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Boring Man v2.0.0 beta17d is now available

-- Increased Buzzer base damage (projectile + melee) -- Increased push back on the Riot Shield's shield bash -- Riot Shield now tires more easily when blocking attacks -- Greatly reduced Wrench base damage -- Wrench now does triple damage on headshot, which still does less damage then before -- Slightly reduced Keymaster base damage (rifle + shotgun) -- Added audio filter effects for underwater and flashbanging, which you can turn off -- Started implementing Steam rich presence for a laugh, which you can turn off -- Updated to Game Maker runner 2023.2.1.90 and broke everything -- Fixed a lot of things but not all quite yet, thank you for your patience


[ 2023-04-12 00:58:41 CET ] [ Original post ]

Boring Man v2.0.0 beta17 is now available

Well, that was horrifying! dswilsonscared Apologies for the down time and massive waste of time. I had tried to convert everyone's saves from basic text files to an SQLite database, which took a long time, but it turned out to be the wrong solution in the end. Back to the drawing board on solving this text file horde. Beta17 is ready to go regardless, I'm officially proclaiming the content in the rewrite is now caught up where v1.2.7.7 left off. See for yourself below:

New Weapon: Riot Shield


I am proud to introduce a brand new weapon, the Riot Shield. If you missed it, you can get all the details in my previously uploaded video: [previewyoutube=qhZPU2ziHWs;full][/previewyoutube] It's a defensive 'Nade weapon which is effective against slow and powerful weapons such as explosives and shotguns.

New Weapon: Buzzer


The controversial Buzzer has made it's glorious return. It has experienced a massive rework, but I have no idea if I made it better or worse. Meta or quality wise. I guess I'll find out, probably the hard way!
Instead of bouncing, the Buzzer's sawblades will now crawl along surfaces and damage anything in their path. The Buzzer does not have a lot of ammo, but once your sawblade slows to a stop you can pick them up again for reuse, almost similar to the Tomahawk. Sawblades can also do headshot damage, but only while airborne.
The Buzzer also features an alt-fire which allows you to spin up the sawblade before firing. Not only can you use this as a makeshift melee weapon, but firing the sawblade while its spun up will also strengthen it's launching power.

New Weapon: Blaster


Here it is, the Blaster. The Blaster has also been reworked, both in gameplay and visually. All firing modes have been changed, which you can swap between using alt-fire. The first, default firing mode now follows a sine wave pattern, and can be fired endlessly like its predecessor.
The second firing mode retains it's shotgun-blast theme, it has fewer projectiles that do more damage and fire in a uniform spread pattern.
The final firing mode launches a large, explosive projectile with a heavier drop speed. It's considered an explosive projectile, including all the consequences of being such.
The Blaster now has an ammo pool in the form of rechargeable energy. The spread and explosive firing modes will use up ammo, however the Blaster will recharge ammo when not in use. The first firing mode does not use ammo, but will cease recharging while being fired. Recharging will continue while either holstered or dropped on the ground, you can also recover energy through ammo boxes and other ammo restoration means.

New Weapon: Gas Launcher


The forgotten Gas Launcher has returned. The Gas Launcher's original purpose has stayed the same, but also features a new alt-fire similar to the Blaster where you can choose which type of gas grenade to fire. The first type of grenade is classic, poisonous gas. Yum!
The next two gas types are Heal and Nitrogen. Similar to the Heal Grenade, the Gas Launcher will expel healing clouds which heal anyone in it's vicinity. The Nitrogen grenades will predictably freeze foes who pass through it. The last grenade type is "BATON", which emits no gas and is just the projectile by itself. Each grenade type (except heal) will do a little damage on impact, however the Baton grenade will do extra and can also deal headshot damage.
Using the 2 grenades in your magazine, a great way to slap someone's shit is to freeze them with Nitrogen, then headshotting them with a Baton round to perform quadruple damage. But it would be a good idea to carry along a finisher weapon.

New Weapon: Taser


The little Taser is back and ready to take S-tier. It can be used to stun and disarm multiple enemies in it's projectile's path from short range.
The Taser hasn't actually changed all that much except for some visual enhancements and that it's infinite ammo has been replaced by just having a lot of ammo instead.

New Powerup: BFG


Last but not least, and the unofficial last weapon of this update, is the terrifying BFG (Big Flippin' Gun). It too has had a rework, mostly to be able to separate itself from the Chain Gun, as I didn't want a powerup weapon to share the same downfalls of needing to spin-up.
Instead, it has powerful double 'anti-air' style cannons which fires less but deals a whole lot of damage. It has kept it's rocket and muleslapper weaponry, which are now separately fired by using alt-fire so you can control the chaos you cause a little better for yourself.

New Map: Throne Room


Throne Room has been added, which is the lair of the evil cosmological horror The Man. It's a symmetry-heavy map with a lot of empty airspace to boost through.
It has retained most of the same layout, which I cleaned up the symmetry for. It also features some lava pits that have moving platforms, so watch your step.

New Map: Arctic City


Arctic City, one of my favorite maps, is back in rotation. It's a map I've visualized to have 3 stories; the rooftops, the insides of each base and ground level.
I made some small structural changes and I removed the blizzard foreground non-sense so no more annoying visibility problems. And yes, poor sequels to horror movies exist in the Boring Man universe.

New Map: Arena


Do you feel that? It's as if a place of chaotic energy has reopened. That's right, Arena is now available. It's a smaller map that has had similar changes like Warehouse, where it's been made open-air to give players more breathing room. Instead of the bizarre stadium theme, I've changed it to a more peaceful mountainous area.
I also added some pressure plates for each side, which will open trap doors underneath each base. Be careful to not fall off the sides, lest you fall into the boiling geothermal water pools.

New Map: Varia City


Varia City has been added, which is the final competitive map ported over from v1. An unsymmetrical map similar to Dyson City, USC's side is lower but still shares the same building structure.
The obnoxious sandstorm has also been removed, with its replacement being a desert night look. I've also added more visual detail, such as the little fruit market in the middle of the map

New features: Lore, Stats & Achievements


Lore, Stats and Achievements are now available. You can read about the details in a previous post I wrote: https://steamcommunity.com/games/boringman/announcements/detail/3113674819246267593
There are 60 achievements as of now, and we'll see about adding more. Stat recording starts as of this update, as there were several bugs that would skew your stats plus now that most weapons are in your stats won't end up so lopsided.
Picking up lore articles and unlocking achievements will grant you small amounts of XP, however the XP you get is not influenced by triple XP events. This is so you don't really have to worry about 'saving' your achievements or lore like a weirdo in order to maximize miniscule XP gains.

New Survival feature: The Beacon


Quite a bit of content has been added to Survival, however all of it branches from the addition of the Beacon. The Beacon is a large device placed somewhere in each match, it's is a new way to beat Survival much faster.
Similar to the Bar, the Beacon will only open during the break period. By supplying it money, specific weapons and specific vices, you can 'activate' the Beacon in order to skip to the final wave at any point in the match. Of course it can be used in Hardcore Survival as well. The Beacon requires quite a bit of resources, so to motivate players into investing into it, your team can unlock beneficial effects with each phase of construction completed.
I'll spoil the first phase, when completed you will be able to summon helicopter support from the bar, which will carry it's own chain gun to rip through enemies. Helicopter support will hang around for a specific set of waves as long as it has fuel, no matter how long they take to complete. Once it runs out of fuel, it will return to base for refueling and can be immediately be called again but at a higher price. Be wary however, as if it's destroyed then it will take some time to be able to be called again. I wonder if helicopter deployment is only exclusive to the USC.. surely not?
And what of this mysterious Beacon? Where did it come from? What does it want? What happens when it's completed? Skipping to the last wave sure saves a lot of time, and it certainly isn't the average player's first rodeo in defeating such a wave. We can't be getting off that easy, could we..?

New Weapon Skins


I have added 2 new DLC skins, same low price. You can check them out below: https://store.steampowered.com/app/1924320/Boring_Man_Holy_Weapon_Skins/ https://store.steampowered.com/app/1924321/Boring_Man_Demented_Weapon_Skins/ I also added 7 new community skins to unlock:

Weapon Balance


  • Increased Fire Uzi accuracy
  • Removed Fire Uzi damage fall off -- The Fire Uzi has been hanging around as low tier for a long time, and thought it could use a boost. Hopefully this won't make it annoying
  • The Light AR alt-fire is now easier to perform
  • Light AR alt-fire no longer deletes ammo when failed -- Players complained about the Light AR's alt-fire being difficult to use, often leaving it completely ignored. These changes will hopefully make it more forgiving
  • Increased Lightning Gun ammo
  • Heavily reduced Light Rockets headshot damage -- I am somewhat reversing the changes made to these weapons from beta15a due to complaints, but not quite all the way. I still firmly believe LRs should have some extra damage output, and that Lightning Gun users should still need to deal with ammo problems. However these past changes should be a lot more subtle.
  • Reduced Potato Masher's ammo -- Potato Masher's long distance turned out to be more powerful then thought, and people seem to have preference for no bounce when I thought of it as a nerf for the most part. Reducing the ammo will also allow lesser used 'Nades with an ammo of 3 to stand out more, such as the Molotov.
  • Increased the Wrench's damage
  • Wrench can now headshot -- I thought it was high time the Wrench became a formidable melee weapon. And yes, these changes implies the introduction of a certain artifact skin for the Wrench. Good luck finding it.
  • Tranq Rifle can now fire underwater -- As an air rifle, the Tranq can technically be used underwater. It could always use buffs as well.
  • Boomerang throws are no longer randomized -- As a precision weapon, this should help your Boomerang throws feel more consistent, and less reliant on RNG.

General Changes


  • Magic is now compatible on the Drone
  • You can now hold down the Nade key when performing a Hadoken in any scenario to aim the projectile
  • An icon will now display on vice pick ups when you have Hotwings in your inventory
  • Normal/Hard bots can now use the bar in Survival. They will give up waypointing to it if it appears inaccessible in 2-3 waves, so I view updating custom maps as optional. (I didn't really update mine)
  • Lightning gun now supports bullet color
  • Bullet color now carries across dropped weapons
  • Hovering your cursor over server settings in the pause menu will now display more information
  • You can now skip the unlock animation for weapon skins
  • Strict Spec renamed to Spectator Mode, added Broadcast setting which will disable strict spec for players on the Spectator team
  • Added new experimental setting: Nade Throw Delay
  • Added new experimental setting: Slowed Doubles
  • Added new console commands:
spawnbigboss killbigboss beaconstart setallvice incteamscore setteamscore

Boring Editor Changes


  • Added Background Changer object to Boring Editor
  • Added Conveyor Belt tool to Boring Editor
  • Added new ambience sound to Boring Editor: Blizzard
--

Follow development on Twitter Join the community Discord server Subscribe to Spasman Games on YouTube


Download dedicated server (Windows) Download dedicated server (Linux)


[ 2022-05-31 17:58:31 CET ] [ Original post ]

NEW WEAPON SHOWCASE: The Riot Shield

[previewyoutube=qhZPU2ziHWs;full][/previewyoutube]


[ 2022-03-02 16:39:06 CET ] [ Original post ]

Achievements, stats and lore.. oh my!

Hey. Long time no see. Things have been slow since I've been dealing with nightmarish moving. But I've been settled in my new place for the past couple months, sort of, and have started working again. For beta17, I've added and changed some fun stuff, but I think I'd like to share that all in a video soon. Instead, I'm just going to share some boring but important crap first so the video doesn't have to mention any of it.

Achievements


The achievement system is finished, and 35 achievements will be available when beta17 is out (I might add more). Most achievements can be earned with any server settings you'd like, but you can only earn achievements on stock maps in order to discourage creating 'achievement farm' maps and crapping up the Workshop with them. Some achievements are tied to hardcore survival, so 100% won't be a small walk in the park.
You do not need to reset your Steam achievements or GameJolt trophies, as achievement progress is primarily saved on the server along with weapon skins. So if you already have the achievement on Steam, it'll still be locked in-game. 31 achievements are either from v1, or some sort of spiritual successor of a v1 achievement with changed rules and/or icons. Achievement slots in Steamworks were recycled, so when beta17 is out you might have achievements unlocked already depending on what you did in v1. 4 achievements were replaced entirely, as they are either irrelevant or just stupid as hell:
  • NET+ Certified (Better server support thanks to linux + holepunching)
  • Arsenal (Weapons are no longer locked for new players)
  • God (Too many lame survival wave count achievements)
  • No type-killing (Stupid joke that became real)

Notice anything weird?

Stats


Stat tracking is now official in beta17. I've been tracking stats for a while but I wanted to add more and not have a player's old stats be so different when compared to recently added new stats, so I've decided to reset them. Plenty of bugs and crap occurred with it too, so some of the data might be incorrectly bloated or something.
You'll also get a break down of your skin collection, and a few individual stats for each weapon. Stats are collected on any map under any settings, I don't know how to really handle it any other way. I may add a clear stats button in case you're converted to a TDM exclusive player or something.

Lore


The Lore system has been implemented, and it's something rather unique I'm doing. Thanks to my chipmunk brain, writing can be difficult at times and often impulsive for me. I've thought of some funny tidbits at 3am that left me wishing to put it into the lore but without needing much context, categorizing or relevancy.
To solve this, I've made this new lore unlocking system, where once a day you can find lore codex in-game. The lore you get is random, so that allows me to write lore almost context free. In-game, it comes in the form of some media or vessel of information (CDs, hard drives, papers, etc). When you 'open' it in the lore menu, then you get a mostly nicely formatted article, which also has the ability to embed images.
That's not all. The unique thing is in order to comply with my impulsive writing, the game is also able to update lore from spasmangames.com, without needing to update the game build. So anytime I write something up, all I need to do is add it to my server and you will have it in your drop pool the next time you log in.

Better cloud saving (for me)


In beta17, I've been working on converting your save files into table data for SQLite. B-Man and Tunnel Divers save data is based on Windows text files, embarrassingly enough. As more and more people try the game, the more text files are created, and I think things are gettin' outta hand. As long as it works, this should not impact you at all, but I thought I'd mention it as it's probably the most unstable thing next update.
If it's not already obvious why 100k+ folders full of files are bad, then switching to SQL will make everyone's save data much much easier to back up, as it would only be 1 file thats ~200mb. The login server has also been slowing down due to the mass of files constant growth, so once everyone's data is converted and we've been settled in, I can nuke all these files and hopefully see a performance boost

That's all for now folkz


There's plenty more to share for beta17 but I wanted to try to start making YouTube videos more. I have no idea when beta17 will be out, and I wouldn't be surprised if I make it the first v2.0.0 build. I have vvvverryy slow internet where I'm staying right now, which is why I rushed the Linux export so I didn't have to host from home anymore.
With this upload speed, my Upload-A-Billion-Hot-Fixes strategy isn't going to work very well. I'll need some time to figure this out before I can think of a date. I don't think beta17 is too broken, but I'm always needing mulligans. Sorry for the dead player population, I wish there was anything more I could do. This game being hard to market is also getting pretty old, and coupled with my anxiety about annoying people with advertisement, its had a poor marketing job. Either way, I'm finishing what I started and at least I think my servers and code are in much better shape for a coveted player rush then last time, so I'm happy to say I'm ready and waiting, even though it'll probably be an eternity. If you somehow didn't notice the B-Man holiday event is on going until January 2nd, and B-Man DLC is in the winter Steam sale. And if you missed it, here's a sneak peek at the Buzzer:

Thanks for your support! - S --

Follow development on Twitter Join the community Discord server Subscribe to Spasman Games on YouTube


https://store.steampowered.com/app/346170/Boring_Man_Premium/ https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/ https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/ https://store.steampowered.com/app/1194781/Boring_Man_Rainbow_Weapon_Skins/ https://store.steampowered.com/app/1194780/Boring_Man_Splintered_Weapon_Skins/ https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/ https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/


[ 2021-12-23 22:53:36 CET ] [ Original post ]

Linux version now available + the home stretch

Hey folks, today I'd like to announce that Boring Man is now available on Ubuntu, for playing and/or hosting with the dedicated server build. On your Ubuntu device, you should be able to install and launch it like normal. We're also getting much closer to the update being 'complete', so I thought I'd share for whats left of the road ahead. To get out of the way, if you've been having any trouble with beta16, make sure your game is up-to-date as I have been patching A LOT of things.

