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Boring Man v2.0.0 beta15 is now available

Boring Man - Online Tactical Stickman Combat · Community Announcements · January 29, 2021

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This update is mostly new content, however be wary of crashes and bugs. Report them how you see fit, and I'll fix everything I can over the weekend.

As for the state of overall development, I anticipate the next major update will be release. However I got a shitty spring/summer ahead of me as I'm moving across the country, so it might take a while to prepare the last update until 2.0.0 is finished.

In any case, thanks for your support, lets get on with it:

New Weapon: Mortar


The highly awaited Mortar is here. The Mortar is an explosive weapon with very long range. It needs the user to crouch before firing, but certainly strikes fear into your enemies.



The Mortar has an interesting new alt-fire as well, where you can load certain 'Nades into it's tube. This can range from grenades, to the tomahawk.. and the Drone!



The Mortar has been given a small nerf, where left-click must be held down a couple frames before firing. It's another high range + high damage weapon, so this should hopefully help with the saturation of that.

New Weapon: Chain Gun


The Chain Gun has been added. It was quite infamous in the old version as a 'noob' weapon, but hopefully this rework will make it a little more respectable.



It functions as a more traditional minigun now, similar to the Heavy's minigun. It must be wound up before firing, and has a similar aesthetic as the CTF turrets. Holding alt-fire will allow you to keep the barrel spun up.



New Weapon: Goo Gun


Here's the Goo Gun. It's a pretty gross weapon that will fire sticky projectiles which can stick to walls. I gave it's projectiles some nice new effects. I think you'll like the new sounds too. I do anyways.



You can also apply projectile colors to it from Premium. I was apprehensive at first but it just looks too neat to not have. When enemies are damage by the Goo Gun, their horizontal momentum is completely stopped, so it should be a helpful defensive weapons against players with mobility loadouts.



New Weapon: Plasma Rifle


Along with the Goo Gun is the Plasma Rifle, which uses similar projectiles. These two weapons functioned very similarly in the old version so I gave Plasma some new features to make it a more unique weapon. The Plasma Rifle will fire an array of small bombs that can stick to walls.



It has a new alt-fire, which will 'release' active bombs that are stuck to walls. Although it's not just for releasing, pressing alt-fire again will switch released active bombs back to sticking, and vice versa.

You may also notice it has 'more' ammo, but its actually the same amount. Instead, its ammo works similar to the Muleslapper alt-fire where it will use 4 ammo if firing 4 bombs, and reduce the count if there isn't enough in the current 'magazine'. It also has a somewhat unique reload now, where you simply pump the handle and load in 2 bombs each time.

New Weapon: Fusion Cannon


The power of the Fusion Cannon is now available. It is a dangerous weapon for both the enemy and the user, you hold down the trigger and it will begin to charge up and increase in damage. However charge too much and kablooey!!



It has remained mostly the same, however I have shortened it's projectile range to help against the high damage + high range epidemic. It will also flash similar to the Bow when it is an optimal time to release the trigger to shoot, but hopefully if you are practiced from the old version the timing should feel very much the same.

New Weapon: Tranq Rifle


The Tranq Rifle has arrived. It is a dart gun that can poison your enemies and has a scope that you can use with alt-fire



It's darts also have the unique ability to track enemies they hit, similar to Drone spotting. The tracking last muchs longer then a Drone spot, so you and your teammates can stalk tranqed enemies for quite bit.

New Weapon: Lightning Gun


The power of weather in a single weapon, the Lightning Gun! The Lightning Gun is a utility weapon for mobility and disarming enemies. When you hit an enemy, they will get stunned and drop their weapon similar to the EMP, but it doesn't do much damage.



It has a new alt-fire, the Shockwave, which can push players and objects around, and provide an insane amount of pushback for the user, which will help you get around the map. I think it's now one of the most fastest mobility weapons in the game now.

New Weapon: Auto Shotgun


The crazy, estranged uncle of the shotgun family has arrived, the Auto Shotgun. It is a rapid fire shotgun with a bit of painful reload.



It delivers a large burst of damage in short time, and can provide a little mobility for the user. I also added a little overheating effect, but it does not have any effect on the weapon's ability.

New Weapon: Long SMG


Here's the Long SMG. It's an automatic, accurate weapon with a burst fire firing mode you can switch to with alt-fire.



New Map: Dyson Rooftops


Rooftops was the most suggested map to add next, so here it is. In the new maps in this update, I've been implementing platforms and decided to put a couple in the mid-right side, since that part of the map always seemed uninspired to me, or something.





New Map: Dyson Sewers


The stinky sewers are here. Has our hero Tony da Toilet returned? I've walled off the mid corridor with some doors as I have been with other maps where I wanted to eliminate sniper corridors. Going top is still sniper friendly however, so choose your routes wisely.





