were made to support the experiences the levels wanted to create. The larger scale of the newer levels necessitated optimization of AI behavior, the benefits of which also carry over to the base levels.
• New cannon mode, meta grenade
Given the level reorder and properties of the initial campaign, players ended up entering the final level ‘The Wall’, with a brand new arm cannon type, immediately after unlocking it. The beam flamethrower arm cannon mode was initially also used in the ‘Estate’ level. The sudden confusing and underwhelming nature of the overcharged cannon necessitated the introduction of an improved late-game upgrade. The Meta Grenade has similar uses to the Plasma Grenade, but has more charges, no drop-off, faster travel speed, and more enemy damage. Rather than giving the player something different and unfamiliar in the final levels, we wanted to improve the player’s current ability to express themselves by increasing the usability of the standard arm cannon.
• Adds Specialist npc
A recolor of the standard enemy type, but with new guns, doubled movement speed and health, and crouches less often. The majority of enemy types in the game can be killed quickly, even without headshots. Making a tougher, faster, more aggressive enemy type fills a niche that the old enemy roster didn’t have. Their dropped weapons include a mix of new and underused guns, which mirror, but are an improvement upon, the standard enemy loadout.
• Added suppressed deagle
The only previous sidearm type weapon that was suppressed was a fast, high capacity, burst fire pistol. A slower weapon with the same damage as the deagle provides a sidegrade option.
• Added suppressed mac10
The smg class of weapons didn’t have a suppressed option, and a huge suppressor on a tiny gun looks cool.
• Added sawn off shotgun
A requested weapon by bloody, the sawn off is dropped by specialists and heavies. High damage, low range, low capacity weapons are fun. It is capable of 1 shotting a heavy enemy if enough pellets hit.
• Added lever action
Guns with manual actions are cool, a one armed protagonist who is also able to use such a gun is even cooler.
• Tweaked music throughout campaign
Many tracks created by Floating Door for the OST were unused. Adding new levels interspaced in the campaign provided the opportunity to revise the existing bgm.
• New achievements

Editor updates

• Editor Trigger Volume updates
> Trigger volumes can make events happen
> Added more sound choices to campaign volumes
> Trigger once only trips if objective valid

• Editor Prop updates
> Alphabetized id selection in editor
> Add new prop move action
> Added prop rotate action, can start and stop w/ action or start on spawn
> Added prop show action
> Shatterables can now take dmg before shattering
> Shattering object counts as destroying it for objective
> Add invuln related prop actions
> New no cannon damage flag (props take hp dmg but no cannon visual dmg)
> Add show health bar action for props

• Editor Action updates
> Add unlimited cannon ammo action
> Added kill all npcs action
> Added disable AI action
> Added bgm related actions: DropPitch, RaisePitch, StopMusic, PlayMusic, PlayIcePrison, PlaySolarpunk
> Added lighting related actions: some ambient light events, KillLights, RestoreLights
> Add new spawn wave action
> Added Portal turn off action
> Added kill all npcs action
> Added disable AI action

• Made rectangle selection more accurate
• Can set delay between campaign events
• Door and campaign markers snap on spawn
• Added more guns to editor spawns
• Enabled basic checkpoint setup

Stunt Balancing

> Added 0.5 seconds to jump and double jump startup
Jumping from a flat surface gave a small amount of stunt, about 0.15 seconds, at the beginning and at the end of the jump arc. Both trigger because of the passive stunt status granted when being above 850 units of speed. The additional forced stunt time of 0.5 seconds allows the player to stay in stunt mode until near the apex of the jump. This allows a larger and more forgiving window to transfer from sliding or standing to wallrun, behaves more similarly to the stunt time granted from walljumping and doublejumping from a walljump, and overall allows for safer vertical movement.
> Kicking door gives 1.0 seconds stunt
> Leaving fan gives .5 seconds stunt
> Stunt timers now check that they won't interrupt an already longer running stunt timer before activating

Level Balancing

> Cleaned tutorial
> Added heavy to cafeteria
> Removed heavy from cybermed
> Added fan to prison
> Updated party mansion campaign
> Added checkpoints to party mansion
> Extended museum objectives
> Extended garden objectives
> Updated Wall geometry

Enemy Balancing

> Gave jetpacks backpack VO
> Jetpacks now use burst fire at all ranges
> Increased jetpack deceleration
> Decreased jetpack move cooldown time
> Mech now shatters any blocking props
> Added more weapons to ceo office, boosted boss health by 200
> Boosted mech hit sound
> Boosted triple threat and ng+ simultaneous npc limit to .5 starting number

