SickBrick Patch Notes — February 9, 2015
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
We have been on Steam for over a week now and things are going well by all counts! Thank you everybody who talked to us on forums, posted reviews and screenshots. It has been exciting to watch your videos and impressions on our game!
First thing this patch will address is some issues players ran into after launch. Like the tank causing crash when it drives into a map change region. Easy fix overall and surprising we never caught it in the first place. A big shout out to the user Law for finding that.
This patch will be the preliminary update for Steam workshop. We have all the code in the game client now to support it, you will notice the new main menu option right away. Over the next couple days we will enable the workshop on the actual Steam backend and submit some example levels as example of how the system works to create custom maps you can play on.
The next patch will focus on controller support and localization. More news on those items in the future!
Bug Fixes
- Fixed crash when hitting a map change region as Tank and not a PlayerCharacter as it expected. Now it will return false and prevent any further code from running if you are a Tank.
- Removed the ability to pause the game using system pause/break key, this was unintended behavior left over from the default NeoAxis SDK. The game can still be paused by bringing up the Steam overlay or by pressing the main menu key (Escape by default).
- Level 01 will no longer create auto-save when starting new game from menu (so it will not override existing games). The auto-save for first level is now placed over the chainsaw, this way the player has to walk forward and do something to overwrite their save.
- Credits map no longer auto-saves on start, meaning the last auto-save players will have is engaging BRICK in final boss fight right after the intro cut scene with him.
- End credits now detaches any currently held weapon. This prevents you from hearing the chainsaw or lightning gun if you had them equipped before the credits started.
- Fixed bug where you could use mouse wheel to switch between weapons during scripted cut-scenes.
Visual Fixes
- Mordred (Spider Bot) has been animated. Now walks like a spider should.
- Fixed hole between terrain and tunnel in level 09.
- Raised shotgun ammo holders in level 06 that were in the ground.
Gameplay Fixes
- Made reactor cloud on level 12 non collision and made it so the player cannot bounce off it but it will still kill the player like it did before.
- Added invisible wall to level 09 near first tunnel entrance to stop players from trying to drive in that direction thinking it is where they needed to go.