Could be fun, though it's subjected to the usual [Early Access] roadmap(tm) since we can't have finished games anymore. Still, the Rinmen HQs already have the goods in case anyone wants to give it a whirl.
Honestly, after I saw all the GZDoom projects I can clearly see why PC is basically dominant the gaming this gen,
While consoles first party companies used to rely on high budget games that most developers can only dream to raise that kind of money, high budget game doesn't necessarily mean a good game.
Sometimes, the good all fashion games that basically build on heavily modified dated engine is more cool project than the latest version of Unreal engine 5.
Not digging navigating the first few levels especially with all the back tracking. The automap is obviously liek a doom game but the stages are connected by loading zones and you can't see past many of them unless you actually physically go back to that zone.. so cant always just scroll around the map to see where that one card cabinet was.
Minor annoyance but an annoyance nonetheless. The difficulty can be brutal as the game goes on but I have no qualms about it... i am betting it will be nerfed though.
Not digging navigating the first few levels especially with all the back tracking. The automap is obviously liek a doom game but the stages are connected by loading zones and you can't see past many of them unless you actually physically go back to that zone.. so cant always just scroll around the map to see where that one card cabinet was.
Minor annoyance but an annoyance nonetheless. The difficulty can be brutal as the game goes on but I have no qualms about it... i am betting it will be nerfed though.
Agreed, I played through a few chapters since I was too curious and the demo section is the one that received the most care whilst at the same time offering the most inspired level design, which was to be expected. There are balancing issues left and several hollow maps with not much going on/obtuse designs/backtracking, but I imagine those will be taken care of in due time (hopefully).
It's definitely promising though, with its meaty gunplay, aggressive AI, very high levels of interactivity and little to no hand-holding which is always a plus in my book. At first, I was a bit disgusted by the giant UI but thankfully, everything is customizable/resizable (including mutators such as health regen, discarded ammo, etc.). They should also add lean à la FEAR, the pseudo-strategic nature of the encounters would benefit from that.
Main thing i dont like about it is there's not much narrative yet you're constantly given checkmark objectives.. im assuming the narrative will be fleshed out.
Ahh sweet, yeah I've seen this recommended across most gzdoom game discussions (haven't played either). Will play. There's not a lot of description about how this game plays here so I will give my 2c, although I suspect it not being AAA graphics makes it a write off for most.
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The initial hour I wasn't so sure. The first weapon you get is pretty subpar and I also don't think it reflects the games gameplay very well. I think they should either add the first upgrade you get (a 3-shot burstfire) to the start gun - as the default or just switch the order you get gun 1 and gun 2. You get gun 2 which solves this problem after about 20-30mins.
The game has lots of interactive stuff probably at the same level as Duke3D, play pool, airhockey, space invaders arcade machines, flush stuff down toilets, play burgerflipper/clickerheroes, smash everything etc. It's impressive and there are a lot of Easter eggs to discover.
Movement - you can crouch, jump and you can slide. The slide adds a lot to the combat as a means of avoiding difficult situations, and is also useful to find secrets etc. Some people whine about the movement speed, but it's very intentional to ensure you can't just press left or right and strafe in circles killing everything effortlessly, a lot of derps in the discussion board also never discovered slide-jump either.
The level design is excellent, and many of the secrets are involved enough to give you immersive sim vibes. You will use cranes, you will push/pull barrels to switches or to climb obstacles etc, cut power by shooting fuseboxes, smash padlocks. The tone of the game is hard sci-fi and they mix pop-culture kind of like how Duke3d did. This game had me looking for secrets because they can unlock weapon upgrades and alt fires, which also breaks up the combat.
Combat is.. initially hard but once you adjust to it's probably some of the best i've seen from gzdoom. This team/guy has put a lot of work into the AI too, you will be flanked, you will cop grenades, enemies will come out of doors, build turrets, fire through windows, smash through walls etc. Enemies react to your grenades etc. The only criticism I would give it is that "Enforcers" will wreck you in 2 seconds with max armour and health in the wrong position. I think enemy shotgun is crazy OP too - but they are far and few between near the end of the game. All the enemy designs are great.
Overall the game switches between simple puzzle like mechanics and combat sections, so it doesn't get monotonous.
Version 0.84 - The MEGA patch
(IMPORTANT: There is a bit of overlap in patch notes between 0.83e and 0.84, sorry about that!)
The official soundtrack is now available on Steam!
