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2.2.6.0644 Patch Notes
Additions
- Updated effects for ground and character selection highlight.
- Shotguns now show how many bullets are fired in shop.
Balancing Changes
- New Area prices now change based on difficulty.
- Tons of price changes to almost all items.
- Decreased gold drop chance.
- Increased amount of guys that spawn in.
- Changed when most enemies start to be a little later.
- Bullet prices have been decreased.
- Increased sizes of all enemies hitboxes to help with aiming.
- Increased most bullet speeds by about 150%.
- Increased fog damage a lot, watch your step.
- Increased to tower ranges besides Rocket and Crossbow towers.
- Decreased Rocket and Crossbow tower ranges.
- Increased Rocket and Crossbow tower attack rate.
- Fog countdown timer changes based on difficulty.
- Can't see shop items until you purchase shop tab now.
- Exploder skeletons now deal damage to player and other close by enemies.
- Decreased Exploder skeleton movement and they can no longer lunge.
- Ghouls now spawn a little bit less.
- Health regen is now a value instead of a percent.
- The amount of time enemies take to spawn at night now changes based on difficulty.
- Each night is much shorter.
- Range and damage now increase for towers when you upgrade in addition to HP.
- Maximum amount of enemies now depends on difficulty.
Fixes
- Animations fixes to make them smoother.
- Code and Performance optimizations.
- Fixed issue related to pausing and restarting the game.
- Fixed issue that let enemies spawn where they shouldn't.
- Fixed issue with ghoul not attacking when it should.
- Lighting adjustments and fixes.
- Fixed an issue causing more damage to be done to enemies when it shouldn't have been.
- Fixed issue with bullets not doing damage they showed in shop.
- Fixing issue causing bullets to sometimes miss when enemies were too close.
- Fixed a couple issues that were preventing enemies stats from increasing.
- Fixed issue causing fog countdown to not pause.
- Fixed an issue that let players open the shop while pause menu was open.
- Fixed DPS field showing incorrect information in shop.
- UI optimizations and fixes.
- Fixed issue that let players have more than one of a certain buff active (ex. 3 Insta kill buffs)
- Shotguns now show how much total damage was done to enemy instead of just one pellet.
- Fixed issue causing enemies to sometimes lay on the ground, they now have extra caffeine.
- Fixed an issue causing fog to start too early in a game after you died in a previous game.
- Night End Screen now shows gold earned during that night and not current gold.
- Fixed an issue causing Towers to seem to lag.
- Networking performance fixes.
- Fixed powerups sometimes not showing they were active.
- Fixed an issue causing certain powerups to not drop at all (Speed and Repair) and other drops to not drop as much.
- Fixed an issue with animation that made movement increases do nothing.
- Fixed an issue causing enemies to still attack towers after they died.
2.2.80886 Patch Notes
Additions
- New particle effects for flamethrower, flamethrower tower and acid tower.
- New explosions for grenades and rockets.
- New tesla tower that stuns enemies for a small amount of time.
Balancing Changes
- Many adjustments to weapons and tower prices and damages.
- Reduced enemy speeds all around by 5-15%
- Reduced damage of fog by 50%.
- Skeleton king boss is now on round 20 instead of round 10.
- Adjusted drop rates for certain bonus pickups.
Fixes
- Fixed issue with main menu character's glow outlines not looking correct.
- Some bullet tracer adjustments.
- Fixed issue with enemies continuing to move after they died.
- Fixed multiple issues with towers preventing correct operation.
- Fixed some store info that was incorrect.
- Fixed issue causing health bars to display at incorrect times.
- Fixed issue causing bullets to not update for new gun until after you fired a bullet.
- Fixed issue that let you pick up health drop when you had full health.
- Fixed multiple issues with tower UI.
- Fixed issue that made it so players couldn't place towers in a certain situation.
- Fixed Multiplayer issue with enemies not exploding properly.
- Performance fixes.
[ 2020-07-31 20:27:11 CET ] [ Original post ]
Fixes
- Animations no longer stutter.
- Networking performance fixes.
- Increased quality of certain textures at low graphic settings.
- Fixed issue with James being unable to stand up in main menu.
[ 2020-06-01 01:46:44 CET ] [ Original post ]
Version 2.1.60384
Additions
- Small refresh of multiplayer lobby.
- Big performance upgrades and decrease in game size.
- New post processing effects.
- New terrain textures and shaders.
- New loading tips and screens.
- New day / night cycle.
- Major upgrade to main menu visuals.
Balancing Changes
- Made shooting a little more accurate.
- Fixed and partially balanced Bullet Physics.
- Changed match countdown timers from 10 seconds to 3 seconds to singleplayer and 5 seconds for multiplayer.
Fixes
- Game now exits properly without crashing.
- Fixed mouse lag for certain users.
- Fixed remappings tab scrolling being way too slow.
- Updates to backend assets.
