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The day you've all been waiting for so patiently has finally arrived, ladies and gentlemen. Pop the champagne and get ready to party, because The Great Rework™ is officially COMPLETE! Thanks to all of your support, Crisis Point: Extinction has made frankly unbelievable progress in the past few years. It took a lot longer than I wanted thanks to many factors I won't go into here, but we're finally here. Crisis Point is almost unrecognizable compared to the game it was when we started, and it's all thanks to all of you, your incredible patience with me and my failures, and your unending support as we worked towards making this the game that you all deserve. This is one hell of an update, so strap in as we go over everything that was added.
v0.33 MAJOR CHANGES
-Finished The Great Rework™
-Completed tiling the Summit area, including minor level redesigns and proper animation for flowing tar
-Added in-game sprite H-scene gallery, similar to the current standalone gallery
-Added Boss H-scenes to the CG list ingame so you can view them without dying to that boss
-Added death animations for more enemies (all pre-Deep Soil enemies now have death animations)
-Added intro 18+ and gamepad disclaimers, and improved intro text crawl sequence
-Added toggleable in-game tutorials explaining basic controls and functions at various points of the game
-Added warp animation effect to enemies when they're captured and warped back to base, and when Alicia warps between areas
-Screen shake effect added to various things (such as the Force Shot exploding)
-Tentacle CG replaced by a new CG drawn by our new artist, Kuso
-New dynamic music added to Summit and Caves that changes based on where in the area you are
-New music added to the title screen
-Added a few more environmental dialogues to the beginning of the game, before Alicia meets anybody else on the planet
-Tripled the number of sex moans Alicia has for each sprite H-scene, for more audio variety and less repetition
-Added more secret rooms
-Completely reworked the starting rooms with new artwork
-Re-coded background parallax drawing code to be far more efficient, should lead to performance gains for anyone who had lag before
-Stagger animations for all enemies that can stagger were finished and fully detailed
-More small unique animations for certain cutscenes were added
-The human base camp, where you meet Rodriguez, has been given a number of new visual elements to make it appear more base-like, including some that get destroyed after the first boss attacks camp
-Fixed a metric buttton of glitches, both major and minor (see the end of the post for details)
And that's just the major stuff I felt was worth mentioning. As you can probably tell by comparing this to our previous updates, v0.33 is HUGE. Orders of magnitude bigger than any update before it, despite the development cycle only being 2 weeks longer than usual. I did my best to pull out all the stops on this one to make it something special, so hopefully you'll have a fantastic time with it. I'm immeasurably proud of how far we've come in just one update, and it's a good sign of things to come - development from here on out is going to be different, in a much better way.
There is one thing I want to mention - at the end of Alicia's voiced monologue during the intro, there's a small bit of text detailing that their ship crashed, etc. That's a temporary measure, as we didn't have enough time to get the animations for a real intro cutscene finished in time for this update release. It's my hope that we can finish that cutscene and release it along with the public demo, and hotfix it into the Patreon builds as well, so keep an eye out for that. There's also a CG sequence planned to be added to the intro, but that's a ways off still.
Because of my plans for the upcoming public demo, I'm actually not going to detail my plans for the next major update yet - for those of you who weren't aware, I'm going to be taking up to a month off from regular CP:E development to instead work on a public demo - both a downloadable copy, and an HTML5 port to be hosted on various places like Newgrounds. The downloadable copy shouldn't be too difficult, but the HTML5 port is new territory for me, and I have no idea how much effort it's going to take - if I get those demos done quicker than a month, then I'll start work on v0.34 once they're done. If it takes LONGER than a month, though, I'm going to start development on v0.34 anyway, and just work on the HTML5 port in my spare time, so that development on the main game doesn't fall too far behind.
Well, that's about it from me for this update. Remember to check the bottom of the post if you want to see the (frankly absurd amount of) bugs I fixed this update, and one final time.. thank you all, from the bottom of my heart. Your endless support for this game and me means more than I can ever say, and I'm gonna do my best to deliver you all one of the best H-games out there.
-A42
And before I forget, here's a lil' preview of what $10+ patrons have to look forward to in that new Tentacle CG I mentioned.
