Season 3 and Beyond


Hello, everyone!

As the creative force behind Mad City, we're always busy brainstorming, developing, and refining. This time around, we've rolled up our sleeves and tackled some crucial areas that needed some attention. In this blog post, we're going to lay out the roadmap for you, detailing what's new, what's changed, and what's soon to hit your screens.

Gameplay Enhancements

First and foremost, we've made some modifications in our gameplay stats. This is a critical step to ensure that every moment you spend in Mad City is balanced, fair, and most importantly, fun. We've addressed some imbalance issues, tweaked a few things here and there.

Alongside this, we've hunted down and fixed some bugs that had managed to creep their way into the game. Some were minor, others a bit more noticeable, but they've all been taken care of now.

Changes: 8/4/2023

  • Added shield packs
  • Added health packs
  • Brought back the original park pre-Piggy PT.1
  • Enabled shadow map (testing)
  • Changed Raider Z blades to spin counterclockwise
  • Added Twitter Codes
  • Adjusted text from "Hack the Computers" to "Hack the Panel" in the casino

Bug Fixes: 8/4/2023

  • Flamethrower bug using overdrive button fixed
  • Fixed X-10 not working
  • Riot shield bug fixed
  • Fixed Cub not closing
  • Fixed Casino Lasers not doing damage.
  • Fixed animated texture staying visible during cloak
  • Fixed Raider-Z blades spinning after leaving
  • Fixed casino bug (Not being able to claim prize wheel)
  • Fixed plane sensitivity not saving.

Balance Changes!

Weapons

Weapon Change
RPG Missiles no longer Ricochet
Stinger Missiles no longer Ricochet
Vector
  • MaxAccuracy: 3.8 -> 3.2 [/]
MP5
  • MaxAccuracy: 3.5 -> 2.8 [/]
Tommy Gun
  • MaxAccuracy: 4.6 -> 3.4 [/]

