Rise for the Fight Private Alpha Build 9 is Out Now
Private Alpha Build 9 Changelog:
- Increased Hitboxes on all player-controlled, and AI-controlled objects, from 1 radius 4 height, to 1.25 radius 3.5 height.
- Fixed Moshpit Multiplayer... mostly. The round system only works for the host of the lobby, otherwise, everything else works as it should.
- Added NEW Vending Machine: Gunboost - Upgrade your gun up to 3 times, with higher stats than what is offered from dealing damage. Cost: 1500 Coins.
- Increased Text Area Size for DI and Ammo Stats in Moshpit. Will change for all modes at a later time.
- Added Moshpit Variant: Decapit - Vending Machines are 1/10 the original price, and zombies.
- Reduced Player Count for Moshpit from 5 to 1.
- Added a purchase limit for the Gungen Machine. You can only purchase guns from it twice per match in Moshpit.
- Removed "Upgrade Limit" text from Boosters machine, as it was never used in Moshpit.
- Increased Medical Stim amount from the Medical Stim Machine from 2 to 4 per purchase in Moshpit.
- Fixed CP6 Firing issues, such as muzzle flash and shells having missing materials.
- Increased CP6 Damage from 15 to 30.
- Decreased Vending Machine Collider size from 9.5 to 2, and repisitioned colliders.
- Decreased CP6 Rate of Fire from 3 to 2.
- Added an Always-On Flashlight to the HP6.
Known Issues in this build:
- In Moshpit, the round start sound will really loudly play indefinitely, and the round will go on until all players die, if there is more than 1 player.
- In Moshpit, some pressing "E" may not work at times when trying to purchase items.
- Players can become invisible after respawning on occasion. Other players cannot see the invisible player, and if shot enough by the invisible player, the player who is receiving damage will not die. This has only been tested in Gun Party Doubled Stats.
- Some players may experience "artifacting" with this game when they load up a match. This is not a hardware fault with your machine.
- Some players may take a while before loading into a match, especially if using a hard drive, and not a solid state drive.
- In Pandemic and Infection, when there are no humans left, the last player to respawn before the game ends will be the player everyone else spectates before going back to lobby.
- Sometimes, after getting your first kill and going forward, your kill counter won't count up sometimes, but your "Kill Streak" text will correctly count up after each kill. This issue is fixed when you die, however we're looking into a permanent fix.
- In Roulette, if you deal more damage than the DI Upgrade needs, it will skip some guns when upgrading.
Files
Rise for the Fight - Migrated to Steam
A Cartoon Multiplayer FPS, where dealing damage is keen to success
Status | In development |
Author | Reece Makes Games |
Genre | Shooter |
Tags | FPS, Multiplayer, rise-for-the-fight |
Languages | English |
More posts
- Rise for the Fight Development UpdateMay 29, 2023
- Rise for the Fight Pre Alpha Build 21 Patch 3 Out NowApr 16, 2023
- Rise for the Fight Pre Alpha Build 21 Patch 2 Out NowApr 07, 2023
- Rise for the Fight Pre Alpha Build 21 Patch 1 Out NowApr 02, 2023
- Rise for the Fight Pre Alpha Build 21 Out NowMar 24, 2023
- Rise for the Fight Pre Alpha Build 20 Patch 1 Out NowMar 17, 2023
- Rise for the Fight Build 20 Out NowMar 14, 2023
- Rise for the Fight Build 19 Patch 1 Out NowMar 09, 2023
- Rise for the Fight Pre Alpha Build 19 is Out NowMar 07, 2023
- Rise for the Fight Pre Alpha Build 18 is Out NowJan 27, 2023
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