The Spider-Lair: Evolved — Latest Update (Cumulative, up to v0.4)
Evolved update is live for patrons!
This patch is a big step forward for both gameplay and performance. You’ll find the new Karma system (with ranks + badges), a bunch of NPC/combat rule improvements (including one-hit protection and updated shield enemies), and major improvements to webs, bridges, zipping, climbing, and slow motion. Slowmo is now Left Trigger + Jump and won’t activate while climbing or flipping. On top of that, there’s a full menu redesign, cleaner UI effects, and a ton of optimizations across multiple quality modes.
I’m excited to see what you all think! Leave a comment below!
New enemies, stealth, and progression
Added human enemies with multiple archetypes (melee, bludgeoner, gunman) plus shielded enemies (sniper enemies are still WIP).
Added stealth mechanics and updated takedown rules (see “Combat & NPC rules” below).
Added Spider-Sense audio cues and fully voiced characters.
Added the Karma System:
Tracks knockouts + kills from -1000 to +1000, with 20 ranks and 11 badges shown on the player list.
Karma bar appears under the XP bar at spawn.
Web mechanics and traversal
Swinging overhaul: rewritten swinging + rope simulation, with more rope-like physics.
Webs that miss persist in the world (don’t instantly disappear).
Can have up to 8 webs spawned at once (instead of reusing a single web).
Web grabbing hand-off: swap which hand is holding an attached web (also enables web climbing behavior).
Web retraction controls unified: joystick up = extend, joystick down = retract (always consistent).
Web bridges
Web bridges are not synced between players.
Can create up to 10 web bridges total.
You stick/magnetize to web bridges and can zip directly to bridges (and to locked bridge points).
Bridge point locking + direct zip reliability improved, and bridge walking behavior has been fixed/cleaned up.
Zipping, aim assist, and slow motion
Zipping overhaul with stamina mechanics, including perch zipping for accurate zip-to-point movement
Perch zipping is disabled near spawn / in the loft.
Web zipping now resets aim assist state (smoother feel, especially with bridges).
Physzip reliability improved.
Added NPC aim assist; swing assist has been optimized and then strengthened to match the newer performance changes.
Slow motion
Activation is now Left Trigger + Jump.
Cannot be activated while climbing or flipping (but you can activate it before entering those states).
Charge jump max charge time set to 1.0s and no longer triggers slow motion.
Climbing and flipping
Added omnidirectional climbing (thumbsticks let you pivot/roll while climbing).
Climbing is more conventional: holding trigger (or grip, if enabled) before impact will stick you on contact.
Climbing optimizations and fixes:
Runs only when inputs are pressed.
No longer kicks you off at low framerate; faster climbing without falling.
Climbing is forced off on desktop.
Added experimental double-tap to enter flip mode and fixed flip modes for double-tap behavior.
Added velocity clamping when exiting slowmo (prevents “rocket” launches).
Combat & NPC rules (latest values)
Enemies now have health bars (toggle planned for a future update).
Unconscious state rules:
NPCs at/under 30 HP are considered unconscious (yellow bar + stars + radio buzz).
If you make an NPC unconscious and then leave them or web them up, it counts as a takedown.
Damage + death rules:
Instant-kill impact velocity lowered to 60 m/s.
One-Hit Protection: a killing blow from a non-concussed state will concuss instead of kill; any damage after concuss can kill.
NPCs take 25% less damage while unconscious.
NPCs take 2x damage during slow motion.
NPCs can be damaged while ragdolled again.
NPCs can be killed while wrapped, but take 25% less damage while wrapped.
Headshots: NPCs take 3x damage when damage is applied to the head.
NPCs that fall through the ground floor will teleport back up.
Web yanking from below now launches NPCs straight down into the ground.
Shielded enemies (latest behavior)
Shielded NPCs have extra shield health.
Shields can be broken by punching or web bullets.
While shielded:
NPCs cannot be moved with webs.
Webbing a shielded NPC snaps the web and drains all stamina.
Shield contact now properly boots/pushes the player as intended.
Web bullets (latest behavior)
Activation: Right thumbstick down.
Web bullets now instantly wrap NPCs and no longer deal damage or cause ragdoll.
Regular webs now require 8 shots to wrap (up from 5).
Stringing up an NPC no longer counts as a stealth takedown unless you fully wrap them or concuss them.
UI / visuals / menu
Custom shaders allow enemy markers to show through walls/buildings.
Updated NPC marker behavior to always show through buildings.
Crosshairs updated to be smoother and more performant; max size increased slightly for long-distance visibility.
Added/updated screen effects:
Slowmo visuals are now part of Screen Effects (and Screen Effects also control the low-health display).
Low-health effect is more noticeable and plays beeping SFX.
Toggle for slowmo screen effect included.
Added sliders/tuning:
Climbing turn speed slider.
Perch angle slider (aim tolerance for perch points turning “green” and sticking).
Evolved Menu redesign
New menu visuals/animations/SFX; internals rewritten for reliability.
Head button is now the only way to open the menu.
Menu opens in front of you and stays there so you can walk after opening.
Performance and optimization highlights
Unified both-hand web scripts into a single system for performance/future expansion.
Unified body tracking scripts into a single script; tracking fixes included (feet tracking restored).
NPC spawning now uses pre-baked spawn locations; NPCs stop “thinking” when >100m away.
Menu no longer updates position while closed.
Optimized climbing/flipping/WebSystem to reduce physics checks; removed headbumper physics checks.
Added/expanded quality presets, including aggressive LOD + fog for lowest settings.
Traffic optimizations (including Great Value Traffic™ mode).
Removed/trimmed costly visuals/content: depth camera, sunrays, wind particles (SFX retained), dynamic footstep SFX, and some loft objects (pool table/arcade), plus the Spiderbot pickup object.
Temporarily disabled / removed (current state)
Mini games are currently disabled (and related menu items are being reworked).
Standing on moving objects (train/ferris wheel) is temporarily disabled.
What I’m working on next (To-Do / Roadmap)
Slowmo System
Add UI + integrate into full game mechanics
Current testing: ~60s, no cooldown
Final target: ~10s with cooldown
Sandbox options for slowmo timescale + duration
Sandbox Menu
Slowmo customization (timescale, duration)
NPCs
Crime Spree Mode (car chases, fires, random events)
Rocket launcher
Portal compatibility (eventually)
Taunts when an NPC is carried
Minigames
Rework to be more fun/engaging
Integrate NPCs where it makes sense
Flipping & Movement
Better integrate slowmo + gliding
Fix climb jump velocity
Fix wall running “sinking” bug
Geometry & Textures
Potential full texture overhaul (realistic, high-res)
New island + bridge area
Optimization & Misc
Optimize math across scripts
Update tutorial
Fix desktop menu issues
Begin localization
Comments (2)
How do I enable crimes
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