Added Steam Trading Cards and Points Shop
Added "Resume Game" button in the main menu
Added level versioning system
Added "Hard-Boiled!" mutator
Added "Armor Up" mutator
Added "Extended Bullet Casings" graphical setting
New weapon upgrades
Weapon kit reworks
Improved navigation in the earlier levels
Improved general feel of the game
Improved map screen
Improved movement options
Blood is now 0.2% more purple.
VAC-Bot petting
And more!
Map Screen
Added map icon for weapon kits. They will appear once you have been in their line of sight.
Added map icon for secrets that have been discovered.
Added map icon for friendly sentry guns.
Added option to add textures to the map screen.
Steam Point Shop
Not really a change to the game itself, but still worth mentioning!
Added Steam Trading Cards. One card will be given every 30 minutes of play
Added Selaco themed backgrounds, stickers and emoji to the Steam Point Shop
Save System
Quicksaves and autosaves have been reworked to function properly with Steam Cloud saving. Previously, when using two different machines, some autosaves/quicksaves could be overwritten in the wrong order, which was very confusing.
Save files will be migrated to a single folder. The first time you launch Selaco, all saves will be backed up and migrated into the program folder so they can properly be synchronized between platforms.
Steam Deck/Linux and Windows should now be able to synchronize saves correctly.
Reworked Weapon Station Elements
Some portions of the Weapon Station UI have been touched
Time Saving
Added "Skip Splash Screens" options to go straight to the menu after loading the game
Level Versioning System
This system allows us to update the game, including levels, while retaining full savegame compatibility.
There are some limitations. Any level you have visited in your saved game will still be identical to the version from before the update. Level versioning is only applied to new levels that have not been loaded in your saved game before.
While we have thoroughly tested this with our playtesters, errors may occur when traveling to previously loaded levels. If this happens, please let us know!
DEV NOTE: This new system will make the patching process a lot easier. The reason we haven't been able to patch for a while is entirely due to GZDoom not being able to handle level adjustments without breaking saves.
This should no longer be an issue, provided no major issues are found.
Credits and Weapon Part UI Elements
Credits and Weapon Parts are no longer shown on the HUD at all times.
Picking up Credits or Weapon Parts will now briefly show your total amount on the HUD.
Hovering over purchasable items (Gwyn Machines, Purchase Panels) will briefly show the amount of credits.
You can now see your currency at all times on the Datapad screen.
Updated Mutator Menu
We've reworked the difficulty screen to now have a dedicated Mutator button.
Added support for unlockable Mutators. This will be utilized more in the future
New Mutator: Hard-Boiled
Unlocked by beating Chapter 1.
All enemies are stronger with slightly more health, pain resistance, ability chances, and mobility options (strafe and flank chances).
Dawn spawns with the highest possible Tech Module, making all upgrades purchasable right away.
Killed enemies drop credits and/or Weapon Parts.
Pathfinder Memorial's Saferoom is unlocked right from the start.
Enemies will have other surprises that we will not spoil.
DEV NOTE:
Players frequently asked us why the game doesn't have a New Game+. The reason is simple, we only just shipped Chapter 1!
End Game content is not a thing we want to worry about right now, we have to finish the chapters first! For now, Hard-boiled is a very fun stand-in.
New Mutator: Armor Up
Booster Mutator that increases armor durability by 25%.
Hardcore Mode
Save price decreased from 400 to 300.
Removed Hardcore Mode Mag Dumping. Rather than throw away all the ammo, it will now use the same approach as Traditional Mode. We understand that some people liked this approach, so we are considering adding it back as a separate mutator!
All Weapons
Added ability to zoom in and out while firing.
S-8 Marksman Rifle
Added distance-based headshot damage. Using the DMR at long range will now eliminate soldiers with a single headshot.
Slightly increased reloading speed
ESG-24 Shotgun
Added 'Quick Swap' upgrade for faster weapon switching to the shotgun.
Added 'Improved Pump Grip' upgrade for faster shotgun pumping.
Added 'backpack pumping'. Unequipping the Shotgun before pumping will now automatically load a shell after a few seconds of not being used. [This is disabled for Hardcore Mode]
Double Barrel Mode tweak: The first shot has reduced recoil to make it easier to connect both shots.
UC-36 Assault Rifle
Reduced maximum spread (5.2 -> 4. for improved sustained fire.
WEAPON KITS:
Added 'Burst Fire (Hip)'. Replaces primary fire with a burst fire. This deals +1 damage per shot.
