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# Maker Update OUT NOW!

## New Items
*A huge batch of simple items to help customize your dolls and levels has been added.*
*They also work great with Stamping, another feature being added in this update (see below!)*
* **100+ Maker Shapes**
*A large set of simple shapes that can be used to decorate and customize whatever you're making.*
\- Their hitboxes are generally as simple as possible for performance: a lot of the visual holes aren't physical holes
* **Maker Effects**
*A selection of **wounds**, **stains**, and **scars**, that can be used to decorate and customize whatever bloody mess you're making.*
\+ *A set of **glows** to make your creations look extra shiny!*
* **Maker Gadgets**
*An arsenal of gadgets that do things that are hopefully useful, such as moving items or changing the behaviour of Drones.*
\- See functionality tooltips to see what each item does.
\- Some of them are existing items that have been reworked, or improved, and others are variants of existing items that do slightly diffent, but useful, things compared to the base item.

___
## Stamps
*A long-planned feature, **[Detail Tool > Stamp]** has been added, allowing stamping any item's graphics onto the selected item(s) by dragging and dropping items from the Spawn menu.*
\- Skin, scale, rotate, or flip the item before stamping to change how it'll appear on the item (using Spawn menu's settings, or: [up/down arrows], [left/right arrows], and [Tab] respectively while dragging an item out of the Spawn menu)

**Notes:**
\- Stamps are drawn on the visual effects raster canvas, where wounds and other effects also appear, so they will be overwritten by other gameplay effects, and can also be entirely cleaned off by various means such as soap
\- Saving the effects layer _significantly_ increases the size and load time of saves since each precious pixel is meticulously saved. Very large items will take approximately forever to load with stamps.
\- Moving or removing a stamp is not possible after it has been drawn, so remember to save often if you're making something fancy
\- Scaling stamped items does scale the visual effects layer, but the quality will be lower than scaling first and then stamping
\- If your ragdoll is entirely covered in armour or miscellaneous stuff, and the visual effects on the doll itself don't matter, making the doll stainless will slightly optimize the save size, load time, and performance
___
## Incremental Loading
_**All items in saves and custom items are now incrementally loaded** to spread out the loading workload. This means that the game will spawn new items from the save each frame instead of attempting to bruteforce through all of them at once and causing the game to freeze._
\- Loading speed can be changed in [Content Menu > Load Content > Load Speed]
\- To stop loading the content midway through, Reset ([Esc] by default) while it's doing its thing.
\- Joints are created in a single step after all items have been spawned, which will still be noticeably laggy in more complex saves
\- **There will be issues** because it's such a fundamental change. The save format has not changed, only the method of loading them, so any saves that fail to incrementally load will be fixed as the underlying issues are fixed after I receive proper bug reports. Please report any issues in Bug Reports.

___
## Maker Environments
*Thanks to Incremental Loading, a set of saves originally shared as User Content by talented players¤ have been added into the game as Maker Environments.*
*They are meant to serve as inspiration and example for other creators, and to showcase what's possible in the game, as there are a lot of techniques used in some of them that may not be immediately obvious: static items, layers, linked/ignored items, stamps, and so forth.*
- The Maker Environments largely function identically to saves with the exception that reseting will load the save instead of clearing everything.
- None of the environment content is locked, so you can modify them after loading if you so wish.
- More will be added later. If you know of a great save that would be a good fit as an Environment (unique, performant, and overall awesome), please let me know.

Note:
¤ I usually credit all player creations that are added in-game, but unfortunately sourcing the original creator of many of the environments was not possible due to there often being multiple versions by multiple people in the data set that I browsed through. So I've gone ahead and blanket-credited "talented players". I'm sure you know who you are.
___
## One-Way Links
*Links are now only created from the trigger item to the target item, as opposed to both of them linking to each other and causing issues.*
*I.E. Linking from a Button to a Lightbulb will light it up when the button is pressed. Linking the other way around will do nothing because Lightbulb doesn't have a functionality that uses Links.*
\- Links now indicate their starting item with a circle at the beginning of the link.
\- Linking from an item to an already-linked item will now remove that specific link.
\- Item scaling now retains links properly.
\- Fixed dashed line drawing weirdly when fully horizontally.

Notes:
\- Previously the Link Tool would automatically link both items to each other. This was often undesirable when building things with trigger items
\- **This will probably mess up some things** that expect items to be linked to each other. Please report any issues in Bug Reports.
___
## Joint Improvements
*A new Detail tool tab, **[Detail Tool > Joints]** has been added.*
\- The list contains joint types and targets, as well as their settings when hovered.
\- The tab allows removing all joints on the selected item, or hiding all joints if you forgot to set them invisible while building
\- Remove individual joints by clicking them on the list.