Linux + New servers


The game build of Linux I didn't test very much lmao. I don't know how well it works but I logged in and joined a game which was.. good enough? You should be able to install and play on your Ubuntu machine like normal, and you will still have access to your Steam account's save data. Report feedback how you'd like, try to make sure any issues you have are exclusive to Linux or repeatable on Windows. For the past few months, I've been hammering away at getting the Linux version to work as a server. The primary reason being personal life needing me to get rid of the physical server I host from home. With being able to run the game headlessly, I now have a vast selection of hosting options, as a large drawback to hosting B-Man was needing a GPU to run. I can also now scale the server population quite quickly, and the game can also use the new servers as login forwarders for those having trouble. These two things are early preventative measures in case, one day, the very small chance that the game has a large rush of new players. Although unlikely at this point, I'll sleep better at night knowing that I'm always ready. Keep in mind, these servers are much weaker then the old one, but I can make and delete any of them at any time, in different regions, at a much affordable cost. The new servers use database-class internet, so they never have packet loss where my hosting internet did. If any lag occurs, it will most likely be a CPU performance drop in the server, or your own internet and my netcode not dealing with it well. If you'd like to take a crack at hosting a server on Linux, here are the download links to the latest dedicated server builds: https://spasmangames.com/downloads/linux/bm-linux.zip (Ubuntu server build) https://spasmangames.com/downloads/BMServer.zip (Windows server build) I don't have the time to make a full guide atm, all I can say is it needs xvfb to run and some dependencies, so install these 4 packages:
  • libopenal1
  • libxrandr2
  • libglu1-mesa
  • xvfb

The homestretch


I anticipate the game has 1-2 major updates left that would complete the weapon arsenal, add a few new maps, add a bunch of new skins and polish up the features. At that point I'd feel like it caught up to v1's content and can be officially considered a released update. Everyone's been playing for a while so 'release' would just entail removing the 'betaXY' version format and return to the traditional one (v2.X.X), so it'd just be like any other major update. There are 6 weapons left to add, and some maps from v1. I'd also like to re-add the 'secret' bosses, make a few changes to Survival, add a crapton of skins and hopefully think of some good mutators along the way. I'm gonna need to take a break for a while but hopefully I'll be back. The important thing to me right now is the game is safe, as in if I didn't do all of this then I would no longer be able to host. So thank you for your patience, things should be much more stable going forward!


[ 2021-07-14 01:35:32 CET ] [ Original post ]

Boring Man v2.0.0 beta16 is now available

Runtime update + optimizations


I made a Steam announcement + testing branch a few days ago to test this version, as it has been upgraded to Game Maker's spicy new runtime that broke a lot of things and allowed me to get things up to speed so servers could be hosted more easily over the cloud + on linux. You can check it out here. Thanks for testing if you did, I think it's much more stable now, but be patient as there might be still some problems to uncover. I am also updating the code for the login server which will cause some downtime, so if you're here due to not being able to login yet, then yes I know. Once all the pain is done away with though, I think we're gonna be smooth sailing.

New map: Flak Freightliner


This is a brand new map I made to work out any problems in the map editor, a moving freightliner train. While it's a flashy map, it's fairly simple since its just a train, so it made it pretty challenging to be creative.
I tried to put some thought into its balance/design so it wasn't too much of a gimmick map, but I'm not entirely against those anyhow if it shows off the features of the map editor. I also cheated and made some new features for the map editor to accomplish making this map.

New Survival feature: Stock Market


The bar in Survival now has a stock market. You can buy and sell shares from one of the 3 major corporations in Somewhere Land. The stock market opens at the bar every 3 waves and prices will follow trends similar to the real life stock market.
Prices aren't totally random but not quite in your control either, there are a few influences on a certain company's stock value such as shares being bought, weapons bought from the bar or chests, and from open bars/economy crashes.

Grapplehook rework


The Grapplehook and it's alt-fire has been reworked, the alt-fire can now pull on certain objects or retract to you without needing to reload. Players and drones can be disarmed when you yank on them with the alt-fire.
The primary fire has changed where you have to release left-click to reel yourself in the old fashioned way. This is a change that you might need time to get use to, but I did after a while and it has made the Grapple much more versatile. I also increased the pull and reload speed stats, so hopefully this should make it a desirable choice for mobility.

Zpitter rework


The Zpitter in Zombrains no longer spits poison or has a poison theme, instead he now spits Goo Gun projectiles. This should give the Zpitter more flat damage, and an option for zombies if they're looking to put a stop to fast players.

Light AR Alt-Fire: Active Reload


The Light AR now has a new alt-fire that allows you to reload faster. By tapping the Alt-Fire button at the right time, your reload speed increases or if timed perfectly, instantly finished.
If you mess up the timing however, the reload starts over slower and you lose all held rounds in the current magazine.

New server features: Customizable Fiesta + Votekicking


You can now pick and choose what mutators and settings to pool when Fiesta mode is activated. I plan on using this for my servers, but on a mild setting where Fiesta doesn't appear as often. This list supports mutators, game mode specific settings and even experimental settings.
Votekicking is now available to enable on your servers, however it's gonna work differently this time. Similar to doing dailies, you can only call 2 votekicks per day, on any server (unless you're the server host). By default, votekicking is turned off, but I'll have it enabled in my servers. My beef with votekicking in the old version is quite often it was rarely used to self-moderate for cheaters/toxic players. Instead, it would be used to kick XYZ player using overpowered XYZ weapon (playing the damn game), trying to votekick your friends, or just being a general annoyance. It'd derail the game as players would get distracted calling funny votekicks or talking about it like something interesting was happening. I dunno, I guess I should've made a more fun game.

New map editor features


Like mentioned above, I gave the map editor some new background and tiling features to make the train map. Backgrounds can have an offset set, disabled tiling, and more 'parallax' features (now known as Styles).
You can also set the color, opacity and size of tiles as seen above, which let me recycle big sprites on the train map. An example is the giant shipping containers, those are all 1 sprite loaded into memory but with the colors changed for each instance.

Survival changes


  • Reduced damage requirement for damage dealing jobs
  • Increased reward for find the intel jobs -- These changes are an attempt to make these jobs more enticing to take
  • Reduced revival costs for teammates -- Players being unable to revive themselves with money made their respawn cost a little too high for their teammates, and has been adjusted for the not so recent Antacids change
  • Weapons dropped by players will no longer disappear until end of the wave (or if there are too many)
  • Weapons sold at the bar no longer scale with match progress
  • Easy bots no longer buy chests -- Players would exploit the Easy bots generous behavior in hardcore survival to farm vices, but now they are not so generous.
  • Opting to sit out the wave no longer destroys your revival ankh, you can still join spectator to destroy it

Weapon balance changes


  • Plinger now has Eject Clip alt-fire -- This is just an alt-fire to give the Plinger a little QoL, no more shooting at nothing to reload.
  • Mortar will now bounce an extra time -- Players have complained about the Mortar projectile not bouncing enough, this is due to the old version's Mortar experiencing the 'knife bounce' bug where it would bounce an additional time instead of exploding. I have officially gave it an additional bounce, so let me know if thats an improvement.
  • Chain Gun can now spin up during TDM round start -- Chain Gun players would often be helpless at the start of the round since they'd have to rev up the barrel, doing so beforehand should now get others to back off
  • Decreased pushback for Lightning Gun + Light Rockets (evenly)
  • Light Rockets can now be disabled by EMP grenades -- The boost on these weapons has been reduced to make the Grapplehook a little more enticing to use, the LRockets being EMPed now brings it along the same line as Lightning.

General changes


  • Added new mutator Windy
  • Added floating platforms to Oil Rig
  • Added Laser Sights and Player Arrows HUD settings
  • Merged *_maplist.txt, *_wdlist.txt, *_admin.txt, and *_banned.txt into the bm_server.ini file as new INI sections, the game will try to import the old server files automatically if you have them
  • Interacting with items is now much smarter. For example, using medikits always has priority over weapon drops now, however you will pick up the weapon drop instead if you have full health or not poisoned
  • You can now ban the Hadoken instead of Fists in Captain's Mode
  • Fixed a bunch of bugs

Map editor changes


  • Added new background + tile features
  • You can now mark conveyors as invisible/quiet in the map editor
  • You can now use mouse wheel to select weapon flags in the map editor
  • Added Tab+Q/W/E hotkeys that quickly resize the object placement grid
  • Copying objects to the clipboard in the map editor will now use a JSON string, which you can share with other players
--

Follow development on Twitter Join the community Discord server Subscribe to Spasman Games on YouTube


Buy B-man DLC if you'd like to support me: https://store.steampowered.com/app/346170/Boring_Man_Premium/ https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/ https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/ https://store.steampowered.com/app/1194781/Boring_Man_Rainbow_Weapon_Skins/ https://store.steampowered.com/app/1194780/Boring_Man_Splintered_Weapon_Skins/ https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/ https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/ Download Dedicated Server build (beta16, Windows, 37.7MB)


[ 2021-06-06 23:24:18 CET ] [ Original post ]

You can now test Boring Man v2.0.0 beta15b

Hey. I've been working on beta15b, which is another code overhaul update. There isn't much content, but it's a rather big update for me because of a lot of technical changes were made in order to optimize things and get the project code up to speed. I've been nervous of pushing this patch but also can't continue with content until it's out, so I've decided to create a testing branch first. There are some fun changes:

  • Stock market added to Survival, other Survival changes
  • New Zpitter ability in Zombrains
  • 'Smarter' interaction with picking up stuff (Medikit priority over weapons, etc)
  • Grapplehook rework, other weapon balance changes
I won't be posting an official changelog quite yet or make this flashy because I don't want to lead people on who might read too fast (like me). So to learn how to gain access to the branch, please read my post thoroughly for the password. I don't want players to 'prefer' this branch, so please just switch back when you're done testing. Here's what technical stuff was changed in this patch: Updated runtime version: I have updated B-Man to the latest runtime version of Game Maker Studio 2. This version of GMS2 is very very different, and changed a lot of engine functionality. This alone made many bugs when I ported over the current version as it was, I believe I fixed things up quite a bit but there will be certainly be oddities lurking, report them as you normally would. You also may notice the install size has become quite larger.. this is the EXE file dramatically increasing in size. I don't have a solid explanation why, I'm guessing it's a change in how Game Maker compiles the exe file now. New login server code: I have rewritten the server login code and ported it to Python 3, I also merged the v1 and TUNNEL DIVERS server lists into it, so they're all in one place once I make the switch. I haven't had any trouble at all testing it so far, but the Workshop might not work correctly right now. Untested saving is always a little sketchy so you will be logging into a separate server on a temporary new save file when testing. Your existing save data will stay safe on the other server that you've been using, I also figured this would encourage players to switch back to the main branch when done. Performance optimized: I made some strides optimizing collision, AI, graphics and processing netcode to reduce resource usage for both server and client. Some players were complaining about a stutter, and I think I found and fixed a couple but no promises that all of them were fixed. They can be difficult to track down or find an explanation for, so the more info you provide about your stutter the more likely I'll be able to fix it. Optimized netcode: The biggest optimization I made was the bandwidth usage and packet activity. Mostly everything has been stuffed into the big game state packet, and I also brushed up on proper data buffer creation, it turns out B-Man, both v1 and v2, had been sending a bunch of useless 0s within it's packets which contributed to the bloated bandwidth usage. The decrease in packet activity means the game sends less packets per second overall, therefore reducing your packet loss hopefully. Spasdll file: This is a new Game Maker extension I'm making for myself, which really only has the memory cleaning stuff from the other DLL file. The reason I'm mentioning this is because it's made in C++, so it might really piss off your anti-virus since it was made by me, whos just some chump. If it does set off an AV warning, then just let me know if you can. I'd like to gauge how often its occurring. If it happens too much then I'll probably switch back to the old DLL file until I figure out how to get it signed or something. Similar code is actually up on my github but as a different file w/ different function names. If you (or your AV) really don't trust me, then you can just delete spasdll.dll from the installation and B-Man should still run just fine. Dedicated Linux server: Now that I'm up to date with the GMS2 runtime, I was able to start figuring out the Linux version. It will not be available for player use for a little while, but it's doing pretty well so far. You will notice I have given my server's regional tags, the European ones are on a Linux box, so try to take note what server you were in if you have something to report. My servers are on VPSs now, so they will no longer have bots (except Royale) and run at lower settings. The password to the Steam beta testing branch is the first letter of every underlined word in this post, all lowercase, no spaces. You should also still be able host your own server with hole punching like normal. If everything works, then great, I'd like a quick turn around to pushing out this patch officially. But I'm anticipating some sort of horrifying bug that will take up some time to fix, I'm already dealing with a mysterious crash on the Linux server export. I don't really want too many jumping on this branch, so if you can't figure out what the password is or how to use it, then for my sake you're probably better off waiting a little while longer. I won't be looking to help with it since I think you're not really missing much, but you can ask other players for help if you really want to try it out. Thanks for your support!


[ 2021-05-16 05:39:53 CET ] [ Original post ]

Boring Man v2.0.0 beta15a is now available

This update is mostly bug fixes and hopefully helps with some glaring weapon balance problems. This may be the last update you'll see from me for a while, so I wanted to make sure I fixed as many things as I could.

Weapon Balance: Light Rockets


  • Light Rockets can now do headshot damage with direct hits
  • Increased the strength for the flare when attracting rockets
  • Increased the pushback for the Light Rockets
  • Decreased the maximum ammo for the Light Rockets

Weapon Balance: Lightning Gun


  • Decreased the maximum ammo for the Lightning Gun
The Lightning Gun has seen a lot of use as a new mobility weapon, and many have called for a nerf. I lowered the max ammo it can carry, so users would have to be cautious when to use it. I chose to do this since I think it's a lot of fun to use, and nerfing attack speed or the push back felt like it would make it less fun. Additionally, I increased the pushback on the Light Rockets so it could compete with Lightning as a mobility weapon. I also applied headshot damage to it in order to fulfill its role as an offense weapon. The flare's orbit strength is a little stronger now as well, as I'm hoping this will give it more use.

Weapon Balance: Power Rifle


  • Power Rifle now has pushback
  • Increased the projectile speed for the Power Rifle
The Power Rifle has gone mostly ignored since I added it, it actually use to be quite a controversial weapon back in the day, so I've been cautious about how to buff it. I have restored some of its pushback value I removed many years ago similar to the Assault Rifle, and increased the projectile speed so it's range and accuracy isn't as limp.

Weapon Balance: Mortar


  • Increased the projectile speed for the Mortar
There's been complaints about the Mortar bounce not being as good, I thought it was a bug, but similar to the GL it actually does not follow the small random projectile speed increase that most other weapons have, I just forgot about it. This made the projectile overall slower then its old version, so I increased the projectile speed and the bounce feels a little more familiar now.

Weapon Balance: Musket


  • Decreased the damage fall off for the Musket
I have heard of a lot frustrations about the Musket not dealing killing blows enough, so I decreased the damage fall off. This will allow the Musket to do more damage at farther ranges, which should be rewarded since it's something that requires some skill. Remember, the damage does not fall under 50 from damage fall off, so a headshot will always do 100 damage or more.

Survival Changes


  • Increased amount of enemies per wave in Survival
  • Increased the grace period before Survival bombs start losing defuse progress
  • 2 survival bombs will no longer spawn if theres only 1 player
  • Decreased spawn time for survival enemies
  • You no longer can lose wagers during the break period
  • Bomb Dudes no longer carry Frags
I was gonna make some adjustments in order to make Survival matches shorter (hardcore/classic specifically), but I've given up on it for now. 2 bombs spawning should also no longer occur for solo players, and I increased the time it takes before defusal progress starts going down.

General Changes + Bug Fixes


  • Added Fast Change to experimental settings
  • Changed Clumsy Handcannons experimental setting
  • Weapon drops will now get pushed out of the way by medikits + ammoboxes. This is bandaid for now as I need to redo how interactables work.
  • Fixed latency measurement, which should now give you a more accurate ping value. Ping is used a lot in netcode motion and prediction math, so this helped smoothed some things out
  • Optimized collision checking for rendering non-object water/lava
  • Fixed loadout menu showing the wrong skin for secondary compact weapons
  • Fixed grapple and magic becoming unusable after being dropped in some cases
  • Fixed being able to click incompatible weapons when using a gold ticket
  • Fixed some instances of a missing new skin notification icon
  • Fixed scrolling in the main menu with a controller
  • Fixed extra dual wielded weapons not drawing correctly on ladders
  • Fixed not being able to shoot from ladders with a compatible offhand weapon and incompatible primary
  • Fixed not being able to login in some cases because of unresolved IP addresses
  • Fixed some random weapon instances where youd get nothing
  • Fixed not being able to pick up your weapon in Weapons Deal
  • Fixed tracking from Tranq darts and drones showing for all players in Deathmatch/Weapons Deal
  • Fixed Survival mode chests not dropping medikits/ammoboxes
  • Fixed projectiles being destroyed too early when going up off screen
  • Fixed the Knife displaying the ammo hud while carried by Drone
  • Fixed Fiesta mode being able to turn off a fiesta mutator as a slot
  • Fixed weapon skins sometimes not unlocking when amassing enough skins. -- Note: The drop chance correction for the fix above seems to have made valuable skins more rare after testing.
  • Fixed the Mortar losing its ammo when dropped while it has a 'Nade loaded
  • Fixed more things

Boring Man Classic


I made a new GameJolt page for the old version, which is here. I made some very final changes to the build I uploaded there, where Premium has been made free for all, the anti-cheat disabled (without losing server list access), and the need to login through GameJolt. You do not need to download this special build and can use whatever you have sitting around still. --

Follow development on Twitter Join the Discord server Subscribe to Spasman Games on YouTube


Buy B-man DLC if you'd like to support me: https://store.steampowered.com/app/346170/Boring_Man_Premium/ https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/ https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/ https://store.steampowered.com/app/1194781/Boring_Man_Rainbow_Weapon_Skins/ https://store.steampowered.com/app/1194780/Boring_Man_Splintered_Weapon_Skins/ https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/ https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/ Download Dedicated Server build (beta15a, 22.5MB)


[ 2021-02-28 01:18:27 CET ] [ Original post ]

Boring Man v2.0.0 beta15 is now available

This update is mostly new content, however be wary of crashes and bugs. Report them how you see fit, and I'll fix everything I can over the weekend. As for the state of overall development, I anticipate the next major update will be release. However I got a shitty spring/summer ahead of me as I'm moving across the country, so it might take a while to prepare the last update until 2.0.0 is finished. In any case, thanks for your support, lets get on with it:

New Weapon: Mortar


The highly awaited Mortar is here. The Mortar is an explosive weapon with very long range. It needs the user to crouch before firing, but certainly strikes fear into your enemies.
The Mortar has an interesting new alt-fire as well, where you can load certain 'Nades into it's tube. This can range from grenades, to the tomahawk.. and the Drone!
The Mortar has been given a small nerf, where left-click must be held down a couple frames before firing. It's another high range + high damage weapon, so this should hopefully help with the saturation of that.