Added 'Burst Fire (Zoom)'. Replaces zoom fire with a zoomed burst fire. This has 25% increased accuracy.
Removed traditional 'Burst Fire'.
'Scarab Mode' no longer carries over across new campaigns. This upgrade was never meant to be found without cheats.
Added 'UC-36B Framework' upgrade. This is a free upgrade once you hit Tech Module 3.
Auxiliary launcher now deals 25% additional grenade damage.
Improved firing sound to be a bit more punchy.
Reduced 'Increased Caliber' costs (500 -> 350).
Fists
Added kicks! Hit the melee button when you have your fists out.
DEV NOTE:
We fully understand people want a dedicated kick button for all weapons. We will be looking at our options soon.
Plasma Rifle
Increased base damage (43 -> 4
Increased stagger chance per shot (50 -> 70)
Added sound and lighting effects when killing soldiers with the Plasma Rifle
SMG
Added 'Mule Stock' upgrade. This will decrease spread but add a little bit of recoil that requires control.
Added 'Magnetic Rounds'. This increases damage against small robotic enemies, making the SMG even more suitable for clearing Crawler Mines and Saw Drones.
'Extended Barrel' now reduces spread by 45 instead of 85. Combined with Mule Stock, you will be able to reduce spread further than before.
DUAL WIELD: Slightly increased spread per shot
Penetrator
Added an extra sound effect while reloading
Grenade Launcher
Increased self-damage by 25%. It was never meant to deal this little damage to the player.
Dawn
Added 'Invincibility Frames' while dashing. The first couple of frames while dashing will now make Dawn immune to bullets. Any other hazards (like Area of Effect damage or fire) will still hurt Dawn. This effect is brief, but if you can time this with incoming attacks, a lot of damage can be mitigated.
With dashes being a bit more useful than usual, its cooldown has been increased by 20%.
Reduced full slide cooldown (3.0s -> 2.5s) to allow for a bit more sliding
Armor
Increased armor durability on Captain, Admiral, and Selaco Must Fall. With the significant increase in damage, they began to lose their worth.
Armor Shards
Increased pick-up radius to be less clunky.
Selver Coins
Added sound effect when credits spawn into the level (e.g from crates or Hard-Boiled kills)
Soldier AI
Made enemies a lot more reactive. They move around more and do a better job at wandering around the backline of combat
Riflemen
Riflemen are now a bit more mobile, mostly in terms of strafing ability
Their 'martyrdom' grenades that can drop when killed, now explode sooner. They were far too slow and barely serve a threat.
Added visible grenade pin when a 'Martyrdom' grenade is triggered
Cloning Plant Enemies
Melee Types have their health reduced (150 -> 120)
Ranged Types have their damage reduced (8 -> 6)
Ranged Types have their health reduced (130 -> 110)
Dawn can now slide through Plant Enemies. This will allow players to evade when cornered.
Air Drones
They no longer look away before firing a rocket at you
Siegers
Far too tanky with the amount of mobility and damage they could deal.
Health Reduced (110 -> 90)
Siegers are a bit more mobile than before.
Improved visual spectacle when a Sieger explodes.
Fixed an error where his explosion would not deal damage.
Fixed an error where they would spawn more gibs than intended (4 arms or 4 legs)
Plasma Troopers
Reduced Plasma Projectile Speed (30-> 26)
Reduced Armor Penetration (-15% -> -25%) (Meaning Plasma Attacks deal an additional 25% less damage when using armor)
Juggernauts
Increased Leap Explosion Damage (90 -> 110)
Decreased Leap Explosion Area of Effect (380 -> 280)
Selaco Must Fall
Too many players managed to beat it, which is not something we tolerate in this mode.
(SMF) Sieger Projectile Speed has been increased by 2.5x
(SMF) Siegers now gently move to different directions while firing.
(SMF) Enemy Mines now spawn 3 crawler mines when destroyed
(SMF) Crawler Mines may now fire an occasional Plasma Bolt
(SMF) Added 10% chance for Engineers to fire a rocket instead of a regular shotgun attack
(SMF) Enemy Landmines have a much smaller light on them and no longer have Self Lighting
(SMF) Saw Drones no longer feel any pain
(SMF) (Rare) Some enemies now spawn with 50% extra health (Juggernauts excluded)
DEV NOTE:
Next patch will make it harder once more.