[ 2020-04-27 05:19:45 CET ] [ Original post ]
Version 2.1.40239
Additions
- Characters now have a death animation.
- Upgraded the Post Processing effects.
Fixes
- Performance and stability upgrades.
- Fixed an issue causing healthbar to not disable when 0 health is reached.
- Fixed an issue when switching from multiplayer to singleplayer.
- Fixed an issue causing shop to play incorrect sounds at certain times.
- Fixed an issue with not being able to join multiplayer Lobbies at certain times.
- Fixed an issue causing players to load directly into the game after joining multiplayer lobby.
- Fixed an issue letting players start a multiplayer game with just one person.
- Multiplayer lobby auto-refresh rate was accidentally at 60 seconds changed now to 2 seconds.
- Game now exits cleanly and properly.
[ 2020-04-14 03:13:15 CET ] [ Original post ]
Version 2.1.20133
Balancing Changes
- Adjusted some sound settings.
- Only shop menu stops movement now.
Fixes
- Fixed issue with not being able to pick up ammo box.
- Fixed issue with health bars not facing correct way.
- Fixed issues with achievements.
- Fixed issue with texture being too reflective.
[ 2020-04-05 02:50:27 CET ] [ Original post ]
Version 2.1
Quick fixes and some tweaks.
Balancing Changes
- Improve turret turning
- Made turrets more ai friendly and attack alot smoother.
Fixes
- Fixed typo error in options text.
- Fixed issue with character icons off screen in character selection.
- Fixed issue with guns not able to refill at all.
- Removed profile button off main menu until further notice.
- Fixed text in graphics settings to say presets instead of profiles.
- Change text in our tip loading screen to just say Tip now.
- Fixed it so that ready buttons are now disabled before any character is selected.
[ 2020-03-25 05:53:57 CET ] [ Original post ]
Version 2.0.80516
Additions
- New character portraits.
Balancing Changes
- Increased range of skeletons and ghouls for melee attack.
- Made rockets go four times faster.
- Max enemies that can be damaged by grenade increased from 8 to 12.
- Made rocket and grenade explosions faster.
Fixes
- Removed difficulty slider from options menu to single-player menu.
- Fixed issue causing enemies to not increase as they should.
- Fixed issue causing grenades and rockets not showing explosion graphic every time.
- Updated certain assets for AI and engine.
- Improvements to enemy attacks.
- Fixed issue causing ammo to be more expensive than it should've been.
- Numerous fixes with Skeleton King boss.
- Fix for Necromancers dying and not disappearing.
[ 2020-03-25 03:50:32 CET ] [ Original post ]
Version 2.0.60404
The newest set of balances and fixes are here in the 2.0.60404 update. We're now focusing on difficulty and balancing the game to make it feel more natural and exciting.
Additions
- New Intro.
- Day counter above player's name.
Balancing Changes
- Health Regeneration buffed from .25% per 5 seconds to .5% every 5 seconds.
- Rocket launcher bullet damage increased from 10-20 to 20-30 and price increased from 10 to 30.
- Grenade cost increased from 10 to 20 and damage increased from 5-15 to 15-20.
- Grenade launcher from 2000 to 4000.
- 9mm bullet cost change from 10 to 2.
- Butane fuel price changed from 10 to 1.
- Rifle damage increased from 5-10 to 9-13 and price from 10 to 15.
- Sniper price increased from 10 to 30 damage from 10-15 to 25-30.
- Machine gun bullet cost from 10 to 1 damage from 5-10 to 6-9.
- Xp rate increased by 25%.
- M16 speed decreased from .16 to .2.
- M4 price increased from 4000 to 5000 max ammo increased from 200 to 360.
- Mp5 ammo from 300 to 360.
- Pump Action shotgun damage increased from 3-5 to 10-14.
- Sawed off shot cost 2000 down from 7000 and damage increased from 3-5 to 4-7.
- 12 gauge 2 barrel shotgun damage increased from 3-5 to 10-14.
- Players turn a little bit faster.
- Hard and God mode now have additional challenges from the beginning.
Fixes
- Refilling ammo in shop didn't charge player any money for it.
- Refilling ammo gave more than it should've.
- Minor text fixes.
- Enemies should now attack players more often.
Version 2.0.40260
We posted the 2.0.40260 update on February 24th, there was a vast improvement to AI performance and a lot of balancing changes.
Balancing Changes
- Enemies spawn about 15% faster now.
- Skeletons health dropped from 75 to 60, initial speed is 10% faster.
- Grenade Launcher now uses Impact Grenade instead of delayed grenade, price increased from 1500 to 2000.
- Decreased number of additional enemies per wave by about 90%, making waves much faster now.
- Flamethrower cost increased from 1000 to 5000.
- 40 caliber pistol now does additional damage compared to 9mm, price decreased from 3000 to 1500.
- Gold pickup time increased from 45 seconds to 100 seconds.