Weapon Balancing

Many weapons felt underwhelming. Visual tweaks in randomized gun attachments and audio tweaks in gun sounds help distinguish them from each other. All smg type weapons, the most commonly used type in the game, received both a base ROF buff as well as a ROF buff while in bullet time. The DB12’s 2 shot burst fire was seldom useful, changing it into a full auto weapon fills a role not yet seen in the shotgun weapon type. The L86, as a weapon that is only placed in levels and not dropped by enemies, felt ineffective and boring, with rifle tier damage but horrible accuracy. Increasing its accuracy, ROF, and giving it the same ROF buff smgs have in bullet time makes it stand out as a powerful gun to use.
> Boosted smg ROF in bullet time
> Boosted eon rof by 50 and reduced mag size by 5, increased shot pitch
> Changed R-shotgun sound to match other shotguns more
> Increased db12 mag size by 4
> Tightened bulldog spread, altered sound to match other shotguns
> Doubled deacon volume
> More eon randomization options
> More advanced rifle randomization options
> Reduced bulldog mag size
> Db12 now automatic, reduced mag size
> Boosted l86 rof to 1000, reduced mag size to 60, gives smg bullet time properties
> Reduced l86 dmg
> Boost smg rof
> Adjusted p90 rof and sound
> Randomize zip sights
> Randomize ru2 sights
> Randomize m4 sights and grip
> Scale up up m4 model, combat rifle model, r-shotgun model, l85, 92f, db2
> Beef up db2 sound
> Moved db12 shoulder position
> Adjusted shotgun grip and sound

Quality of Life changes

> Doubled backpack charge radius
> Tweaked gamepad look/move options
> Added gamepad deadzone to l and r stick
> Elite’s cloak turn off if they are last standing
> Clamped slide tilt maximum
> Boosted cam follow speed while kicksliding in air
> Added shatter sound to shattering props
> If player has wide pulse cannon selected they still get to use meta for post museum levels
> Hide hand when no gun (hide ugly fingers)
> Added .7 seconds persistence to weapon ready state

Bugfixes+Optimization

• AI Optimization
Many of the new levels are larger and have higher enemy counts than previous levels, using enemy spawners was necessary to reduce CPU load, tweaking and optimizing spawner properties became necessary. Many older levels did not feature extremely long sightlines, so AI detection and behavior was adjusted to reduce excessive CPU use from AI pathfinding to distant players.
> Performance tweak to enemies spawned in during level, no longer spawn in immediately awake
> NPCs return to spawn and sleep when cant find player
> Reduced NPC sight range for all except sniper
> Turn off npcs sight when player is far away
> Lowered max npc count for auto waves
> Capped npc rof
• Fixed being able to kick open locked doors when enemy was behind
• Throwing weapon no longer immediately detonates objects
• Fix ui bugs with trigger volumes and props
• Explosion debris decal now displays in all angles
• Fixed issue where objectives would become physics objects
• Markers with ids no longer used for random spawning
• Fix for first events not working on lvl reset
• All objects with id get deleted on lvl reset now
• Props with id dont get physics check
• Invuln props don't get cannon edits
• Fix for chunks getting unhighlighted when shot
• Fixed shockwaves letting player pickup gun from far away
• Ensure health bar for props removed on death and unload
• Fixed mech from hurting self with rockets
• Fix for player climbing up stairs when diving
• Slide legs now properly tilts depending on camera direction
• Removed kick prompt from prototype
• Hide rtx toggle when no rtx launch is chosen
• Fixed double doors exploding when kicked
• Fixed bug where explosives would drain double hp per hit
• Fixed bug where firefight music wouldn't play if title track was still fading
• Fixed explosive rounds not penetrating glass
• Fixed bug with waves spawning on markers w/ id
• Fixed replaying levels with checkpoint
• Attempt optimize fire
• Fixed issue when gun preview would drain frames in gameplay
• Toned down spark and plaster particles
• Reduced plaster particle lifetime
• Reduced memory usage of some ui elements
Post edited January 29, 2022 by Berzerk2k2
Patch 3.0.2 was pushed to Steam and GOG last night, without changes mentioned. Likely a mere hotfix.
high rated
November Patch 1.7
New Features

• New Cannon - Impact Driver
• Experience the brand new Impact Driver cannon mode! This cannon is all about close combat. Bust through walls, destroy environments, and make soldiers fly!

Firefight Playlists

• With Firefight playlists, you can create a non-stop session of your favorite firefight maps. Move seamlessly from one map to the next.

Fixes and Improvements

New explosion effects*
Improved localization
Fixed issue where excessive ragdoll force would make npc bodies dissappear
Cannon recharges faster
can kill pyros w/ kicks now
Added more decimal places to mouse sensitivity config

*New explosion effect is disabled during RTX. A fix will be coming in a future update.
Hotfix Patch 1.6
• Tones down some areas with overblown post processing
• Turning bloom off now also turns off object edges glowing
• Can enable/disable fans in level editor events
• Fix for grav gun
• Can pickup empty weapons again, this is needed for a tutorial level.
• Fixed issue where cannon sometimes wouldn't spawn in campaign
Patch 1.5
• New Game + mode (Random extra enemies and enemy respawns)
• Can use firefight mutator unlocks in campaign mode
• Gravity gun arm cannon mode
• Lots of new small objects in world to throw around with the gravity gun
• 13 new achievements tied to campaign
• Workshop levels can have campaign objectives
• Overhauled apartments campaign level
• Clearer enemy and objective outlines
• lobber and rpg rounds now have tracer effect
• Level editor now supports user made props
• Reduced frequency of NPCs crouching in combat
• Update UE4 to 4.27.1
• Updated DLSS to latest
• Added hidden debug cam for content creators
• Fixed issue where kicking a door would sometimes hit door frame
• Fixed enemies hiding too well in lower admin campaign
• Fixed toilet shattering
• Fixed issue where NPCs would spawn without squad orders
• Estate can now also be damaged by explosives
• Option to disable camera roll
• Can no longer pickup empty weapons
• Added the wffle to firefight unlocks-New Game + mode
Patch 1.1
Bug fixes