New Weapon: Chain Gun


The Chain Gun has been added. It was quite infamous in the old version as a 'noob' weapon, but hopefully this rework will make it a little more respectable.
It functions as a more traditional minigun now, similar to the Heavy's minigun. It must be wound up before firing, and has a similar aesthetic as the CTF turrets. Holding alt-fire will allow you to keep the barrel spun up.

New Weapon: Goo Gun


Here's the Goo Gun. It's a pretty gross weapon that will fire sticky projectiles which can stick to walls. I gave it's projectiles some nice new effects. I think you'll like the new sounds too. I do anyways.
You can also apply projectile colors to it from Premium. I was apprehensive at first but it just looks too neat to not have. When enemies are damage by the Goo Gun, their horizontal momentum is completely stopped, so it should be a helpful defensive weapons against players with mobility loadouts.

New Weapon: Plasma Rifle


Along with the Goo Gun is the Plasma Rifle, which uses similar projectiles. These two weapons functioned very similarly in the old version so I gave Plasma some new features to make it a more unique weapon. The Plasma Rifle will fire an array of small bombs that can stick to walls.
It has a new alt-fire, which will 'release' active bombs that are stuck to walls. Although it's not just for releasing, pressing alt-fire again will switch released active bombs back to sticking, and vice versa. You may also notice it has 'more' ammo, but its actually the same amount. Instead, its ammo works similar to the Muleslapper alt-fire where it will use 4 ammo if firing 4 bombs, and reduce the count if there isn't enough in the current 'magazine'. It also has a somewhat unique reload now, where you simply pump the handle and load in 2 bombs each time.

New Weapon: Fusion Cannon


The power of the Fusion Cannon is now available. It is a dangerous weapon for both the enemy and the user, you hold down the trigger and it will begin to charge up and increase in damage. However charge too much and kablooey!!
It has remained mostly the same, however I have shortened it's projectile range to help against the high damage + high range epidemic. It will also flash similar to the Bow when it is an optimal time to release the trigger to shoot, but hopefully if you are practiced from the old version the timing should feel very much the same.

New Weapon: Tranq Rifle


The Tranq Rifle has arrived. It is a dart gun that can poison your enemies and has a scope that you can use with alt-fire
It's darts also have the unique ability to track enemies they hit, similar to Drone spotting. The tracking last muchs longer then a Drone spot, so you and your teammates can stalk tranqed enemies for quite bit.

New Weapon: Lightning Gun


The power of weather in a single weapon, the Lightning Gun! The Lightning Gun is a utility weapon for mobility and disarming enemies. When you hit an enemy, they will get stunned and drop their weapon similar to the EMP, but it doesn't do much damage.
It has a new alt-fire, the Shockwave, which can push players and objects around, and provide an insane amount of pushback for the user, which will help you get around the map. I think it's now one of the most fastest mobility weapons in the game now.

New Weapon: Auto Shotgun


The crazy, estranged uncle of the shotgun family has arrived, the Auto Shotgun. It is a rapid fire shotgun with a bit of painful reload.
It delivers a large burst of damage in short time, and can provide a little mobility for the user. I also added a little overheating effect, but it does not have any effect on the weapon's ability.

New Weapon: Long SMG


Here's the Long SMG. It's an automatic, accurate weapon with a burst fire firing mode you can switch to with alt-fire.

New Map: Dyson Rooftops


Rooftops was the most suggested map to add next, so here it is. In the new maps in this update, I've been implementing platforms and decided to put a couple in the mid-right side, since that part of the map always seemed uninspired to me, or something.

New Map: Dyson Sewers


The stinky sewers are here. Has our hero Tony da Toilet returned? I've walled off the mid corridor with some doors as I have been with other maps where I wanted to eliminate sniper corridors. Going top is still sniper friendly however, so choose your routes wisely.

New Map: Varia Desert


The mysterious Varia Desert is now available. I have reworked the inside of the pyramid, using platforms to make it more combat-friendly. I added some ladders as well inside as well, and moved some spike traps around. It's new aesthetic is inspired by the dry and desolate interstates of my home state, Arizona.

New Map: Warehouse


Warehouse is here. Look how tiny it is!! I've made a new set of tiles for Warehouse, and it is quite focused on platform usage. You can also go on the roof of the warehouse, and I added some logic gate features you should go check out.

New Map: Tutorial?


The new Tutorial was added this update, which in turn let me reuse the assets to make the multiplayer map version of it. It's remained mostly the same, but I made some slight changes to the structure to balance out the symmetry and reduce sniper corridor effectiveness since I didn't want to add doors on this map.

New DLC Skins


There are new DLC skins, along with the new ability to animate them. Animated skins will probably only be available for DLC skins for now, but you can mod the sprites used as their texture maps. Check out the new skins below, you can take a look at the old skins and see their new effects as well. https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/ https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/

XP system rework


The XP system has been reworked for the last time hopefully. I feel like weapon skins and XP have been driving focus away from what I want B-Man to be. Too many people would discuss grinding or farming over actually playing, and the mutators system I've been working hard on was going unused since players would want to be sure they were earning the most XP they could, understandably. Almost all gameplay oriented XP gain has been removed (kills, assists, flag caps, etc), and the time-based XP you get at the end of match has been greatly increased. The cheats system has been completely removed (everything is a mutator again), and custom maps aren't that much different from stock maps now, other then being unusable for Survival Hardcore/Classic (read more about that below). Additionally, new players no longer need to unlock weapons and start with all of them, they can also start leveling to unlock weapon skins right away. This should help them jump in with everyone else right away. These changes should hopefully bring in new players and take some focus off farming weapon skins although I don't think that can truly be stopped. You should be earning them at pretty much the same rate no matter what you're doing in-game. I'm also just sick of policing XP gain through design, I found myself becoming too focused on the idling and the farming as well.

New menu music


Legendary cinematic composer wug has graciously donated new menu music for the game. He provided me the separate instrumental tracks, so it will change depending on where you are in the menu. I like it a lot, as it certainly feels like music I would outright steal from somewhere in 2006 and I think thats pretty important for matching the game's atmosphere. I can understand if you like the old music better, but the composer for the last menu music seemed to disappear off the face of the earth. Meanwhile wug is interested in B-Man, and is active at times in the Discord server. I also think it's important to give your game's composer as much creative freedom as possible. You can check out more of wugs work here: http://darkashley.bandcamp.com/

Tutorial has been added


The new tutorial has been added. It's got similar colors as the old version, but I tried to update the visuals nicely as I could like I have been with other maps.
Like the old version I kept it as short as possible, and to only explain the bare necessities so new players aren't overwhelmed. I also tried to use symbols as much as possible over text, as many non-English speakers will try this game and I don't think I'll ever really have the capacity to properly localize things. Now that new players no longer need to unlock weapons, I took advantage of this change by throwing a loadout cabinet into the tutorial. I'm hoping that doing a 180 from keeping weapons locked from the new player to shoving them all in their face in the first 2 minutes will do more in getting them to stick around, but we'll see..

Fiesta mode


This isn't something huge but I think it's neat, which is Fiesta Mode. You can enable Fiesta mode under server settings, which will randomize a couple mutator settings every map change. Players can also utilize map voting to see what mutators will be randomized on what maps.
I will be enabling Fiesta mode on my weapons deal and take over servers, since they're not very populated anyways. I added this just this week, so not all mutators are used and it might be buggy.

Weapon Balance: Ladders


  • You can now shoot small weapons from ladders
  • You can now throw grenades from ladders
At last, I have finally implemented using weapons from ladders... This has been on my todo list for a very very long time, and I'm pretty happy with it. I'm unsure what it will do to the meta, if anything at all, but I'm all about turning it upside down.

Weapon Balance: All grenades


  • Hostile grenades are now more visible
  • Equipped nades are now visible on your character
  • Players will now drop nade as an item pick up upon death
These changes focus on helping players identify grenades, and to make their ammo more recoverable by having them drop upon killing an enemy (if they have one).

Weapon Balance: Drone


  • You can now use the Keymaster on the Drone
  • You can now use the Bow on the Drone
  • You can now use the Grapplehook on the Drone
  • You can now throw the Knife from the Drone
  • Drones using the Acid Gun can only aim left or right
These changes are mostly work for increasing weapon compatibility. The only existing weapons left that don't work on the Drone is Magic, Wrench, Sword and 'Nades/Equipment. I'm afraid I'll have to take back what I said about making 'nades usable on the drone, but I won't completely shut the door on that. But this is the part of development where I need to start cutting down the todo list in order to call 2.0.0 complete faster.
As for the Acid Gun Drone change, this gives a weakness while still letting the pilot pour acid on enemies from up above like they have been. I'd say this change makes doing this easier in some situations, but now the drone can't spin around and melt you if you try to attack it from mid-range.

Weapon Balance: Dynamite


  • You can now cook the dynamite by holding down F
  • Dynamite projectiles can now be damaged to detonate
Lots of players have complained about the Dynamite not being very useful, so I have introduced more ways to detonate it. It's detonation from attacks follows the same rules as destroying a Muleslapper Sentry. Holding the dynamite will also light the fuse and you can burn it down before throwing and time your explosions.

Weapon Balance: Skateboard


  • You can now crouch while skateboarding to slow down to a steady pace
This was mostly added so you could use the Mortar on the Skateboard, but braking might also assist those who think the skateboard moves too fast to use or want to slow down to aim.

Weapon Balance: Handcannon


  • The Handcannons kick back will now get worse when dual-wielding or firing from a ladder
As it should be pretty difficult to maintain your grip on a big pistol with only one hand, the kickback for the Handcannon has been increased while dual-wielding it or shooting from a ladder. I did not want to nerf the Handcannon as an individual weapon, as the community seemed more focused on its dual wield ability.

Weapon Balance: Kunai


  • You must now hold down F to throw 3 Kunai instead of 1
Players have complained Kunai would be too 'panic buttony' at times, so you now must hold down F for a lil bit to throw all 3 blades, otherwise you will only throw 1.

Weapon Balance: Misc


  • Increased the time fire lasts, except from the Fire Uzi
  • The Railgun will now reload while holstered
  • Removed cooldown on the Muleslappers alt fire, similar to v1

Weapon Balance: Experimental


  • Added Clumsy Nades [Nerf]
  • Added Clumsy Handcannons [Nerf]
This is a new approach I'm trying for weapon balance. There is now an 'Experimental' menu in the Server Settings menu, that have proposed balance changes you can apply optionally on your server. Every update will either implement or completely remove settings in this menu, depending on feedback. The Clumsy Handcannon change would force players to drop handcannons that are fired too frequently with one hand (dualwield, ladder). This change can be implemented if the recent Handcannon nerf was not enough. Clumsy Nades will force players to drop live grenades if they are damaged, frozen, or stunned while holding them. This would further reduce 'panic button' grenades, but I also don't want to neuter them again so it's just a setting for now.

Survival: Barkeep


  • Added artwork of barkeep and dialogue in the bar menu
  • Added a new Talk option in the bar menu where barkeep will give you hints, lore, and clues on the location of rare vices if he likes you enough
  • Barkeep can now challenge you to wagers with the 'Talk' option
  • Rebalanced cash rewards for jobs
  • Vices can now be rewards for some jobs
  • Barkeep will do something before the final wave
I cleaned up the bar menu and gave Barkeep dialogue. I also rebalanced some of his rewards, and he can now challenge you to wagers, where you bet on something happening or not that isn't entirely in your control. If you win, you get twice the money back you paid, but Barkeep keeps your money if you lose.

Survival: Antacids


  • You can no longer revive yourself with money, and antacid vices are used automatically
  • You will now get 2 Antacids when picking them up (stacks with hot wings)
  • Newly joined players will now start with 2 antacids
  • You can now choose to revive teammates with cash or antacids (Hold E to revive with antacids on their grave)
  • You can now hold E to sit out for the rest of the current wave while dead, if you want to save your antacids.
This is a mechanic from Classic Survival that I thought should be applied all around, and the changes hark back to the lives system in the old version. Yes, this will make death far more punishing and revival is more dependent on the generosity of your teammates. But its mostly because I found it awkward if all players were dead, and no one can revive except for one guy who went AFK and the match wouldn't auto-end until the objective failed. So to balance out the difficulty increase, Antacids are more plentiful when found, and newly joined players should start out with 2 so early deaths are forgiven more. With more players ending up unable to revive, wealthier teammates will be hurting for help more, so hopefully this will encourage players to revive each other more and keep late joiners in the game since any bodies are a big help for blocking the objective from enemies.

Survival: Hardcore + Classic


You can now select Survival classic or hardcore as a 'game type'. This will remove custom maps from your map list, and force settings on your server, so you can be rewarded a buttload of XP if you are victorious. The XP reward is increased during triple XP events, and you still get time-based XP as well, so a hardcore survival win can net you several new weapon skins.

Survival: General changes


  • Chests will now always drop weapons, medikits or ammo boxes
  • Most prices are now rounded to a nice, easy to say number
  • Updated Demolitions Guy enemy
  • Added Economy, Objectives, Loadouts (again), and Wave Limit settings for custom Survival (as mutators now)
  • Survival settings have been reorganized
  • Removed Sober Up from the bar
  • Removed Chest Limit setting

General changes


  • Updated some pixel art and made balance changes for stock maps
  • Loadout menu will now say if banned weapon was banned by captains mode or not
  • Reload ammo pool is now infinite in the stock Shooting Range, similar to 1.2.7.7
  • Improved weapon visuals when climbing ladders
  • Removed the Lock Mouse setting, as its always on now. Its a little smarter now with releasing the mouse.
  • Made looking around with the controller better
  • Your reticle will now return to your character automatically on controllers
  • Added dead zone settings for control sticks
  • Servers will now force change maps when the server is empty for 30 minutes
  • Move hidden weapon bans setting to the HUD menu
  • Improved navigation for player AI
  • Grenades will now disappear if dropped with 0 ammo, can no longer drop empty grenades
  • Captains Mode: Added reverse Captains Mode
  • Captains Mode: Added setting for allowing previous weapons to banned
  • Captains Mode: Added setting single or multiple randomized captains
  • Captains Mode: Added abstain button to skip your weapon ban immediately instead of running down the clock
  • Added new video setting: Backgrounds
  • Added new video setting: Sleep Margin
  • Added new advanced server setting: Kill Command
  • Reworked mutator/game setting menus
  • Changed the Alcoholics Anonymous mutator
  • Added new mutator: Grace Period
  • Added new mutator: Perma-Jetpack
  • Added new mutator: Perma-Scuba Gear
  • Added new mutator: Perma-Skateboard
  • Added new console commands:
setbotaidivert moveall moveenemies moveteam copylog netcodetimerange netcodemargin netcodedamageallow netcodedistance netcodedeathpredictping netcodedeathpredictavg netcodedeathpredicttime netcodereckon listreckon netcodereset

Bug fixes


  • Fixed not being able to pump the Acid Gun underwater
  • Fixed weapon cabinets not working in Climb
  • Fixed weapon banning not working in Weapons Deal
  • Fixed the Grapplehook misplacing climbing players off of ladders
  • Fixed the last weapon being able to be banned in Weapons Deal
  • Fixed boss missions from the bar not appearing after a while
  • Fixed some global mutators not overriding team-specific mutators
  • Fixed weapon printers not applying skins to client players
  • Fixed Magics alt-fire not placing correctly with a controller
  • Fixed a good amount of objects spawning inside walls
  • Fixed map voting saying it counted your vote if it sent too late
  • Fixed being able to interrupt the Long Rifle with the Drone
  • Fixed the server host being affected by chat flood when chatting in their own server
  • Fixed shark health not resetting properly when using a RESET gate
  • Fixed moving platforms not powering on when connected to a RESET gate in some instances
  • Fixed being able swap weapons while Drop Weapons setting is disabled
  • Fixed players being able to pick up weapons off the ground when dropping weapons is disabled
  • Fixed Force Loadout settings not loading from server config
  • Fixed the hitbox on big explosions.. for good this time, I hope.
  • Fixed a crash with saved loadouts
  • Fixed a crash when loading out of date JSON strings into the skin creator
  • Fixed server settings being used when in the shooting range or testing maps
  • Fixed more stuff, probably

Pump the brakes, netcode console commands?


