v1.2 + Quicksaving & Ludicrous Development Kit Now Available!
The wait is over!
Patch 1.2 + The Ludicrous Development Kit and Quicksaving is now available!
Size: 1.0GB
This is our second big content patch, which includes even more, tweaks, optimizations and features requested during since release (including quicksaves - the most requested feature) and the much anticipated Ludicrous Development Kit!
As usual, we couldn't have done it without the ROTT community and our based godmode testers.
* Ludicrous Development Kit now available to all owners of ROTT
* Quicksave System Implemented (By default - F5 Saves, F6 Loads) Option to Load Quicksave now available upon death
* Multiplayer master servers available in offline mode (You no longer have to login at all, even to play online MP)
General:
* Added support for community multiplayer maps
* Added support for community singleplayer maps
* Credits no longer abruptly end after the old Scott’s Mystical Head appears
* Fixed 100% achievements and multiple achievements for SP maps and weapons (All achievements should now work properly)
* Ending dog mode with alt fire while having mercury no longer stops flight. Keep on flyin'
Singleplayer:
* Quickload score penalties implemented for quicksaving/quickloading
* Clicking “Restart Checkpoint” before the first checkpoint of the level no longer causes you to spawn with only a pistol.
* Pressing Crouch key during loading screens no longer locks player into crouched state. Get up, stand up!
* E1L1 - Out of bounds Rocket Jump fixed
* E1L3 - Fixed areas you could get trapped in
* E1L3 - Fixed Minor missing texture
* E1L4 - Clipping lockers in gold key room fixed
* E2L1 - Fixed Minor Fireball Emitter Mis-alignment
* E2L2 - Fixed Minor Blade Runner spinblade Issue
* E2L2 - Fixed “halls of fire” ridiculously low frame rate at lava pit
* E2L2 - You can no longer trigger multiple room switches in without needing a key, stop exploiting The Room!
* E2L2 - “evelator trouble” elevator will now move on, when shooting both guards with rocket
* E2L3 - Fixed fireball trap on “urge to kill rising” checkpoint not doing anything upon loading from overworld
* E2L3 - Enforcer is no longer too shy to emerge from his shipping container. C'mere fatty.
* E2L4 - Spinning traps are now dealing damage in lava room
* E2L4 - “You need the Bronze” text fixed
* E2L4 - Stationary boulder will no longer trigger an instankill on player
* E2L4 - No longer Possible to break the Fun House secret without needing the keys
* E3L1 - No more Bleeding walls. Yeah, we know this one was wierd.
* E3L1 - Player can no longer get caught on the wall above jump pad
* E3L1 - ‘Domo Arigato’ - the wall Mr. Roboto explodes from will now disappear correctly
* E3L3 - Remastered Music now plays correctly.
* E3L3 - Blade traps in the level are no longer resisted by Asbestos armor. SORRY.
* E3L3 - Railings in the missile silo that aren’t on the top floor can no longer be rocket jumped over to get stuck under the map
* E3L3 - Overworld progress reset warning removed
* E3L4 - Bounce-pad to second checkpoint no longer bugs out. Silly bounce pads.
* E3L4 - Untextured section under GADS prior to Harrison Fjord Checkpoint now fixed
* E3L4 - Fixed players falling through geometry in The Pit. You know where it is...
* E3L4 - Fixed buggy staircase
* E4AL - Uberpatrol will no longer suffer from "Stretchy Gibs"
* E4L1 - Overworld checkpoint names fixed to correctly match in-game checkpoints
* E4L1 - “Run Like Heaven” Area is now unloaded correctly
* E4L1 - Lava wall in secret exit now hurts player correctly. Oooh, hot.
* E4L1 - “Sin Reloaded” (“Part 2” from main menu) now spawns enemies correctly from checkpoint load
* E4L2 - Backtracking from the last checkpoint is now fixed
* E4L2 - Ending the level with classic music, now plays classic level end music
Multiplayer:
* Ludicrous Dedicated Server tool now has proper map rotation enabled
* DM4 Testing Tube - "paths need to be rebuilt" message now gone
* Water in Dunes of Hazard no longer slows the player down and you will not get stuck in water while in dog mode
* Quickly unloading all your alt-fire no longer gets you stuck with no weapon and only a crosshair
And that's it for 1.2! Now go make some LUDICROUS content and quicksave all you want without ever logging in because you're afraid to post your low low scores.
Normally i would not say anything as 1.1 didn't fix anything for me. However 1.2 made my FPS consistent around 25-35 FPS on my laptop! It used to run around 10-25. Maybe i will actually finish the game on my laptop now
I just checked out the quick save feature and was saddened to see there was no actual save menu. That means you can only have a total of one save, you can't actually see where or when you last saved, and you can't directly load a quick save from the main menu.
As for the quick save feature itself, though, it looks like it gets the job done when it works. With a few saves, I managed to beat Vomitorium for the first time after getting stuck there when the 1.1 patch heavily broke the level. Oddly, you can't save while standing on a moving platform. I don't see the reason for this limitation as you can just jump and quick save while in the air, but it's a simple enough quirk to get around.
However, when the quick saves do bug out, they bug out quite spectacularly. In one level, I found that reloading a quick save caused all previously killed enemies to immediately respawn at their original locations. I was quite surprised to find myself instantly surrounded by Death Monks moments after loading. In another map, loading a quick save caused a door that's supposed to unlock after killing some enemies to remain permanently locked. And, in the infamous platforming level The Room, loading a quick save I had made after completing one of the four sections just caused a flat out crash. I was even able to reproduce all of these issues consistently, so I'd say quick saves still need more refinement.
