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Codename TCT Demo update 0.8.88 is now live and ready for download. The demo itself is expected to be available til the end of the month. After that it will make a comeback in 2025, most likely updated with a freeroam section.
As for the update: this one boasts a new level and faction, besides the healthy dose of tweaks, fixes and polish.
Changes include:
-The Baths level, filled to the brim with a recurring Slavic gang. This level is accessible via regular progression, right after the slumblock garbage chute.
-Cinematic short range lens flare effect to apartment and baths
-Fix train station collider to adapt to update AI aggro and not shoot through it
-Updated station collisions for updated AI aggro
-Added reverb zone to station topside encounter
-Added reverb zone to passage
-Minor tweaks to slide speed
-General tweaks to AI groups to be slightly more aggressive
-Multiple tweaks to destructibles sounds
---
So that's it for this one. I'll most likely be following up with another, smaller update next week.
Thanks for tuning in and till then,
Cheers,
Mike
0.8.87 Codename TCT demo is now live. This one besides the regular, fixes, tweaks and polish, has some pretty cool new visual settings. Changes include: -fixed pistol reolad time -slumblock low audio added transition between passage arcade and main music crossfade (thanks: Kyon'cha Operative and McMarius11) -fixed AR timescaling bug with reload block -removed AI flee on low health (disabling this until I have some dedicated animations and sounds ready for this state. Currently, due to this, it looks like the AI is bugging out) -updated AI in station level -added multiple audio reverb zones based on environment surroundings -updated slide full speed and exit speed (should be more intuitive now, especially exiting) -added Visual bleed effect for player depending on damage taken -added new visual settings "post cinematic": sharper image with strong contrast -dependant on the above: pixelate feature, with multiple variations ---
Update 0.8.86 for the Codename TCT NextFest Demo is now live and ready for download.
First of all, I'd like to give a shout out and thanks to everyone who shared their feedback and reports! It's thanks to you, the game will be improving at a faster pace and you have my sincerest gratitude. So please don't stop now and keep the feedback rolling in.
Taking the occassion, I'd also like to give a huge shoutout and thanks to the awesome community and friends, who were sent in their feedback prior to demo release and helped shaped the game into what it is now: Cris Rolan, Hardwater, Marek Czerniak, Kyon'cha Operative, Sinth, Starskii, ZlimBratSki. You guys rock!
This update has a few more significant changes, focusing mainly on AI tweaks, since this was the most commonly recurring critique, especially the NRF specops. This might be a double edged sword, since now, at least in my opinion,the ground floor of the Tengu restaurant is a bit too intense. I mean, destruction was always the point of that stage, but now it might be happening a tad too fast;) with the updated aggro, if not moving expect your cover to be torn to shreds much faster than previously. Please share your thoughts and impressions here, so the best direction and solution for this stage can be set.
As a comparison adding a clip of the pre-update ground floor. Let me know if you prefer the new aggro in the demo or the old one one from the clip
[previewyoutube=hOO2IIIaWeI;full][/previewyoutube]
So, now moving on to the update:
0.8.86
-updated AI and aggro for NRF specops. Mostly visible in the office tutorial exterior, as well as the Tengu restaurant ground floor. (thanks: Congo, Consurai, Dank)
-Updated Station: level right hand section with destructibles props and encounter as well as details topside
-updated glass destruction volume and player push through collider size (meanin the mantling bug is less likely to occur when jumping through glass panels/windows)
-updated shotgun recoil accuracy penalty (thanks: McMarius11). Now combos in shotguns ought to be much more easier and intuitive, especially during airborne hangtime. This applies to all shotguns in the demo
-New enemy Specop leader in destroyed freeway/office exterior tutorial section armed with AR
-updated end office exterior destroyed freeway [spoiler]event nuke: now flying cars will kill player on collision (which is intended to happen, considering what just happened;)[/spoiler]
-added baseball bat hoodlum hearing AI ability. These guys should now reactto sounds and inspect noise sources, entering/exiting various alert states, based on sound intensity/duration/distance of player visibility
So that's it for this one. Getting back to the Unbroken demo. In the meantime enjoy and till the next one.
Cheers,
Mike
New NextFest Demo Update 0.8.84 just dropped. Thanks for all the feedback and reports! Please do keep em' coming. 0.8.84 includes: -Fixed incorrect default vfx options/settings (Thanks: SaneVirus) -Moved visual effects to dedicated settings under "Visuals" -Small tweaks to Tengu: added food to kitchen area and a few physical objects -Tweaks aggro range of low tier hoodlums, mainly for ranged variants and minimum distance to attack -Updated colliders for girders/support beams in office final encounter (Thanks: RogueCloud) -Updated and added missing ground area to Station (Thanks: RogueCloud) -For demo, replaced sniper with shortscope rifle on Station roof -Added neon arch to garbage chute exit to improve exit visiblity (Thanks: Congo) --- That's it for this one. More stuff will be coming soon. Cheers, Mike
First Nexftest Demo update just dropped. But more are still underway... https://www.youtube.com/watch?v=hOO2IIIaWeI This one fixes the missing audio mixer channel references (thanks: GrafOrlockVII) and a few other smaller tweaks and fixes. Changes include: -fixed mixer channels for AI sounds -disabled mixer preset on default -added new mixer preset: soft -fixed missing jump sounds for player based on surface -minor reduction of AR ADS recoil --- Next update should be ready within a few days. Cheers, mike
The day has come. Codename TCT demo is up and ready for NextFest. It will be up for a limited time, so grab it while you can.
The demo contains a small portion of the game: the intro tutorial as well as a collection of action levels. For those who played the game at PAX West, it should be rather familiar, with the benefit of being the current build adjusted, fixed and tweaked based on feedback received at the gameshow.
Also happy to to say Codename TCT works really well with the Lossless Scaling app, for those who use it. It's worth noting that whe using frame generation, V-sync must be off, and for switching to windowed mode is recommended prior to using upscaling.
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