Once again I've come with a new patch to fix various bugs! With this most of the irks are gone and you should be able to experience the game at its smoothest!
Here's the patch notes:
v0.9.13
Made latching on autoaim targets always possible even with autoaim turned off.
Fixed load scene bug when resetting at the same time as death.
Speedrun UI now shows on level select too.
Made collider for Elena shield platforms thicker.
Fixed Neon Beebz hat's outline in level select.
Made Jake show the correct version of the Android Replica helmet in level select.
Fixed regular time trial time in The Lab.
Fixed Cybeelzebub death particle texture.
As always, thank you very much for your love and support, and I hope you have lots of fun! đ¸đ
Our team has been super hard at work for the last 2 months and we are super stoked for you all to play this first Update for No Rest for the Wicked!
We have revamped the Cerim Crucible from the ground up which is now twice the size, has new art and music, features extensive randomization systems, 200+ Echoes and a full fledged Rogue Lite mode! We also added a new enemy faction known as The Gloam, the Seneschal vendor, ability to Exalt items, and so much more.
Please note the Spoken and Unspoken quest has been changed and progress reset. You will need to redo the start of the quest to gain access to the Crucible!
Reduced CPU spikes occurring when loading new areas and content.
Reduced CPU spikes occurring when instantiating numerous visual effects and objects.
Reduced memory usage in various systems.
Improved our broad-phase culling pass, reducing CPU utilization.
Improved content loading sequencing to reduce cases of on-screen pop-in.
Improved particle simulation and rendering performance for various debris effects.
Improved mesh trail performance.
Improved cloth simulation performance.
Improved character animation systemâs performance.
Improved CPU performance during cinematic sequences.
Reduced CPU overhead for physics simulation of clutter, debris and destructible objects.
Reduced CPU overhead for pre-placed corpses.
Reduced CPU overhead for animating objectsâ visual properties.
Reduced CPU overhead for characters outside of the camera viewport.
âď¸ Quality of Life Improvements:
All hairstyles are available on both body types
âď¸ Content Additions:
Major Crucible Rework!
Added multiple new base Crucible Chambers
Each trial run now randomizes more than triple as many arenas, and includes more diverse art styles, new enemies, and more environmental challenges
New system - Echoes - to allow infinite customization for every Crucible run
Added new Spike Traps, Fire Projectiles and Levers
New enemy faction - The Gloam
The Seneschal vendor NPC hidden deep within the Crucible
Exalted gear which permanently increases stats and improves enchantments
New interactions and dialogue for the Watcher in âSpilled Bloodâ
Lots of new dialogue for Roan, who now provides tips and pointers to guide players toward quests
âSpoken and Unspokenâ quest re-structured, allowing the Crucible to be opened much sooner, and including new scenes and dialogue for Elsa and Roan.
Added new hairstyles for both body types
Players can now pet stray cats and dogs around Sacrament!
âď¸ Balance:
Rebalanced Health and Damage curve for Enemies
âď¸ Weapons:
Updated names and descriptions for some Armor/Quest items
Updated descriptions for Runes
Added more enchantments for Bows
âď¸ Enemies and Bosses:
Polished animations and timings for several enemies
Added new Armor variation to the Risen Ironhand
Updated enemies behavior - now some of them can use jumps for navigation
Updated Attack, Dodge and Taunt animations for Light Plagued Enemies
Improved randomization on enemy armor sets
Improved hit reactions on Siren Enemies
Updated High level behavior
Enemies can now use special moves more often
Rebalanced stats of both phases of the Echo Knight boss
Nerfed Health of both phases of the Falstead Darak boss fight in The Black Trench
âď¸ Areas:
Improved collision, faders and set dressing in Sacrament, The Black Trench, Nameless Pass and Cerim Crucible
Added new trapdoor interactable
Updated foliage in various locations
Lighting improvements across many locations as well as housing interiors and vendor shops
Added interactive inscriptions for Dasha statues in Sacrament and Orban Glades
Added Mini Arena underneath Prison in Nameless Pass
War room rooftop door can now be entered before Servant of God quest is finished
Replaced more static barrels with destructible ones in Sacrament
âď¸ Quality of Life:
Improved interaction priorities between ladders and pick ups so they can both be used in the same location
Operation: Fleetcom arrives on July 30, and it is bringing in new modes such as VIP, highly requested features in Forge such as music and Steitzerâs VO, and numerous other quality of life updates. To go along with those features and content additions, weâll also be updating the gameplay experience with balance updates based on player data and community feedback.
