It's officially that time!
Evilsmurfs 6: Deluxe is now officially out of early access and is now fully released!
The full release contains the entire main campaign, with the reimagined The Hunt for Smurfblum campaign releasing some time in the coming months, and the Ergatof campaign slated for the future.
Several major bugs have been fixed, and controller support has been added! A full changelog can be found below:
Evilsmurfs 6 Deluxe: Release 1.0.0 changelog:
Smurfblum:
The Smurfblum fake-out cutscene level has now been expanded into a whole new short chapter!
Take control of Poopah and battle Smurfblum as he tries to keep his former friend locked away!
Poisson:
The final chapter returns!
Take control of Gurglemeel as he bests one of his greatest foes, now including previously unseen material!
Graphics settings:
New cheap 3d clouds effect for lower-end devices
Effect is not as detailed and lacks perspective simulation but should be more performant
General:
New sounds for ammo crates
This change was actually added in the previous update (Chapter 3 demo), but was not included in the changelog
Poopah can now kick in all playable chapters as a result of changes introduced during the Smurfblum chapter
Controller support in both gameplay and menu, with control options
Menus now have keyboard support, with the WASD keys controlling button selection and ENTER selecting buttons
Sliders can be modified by holding ENTER and using the A and D keys to control the value.
Using the arrow keys while hovering over a slider still works as it did before
Weapons system improvements:
Proper selection menu, showing a preview of weapons available
Separated into categories - in preparation for things to come!
Fast weapon switch gameplay option available to revert to old functionality
Switching to last weapon now automatically unholsters your weapon
New control settings button in options
can configure gamepad buttons and fast weapon switch
Do note: switching the gamepad buttons will take into effect immediately upon activating the option, so don't be alarmed if selecting no longer works - use the other button you've swapped to!
Improved health bar visuals, with a border more reminiscent of those in the original Evilsmurfs 6
Kick attack buffed
Damage is the same across all difficulties, dealing 4 points of damage as it did previously on the Easy difficulty. This change was made to make the combat flow better regardless of the difficulty.
Support for moving platforms
These will be used in future updates!
player animations now match & player move speed cap now take moving platform speed into account
Platformer player now creates bubbles when underwater for consistency with Chapter 2
Bubbles now visibly pop when exposed to air
Emissive parts of certain objects (radio light, etc.) now disappear if colliding with the player
Added a visual of Gurglemeel losing his pistol from Evilsmurfs 5 during the prologue chase sequence to explain its absence from the first few chapters
Physics objects bobbing in water no longer create splash effects and sounds when offscreen
Added new player breath particle effect for cold areas (Chapter 3, etc.)
Target reticle cursor now displays when obtaining the lighter in Chapter 3
Minor art pass on some Chapter 2.5 levels
Added the Chapter 2 keepsake (dud bomb) rising out of the water during Chapter 2.5’s opening cutscene to explain how it was obtained in-universe
New electrical arcing effect on cable plugs when near an available power receptacle
Status lights on powered doors and receptacles now emit real light depending on state
Improved ground detection when standing on physics objects, making it less likely to get stuck standing on stacked physics objects
Improvements to some held physics objects and how they affect jump strength
Jumping off some physics objects will now apply an impulse for more realistic behaviour
New dialogue added in Chapter 3
Bug fixes:
Fixed Gurglemeel’s black jacket not being rendered in Chapter 2.5’s ending cutscene
Fixed player skidding animation playing while standing on some moving platforms
The skidding animation will still play when on rotating platforms due to the way this fix is coded - will either be marked as “works as intended” or revisited at a later date
Fixed bug in the weapons_give_all script that would set ammo count to -1 in unintended situations. This resulted in weapons such as the SMG being initially given to the player with 1 missing bullet only once, while every other time after it would be corrected.
Note: the weapons_give_all script is only currently used in developer testing
Fixed physics object collision damage chaining in rare instances - now only damages you if at the intended speed and properly triggers the player’s invul state
Fixed physics collisions potentially not dealing any damage to the player if it would kill the player as a result
Fixed lights rendering incorrectly while moving
positions should now match camera movement precisely with no ghosting or lagging behind
Previously, this code was ported from Deal or No Deal.exe, which rendered lighting earlier than drawing sprites. This worked in that project, however it resulted in a desync here. Everything now renders congruently.
Fixed layering issue with snow effects and pause menu
Fixed menu buttons with a confirmation popup flashing at twice the speed
Fixed physics errors when quitting a low-gravity level and returning to the hub
Fixed kick effect rendering behind certain objects, such as gates
unused fade_in_out level transition has been fixed for future use
Fixed missing floor collisions in the first Scary Hell Place level
Fixed overlapping gate activation sounds in the final non-boss level in Chapter 2.5
Fixed player death sounds not playing
Fixed hints not clearing when exiting to hub / quitting to title
Fixed potential memory leak involving particle effect emitters and level transition effects (iris / fade out & in)
Fixed issue with image ghosting behind transparent pixels
Fixed following camera offset by 1 pixel on both x and y axis
Fixed weapon pickups not setting last weapon
Fixed rare extreme jump strength when jumping on physics objects
With the completion of the main campaign, development has already begun on The Hunt for Smurfblum reimagining! Currently, the length of the campaign is set to be around the length of Chapter 2.5, and will feature even more puzzles, clues to find, and other new mechanics!
Stay tuned for info on The Hunt for Smurfblum and Ergatof, and in the meantime, I hope you enjoy the full Evilsmurfs 6 main campaign!
Until next time, I'll see ya when I see ya!
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