- Increased health pickup drop rate from 20% to 35% and increased pickup time from 20 seconds to 30 seconds.
- Turrets now turn 75% faster.
- Made player start and stop faster to promote snappier movement.
- East area cost increased from 500 to 1000.
- West area cost decreased from 1800 to 1400.
- Uzi fire rate increased by about 50%.
- Ak47 fire rate increased by about 25%, ammo you can carry increased from 100 to 300.
- Heavy Machine Gun ammo you can carry increased from 300 to 400.
- Mp5 ammo you can carry increased from 200 to 300.
- Removed player's health refilling on night end.
- Deadly fog only has a 60% chance to happen instead of every single night.
Fixes
- Fixed issue causing bonus damage to cause player to do less damage.
- Fixed issue causing enemies to get stuck around certain objects.
- Continuing to improve AI.
- Fixed issue causing turrets to not correctly shoot their targets.
- Fixed issue causing player's legs to look as if they were lagging behind upper body's animation.
- Minor text changes.
[ 2020-03-07 11:52:42 CET ] [ Original post ]
Additions
- Redesigned tower and defense upgrade UIs.
- New Character Yakuza replaced Jeff.
- Total amount of skill points are now show at the top of the skills tab.
- Skill point costs are now shown before purchasing a new skill.
- Rocket and Crossbow towers now have better visuals.
Fixes
- Fixed issue causing enemies to not spawn in newly opened areas.
- Sound Effects performance upgrades.
- Fixed issue causing control remapping scrolling to not work with keyboard and controllers.
- Fixed issue causing boss to spawn more than once in a round.
- Fixed issues causing Crossbow and Rocket towers to not upgrade properly.
- Other misc performance fixes.
- Fixed an issue that let players refill turret after it had already been refilled.
- Replaced a couple different sounds.
- Fixed issues related to tower counts.
- Fixed issue causing health regeneration to be way too OP resulting in a god mode like state.
- Updated multiple text descriptions in shop to show correct info.
- First Aid Skill was incorrectly giving 50% extra health, now changed to 5%.
- Gold Bonus was also incorrectly giving 50% bonus, now changed to 5%.
- Fixed issues related to AI not choosing best target correctly.
[ 2020-02-21 06:09:58 CET ] [ Original post ]
Another week another update! Player animations look much smoother now, but they still are a little quirky, were keeping busy though and working as fast as we can to fix all the issues we possibly can. Were starting to get to the end of the bugs and transitioning over to polishing and balancing so that One More Night feels that much smoother and better of an experience. We have a decent number of fixes and a couple additions this week, we hope you enjoy them! Fixed issue after player died and restarted game, night time music played instead of daytime music. Multiplayer lobby night time slider and difficulty slider now update in-game settings properly. Added change log to main menu. Fixed issue causing towers and defenses to sometimes not get destroyed when hp was at 0. Fixed some performance issues with defenses and towers. Barricade and Tower Upgrade UIs now are disabled when in building mode to promote more visibility. Fixed issue causing Barricade and Tower Upgrade UIs to be activated if you placed them during night time. Fixed issue causing animations to not display correctly. Made certain objects louder so that player could hear them from further away. Fixed issue causing player to rotate around a central point while moving if mouse was over player. Fixed issue causing in-game options menu to not save updated settings correctly. Fixed some more incorrect enemy re-spawns.
[ 2020-02-03 00:23:12 CET ] [ Original post ]
We became aware of a major audio issue affecting the built version of the game. We now have fixed that issue which was caused by certain audio objects deactivating before they played the sound. We also fixed another issue causing footstep sounds to not play. Thank you for your continued patience, and join our discord to stay up to date with all the latest news! Discord.gg/BigRedPlanet
[ 2020-01-30 23:08:11 CET ] [ Original post ]
Weve all been hard at work the last few months since the last post on here trying to shape up One More Night to be ready for the full release. Were going to start doing posts every one or two weeks in order to keep you guys in the community updated. We post in our community discord very frequently and it is the best way to report bugs or talk to the developers. In the next update we will also be adding a changelog to the main menu to add even easier access to see what new changes weve implemented. A few months ago, we brought on a new developer and have been getting him up to speed so that we can push out new updates and fixes faster so we can bring this project to life and make it amazing like all of us have envisioned! Our last update was December 15th and fixed some networking issues, annoying UI bugs and animation issues. This time weve fixed many multiplayer issues including an issue causing bullets fired by the non-host to be up to 45 off from the direction that it was fired and a whole bunch of other bugs and updates to make your playing experience much smoother and enjoyable. Without further ado here are the new bugs that have been fixed. Fixed issue with not being able to place down or get rid of building on screen after right click Fixed issues with fence coloring Fixed multiple sound issues with some defense objects and player objects Fixed some incorrect respawns Fixed placement issues with towers and defenses Fixed deadly fog starting incorrectly Fixed issue with deadly fog clouds changing size depending on player location Fixed an issue causing server to try and incorrectly spawn a building on startup Fixed an issue causing texture upgrades to be called too early on certain buildings Fixed issue that caused all other player's building to despawn while they were trying to place if another player placed a building first Fixed an issue causing upper body animation to not sync across all clients in multiplayer Fixed issue causing settings to incorrectly load up on game start and can now revert settings as well Fixed rare issue with new areas unable to be purchased Fixed issue with missing data and rocket launcher