Admiral Difficulty
Increased Global Damage by 5%
Levels have been improved in many ways, not all of them are mentioned in this list.
Pathfinder Memorial Hospital
Streamlined the Lockdown Sequence before fighting Juggernaut. It should now be way easier to navigate through.
Fixed some very unfortunate softlocks
Tweaked objective labels to be clearer
Removed an outdated shotgunner that spawned behind the player in Level 1-3
Corrected Cabinet Card position. Both cards were always meant to be close to the two Storage Cabinets.
Slightly raised the doorway before the first Crawler Mine Encounter to make it more obvious the player needs to slide under it
Water Treatment Plant
Fixed an error where decorations could be brought into the Safe Room Elevator.
Removed Glass Pane that required destroying in order to progress.
Damaged Koalas are now valid for the Nailbomb Secret.
Added a unique mechanical sound effect when the bridge lowers/raises
Parking Garage
The Pluto Burger gauntlet has been enhanced and now lasts a little longer.
(SMF) Fixed a gunner getting stuck in geometry.
Fixed some fences not blocking the player.
Liancria Office Complex
Minor encounter reworks to make combat more dynamic.
Sal's Lair
Texture change for the Keypad that opens the door towards HQ.
Fixed a broken midtexture.
Fixed an error where 2 objectives were in the incorrect order.
The Junction Box is now a little easier to spot
Plant Cloning Facility
Added a brand new music track during the final gauntlet.
Fixed a softlock on Floor B2.
Added obstruction warning when closing the Plant Stamper machine with the barrel on the door.
Fixed an error where Aos would repeat a structural integrity message when opening/closing a junction box.
Bonus Level: Starlight
Starlight Green: Fixed an error where the blue keycard icon would persist.
Starlight Green: Fixed an error where a shutter texture did not block the player.
Shooting Range
Grenades are now infinite during a Shooting Range session.
Burger Flipper
Fixed a typo.
Statistics
The following stats have been added to the Statistics Tab on your Wrist Codex:
Added per-weapon 'Shots Fired' stats.
Added per-weapon Kill stats.
Added 'Upgrades bought' stat.
Added 'Squad Leaders Killed' stat.
Added 'Signs Removed' stat. You can finally know how many signs you have pulled from the wall
Milestones
We made an oversight; 2 enemy types were not added to the Milestone system:
Added 'Gunners Killed' milestone.
Added 'Squad Leaders Killed' milestone.
Gore System
Applied more speed variations between different chunks of gore.
Explosive Kills now apply more force to spawned gibs.
Added more splatter and fog effects for moving parts. This is increased per Blood Quality level.
Added 'Dense Purple Fog' clouds for Sieger Deaths.
Made 'Armor Fog' darker. It was probably still using our old spritework where everything was brighter.
Added more disgusting noises when gibbing enemies.
Added sound effects when gibbing corpses
Applied a bit more friction to enemy corpses to make them appear heavier
Minor Additions
You can now press USE on a VAC-Bot to pet them, this can be done an infinite amount of times
Added visible muzzle flash for Dawn's third-person sprite (visible in mirrors).
Air Drones now have a water splash effect when colliding with a water surface.
Delete Key can now be bound in the Controls menu.
Added visible Grenade Pin when throwing Ice Grenades.
Added 'Extended Bullet Casings' graphical setting.
Added Custom, 35, and 45 FPS Settings (NOTE: Due to how GZDoom works, we cannot go below 35FPS).
Shocked and Frozen Enemies now take 1.25x more damage.
Minor but noteworthy Corrections
Added 'Smoke Density' setting
Performance optimization for bullet casings.
Fixed far, far too many typos.
Your current Security Level is now visible on the Wrist Computer screen
Fixed Shotgun Shell ejections looking weird
Added ambient sound for Junction Boxes.
Renamed 'Rifle Start' to 'Rifle Reset'.
Gave Koalas a major health buff.
Static Crosshair option now shows Throw meter.
Revised artwork involving the house of a sponge.
Ice Grenade HUD indicator now has a proper icon that no longer resembles a Flare.
Fixed a bug where soldiers refused to move when they had lost sight of the player. This often resulted in enemies not appearing as dynamic as intended. Whoops!
Tweaked Locked Door parameters to be far more likely to appear on the Automap once close.
UltimateSelacoBuilder (Level Editor)
All enemies are now properly shown in the editor
Added 'HOWTOUSE_SELACOBUILDER.TXT' to explain how to set things up. This is a temporary solution until we get something better going!
