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Oxeye has been putting out updates faster than ever before! Here's a look at the latest installment out of the gate, v111! There are tons of features added this go-around, as well as a mountain of bug fixes - there is now changeable climate settings, fixed keybindings, and...well, see for yourself!

Alterations:
  • Using shops, entering entrances, using buttons and such now uses an action called “interact” which defaults to “up” so that it can be changed independant of up.
  • Outdoors now has a climate settings which applies a general theme to the colors. Old style is preserved as “alien”
  • Added a reload-boost bonus that makes you reload faster if you press attack at the right time during the reload animation as indicated by a marker on the progress bar.
  • Reduced bullet time effect again for rail weapons to increase the level of action and decrease the time given to deflect.
  • Semi-fire style weapons have gotten a new behaviour where if you simply hold to shoot it will shoot at the old rate of fire, but if you tap it, you get a tiny bit faster. However, this comes at a certain disadvantage since the recoil will be a lot worse. Affected weapons: Matter gun, matter blaster, matter prototype, slugger revolver, slugger semi. While weapons like the rail defender shoot what could be considered semi fire, their rate of fire is not controlled by their trigger finger and thus not affected by this.
  • Different actor states like ducking, aiming and running and such now also affect the rate at which the actor recovers from recoil.
  • Made the charge bonus after a successful fully chargedpunch hit actually recharge the fist fully. In practice this means that if you get 1 such succesful hit, you can chain them up if you time the taps correctly.
  • Updated tutorial with new rooms and tweaked some other rooms.
  • Added “Reapply locale theme” under <Locales> to assist with generating new mountains.
  • Added a weird atmospheric actor.

Bug-Fixes:
  • Hack screen success now looks proper in higher resolutions.
  • Flashbangs work in shaders off
  • Destroying sentry catapults no longer result in a game crash
  • Recoded the conveyour belt physics so that they are less crazy with their speed adding.
  • The jump kick (and all in general) force on yourself when hitting stuff (like the floor) is not less additive and more balanced.
  • Fixed strange camera region behaviour
Posted in: News
Promoted from v111 Available!

Comments

#1 ace45ray

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Posted 01 September 2012 - 12:58 AM

Yay, so much cool stuff! It's a ton of awesome update.

EDIT: Whoa, first?! WHAT IS THIS?! IMPOSSIBLE!!!

#2 shot12va

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Posted 01 September 2012 - 04:13 AM

Loving these rapid updates!!

#3 kilmanio

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Posted 01 September 2012 - 08:14 AM

heh, 2 of my favorite weapons are now better than ever! my fists, and the pipegun :D

#4 Chaospillager

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Posted 02 September 2012 - 06:36 AM

I just love updates! What I love about Cobalt is the title screen music. Reminds me so much of the old games! So nice. I love the enemies, and all the crazy stuff you can get. This is what makes Cobalt great!

EDIT: Forgot to mention it's simplicity! Well, for me it's simple.

#5 Janeator

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Posted 04 September 2012 - 03:51 PM

View PostChaospillager, on 02 September 2012 - 06:36 AM, said:

I just love updates! What I love about Cobalt is the title screen music. Reminds me so much of the old games! So nice. I love the enemies, and all the crazy stuff you can get. This is what makes Cobalt great!

EDIT: Forgot to mention it's simplicity! Well, for me it's simple.
Not so simple! At least not for the devs i assume.... :) Try the advanced techniques, you'll see it's not that simple to use them in the middle of a combat!

#6 Trance

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Posted 04 September 2012 - 08:16 PM

Damn, they went on beast mode. We need that multiplayer though.

#7 ace45ray

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Posted 04 September 2012 - 10:35 PM

View PostTrance, on 04 September 2012 - 08:16 PM, said:

Damn, they went on beast mode. We need that multiplayer though.
CURSE YOU, NON WORKINGH LIEK BUTTON
All the new stuff in the last few updates have made Cobalt awesomer than ever. I was in awe when my matter blaster had recoil.

#8 Chaospillager

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Posted 05 September 2012 - 02:06 AM

View PostJaneator, on 04 September 2012 - 03:51 PM, said:

Not so simple! At least not for the devs i assume.... :) Try the advanced techniques, you'll see it's not that simple to use them in the middle of a combat!

I can do them, except for that stupid jump punch! CAN ANYONE DO IT? Also I don't bother with map making because it's confusing. What I am saying is that the fighting part of the game is simple, as well as the hacking. Advanced can be very simple, even if hard, screw the jump punch, and if you were to try them, you could do them. You may not agree, but if you read what I said, you would see that it's simple for me!

#9 Emcitement

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Posted 12 September 2012 - 06:41 PM

my version of the game is still like 104

:D

#10 Janeator

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Posted 13 September 2012 - 07:04 AM

View PostChaospillager, on 05 September 2012 - 02:06 AM, said:

I can do them, except for that stupid jump punch! CAN ANYONE DO IT? Also I don't bother with map making because it's confusing. What I am saying is that the fighting part of the game is simple, as well as the hacking. Advanced can be very simple, even if hard, screw the jump punch, and if you were to try them, you could do them. You may not agree, but if you read what I said, you would see that it's simple for me!

Well, in the editor case, you just need to learn, a bit by yourself, it isn't that difficult. About the punch jump, i never try to do it, but when i try it i can execute it 1 of every 50 times :P I actually think the only advanced technique that i use is the throwable far throwing (or whatever).