Fixed issue with rocket launcher turret killing an enemy and not giving kill to player that owned the turret Fixed rare issue with multiple nights starting at once and night turning to day Fixed slot containing gatling gun tower or barricade switching tower type to the other if one of them was placed Fixed rare issue causing buildings to not be able to be placed Fixed issue preventing players from seeing purchased bonuses Fixed issue preventing players from allocating skill points in skill tab Fixed multiple text issues Fixed multiplayer issue causing non host to see all guns a player had ever equipped When clicking game in multiplayer lobby, name and description will no longer disappear Fixed multiplayer issue causing players to be able to start game when they shouldn't have been able to Fixed multiplayer issue with rocket launcher turret bullet causing no damage to be done Fixed multiplayer issue causing non-host to not be able to upgrade barricades Fixed multiplayer building issue when it disabled if you didn't originally place building Fixed multiplayer issue with flickering barricade on server side, as well as not being able to see barricade on client side due to incorrect positioning Fixed multiplayer issue for being able to buy the same weapon twice Fixed multiplayer issue causing non-host to have bullets shoot incorrectly Networking optimizations and updates Cleaned up some backend issues Added new level hack by pressing Keypad 3 for testing purposes
[ 2020-01-26 01:11:00 CET ] [ Original post ]
Just posting this to clear the air since there has not been an official update on the Steam page for quite some time. This announcement is for anyone who is not in our Discord server and may be out of the loop on the progress of One More Night in the past year. The current live version of the game had some limitations to the gameplay features as well as some networking bugs that we couldnt quite figure out. We decided to take all of the feedback and suggestions weve received with the original version of the game and start over. We have been working hard on this rebuild of the game and were getting close to being able to officially swap the current Version 1 with the reworked Version 2 of One More Night. The V2 build is currently on steam and fully playable under the private beta branch and should be avaliable as the main branch any day now. We post a new build at minimum every Friday and so far we have pushed over 200 updates to steam on this V2 build. If youre interested in getting access to this to help us with balancing and testing please join our discord. If you already own the game there shoudl be no change on your account other than the new version of the game will launch and the current version you've been playing is gone. If you dont own One More Night dont worry. We will send you a beta key so you can have access to the game for the entirety of the early access beta phase. Current state of One More Night. Animations 90% done. We are working on smoothing out multiplayer and single player animations to have an overall feel of finished product. There are some hiccups and bugs atm along with some of the animations being worked on. Sounds 75% done. We are working on adding in all the sounds and elements so we can give the player the feeling of excitement and thrill to the game. Core 100% done. The core of the game is finished and structure is implemented. Weapons 90% done. We still need to balance out all the weapons to make sure they are well used and nothing is over powering. There are still some minor hiccups and bugs with guns and we are still ironing it all out. Towers 90% done. We have added some new towers along with a few news ones in mind for future updates. Along with some additional smoothing out we are also still working on the balancing so they dont over power the enemies. Power ups 95% done. Still need to tweak and balance the power ups and the drop rates so they come at the right moment you need them or just to give you that leap advantage at times. Multiplayer 75% done. We have most of the multiplayer done and functional but there is a lot of potential bugs to creep up so we need a lot of testers to help get all these ironed out to find every little issue with latency and such that could arise on different types of pcs. Discord 50% - The core of the discord is in place and such will update the info to display in discord. We still need to finish implementing the voice for multiplayer. Gamepad Support 75% done. Currently in finishing stages of getting single player all finished and worked out. Story mode 10% done atm. We are working on a story option that could explain the backgrounds of the characters. Boss Battles 10% - We have implemented the very first boss into our game. It comes early but is currently being tested for its stat adjustments. We will add even more boss battles as you progress through the waves and the possibility of some simple cinematic feature when a boss enters battle. In V2 we have added almost every suggested feature and mechanics that was requested on our community Trello page to include more guns, towers, defenses, characters, and even boss battles. With this redesigned code structure the project is much more stable and adding new features in the future should be much easier moving forward. We are currently in the polish and enhancement phase meaning that the game is (should be) stable and completely playable. Were focusing on updating the visual feel of the game world such as adding and replacing placeholder art and models, animations in some places are still not added or fully blended, and there is still a lot of balancing that we are working on to make sure the game is fair to play and provides a challenge while not being outright Impossible. Future of One More Night We still have multiple new features we plan to add including: AI team mates More new enemy types Companion combat pets A story/lore focused campaign New maps with themed enemies unique to them. Traps you can buy from the shop that have utility uses such as slows, stuns, or knock backs. As always we are 100% community focused and take feedback and suggestions to heart. We will base future updates on our community Trello board to make sure that the features we add are what you, the community, want to see added to the game.