Yes. I normally keep my mouth shut about netcode changes but I suppose I should explain this one time. You can use the 'help' command in the console to see what each command does, although I can't guarantee they're easy to understand. If you are an avid hitregposter, then these commands may be of interest:netcodetimerange netcodemargin netcodedamageallow netcodedistanceThese commands pertain to the server authority for hitreg. They cannot convert the netcode into server-side, instead their values are used by the server to 'disagree' with hitreg and not apply damage if a desync made the hit too sketchy. These values have already existed since beta14, the defaults make the server authority go mostly unused. I've been unsure what the least frustrating values would be, hence why I made them into console commands that you can help test with. Keep in mind these commands are meant strictly for testing and experimenting, so their values are reset to their defaults when the map changes. They are not available as server settings, and are unusable with RCON and cmd lists. This is because I don't want joe schmoe running dedicated servers with poorly tweaked netcode values. Players will also get a warning when joining your tweaked netcode server. For experimenting, you may need to find help from other players in order to test the values, as there is no way to simulate latency at the moment. If you want to do the 2 game windows open thing, then I recommend trying out clumsy which will shit up your device's internet connection on purpose, for the IP addresses or rule you define in the 'Filtering' text field. Clumsy has been a powerful too for me for testing the netcode. Everyone is welcome to tweak these values and share what they find.

Boring Editor


  • Added new map object Waypoint Divert
  • Added new map object Waypoint Crouch
  • Added new map object Survival Enemy Spawnpoints
  • Added new map object Zombie Spawnpoints
  • Added new map object Weapon Spawn
  • Added new map object Enemy
  • Added new map object PLAYER logic gate
  • Added new map object ENEMY logic gate
  • Added new map object CALCULATE logic gate
  • Added new map object RANDOM logic gate
  • Added Collision Only option for Show Assets setting
  • Added new collision types: Burn, Poison
  • Added trigger check feature to trigger areas to include more objects, Barrel Check type has been removed but should still work on old maps
  • Added some support for non-player objects with trigger area and collision types
  • Added new depth filter settings which will only show objects and logic at the current depth
  • Added Ctrl+D hotkey for deselecting all objects
  • Added new feature for the F3 key: Depth seeking, which will list all unique depth values for all your map objects (to help optimize)
  • The map editor will now save certain CONFIG tab settings to a file
  • Added depth to logic connections. No effect on actual maps, but can help you make logic mode look less messy
  • Player spawns, medikits and ammo boxes can now use the logic system
  • Logic objects should now be turned on by default, if no logic is attached to them
  • Added Respawning timer setting to medikits, ammo boxes and power ups, the default value remaining as 45 seconds. Set to 0 to only spawn once per map/TDM round
  • Showlogic and showpath can now be flagged for your maps in the map editor
  • You can now enter a custom passing value into ON Logic Gates which will work with other math-based gates and objects
  • You can now use ^ in a command when using a COMMAND gate to use the real value passed along from logic gates, such as COUNT and ON and CALCULATE
  • You can now use # in a command when using a COMMAND gate when you want to use the passing players team color or character color in color parameters for commands
  • Heal and hurt trigger areas and collision can now have a custom healing or damage value
  • Cleaned up select priority when clicking objects
  • You can now use Spacebar + mouse-wheel to cycle through several objects your mouse is hovering over
  • Copy pasted objects will now copy paste logic configs correctly
  • You can now use the page up/down, home and end keys to navigate through tiles
  • You can now use more right-click settings for multiple objects of the same type
  • Removed Delete All right-click function, Select All no longer need to hold shift
  • If the game crashes or something during a test, the game will now back up the test map files when starting back up
  • Fixed rawsay not working in the map editor
  • Fixed ladders made by the ladder tool not copy pasting correctly in some cases
  • Fixed objects storing individual undo actions when moving multiple of them with the arrow keys
  • Fixed trigger areas and polygons not being hidden properly via settings
  • Fixed certain trigger area types not working for client players
  • Fixed platforms always drawing on top
  • Fixed logic gates not passing count values properly
  • Fixed not being able to drag objects after selecting all
  • Fixed objects not being in the correct mouse position when using right-click -> Move
  • Fixed objects not being in the correct mouse position when pasted from the clipboard
  • Fixed tiles not reloading missing sprites when pasted from the clipboard in some cases
  • Fixed a memory leak with polygons that would eventually crash the editor
--

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Buy B-man DLC if you'd like to support me: https://store.steampowered.com/app/346170/Boring_Man_Premium/ https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/ https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/ https://store.steampowered.com/app/1194781/Boring_Man_Rainbow_Weapon_Skins/ https://store.steampowered.com/app/1194780/Boring_Man_Splintered_Weapon_Skins/ https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/ https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/ Download Dedicated Server build (beta15, 17.5MB)


[ 2021-01-29 21:00:32 CET ] [ Original post ]

beta15 releasing January 29th + New DLC skins

Hi, beta15 should hopefully be available January 29th. Some of the new stuff includes:

  • New weapons
  • New maps
  • New map editor logic gates and objects
  • Tutorial has been added
  • Animated DLC skins
  • Improved controller support
  • A gift from wug
  • Survival changes
  • XP system rework, for the last time hopefully
And more stuff I'm probably forgetting. Two new DLC weapon skins will also be released thanks to the fancy weapon skin animations. Please wishlist them below if you like them, they will release at the same time as beta15. https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/ https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/ I also made some new shaders for the existing DLC skins, and been overall rebranding all the B-Man steam pages. Take a look around and see whats new, and let me know what you think. Thanks for your support.


[ 2021-01-12 04:10:25 CET ] [ Original post ]

Winter holiday event is live / beta14c is now available

Just patching things and adding skins. Big update will try to come out later this month.

Changelog


  • Added Seasonal quality weapon skin set "Festive"
  • Added Seasonal quality weapon skin set "Decorative"
  • Added Seasonal quality weapon skin set "Slush"
  • Added Seasonal quality weapon skin set "Gift Wrapped"
  • Added Boring quality weapon skin set "Overhealed"
  • Added Boring quality weapon skin set "Overcharged"
  • Added Boring quality weapon skin set "Solar Star"
  • Fixed not being able to unlock Seasonal skins
  • Fixed a crash with joining/quitting Zombrains during the escape event
  • Fixed a crash with team chat and spectating
  • Fixed spectator zoom not resetting when joining the game
  • Fixed explosive barrels not activating logic when destroyed
Download Dedicated Server build (beta14c, 17.5MB)


[ 2020-12-01 22:55:40 CET ] [ Original post ]

New Community Trailer made by UliZ + DLC Sale

[previewyoutube=r_N9Zd8MO_g;full][/previewyoutube] Check out a new community trailer made by the talented UliZetha, which will be featured on the store page. Be sure to subscribe to support him. And from tomorrow to Monday (9/3 - 9/7), all of my DLC will be 35% off on a sale. Thanks for your support everyone! --

Follow development on Twitter


Join the Discord server


Buy B-man DLC if you'd like to support me: https://store.steampowered.com/app/346170/Boring_Man_Premium/?snr=1_16_16_creator_1059&curator_clanid=7938408 https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/?snr=1_16_16_creator_1059&curator_clanid=7938408 https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/?snr=1_16_16_creator_1059&curator_clanid=7938408 https://store.steampowered.com/app/1194781/Boring_Man_Rainbow_Weapon_Skins/?snr=1_16_16_creator_curator-tabs&curator_clanid=7938408 https://store.steampowered.com/app/1194780/Boring_Man_Splintered_Weapon_Skins/?snr=1_16_16_creator_curator-tabs&curator_clanid=7938408


[ 2020-09-03 19:05:26 CET ] [ Original post ]

Boring Man v2.0.0 beta14b is now available

This is a small patch to tie up some loose ends before I start working on the next big update. It's mostly fixing bugs, crashes, and other problems and makes some pretty good optimizations for cloud saving and the server list. Hopefully you should be able to log in faster and the server list should act a little less janky. There's some weapon balance and a couple new features to make this a lil interesting but it's not much, but this game is much more prepared if there were a sudden increase in attention!

Reworked Alt-fire: Grapple Hook


The Grapplehook can now switch between two different hooks, the first hook performs how it was before where it can only hook to walls, and grappling to new stuff like players/drones/etc has been moved to an exclusive function of the second hook. Players were complaining they didn't care so much about hooking onto objects as they did walls, so this alt-fire should let it be more flexible. You can still cancel grapple hook shots, and it will still slightly increase the reload speed.

Weapon Balance: Scoped Rifle


  • Increased the Scoped Rifle's damage
  • Increased the Scoped Rifle's fire rate
The weapon with the most balance feedback I got was the Scoped Rifle, much like the other original weapons, its stats ported over ended up pretty under-powered. These changes should bring it up to speed with the other weapons.

Weapon Balance: Trench Gun


  • Increased the Trench Gun's reload speed
  • Increased the Trench Gun's fire rate
The other shoguns have received some nice buffs, and its kind of left the Trench Gun behind. These changes should help it perform its role better when compared to its competitors.

General Changes


  • Reworked the Spliff vice
  • Multiple objectives survival wave no longer appear if there is only 1 player active
  • Weapons banned last match by Captains Mode will now be immune to bans next match, this will be a setting you can turn off later
  • Surfaces video option will now save your setting and should work properly, set this to 'Multiple' if you're having issues with low GPU memory, such as DirectX crashing or water/lava being invisible.
  • Optimized cloud saving and the server list
  • Fixed a bunch of bugs, crashes, stutter problems, etc
--

Follow development on Twitter Join the Discord server Subscribe to Spasman Games on YouTube


Buy B-man DLC if you'd like to support me: https://store.steampowered.com/app/346170/Boring_Man_Premium/?snr=1_16_16_creator_1059&curator_clanid=7938408 https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/?snr=1_16_16_creator_1059&curator_clanid=7938408 https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/?snr=1_16_16_creator_1059&curator_clanid=7938408 https://store.steampowered.com/app/1194781/Boring_Man_Rainbow_Weapon_Skins/?snr=1_16_16_creator_curator-tabs&curator_clanid=7938408 https://store.steampowered.com/app/1194780/Boring_Man_Splintered_Weapon_Skins/?snr=1_16_16_creator_curator-tabs&curator_clanid=7938408 Download Dedicated Server build (beta14a, 17.5MB)


[ 2020-08-09 08:28:32 CET ] [ Original post ]

Boring Man v2.0.0 beta14 is now available: New weapons, gamemodes, features


Hey. This update was a wild one. I think it contains some of my best programming. Like everyone else, I've been stuck at home avoiding the pandemic, so I decided to take advantage and overhaul a lot of the game's code. From what I saw from testing, this overhaul has improved performance quite a bit, but I'll suppose I'll hear what the jury says. Last weekend, I posted about the new mutators system being one of the overhauls, becoming very easy to work with when I want to add new mutators and becoming immensely powerful in the console command system. Before I get started I wanted to announce that this version is now the default launch option, and the old version has been moved to another branch. You can find the instructions to switch in the 1.2.7.7 tech FAQ. It's a long one, so lets get started.

New Weapon: Nitrogen Mine (Nitrogen Grenade)


The Nitrogen Grenade was probably one of the least used grenades in the old version, so it has been totally reworked. It is now a land mine that freezes enemies on detonation, and frozen enemies will take x2 damage.
Nitrogen Mines can stick to any surface, and can also stick to players and drones. Players can shake off Nitrogen Mines before they explode by rolling or double jumping with no Jetpack. Drones are immune to being frozen, but will still be destroyed if stuck by a Nitrogen Mine and it explodes. If a frozen enemy manages to kill themselves somehow, you should get the kill for it as long as there wasn't a previous attacker before you. If a teammate kills an enemy you froze, then you should be able to get the assist.

New Weapon: Muleslapper Sentry (Muleslapper Grenade)


The Muleslapper grenade in the old version was also somewhat underpowered by design, so it too has had a total rework. The Muleslapper sentry, when deployed, will menacingly float around the map and shoot down most explosive projectiles that come within its circle.
The sentry will also attack enemies and drones. The sentry can be shot down, but when destroyed it will 'retaliate' against its attacker with an overcharge blast similar to the Muleslapper's alt-fire. This should make avoiding the sentry more appealing then destroying it, and should hopefully be effective against camping. If a sentry's retaliation against you kills the owner, you will get the kill for it.

New Weapon: Light Rockets


The Light Rockets have been added. The Light Rockets function the same as the old version, but have been given a brand new alt-fire, the Flare. When firing a Flare, it will launch a short distance and slowly float down. When any rockets come near the flare, their trajectory will become altered by the Flare's 'orbit'. Flares can also stick to players, making them dangerously attractive to rockets. You can shake off the flares by double jumping or rolling, similar to the Nitrogen Mine.
I'm hoping players will practice with flares and start doing some cool shit with them. I'm not quite sure if its possible, but if you fire a flare and an enemy's rocket orbits around and kills them, you should get the kill for it. The flare should also appear in the kill feed when a rocket you fire was influenced by a flare you launched. An additional new little buff is The Light Rockets will now continue to reload when you put it away. You can even still see the fancy rocket load animation when put away.

New Weapon: Scoped Rifle


The Scoped Rifle is here, and pretty much functions the same.
It's difference from other sniper weapons is it does not come with a laser sight, and can still only zoom with 1 level. It is not as long range as well, and has gravity drop on its bullets like other non-sniper guns.

New Weapon: Burst Pistol


The Burst Pistol is a pistol that fires 3 bullets at once. It has retained its same stats, but its dual-wieldable like other pistols.
A very simple weapon, not much else was changed about it.

New Weapon: Fire Uzi


The Fire Uzi is back, its a weapon that features ammunition that leaves behind fire where you shoot.
It drops 'mini-fire' which does less damage and has a smaller hitbox. The Fire Uzi can also be dual-wielded.

New Weapon: Dynamite


Here's the Dynamite. The Dynamite is a deadly explosive that does a lot of damage, but does not explode on impact like other grenades, and has a long fuse time. The Dynamite received some neat visual effects, like being able to see the fuse burn down before it explodes.
It can still be detonated early by other explosives, and it can now also detonate from touching fire as well. If you kill an enemy with their own dynamite by using fire or explosives, you should get the kill from it.

New Weapon: Potato Masher


The Potato Masher in the old version was pretty much a long range version of the Frag. It does not emit fragments like the Frag does in this version, but its ammo is 3 instead of 2. The Potato Masher can be thrown farther, but does not bounce when hitting a wall.
This can be seen mostly as a down-side, but there are situations where you don't want a grenade to bounce to kill an enemy, and the extra ammo along with long range will hopefully make it more appealing to use.

New Weapon: Tomahawk


The Tomahawk is back, and deadlier then ever. You can now headshot enemies with the Tomahawk, making them quite deadly even for overhealed players.
Tomahawks can be picked up when thrown. Not much else different about it.

New Weapon: Kunai


It's the cold steel Kunai! The Kunai's total ammo has been increased, and while you still throw 3 knives at once, if you have only 1 or 2 kunai ammo left then its smart enough to throw only 1 or 2. Kunai does not headshot like a lot of the other throwable weapons, and can't be recovered for ammo.
Similar to a bug that existed in the old version, Kunai will bounce off of a surface when struck at an angle. This bug is now a feature that you can predictable perform every time. Note: The Tomahawk and the Kunai do not have skin support at this time since they use ammo similarly to grenades, keeping track of the skin for each and every Kunai/Tomahawk is a lot of effort, but maybe I'll think of a way to make it work down the line.

New Gamemodes: Weapons Deal and Take Over


The last two original game modes have been remade, and haven't really received much new content like some of the other game modes, but I will try to think of more things to do with them. These two game modes were probably the least popular in the old version, but I still like them and want to see what I can do to make them more fun.
Weapons Deal is a game mode similar to gun-game in Counter Strike, and there are some new settings you can use that let you customize the order of weapons players must work through to win. You can also pick different silly weapons to use as the final weapon needed to win the match, and even enable team functionality even though there can still only be 1 winner. There are other settings too, so go check it out. In Take Over, teams will need to capture and defend a number of control points to earn points. The more players near a flag, the faster it will be capped. Some of the rules have been slightly changed to make things more exciting.
For example if your team has all flags captured on the map, the speed your team's score earns point is greatly increased which can make comebacks possible. There are also a couple new settings, such as setting the amount of flags to spawn on the map and whether the flags can randomly cycle their positions periodically. I haven't had time this week to set up my Take Over and Weapons Deal servers, but hopefully they will be up later tonight.