**Piston joints have been reworked**
*The way the joint is created has been redone, so it doesn't do entirely weird stuff all the time, might actually be usable, and might even make some sense.*
\- This is likely to mess up existing saves with piston joints. Sorry.
\- Add motor toggle in joint menu
\- Fix Piston joints being created offset from body center, causing bad behaviour
\- Modify body-body limit indicator to appear on both bodies while creating the joint
\- Remove Break force from the joint menu since the joint can't be broken in the first place

___
## Saving Improvements
**Visual effects for items are now saved**¤, including stamps, any blood, and item effects such as worm holes
**Bleeding wounds on ragdolls are now saved** (heal or cauterize them before saving if you don't want to save them)
**Buffdoll is now saveable**¤¤
\- Content load paste field now accepts save strings even if they don't start with "MAD"
\- Fixed joint saving failing if there are any unsaveable joints in the level
¤ Dolls will always save their effects layer (unless they've been set Stainless via Properties), but any other items will only save their visual effects if they've been stamped first to avoid bloating the save size
¤ If you wish not to save a very dirty, dirty, doll, simply clean it before saving (there's a power for that, Soap, or the Detail Tool)
¤¤ To be able to achieve full doll functionality and still be saveable, buffdoll bodyparts are pretending they're actually the bodyparts of a normal doll, so respawning or inspecting them will result in normal doll parts instead
___
## Unlocked User Content
*With under 6 months remaining in the Flash End-of-Life doomsday clock, all the MaD2 User Content shared on Kongregate is now unlocked so it can be preserved by those who wish to do so, by either saving it locally, or by transferring it to MaD2 download.*
Keep in mind that a lot of players have worked hard on the things they've made over the years. **If you try to take credit for anything that someone else has made, you're not a very good human and I do not like you.**
\- Content can no longer be shared locked.
\- All content is now loaded unlocked.
\- Existing Custom Items can now be a part of new Custom Items
# Patchnotes
(In addition to the above major features.)
Gameplay:
Increase various value caps:
\- Spawn settings
\- Health and Max Health
\- Trigger Force and Range
\- Linear and Angular Damping
Modify default doll healths to make them slightly less immediately squishy:
\- 1800 -> 3000 Head
\- 1200 -> 2000 Torso
\- 600 -> 1500 Legs
\- 600 -> 1250 Arms
\- 600 -> 1000 Hands
\- 600 -> 1000 Feet
Modify blunt impact threshold (they now require a bit more force and velocity to deal damage)
Modify velocity's effect on blunt damage by a lot (blunt hits are now more consistently dependant on mass, with velocity being a small bonus top)
Modify minimum spawn scale to be 1% (from 5%)
Modify saving to also save 0 force and duration (radius has to be 1 minimum because math, and Detail Tool won't allow further modifying items with 0 force/duration.)
Add [Pause Settings > Layers] toggles to temporarily toggle layer visibility while making things
Add [Performance > Max Collisions] setting
Modify collisions for Max Collisions to not count static-dynamic collisions (e.g. dolls standing)
Add None particle for removing existing particles via Detail tool
Add console command "disablepause 0/1" to entirely disable toggling pause if you're building weird complex stuff and never want to unpause
Fix some culling issues when deleting items
Fix minimum or maximum-sized items not skinning properly
Fix items not being able to disable their own collision events (if there are issues with items not doing their collision things, please report them in Bug Reports)
Fix Camera In/Out hotkeys not breaking free from zoom snapping
Fix Vanilla property not cloning properly
Fix various bullets causing spawn scale issues
Items:
Modify icicles not to supernaturally freeze things on collision
Modify Projectile Replacer to have a quite harmless default projectile so it won't cause issues if attached before shooting.
Modify Projectile Replacer tooltip to make it more helpful
Modify Sword Breaker not to break blunt swords
Modify Poison Injector to only make bullets poisonous (previously it also made the gun poisonous)
Modify Light Saber blade to work with zoom, and spawn particles
Modify AP Rocket not to explode if contact is set to 0
Modify Earthsplitter camera shake duration to be shorter
Modify Oil Barrel model to make it spawn more centered (doesn't affect items in existing saves)
Modify Cloner (and variants) to not clone ignored items
Modify Black Hole to accept negative Trigger Force values, pushing items away instead of sucking them in
Modify Ammo Belt and Drum Mag to accept negative Trigger Force values, slowing down fire rate instead
Modify Sprites not to despawn
Modify Basket to spawn on layer 2 by default so things can be put in it more comfortably
Modify Health Stimulant to go up to 99999 max health
Modify Toaster, Deepfryer, and Woodchipper to be triggered on spawn
Modify Deepfryer to hiss when frying
Modify Observer Visor to not display ignored items' names
Modify Magnet model to have a drag layer in the middle
Modify Sinister Software to allow drones to target other drones when attached, and to automatically weld to any drones it touches (Speaker Drone functionality is still the same)
Modify Morbow not to target or damage linked items
Modify Repercutio's forcefield not to affect linked items
Fix Munitions Crate layering issue (slightly affects hitbox and existing items)
Fix Blood Bag healing while empty