[ 2019-10-19 08:10:36 CET ] [ Original post ]
I just wanted to take this time to let you know that we are still working on a total rework of OMN and to thank you all for the amazing support, patience, and feedback we have gotten thus far. We truly value all community feedback and listen to every voice and will always continue to do so to the best of our ability. As many of you who hang out on discord know, version two of the game is taking a little longer than expected. This is mainly due to all of the programming being done by one person. To solve this problem we brought two more programmers onto the team recently so you might see them around on discord. Malcolm and Jake. This should allow us to finish up the rework much quicker. Right now we have a somewhat playable version and if you are interested in helping us test it join Discord and let one of us know and we can get you access to the private beta build. Not all systems are up yet but we’re getting close! Good luck out there and if you have any suggestions or feedback please hop on Discord and let us know!
[ 2017-10-26 05:23:59 CET ] [ Original post ]
I just wanted to take this time to let you know that we are still working on a total rework of OMN and to thank you all for the amazing support, patience, and feedback we have gotten thus far. We truly value all community feedback and listen to every voice and will always continue to do so to the best of our ability. As many of you who hang out on discord know, version two of the game is taking a little longer than expected. This is mainly due to all of the programming being done by one person. To solve this problem we brought two more programmers onto the team recently so you might see them around on discord. Malcolm and Jake. This should allow us to finish up the rework much quicker. Right now we have a somewhat playable version and if you are interested in helping us test it join Discord and let one of us know and we can get you access to the private beta build. Not all systems are up yet but were getting close! Good luck out there and if you have any suggestions or feedback please hop on Discord and let us know!
[ 2017-10-26 05:23:59 CET ] [ Original post ]
ːOMNcigarːOne More Version 2 ːOMNcigarː
Greetings survivors, After releasing One More Night we have had tons of amazing suggestions that we never thought about adding to the game out of the gates. Our current Steam version does not support a lot of these such as boss fights, flying enemies, local offline co-op, traps, random weather, ext. The current version is developed in a way that will prevent us from adding in these new features that you guys really wanted. So, we have made the decision to completly rebuild the game! We started the rebuild a month ago. After encountering a series of roadblocks it came to our attention to reprioritize all development to V2. By planning ahead this will allow for tons of new features and will make it easier to add in any additional features that are suggested!
Planned features
-Visit our Dev Roadmap to see, vote, and add items for what you want to see added into the game! We take this Trello seriously and really listen to you guys when planning our game. Whatever items have the most votes will be added into the game first. And any items on this list will be in the game. A few planned features will be
- Complete redesign of all UI including a new multiplayer lobby and character select.
- Full voiceovers for all characters
- More buildings, towers, and traps
- Throwing weapons
- Random weather
- More characters
- Melee weapons
- In game chat
Community Discord
-Our Community Discord is the best place to keep up to date on all the news and to find people to play multiplayer games with!
Known bugs in V1
-If you play a game and leave it by dying or returning to main menu from in game you are unable to join any multiplayer lobbies. If you close out of the game and reopen it it will allow you to join multiplayer lobbies. -In multiplayer games some enemies will not be able to be seen by anybody but the host. This seems to happen around level 20.
[ 2017-07-03 13:15:52 CET ] [ Original post ]
:OMNcigar:One More Version 2 :OMNcigar:
Greetings survivors, After releasing One More Night we have had tons of amazing suggestions that we never thought about adding to the game out of the gates. Our current Steam version does not support a lot of these such as boss fights, flying enemies, local offline co-op, traps, random weather, ext. The current version is developed in a way that will prevent us from adding in these new features that you guys really wanted. So, we have made the decision to completly rebuild the game! We started the rebuild a month ago. After encountering a series of roadblocks it came to our attention to reprioritize all development to V2. By planning ahead this will allow for tons of new features and will make it easier to add in any additional features that are suggested!
Planned features
-Visit our Dev Roadmap to see, vote, and add items for what you want to see added into the game! We take this Trello seriously and really listen to you guys when planning our game. Whatever items have the most votes will be added into the game first. And any items on this list will be in the game. A few planned features will be
- Complete redesign of all UI including a new multiplayer lobby and character select.
- Full voiceovers for all characters
- More buildings, towers, and traps
- Throwing weapons
- Random weather
- More characters
- Melee weapons
- In game chat
Community Discord
-Our Community Discord is the best place to keep up to date on all the news and to find people to play multiplayer games with!
