Cobalt v123 Alpha Change Log

February 7th, 2014, Cobalt, Updates & Patches

Hello!

We have updated Cobalt to v123! Here is the change log!

Also, check out Radio cobalt episode 1! It gives an overview to some of the new things!

Cobalt-140123-85

Change Log

Alterations:

  • Changed brain movement
  • Altered horizon rendering to be more epic and less in  your face.
  • Added a slight bonus to the jump that you do at the end of a roll to more nicely be able to climb 128 high ramps
  • New actor: Boom!
  • New actor. Wasp!
  • New actor: Fly!
  • New actor: Skullfish!
  • Walking reduces speed less when above max and rolling up slopes should be less slippery and stopping while fast should be less sudden and more nice!
  • Improved reflect so that it more nicely reflects bullets back
  • Tweaked the punch origin position which made it feel better both in regards to roll punching and for hitting incoming grenades as well as bullets. It can now rather nicely punch plasma balls as well as slugger bullets if you time it correctly.
  • Tweaked the predator AI to attack in bursts with pauses in between to make the combat with them more interesting and predictable.
  • Added a skill variable to ai settings on spawners. It controls the general performance of the ai in regards to response times, shooting, rolldodging and much more.
  • You can now carry max 3 different types of throwables, similar to ranged weapons.
  • Small gameplay improvements to sandy challenge maps
  • rolling amount is now directly connected to how much you spin which should make it more clear.
  • Improved air roll landing behaviour to be more smooth
  • Jump can now be aborted/interrupted mid jump by releasing jump. Jump is also slightly higher. You can also always jump-kick/double jump, running first makes it stronger.
  • New Game Mode: TEAM-STRIKE: Round-based team versus. Always 4 on 4, take over bots when you die, economy system and actor selection between each round with different classes and levels!
  • Survival very much reworked! Gambling, dynamic shop. waves and an actual end!
  • Bots now have a setting for their skill level, also an option to automatically adjust bot skills.
  • Spiked mines only detonate on enemies and also blink more aggressively when you approach it.
  • removed reloading/switching weapon penalties.
  • Completely reworked the combo/scoring system.
  • Plasma is now deflectable, but still does damage and heat. More consistent!
  • Missiles now get pushed around like grenades when shot. More consistent!
  • Weaving nut and Fresh meat now spawns a temporary spikebird and hamster.
  • Two new suit types: Chrono and Stealth.
  • Slight rebalance among suits. Explorer suit has slightly buffed cold and heat resistance.
  • Added small personal indicator for autoaiming.
  • Felishroom has higher jump.
  • Flashbang visuals tweaked, gameplay effect emphasized. Enhanced being blind feedback. Increased flashbang effect range. Facing back to flashbang now is better over longer ranges.
  • Improved auto-aiming accuracy during bullet time effect and while using scopes.
  • Rebalanced bullet time factors for plasma and gyrojet.
  • Removed the big tile rose selector. Now it only works while hovering to replace tiles. It was getting out of hand loading wise and it was fairly unusable anyway. It was more commonly pressed accidentally which would hang the editor in a huge load.
  • Improved explosion feedback, clearer range of effect.
  • Explosives now also stun for a short while at a larger range than their damage. Force/stun from explosions range increased.
  • Explosives now has an exponential damage curve instead of binary damage.
  • Plasma weapons have been reworked and rebalanced. Instead of overheating and cooling down, it now charges up so that the first shots are more powerful. Indicated by sound and visuals
  • Rebalanced slugger weapons to have a clearer role. High rate of fire, less max ammo, more punch in deflect countering, slightly slightly longer range, Clearer visuals.
  • User maps are now listed in a separate user maps menu.
  • Increased rail slinger and defender ammo.
  • Increased aiming speed of the lighter rail weapons and added semi-firing mechanics to rail slinger.
