You can play Intruder V85 Now!

Hello world! Welcome once again to another Intruder blog post on Intruder’s newest update, V85! My name is SpooKy, and I will be taking you through this new update to intruder!

There are quite a few cool things in this update, even though most of the stuff in this patch are small fixes, so lets get right into the patch notes!

  • Turned off flare renderer until memory leak issue is solved by Unity, should no longer crash
  •  Anti drop shot added, moving between prone with gun tuck for a moment
  •   Add anti drop shot to standing up as well
  •  Slowed down prone animation speed
  •  Removed DX9 and added OpenGLCore to Windows builds
  •  32 and 64 bit releases of each build
  •  disables match mode when enabling LMS

Starting off, the flare renderer issue might be something you’re familiar with. This was the main reason for crashes in the last update and it looks like it has been finally fixed in this patch! If you do happen to crash on this new update though, make sure to send the crash report to Rob on Discord!

Next, perhaps the most important thing are the anti dropshotting measures.

If you’re unsure as to what dropshotting is, it’s basically when you go from a standing position or crouched position to a prone position and shoot on your way down, and while on the ground, to make yourself harder to hit.

Dropshotting a bloon on Riverside

Rob’s solution to this problem is to tuck in your gun everytime you go prone so that you can’t shoot. It works rather well!

He has also added something else to work against “riseshotting” which is basically the same thing as dropshotting except you are going from prone to standing to make people unable to headshot you easily.

Riseshotting a bloon on Riverside

32 and 64 bit editions of the game are also now out there so check what your computer uses and download the correct version!

Lets look at the rest of the small fixes, shall we?

  •  Objectives Tab images and description can be determined dynamically in map
  •  Map Maker ObjectiveTabSettings.cs added
  • Objective tab for Mountainside has been updated to show Mountainside objectives
  •  fixed bleeding on other players to hit ground at same frequency
  •  upped bleed rate
  •  add tuning parameter for ragdoll/feign death button: PlayerMovement.allowFeignDeath
  •  made red screen message when you’ve dealt reflective damage
  •  make ragdoll glass hit checks not hit the glass not its parent or root for more consistent window breaking
  •  added door angle max to MM
  •  don’t allow reflective in Last Man Standing mode
  •  made sure radio has blank tool tip
  •  a variety of other small fixes
  •  ping should display “ms” at that end

Lets start off with some great news for mapmakers!

You can now finally change the objective tab for your custom maps, so now you can show where objectives are on your map!

The objective tab for MadmanEpic’s map, Trainheist

Speaking of the objective tab, Mountainside has also now gotten a new objective tab to properly show where the objectives are!

The objective tab for MountainSide has finally been updated!

Another new thing is the tuning parameter for ragdolling. You can now disable ragdolling (feigning death) using PlayerMovement.allowFeignDeath on the tuning bar when making a server (or map)

Some more good news for Mapmakers, we can now change the door angle for doors. No more doors going through walls if you open them too much!

And finally, a tiny fix, on the team scoreboard, where the ping is, ms has been added next to the number to show that it is ping and not a random number

Ping now has ms written next to it!

Anywho, other than a few other tiny fixes, that is it for what I deem important for Intruder V85! Remember to hop onto the Subreddit and to join us on Discord to talk about all things Intruder! We hope you enjoy this patch and continue to tune in for more blog posts for future updates on Intruder! This has been SpooKy, signing off.

-SpooKy

You can play Intruder V84 Now!

Hello world! Welcome back again to another blog post on Intruder’s new update, V84! My name is SpooKy, and I will be guiding you through this small patch to Intruder!

Now, there’s not much to go over in this update, considering it was more of a V83.5 but whatever, let’s hop right into it!

We’ll start with some new additions to the game!

New Additions

  • Controls tips for the new peeps and returning players!
  • Let’s you see context sensitive controls for things like doors, picking things up, interacting and weapons
  • Can be disabled from the options menu
  • You can now see player ping next to their name in the team menu!

