Boring Man Online Tactical Stickman Combat

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This content requires the base game Boring Man - Online Tactical Stickman Combat on Steam in order to play. Buy Boring Man Premium. $4.99 Add to Cart. About This Content Boring Man Premium lets you support your favorite developer, and gives you get some cool benefits as well. This DLC has a guarantee that it is NOT a 'Pay to Win' buy,.

Further Sprite Mod + Weapon Skin Creator updatesYou can now generate a sprite mod from the weapon skin creator! In the weapon skin creator window, you can click the 'Sprite Mod' button in the upper left to generate the sprite mod, once generated its saved into the 'mods' folder in the AppData folder like when you manually install mods. The sprite mod itself modifies all the weapon sprites, mostly the first frame which is used for the stock weapon skin. The sprite mod can then be selected to in the Sprite Mod Upload form for sharing on the Workshop.Here's an example generated sprite mod:generated sprite mod will come with two new files, json.txt and a generated thumbnail for the Workshop item (bmodthumbnail.png). In json.txt is the JSON string generated with the Weapon Skin Creator, the game uses this JSON string to manually mod the 'Stock' weapon skin to have animated and glowing effects.

You're welcome to use json.txt for your own mods, but it's not a full feature and only has an effect on the stock weapon skin.To use bmodthumbnail.png for your Workshop item, simply do not select a thumbnail image to use in the upload window, and the generated sprite mod will use the thumbnail image by default.Yes, modding has always been able to give out skins for free, but it's not authentic. Other players can't see you using mods, so it doesn't bother me. I like the idea of generated sprite mods being a very technical way to try before buying. The last feature I want for Sprite Modding is to be able to use multiple mods at once, but that ones gonna be tough, so I can't promise I'll be able to pull it off, but it is something I want.

Zombrains Changes. Zhosts now lose their invisibility when attacking or taking damage.

Increased the damage of Zomikaze explosions. Added more weapon printers to each stock map. Each stock map now has 1 unique weapon printer that isn’t randomized (Along with the heal rifle printer)Zombrains has been working pretty well so far!

The biggest issue I see so far is human Zhosts being a little too strong.Overconfident players have been suiciding and using the Zhost to quickly kill 2 teammates to revive by just diving in and getting free damage with the invisibility. With these nerfs, the Zhosts will now have to be a little more careful approaching humans. And remember! The Drone can reveal invisible enemies with its spotting ability, even Zhosts. It may come in handy if it spawns on the map.All zombie types seem to be being used regularly, but some players seem frustrated with the Zomikaze, so I have increased the explosive damage for their ability.Finally, weapon printers.

On each stock map, I have overall increased the amount of weapon printers to increase weapon variety. Additionally, each map also has a 'static', unique weapon printer (along with the Heal Rifle one). For example, Muleslapper MFG has a Muleslapper printer near USC side. I did this to remove a little RNG out of the weapon printer set ups. Survival Changes.

Sobering up in Survival now takes longer. Increased the reward for ‘Kill X enemy with Y weapon’ missions in Survival. Decreased the kill count requirement for ‘Kill X enemy with Y weapon’ missions in SurvivalPlayers were losing vices a lot faster then I did during testing, this is probably because I was playing solo and the waves were taking longer. I have increased the timers for sobering up, so it should be less intrusive on your Vice collection.Additionally, I found the 'kill specific enemy with specific weapon' missions to be difficult to complete, for very little pay. I have decreased the requirement so it's more tolerable to complete, and increased the reward so it pays more then a 'kill specific enemy with any weapon' and a 'kill any enemy with specific weapon' missions. I should probably think of better names for these.

Hadoken. Fixed hadoken fireballs having too much projectile speed then intended. Hadokens are now harder to perform like in 1.2.7.7I had forgot about the Hadoken when I added the projectile speed boost, the hadoken was added very early and back then I didn't quite understand yet why it wasn't getting the same range so I increased the speed. It should have the same range and speed as the old version now.Additionally, like 1.2.7.7, you must release the left and right keys when left-clicking to perform the hadoken now. This should make it more difficult to perform, and less spammable. The Hadoken is not a.full. weapon, its mostly an easter egg with a little utility or potential to make a game mode out of or get a funny kill or something, so it needs to remain low tier in terms of regular usage.

If you see any players complaining about the Hadoken being 'broken', please let them know about this change for me! New Map: The Shooting RangeThe shooting range is here! The shooting range can be found in the 'Practice' menu from the main menu, The Shooting Range is a testing area for whatever you can think of. It features a killhouse-style time trial which can be activated by a lever on the desk in the spawn room.I've added a few new features/items to the map itself to increase routing potential for players looking to make fast times with the time trial. Dunno if it'll help.When you pull the lever, the shooting range will reset everything on the map, right down to reseting the position of the moving platform. This is thanks to one of the new console commands 'worldreset'.The stopwatch for the Range has also been improved, your final time now includes the 1/100ths of a second, and it uses the clock on your device's OS for improved precision.

