Featured

FE2 Release 48 Patch Notes

Content:

  • Added Relic Valley [Hard] by 1xBlindx1
  • Added Fall Equinox [Normal] by Phexonia
  • Refreshed Dark Sci-Forest [Hard]
  • Added Rescue Event to Forsaken Era [Easy]
  • Added 8 Community-Made Shop Items:
    Aura: Candy Corn by 1xBlindx1 (Halloween Exclusive)
    Tank: Jack Pack by 1xBlindx1 (Halloween Exclusive)
    Tank: Angry Jack by 1xBlindx1 (Halloween Exclusive)
    Tank: Haunted Dustbuster by Programmables (Halloween Exclusive)
    Tank: Jack Packed by u_zqr (Halloween Exclusive)
    Tank: Sickle by XxrobloxmsterrxX
    Tank: Ancient Amber by woomy86
    Tank: Warm Lamp by Visual_VDvanox
  • Halloween Exclusive items are on sale until the end of October

Changes:

  • Enabled Roblox-provided voice chat (Roblox beta participating members only)
  • Pro & Chaos Servers: Leaderboard XP disabled as exploiters mass-blocked for server exclusivity
  • UI: Font change for clearer readability, landing page update & transition to new design language
  • Shop: 3D view for new tanks introduced
  • Blue Moon: Optimized meshparts
  • Goals – Lost Pages: Notice updated to ‘Insane/Crazy maps do not contain pages’
  • Low Detail Mode: Textures & decals removed on non-liquid & non-transparent objects
  • Misc. CPU performance optimizations
  • Updates are now numbered for better tracking of changes

Fixes:

  • Poisonous Valley: Broken eventscript
  • Beneath The Ruins: Unreliable vent walljump
  • Quick Access UI: Toggle affecting lift UI visibility

It’s been a while since I’ve created an update this big so it may be missing a few smaller changes. I am now aiming to provide updates with more content but with less frequency so that development can continue smoothly and also reduce any new bugs thanks to the rigorous testing and feedback provided by the QA team.

Enjoy the latest update, there will be more to come.
Crazyblox

Featured

The Future of Flood Escape 2

It’s been a while since a major update has been posted to Flood Escape 2. It’s been long enough in fact that folks in the community are speculating whether the game has been left to die. This post is written in mind to address the concerns of those worried about the game’s future, or if it has any at all, for that matter.

Before addressing the future of Flood Escape 2, it’s important to address the reasons as to why things went quiet in the first place, how it happened and what the consequences were as a result of this development cycle.

If you frequent the blogs or have been fairly active in the community whilst the game received the bulk of its updates this year you will have noticed that there was a big push seemingly out of nowhere to get lots of updates out in rapid succession. Some updates contained new content, others contained bug fixes, and some were so small that it made little to no difference to the player as to how the game was played, hardly justifying the need for an update at all.

One thing that can be identified throughout the development of Flood Escape 2 is that updates have followed this cycle of lots of updates happening all at once, and then radio silence for months. Having gone through this process multiple times to the point where it has manifested a pattern has left me with the hindsight that the planning of development for Flood Escape 2 was nowhere near as consistent as it had to be in order to nurture a healthy balance not just for the balance of updates being released for the game (Benefiting the community), but my own work/life balance (Benefiting my own well being); what was once a new beginning to work on the game out of passion quickly got overrided by the crushing pressure of pushing regular updates out to maintain this image of the game being worked on regularly, despite not being able to produce what would be valued as a substantial update, leaving a void of sorts.

I have complicated feelings about ‘Games as a Service’ as a result of this and the potential ramifications for the average indie developer’s mental health; launching a game and being subject to this expectancy for the first time is dangerous if left unchecked. I believe that it’s only really possible for larger companies to be able to push out regular updates with incredulous amounts of content; Fortnite could be a speculative example although I’ve only really played it once and got back to playing games that didn’t require me to create the Eiffel Tower the next time someone threw a rock in my direction.

It’s clear that if I re-enter the development of Flood Escape 2 without changing approach it’s an inevitability that we would only find ourselves at the same crossroads and I’d drop off the face of the earth again for a few months. It’s simply not sustainable, this isn’t the path I want to go down anymore, both for my sake and the community.

So things need to change.

While it’s not clear what specifically I will need to do to strive for a balance that allows for updates and also preserving sanity, I do believe that I will need to reduce the frequency of updates all together, not with the intention of withholding content. Thanks to the success that you guys have given to the Flood Escape series it’s given a lot of wiggle room as to how this can be managed. I would like to take inspiration from the likes of how games like Minecraft and Terraria get their updates, allowing for more development time to be able to provide updates with heavier amounts of content and functional changes without getting bogged down by the management required in doing an update every few days.

So while it may take some time to see any manifestation of updates for the game itself based on this post, I’m optimistic about exploring these new methods of developing for Flood Escape 2 and how beneficial it may be in the long term. In many ways this post can be surmised by the saying that quality is valued more so than quantity, so we’ll see how that plays out.