New Survival objective: Bomb


I think the flag you need to defend in Survival has helped a lot making things a little more challenging, but being anchored to the flag evrery wave can get repetitive. So I'm going to try to introduce more 'objectives', some sort of major task needing to be completed to beat the wave.
The Survival bomb is a big scary bomb with a 3:00 timer. Your team will need to disarm it before time runs out or else... you know. Enemies will spawn infinitely while there is an armed bomb, so it should be defused as fast as possible.
Defusing a bomb the first time will also give XP, and the faster its defused the more XP you get. Flags will also grant more XP with the less cap progress they have. You can defuse bombs by touching it and pressing E (Action). As a note, the enemy amount still counts down during an active bomb, and stops granting money and XP once it goes under a certain number. So it's not viable to try to use the bomb to grind. The bomb was fairly easy to make so I think its mostly done already besides testing. I think it would also be cool to try to recycle it as a PvP game mode, maybe some time in the future.

New Survival feature: Rare Vices


I would like to at least introduce a new rare type of vice, these 'super' vices are hard to find but very powerful. To give an idea of how rare, each vice will appear once, and only once, every 100 waves.
When I mean only once, I mean they are assigned to a specific chest on a specific wave, making it possible to miss it. Barkeep will never sell these vices, so you must find it in a chest. I can agree that this can make them depend on RNG too much.. I'm trying to think of a way to have players be able to know which wave or chest or both. If you have any ideas then feel free to post them.

Reworked Survival vices


A lot of vices have been reworked, some into completely new vices. Explaining what each one does would make this change log too big, so you should just check them out yourself! The focus of these reworks were to make vices more useful and fun. An issue with a lot of vices was relying on random chance to be effective, but I have merged a lot of the 'bad' vices into other vices and made up something new to replace them.
If it does have random chance then there is a new mechanic with some vices where it will 'upgrade' when you collect enough of them. The amount can depend on if its random chance reaches 100% but thats not always the case.

Survival Classic


Some players have mentioned they miss the mind numbing experience of Survival in 1.2.7.7, or simply don't like the flag/objectives, you can give the Survival Classic setting a whirl. It's focus is to change the rules so Survival no longer needs an objective, and the old version's rules align quite well with this.
  • Like 1.2.7.7, you must survive until wave 350.
  • Money can only be used to revive teammates, you can still revive yourself with antacids but its used automatically as a throwback to the old lives system.
  • The economy is harsher

Other Survival changes


  • Removed Sobering Up setting, instead you can now optionally Sober Up at the bar
  • Survival can now be beaten by players, ending the current. There is now an "Endless" setting if you want to keep going.
  • You now get a lot of XP for completing the last wave
  • Enemies no longer drop weapons with max ammo everytime
  • Players that just joined the server or joined from spectators must now wait for the current wave to be completed
  • You can now set the difficulty of your bot teammates when cheats are enabled (Zombrains as well)
  • Players can no longer heal enemies, as there was no purpose to do this except to grief

Dailies and triple XP events


Dailies have been added, they are a way to earn a big chunk of XP every day you log in. Each day a weapon is randomly selected and you are tasked with killing a number of enemies with that weapon. When completed, you will earn a boat-load of XP, and also contribute to the next triple XP event. Wait, what? When players complete dailies, there is a global counter that goes up and when it reaches its goal then a triple XP event is activated which lasts about 3 days. The more dailies that are completed by the community, the more often triple XP events will happen.
The purpose of this is to get you to log in at least once a day, and get players to get others to log in to complete their dailies so everyone gets triple XP. You do not need to have cheats disable or be on a stock map to earn kills for your daily, you can earn them in any way you see fit. Additional to dailies, when you log in once a day the game will also look in the Workshop and check your Workshop items for new votes. The more votes you get on your items, good or bad, then more XP you get. When you first launch beta14, you should get a chunk of XP as the game needs to catch up on the votes you've earned.

XP system rebalance


The XP system itself has been rebalanced to allow you to level up faster, especially if you don't have all the weapons unlocked. Hopefully new players should unlock weapons just as fast as the old version, even faster maybe. The max XP value required has been reduced, but that doesn't really allow you to level up faster because most XP gain is based on how much you need to level up. Really, I only reduced this number to show players that it was changed to be faster. Instead, the calculated proportion of your max XP that determines your XP gain has been increased, which is what will make you level up faster. The 'time-based' XP (ex. 'You died!') has been reworked and now uses the time from my server to prevent exploitation. It's also a little tougher on idling, I won't reveal much but basically the best way to earn the most XP from time passing is to just play the game normally. Really, you should be leveling up fast enough now (1-3 times a day) so idling should no longer be needed.

New Team Deathmatch setting: Captain's Mode


Captain's Mode is a new experimental game setting for Team Deathmatch. In Captain's Mode, players are able to ban weapons before the match starts, for the entirety of that match. Each team is given an equal amount of weapons they are allowed to ban, defined by a server setting. Servers can enable Captain's Mode in Team Deathmatch's game settings. It only works for TDM at the moment, but I would like to have it support at least the other competitive team game modes in the future. Captain's Mode is not very well tested because I just finished it yesterday, but I don't think there should be any big problems.
The goal of Captain's Mode is to take a little pressure off of the game for weapon balance and hopefully introduce a little more strategy depth. I'll explain some of its rules and features. When Captain's Mode starts, teams take turns selecting a weapon to ban. By default, a random teammate is selected for each turn, they have 30 seconds to ban a weapon, if you run out of time or disconnect, your team will 'abstain' and throw away their weapon ban turn. I am aware of some possible issues but they only exist because I just made this setting just yesterday. I would like to give additional settings, such as only having 1 captain who is random or assigned manually, being able to make a list of weapons unbannable, etc. Just be aware its not finished yet.

New alt-fire for Bow: Fire Arrows


In the old version, fire arrows actually existed but I don't think they worked or maybe nobody noticed them. When you fire an arrow through fire made by the Molotov or something, the arrow would catch fire and spawn another fire where it was destroyed.
This was implemented into v2.0.0 a while ago, but now you can press alt-fire to light your arrows before firing them. Fire Arrows do more damage, but have much shorter range as they 'burn up'. They still drop fire when destroyed, and normal arrows can still light when passing through fire. You can still use alt-fire to cancel your shot, you only switch to fire arrows when you don't have an arrow drawn back.

New alt-fire for Sawn-off: Both barrels


Similar to the Double Barrel, its little brother can now fire both barrels. It still has low push back and doesn't do as much damage. Similar to the Revolver, the alt-fire cannot be used while dual-wielding.

New alt-fire for Grapplehook: Cancel shot


You can now cancel a grapplehook shot and make it reel back in early. Cancelled Grapplehook reels will also make them reload slightly faster

Weapon changes: Grenade Launcher


  • The Grenade Launcher's projectile now needs about 200 milliseconds to arm before exploding on impact. It will arm immediately after bouncing off of any surface or enemy.
  • When hitting an enemy before arming, it will smack them for a considerable amount of damage and fall to the ground. Enemies will still take splash damage if it falls to the ground and explodes in front of them.
  • The Grenade Launcher's projectile speed is now a static, predictable amount. All projectiles in the game are given a random amount of speed, but this has been removed from the GL's projectile so it's easier to learn the new arm time requirement.
  • The Grenade Launcher's projectile speed has been slightly increased, to make up for any speed it lost from losing the random amount. It should still be somewhat the same.
The GL is still a hot weapon, ironically enough the M79 in Soldat is pretty controversial as well. I do not want to take away the bite GL offers, so instead of nerfing any damage I'm trying to introduce new mechanics that make the 1-shot kill requiring more effort. I want to think of more solutions for other 1-shot kill weapons as well. The Grenade Launcher projectile will arm right away after bouncing off of a surface in addition to enemies, so you can do stuff like 'dribble' the projectile off the ground and into your enemy. This should make the GL's ground game still deadly, while it's air game not so much.

Weapon changes: Grapplehook


  • The Grapplehook can now attach to more objects, which includes players, drones, power ups, and more. It does not follow friendly fire or have an effect on others, so you can hook to anyone at any time.
  • The Grapplehook continues to reload when put away, similar to Light Rockets
  • Increased the Grapplehooks projectile speed and range
  • Increased the player pull speed for the Grapplehook
  • Improved being able to perform 'grapple rolls' a little
Players have told me the Grapplehook isn't as useful in the new version which is odd because it follows the same stats and physics. I couldn't find the reason why in the old code, but in any case I have given it some new buffs and mechanics to make it more appealing to use and perhaps give competition to the new mobility monster that is the Skateboard. Being able to hook to players and drones might make it too hard to make challenging Grapplehook climb maps (or break ones that already exist), so I also added a new console command called 'grappleplayers' which maps or server admins can use to disable being able to grapple to players.

Weapon changes: Flashbang


  • Flashbanging skateboarding players will make them 'fall off', where they dismount and drop the Skateboard.
  • Flashbanged players can no longer pick up items while flashbanged, and picking up medikits/ammoboxes is interrupted
  • You can no longer catch your Boomerang while flashbanged
  • Players controlling their Drone or defusing the bomb will be interrupted by Flashbangs
These new features for the Flashbang should make it a little more useful, and perhaps counter certain play styles. I would still like to have it 'interrupt' more actions and will add more if I think of anything or see any suggestions I like.

Weapon changes: EMP


  • The Jetpack, Heal Rifle, Muleslapper and Railgun are 'broken' when struck by an EMP grenade like the Suicide Vest, they can be repaired by ammo boxes or resupply stations.
  • EMP grenade blasts will now 'tamper' with CTF base equipment temporarily when near by, but not fully disable
  • EMP grenade blasts will disable drones from a certain distance, similar to the base equipment.
  • EMP grenade blasts will destroy Muleslapper Sentries and Nitrogen Mines from a certain distance without detonating them.
  • EMP grenades will detonate when attacked by a Muleslapper Sentry
These changes should make the EMP more useful in neutralizing certain threats. Right now the EMP only breaks weapons that are 'electronic' and not really 100% for balance, but in the future this might allow me to buff some of the weapons it breaks. Base equipment and others can be tampered by EMP blasts through walls. These new tamper effects can only be emitted from EMP blasts made by the grenade, so getting shocked from the Jagerbomb vice or Leapers will not tamper with your weapons and equipment. EMP blasts from grenades have a slightly different color.

Weapon changes: Boomerang


  • The Boomerang can now pick up and carry items and weapons without the mutator, it has been polished up and works a lot better. The mutator for this has been removed.
  • You can now get power ups from a distance when you throw the Boomerang at them, if its not currently carrying something.
This is a feature I always wanted with the Boomerang but didn't know how to go about it correctly. Thanks to the Drone, I was able to use its item carrying system in the Boomerang as well.

Weapon changes: Pump Action


  • Increased the Pump Action's firing speed
  • Reduced the Pump Action's weight
The Pump Action doesn't seem to be favorable right now, so I made some changes to make it a less 'heavy' weapon. This should hopefully make the Pump Action more satisfying to use.

Weapon changes: Sawn-off


  • The Sawn-off will now reload both shells at once, unless you are dual-wielding
  • Increased the Sawn-off's reload speed when not dual-wielding, but its the same when you are
The Sawn-off is kind of an awkward weapon to dual-wield, and I wanted to reflect that in its mechanics. Both shells being reloaded should also keep it as the rightful king as the fastest reloaded shotgun in the game.

Weapon changes: Grenades


  • Heal grenades and Gas grenades are now effected by Triple Damage
  • The projectiles from the Frag are now effected by Triple Damage
  • Gas grenades will now bounce off of enemies instead of passing through them
  • Heal grenades will now bounce off of anyone instead of passing through them (except Survival enemies)
  • Increased Molotov's ammo by 1
  • Grenades can now be thrown underwater, but not very far
  • Players can now cancel throws by pressing Change Weapon
  • Some grenades will now flash when they are about to explode. The effect will change depending on if the grenade will hurt you or not.

Misc weapon changes


  • The Light SMG can now swap weapons faster then any other weapon
  • You can now dual-wield the Handcannon without cheats enabled.
  • The Heal Rifle is now effected by Triple Damage
  • The Crossbow's poison is now effected by Triple Damage
  • Fixed the Crossbow not being able to shoot it underwater like the old version
  • Fire emitted from any weapon is now effected by Triple Damage
  • All melee weapons are now usable underwater
  • Any dual-wielded weapons when paired with the Compact Pistol or Uzi will no longer have accuracy or reloading penalties
  • Magic's alt-fire shield has been increased in max size and lasts longer
  • Magic will now explode when you have Triple Damage
  • Drone's throw strength can now be controlled like when throwing other weapons

Player tech


  • When mounting a ladder while rolling, half of the horizontal speed you had before mounting the ladder will be added to your momentum when leaping left or right off of the ladder. This will allow you to combine ladder rolling with other mobility options.
  • Fixed slow rolls limiting your speed every frame instead of just once
  • Fixed not doing a fat roll when crouch landing in the water, similar to the old version
  • Fixed the rolling animation not pausing properly when mounting a ladder, similar to the old version
  • Fixed grappling not being cancelled by double jumping, similar to the old version
  • Fixed grappling not being cancelled by mounting a ladder, similar to the old version
  • Fixed being able to move while grappling, similar to the old version

Weapon skin updates


  • Added Blessed quality weapon skin set "Gameboy"
  • Added Blessed quality weapon skin set "Hardened"
  • Added Blessed quality weapon skin set "Lemonade"
  • Added Boring quality weapon skin set "Subspace"
  • You can now use Golden skins in the Workbench. Combining 2 of them will give you a gold ticket.
  • You can now equip a second weapon skin on the Compact Pistol and Uzi. Might apply this to all dual-wield weapons in the future.
  • When you unlock something new, a little icon will display in the weapons menu if you havent looked at it yet
  • A little gold ticket icon will be on the menu instead of an annoying flash.
  • You can now see the amount of usable weapon skins for each weapon while the workbench is open.

New mutators & cheats


Zombies Corrupted weapons Weapon Behavior (Rocket Madness moved here) Infinite Money (Survival, Zombrains) BORVID-19 Floor = Lava Alcoholics Anonymous Random Deaths

General changes


  • Added really cool new decals system that creates blood splatter, scorch marks, etc. You can turn this off in the Video menu by setting Decals to 0 to increase performance.
  • The menu now uses backgrounds from random maps found on your device, which maps to use can be changed in General settings
  • Added a zoom feature and free camera mode while spectating
  • You can no longer dupe pistols in Zombrains by dying or rejoining before the match starts
  • Capping the TDM flag now takes 15 seconds with 1 player instead 20. The old version was 10 seconds.
  • Mutators system has been improved
  • Added the ability to reset your Shooting Range time in the pause menu
  • Added a HUD settings menu with a bunch of new HUD features
  • Added Video setting that disables the Drone's film grain
  • The killfeed should now display drone kills
  • Made improvements to the command console window
  • Improved visual effects for projectiles sticking to players like arrows, getting ammo + health, and more
  • Improved Triple Damage visual effects, weapons that are not affected by triple damage no longer have an effect
  • Weapons on the ground with little to no ammo will have a grayed out red arrow and say (Empty) when picking up
  • Added new key bind: Show HUD
  • Added new key bind: Camera Mode
  • Climb Up/Down will now move the Drone up and down. Helps with controller support.
  • Added options letting you clear muted or banned players
  • Weapon ban menu is now similar to the map list, you can select/deselect multiple items by holding Shift. You can deselect all items by right-clicking and a Clear button has been added
  • Pressing ESC key in the menu will go back to a previous menu, and if the Back option is off-screen then a little Back button appears in its place

15 new console commands


setmutatorplayer mutatorsetting reloadmutators resetmutatorsplayer listmutators freeze thaw setbotaimode grappleplayers playersound spawnvice givevice allvice detonatebomb showhud showplayerinfo (replaced 'playerinfo')

Map editor changes


  • Added Decal Depth setting to the Map tab in the map editor, which sets the depth where decals will appear on your map
  • Added Show Collision and "Grappling Players" flag settings to map editor, which run those commands when your map loads.
  • Added Take Over Flag Spawns to the map editor
  • Renamed Survival Flag to Survival Objective in map editor

Bug fixes


  • Fixed the missing ladder in Oil Rig
  • Fixed spike traps not disabling when Hazards is turned off
  • Fixed Climb Game Settings menu being incomplete
  • Fixed being able to dodge healing from the Heal Rifle
  • Fixed weapon skin authors unlocking their own weapon skin, which essentially wastes the unlock
  • Fixed Keymasters alt-fire ammunition not working with the Stout vice in some instances
  • Fixed the Stout vice not applying to weapons retrieved from weapon printers
  • Fixed weapon skin settings not applying when in between respawns
  • Fixed some team-specific mutators/cheats not being overidden by the global setting
  • Fixed reload sounds being played twice for client players in some cases
  • Fixed taking control of your drone not interrupting some actions
  • Fixed some collision issues when using the polygon snapping feature in the map editor
  • Fixed being able to use Force Loadout in Survival when Hardcore is enabled
  • Fixed the Heal Rifle weapon printer being deactivated on Oil Rig
  • Fixed You killed messages not appearing sometimes
  • Fixed the missing ammo box on the shooting range
  • Explosions from explosive barrels now apply triple damage and vice damage if applicable
  • Fixed grapplehooks disconnecting from walls when they reach their max distance on the same frame
  • Fixed the Survival economy not crashing when the Bar is disabled or not available on the map
  • Fixed the loadout menu being opened twice at the same time in some cases
  • Fixed vices bought from the bar spawning inside walls
  • Fixed sharks being deleted on TDM round restarts
  • Fixed the Keymasters alt-fire ammo showing incorrectly when Infinite Ammo is enabled
  • Fixed the Musket damage fall off not stopping at 50
  • Fixed roll cancels negating ladder rolling in some cases
  • Fixed the lever action damage falloff when hitting non-player objects
https://store.steampowered.com/app/346170/Boring_Man_Premium/?snr=1_16_16_creator_1059&curator_clanid=7938408 https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/?snr=1_16_16_creator_1059&curator_clanid=7938408 https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/?snr=1_16_16_creator_1059&curator_clanid=7938408 Download beta14 dedicated server (17.4MB)


