Hey buddies! Build 1.45 of [b]OUTBUDDIES[/b] is online now! You may need to restart your Steam Clients for this update to be registered.
The first week for [b]OUTBUDDIES[/b] on Steam is coming to an end and the experience has been marvelous! We may not have huge numbers, but a dedicated and very supportive community is growing. We've had great reviews overall, but some stuff with the control scheme turned out to be over-complex and self-sabotaging at points. I've collected a lot of feedback in the discussions hub as well as on Discord. I hope those fixes will be a step in the right direction to make [b]OUTBUDDIES[/b] more accessible in the future.
Plz let me know what you think, and - as always - try to break stuff. If you enjoy the game, please recommend it to your friends and write me a review. It's so damn important to stand a chance on Steam and stay visible!
Thank you so much for your ongoing support! ❤️
Cheers!
Julian
[h1]CHANGE-LOG BUILD 1.45[/h1]
New control schemes for gamepad modes
XInput mode (default, made for modern gamepads with Right Stick & Shoulder-Trigger functionality)
New button mapping. Xbox Gamepad.
[X] = Fire weapon slot 1; Buddy Telekinesis
[Y] = Shift slot 1
[B] = Fire weapon slot 2
[Right Stick] down = Shift slot 2
[Right Stick] up = Call Buddy. Coded large dead-zone to avoid accidentally shifting to Buddy.
[A] = Jump; Scan with Buddy, Rotate selected stone with Buddy
[RB] = Steam Button/ Dodge; Select object with Buddy, Build block on CoOp
[RT] = Aim upwards, Strafe underwater; Rotate Buddy's keychain
[LB] = Action Button: Interact, Talk, place Bombs; Accelerate Buddy
[LT] = Run Button, Strafe underwater, Rotate Buddy's keychain
(--> For XInput mode Run and Action buttons are now separated).
[list]
[*] [b]DirectInput mode[/b] (6-8 button retro-gamepads, no Right-Stick or Trigger functions). Changed default button mapping. DirectInput controls can be remapped in the [Input Mapping] tab.
[*] [b]New movement abilities:[/b] Player is now able to aim downwards while jumping forward by pressing the joystick diagonal-down. Larger dead-zone for joystick-down input to avoid accidentally aiming down when jumping forward.
[*] [b]Inputs for map scrolling are now inverted[/b]
[/list]
[h1]Design Fixes[/h1][list][*] [b]Buddy Telekinesis:[/b] Abandoned the push/pull mechanic in favor of pull only. A lot of players were confused or annoyed by the old implementation.
[*] [b]Adjusted some key-rooms in the Toxic Swamps[/b] due to a high danger of soft-locking when venturing in that area without the proper equipment.
[*] [b]More Treasure Medals were hidden in the game's last area (Sanctum)[/b], for a better chance to rescue all Wozan or use a resurrection batch in the last boss battle.
[*] [b]Rebalanced drop chances[/b] to account for players low on health or missiles.
[*] Rebalancing of some sound Fx volumes.
[*] Improvements in the tutorial section.
[*] Upgrade chains and Achievement unlocking should now be robust to heavy sequence breaks.
[/list]
[h1]Bugfixes[/h1][list][*] Fixed various typos and grammar errors in the dialogues.
[*] Improved the jump-buffering readout
[*] Rare animation bug when falling, corrupting the double jump input
[*] Player was able to jump/ skyrocket while activating a teleporter
[*] Player was able to jump after being killed
[*] Fixed animation bug when respawning in a crouching stance
[/list]
[b]Upgrade chains and Achievement unlocking should now be robust to heavy sequence breaks.[/b]