Known bugs in V1
-If you play a game and leave it by dying or returning to main menu from in game you are unable to join any multiplayer lobbies. If you close out of the game and reopen it it will allow you to join multiplayer lobbies. -In multiplayer games some enemies will not be able to be seen by anybody but the host. This seems to happen around level 20.
[ 2017-07-03 02:00:37 CET ] [ Original post ]
Flame weapons
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-Added the flamethrower weapon! It burns everything in a cone dealing massive AOE damage! -Added 3 levels of the flame tower! What's better then a flamethrower? An automated rotating flamethrower with a 360 degree arc of fire destruction!
Changes to skills
-Instakill is now .5% chance down from 1% per level. -Speed is now 2% per level down from 5%.
Buildings
-Light pole no longer had quadruple the health of a barricade. -Increased the cost of barricade from 100g to 150g.
Bug Fixes
-When reaching the tower limit you can now navigate around it on the action bar. -Rocket towers being attacked no longer causes crashing. -Increased network stability that should stop non host players from getting kicked out of games
Community Discord
-Our Community Discord is the best place to keep up to date on all the news and to find people to play multiplayer games with!
Known bugs
-If you play a game and leave it by dying or returning to main menu from in game you are unable to join any multiplayer lobbies. If you close out of the game and reopen it it will allow you to join multiplayer lobbies. --In multiplayer games some enemies will not be able to be seen by anybody but the host. This seems to happen around level 20.
[ 2017-05-30 00:23:36 CET ] [ Original post ]
Flame weapons
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-Added the flamethrower weapon! It burns everything in a cone dealing massive AOE damage! -Added 3 levels of the flame tower! What's better then a flamethrower? An automated rotating flamethrower with a 360 degree arc of fire destruction!
Changes to skills
-Instakill is now .5% chance down from 1% per level. -Speed is now 2% per level down from 5%.
Buildings
-Light pole no longer had quadruple the health of a barricade. -Increased the cost of barricade from 100g to 150g.
Bug Fixes
-When reaching the tower limit you can now navigate around it on the action bar. -Rocket towers being attacked no longer causes crashing. -Increased network stability that should stop non host players from getting kicked out of games
Community Discord
-Our Community Discord is the best place to keep up to date on all the news and to find people to play multiplayer games with!
Known bugs
-If you play a game and leave it by dying or returning to main menu from in game you are unable to join any multiplayer lobbies. If you close out of the game and reopen it it will allow you to join multiplayer lobbies. --In multiplayer games some enemies will not be able to be seen by anybody but the host. This seems to happen around level 20.
[ 2017-05-30 00:23:36 CET ] [ Original post ]
Check out our new trailer featuring gameplay from the recent visual update. Special thank you to all the Discord members who helped to record footage! ːIzzyWinkː Check out the trailer here If you want to join in the Discord fun for live updates to the game, invited to special events both online and offline, or just want to shoot the shit, Click here to join our Community DiscordːOMNcigarː
[ 2017-05-11 08:25:55 CET ] [ Original post ]
Check out our new trailer featuring gameplay from the recent visual update. Special thank you to all the Discord members who helped to record footage! :IzzyWink: Check out the trailer here If you want to join in the Discord fun for live updates to the game, invited to special events both online and offline, or just want to shoot the shit, Click here to join our Community Discord:OMNcigar:
[ 2017-05-11 08:22:22 CET ] [ Original post ]
Hello survivors, It's been a while since I have posted an announcment so I figured I would let you all know what's been going on in the past two months!
New Options Menu
We redesigned the options menu to add in a lot of new options and features including Anisotropic filtering, V-sync, as well as various keyboard layouts to choose from. Don't worry, we still plan to add in fully customizable hotkeys in the future before full release. If there are any other option you want to see please mention it on Community Discord!
E3 and Gamercon San Diego
E3 We will be attending E3 as attendies, but, we will have some One More Night T-shirts and game keys we will be giving away during the event! We will be wearing black T-shirts that say One More Night Dev team so be on the lookout! GamerCon San Diego We will have a booth at GamerCon San diego at the end of July! We will release more info as it becomes avaliable or you can Check out their website here
[ 2017-05-08 03:42:27 CET ] [ Original post ]
This week's update brings a few bug fixes, stability improvements and balance changes to bring the game closer to our vision.
We need your help
We are looking for good footage of multiplayer play so we can create a new and improved trailer! If you would like to be featured in our new trailer please send us your recordings to support@bigredplanetgames.com or post it on Discord! Please make sure the recordings are in 16:9 aspect ratio and at least 30FPS.
Balances
Bonus prices now going up for all bonuses if you purchase one. Base prices for the bonuses are higher. We will continue to balance and update the bonuses and skills as we progress closer to full release.
Bug fixes
Fixed an issue where multiplayer games disconnected from the server causing enemies to neither take nor do damage and show 99999 above them. Fixed a bug when a max level player got hit by an XP orb, it made the game freeze for several seconds. The ragdoll system is reworked so enemies death animations look smoother. No more flying green heads! As always, if you experience any bugs please post them on our Discord or in the Steam discussions!