[ 2020-07-20 03:20:32 CET ] [ Original post ]

Boring Man v2.0.0 beta14 will be available July 19th

Hey. Sorry this update took so long, but I guess with all the free time off we're all getting, I took it as an opportunity to overhaul the code base. I reworked a lot of back end systems and everything is running a lot more efficiently. One major rework is the mutators system. Mutators that disable XP gain have been separated into their own class of server settings called "cheats". You can enable Cheats in your Server Setting menu, similar to how you enable Mutators in beta13. This new mutators system allows me to add mutators quite easily, and be able to efficiently define them as normal mutators, cheats, mutators as a global setting, or cheats only as a team-specific setting. You can also see which mutators or cheats are enabled when in a server
I added a bunch of new console commands, but 2 of them related to above are the commands "mutatorsetting" and "setmutatorplayer". These commands will allow you set Mutator or Cheat settings in-game, and additionally apply a cheat or a mutator to individual players. And yes, you can use these commands through the map editor logic system. Anyhow thats just one example of a system I've redone. There's a lot more but I'd rather spend the effort sharing all of it through the official change log. All that is cool but where's da content? There's still quite a bit of new content in this next update, I've already shared a few new weapons such as the Nitrogen Charge and the Mulelslapper Sentry. But wouldn't you know it, next update will have ALL original grenades and equipment available.
Additionally, the Fire Uzi and the Burst Pistol have been added as well. See anything else you might recognize? Survival mode has also undergone some big changes, and I have reworked a lot of vices. I have also added 3 new vices, but they're a special kind where they're incredibly powerful but hard to find. What do you think will they do?
This is just a teaser announcement for now, but a few more things you can expect:

  • 2 new game modes: Weapons Deal and Take Over have been added
  • The XP system has been rebalanced to level up a lot of faster, and community-triggered triple XP weekends have been implemented
  • Fancy blood splatter decal system
  • Some interesting new weapon mechanics, such as a new alt-fire for the Bow.
I also wanted to announce this next update, v2.0.0 will take over as the default launch option on Steam, and the old version will be moved to a separate download branch. Players have been having trouble being able to launch v2.0.0 as default so I think its time to start switching things over. I will still host v1.2.7.7 servers for the time being, but once I feel like v2.0.0 has 'caught up' with the old version's content then its time to say adios to 1.2.7.7. Thanks for your support and patience. See you July 19th.


[ 2020-07-12 12:00:40 CET ] [ Original post ]

Boring Man v2.0.0 beta13 is now available

Further Sprite Mod + Weapon Skin Creator updates


You can now generate a sprite mod from the weapon skin creator! In the weapon skin creator window, you can click the "Sprite Mod" button in the upper left to generate the sprite mod, once generated its saved into the "mods" folder in the AppData folder like when you manually install mods. The sprite mod itself modifies all the weapon sprites, mostly the first frame which is used for the stock weapon skin. The sprite mod can then be selected to in the Sprite Mod Upload form for sharing on the Workshop. Here's an example generated sprite mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2016417565 The generated sprite mod will come with two new files, json.txt and a generated thumbnail for the Workshop item (bmod_thumbnail.png). In json.txt is the JSON string generated with the Weapon Skin Creator, the game uses this JSON string to manually mod the 'Stock' weapon skin to have animated and glowing effects. Cool huh? You're welcome to use json.txt for your own mods, but it's not a full feature and only has an effect on the stock weapon skin. To use bmod_thumbnail.png for your Workshop item, simply do not select a thumbnail image to use in the upload window, and the generated sprite mod will use the thumbnail image by default. Yes, modding has always been able to give out skins for free, but it's not authentic. Other players can't see you using mods, so it doesn't bother me. I like the idea of generated sprite mods being a very technical way to try before buying. The last feature I want for Sprite Modding is to be able to use multiple mods at once, but that ones gonna be tough, so I can't promise I'll be able to pull it off, but it is something I want.

Zombrains Changes


  • Zhosts now lose their invisibility when attacking or taking damage
  • Increased the damage of Zomikaze explosions
  • Added more weapon printers to each stock map
  • Each stock map now has 1 unique weapon printer that isnt randomized (Along with the heal rifle printer)
Zombrains has been working pretty well so far! The biggest issue I see so far is human Zhosts being a little too strong. Overconfident players have been suiciding and using the Zhost to quickly kill 2 teammates to revive by just diving in and getting free damage with the invisibility. With these nerfs, the Zhosts will now have to be a little more careful approaching humans. And remember! The Drone can reveal invisible enemies with its spotting ability, even Zhosts. It may come in handy if it spawns on the map. All zombie types seem to be being used regularly, but some players seem frustrated with the Zomikaze, so I have increased the explosive damage for their ability. Finally, weapon printers. On each stock map, I have overall increased the amount of weapon printers to increase weapon variety. Additionally, each map also has a 'static', unique weapon printer (along with the Heal Rifle one). For example, Muleslapper MFG has a Muleslapper printer near USC side. I did this to remove a little RNG out of the weapon printer set ups.

Survival Changes


  • Sobering up in Survival now takes longer
  • Increased the reward for Kill X enemy with Y weapon missions in Survival
  • Decreased the kill count requirement for Kill X enemy with Y weapon missions in Survival
Players were losing vices a lot faster then I did during testing, this is probably because I was playing solo and the waves were taking longer. I have increased the timers for sobering up, so it should be less intrusive on your Vice collection. Additionally, I found the 'kill specific enemy with specific weapon' missions to be difficult to complete, for very little pay. I have decreased the requirement so it's more tolerable to complete, and increased the reward so it pays more then a 'kill specific enemy with any weapon' and a 'kill any enemy with specific weapon' missions. I should probably think of better names for these.

Weapon Changes


Wrench/Sword


  • The hitbox for the Wrench and Sword has been moved closer to the attacker and made longer
Players have been telling me it can be difficult to hit enemies with 2H melee weapons when they're too close to you, the hitbox has been moved back closer to your character, and the range has been extended to maintain its original reach.

Musket


  • Decreased the attack speed for the Musket bayonet
I'm glad to see the Musket bayonet has some bite, but players were complaining it was better then the actual melee weapons! This attack speed nerf should bring it back down to a humble alt-fire instead of a fully graduated melee weapon.

Hadoken


  • Fixed hadoken fireballs having too much projectile speed then intended
  • Hadokens are now harder to perform like in 1.2.7.7
I had forgot about the Hadoken when I added the projectile speed boost, the hadoken was added very early and back then I didn't quite understand yet why it wasn't getting the same range so I increased the speed. It should have the same range and speed as the old version now. Additionally, like 1.2.7.7, you must release the left and right keys when left-clicking to perform the hadoken now. This should make it more difficult to perform, and less spammable. The Hadoken is not a *full* weapon, its mostly an easter egg with a little utility or potential to make a game mode out of or get a funny kill or something, so it needs to remain low tier in terms of regular usage. If you see any players complaining about the Hadoken being 'broken', please let them know about this change for me! Thank you.

General Changes


  • Added new console command: comictext
  • Added new server setting: Server Message of the day
  • Added a second ammo box to Boring Man Fields 2
  • The game will now remember when you show or hide chat
  • Moved weapon skin creator menu option to the Sprite Modding menu
  • Increased the attack range for Heal Rifle bots when healing teammates
  • The 4EVER logic gate can now store passing player IDs and team IDs for COMMAND logic gate use

Bug Fixes


  • Fixed the Bolt Action not animating correctly while carried by a drone
  • Fixed game performance taking a plunge when the weapon skin unlock menu is open
  • Fixed a bug where melee weapon hitboxes would lose 1 frame if you were facing left
  • Fixed randomized weapon printers randomizing to a weapon that already exists
  • Attempted to fix a bunch of other things, but unsure if they worked until there's testing
Download Dedicated Server build (beta13, 16.4MB)


[ 2020-03-08 03:57:55 CET ] [ Original post ]

Boring Man v2.0.0 beta12 is now available: Zombrains, New Weapons & more!

New Game Mode: Zombrains


Board up your windows! Break out the hand sanitizer! No it's not the coronavirus, Zombrains has returned from the grave! For the uninitiated, Zombrains is a zombie-based game mode that blends co-op with PvP. Players must survive against the undead a certain amount of time to win, if you die you turn into a zombie and must kill your former teammates to revive! Here's an entire video preview I made on it: [previewyoutube=5RSzRMBQ5RQ;full][/previewyoutube] Zombrains is heavily untested, so expect some crashes and bugs and softlocks and whatever else my shitty programming comes up with. Good luck!!

New Map: The Shooting Range


The shooting range is here! The shooting range can be found in the "Practice" menu from the main menu, The Shooting Range is a testing area for whatever you can think of. It features a killhouse-style time trial which can be activated by a lever on the desk in the spawn room.
I've added a few new features/items to the map itself to increase routing potential for players looking to make fast times with the time trial. Dunno if it'll help.. When you pull the lever, the shooting range will reset everything on the map, right down to reseting the position of the moving platform. This is thanks to one of the new console commands 'worldreset'.
The stopwatch for the Range has also been improved, your final time now includes the 1/100ths of a second, and it uses the clock on your device's OS for improved precision. No, changing your computer time won't help you cheat. Don't make me stuff you into a locker.
And for you map making freaks, you can now make your OWN shooting range! My shooting range was actually made entirely in the map editor, obviously along with the help of some new console commands and new logic gate crap, which are newly available to you in this update. The only thing 'hardcoded' for my shooting range is tracking your best time (which is stored in your cloud save) and disabling some elements like the scoreboard and the console. I think it would be cool to include new shooting range maps in the game that are made by the community. I will provide instructions on how to make your own range in the map editor guide at some point, but you can get a headstart by loading the range's map file in the map editor and taking a look too.

New Map: Boring Man Fields 2


Fields 2 has a new unique look compared to other "Fields-like" maps. I posted a teaser a few months ago where it looked significantly different (green), but I got sort of sick of that look and changed it. So here it is now.
Boring Man Fields is very large and features different types of habitats and biomes, which is why there are 2 maps. The majority of Boring Man Fields looks like Fields 1, but in Fields 2's case it's in a more war-torn part of the region.
Encroaching into The Man's territory, the USC has had battles with The Man's most powerful disciples, Manlings, and other dangerous forces in this part of the Field. Ionizing radiation has damaged the vegetation, which is a sign of heavily weaponized Magic use.
Fields 2's structural design has had some changes to the middle-right structure to make it more interesting. I'm risking moving the power up slightly closer to The Man's side, as it feels like it's less difficult for USC to get to it as they are closer to the convenient teleporter that warps to the power up's position.

New Weapon: Acid Gun


(Previously known as Acid Spray)


No you're not on acid, it's actually the Acid Gun! It's a short range weapon that sprays a deadly, burning liquid. Acid can slide along the floor and catch grounded enemies off guard, or you can spray off a cliff or into a hole and hope it melts the top of some guy's skull!
The Acid Gun also has a brand new alt-fire, which is pumping the handle. You can pump your Acid Gun to increase it's projectile speed (and consequentially range), but similar to a water gun, it will lose pressure as you shoot it and will need to be pumped again. The Acid Gun's stats have been adjusted to use less projectiles, but maintain the same DPS. I have increased the damage for each projectile and the fire rate, but decreased the amount of projectiles created. This is because the old version's Acid Gun would be the cause low FPS sometimes due to the large rate of projectiles it would generate, so this is more of an attempt to maintain game performance and not to really balance the weapon.

New Weapon: Bolt Action


The Sniper Rifle has some competition, cuz the Bolt Action is here to stay! The Bolt Action is similar to the Sniper Rifle, although it's slower to fire and slower to reload. It has more base damage however, making bodyshots more viable.
Similar to the other snipers, the Bolt Action also has a sniper laser which is good or bad depending on your opinion on sniper lasers right now. I'm also quite proud of the reload animation!

New Weapon: Heal Rifle


You love it, you hate it, it's the Heal Rifle! The Heal Rifle is a healing gun that has 2 fire modes. One is for automatic short range, and the other is for longer, slower shots. The Heal Rifle (and heal grenades), by Somewhere Land law, must follow the Hippocratic oath (or the Somewhere Land version of it) and must heal indiscriminately. This means you can heal enemies with it, and they can heal you! This was never a bug if you didn't know, as this is B-Man's unique take on handling healing.
Compared to the old version's Heal Rifle, it has remained the same outside of cooler looking projectiles. It may be less formidable with the new poison rework, more so when more poison-based weapons are added. Additionally, the bots know how to use it now, and in most team-based game modes, at least 1 bot will try to pick a Heal Rifle and be the healer. [spoiler]Try out a team of bots in Team Deathmatch, they're so cute!!![/spoiler]

New Weapon: Plinger


POWPOWPOWPOWPOWPLING! The legendary Plinger is back for more! The Plinger is a pretty standard semi-automatic rifle, but can't be reloaded until your clip is empty.
It has a very fast reload speed to reduce your exposure, so it's a shift from how to handle reloading compared to other weapons. No stat changes have been made from the old version, this weapon is incredibly kino after all.

New Weapon: Musket


Elon Musk..? No! The Musket! Making this weapon was a big hurdle, because of the effort needed to be put into it's long reload animation. I'm no animator but I think I did pretty good with what.. little animating talent I have.
The Musket is a high damage, 1 shot weapon with a very long reload time. It has a bayonet attached to the end of it, and you can stab with it using Alt-Fire (which also interrupts reloading). The collision detection for the bayonet stab has changed quite a bit, it should be a lot easier to stab enemies now (and to get stabbed!). The Musket is long, so it's bayonet is technically the melee weapon with the longest range in the game. Bayonet stabs are in fact melee attacks, so it can still be parried by the sword, and melee-based Vices are applied to it's stats.
The Musket actually firing has also seen some changes. The Musketball has much heavier gravity now, but I have also reduced the random spread, so the shot should be much less luck-based. Additionally, you can now headshot with the Musket, but it's damage fall off has been heavily increased. Base damage starts at 200 like before, but it drops off a whopping 5 damage every frame as soon as it spawns, so instant kills with the musket will depend on distance, whether it was a headshot or not and the current state of your target's health. Making sure your 1 musket shot kills seems chaotic, but most RNG has been removed from the weapon, so I think it's something that can be managed.

New Weapon: Handcannon


Hide the weed! It's the deadly Handcannon! The Handcannon is a large pistol that fires slow and heavy bullets that do a lot of damage. When you fire the Handcannon, your cursor's aim is 'kickbacked' to mess up your aim when shooting consecutively. It has kept it's stats the same, but I have redone the aim kickback mechanic to remain consistent with different monitors/resolutions/settings/etc. If you feel like the kickback is worse or better with certain settings or devices, let me know.
For now, the Handcannon will not be dual-wieldable, as I believe the weapon is strong enough as it is. If I feel like it's weak enough to tolerate a buff, then I could enable dual-wielding on it at a later time. If you want to try dual-wielding it now, enable the 'Extra' dual-wielding mutator and let me know your thoughts.

New Weapon: Light AR


(Light Assault Rifle)


I'm feeling light-er then AR because the Light AR is coming home! The Light AR is a rapid fire, high burst damage weapon with a very short magazine. The reload time is a little faster then most weapons, but reloading and hunting for ammo boxes so much will often leave you vulnerable.
The Light AR has pretty much kept all of its stats, I think it's great how it is right now, but only testing will reveal it's true power level.

New Weapon: Crossbow


The evil version of the Bow? The Crossbow has returned. The Crossbow fires a single bolt that's coated in poison and it can be slow to reload. Unlike the old version's Crossbow, the new Crossbow has a little more base damage, and can now headshot for triple damage instead of double. It couldn't headshot before and it's like... it would hurt really bad to get shot in the face with a crossbow!
In any case, this has made the Crossbow much more dangerous! I felt like it was on the 'useless' side of the weapon pool in the old version, so this should hopefully at least make it picked more. I decided on going with triple damage on the headshot because I wanted body shot damage to stay on the lower side. Getting a headshot just barely goes over 100 so the damage is as low as it can go to maintain a 100 damage headshot before needing to increase the damage multiplier to something stupid. You also have to manually reload your Crossbow now instead of waiting for a cooldown. Not sure why I did this before. The reload speed is a little slower, It also has less ammo, but it also now weighs less.