New Map: Varia Desert


The mysterious Varia Desert is now available. I have reworked the inside of the pyramid, using platforms to make it more combat-friendly. I added some ladders as well inside as well, and moved some spike traps around. It's new aesthetic is inspired by the dry and desolate interstates of my home state, Arizona.





New Map: Warehouse


Warehouse is here. Look how tiny it is!! I've made a new set of tiles for Warehouse, and it is quite focused on platform usage. You can also go on the roof of the warehouse, and I added some logic gate features you should go check out.





New Map: Tutorial…?


The new Tutorial was added this update, which in turn let me reuse the assets to make the multiplayer map version of it. It's remained mostly the same, but I made some slight changes to the structure to balance out the symmetry and reduce sniper corridor effectiveness since I didn't want to add doors on this map.





New DLC Skins


There are new DLC skins, along with the new ability to animate them. Animated skins will probably only be available for DLC skins for now, but you can mod the sprites used as their texture maps.

Check out the new skins below, you can take a look at the old skins and see their new effects as well. https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/ https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/

XP system rework


The XP system has been reworked for the last time hopefully. I feel like weapon skins and XP have been driving focus away from what I want B-Man to be. Too many people would discuss grinding or farming over actually playing, and the mutators system I've been working hard on was going unused since players would want to be sure they were earning the most XP they could, understandably.

Almost all gameplay oriented XP gain has been removed (kills, assists, flag caps, etc), and the time-based XP you get at the end of match has been greatly increased. The cheats system has been completely removed (everything is a mutator again), and custom maps aren't that much different from stock maps now, other then being unusable for Survival Hardcore/Classic (read more about that below).

Additionally, new players no longer need to unlock weapons and start with all of them, they can also start leveling to unlock weapon skins right away. This should help them jump in with everyone else right away.

These changes should hopefully bring in new players and take some focus off farming weapon skins although I don't think that can truly be stopped. You should be earning them at pretty much the same rate no matter what you're doing in-game. I'm also just sick of policing XP gain through design, I found myself becoming too focused on the idling and the farming as well.

New menu music


Legendary cinematic composer wug has graciously donated new menu music for the game. He provided me the separate instrumental tracks, so it will change depending on where you are in the menu. I like it a lot, as it certainly feels like music I would outright steal from somewhere in 2006 and I think thats pretty important for matching the game's atmosphere.

I can understand if you like the old music better, but the composer for the last menu music seemed to disappear off the face of the earth. Meanwhile wug is interested in B-Man, and is active at times in the Discord server. I also think it's important to give your game's composer as much creative freedom as possible.

You can check out more of wugs work here: http://darkashley.bandcamp.com/

Tutorial has been added


The new tutorial has been added. It's got similar colors as the old version, but I tried to update the visuals nicely as I could like I have been with other maps.



Like the old version I kept it as short as possible, and to only explain the bare necessities so new players aren't overwhelmed. I also tried to use symbols as much as possible over text, as many non-English speakers will try this game and I don't think I'll ever really have the capacity to properly localize things.

Now that new players no longer need to unlock weapons, I took advantage of this change by throwing a loadout cabinet into the tutorial. I'm hoping that doing a 180° from keeping weapons locked from the new player to shoving them all in their face in the first 2 minutes will do more in getting them to stick around, but we'll see..

Fiesta mode


This isn't something huge but I think it's neat, which is Fiesta Mode. You can enable Fiesta mode under server settings, which will randomize a couple mutator settings every map change. Players can also utilize map voting to see what mutators will be randomized on what maps.



I will be enabling Fiesta mode on my weapons deal and take over servers, since they're not very populated anyways. I added this just this week, so not all mutators are used and it might be buggy.

Weapon Balance: Ladders


At last, I have finally implemented using weapons from ladders... This has been on my todo list for a very very long time, and I'm pretty happy with it. I'm unsure what it will do to the meta, if anything at all, but I'm all about turning it upside down.



Weapon Balance: All grenades


These changes focus on helping players identify grenades, and to make their ammo more recoverable by having them drop upon killing an enemy (if they have one).

Weapon Balance: Drone


These changes are mostly work for increasing weapon compatibility. The only existing weapons left that don't work on the Drone is Magic, Wrench, Sword and 'Nades/Equipment. I'm afraid I'll have to take back what I said about making 'nades usable on the drone, but I won't completely shut the door on that. But this is the part of development where I need to start cutting down the todo list in order to call 2.0.0 complete faster.



As for the Acid Gun Drone change, this gives a weakness while still letting the pilot pour acid on enemies from up above like they have been. I'd say this change makes doing this easier in some situations, but now the drone can't spin around and melt you if you try to attack it from mid-range.

Weapon Balance: Dynamite


Lots of players have complained about the Dynamite not being very useful, so I have introduced more ways to detonate it. It's detonation from attacks follows the same rules as destroying a Muleslapper Sentry. Holding the dynamite will also light the fuse and you can burn it down before throwing and time your explosions.