v0.33 BUG FIXES AND MINOR CHANGES
-Alicia's arm no longer disconnects from her body when you aim directly up while in the run-to-stand transition animation
-Text in the Boss 2 H-scene is no longer double sized
-Fixed an EXTREMELY rare glitch where Alicia could get permanently locked in her sliding animation if a slide was performed in a very specific position and time
-Fixed a bug where player could keep debug mode active into a new game
-Fixed a softlock where interacting with a save point in the middle of a dash, then warping to a new location, would make Alicia unable to move when the warp finished
-Added a beam wall in the room leading to the Deep Soil where you have to use Dash to progress in the hopes of making it clearer how to proceed
-Fixed a few optional rooms in the late Deep Soil being impossible to traverse with current powerups
-Implemented a possible fix for strong computers having their FPS capped at ~50 instead of 60 in rare cases
-Fixed a softlock bug when you use the Wire Shot just before transitioning into a new room, leading to Alicia being permanently stuck in the Wire Shot animation unless an enemy knocks her out of it
-Fixed a bug that caused erratic movement when you dashed into a wall while also touching a ghost platform
-Fixed a bug where sliding on a platform that's rising upward, and being pushed upward into a ceiling while sliding, would cause Alicia to get stuck in the ceiling with no way out
-Fixed an issue where the Warped Soldier BE H-scene looped itself infinitely until you manually cancel it
-Player no longer continues running after interacting with the letter at the end of the game, if they were holding left or right when interacting with it
-Sound effect added to crumble floors when they break
-Fixed a bug where dashing into a tight spot where a Ghost Platform was below you and a solid ceiling was above you would lead to Alicia getting stuck in the ceiling
-Status menu has been reworked to allow standard movement keys to go between the three sections, rather than using an extra button to switch between tabs
-Force Shot and Melee attacks should now be capable of damaging Boss 3
-Environmental conversations should no longer continue playing when the game is paused if the player pauses at the same frame a conversation starts
-Fixed a small amount of incorrect text in some CG scenes
-Fixed "automated sex scenes" option not saving and loading properly
-Fixed a softlock bug in the Catacombs where leaving the room with the Cursed Orb before destroying the Cursed Orb made it disappear without removing the curse, disabling progression
-Reworked boss fight H-scenes to use the same code as other H-scenes, giving them consistent audio and length with the rest of the game's H-scenes
-Reduced volume of looping Laser Wall sound and fixed a bug where their volume was not changing with global sound effect volume setting
-Fixed an issue where tar rain would briefly appear when the player boots up the game and loads into a Summit area after having already killed boss 2
-Boss H-scenes are now affected by the "Automated H-scenes" option, and the player can control boss H-scenes as well
-Background in the Boss 3 H-scene has been updated
-New jingles added for collecting certain powerups, and jingle volume reduced around the board to be more in line with the rest of the game
-Boom Shot primary chip damage raised from 4 to 6
-Walking into a room transition, then immediately dashing in the opposite direction, no longer leads to getting behind room transition blocks
-Fixed glitch where you were able to switch between solo/duo and BE/non-BE H-scenes in gameplay
-Dashing under a platform that was right above water no longer leads to Alicia getting stuck
-Boss H-scene rooms now load their darkness and lighting values properly
-Moved Electro Shot bullet chip to a new, much more secret location
-Fixed a minor memory leak that happened every time the game was paused
-Slightly optimized code for Force Shot charge particle effects
-Implemented volume change on blaster weapons where, when shooting frequently, the volume will dim after a few shots until the player doesn't shoot for a few moments, to make the sound less annoying in extended fights (also lowered the max volume of the blaster slightly)
-Screen shake added to Force Shot explosions, enemy death, and a cutscene
-Melee weapon attacks can no longer open security doors (changed because it made it possible to skip obtaining the gun at the start of the game)
-Minor lighting engine behavior added so that the lighting level gradually lowers as the player falls from the Summit to the Catacombs
-Made it so the sound that plays when changing volume levels in the Audio/Video menu changes its volume based on the volume of the setting you're changing
-Icons meant to signal interactions have been changed to display the appropriate keybind rather than a generic up arrow
-Environmental Dialogue text is no longer zoomed when an H-scene starts during a conversation, which made it either go completely offscreen or only show a small bit of the conversation text
-Destructible blocks should no longer occasionally stop a bullet from destroying them as if they were a normal wall
-The map should no longer glitch out when the window size is changed or fullscreen is toggled in the menu
-Fixed some unintended collision behavior with the Laser Shot
-Game can no longer be softlocked by enemies in an H-scene dying from fire damage
-Changed CG list to only display currently unlockable CGs, to make it clear when the player has found all current CGs
-Pressing Shift no longer causes duplicate text to appear when typing in map notes
-Crumble blocks no longer disappear visually if the player pauses and unpauses while in a room with them
-Stepping over save points now refills your Force Shot ammo (but not Overcharge)
-Laser Shot can no longer hit enemies through walls
-Cutscenes now cancel environmental dialogues, which previously led to overlapping voice clips
-FINALLY FIXED BOSS 2 CRASH
-Colour of the Alraune's cum is now consistently slightly green in all scenes
-Lowering yourself to the ground during a Wire Ride no longer causes Alicia's animations to bug out until you do something to reset her state
-Fixed more issues involving Ledge Grab, should be functionally stable now
-Fixed an issue where Alicia could stand up while crouching under low ceilings, but only under certain types of blocks
-Fixed a missing wall in the entry area of the Summit that allowed players with the debug double jump to get out of bounds
-Fixed some issues with certain Skill Points and Health Packs disappearing even if you hadn't collected them