New Weapon: Machine Gun


Chkka-chkka-chkka! It's the sweet sounds of the Machine Gun! The Machine Gun is a fully automatic assault weapon with a huge magazine, or box in this case! The Machine Gun isn't very accurate at first, but you can decrease the random spread of the Machine Gun by crouching. The Machine Gun is heavy and can have an effect on your movement speed on it's own, but it's large magazine and moderate DPS makes it reliable to switch to and shoot while in a pinch.
Not much has changed since the old version, but it's certainly bigger and more badass! The bullet belt will also shorten depending on how many rounds you have left as a little detail.

Survival Changes


New Enemy: Doctor


With the addition of the Heal Rifle and the AI being able to use it, I have made a new enemy in Survival that could stir up the difficulty
This jerk is the Doctor, he appears somewhere around wave 40 or something, he heals enemies, especially bosses. 1-2 doctors can spawn per wave, and they should be your focus lest they overheal all the enemies. And don't underestimate the good Doctor when he's cornered, he keeps a Pistol and knows how to use it.

New Mechanic: Sobering Up


You can now 'sober up' from Vices. When you pick up a Vice, a wave countdown starts and when its up you will lose 1 vice of that type. So if you picked up a Lager, a random amount waves must pass before you sober up from it (lose 1 Lager). You can constantly refresh this timer by collecting another vice of that type. This sounds like a nerf, but it takes a long time to sober up, and good Vices such as Red Wine are immune to sobering up for balancing's sake. It helps optimize your build, as Vice count increases your respawn cost, and you tend to avoid picking up Vices you don't like, therefore losing the ones you have collected. If you want, you can also turn off Sobering Up in the Game Settings menu, without the need of mutators.

Updates to leveling up and the weapon skin system


I've listened to your feedback and made some changes to how weapon skins are unlocked. The biggest change is the new Weapon Skin Workbench feature, where you can combine two weapon skins to make a new one! Woah!! You can get to Workbench by opening the Weapons menu in the main menu and clicking the Workbench button.
Combining weapon skins isn't a totally random reroll everytime, what skin you get can be dependent on the properties of the 2 weapon skins you're merging. For example, merging a Sunset Power SMG with a Candy Power SMG will create a random skin for the Power SMG. Combining a Bumblebee Compact Uzi with a Bumblebee Assault Rifle will get you a Bumblebee skin for a random weapon. See what I'm getting at here? The Workbench will tell you whats gonna roll before you combine the skins, so take your time and compare skins to see what combinations to use to get what you want. Additionally, you now unlock a weapon skin EVERYTIME you level up! Hooray! The Workbench feature introduces a 'drain' on your weapon skin collection (if you decide to use it), so that means I can start being more generous. The catch is I have adjusted the XP requirements and gain, it will now take longer to level up. With adding new weapon skins from the community, I'm going to pause that for now until all or most weapons are back in. We have a good, crazy amount of skins now that could probably cause problems if the cause of the problem is 'too many weapon skins'. If I can fix these issues or don't encounter them at all as the rest of the weapons are re-added, then I'll go back to adding new skin types. I have also removed uploading skins to the workshop from the Weapon Skin Creator. See the next part about that.

Sprite Modding & Workshop (Steam Only)


You can now share Sprite Mods on the Workshop! Go to the Options -> Sprite Modding menu to see. When you subscribe to a Sprite Mod, Steam will download the Sprite Mod and the next time Boring Man v2 launches, it will look in your workshop content and list any mods it finds. Mods you install manually through the AppData folder like you have been already will be separated as "Personal Mods" in the Current Mod menu. Only manually installed Personal Mods can be uploaded to the Workshop, hopefully this helps prevent content theft.
As mentioned, the Weapon Skin Creator can no longer upload to the Workshop. Skip the rest of this section if you don't care about this. This is because it felt like the Workshop was being utilized incorrectly by uploading weapon skins items with no content. So if you want to share a weapon skin from the Skin Creator, there's now a screenshot button instead of a workshop button in the Creator. When you click that, it will save a sprite sheet of your weapon skin similar to the Workshop thumbnails on to your hard drive. Then, when uploading a Sprite Mod, you can pick saved weapon skin sprite sheets to use as your thumbnail in the thumbnail image selection menu. To make sense out of the Weapon Skin workshop tag thats now out of the job, you can optionally tag Sprite Mods you upload as a weapon skin. However, this also means you will need to upload a compatible Sprite Mod to be allowed to post the Workshop item. I suspect people will get around this in one form or another, and I'm not going to moderate it, this is just a correction for the game on using the Workshop properly. Maybe at some point I'll implement a feature that allows you to generate a sprite mod from the weapon skin creator, doesn't sound too hard. In any case, I apologize for complicating things, but this is how it should've been done the first time!

Weapon Balance


All Weapons


Recently I found some code in the old version that was boosting the base speed of all projectiles, I have applied this to v2.0.0. This would explain why some players have been complaining about projectiles feeling slower, so hopefully this corrects something. A noticeable difference from this is the Boomerang, I didn't realize it didn't have the same range as the old Boomerang but now it does.
  • Increased base projectile speed

Knife


It's been pretty unanimous by the community that the Knife just ain't doing it for anybody, so I'm throwing it some big buffs. The Knife takes up an entire weapon slot, so it should be deadly to some regard to make it worth picking. I have increased the base melee and base throwing damage, so up close you still do more damage with a stab. Additionally, I have granted the Knife to do headshot damage when thrown, and the damage gained from thrown distance has been increased. These buffs should make the Knife a lot more dangerous, and make it worth picking as a weightless secondary weapon.
  • Knives can now get headshots. Ouch!
  • Increased Knife melee damage
  • Increased Knife base throwing damage
  • Increased damage distance gain on thrown Knives

Pump Action


The random spread for the Pump Action has decreased, this is to help increase the potential of the Pump Action's larger damage output which doesn't seem to be meeting the bar for.
  • Tightened spread for the Pump Action

Sawn-Off


The Sawn-Off's spread was a little too wide and made it not a good pick unless you were dual-wielding, and even then it fell short against top tier weapons. DB and Sawn-Off have about the same spread now.
  • Tightened spread for the Sawn Off

Skateboard


I honestly love the new skateboard, I think it's crazy and a lot of fun. However some players have complained it has been too fast, I don't really want to nerf the speed all that much, but I did make the final max speed calculate similarly to the player's non-skateboard movement speed, so it now listens to stuff such as your loadout weight and the Energy Drink vice. Overall, you will move a little slower depending on what weapons you are carrying.
  • Skateboard speed is now reduced by loadout weight
  • Skateboard speed now scales along with the players current max speed

Double Barrel


The reload speed for the Double Barrel was fast because I didn't have a good enough reload animation to make it slow enough! I have improved the animation and thusly was able to set the reload speed to something slower, which should make DB players more vulnerable to counter attack. The random spread has increased, so DB users will need to get in a little closer to their target if they want to get in a good meat shot.
  • Increased reload time for the Double Barrel
  • Loosened spread for the Double Barrel

Grenade Launcher


Yes, the GL is a hot weapon right now, but I don't want to end up gutting it before all the weapons are out. However, the GL's reload speed was short due to the same problem as the Double Barrel where the old reload animation would look too choppy if it got slow enough. I have improved the animation and therefore was able to set the reload speed back to something reasonable. The slower reload speed should help with being bombarded by bouncy grenades too much.
  • Increased reload time for the Grenade Launcher

New Console Commands


I have added 23 new console commands this update. Use the help command in the in-game console to see what each one does.matchtime, skip, memoryuse, showhitbox, currentwave, revive, reviveall, zombending, listdir, cmdlist, listsfx, globalsound, localsound, spawnbody, explode, explodebig, displayinfo, resetplayer, resetallplayers, resetworld, shootingrange, showdps, setrangetargets

General Changes and New Stuff


  • Premium players can now select their voice pitch as a Premium option, instead of needing to select a specific hat to change it.
  • Added new Video Option: Field of View
  • Added new Server Setting: Force FOV
  • Improved controller support for menus
  • Updated projectile visuals
  • Updated ragdoll physics
  • Added some new art to a couple of existing stock maps
  • Chat flood protection tolerance has increased from 4 lines at once to 6
  • You can now use the Hide Chat key for global/clan chat in the main menu
  • You can now use the mouse wheel to navigate through loadout menus like in 1.2.7.7
  • You can now get assists by healing. Healing assists do not take priority over regular assists.
  • Your game progress will now only save when transitioning between the game and through menus, so the level up stutter should be less intrusive on gameplay.
  • Console commands that have a color parameter can now accept hex color by starting the value with the character # (Ex. rawsay Hello! #ff995c)
  • You can now paste text in the console window (Ctrl+V)
  • The dedicated server console can now scroll up or down with the mouse wheel or page keys
  • The dedicated server console can now use the up arrow key to recall recent commands

Bug Fixes


  • Fixed projectiles and weapon drops and stuff getting stuck in walls
  • Fixed command unbanlast not working correctly.
  • Fixed the scuba mask not drawing correctly when not wearing a hat
  • Fixed not being able to roll cancel when rolling against a wall
  • Fixed getting disconnected from Global/Clan chat when playing in an offline server
  • Fixed offline server not pausing when you open the pause menu
  • Fixed the AI being able to detonate frame-perfect Suicide Vests
  • Fixed the AI throwing heal grenades at enemies
  • Fixed the AI not knowing how to drop down through platforms/moving platforms when needed
  • Fixed Steam Group clan requirements being unable to be seen when you are not admin or dont have at least 10 members
  • Fixed the kill command not needing mutators
  • Fixed saved loadouts using the wrong weapon ID number, which would make them get messed up when new weapons are added. Your saved loadouts will still get messed up one more time in this update, but will no longer do this in future new weapon updates.
  • Fixed the Show Vices button not being available for controllers
  • Fixed the pause menu attempting to quit sometimes when you press Start on the controller
  • Fixed ladder collision not being visible when showcollision is enabled
  • Fixed some map objects not being rotated at the correct angle for player clients
  • Fixed scoreboard profile pictures not retrying if they fail to download
  • Fixed double jump not refreshing when landing on the ground while skating
  • Fixed the camera jerking around when switching between your character and drone with Lock Mouse enabled
  • Fixed Explodebot 5000 not firing at players from far away
  • Fixed Underwater Weapons getting their underwater buff when carried by a drone when they shouldnt
  • Fixed the Grandmaster boss making players arms disappear
  • Fixed a dedicated server crash that would occur when running for long enough
  • Fixed Force Equipment server setting resetting when None is selected
  • Fixed an issue with the killfeed displaying the wrong icon on certain maps
  • Fixed some projectiles not displaying correctly when Rocket Madness is enabled
  • Fixed projectiles being able to pass through thin walls in some cases
  • Fixed a crash associated with the Vampirism mutator
  • Fixed being able to open the bar menu while controlling your drone
  • Fixed client players not being able to damage themselves with explosive barrels

Boring Editor


New Asset: COMMAND Logic


This new object is very powerful, it allows you to run console commands! Some console commands cannot be run by maps, such as kicking/banning and other server admin stuff, but maps do *not* need mutators enabled to run mutator-required commands! This is because servers treat the match as if mutators are enabled when a custom map is being played, so there's no real point in not allowing it. When activated by logic, this object will run the store command once. To run it again, you will need to turn all logic signals attached to it off and then on again. If you attempt to run a player specific command in the COMMAND object, for anything with a 'PlayerName' or 'TeamID' parameter, you can simply place an asterisk (*) in the command and it will use the player's ID or Team ID that activated the button or lever or whatever. (Example: COMMAND object attached to a button running the command 'shock "*"' would electrocute the player that presses the button) This feature is super buggy, so please let me know any problems you run into.

New Asset: STOPWATCH Logic


This is a new object that enables and disables the shooting range stop watch. When activated by a logic gate, it starts a 10 countdown, then starts the stop watch. The output signal is only activated when the stop watch is active. The stop watch time is finished when the STOPWATCH logic object no longer has any active signals. To cancel a stopwatch run, send it a signal from the RESET logic gate.

New Asset: GAMEMODE Logic


This object outputs an active signal if the server's gamemode matches to what its set to. This could be useful for maps where you want certain logic to be activated or deactivated on certain game modes.

New Asset: Helicopter Spawn


This spawn point determines where the Zombrains helicopter is suppose to land. If there are multiple helicopter spawns, then the helicopter will choose one at random.

New Asset: Zombrains Printer


Similar to the Weapon Printer, this is a special type of Weapon Printer that only appears when Zombrains is running on the server. You can set which weapon you want the printer to have, or set it to be a random weapon on every map change. You cannot change the price of weapons at this time.

Added Ladder Tools


To help optimize your map, you can now make 1 long ladder object instead of using multiple short ladder objects.

Logic now works with tiles


You can now attach logic gates to tiles by holding Spacebar while Logic Mode is activated. This will enable tiles to be clickable while in Logic Mode, letting you connect them to other logic objects. When deactivated, tiles will fade away and fade back in when activated. If the tile is animated, the animation will pause (but does not stay in sync with other players atm)

Map Editor Changes


  • You can now hold down the M and N keys show and hide assets/tiles
  • Buttons and levers now have a "Z.Cost" setting, if the server is set to Zombrains then these objects will have a price on them that needs to be paid to activate, similar to the weapon printers
  • You can now press Ctrl + M or N to quickly toggle showing assets and tiles settings
  • Sharks depth is now forced to Sea Depth plus 1, can no longer set depth.
  • You can now hold Ctrl + Alt + R to rotate objects more precisely

Map Editor Bug Fixes


  • Fixed teleporters not working correctly when placed on top of one another
  • Fixed some server settings carrying over when testing a map
  • Fixed Weapon Printers using the wrong weapon ID number. Old maps that use the old ID values will still load the correct weapon, but its not a bad idea to update your map anyways.
  • Fixed being able to use mutators while testing a Climb map. Due to this fix, all Climb maps on the Workshop will need their maps beaten by their authors again to regain the "Beatable" tag. Sorry, but it shouldn't happen again.
  • Fixed being able to use the shift key when a map editor tool is selected


[ 2020-03-01 01:14:54 CET ] [ Original post ]

Community Pick Up Game

[previewyoutube=0ALhbEcYLlM;full][/previewyoutube]


[ 2020-01-04 20:57:28 CET ] [ Original post ]

GAME MODE SHOWCASE: Zombrains

[previewyoutube=5RSzRMBQ5RQ;full][/previewyoutube]


[ 2019-12-29 06:54:06 CET ] [ Original post ]

Holiday event is live! Boring Man v2.0.0 beta11 is now available

Winter Holiday Event


The winter holiday event for v2.0.0 is here! The 6 holiday hats are now available to wear, but you can still wear the regular hats if you want, unlike the old version. You can also find weapon skins only available during the Winter event.
Weapon skin unlock chance increases during the winter event, and there are comfy decorations in CTF and Survival! Sorry thi change log isn't much, but I'm exhausted and just wanted to get this build out. After things stabilize, I'm going to be trying to take a break for a little while.

New Stuff


  • Added /warcry and /letsgo for Premium DLC owners
  • Added texture modding support. Check out this guide for more info.
  • Added new hats
  • Added Offline Mode in the Play Online menu

Survival Changes


  • Reduced the total amount of enemies in Survival waves,
  • Reduced the default wave start timer from 60 to 30. These two changes should make Survival matches shorter. You can still have a 60 second prep time, but it will be the default option when new players start the game. Keep in mind, with less enemies means less income, so you will make less money overall, but hopefully still enough.
  • Wandering Survival enemies will now go after the flag when all players are currently dead
  • Mead now has a new function: Melee attacks against enemies heal you for 1.5% of damage given. Can be overhealed.
  • Sherry now has a new function: You pick up ammoboxes/medikits and revive players 2% faster. These vices didn't seem to be favorable for most players so I changed them up, let me know if you think they're better.

General Changes


  • Doubled the amount of influence needed to capture the control point in Team Deathmatch An unintended behavior developed in the old version from the control point is players using some sort of honor system to not capture the point. I made the point take longer to capture in an effort to make this honor system unnecessary, and make the control point generally hard to capture as long as the other team isn't camping somewhere.
  • Changed Hazards settings from a mutator to a game setting (except for Climb)
  • Server list now sorts by best ping by default
  • Image Errors server setting is now known as Modding. Setting this to Kick will kick all players who use built-in modding, use a modified data.win file, or have different image tiles in the currently loaded map

Bug fixes


  • Fixed map size being able to go over 32,000 pixels and under 700 pixels
  • Fixed Railgun lighting not using players projectile color when carried on their drone
  • Fixed medikits/ammo boxes/revival ankhs being able to fall off the side of the map
  • Fixed client players loading the wrong map while joining during a map change (maybe)
  • Fixed team teleporters and base equipment not despawning correctly in CTF when Base Defenses setting is disabled
  • Fixed not being able to kick players when their game is frozen
  • Fixed grapple hook line not destroying correctly with the players selected projectile color
  • Fixed weapon drops not despawning during the TDM prep time
  • Fixed Roxxy & Moxxy not teleporting sometimes after taking damage


[ 2019-12-08 18:23:26 CET ] [ Original post ]

THE BORING MAN v2.0.0 BETA IS NOW FREE-TO-PLAY!!