No, changing your computer time won't help you cheat. Don't make me stuff you into a locker.And for you map making freaks, you can now make your OWN shooting range! My shooting range was actually made entirely in the map editor, obviously along with the help of some new console commands and new logic gate crap, which are newly available to you in this update. The only thing 'hardcoded' for my shooting range is tracking your best time (which is stored in your cloud save) and disabling some elements like the scoreboard and the console.I think it would be cool to include new shooting range maps in the game that are made by the community. I will provide instructions on how to make your own range in the map editor guide at some point, but you can get a headstart by loading the range's map file in the map editor and taking a look too. New Map: Boring Man Fields 2Fields 2 has a new unique look compared to other 'Fields-like' maps.

I posted a teaser a few months ago where it looked significantly different (green), but I got sort of sick of that look and changed it. So here it is now.Boring Man Fields is very large and features different types of habitats and biomes, which is why there are 2 maps. The majority of Boring Man Fields looks like Fields 1, but in Fields 2's case it's in a more war-torn part of the region.Encroaching into The Man's territory, the USC has had battles with The Man's most powerful disciples, Manlings, and other dangerous forces in this part of the Field.

Ionizing radiation has damaged the vegetation, which is a sign of heavily weaponized Magic use.Fields 2's structural design has had some changes to the middle-right structure to make it more interesting. I'm risking moving the power up slightly closer to The Man's side, as it feels like it's less difficult for USC to get to it as they are closer to the convenient teleporter that warps to the power up's position.

(Previously known as Acid Spray)No you're not on acid, it's actually the Acid Gun! It's a short range weapon that sprays a deadly, burning liquid. Acid can slide along the floor and catch grounded enemies off guard, or you can spray off a cliff or into a hole and hope it melts the top of some guy's skull!The Acid Gun also has a brand new alt-fire, which is pumping the handle. You can pump your Acid Gun to increase it's projectile speed (and consequentially range), but similar to a water gun, it will lose pressure as you shoot it and will need to be pumped again.The Acid Gun's stats have been adjusted to use less projectiles, but maintain the same DPS. I have increased the damage for each projectile and the fire rate, but decreased the amount of projectiles created. This is because the old version's Acid Gun would be the cause low FPS sometimes due to the large rate of projectiles it would generate, so this is more of an attempt to maintain game performance and not to really balance the weapon. New Weapon: Heal RifleYou love it, you hate it, it's the Heal Rifle!

The Heal Rifle is a healing gun that has 2 fire modes. One is for automatic short range, and the other is for longer, slower shots.The Heal Rifle (and heal grenades), by Somewhere Land law, must follow the Hippocratic oath (or the Somewhere Land version of it) and must heal indiscriminately. This means you can heal enemies with it, and they can heal you! This was never a bug if you didn't know, as this is B-Man's unique take on handling healing.Compared to the old version's Heal Rifle, it has remained the same outside of cooler looking projectiles. Toys popularized in the 1950s. It may be less formidable with the new poison rework, more so when more poison-based weapons are added.Additionally, the bots know how to use it now, and in most team-based game modes, at least 1 bot will try to pick a Heal Rifle and be the healer. Try out a team of bots in Team Deathmatch, they're so cute!!!

New Weapon: MusketElon Musk.? Making this weapon was a big hurdle, because of the effort needed to be put into it's long reload animation. I'm no animator but I think I did pretty good with what.

Little animating talent I have.The Musket is a high damage, 1 shot weapon with a very long reload time. It has a bayonet attached to the end of it, and you can stab with it using Alt-Fire (which also interrupts reloading). The collision detection for the bayonet stab has changed quite a bit, it should be a lot easier to stab enemies now (and to get stabbed!). The Musket is long, so it's bayonet is technically the melee weapon with the longest range in the game. Bayonet stabs are in fact melee attacks, so it can still be parried by the sword, and melee-based Vices are applied to it's stats.The Musket actually firing has also seen some changes. The Musketball has much heavier gravity now, but I have also reduced the random spread, so the shot should be much less luck-based.

Additionally, you can now headshot with the Musket, but it's damage fall off has been heavily increased.Base damage starts at 200 like before, but it drops off a whopping 5 damage every frame as soon as it spawns, so instant kills with the musket will depend on distance, whether it was a headshot or not and the current state of your target's health. Making sure your 1 musket shot kills seems chaotic, but most RNG has been removed from the weapon, so I think it's something that can be managed. New Weapon: HandcannonHide the weed! It's the deadly Handcannon! The Handcannon is a large pistol that fires slow and heavy bullets that do a lot of damage.