Vehicles

ATV
  • SmokingHealth: 150 -> 50 [BUFF]
  • HP: 400 -> 250 [NERF]
Avenger
  • MaxSpeed: 180 -> 200 [BUFF]
BRRT
  • MaxSpeed: 190 -> 205 [BUFF]
Blackout
  • RocketSpeed: 450 -> 500 [BUFF]
Bruin
  • WheelHealth: 20 -> 100 [BUFF]
  • HP: 400 -> 500 [BUFF]
Buzzard
  • Damage: 30 -> 40 [BUFF]
  • VehicleDamageMultiplier: 1.5 -> 3 [BUFF]
  • TargetRange: 800 -> 1000 [BUFF]
  • ReloadTime: 4.5 -> 4 [BUFF]
Camaro
  • HP: 400 -> 300 [NERF]
Chaos
  • HP: 400 -> 600 [BUFF]
Cobra
  • (Sentry) RateOfFire: .165 -> .14 [BUFF]
Commutator (1-6)
  • SmokingHealth: 150 -> 50 [BUFF]
  • HP: 400 -> 200 [NERF]
Cruiser
  • SmokingHealth: 150 -> 40 [BUFF]
  • HP: 400 -> 200 [NERF]
Cyber Plane
  • (Missile) Damage: 30 -> 40 [BUFF]
  • (Missile) RadPerSec: 68.755 -> 80.214 [BUFF]
  • (Missile) RocketSpeed: 350 -> 450 [BUFF]
  • (Missile) TargetRange: 900 -> 1300 [BUFF]
  • (Missile) MissileLock: 2.5 -> 1.4 [BUFF]
  • (Missile) MissileCooldown: 5 -> 2 [BUFF]
  • (Missile) VehicleDamageMultiplier: 1.5 -> 2 [BUFF]
  • (Bomb) Damage: 10 -> 15 [BUFF]
  • (Bomb) Clip: 5 -> 7 [BUFF]
  • (Bomb) VehicleDamageMultiplier: 2 -> 3 [BUFF]
  • (Bomb) Explosions Radius: 50 -> 40 [NERF]
  • (Bomb) ReloadTime: 1 -> 3 [NERF]
  • (Bomb) RateOfFire: 0.08 -> .15 [NERF]
Cyber Quad
  • SmokingHealth: 150 -> 50 [BUFF]
  • HP: 400 -> 250 [NERF]
Dirt Bike
  • SmokingHealth: 150 -> 40 [BUFF]
  • HP: 400 -> 200 [NERF]
Edgerunner V3
  • HP: 400 -> 425 [BUFF]
Edgerunner V4
  • HP: 400 -> 450 [BUFF]
Edgerunner V5
  • HP: 400 -> 475 [BUFF]
Edgerunner V6
  • HP: 400 -> 500 [BUFF]
Falcon
    Go Kart
    • SmokingHealth: 150 -> 50 [BUFF]
    • HP: 400 -> 250 [NERF]
    Halo
    • SmokingHealth: 150 -> 40 [BUFF]
    • HP: 400 -> 150 [NERF]
    Helicopter
    • HP: 400 -> 300 [NERF]
    Hoofercraft
    • MaxSpeed: 115 -> 155 [BUFF]
    • SmokingHealth: 150 -> 50 [BUFF]
    Hyper Glider
    • SmokingHealth: 150 -> 40 [BUFF]
    • HP: 400 -> 200 [NERF]
    Incinerator
    • RocketSpeed: 400 -> 550 [BUFF]
    Legion
    • WheelHealth: 20 -> 100 [BUFF]
    • HP: 400 -> 500 [BUFF]
    Light Bike
    • SmokingHealth: 150 -> 50 [BUFF]
    • HP: 400 -> 250 [NERF]
    Marauder
    • VehicleDamageMultiplier: 2 -> 3 [BUFF]
    • AirVehicleDamageMultiplier: 1 -> 1.6666 [BUFF]
    Neo Rider
    • SmokingHealth: 150 -> 50 [BUFF]
    • HP: 400 -> 250 [NERF]
    Night Rider
    • ExplosionRadius: 0 -> 5 [BUFF]
    • WheelHealth: 20 -> 40 [BUFF]
    • HP: 400 -> 500 [BUFF]
    Nighthawk
    • (Missile) Damage: 30 -> 40 [BUFF]
    • (Missile) VehicleDamageMultiplier: 2 -> 2.25 [BUFF]
    O66-Terminator
    • Damage: 7 -> 10 [BUFF]
    • Speed: 1800 -> 3000 [BUFF]
    • WheelHealth: 20 -> 100 [BUFF]
    Overdrive
    • MaxSpeed: 190 -> 220 [BUFF]
    Plane
    • MaxSpeed: 130 -> 145 [BUFF]
    R150
    • WheelHealth: 20 -> 35 [BUFF]
    • HP: 400 -> 450 [BUFF]
    RaiderZ
    • RadPerSec: 68.755 -> 80.214 [BUFF]
    • MaxSpeed: 170 -> 185 [BUFF]
    • Damage: 30 -> 20 [NERF]
    • TargetRange: 800 -> 600 [NERF]
    Raptor
    • LockTime: 3 -> 1.8 [BUFF]
    • TargetRange: 1200 -> 1350 [BUFF]
    • Damage: 30 -> 40 [BUFF]
    • RadPerSec: 68.755 -> 85.944 [BUFF]
    • RocketSpeed: 350 -> 440 [BUFF]
    Rhino
    • AirVehicleDamageMultiplier: 1 -> 1.5625 [BUFF]
    Scout
    • SmokingHealth: 150 -> 50 [BUFF]
    • MaxSpeed: 130 -> 155 [BUFF]
    • HP: 400 -> 200 [NERF]
    Shell Rider
    • WheelHeath: 20 -> 50 [BUFF]
    • HP: 400 -> 500 [BUFF]
    Spitfire
    • Damage: 9 -> 10 [BUFF]
    • ExplosionRadius: 12 -> 18 [BUFF]
    • ClipSize: 37 -> 200 [BUFF]
    • ReloadTime: 4 -> 3 [BUFF]
    • VehicleDamageMultiplier: 1.3 -> 1.8 [BUFF]
    • AirVehicleDamageMultiplier: 1 -> 1.1111 [BUFF]
    Warhawk
    • Damage: 30 -> 60 [BUFF]
    • AirVehicleDamageMultiplier: 1 -> 1.5 [BUFF]
    • RocketSpeed: 350 -> 500 [BUFF]
    • MissileLock: 2 -> 1.6 [BUFF]
    • ExplosionRadius: 20 -> 25 [BUFF]
    • RadPerSec: 68.755 -> 85.944 [BUFF]
    • TargetRange: 950 -> 1400 [BUFF]
    Web Slinger
    • SmokingHealth: 150 -> 40 [BUFF]
    • HP: 400 -> 200 [NERF]
    X10
    • ExplosionRadius: 14 -> 17 [BUFF]