  • Improved auto aim of weapons affected by gravity (crossbow, grenade launcher…),
  • Matter gun silencer < slugger revolution < slugger semi stealthyness.
  • Urns and borealis containers are no longer grippable.
  • And probably a ton of smaller changes I forgot to type down!
Changed brain movement
Altered horizon rendering to be more epic and less in  your face.
Added a slight bonus to the jump that you do at the end of a roll to more nicely be able to climb 128 high ramps
New actor: Boom!
New actor. Wasp!
New actor: Fly!
New actor: Skullfish!
Walking not reduces speed less when above max and rolling up slopes should be less slippery and stopping while fast should be less sudden and more nice!
Improved reflect so that it more nicely reflects bullets back
Tweaked the punch origin position which made it feel better both in regards to roll punching and for hitting incoming grenades as well as bullets. It can now rather nicely punch plasma balls as well as slugger bullets if you time it correctly.
Tweaked the predator AI to attack in bursts in pauses in between to make the combat with them more interesting and predictable.
Added a skill variable to ai settings on spawners. It controls the general performance of the ai in regards to response times, shooting, rolldodging and much more.
You can now carry max 3 different types of throwables, similar to ranged weapons.
Small gameplay improvements to sandy challenge maps
rolling amount if not directly connected to how much you spin which should make it more clear.
Improved air roll landing behaviour to be more smooth
Jump can now be aborted/interrupted mid jump by releasing jump. Jump is also slightly higher. You can also always jump-kick/double jump, running first makes it stronger.
New Game Mode: TEAM-STRIKE: Round-based team versus. Always 4 on 4, take over bots when you die, economy system and actor selection between each round with different classes and levels!
Bots now have a setting for their skill level, also an option to automatically adjust bot skills.
Spiked mines only detonate on enemies and also blink more aggressively when you approach it.
removed reloading/switching weapon penalties.
Completely reworked the combo/scoring system.
Plasma is now deflectable, but still does damage and heat. More consistent!
Missiles now get pushed around like grenades when shot. More consistent!
Weaving nut and Fresh meat now spawns a temporary spikebird and hamster.
Two new suit types: Chrono and Stealth.
Slight rebalance among suits. Explorer suit has slightly buffed cold and heat resistance.
Added small personal indicator for autoaiming.
Felishroom has higher jump.
Flashbang visuals tweaked, gameplay effect emphasized. Enhanced being blind feedback. Increased flashbang effect range. Facing back to flashbang now is better over longer ranges.
Improved auto-aiming accuracy during bullet time effect and while using scopes.
Rebalanced bullet time factors for plasma and gyrojet.
Removed the big tile rose selector. Now it only works while hovering to replace tiles. It was getting out of hand loading wise and it was fairly unusable anyway. It was more commonly pressed accidentally which would hang the editor in a huge load.
Improved explosion feedback, clearer range of effect.
Explosives now also stun for a short while at a larger range than their damage. Force/stun from explosions range increased.
Explosives now has an exponential damage curve instead of binary damage.
Plasma has been reworked and rebalanced. Instead of overheating and cooling down, it not charges up so that the first shots are more powerful.
Rebalanced slugger weapons to have a clearer role. High rate of fire, less max ammo, more punch in deflect countering, slightly slightly longer range, Clearer visuals.
User maps are now listed in a separate user maps menu.
Increased rail slinger and defender ammo.
Increased aiming speed of the lighter rail weapons and added semi-firing mechanics to rail slinger.
Improved auto aim of weapons affected by gravity (crossbow, grenade launcher…),
Matter gun silencer < slugger revolution < slugger semi stealthyness.
Urns and borealis containers are no longer grippable.