Now, perhaps the most important thing in this update is the control tips. These show little tips for certain tools and things in the environment so that new players (and even some older players who haven’t played in a while) can get into the groove of the game’s controls.

Control tips showing the buttons for lockpicking and doors, at the bottom

If you feel that these control tips are too annoying, worry not! If you already know everything and you don’t need any tips you can turn them off easily in the options menu!

Options menu, showing the option for turning off or turning on the control tips.

Also mentioned in the patch notes are some additions to the team tab in-game, where it will now tell you the ping of each player in the match, just if you were wondering.

If you look at all the players, they have numbers next to the up and down arrows. That is their ping.

Well, with all the new additions discussed, we’ll move on over to the rest of the stuff!

Changes

  • Cleaned up team menu scaling and widened to fit in ping
  • Cutout collision and bullet penetration should be correct now, and you can shoot through the legs

Fixes

  • Fixed clan/element name wrapping on score card
  • Mortar rotation should work properly again
  • Fixed bug where leaving a room would set the room population to 0 temporarily
  • Thanks to new error reporting, fixed tons of errors and small bugs and will be continuing to
  • Even better error reporting should allow us to fix more things faster

Not too much to comment on here, but mainly just some bug fixes by Rob and some changes to the Cardboard Cutout:

The cutouts, as mentioned in the patch notes, should have proper bullet penetration, and you can now properly shoot between the legs of the cutout. (RIP invincible cardboard, you will be missed)

A cardboard cutout, as seen in-game.

Anyway, that should be all of the things to go over for Intruder V84! We hope you enjoy this update! Remember to check out the Reddit for Intruder and hop into the Discord to talk about all things intruder! We hope you enjoy this update and continue to tune in for more blog posts for future updates on Intruder! This has been SpooKy, signing off.

-SpooKy

Intruder Update V83 Is Out!

Hello world! My name is SpooKy and I’d like to quickly give an update on Intruders update, V83!

Now, perhaps we’re a little late on it (Late by a month) but it’s better now than never right?

Well anyway, lets jump right into it. Let’s start off with a bit of the actual patch notes, shall we? Here’s a snippet of the patch notes off of the Reddit post:

NEW ADDITIONS:

  • Added Spectator Info Blocks!
  • See the location, HP, and energy of all players while spectating
  • Also comes with nice legend for activating different spectator cam modes
  • Options menu available before logging in
  • Also, full options menu available in-game!!
  • sending bug to us automagically should help us debug faster
  • Sweet new error console! Press \ + tab to activate! Check this if anything goes crazy or use it to debug your custom maps!

Now, that was probably a lot to take in so we’ll go over some of the more important stuff in there.

The spectator blocks are looking great, and is definitely a help when you’re watching a competitive match of intruder and wanna see people’s position or just see their name while they’re walking around. These blocks also help you see the stats of the player you are spectating, such as their HP or their Energy.

Another thing in there was the options menu in game. This is super helpful so now you can slide sliders around for your mouse sensitivity in-game without having to guess random numbers with /ms [Number]

The ingame options menu, showing the mouse sensitivity and even the graphics.

Also, a big important thing for mapmakers, and just people who seem to attract in-game glitches in an unhealthy way, is the new error console! Pressing \ and tab on your keyboard at the same time will bring up this lil thing:

The console as seen in-game

If you run into a bug or glitch, take a screenshot of this console and send it to Rob in the Discord and he’ll be sure to help you out!

