Update 1.13.4

Pummel Party

Pummel Party is a 4-8 player online and local-multiplayer party game. Pummel friends or AI using a wide array of absurd items in the board mode and compete to destroy friendships in the unique collection of minigames.

[h1]1.13.4[/h1] This patch brings several new ruleset options to the game, many of which have been suggested by the community. It also includes general improvements and bug fixes across the game and mod editor. [h2]Added[/h2] [h3]New Ruleset Options[/h3] [list] [*]Added random Pummel Award challenges to the ruleset! [list] [*]When creating challenges, you can have the game choose the Pummel Award criteria randomly between the available options each time you play. [*]Per challenge, the game can choose randomly between Most/Least, any of the 6 statistics, and Mid/End-game Pummel Awards. [list] [*]If randomising the award statistic, you can choose which of the six can be randomly selected. This is useful if you only want the game to randomly pick between three of the six statistics for example. [/list] [*]Not everything has to be random; you can choose to only randomise part of the challenge. E.g. You can randomise 'Most'/'Least' but keep it fixed to 'Minigames Won'. [/list] [*]Added the ability to play any map with a custom number of trophy chests. [list] [*]Play with up to 8 trophy chests at once! [*]This can be found in the General section while editing a ruleset. [/list] [*]You can now choose the number of keys needed to open the trophy chest, along with how many keys players will begin the game with. [list] [*]Choose from a set of values ranging from 0 to 150 keys. [*]These options can be found in the General section while editing a ruleset. [/list] [*]Added a new board modifier: 'Randomize Chest Cost'. [list] [*]Every time a chest is placed on the board it will have a random cost to open. This cost will vary between 5 and 80 keys. [*]When used in conjunction with the 'Fake Chests' modifier, all three chests will have the same cost, but the cost will change each time the correct chest is collected and the chests are shuffled. [/list] [/list] [h3]General[/h3] [list] [*]Added text above trophy chests on the board to show how many keys are required to open them. [*]Added player nametags. [list] [*]Helps to identify players in-game. [*]Names show up above players and/or below the score UI in minigames depending on the current mode and minigame. [*]Nametags can be disabled from the options menu. [/list] [*]Added a news section to the main menu. [list] [*]Patch notes and other information will appear here. [/list] [/list] [h3]Mod Editor[/h3] [u]Minigame Mods[/u] [list] [*]Added 'On Round End' player event trigger. [list] [*]Players can now run a set of actions at the end of every minigame round. [/list] [*]Added 'Round Start' and 'Round End' event triggers to the Logic component when used in minigame mods. [list] [*]This allows any logic components to run a set of actions on round start/end. [*]The actions will only run if the logic component is enabled. One possible use for this is to enable a different logic component on each round, allowing for different things to happen based on which round it is. [/list] [*]Added player nametag settings for minigame mods. [list] [*]When making a minigame mod you can choose between three nametag types: [list] [*]Screen Space: Nametags that remain at a constant size on-screen and are always visible. [*]World Space: Nametags that use a size based on distance but are always visible. [*]True World Space: Nametags that use a size based on distance and can be hidden behind objects in the world. [/list] [*]The default value is 'True World Space' and this will be used with all existing mods. Minigame mod creators, feel free to update your mods to use one of the other nametag types if it suits the minigame better via 'Minigame Settings > Player Settings > Name Tags'. [/list] [/list] [u]Board Mods[/u] [list] [*]Added the 'Stop Rocket from entering' option on the Board Space component. [list] [*]This option will force players to dismount the rocket skewer before passing over the board space in a game. Useful if your board relies on players triggering an 'On Player Passing' event. [*]This option is only available when the board space type is set to 'Custom'. [/list] [*]The 'Give Trophy' action can now give multiple trophies at once. [*]Added the 'Remove Trophy' action. [list] [*]Board-related events can remove a given number of trophies from players using this action. [/list] [*]New board settings [list] [*]Added a board setting to set the number of chests that will be spawned on the map. [list] [*]The default is 1, but it can be set as high as 8. [*]Will be overridden by players' rulesets. [/list] [*]Added support for setting a custom position for the 'Fake Chests' modifier's initial chest shuffle animation. [list] [*]This can be found under 'Board Settings > Board Details > Custom Chest Shuffle Position' [*]Enter an x,y,z position for the chests to be centered on. A gizmo will appear in the scene view while the board settings are shown in the inspector window. [*]Without enabling this new setting, fake chests will continue to shuffle above a graveyard space as they always have on custom boards. [/list] [/list] [/list] [h2]Changed[/h2] [list] [*]Updated the appearance of board space connections to include the connection direction on most boards. This makes the available paths around boards more clear. [*]Rebalanced the Pummel Prison escape spaces. [list] [*]Players who pass over the escape spaces are no longer given a trophy. They receive 10 keys instead. [*]Players can still get a trophy by landing exactly on the space, as was the initial behaviour before 1.13.0. [/list] [*]Made the healthbar that is shown near the player's score in some minigames wider. [*]Swapped the position of the trophies/goblets and keys in the scoreboard UI when playing a board game. [*]Updated the UI in the friend invite screen slightly. [*]Increased UI navigation speed when holding an input on a controller (e.g. holding up or down to scroll through rulesets with a controller is much faster). [/list] [h2]Fixed[/h2] [list] [*]Fixed the listed controls being incorrect for some minigames when using a controller. [*]Fixed UI control being lost in several places while using a controller in a multiplayer lobby when not the lobby host. [*]Improved controller support on the Steam friend invite screen. [*]Fixed some cases of text appearing in English when playing with another language. [*]Fixed a softlock when obtaining the game-winning trophy via a 'Give Trophy' mod action. [*]Fixed an incorrect delay being calculated when chaining multiple overlapping 'Damage Player' or 'Give Trophy' actions in a single list of mod actions, causing the game to pause for an excessive amount of time. [*]Fixed bots never spending items on custom popup choices in mod boards. [*]Fixed weapon trails in mod minigames visually going through walls. [*]Different types of goals (Normal chest, Fake chest, Pummeltown cage) now once again use the correct icon and name when being interacted with. [*]Fixed the Twitch TV hat static remaining visible while the player is stuck inside a present. [*]Fixed a softlock when loading into a game if multiple mods failed to load. [*]Mod editor Hierarchy bugs [list] [*]You can no longer drag objects outside of the prefab hierarchy when editing a prefab. [*]Dragging an unselected object to move/parent it in the hierarchy now works correctly when you have another object(s) selected. [*]Dragging an object onto another to parent it no longer selects the parent object; the original object selection is now maintained. [/list] [/list] Thank you to everyone who has submitted bug reports on the Steam forums and elsewhere.