    Apocalypse-Themed Season

    Coming Soon

    Looking ahead, we're giving you a sneak peek into our upcoming apocalypse-themed season. We've poured our creativity into this one, designing menacing new buildings that are sure to add a new layer of excitement and intrigue to your Mad City journey. We're not revealing everything just yet, but rest assured, we're confident you'll enjoy what's to come.

    UI Overhaul

    Coming Soon

    Stepping up from the gameplay changes and new locations, there's another aspect we've been keenly working on - the User Interface (UI). We've taken on board your feedback, studied the pain points, and realized it was high time for a more comprehensive UI renovation.

    This isn't just about reshuffling buttons or adding a splash of new colors; we're talking about a full-scale revamp. Our focus has been on making the interface more intuitive, user-friendly, and seamless to navigate, without losing the distinctive Mad City vibe that you're familiar with. We believe this change will take your interaction with the game to a whole new level.

    However, we'd like to put a little disclaimer out there - the overhauled UI is still under development. What you see is a work-in-progress and there could be some changes down the line as we continue to fine-tune and polish the interface. Furthermore, the sneak peeks we're providing now are only a fraction of the changes you can anticipate. There's plenty more in store that we'll be rolling out in due time.

    Please note that this UI is still under development and things are subject to change:

    A Glimpse into the New UI

    New Main Screen:

    • In our quest for better user engagement, we've identified that the current team screen might have room for improvement. So, we're enhancing it to provide immediate updates and a visually more appealing interface.

    Car Dealership UI:

    • We're also addressing the current vehicle purchasing process. We've noticed that it's somewhat lacking in information and visual appeal. In the revamped UI, you can expect comprehensive stats and improved vehicle displays to make the buying experience more immersive and satisfying.

    Re-Designed Challenges UI:

    • We aren't stopping there. We've taken a good look at the Challenges UI and realized it could do with a revamp. We're aiming to create an interface that's not only visually appealing but also more engaging and informative.

    Inventory UI

    • Stay tuned for some cool updates on the Inventory and Character Customization UI. We're working on enhancing these aspects of the game to make them more intuitive and player-friendly.

    Loadout UI

    • Last, but not least, we're giving the Loadout UI a makeover. We're aiming for a cleaner, more streamlined look that provides clear and concise information.
    Remember, all these UI updates are still under development and may undergo further changes.

    We're sharing these sneak peeks with you so you can get a sense of the direction we're heading in.

    We look forward to hearing your feedback once these updates go live. Until then, watch our twitter for more updates!

    NPC's

    Coming Soon


    While we're on the subject of things we're developing here at Mad City, it's time to delve into a feature we're particularly excited about – our new Non-Player Characters (NPCs). We've been hard at work developing a new set of characters who will play a significant role in the game – the Prison Guards.

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    The purpose of the Prison Guards isn't merely to add new faces to the game, but to revolutionize your gaming experience. These aren't your typical NPCs – they have been designed to react to situations intelligently, thereby adding a layer of unpredictability and excitement to the gameplay.

    The key feature of these Prison Guards is their acute ability to detect disturbances within the prison – specifically, gunshots. When a gunshot is heard, these guards will be alerted and they will move to investigate the area. This means you'll have to strategize your moves carefully, adding a whole new dimension to the gameplay.

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    These new NPCs are still a work in progress, and our development team is putting in a lot of effort to ensure they function smoothly within the game's ecosystem. Our aim is not to make the game more difficult, but to make it more challenging and engaging. We want your encounters with these Prison Guards to be an integral part of your Mad City experience.

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    Conclusion

    We're excited to bring these changes to you and can't wait to hear your thoughts. As always, your feedback is what drives us to keep improving, to keep striving for that next level of excellence. There's more to come in the world of Mad City, and we're thrilled to have you along for the ride.

    Stay tuned as we unravel these updates in more detail. For now, though, we'll leave you to mull over these upcoming changes. We're confident they'll add a new layer of intrigue to your Mad City experience.

    Until next time, keep enjoying the madness.