Weapon Balance: Skateboard


This was mostly added so you could use the Mortar on the Skateboard, but braking might also assist those who think the skateboard moves too fast to use or want to slow down to aim.

Weapon Balance: Handcannon


As it should be pretty difficult to maintain your grip on a big pistol with only one hand, the kickback for the Handcannon has been increased while dual-wielding it or shooting from a ladder. I did not want to nerf the Handcannon as an individual weapon, as the community seemed more focused on its dual wield ability.

Weapon Balance: Kunai


Players have complained Kunai would be too 'panic buttony' at times, so you now must hold down F for a lil bit to throw all 3 blades, otherwise you will only throw 1.

Weapon Balance: Misc



Weapon Balance: Experimental


This is a new approach I'm trying for weapon balance. There is now an 'Experimental' menu in the Server Settings menu, that have proposed balance changes you can apply optionally on your server. Every update will either implement or completely remove settings in this menu, depending on feedback.

The Clumsy Handcannon change would force players to drop handcannons that are fired too frequently with one hand (dualwield, ladder). This change can be implemented if the recent Handcannon nerf was not enough. Clumsy Nades will force players to drop live grenades if they are damaged, frozen, or stunned while holding them. This would further reduce 'panic button' grenades, but I also don't want to neuter them again so it's just a setting for now.

Survival: Barkeep


I cleaned up the bar menu and gave Barkeep dialogue. I also rebalanced some of his rewards, and he can now challenge you to wagers, where you bet on something happening or not that isn't entirely in your control. If you win, you get twice the money back you paid, but Barkeep keeps your money if you lose.



Survival: Antacids


This is a mechanic from Classic Survival that I thought should be applied all around, and the changes hark back to the lives system in the old version. Yes, this will make death far more punishing and revival is more dependent on the generosity of your teammates. But its mostly because I found it awkward if all players were dead, and no one can revive except for one guy who went AFK and the match wouldn't auto-end until the objective failed.

So to balance out the difficulty increase, Antacids are more plentiful when found, and newly joined players should start out with 2 so early deaths are forgiven more. With more players ending up unable to revive, wealthier teammates will be hurting for help more, so hopefully this will encourage players to revive each other more and keep late joiners in the game since any bodies are a big help for blocking the objective from enemies.

Survival: Hardcore + Classic


You can now select Survival classic or hardcore as a 'game type'. This will remove custom maps from your map list, and force settings on your server, so you can be rewarded a buttload of XP if you are victorious. The XP reward is increased during triple XP events, and you still get time-based XP as well, so a hardcore survival win can net you several new weapon skins.

Survival: General changes



General changes

setbotaidivert
moveall
moveenemies
moveteam
copylog
netcodetimerange
netcodemargin
netcodedamageallow
netcodedistance
netcodedeathpredictping
netcodedeathpredictavg
netcodedeathpredicttime
netcodereckon
listreckon
netcodereset

Bug fixes



Pump the brakes, netcode console commands?


Yes. I normally keep my mouth shut about netcode changes but I suppose I should explain this one time. You can use the 'help' command in the console to see what each command does, although I can't guarantee they're easy to understand.

If you are an avid hitregposter, then these commands may be of interest:
netcodetimerange
netcodemargin
netcodedamageallow
netcodedistance
These commands pertain to the server authority for hitreg. They cannot convert the netcode into server-side, instead their values are used by the server to 'disagree' with hitreg and not apply damage if a desync made the hit too sketchy. These values have already existed since beta14, the defaults make the server authority go mostly unused. I've been unsure what the least frustrating values would be, hence why I made them into console commands that you can help test with.

Keep in mind these commands are meant strictly for testing and experimenting, so their values are reset to their defaults when the map changes. They are not available as server settings, and are unusable with RCON and cmd lists. This is because I don't want joe schmoe running dedicated servers with poorly tweaked netcode values. Players will also get a warning when joining your tweaked netcode server.

For experimenting, you may need to find help from other players in order to test the values, as there is no way to simulate latency at the moment. If you want to do the 2 game windows open thing, then I recommend trying out clumsy which will shit up your device's internet connection on purpose, for the IP addresses or rule you define in the 'Filtering' text field. Clumsy has been a powerful too for me for testing the netcode. Everyone is welcome to tweak these values and share what they find.

Boring Editor



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Buy B-man DLC if you'd like to support me: https://store.steampowered.com/app/346170/Boring_Man_Premium/ https://store.steampowered.com/app/1018760/Boring_Man_Platinum_Weapon_Skins/ https://store.steampowered.com/app/1018761/Boring_Man_Burning_Weapon_Skins/ https://store.steampowered.com/app/1194781/Boring_Man_Rainbow_Weapon_Skins/ https://store.steampowered.com/app/1194780/Boring_Man_Splintered_Weapon_Skins/ https://store.steampowered.com/app/1520140/Boring_Man_Staticy_Weapon_Skins/ https://store.steampowered.com/app/1520141/Boring_Man_Mystic_Weapon_Skins/

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