Coming soon
Controlller support has reached the final stages of testing and pending any emergencies should be done in 1 to 2 weeks!!
[ 2017-03-03 23:16:59 CET ] [ Original post ]
Hello survivors!
This past month we have been in all your feedback and have been hard at work on a bunch of new game mechanics that will really spice up the experience. Below I will outline some of the major changes and reworks of the game.
New mechanic: Deadly fog
We have added in a new mechanic to make the rounds more time sensitive. After X seconds a thick toxic fog will roll into the map and start to deal damage over time. The damage increases as time passes. This adds in a sense of urgency every night so make sure to kill all the enemies before the fog arrives.
New mechanic: Set victory condition
The game now has a set victory condition of surviving 25 nights that you have to achieve rather than having infinite amounts of rounds until you die. Reaching that goal is still very challenging and will require a lot of strategy and teamwork. If you do manage to survive all 25 nights you'll have the option to end the game or continue to see how many more rounds you can survive.
XP and Skill tree moved to in game only
You no longer gain XP after every match and level up your account. You now gain XP by every enemy you kill and gain bonus XP after every round. Your character levels up in game and your levels will allow you to purchase better weapons and towers once you unlock them.
Map areas and unlocking weapons, skills, and buildings
As you kill enemies you collect gold that is used to unlock map sections. That hasn't changed. However, there is now a reward for every section of the map you open. One sections unlocks weapons and another unlocks skills etc. ːomnshootː NOTE: Once you unlock a specific section you still need to be a certain level to unlock certain things in that category.
New enemies
We have added a few new types of enemies to the game. I'm not going to give away any thing here but I think you'll have a blast when you see them ːIzzyWinkː
Overhaul of the shop UI and functionality
We have changed the shop and added tabs to represent what gets unlocked when you open the corresponding gate. This is still a work in progress and we plan to completely overhaul the UI once again before final release. The goal for now is to make sure everything functions properly.
Winter Game Fest
In two days we will be setting up our booth at wintergame fest! If you live in Southern California come on by! We will be handing out a bunch of goodies and possiably even character skins! Good luck out there ːOMNThumbː
[ 2017-02-16 09:08:27 CET ] [ Original post ]
Hello survivors, we have some great news for you who live in or near the sunshine state!
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We here at Big Red Planet at super excited to tell you all that we will be attending Winter GameFest 2017 in San Diego! The event will be held at UCSD in San Diego and more information can be found Here. We can not wait to show you all what we have been working on over the last few months. We will have 2 computers set up so you and a friend can hop into the action and see if you have what it takes to survive! We will also be handing out some awesome One More Night swag and a special prize to the two people who can survive the most amount of nights!
[ 2017-01-05 10:17:01 CET ] [ Original post ]
Greetings, survivors, One More Night launched Early Access so we could develop the game together with you. We’re always reading your feedback, reviews, and suggestions on Steam and Discord and we've picked out the most interesting ideas and created a Trello Roadmap. ːOMNThumbː And just to keep everything in order, we’re opening our Trello roadmap to the public. Now you can track what we’re currently working on, what is planned, and what is already done. You can leave votes on these cards and the features with most votes, will be a priority for us in development. To vote, you just need to login with google account, or register in an old fashioned way with login and password. If you want a suggestion added to the Trello please post here on what you think should be in the game! TL;DR Vote for what you want to see added to One More Night on our Trello roadmap or join our Community Discord Good luck out there. You'll need it ːomnripː
[ 2017-01-03 16:09:26 CET ] [ Original post ]
Happy holidays to every one! We have a few presents in store that I think you will enjoy!
Changes to map
-Added a few more sections to the map -Power plant now added. You will have to find the power plant and turn on the power before you can use any towers.
Changes to player
-Player HP increased to 300
Music
-Music should no longer cut out
Ho Ho Ho
-One More Night is now 10x more festive! Some enemies not have santa hats or reindeer antlers and the buildigs now have lights!
Bug reporting
As always, please report any bugs, suggestions, or comments in the discussions! Good luck out there, survivors. ːIzzyWinkː
[ 2016-12-20 18:47:06 CET ] [ Original post ]
You can now earn trading cards while playing one more night! Use those cards to craft badges and earn steam experience. Also, with every badge you craft you will unlock one of 5 steam background images and one of six One More Night emojis! ːOMNThumbː
[ 2016-12-04 04:16:50 CET ] [ Original post ]
Complete rework to map
- The map is now sectioned off by gates. In order to progress to new areas of the map, you must spend your gold on opening gates. This will lay the foundation on many updates still to come that will involve a lot of in game level progression and specific objectives which will alter each play through.
Changes to weapons
- Some weapons such as the AK-46, M16, and Rocket Launcher now have level restrictions on them. You will be unable to buy these weapons until you have achieved the required player level.