Added 8 different types of Cardboard Boxes
Added Kickable Door actors
Bug Fixes
Fixed an error where 'Reset Defaults' in the Keybind menu did not have a proper description
Fixed numerous instances where hitscan attacks were blocked by level geometry.
Lab Equipment no longer 'slides' when shot.
Fixed an error where 'Reduced Impact shake' resulted in more impact shake.
Reduced Water Cooler step height to prevent it from climbing onto desks.
Gravity Manipulator can no longer pick up Junction Boxes.
Juggernauts no longer burn permanently. (Sorry Gianni!)
Fixed an error where Vending Machine purchases were not tracked on the stats page.
Fixed a bug where destructible Metal Bars would move without being destroyed.
Fixed an error where dead ACE Security Guards could be picked up with the Gravity Manipulator.
Fixed a mismatch where the Plasma Rifle's Projectile Velocity description was showing an incorrect value.
Returning to Level 1 after Level 2 no longer prevents Milestones from displaying or accumulating.
Fixed a number of instances where effects could accumulate in areas the player has left, causing the game to gradually slow down.
Fixed severed heads not bouncing correctly.
Fixed a freeze that could happen when a projectile targets itself (!?).
Fixed Dawn getting stuck when transitioning from Level 1 to Level 2 and standing on the edge of the Planter.
Bandoliers now count as a secret when picked up while having a full grenade supply.
Fixed tutorial sizing when loading a savegame on a machine with a different screen resolution than when saved.
Small props are now correctly destroyed under doors.
Fixed a VM abort when punting the throwing knife.
Punted knives now properly kill enemies.
Fixed an infinite loop that could occur when crushing a broken trash bin under a door/ceiling.
Fixed Rifle Start/Rifle Reset not removing weapons at incorrect times.
Stat categories added in updates will now apply to old save files.
Fixed a potential crash when pressing TAB in the train menu.
Fixed an error where Completed Map markers would appear far too tiny on the map.
Fixed added Recoil stats showing as green instead of red in the Workshop.
Fixed some Workshop mods not appearing in the Mod list under Options.
Fixed an oversight where the screenshake settings ignored the fist attacks
Starting a new game will no longer create two autosaves.
Other updates
If you ran into any issues or simply prefer the old version, you can go back to an older version by rolling back using the Steam Beta features
Go to your Steam Library
Right Click on 'Selaco'
Click on 'Properties'
On the right side of the screen, press 'beta'
Click on the Dropdown Menu
Select 'v0.83e'
Wait for the download the finish
You are now back to the old version of the game!
Unfortunately, this will have to wait a little bit longer. We tried to get proper Modding/Mapping documentation out 2 weeks ago, but given how badly we needed to patch out some issues, all of our efforts went into the Mega Patch.
We did include a quick ReadMe file in the UltimateSelacoBuilder folder that you can use to get up to speed! Mapping is largely the same as for Doom, so a lot of that knowledge carries over!
Rest assured, proper documentation is still coming! We just need a few more weeks.
Next on the list is getting to work on the Randomizer Mode and the Story elements, as well as begin production for Chapter 2.
However, we are going to take a short vacation first. I know we said that in the previous blog post, but we really wanted to iron out a whole bunch of the inconveniences that creeped their way into release so we decided to work for an additional 2 weeks before finally taking off.
Which is now!
Once more, thank you for being passionate about the game and giving us your thoughts. We hope the Mega Patch made the game even better for you.
Have a great weekend!
We have a bigger update planned in a few days, but we decided to launch this one early because it fixes some glaring issues.
Selaco has sold over 50.000 units!
We launched the game 2 weeks ago and have already reached a milestone we didn't expect to hit until the end of the year.
You guys are truly incredible, and we cannot thank you enough for this. Doing all of this on our own without help from major publishers has always been difficult, but we trusted that trying to make a good game would carry us forward through word of mouth. Despite the game having some issues that we are still addressing as we speak, it's amazing to see the amount of excitement from our community.
The future for Selaco is looking bright, and we appreciate you for being on board this early on!
What are currently working on?
The first Content Patch is in the works! It adds new upgrades, Weapon Kits, a whole bunch of Quality of Life improvements, encounter improvements, extended gauntlets (the Pluto Burger encounter ended way too soon!), changes to level signposting, and more!