When you fire the Handcannon, your cursor's aim is 'kickbacked' to mess up your aim when shooting consecutively. It has kept it's stats the same, but I have redone the aim kickback mechanic to remain consistent with different monitors/resolutions/settings/etc. If you feel like the kickback is worse or better with certain settings or devices, let me know.For now, the Handcannon will not be dual-wieldable, as I believe the weapon is strong enough as it is. If I feel like it's weak enough to tolerate a buff, then I could enable dual-wielding on it at a later time. If you want to try dual-wielding it now, enable the 'Extra' dual-wielding mutator and let me know your thoughts. New Weapon: CrossbowThe evil version of the Bow?

The Crossbow has returned. The Crossbow fires a single bolt that's coated in poison and it can be slow to reload.

Unlike the old version's Crossbow, the new Crossbow has a little more base damage, and can now headshot for triple damage instead of double. It couldn't headshot before and it's like.

It would hurt really bad to get shot in the face with a crossbow!In any case, this has made the Crossbow much more dangerous! I felt like it was on the 'useless' side of the weapon pool in the old version, so this should hopefully at least make it picked more. I decided on going with triple damage on the headshot because I wanted body shot damage to stay on the lower side. Getting a headshot just barely goes over 100 so the damage is as low as it can go to maintain a 100 damage headshot before needing to increase the damage multiplier to something stupid. You also have to manually reload your Crossbow now instead of waiting for a cooldown.

Not sure why I did this before. The reload speed is a little slower, It also has less ammo, but it also now weighs less. New Weapon: Machine GunChkka-chkka-chkka! It's the sweet sounds of the Machine Gun!

The Machine Gun is a fully automatic assault weapon with a huge magazine, or box in this case! The Machine Gun isn't very accurate at first, but you can decrease the random spread of the Machine Gun by crouching. The Machine Gun is heavy and can have an effect on your movement speed on it's own, but it's large magazine and moderate DPS makes it reliable to switch to and shoot while in a pinch.Not much has changed since the old version, but it's certainly bigger and more badass!

The bullet belt will also shorten depending on how many rounds you have left as a little detail. New Mechanic: Sobering UpYou can now 'sober up' from Vices. When you pick up a Vice, a wave countdown starts and when its up you will lose 1 vice of that type. So if you picked up a Lager, a random amount waves must pass before you sober up from it (lose 1 Lager). You can constantly refresh this timer by collecting another vice of that type.This sounds like a nerf, but it takes a long time to sober up, and good Vices such as Red Wine are immune to sobering up for balancing's sake. It helps optimize your build, as Vice count increases your respawn cost, and you tend to avoid picking up Vices you don't like, therefore losing the ones you have collected. If you want, you can also turn off Sobering Up in the Game Settings menu, without the need of mutators.

Updates to leveling up and the weapon skin systemI've listened to your feedback and made some changes to how weapon skins are unlocked. The biggest change is the new Weapon Skin Workbench feature, where you can combine two weapon skins to make a new one! You can get to Workbench by opening the Weapons menu in the main menu and clicking the Workbench button.Combining weapon skins isn't a totally random reroll everytime, what skin you get can be dependent on the properties of the 2 weapon skins you're merging. For example, merging a Sunset Power SMG with a Candy Power SMG will create a random skin for the Power SMG. Combining a Bumblebee Compact Uzi with a Bumblebee Assault Rifle will get you a Bumblebee skin for a random weapon. See what I'm getting at here?

The Workbench will tell you whats gonna roll before you combine the skins, so take your time and compare skins to see what combinations to use to get what you want.Additionally, you now unlock a weapon skin EVERYTIME you level up! The Workbench feature introduces a 'drain' on your weapon skin collection (if you decide to use it), so that means I can start being more generous. The catch is I have adjusted the XP requirements and gain, it will now take longer to level up.With adding new weapon skins from the community, I'm going to pause that for now until all or most weapons are back in. We have a good, crazy amount of skins now that could probably cause problems if the cause of the problem is 'too many weapon skins'. If I can fix these issues or don't encounter them at all as the rest of the weapons are re-added, then I'll go back to adding new skin types. I have also removed uploading skins to the workshop from the Weapon Skin Creator.

See the next part about that. Sprite Modding & Workshop (Steam Only)You can now share Sprite Mods on the Workshop! Go to the Options - Sprite Modding menu to see. When you subscribe to a Sprite Mod, Steam will download the Sprite Mod and the next time Boring Man v2 launches, it will look in your workshop content and list any mods it finds. Mods you install manually through the AppData folder like you have been already will be separated as 'Personal Mods' in the Current Mod menu. Only manually installed Personal Mods can be uploaded to the Workshop, hopefully this helps prevent content theft.As mentioned, the Weapon Skin Creator can no longer upload to the Workshop.