Thanks,
Crazyblox

FE2 Update 02/08/21

Changes:

  • Game only adds XP to leaderboard when a server has at least 4 players
    (As a reminder, VIP servers will not award leaderboard XP regardless if this condition is met)
  • Reduced frequency of map color palette changes
  • Alternate map color palette intensity has been reduced by half
  • Ziplines now take their color and material from ‘Point1’

Fixes:

  • Various bug fixes to improve server stability

FE2CM:

  • Added Crazy+ Difficulty (Intensity 6)

FE2 Update 26/07/21

Content:

  • (Experimental) FE2 will occasionally change the color palette of maps

Changes:

  • Vote Map: Selection button redesigned
  • Vote Map: Unlock & extra vote cost is now displayed on each map
  • Vote Map: Only the 8 least recently played maps per difficulty will now be displayed
  • Vote Map: Cooldown is present only when the amount of maps in the difficulty is 8 or less
  • HUD: Added ‘buy currency’ option
  • XP: Alerts given when doing certain activities during gameplay
  • XP: Text removed from buttons
  • Drop-Shadow: Texture updated for precision
  • Updated player info UI
  • Various UI changes

Fixes:

  • Trusses: Made jumping more consistent
  • Walljumping: Increased power by 4% to compensate for collision logic changed in update 23/06/2021
  • Fixed bug where the client wouldn’t recognize changes in water state

(FE2CM has been updated to the latest build)

FE2 Update: More Optimization

Changes:

  • Major optimization to core game loops; Testing proves at least 3.5x faster VS previous version
    NOTES:
    The optimization is for CPU performance on low end devices eg. phones.
    While the loops improved by at least 3.5x, this isn’t representative for all of FE2.
    Performance increases on low end devices should still be noticeable, however.
  • Camera FX: Standard setting is set to ‘Off’
    NOTE: Disabling camera fx helps reduce lag!
  • Goal locator will now automatically focus on the closest exit when all buttons are pressed
  • Official support for multiple exit regions and exit blocks
  • Optimized map loading sequence
  • VIP Gamepass: Introduced a daily cap of 200 gems earned from gameplay

FE2CM:

  • Updated to latest build of FE2

FE2 Update 14/07/21

Fixes:

  • Fixed issue where the game would reset gamepass ownership cache causing some gamepasses to not verify during gameplay (eg. Boombox gamepass) (Validated)
  • Fixed issue with music where it would still play new music even if the option was off (Validated)
  • Fixed issue with shift-lock on xbox where pressing the dedicated button (Right Bumper) would not trigger shift-lock (Validated on actual Xbox)

FE2CM:

  • Updated build to latest version of FE2

FE2 Update 13/07/21

Changes:

  • Button locator has been renamed to goal locator
  • Goal locator now displays location of exit once all buttons are pressed
  • Goal locator has been optimized to run smoother
  • Goal locator now displays at a distance from the character to make viewing easier
  • Button markers locally turn grey when the client recognizes a button press
  • Shift-Lock has been modified with a new FE2-specific cursor
  • Shift-Lock is now supported on Xbox (Right Bumper)

FE2CM:

  • Map list window now displays how many maps are loaded in the title
  • Maps loaded with an instance count higher than 8k will now display a 🧬 symbol to signify:
    The map may run poorly on lower end devices or mobile
  • Maps loaded with scripts removed by FE2CM will now display a ⚠ symbol to signify:
    A duplicate EventScript/LocalEventScript was removed
    Extra scripts were removed with ‘Load All Scripts’ option switched off

FE2 Update 12/07/21

Content:

  • Updated Forsaken Era by ElectroBlast199

Changes:

  • Improved performance on low end devices by making multiple optimizations to reduce CPU usage

Fixes:

  • Fixed bug where you would get stuck on the loading screen if you left the lift just before a new round started
  • Other various bug fixes

FE2CM:

  • Updated to latest build of Flood Escape 2, including reduced CPU usage
  • On/Off toggle for options in load maps menu now uses ✅ and 🟥

FE2CM Update 11/07/21:

Changes:

  • Camera FX: Zipline FX no longer applies to ziplines that take less than 2 seconds to travel on
  • Added ‘Max Players’ option; default is 20; server owners can set the max player count up to 50.
  • Added ‘Load All Scripts’ option; server owners can load maps with all scripts after reading a warning regarding server stability.
  • Loading timeouts are removed.
  • Prolonged loading message now changed: “Loading is taking longer than usual and may cause you to start the round late.”

FE2 Update 09/07/2021

Content:

  • Updated Poisonous Chasm to the latest version by Shortroundzach

Changes:

  • Weekend XP boost multiplier now applies to monthly XP leaderboard
  • Aim Lock and Emote Mobile UI has been re-positioned to their original location
  • Map event information is now displayed above the hud during gameplay so that you can check which map event is occurring.
  • Reduced map event intermission to 2m30s (Intermission is checked every new round)
  • Camera FX: Camera now automatically follows the path of ziplines
  • “You Survived!” message now shows what position you finished the map in.
  • In-round UI:
    Air now shows as a percentage, also combining tank and basic air up to 400%.
    Air bar now shows the drain/regen rate (Water = -8/s, Acid = -30/s, Regen = +16/s)

Fixes:

  • In-game timer millisecond counter is now correctly formatted
    (Previously didn’t show 0’s when time was less than 0.1)

FE2CM:

  • Game has been updated to the latest build of Flood Escape 2
  • Added the option to force rescue missions
  • Map voting no longer requires ‘All Maps Access’ gamepass
  • Map voting in FE2CM now shows a max of 9 maps to vote to improve voting during multiplayer sessions