Bug-Fixes:

  • Optimized detector code which also should make it never accidentally miss a detection at fast speeds close to the detector.
  • Fixed bug in region size manipulation
  • Fixed bug drawing with the tile color brush on flipped files. Also affected tile affecting lights.
  • Hopefully took care of a rare modulation < 0 crash. (seems at least one instance is still there somewhere.)
  • Fixed certain secrets being visible.
  • Moved negative sign in timers
  • Fixed not getting a kill for things you caused after you die.
  • Fixed annoying physics bug where you would fly away on rotating and activated tiles sometimes.
  • And probably a ton of smaller bug fixes I forgot to type down!

42 Responses to “Cobalt v123 Alpha Change Log”

  1. APirateHat :

    Aw yeah! Well done guys.

  2. Adspam :

    Really sweet! :D Thanks guys!

  3. Janeator :

    What about the DM pickup changes? Unlisted? :O

  4. Sakke :

    I have been waiting for this for too long…

  5. Michalios13 :

    Hell Yeah ! Good job guys i am so glad !!! :crying: :P

  6. Ben :

    Awesome guys! I can’t way to try it out!!

  7. The guy who stole a pirates hat :

    O yeah, dowbloading right now.

  8. Sakke :

    oddly stops updating at
    /files2/sets/ch_combat/maps/sandyShadows.map
    file 0%
    total 96%

  9. Sakke :

    Should I reinstall?

  10. Kahvikone :

    Oh yeah! I’m going to have a blast testing this out with friends tonigh.

  11. Filip15100 :

    Hoorayy! I have been waiting so long for this! :D

  12. Grazloth :

    Nice, let’s go test all of the maps :D

  13. Corrupt Ai :

    I made an actual noise I was so happy when I saw it had updated.

  14. TheCipher1000 :

    I keep having this problem with the Switcheroo.exe. When I run it, it just says “This version of the file is not compatible with the version of Windows you are running”. Quite frustrating, please help me with this!

  15. Rekkyn :

    Yaaaaay!

  16. Tom :

    The new menu got me so excited, i exited by accident :D

  17. Sakke :

    It crashes when you try to use the hack device

  18. AndrewH :

    Nice job! Its looking great!

  19. OtherOtter :

    AWESOME: YOU ARE AWESOME THE GAME is AWESOME.
    keep being awesome and you will succed

  20. filipp :

    how to update ?? i can’t update game when i click finish i must restart PC ?? Please send me answer on EMAIL thanks

  21. Teraser :

    My Cobalt crashes every time I try to start a challenge map!

  22. SonicModern :

    I can’t play :’(

  23. admin :

    TheCipher1000, try simply downloading the installer and re-installing fresh

  24. admin :

    Sakke: This should be fixed in the next version. As far as i can see, if crashes in survival, between waves?

  25. admin :

    Teraser: Have you tried installing in a fresh location, and tried renaming your cobalt folder in documents? Just to make sure there are no legacy conflicts going on.

  26. admin :

    SonicModern :

    We need more info than just to that be able to help. Please describe your problem in full. What did you do, what happened?

  27. admin :

    filipp: You do not need to restart the computer, the restart button simply restarts the game. If that doesn’t work, please try installing fresh from an installer: http://playcobalt.com/

  28. SonicModern :

    I start game and I waiting and notthing happend
    I install everything what the game need…
    (sorry for my english ;p)

  29. MrLindskog :

    Where are you supposed to put your own maps? The regular map folder doesn’t seem to work.

  30. admin :

    MrLindskog:

    Put them in documents/cobalt/maps

    and they will show up in play game -> user maps

  31. SonicModern :

    Please do more optimizotions :(

  32. PsychotheHedgehog :

    Hey Guys, thx for the update!
    New Gamemode is great and the menu looks more clear!
    The only problem is that the game is extremely unstable:
    Die three times in a combat challenge? crash!
    Wanna change bot in Team Strike? crash!
    What about the editor? Crashing out your mind!
    I know that you’re in Alpha, but this version needs bugfixes.

