Painkiller v1.15 Patch Update
|Developer:||People Can Fly|
|Platform:||Microsoft Windows, Xbox, Android, iOS|
|Release Date:||April 12, 2004|
Painkiller v1.15 Patch Update Summary:
Painkiller v1.15 Patch Update: Painkiller is a first-person shooter video game released on April 12, 2004. It was developed by Polish game studio People Can Fly and published by DreamCatcher Interactive. It is notable for using the Havok 2.0 physics engine extensively. The single player campaign gameplay involves killing large numbers of monsters. The game was particularly well received for its multiplayer experience. Painkiller was featured for two seasons on the Cyberathlete Professional League’s World Tour.
The game is inspired by such classic titles as Quake, Doom and Serious Sam, with the emphasis on killing large numbers of monsters. The game is divided into five chapters, each about five levels long. The player’s objective is to get through each level, from start to finish, by slaughtering hundreds of monsters. One of the game’s most important aspects is its diversity. Each level presents a new location with various themes and graphic styles. The levels include castles, monasteries, an opera house, Venice, graveyards, and more. Monsters are also very different, with new ones almost every level. There are five “boss” levels where the player fights a boss. The game presents an option to complete a special task each level, which results in the player getting a “tarot card”, a rare, hard-to-obtain bonus. Each equipped card provides different bonuses for a small amount of time, like powered-up weapons or slow motion. The game features multiplayer, which includes classic modes like Deathmatch and Capture-the-Flag.
Painkiller v1.15 Patch Update:
- Also implemented in the Painkiller 1.15 Update is some experimental forward-looking prediction code. As the name suggests, it’s in the early stages of development, but may help some players – especially those with high ping – to achieve smoother game play. There are known issues with this code (eg. ragdolls move too quickly, code starts behaving incorrectly after longer periods of play, etc.) but it’s in a state that allows some experimentation.
- NEW: full warmup mode for TDM and PCF modes, partial warmup for FFA/TLB/Voosh
- NEW: demo recording and playback incl. time control (slow down/speed up)
- FIX: exploding barrels now correctly remove frags from the dead player instead of adding them to the enemy
- NEW: benchmarking system for both graphic cards and processors