Boring Man now has weapon skins, Workshop support, better netcode, better graphics, better everything! And it's still free! [previewyoutube=WMoiZ3rwk3g;full][/previewyoutube] Launch the game from your Steam library then select the 3rd "v2.0.0 beta" option to launch the beta! Let me know what you think, have fun!! Additionally, the new weapon skin DLCs are also available! https://store.steampowered.com/app/1194780/Boring_Man_Splintered_Weapon_Skins/?beta=0 https://store.steampowered.com/app/1194781/Boring_Man_Rainbow_Weapon_Skins/?beta=0 (Sorry I had to remake the announcement)


[ 2019-12-03 19:08:51 CET ] [ Original post ]

Boring Man v2.0.0 beta10 is now available

This update is just polishing things up before this week. If you're waiting for the game to go free-to-play on November 29th, there is now an in-game count down timer which will unlock automatically. No updating will be needed! It's like pre-loading but stupider.

General Changes


  • Added a count down timer for free-to-play players
  • Slightly increased base weapon change speed
  • Tweaked the hitboxes to be more like 1.2.7.7 (Not in the bad way)
  • You can now drone hop on teammates drones when friendly fire is enabled
  • Exiting the drone camera now has a little delay to stop you from moving around accidentally
  • Made adjustments to the bouncepad area in Boring Man Fields 1
  • Made improvements to netcode visuals
  • Made improvements to the hit registration

Survival Changes


  • Made boss missions in Survival more rare
  • A second simultaneous boss will now possibly spawn after wave 70
  • Starting money for newly joined Survival players now scale with wave progress
  • Reduced the movement speed multiplier for advanced enemies (strong, elite, etc)
  • Reduced wave requirement for encountering the Manlings back down to 100 again
I noticed players were able to completely control which bosses spawn, so while I don't want to completely disallow that, RNG bosses should appear more often. I didn't want to lower the chance of encountering a mission boss, because it would be frustrating to hold onto a mission and have to rely on a bunch of dice rolls to complete it, instead I dropped the chance the mission would appear, so players could still be guaranteed a boss when they take the mission. Two bosses can possibly spawn at once now at wave 70 and after, and I might scale multiple bosses with wave progress in the future. The second boss is always a random boss, it does not follow player mission needs. Next, it isn't fun joining in late, I thought an obvious change would be to give new players more money. It scales at a flat rate with wave progress, so players can't game the economy with starting money. I might need to do more to buff new players, I'm open to any suggestions! I think the advanced enemies being super fast got kind of annoying, so I slowed them down. Reaching end game Survival is hellishly long, so the increase to wave 120 for the Manlings was unnecessary and has been reverted.

Bug Fixes


  • Fixed Survival money sometimes experiencing an integer overflow
  • Fixed an issue where you would join a passworded server after cancelling the join (then time out)
  • Fixed comic text not displaying correctly when firing a weapon with a drone
  • Fixed the misplaced water object on Oil Rig
  • Fixed an issue where a little packet loss would stop you from connecting to a server
  • Fixed some advanced Survival enemies not getting the movement speed increase
  • Fixed some issues with the AI on Boring Man Fields 1
  • Fixed Suicide Vests explosion damage and hitbox
  • Fixed drones being able to push teammate drones while friendly fire is disabled
  • Fixed being able to carry off hand weapons without a primary weapon using the Find and Deliver mission
  • Fixed some Survival enemies not getting the speed increase when theyre advanced
  • Fixed drones not reporting the correct max health amounts


[ 2019-11-24 17:22:46 CET ] [ Original post ]

FOR DLC OWNERS (Not for long): Boring Man v2.0.0 beta9 is now available!

This update adds the Drone for a little bit of testing by the community before the rewrite beta becomes free. I also polished the game up and fixed a good amount of bugs. Let me know what you think.

New weapon: Drone


Watch your head, the Drone is now available for testing in beta9! It is an equipment item that has scouting and item carrying capabilities. The Drone can pick up some weapons to use against enemies, however not all of them work yet. I would like to get as many weapons as possible to be compatible with the drone, but that will take time. You can learn more about it by watching the video I uploaded last month here: [previewyoutube=T5q_Jw4ZBso;full][/previewyoutube] There is also a new setting in the "Controls" menu, called Auto-Control Drone. It's on by default and will make you automatically take control of your drone after you throw it. Turning it off will just simply let you throw the drone and require you to press F again to control it.

Reworked artificial intelligence



The bots and survival enemies have new AI! I wasn't happy with the state of the old AI so I rewrote the whole damn thing. A few new things they can do:
  • The bots can walljump now, greatly increasing their flexibility for making maps
  • The bots are more aware of pitfalls, and will drop down or jump over them if needed
  • Learned how to repair base equipment with the Wrench
  • Learned how to heal with resupply stations and heal grenades

GameJolt & Discord support


The Boring Man rewrite can now login with GameJolt or Discord! These versions of the game are not available yet, but they will be available on or after November 29th when the beta is free to play. If you run Discord while playing the Steam (or any) version though, it will still update your status in your Discord profile and what not. Neat! These new platforms have limitations however. Logging in through GameJolt or Discord will create a brand new account, and you will not be able to transfer your Steam account. This means no veteran mode, no weapon skins you have already collected. These additional platforms are mostly focused on bringing in new players, there isn't really much advantage to switching to Discord or GameJolt. You also can't upload maps to the workshop from either of these platforms, only the Steam version will be able to do that. Non-Steam versions can still browse and download Workshop maps in-game though, whew! I will also be setting up a store page on my Discord server, which will have the same DLC as the Steam version! Again, I should have this done by the time the beta is free. You can join my Discord server here. If you want to keep an eye on the GameJolt version, I will be uploading a new release when its time on the old GameJolt page, linked here.

Guest Mode


In addition to new login platforms, there is now a "guest login" mode, in case new players aren't too sure about the game yet to bother figure out logging in, or can't log in at all due to some technical reason. Granted I think its pretty easy to log into any of the platforms, but I'm just covering all my bases! Guest mode will not be available for the Steam version. Guest mode will not be able to play online or be able to save your progress, you will only be able to host an offline server to play with bots. The map editor and Workshop browser will still be available though!

Survival changes


Vices & the Drone
  • Margarita, Espresso and Ale vices now work with drones
  • Porter vice now increases your drones health by 2
With the addition of the Drone, I altered some vices to help out Drone users. This should make some sort of 'drone pilot' role for Survival, I mean I hope it does! Rum
  • Headshot resistance with the Rum vice now resists against the damage multiplier instead of the damage value itself
  • Increased Rum vice requirement from $1500 to $5000
  • Decreased Rum vice bonus from 1% to 0.1%
Rum was still giving you headshot defense too quickly, and it has diminishing returns the more Rum vices and money you collect. Instead of Rum decreasing the damage value itself, it now provides defense against the *multiplier.* So if you have about $500,000 and x1 Rum vice, that's 10% defense against the headshot multiplier, so instead of taking x2 damage, you only take x1.8 damage. This change should make Rum less powerful in the early game, and more useful in late game. Math is cool!! Champagne
  • Increased Champagne vices health restoration from 20 to 40
  • Champagne vice will now heal you when you complete a mission
Champagne is one of the 'bleh' Vices where it isn't terribly useful, so I increased the healing and added an additional way to proc the heal. Can't say it helps too much, but its a start. Dyson Iced Tea
  • Dyson Iced Tea will now roll for super speed when you buy something from the bar
Same as above, Dyson Iced Tea doesn't seem favorable so I tried adding an additional trigger for it. Jgerbomb
  • Reduced Jgerbombs roll chance from 2% to 0.5%
Now that my memory has refreshed, I've remembered that only a handful of Jgerbomb vices will turn you into the stunlock king, and frankly its just really annoying having that many EMP blasts on your screen! This change should make players work harder for their random EMP blasts. Missions
  • The damage dealing mission requirement now scales with how many waves have been completed
  • Reduced the requirement for the Intel collecting mission
  • Reduced the requirements for enemy killing missions
  • Reduced mission rewards for most missions
  • The teammate revival requirement will increase by 1 for every completion.
  • Purples/Fuschias and Blue Soldiers/LTs will now sometimes carry weapons players need for missions
  • Chests in Hardcore Survival will now sometimes carry weapons players need for missions
Missions were offering far too much reward, more then what I was comfortable with. Some of the missions were also not worth taking because they were too much work, compared to easy, well paid missions. These changes should round out all the missions and encourage you to have more choice. Misc. Survival Changes
  • You can now close the bar menu by pressing space
  • Drastically increased the difficulty of advanced enemies (Strong, Elite, etc)
  • Reduced how often Barkeep makes it open bar
  • Barkeep will no longer waste an Open Bar round when encountering the Manlings
  • You now start with $600 in Survival mode
  • Cinnamon Whisky has been replaced by Hot Wings. Functions exactly the same.
  • Survival bosses will now attack players trying to camp the point from a distance

Weapon Skins


  • Added Boring quality weapon skin set "Bloodshade"
  • Added Blessed quality weapon skin set "Eco-Friendly"
  • Added Blessed quality weapon skin set "Ikea"
  • Added Blessed quality weapon skin set "Overheated"
  • Added Blessed quality weapon skin set "Balanced"
  • Added Blessed quality weapon skin set "Meridian"
  • Implemented "Rainbow" and "Splintered" DLC skins (Not buyable yet)
  • "Enchanted" weapon skins can now be found normally as Boring quality
  • Unlocked weapon skins have been reorganized (Stock -> DLC -> Artifact -> Boring -> Seasonal -> Blessed -> Inferior)

Suicide Vest


  • Suicide Vest damage now applies damage multipliers (Triple damage, vices, etc)
  • Suicide Vest now explodes faster if you have the Super Speed power up
This is just a change to make the vest more fun. It also might be of some use in Survival mode against tanky enemies. I believe this is the only weapon balance change in this update.

Map Changes


  • Added timed pressure plates to open the gen room doors in Muleslapper MFG
  • Added a roof ladder to the second most left building in Dyson City
  • Updated the AI waypointing on all stock maps for the reworked AI

Bug Fixes & Improvements


  • Fixed the bar not updating your money when purchasing something
  • Fixed multiple crashes associated with testing a map
  • Fixed moving platforms cable paths not drawing correctly
  • Fixed a crash when using the bar while Vices are turned off
  • Fixed the Muleslapper MFG barrels getting stuck in the ceiling when running the game at more then 60fps
  • Fixed not being able to kick individual bots in the in-game console
  • Fixed hosting a server getting stuck on Connecting sometimes
  • Fixed a bug where you wouldnt be able to purchase chests in Survival
  • Fixed an issue where you couldnt log in if the Steam Community was down
  • Fixed the Scuba Gear and Suicide Vest not drawing correctly when creating and uploading skins
  • Fixed the bar giving out duplicate specific enemy kill missions
  • Fixed accidentally being able to abandon a newly accepted mission before the menu closes
  • Fixed the friendly fire mutator not applying to base equipment in some cases
  • Fixed being able to drop throwable weapons and hold them at the same time
  • Made improvements to the login system
  • Made improvements to the clan tag system
  • Made improvements to the netcode


[ 2019-11-17 00:14:14 CET ] [ Original post ]

Coming Soon: Rainbow and Splintered weapon skin DLCs store pages are up!

I've decided to release a few more weapon skin DLCs when the game goes free, check them out below! https://store.steampowered.com/app/1194781/ https://store.steampowered.com/app/1194780/ These weapon skins and the Boring Man v2.0.0 beta itself will become free-to-play for all players on November 29th! If you've been under a rock, I've been recreating Boring Man from the ground on. Boring Man has a lot of cool new stuff, including a brand new weapon, The Drone! See a video on it below. [previewyoutube=T5q_Jw4ZBso;full][/previewyoutube] The Drone will become available for testing THIS WEEKEND! I HOPE! If you want to try it out early, please consider purchasing any of the already released DLC below: https://store.steampowered.com/app/346170/ https://store.steampowered.com/app/1018760/ https://store.steampowered.com/app/1018761/ https://store.steampowered.com/app/626491/ Thanks for your support. -S


[ 2019-11-14 22:53:36 CET ] [ Original post ]

NEW WEAPON SHOWCASE: The Drone

[previewyoutube=T5q_Jw4ZBso;full][/previewyoutube]


[ 2019-10-20 05:02:08 CET ] [ Original post ]

Boring Man - Online Tactical Stickman Combat
Spasman Games Developer
Spasman Games Publisher
2015-02-20 Release
Game News Posts: 25
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive (5433 reviews)
Public Linux Depots:
  • Boring Man Linux [192.69 M]
Boring Man - Online Tactical Stickman Combat is the greatest 2D stickfigure shooter you've never heard of. Enlist into the petty armed conflict of Somewhere Land, where a civilization of agile stickfigures fight for their lives with high powered weapons against an evil, world destroying sorcerer, only known as The Man.

Too many weapons!

Boring Man offers over 70 weapons to choose from.. assault your enemies on a skateboard with a minigun, strap your shotgun to a flying drone and blast somebody's head remotely, or take advantage of the dynamic dual-wielding system where you can combine various weapons to hold in each hand.

                                                  
                   

Easy to learn, difficult to master

Combined with a horde of weapons, B-Man's in-depth platforming takes your competitive 2D shooter experience to another level. Walljumping, double jumping, rolling.. and a silky smooth collision system so you never miss a beat. Did I mention there's ladder tech? There is lots and lots of ladder tech.

Over 8,000 weapon skins

Quantity over quality baby!!! Earn XP to unlock weapon skins.. can you collect them ALL? Brag and show off your super rare finds to other poor saps, or recycle your trash skins for a chance to get a better one. No trading or sketchy Steam economy crapola here! I absolutely do think that's a selling point!

Create your own weapon skins easily with the weapon skin creator, or import custom artwork using the easy to use sprite modding system. Upload your weapon skins to the Workshop to be judged by yours truly, and I might add it to the game officially. (with you credited of course)



7 game modes, tons of custom game settings

Get in touch with your competitive side with the ever-so grueling Team Deathmatch, defend yourself from The Man's forces with your friends in Survival co-op, or fight against the undead horde lest you end up joining it in Zombrains.



Create your perfect Boring Man madhouse with tons of wacky mutators and settings, such as the Corrupted Weapons mutator, which haphazardly randomizes every weapon into game breaking nonsense.

Portforwarding? That boomer network engineer bullcrap?! Not anymore! Host a server from your home network with little to no effort at all with P2P networking.

                                                                                      
                                   
                                                                            

Built-in map editor + Workshop support

Make your own maps with the map editor! You can import custom images, take advantage of the advanced logic gate system to make in-depth maps, and even share your maps or download maps made by others with Workshop support!

Cool DLC to buy that pays for the developer's rent

Want even more? Get Boring Man Premium and have extra customization features for your stickfigure soldier, such as hats and colored bullets. Special animated DLC weapon skins are also available. B-Man is NOT pay-to-win, and its developed and maintained by one guy, so no publisher is involved.

MINIMAL SETUP
  • OS: Ubuntu 16+
  • Processor: ~2.0GHzMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: 512MBNetwork: Broadband Internet connection
  • Storage: 150 MB available space
GAMEBILLET

[ 6132 ]

6.53$ (56%)
11.99$ (20%)
1.80$ (80%)
24.78$ (17%)
0.50$ (90%)
24.78$ (17%)
14.08$ (17%)
1.00$ (90%)
7.87$ (74%)
1.20$ (92%)
9.74$ (25%)
2.53$ (75%)
5.94$ (15%)
17.59$ (12%)
5.00$ (75%)
6.00$ (80%)
4.21$ (16%)
11.04$ (-455%)
4.59$ (8%)
4.19$ (16%)
8.19$ (73%)
10.00$ (50%)
11.99$ (25%)
0.89$ (70%)
33.59$ (16%)
17.59$ (12%)
24.87$ (17%)
7.69$ (74%)
6.80$ (60%)
3.11$ (79%)
GAMERSGATE

[ 2625 ]

9.99$ (50%)
0.89$ (87%)
3.25$ (75%)
0.75$ (85%)
1.2$ (80%)
3.0$ (62%)
6.0$ (90%)
17.49$ (30%)
5.0$ (75%)
0.45$ (85%)
11.99$ (40%)
4.05$ (73%)
9.71$ (46%)
8.63$ (28%)
9.0$ (70%)
10.49$ (48%)
17.99$ (10%)
9.0$ (85%)
3.83$ (74%)
0.68$ (83%)
7.5$ (75%)
6.38$ (57%)
5.4$ (91%)
0.51$ (74%)
12.79$ (20%)
1.05$ (65%)
6.37$ (36%)
7.79$ (61%)
3.92$ (74%)
3.8$ (81%)

FANATICAL BUNDLES

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HUMBLE BUNDLES

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17 days, 18 hours, 9 minutes

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