[ FANG'S HEIST ]

[Open Assets] [ FANG'S HEIST ] 1.0.2: WRONG BUILD? WRONG SYNTAX!

Hey y'all. It's ya boy. I figured it's a good time to let you all in on what's next for Fang's Heist, now that we have an actual direction. This will be quick and simple.

Full Recode
Fang's Heist was built on nothing but code I made on a whim. I had many ideas, but due to the codebase being so funky and difficult to work with, I just couldn't do them. It was a mess. Along with that, towards the pre-code's last days, I noticed the many amount of flaws the mode has had.

Just about a week or two ago, Fang's Heist has went under a full recode, which is still in development. I'm aiming to future-proof all my code, while leaving it even easier to mod, whether it'd be making your own PK3 or using hooks, I guarantee that this recode should make it easier for all you modders out there to add advanced support to Fang's Heist.

Along with the recode, tons of mechanics changed too. This includes...
* The signpost no longer exists.
* There are different variants of collectibles.
* Character movesets are removed, and we will only focus on nerfing/buffing what's necessary.

Campaign
A full singleplayer and multiplayer experience! 5 stages will be randomly chosen when the campaign starts, and it's up to you (and your friends, if you are on multiplayer) to take on each stage one at a time and meet a profit quota.

Enemies will be more difficult, time will be just a bit shorter, and each run is guaranteed to not be the same as the last, as this will be built on replayability instead of longevity.

I'm excited to bring this out. We haven't started progress on this yet as of writing, but once most of Recode is out of the way, we will immediately start development on Campaign.

Original Stages
Starting now, we will be focused on making original stages for Fang's Heist to fit it's gameplay. A lot of vanilla maps barely fit with the mode, and it'll be a pain in the ass to get everything in a smooth playable state.

Thanks for reading. Check out the Discord, located here!
Hey guys, here's a bit of a lengthy post regarding the mod's current state, and the uncertain future. I will be going over why I don't feel proud of this version's release, and what I will be trying to focus on in the future to make the mod more clear, and better in general.

Version 1, to me, was... Decent at best. It had everything I set out to release with, minus a few bugs that still exist in Version 1.0.2. But I had a few problems, and so did a few other people in the community server.

The mod feels like it doesn't have an actual direction, you really just... Do anything. The sign or treasures don't even matter, you don't need them to win.

This is what I found out myself post-release, and even before that I was on the fence about it. I didn't exactly like how the mod played out, cause why bother getting the sign when you could just farm rings and all to win? During the mod's alpha and beta phases, the sign used to be the key to winning, but was toned down to make "sign-less" runs easier to do.

Now that I look back on it, this is stupid. All it does is complicate the mod even more and reduce the pressure that signholder should have while playing the mod.

This, and many more, is the exact reason why Fang's Heist v2 is now under development. It is aimed to be a huge QoL update, with 3 new modes, Singleplayer, moveset reworks, and additional polish to make the mod truly feel as if it was ready for a release.

Not much will be said here, if you want a update on everything, please join the mod's official Discord server ( https://discord.gg/2vWxB7AF ). Whenever the mod has changes, I always make sure to post about it here to garner feedback.

Though, feedback from the community won't shape my mod into what it will be. I will be listening to my friends, who happen to have made gamemodes before, as well as a select few to help me decide on changes that should stick with the mod.

Thanks for reading, have a good day.
I uploaded the wrong build, AND the wrong syntax. Don't ask me how I fucked up like this.

To view the changelog, check the last version.
  • Cool!
Reactions: JunDeng#1.brick
I made some mistakes. Yes, you can put my head on a stick for this. This patch aims to fix those stinky bugs we left in after v1.0.0's release, and nothing more.

• Saxashitter
• Fixed hooks.lua syntax error. I accessed the wrong events thing.
• Experimental fix for a strangr issue that occurred recently, making a player not attached to a team. This fix is experimental, but it could still happen. If you are alresdy in a Trios team that doesn't meet the 3 player limit, but isn't a solo team, there won't be any players added into your team.
• Patch Discord link to direct to the new official Heist server instead of my community server.
• Bump version number. Accidentally left it as "Beta". Whoops.

If there are any bugs, be sure to report them to me within the official Fang's Heist Discord.
That's all now, take care!
  • Cool!
Reactions: klasky
GLide KS is streaming Fang's Heist! Let's give him a warm welcome to the mod, by invading his server. If you haven't played Heist in a proper multiplayer setting yet, now has never been a better time! We will also record footage for a trailer as well, given that we will need to make one to garner more players.

Join our Discord to join the event!
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