• Fix kickslide kill challenge
• Fix spamming buttons on victory screen
• Fix HUD and menu display on 4:3 monitors
• Fixed museum exploit
• Fix for tor battle sometimes not completing
• Final cutscene now is skipped when auto skip cutscenes on
• Fix for sliding on stairs sometimes stopping stunting
• Fixed occasional freeze when leaving workshop level
• Added exe icon
• Halved map zoom out
• Fixed incorrect font
• Corrected some Russian localization in control settings (thanks FXCloud!)
• Renaming levels no longer makes a new workshop entry
• Fixed bug where replaying tutorial level would erase current campaign progress

Community requests

• Doubled max gamepad sensitivity
• Doubled kick it radius
• Set gamepad movement deadzone from .4 to .05
• Ultrawide support (Experimental, please confirm in forums if it works or doesn’t work)

Speedun requests

• can hold buttons during load and start moving on level start
• Speedrun Timer stops before final cutscene
• resetting level 1 also resets speedrun timer
• Speedrun HUD shows mutator count
• Victory screen shows mutator count
• Current level name now stored as static FString

Editor

• Allowed Min/Max level bounds to pass 0
• Allow lights to change color
• Fixed case where campaign volume would get 0 scale
• Added sniper to npc spawn options
• Can now use sky with time of day options
• Start work on improving voxel copy paste [experimental]
high rated
4/8/2022 Patch notes:

NOTE: a lot of these are focused on steam workshop support, I will amend instructions on how to get workshop lvls into GoG version at end of post.

Major Features:
Prop workshop, fill your levels with voxel art made by the community
Workshop campaigns, multi level stories made by players
7 new Floating Door tracks inspired by Workshop levels (available only in level editor levels and bonus levels)
New bonus level by Ouros: Chalet
Tons of new scripting functions in level editor requested by the community
New performance options for low spec PC, along with optimizations for all PCs.

More new editor features:
Added copy function to level editor browser
Can use box select on props, lights, and npcs in editor
Added show void action
Props can now move along complex paths
Props have option to point towards direction of movement
Props have option to be hidden on lvl start
Props can make scripted actions happen when they are destroyed
Altered speed logic in prop movement
fixed some bugs w/ prop movement UI
Can attach lights and trigger volumes to props
Trigger volumes can fire their own scripted actions even w/ no objective
Added ability to sort props into folders
Can make void invisible
trigger volumes can trigger actions even with no objectives
can set author name to show in level select screen
p99 can actually spawn
fix for first selection bug

Small changes / bug fixes
Optimized cutscene videos
Improved Simple Lighting and Simple FX modes
NPCs can move through props player can
Button to review level shown at end of campaign levels
Direct hits from explosives can edit prop voxels
Small tweak to npc aim logic
Turrets dont suffer friendly fire from NPCs

How to use steam workshop levels in EGS or GOG versions:
1) Find the map you want on steam
2) Download with this tool Steam Workshop Downloader . IO
3) Navigate to this folder on your PC: C:\Users\ [Your Username Here]\AppData\Local\ThankYouVeryCool\Saved\SaveGames\levels\
4) Make a folder that matches the name of map exactly, place contents of zip inside (see screenshot for example)
Attachments:
intros.png (191 Kb)
Post edited April 08, 2022 by mattlwa
8/19/2022

PATCH NOTES:

New bonus campaigns with achievements:
QUERY - [ INPUT ]
COMMAND - [ EXIST ]
ICARUS
CHURCH
SOULS

Quality Of Life
General performance and level load time improvements
Native gyro support
Rumble support for gamepads
Increased impact cannon punch radius
Added gamma adjustment slider
Added NPC voice volume slider
Added setting to disable gamepad
Improved pick up weapon logic on gamepad
OC cannon now kills shield NPCs on shield hit
Buffed weapon pickups in Conscience campaign level
New HUD option to center hud elements
Achievement for Chalet campaign

Bug Fixes
Fixed bug with uploading props
Fix workshop button showing on victory screen when no valid workshop link
Reduced aim acceleration radius for joypads
Tweaked deadzone logic for joypads
Improved various particle FX performance
Added more FX to simple fx mode
Relit firefight levels in simple lighting mode
Improved performance of large moving props with no need for collision
Removed crouch binding option
Fix sound volume in museum
Reduced turret firing volume
Hid shuffle music button in campaign until I can think of a fix for music resetting