I just checked out the quick save feature and was saddened to see there was no actual save menu. That means you can only have a total of one save, you can't actually see where or when you last saved, and you can't directly load a quick save from the main menu.
Well done Interceptor, considering the quick save being buggy was one of the main concerns for not including it, and since it's buggy anyway, you just should have included it at the start anyway
Don't worry guys, 3 updates and 17gb later the problem will be fixed.
Edit: I do hope it gets fixed though. I would like to finish this game some day, without having to replay long sections due to multiple unfair deaths.
This post has been edited by Micky C's armpit: 29 October 2013 - 04:03 AM
your patch still sucks like the game (yay infinite boot loops for $15) , FYI the traps are there for extra enemy deaths not progression in the original ROTT, made ages ago by year 10 year olds nearly 20 years ago
I hate all of LeaderBoards bullshit, really.
Please stop try to f***ing my score with penalties for the LB shit,specifically due I do quicksave/quickload, really? Don't care the fair or something on leaderboard. I just want my original score.
Well, limited saving times for extra score bonus may be better, but it's too late and it may fall into the same problem I think...whatever.
No, I never seriously care that leaderboard of RotT 2013, I just want to try play it like I was played the 1995 one but...seem it's not possible...
This post has been edited by Player Lin: 30 October 2013 - 09:29 AM
You got a pretty positive review in Pelit, the leading Finnish gaming magazine, scoring 82/100. Criticism concerned mostly the checkpoints and very poor framerate which was described as "unplayable" prior to the patch and "tolerable" after the patch, but still not good enough for multiplayer.
So guys - I haven't been following this for a while - is there, or is there going to be a shareware version of the game, with 10 unique single-player levels not found in the full game telling the story of Taradino Cassatt's mission to the island in the Gulf of Santa Catalina?
But considering bugs that exist in their other releases haven't been fixed since release, I wouldn't count on anything until next year http://steamcommunit...59998029571426/
This post has been edited by Lunick: 15 November 2013 - 05:25 PM
Although I'm a big fan of games having demos. I think this one could too, either just E1L1 or the entire first episode like the old ROTT shareware. [emphasis added]
Apparently not everyone realizes that ROTT has an entire set of unique levels in the shareware version. This also seems to be reinforced by the inaccurate account at Wikipedia:
Quote
Game releases [edit]
As most Apogee games, the game was distributed as shareware, with the first episode released for free. The shareware episode, which contains ten original levels, is titled Rise of the Triad: The HUNT Begins. This version has some limitations, including the ability to play only as Taradino Cassatt, and the availability of only four of the multiplayer modes. There was also a "Deluxe Edition" of the shareware version, marketed in retail by LaserSoft, which contains 3 extra levels, and 3 extra multiplayer levels that are not available on any other version.[7]
There were several versions of the full or paid game, which included three new episodes. The Disk and CD versions both contain 32 game levels for the three new episodes, with the CD version containing more multiplayer levels. There was also a Site License version, which contained several multiplayer levels, and allowed the game to be played in multiplayer mode in up to 11 different computers in a single network, without each requiring a different copy of the game. [emphasis added]
While it states that there are "ten original levels" in the shareware version, it does not get across the idea that these levels are not part of the full game. Further statement that the full game has three more episodes is completely inaccurate as there are four episodes in Dark War in addition to The HUNT Begins.
What's a good modern FPS to play, I mean fast paced, with interesting level design... if such a thing even exist. I'm replaying Hard Reset and I think it's decent but not satisfactory enough.
What's a good modern FPS to play, I mean fast paced, with interesting level design... if such a thing even exist. I'm replaying Hard Reset and I think it's decent but not satisfactory enough.
Uhm. I mean for the price it is really good. At release it wasn't so much. I wouldn't mind picking it up for 15$ tbh. It's a good game. It really is.
What's a good modern FPS to play, I mean fast paced, with interesting level design... if such a thing even exist. I'm replaying Hard Reset and I think it's decent but not satisfactory enough.
I assume you have played Shadow Warrior 2013, that's the best fps game I've played in years. RoTT is ok, but nowhere near as good or polished as Shadow Warrior.
I heard Shadow Warrior was shit because it was basically a succession of wave-based fights in square rooms.
Nah, it's not quite Serious Sam. There is a good bit wave fighting but it's offset by interesting level design (for a new game) some really cool secret areas and some great humour, oh and you have a katana.
Bear in mind I don't really like the Serious Sam games that much, to me they get real old, real fast.
Maybe give RoTT a shot it's fresh and fast.
This post has been edited by Ronan: 17 January 2014 - 01:16 PM
It would be criminal to pick ROTT over Shadow Warrior. Shadow Warrior's super polished and doesn't suffer from hit-scan enemies and general jankiness that ROTT has in boat loads. You can cut apart or shoot to pieces just about all the props in the world. It's awesome!
But on a decent sale you can get ROTT for practically nothing, and it's worth giving a shot. They really do need to come back and finish patching it though.
I just hope they removed that stupid save penalty in future patch, that shit is totally stopped me play RotT 2013 anymore, can't stand that shit exist......
Maybe they're too busy on their next game so RotT 2013 just not get patched anymore...just hope there will more patches go out...
This post has been edited by Player Lin: 17 January 2014 - 09:37 PM