[img]{STEAM_CLAN_IMAGE}/41781053/a7bd3b50a262fc1706b1d98a9a6abb5bceee5313.png[/img]
Behold the fancy HDR shader effects! Marvel at the Physcially Based Rendering of shiny surfaces!
Monsters Loot Swag has been updated to a new engine version, with a new fangled asset system, fancy HDR and PBR shaders, and more *stuff* - dragging it kicking and screaming into the 21st Century!
The previous version of the game has been retired, and so has the demo which is now out of date.
Amongst this change, there has also been a whole sale raft of fixes and improvements.
Update 25: update to v.1.8.0.1
[olist]
[*] Change: Beta Build is promoted to Release Build, old default build based on engine version 3 has been retired.
[*] Change: Beta Build is now keeping pace with Open Source game engine development and latest build pull is now noted on Main Menu Screen.
[*] Change: Both Default/Release and Beta Builds now use the same number system for version updates.
[*] Change: Shader Cache now has a new folder as loca/shaderCache
[*] New: Added huge preload group to reduce dynamic networked objects first spawn loading stutter at the cost of 15+ seconds addition level loading time.
[*] Change: Player projectile attacks no longer automatically stagger Bosses.
[*] Fix: Level 6 Boss, The Head Gardener, was failing to physically spawn the model.
[*] Fix: Dive Bomber Special Defend Swag was using the client's ID number for damage, resulting in massively inflated damage such as 26004. Now fixed to 50.
[*] Change: Level 6 player barrier to prevent the player from scaling walls due to impact impusles was too low.
[*] Change: Converted remaining Waveform files to Theora.
[*] Change: Re-imported 257 audio files to update asset references.
[*] Fix: Changed redundant marker class to current in level 2.
[*] Fix: Changed redundant marker class to current in level 4.
[*] Change: Reduced shadowMap needlessly drawing an overly large size, resulting in performance boost of up to 19% on some levels.
[*] Change: Reduced shadow logweight by 10% for crisper shadows in client player's viewport.
[*] Change: Increased shadowMap resolution for higher quality shadows at the cost of ~80mb memory.
[*] Change: Frag Special Attack maximum throw force reduced to 8 from 12, grenades should no longer land far behind a huge group of enemies.
[*] Fix: Fixed the occaissional (but in Level 6 often) SFX Emitter throwing an assert with ghosting whilst toggling when the player was charging/buying swag ... by completely removing the bloody things and replacing them with a client side loopable explosion.
[*] Change: Open Node audio now plays through own SFX emitter.
[*] Change: Pumpkin standard damage up 10% as a reward for being an unlockable character.
[*] Change: Pumpkin heavy damage up 10% as a reward for being an unlockable character.
[*] Change: Pumpkin special evade damage up 10% as a reward for being an unlockable character.
[*] Change: Noxious Gas Special Defend is now a self contained explosion for networking.
[*] Fix: Ban Hammer explosion was not getting position passed.
[*] Fix: Some scheduled explosions had position and decal passed in reverse order.
[*] Change: Shaded Level 6 enemies materials to a shade of their glow colour.
[*] Change: Added a faint glow to all coins and taels.
[*] Change: Made bronze coins darker and more saturated in colour.
[*] Fix: Noxious Gas Special Defend was not playing the fart sound.
[*] Fix: Triple Damage Icon now resets with all other attribute modifier icons.
[*] New: Players not near the exit when it is opened are now informed with a special fx, previously it was just a message.
[*] Change: Loading Screen Title now a slightly smaller font size to avoid edge clipping.
[*] Fix: Achievement UNTOUCHABLE was having a misspelt var passed.
[*] Fix: Achievement UNTOUCHABLE was checking for the wrong level.
[*] New: Steam Stats now record if the UNTOUCHABLE achievement has been mistakenly run and will reset it if need be.
[*] Change: Beta Main Menu Music is now Tōhō-core.
[/olist]