Bug reporting
As always, please report any bugs, suggestions, or comments in the discussions! Good luck out there, survivors!
[ 2016-12-02 10:48:09 CET ] [ Original post ]
Get ready survivors, this one is going to be a doozy! As the challange in OMN is to survive; the game has to be challenging by design. We see that with the current AI and combat system the risk of getting caught by the enemies is rather low and to change that we have expanded on both player and enemy AI mechanics and added in a few new features. We will continue to make changes to balance the difficulty in future updates, including this one, to make sure the game is challenging in a fun and enjoyable way that will keep you and your friends searching for new tactics to survive just one more night! You better be ready to bunker down and build some towers!
Changes to enemies
Enemies now lunge at the player if you are close to them. They are also more vicious with their attacks making it much harder to dodge them. weapons -Enemies now turn towards player while attacking -Enemies keep moving while attacking -Enemies can now charge at you if they get close enough
Changes to player
We are now exposing you, the player, to more risk while figthing the ungodly hordes. You will have to think before shooting. Remember, fleeing is not cowardice, it is tactical. -Player movement speed is now based on direction (Move slower while running backwards) -Player movement speed slowing while shooting assault rifles or higher class weapons
BugFixes
-Non-host shop closes and stay closed at night -Non-host upgrade and refill above towers now hides at night -Revive visual effect is working -You should no longer get negative skillpoints -Ammo power up should refill total ammo as intended -Shooting is now aligned with cross hairs -First night now properly counts as survived -FPS spikes and blurry screen should no longer happen For our full list of all changes please visit the discussions.
[ 2016-11-24 13:03:46 CET ] [ Original post ]
- There was a small problem that was forcing the game to start with lowest settings. This has now been fixed and the blurryness should be gone!
- Enemies now scale movement speed and health quicker
- Assault rifles now cost more and do more damage.
- Coin drop reduced a small amount
- Enemies base health increased
[ 2016-11-18 22:24:53 CET ] [ Original post ]
Thank you all for the support to get us this far! Please continue to provide your honest feedback and we will continue to update the game and add in more features. Please visit the discussions for all feedback and suggestions! Good luck our there! ːsr4sunglassesː
[ 2016-11-18 08:54:55 CET ] [ Original post ]
Due to a small miscommunication One More Night will not be able to be released tonight. We have submitted our game to be reviewed by Valve in order to be released. This review typically takes 2-3 days, so we are aiming at a Friday release. Please stay tuned for updates! ːsteamsaltyːːsteamsaltyːːsteamsaltyː
[ 2016-11-14 08:11:03 CET ] [ Original post ]
If you asked us 3 months ago we would never have guessed that One More Night would be greenlit on steam so quickly; let alone inside of the top 100 games! Thank you all for the amazing support and we will continue to work hard every day to make OMN an amazing game! The past few weeks we have been working on redoing almost every UI aspect in the game to give it a more modern clean look. The main menu and skill pages are already done and on the live version of the game. We still have the in game UI, in-game shop, game over screen, and a few other pages that we will be rolling out soon. Coming up will be the account experience and skill tree! After every match you will gain XP depending on how many nights you survive. As you level up you'll gain skill points that can be spent to make you stronger! Whether you are looking for some one to play One More Night with or you just want to hang out and chat with us; our Discord has it all! Community Discord: https://discord.gg/kDYCyKp FB: https://www.facebook.com/OneMoreNightGame Twitter: https://twitter.com/BIGREDPLANETLLC
[ 2016-10-29 08:24:01 CET ] [ Original post ]
🕹️ Partial Controller Support
- One More Night Depot Linux [336.74 M]
Game Play
Game matches are played with one to four players. Game play is split up between two phases; day and night. During the day, players will have a few moments to access the shop to buy weapons, ammo, and buildings to help them to survive the coming night. Once the night phase begins enemies will start to spawn and target the players and their buildings. Each additional player to the team causes more enemies to spawn each round. Additionally, each night will spawn more enemies and they will get progressively tougher every night.
Game Features
Multiplayer (Up to 4 Players)
Shooting system including reloading, switching weapons, bullet trails, and blood spatter effect
In game shop to buy weapons, buildings and ammo
Account experience and leveling system
Placing and rotating buildings
Building and tower upgrades
Random spawning system
Enemy AI aggro system
Single player tutorial
Three tier skill tree
70 achievements
Future Features
More characters including special unlock-able characters
More diverse enemy types
Steam friend direct invite
Specials for EA players
Smoother animations
Controller support
Trading Cards
Local Co-op
Grenades
- OS: Ubuntu 16.04
- Processor: 2.4GHz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA 9800Network: Broadband Internet connection
- Storage: 1 GB available space
- OS: Ubuntu 16.04
- Processor: 2.4GHz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA 960Network: Broadband Internet connection
- Storage: 1 GB available space
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