We aim to have the Content Update ready in a couple of days. Hopefully, this week, but it depends on some engine hurdles we have to overcome first. Usually with GZDoom, level changes break saves, so we have to take some steps to ensure this will not happen.
If we hit any bumps in the road with this engine change, we'll let you know about it!
Patch Notes
Quality of Life
- Added Map icon for secrets that have been discovered
- Added Resume Game button in Main Menu
- Added 'Smoke Density' setting to allow for more transparent smoke effects. Set this to 'Light' for more transparent effects, and 'Heavy' for thicker effects.
Save System
ATTENTION: It will take a moment for saves to sync. Selaco saves are big, especially if you play with 'Permanent Destruction' and 'Permanent Gore' enabled.
- Quicksaves and Autosaves have been reworked to work properly with Steam Cloud saving. Previously when using two different machines, some Autosave/Quicksaves could be overwritten in the wrong order which was very confusing
- Save Files will be migrated to a single folder. The first time you launch Selaco all saves will be backed up and migrated into the program folder so they can properly be synchronized between platforms
- Steam Deck/Linux and Windows should be able to synchronize saves correctly now
Minor Additions
- Delete Key can now be bound in Controls menu
Minor Corrections
- Renamed 'Rifle Start' to 'Rifle Reset'
- Gave Koalas a major health buff
- Static Crosshair option now shows Throw meter
Shooting Range
- Grenades are now infinite during a Shooting Range session
Burger Flipper
- Fixed a typo
Bug Fixes
- Reduced Water Cooler stepheight to prevent it from climbing onto desks
- Gravity Manipulator can no longer pick-up Junction Boxes
- Juggernauts no longer burn permanently
- Fixed a bug where destructible Metal Bars would move without being destroyed
- Fixed an error where dead ACE Security Guards could be picked up with the Gravity Manipulator
- Fixed an mismatch where the Plasma Rifle's Projectile Velocity description was showing an incorrect value.
- Returning to Level 1 after level 2 no longer prevents Milestones from displaying or accumulating
- Fixed a number of instances where effects could accumulate in areas the player has left that would cause the game to gradually slow down
- Fixed severed heads not bouncing correctly
- Fixed a freeze that could happen when a projectile targets itself (!?)
- Fixed Dawn getting stuck when transitioning from Level 1 to Level 2 and standing on the edge of the Planter.
- Bandoliers now count as a secret when picked up while having a full grenade supply
I want to use the old build
As with all of our patches, the option to roll back is included!
This update is now live and should be fully Save Compatible!
A much-needed stability fix that addresses some common issues we've kept hearing about.
Attention Steam Deck Users
As part of the Steam Deck verification process, Steam has made the unfortunately decision to default Steam Deck installs to using Proton and the Windows installation. This skips all of the optimizations we made for the Steam Deck, the custom menus and will make old save files not show in game.
For the moment you can remedy this on your Steam Deck by running with the Linux Runtime compatibility option, which will launch the correct version of the game.
Let us know if there are any questions about this. We are still working with Valve to get the game verified!
Patch notes
Minor Additions
Let's start with the big one. Added chance for broken microwaves to have a burger inside of them
Set default sound output rate to 48000Hz
Added a dropdown option for audio sample rate
Bug Fixes
Fixed Junk not being permanent with Permanent Destruction turned on
Fixed an error that caused Soldier and Gunner sprites to look like Dawn when being pinned by the Penetrator
Fixed a crash that could occur when gibbing an enemy with the Penetrator
Fixed a crash caused by a broken reference to Blood Pools
Fixed a VM abort that could happen when clicking a Burger Flipper upgrade
Fixed a crash caused by kicking a park bench with the Railgun equipped
Fixed a VM abort caused by BattleSquad when enemies re-acquire a target on Dawn
Fixed a VM abort when changing levels while holding a Fire Extinguisher in Riflestart mode
Fixed a crash when transitioning a Sentry Turret between maps in 05C
Fixed Dawn possibly being on fire forever
Added limiter to gore to prevent infinite spawns in the rare instance that certain gore objects get stuck
Added some debug commands to clean up blood left behind by infinite blood spawns. If you are experiencing extreme FPS loss in one particular area, try the following command in the console while in the problematic map: "netevent debug_purplespot_delete"
Additionally, Selaco has reached a certain popularity threshold (not too sure what that means) where Valve allows us to create Steam Trading Cards and set up a Point Shop for emojis, animated avatars, and more. Which is really cool for a small team like us. Stay tuned for that, too!
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