Fix Breach Shotgun projectiles passing through Crumblers (projectiles stored into Projectile Replacer in existing saves are not affected)
Fix Sanitizer Bottle projectiles becoming gasoline when Projectile Replacered
Fix IV Bag collider being visible
Fix Surgical Helmet errant collider
Fix Bionic chip reanimation not applying properly on load
Fix Boxing Glove launching sideways
Fix Propulsor not waking up when triggered
Fix magnets not waking up when they attract things
Fix Magic Nail upgrades colliding with the doll that equips them, and add the armour it spawns into the Library as "Upgrade Set"
Remove duplicate Skate from Library
Remove duplicate Work Table from Library
Move Sinister and Paranoid Software next to Speaker Drone in the Library
Switch the naming scheme around for triggers and their "Stop" variants, e.g.:
"Trigger" is now "Trigger Loop" (continously does something)
"Trigger Stop" is now "Trigger" (does something once)
Environments:
Modify Environment menu UI to reduce the amount of boring text buttons:
environment changing, wall toggles, and skinning have been changed into more compact icons
Modify environment filler to be stainless
Modify environment filler height (2000->1000)
Modify Auto-Wind to respect Wind slider
Modify Auto-Wind to randomly change wind direction
Remove wall buttons from various environments where they don't make sense
Optimize Cave environment colouring slightly
Detail Tool:
Move Remove Joints from Functionality to the Joints tab
Modify Detail Tool not to be pick hidden items while focused on something else
Fix detail skinning not respecting items' flip state
Fix [Detail Tool > Skin] menu being extra long when minimized+maximized
Fix Detail Tool clicks passing through the minimize button of menus
Misc:
Modify the game to replace any non-existing item with a placeholder so as not to mess up any joint/link loading or body ordering
Add tooltip when attempting to spawn an item that doesn't exist (please report in Bug Reports if you see any such issues that aren't caused by your own local models)
Fix Drain power not respecting blood colour of dolls
Refactor various bullets from contact listener to their own triggers
Optimize max particle burst
Respect XML
Fix window position saving causing the game to crash on launch when the monitor is removed from the computer entirely
UI:
Fix Spawn menu item drop detection using incorrect width (causing items not to spawn slightly rightwards of the menu)
Add tooltips to various buttons
Remove colour highlight from Attracting Bow in Library
Modify Mjölnir to be searchable as Mjolnir
Fix importing local models breaking local model management UI list
Modify [Spawn > Skin > Reset] to also reset Blood colour
Modify some console commands to close the console to indicate that things happened
Add tooltip when settings are saved
Fix favouriting via hotkey while dragging causing the item to drop back into the Spawn menu
Modify custom item spawn image to not scale with camera
Modify Library to be wider to better accommodate longer names
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# Known issues:
* Skinning via Detail tool after stamping will likely mess up the effects layer.
* Multi-selecting items will be weird when it comes to items with multiple incoming and outgoing links. Not all of them are visible. Single-item selections should work fine though.
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#### Post-update patches:
Fix game loading failures with some settings
Modify select tool doubleclick threshold (30 -> 15 frames)
Add error messages when content/settings files fail to load
Modify [Settings > Menus > Reset] category to be coloured red, have a more spooky tooltip, require scrolling to access the actual reset buttons, be sorted in ascending order of impact, and be more separated from each other, to avoid accidental clicks.
Fix content preview images not being generated properly while incrementally loading
Modify Drones to not target Paranoid or Sinister Software
Fix Pile of Goop not deleting itself when static
Fix Regeneration Pill not working unless it was set to Alive
Fix effects layer scaling causing issue at max size
Modify Blueprint not to be the enabled by default
Modify Blueprint mode not to disable environment fillers
Fix environments loading at wrong scale if Blueprint mode is enabled
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Add Quite Large Lab
Add Crash The Game as a minigame
Remove Crash power (it's now under minigames in the world menu)
Remove ending text
Add Doubleclick Select toggle under [Settings > Mouse]
Modify joint saving to use two decimal precision instead of rounding
Modify linking selected items to make sense
Modify scaling to retain ignores properly
Modify out of bounds cap for items to be quite large
Modify doubleclick threshold for doubleclick selection (15 -> 10)
Sort Maker Gadgets alphabetically
Fix joint recreation causing revolute joints
Fix Resist Drain not applying properly
Fix Revolute joint UI showing center toggle (that does nothing)
Fix Visual Effects setting missing
Add Battery Trigger (While it has energy, triggers linked items, draining one unit of energy per item. Charge by healing)
Add Remote Kinetizer (launches linked items in the direction it's facing, wherever they are.)
Modify Silver Stopwatch to not speed up items that are moving under a slow velocity threshold
Modify how scaled armour pieces are attached (offset is only affected by bodypart's scale)
Modify drones not to target Drone Controller
Modify Sinister Software not to attach while jointed to anything
Fix Timer Untrigger graphic not spawning correctly