Skip the rest of this section if you don't care about this. This is because it felt like the Workshop was being utilized incorrectly by uploading weapon skins items with no content. So if you want to share a weapon skin from the Skin Creator, there's now a screenshot button instead of a workshop button in the Creator.When you click that, it will save a sprite sheet of your weapon skin similar to the Workshop thumbnails on to your hard drive. Then, when uploading a Sprite Mod, you can pick saved weapon skin sprite sheets to use as your thumbnail in the thumbnail image selection menu. To make sense out of the Weapon Skin workshop tag thats now out of the job, you can optionally tag Sprite Mods you upload as a weapon skin.However, this also means you will need to upload a compatible Sprite Mod to be allowed to post the Workshop item.

I suspect people will get around this in one form or another, and I'm not going to moderate it, this is just a correction for the game on using the Workshop properly. Maybe at some point I'll implement a feature that allows you to generate a sprite mod from the weapon skin creator, doesn't sound too hard.

In any case, I apologize for complicating things, but this is how it should've been done the first time! KnifeIt's been pretty unanimous by the community that the Knife just ain't doing it for anybody, so I'm throwing it some big buffs. The Knife takes up an entire weapon slot, so it should be deadly to some regard to make it worth picking. I have increased the base melee and base throwing damage, so up close you still do more damage with a stab.Additionally, I have granted the Knife to do headshot damage when thrown, and the damage gained from thrown distance has been increased. These buffs should make the Knife a lot more dangerous, and make it worth picking as a weightless secondary weapon.

Knives can now get headshots. Ouch!. Increased Knife melee damage. Increased Knife base throwing damage. Increased damage distance gain on thrown Knives. SkateboardI honestly love the new skateboard, I think it's crazy and a lot of fun. However some players have complained it has been too fast, I don't really want to nerf the speed all that much, but I did make the final max speed calculate similarly to the player's non-skateboard movement speed, so it now listens to stuff such as your loadout weight and the Energy Drink vice.

Overall, you will move a little slower depending on what weapons you are carrying. Skateboard speed is now reduced by loadout weight. Skateboard speed now scales along with the player’s current max speed. Double BarrelThe reload speed for the Double Barrel was fast because I didn't have a good enough reload animation to make it slow enough! I have improved the animation and thusly was able to set the reload speed to something slower, which should make DB players more vulnerable to counter attack. The random spread has increased, so DB users will need to get in a little closer to their target if they want to get in a good meat shot. Increased reload time for the Double Barrel.

Loosened spread for the Double Barrel. Grenade LauncherYes, the GL is a hot weapon right now, but I don't want to end up gutting it before all the weapons are out.

However, the GL's reload speed was short due to the same problem as the Double Barrel where the old reload animation would look too choppy if it got slow enough. I have improved the animation and therefore was able to set the reload speed back to something reasonable.

The slower reload speed should help with being bombarded by bouncy grenades too much. Increased reload time for the Grenade Launcher. New Asset: COMMAND LogicThis new object is very powerful, it allows you to run console commands! Some console commands cannot be run by maps, such as kicking/banning and other server admin stuff, but maps do.not. need mutators enabled to run mutator-required commands! This is because servers treat the match as if mutators are enabled when a custom map is being played, so there's no real point in not allowing it.

When activated by logic, this object will run the store command once. To run it again, you will need to turn all logic signals attached to it off and then on again.If you attempt to run a player specific command in the COMMAND object, for anything with a 'PlayerName' or 'TeamID' parameter, you can simply place an asterisk (.) in the command and it will use the player's ID or Team ID that activated the button or lever or whatever. (Example: COMMAND object attached to a button running the command 'shock '.' would electrocute the player that presses the button) This feature is super buggy, so please let me know any problems you run into. Map Editor Changes. You can now hold down the M and N keys show and hide assets/tiles. Buttons and levers now have a 'Z.Cost' setting, if the server is set to Zombrains then these objects will have a price on them that needs to be paid to activate, similar to the weapon printers.

You can now press Ctrl + M or N to quickly toggle showing assets and tiles settings. Shark’s depth is now forced to Sea Depth plus 1, can no longer set depth. You can now hold Ctrl + Alt + R to rotate objects more precisely. Map Editor Bug Fixes. Fixed teleporters not working correctly when placed on top of one another.

Fixed some server settings carrying over when testing a map. Fixed Weapon Printers using the wrong weapon ID number.

Old maps that use the old ID values will still load the correct weapon, but its not a bad idea to update your map anyways. Fixed being able to use mutators while testing a Climb map. Due to this fix, all Climb maps on the Workshop will need their maps beaten by their authors again to regain the 'Beatable' tag. Sorry, but it shouldn't happen again. Fixed being able to use the shift key when a map editor tool is selected.


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