  33. jp :

    Lua: A Lua script error has occurred!
    Lua: Press #4CTRL+R#7 to reset the script parser
    Lua: A screenshot of this error has been saved
    Lua:
    Lua: [string "$GAME_RESOURCES$/daisyMoon/controller.lua"]:0: bad argument #1 to ‘pairs’ (table expected, got boolean)
    Lua: #6(2)#7 global C function ‘pairs’
    Lua: #6(3)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/controller.lua"] at line 0
    Lua: #6(4)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/controller.lua"] at line 0
    Lua: #6(5)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/input.lua"] at line 0
    Lua: #6(6)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/input.lua"] at line 0
    Lua: #6(7)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/input.lua"] at line 0
    Lua: #6(8)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/input.lua"] at line 0
    Lua: #6(9)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/player.lua"] at line 0
    Lua: #6(10)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/player.lua"] at line 0
    Lua: #6(11)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/game.lua"] at line 0
    Lua: #6(12)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/playState.lua"] at line 0
    Lua: #6(13)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/game.lua"] at line 0
    Lua: #6(14)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/game.lua"] at line 0
    Lua: #6(15)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/playState.lua"] at line 0
    Lua: #6(16)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/lib/stateManager.lua"] at line 0
    Lua: #6(17)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/mainApp.lua"] at line 0
    Lua: #6(18)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/main.lua"] at line 0
    Lua: #6(19)#7 Lua function ‘hook’ at line 32 of chunk ‘#6 print = da…#7′

  34. admin :

    PsychotheHedgehog: Currently working on fixing bugs! If you get any error screenshots in documents/cobalt looking like:
    ErrorScreen-XXXXXXXX.jpg please send those to our email errors(at)oxeyegames.com

    also, if you have a log.txt in the folder, send that too!

    jp : This is because of a bug related to old control configs. Rename the documents/cobalt/controls folder to something else and recreate the control configs to get rid of the bug for now.

  35. Guy :

    I tried downloading the v123 update but every time after I finish downloading the whole thing it says restart. The restart button just closed out the game. I tried restarting my whole computer (mac) when the restart button appeared as suggested but when I tried to open up the game again, it was as if I never updated it and it asked me if I wanted to update it again. I have updated the game like 6 times what do I do?

  36. Youface :

    Whenever i plug in a ps3 controller, it crashes. I really hop this will be fixed.

  37. WyvernX1 :

    after long time finally new Update :D Yey

    but i got disappointed what happened to the survival Two Thinks -)
    Yeahh its something diferent but its feels like Limited too much (timed)
    the previous Survival Was a WAY Better free as long as you survive they should re-add as little diferent mode :D

  38. WyvernX1 :

    but has lot of Crashes i found when i pushed few Gamepad buttons thei got a Lua error O_o

  39. SonicModern :

    I want to play on survive and i chose play i have crash
    Lua: [string "$GAME_RESOURCES$/daisyMoon/controller.lua"]:0: bad argument #1 to ‘pairs’ (table expected, got boolean)
    Lua: #6(2)#7 global C function ‘pairs’
    Lua: #6(3)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/controller.lua"] at line 0
    Lua: #6(4)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/controller.lua"] at line 0
    Lua: #6(5)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/input.lua"] at line 0
    Lua: #6(6)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/input.lua"] at line 0
    Lua: #6(7)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/controller.lua"] at line 0
    Lua: #6(8)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/inputState.lua"] at line 0
    Lua: #6(9)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/dashmenu.lua"] at line 0
    Lua: #6(10)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/lib/stateManager.lua"] at line 0
    Lua: #6(11)#7 main chunk of [string "$GAME_RESOURCES$/daisyMoon/main.lua"] at line 0
    Lua: #6(12)#7 Lua function ‘hook’ at line 32 of chunk ‘#6 print = da…#7′

  40. admin :

    Wyvern: I hear ya. We have gotten a bunch of feedback on this. Will ponder this.

  41. admin :

    Youface: i assume this is mac?

  42. Kyle :

    On the survival map Research Facility, I get error messages up the left side of the screen.

    I am using Mac OS 10.8.5

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