Fix Hazard Helmet leaving behind a collider when destroyed
Optimize alarm clock model
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can you make enviroments and request them to be added?
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^ It's in the patchnotes:
> _"If you know of a great save that would be a good fit as an Environment (unique, performant, and overall awesome), please let me know."_
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can you make you(you the player) have a psihical form and ad a mode where you can play with other people (real life simulator) where the goalisto kill everyones doll but only the doll can pick up items and you control it to move keyes to attack space and to interact press the item with the mous
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5 minutes in the update and theres already a game breaking bug where everything dissaper expect the ragdoll and the walls.
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Seems like the Spawn Menu Hole setting being disabled is causing the game to not load.
Also, why was Resist Drain removed? I'm sure it worked exactly as you'd think it would, and now you can't make a doll draining without also making it drain itself.
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> can you make you(you the player) have a psihical form and ad a mode where you can play with other people (real life simulator) where the goalisto kill everyones doll but only the doll can pick up items and you control it to move keyes to attack space and to interact press the item with the mous
http://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/513429-content-faq
> 5 minutes in the update and theres already a game breaking bug where everything dissaper expect the ragdoll and the walls.
Report bugs properly or I can't do anything. http://www.kongregate.com/forums/9794/topics/725152
> Seems like the Spawn Menu Hole setting being disabled is causing the game to not load.
Thank you! Fixed.
> why was Resist Drain removed
It has been readded.
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Enviroment request: Bridge diner fight
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Another Enviroment request: Destructible Apartment http://www.kongregate.com/games/0rava/mutilate-a-doll-2?level=1057396
(its made by me)
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Have the camera culling, trigger and projectiles bouncing off problems been fixed?
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I would want the fan shape to have propper collision (like where the spaces in betwen the fins are, there is no collision)
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> *Originally posted by **USER1238**:*
> Have the camera culling, trigger and projectiles bouncing off problems been fixed?
Culling has been improved for all the cases that I could reproduce, please submit a proper bug report with steps to reproduce if it's still happening.
No clue what you mean by "trigger problem" since that's quite unspecific.
Projectile issues were caused by a performance feature that is now more relaxed by default, and customizable:
> Add [Performance > Max Collisions] setting
> Modify collisions for Max Collisions to not count static-dynamic collisions (e.g. dolls standing)
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> *Originally posted by **USER1238**:*
> I would want the fan shape to have propper collision
Covered by the patchnotes:
> Their hitboxes are generally as simple as possible for performance: a lot of the visual holes aren't physical holes
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And another (one) request for enviroment http://www.kongregate.com/games/0rava/mutilate-a-doll-2?level=1057467
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> *Originally posted by **[heet1243](/forums/9794/topics/1915617?page=1#13418864)**:*
> we need sea please
There's already an island map that has a sea surrounding it. You can find it in "Maker Environments." (Island)
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How to use the "Invisible Square" item?
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There are still Left wall, Right wall, floor and roof at the Trench evironment
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> *Originally posted by **[youtx2](/forums/9794/topics/1915617?page=1#13424239)**:*
> How to use the "Invisible Square" item?
1) Spawn it with whatever properties you want (say Static if it's for environment decorating)
2) Try not to lose it since it's invisible and all
3) Detail Tool > Stamp
4) Stamp
For example:

Instead of stamping the huge body (resulting in a huge save+load time since it's going through *all* the pixels), you could use a smaller Invisible Square to add detail to it.
Or if you wanted to design more complex decorations for things that you might use often (wall cracks, blood stains, etc), you could save a stamped Invisible Square as a custom item and then spawn that instead of having to stamp the same complex thing across multiple levels.
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^Thanks. One more thing, do stamps effect performance?
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Stamping affects save sizes, and save+load speed because it has to handle all the pixels.
But for gameplay itself the effects layer already exists on items by default (except for Invisible and Stainless items, where it's intentionally removed for performance), so stamping has no performance hit for gameplay -- it's just drawing on a canvas that already existed for effects.
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