Full notes
Full OUTBUDDIES DX update
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Repeated intro
Hey buddies! Build 1.45 of OUTBUDDIES is online now! You may need to restart your Steam Clients for this update to be registered.
What changed
- Balance
- Gameplay
- UI and audio
- Maps
- Fixes
OUTBUDDIES DX changes
The first week for OUTBUDDIES on Steam is coming to an end and the experience has been marvelous! We may not have huge numbers, but a dedicated and very supportive community is growing. We've had great reviews overall, but some stuff with the control scheme turned out to be over-complex and self-sabotaging at points. I've collected a lot of feedback in the discussions hub as well as on Discord. I hope those fixes will be a step in the right direction to make OUTBUDDIES more accessible in the future.
Plz let me know what you think, and - as always - try to break stuff. If you enjoy the game, please recommend it to your friends and write me a review. It's so damn important to stand a chance on Steam and stay visible!
Thank you so much for your ongoing support! ❤️
Cheers! Julian
CHANGE-LOG BUILD 1.45
New control schemes for gamepad modes XInput mode (default, made for modern gamepads with Right Stick & Shoulder-Trigger functionality)
New button mapping. Xbox Gamepad.
[X] = Fire weapon slot 1; Buddy Telekinesis [Y] = Shift slot 1 = Fire weapon slot 2 [Right Stick] down = Shift slot 2 [Right Stick] up = Call Buddy. Coded large dead-zone to avoid accidentally shifting to Buddy. [A] = Jump; Scan with Buddy, Rotate selected stone with Buddy [RB] = Steam Button/ Dodge; Select object with Buddy, Build block on CoOp [RT] = Aim upwards, Strafe underwater; Rotate Buddy's keychain [LB] = Action Button: Interact, Talk, place Bombs; Accelerate Buddy [LT] = Run Button, Strafe underwater, Rotate Buddy's keychain (--> For XInput mode Run and Action buttons are now separated).
DirectInput mode (6-8 button retro-gamepads, no Right-Stick or Trigger functions). Changed default button mapping. DirectInput controls can be remapped in the [Input Mapping] tab.
New movement abilities: Player is now able to aim downwards while jumping forward by pressing the joystick diagonal-down. Larger dead-zone for joystick-down input to avoid accidentally aiming down when jumping forward.
Inputs for map scrolling are now inverted
Design Fixes
Buddy Telekinesis: Abandoned the push/pull mechanic in favor of pull only. A lot of players were confused or annoyed by the old implementation.
Adjusted some key-rooms in the Toxic Swamps due to a high danger of soft-locking when venturing in that area without the proper equipment.
More Treasure Medals were hidden in the game's last area (Sanctum), for a better chance to rescue all Wozan or use a resurrection batch in the last boss battle.
Rebalanced drop chances to account for players low on health or missiles.
Rebalancing of some sound Fx volumes.
Improvements in the tutorial section.
Upgrade chains and Achievement unlocking should now be robust to heavy sequence breaks.
Bugfixes
Fixed various typos and grammar errors in the dialogues.
Improved the jump-buffering readout
Rare animation bug when falling, corrupting the double jump input
Player was able to jump/ skyrocket while activating a teleporter
Player was able to jump after being killed
Fixed animation bug when respawning in a crouching stance
Upgrade chains and Achievement unlocking should now be robust to heavy sequence breaks.
Source
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