Now lets look at the rest of this section in the patch notes:

  • guns make click noises what you are out of ammo!
  • /cms will tell you your current mouse sensitivity
  • New Wind System makes predicting bullets in wind and gravity totally reliable at any distance! (Try SniperRange!)
  • changed wind to km/h in WindProxy and updates to accuracy of wind and affects bullets
  • Speed of sound added into effects + different low pass filters on weapons
  • We’ve also created a sweet Google Spreadsheet to that can predict exactly where bullets will go at any distance and wind speed, let me know in the chat if you want to check it out!
  • New bullet penetration system! Allows sniper bullets through normal doors. In custom levels can even allow regular bullets through walls and other objects. It’s pretty spicy.
  • Bullet penetration determined by object material and thickness

Alright so lets start off with the new wind system! Rob has added a new way to make prediction of bullet drop and bullet travel by wind better to calculate! He’s also released a new map to test out this new system! Try out SniperRange on your own custom server!

 

The Sniper Range map at the 300M mark

 

He’s also made a google spreadsheet to help calculate where bullets will go. Because when you’re in the heat of battle you want to be looking at a google spreadsheet. (You should still check it out tho, its pretty interesting!)

Gunshots now also factor in the speed of sound, so gunshots will be slightly delayed by a calculation of the time it would take for that sound to reach you if it were going by the speed of sound. Pretty fancy, right?

And perhaps the elephant in the room, the bullet penetration. You can now shoot through doors with a sniper. And yes it’s as crazy as it sounds. (You can snipe from B2 bridge doors to B1 hallway! Holy cow!) And of course Rob has also included a way for Mapmakers to include this in their maps and even make walls have this ability for bullet penetration. (Thanks Rob!)

A guard being shot through a door. (Check out those Custom Level Skins from Update 82!)

And finally we’ll end it off with a couple of small fixes and additions:

CHANGES:

  • scroll speed on menu scroll views increased to reasonable level
  • only send name icon of voice chatting player if they are dead, not arrested
  • kill people upon end of match so you can hear chat
  • adjusted strength of CS gas how quick it attacks, plus better animation of blur
  • put feed in the middle instead of right side
  • changed main menu background
  • changed how projectile velocity works when on a Mover
  • made it so you can control the spotlight mortar from its screen in security room on Mountainside
  • put a light in Riverside elevator so you can see
  • adjusted Mountainside wind for new Wind System
  • took default wind off bullets unless there is a WindMaster
  • flag reaction to wind adjusted for new System
  • glass no longer smashes loudly when you join a room
  • sniper bullet trail made shooter
  • made sniper hearable from any distance
  • options load at start so everything is right even when testing maps
  • fixed the offset camera height of spectator cam

FIXES:

  • elevator on Riverside fixed!
  • fixed flub up between gas, decoy, and banana ammo from EquipmentManager
  • fixed charges not attaching to elevator
  • fixed weird bug with character motor still on if you start in spectate
  • removed tons of warnings and tiny bugs seen when testing debug console
  • fixed the knees on the intruder model
  • turned off reflective damage when shooting the dead
  • shooting through glass and computers at the same time works correctly now
  • fixed crazy door swing around when loading map
  • animations on activators finally reset properly
  • changed in-game timezone for news feed to load in UTC
  • fixed “blank” joined the mission glitch
  • fixed many room edges so you don’t have to jump over them
  • fixed double login glitch shown by Mei
  • fixed color of text based on username bug
  • sniper scope no longer visible floating when dead

Just some quick notes:

Now there is no more bleeding ears when joining servers! Huzzah! (No more loud glass break when joining server)

Also when the match ends, everyone will be killed so now you can hear people reacting to either your demise or your masterful play!

The sniper is now also audible from all distances, as a sniper should be when its unsuppressed… (Even though its still super loud)

The elevator on Riverside is finally fixed! No more shall we have to climb up ladders like some sort of plebs, we shall take the elevator, like kings!

Well, that happens to be it for all stuff I deem important on this update. Now of course, there’s a ton of other stuff you can check out, so if you’d like to see the full patch notes, check out the Reddit Post about it! Also, be sure to join us in the Discord to talk about all things Intruder! We hope you enjoy this update (even though it’s outdated now and you can’t enjoy it anymore but shh…) and continue to tune in for more blog posts on future updates for Intruder! This has been Spooky, signing off.

-SpooKy