This week, we sat down with the development team to talk about the weapons, legendary weapon variants, grenades, and vehicles that are getting improvements in Halo Infiniteâs multiplayer when Operation: Fleetcom lands.
Letâs hear what they have to say about the update!
Weapons
Disruptor
Return of the king! The Disruptorâs damage-over-time effect (DoT) is back. When it previously had the damage over time effect, it would only require 3 shots to trigger and it would linger for a long period of time. Now, the shock pistol will require 4 shots to land on their target in order to trigger a supercombine and its resulting damage over time. If a player is able to string together two of these supercombines, they will have put enough damage on their opponent to secure a kill. A few other updates also have come in alongside this to help improve the feel of the gun when using it and when getting hit by it, and weâre excited to see it back in action.
Damage over time returns
8 shots to kill (2 supercombines)
Removed particle effect from (Event) 1p_loop
Adjusted particle screen effect to be less intrusive
Damage upper bound (high) decreased 70 >> 35
DOT damage will not continuously cause descope
M392 Bandit & Bandit Evo
We wanted to address some feedback about the Banditâs damage per second and effect on the overall pace of play. The main change is we slowed down the rounds per second to give players more time to react amidst combat instead of being quickly eliminated before they could react.
We feel this is a healthy change that will improve the meta in both social and Ranked play.
Slower rate of fire to address community feedback around time-to-kill
Rounds per second (low & high) 2.9 >> 2.715
Improvement to red reticle headshot accuracy
Sentinel Beam
To improve the Sentinel Beamâs consistently, we wanted to revise some of the complexity regarding the damage output. The Sentinel Beam will do the same amount of damage no matter the range you are between you and your opponent. Coupled with that, we have disabled headshot capabilities with this weapon as it was adding too many variables to the damage scaling.
Now, the Sentinel Beam should feel more consistent while dealing a clear, readable amount of damage for the player using it.
Improve the feel of the Sentinel Beam by tuning its damage output to be more consistent
To help bring the Ravager some more attention, weâve given its primary fire an increase in damage.
Previously, the Ravager needed to hit 6 shots from its burst-fire barrage to secure a kill, which could kill in 2 bursts but often required at least 3 bursts on a moving target. Now, the Ravager will only require 5 direct shots to kill, which should result in more consistent 2 burst kills. You wonât want to sleep on this weapon anymore.
We wanted to help improve the reliability and feel of the MA40 AR. Previously, when using the MA40 AR at full-auto, the reticle would get bigger and the bullet spread would expandâresulting in the normal âbloomâ behavior. However, when the AR reached its maximum bloom state, the bullets were trending only to the edges of that bloomed reticle. This meant that there could be times the weapon would be shooting around the opponent, as the bullets would not land closer to the center of the reticle.
Now, to help improve the feel of the AR, bullets will land anywhere inside the reticleâincreasing the chance that a player with accurate aim will secure their kill. This change has resulted in a more consistent handling experience of the AR.
Adjusted Assault Rifle error angles to give a more consistent feel
Minimum error angle (high) 0 >> 0.25
Maximum error angle (low) 0 >> 0.25
Maximum error angle (high) 2.1 >> 1.3
Skewer
The Skewer packs a heavy punch, but we commonly see a âone and doneâ scenario. To address this, weâve increased reload speed to give players more opportunity to fire off multiple shots amidst combat.
Faster reload speed
Reload playback speed scale 1 >> 1.2
Reload while empty playback speed scale 1 >> 1.2
M41 SPNKr
To address some inconsistencies with close range SPNKr explosions leaving players with a sliver of health, weâve adjusted the weaponâs damage fall off curve. This is to better reward players for more accurate SPNKr explosions around enemies. To compensate for this change, weâve brought in the outer damage radius. We also wanted to increase the ammo reserve to match legacy titles, and help reward players who are able to earn or scavenge for more ammo on the battlefield.
Damage fall-off feels more consistent
Adjusted fall off function so players are not left with a sliver of health
Outer damage radius adjusted
Lowered radius high 3 >> 2.5
Increased max reserve ammo
Rounds total maximum 6 >> 8
S7 Sniper
Similar to the SPNKr above, we also wanted to increase the S7âs ammo reserve to match previous Halo titles. We believe this rewards players who are able to earn that ammo on the battlefield by increasing their ability to go on a sniper spree.
Increased max reserve ammo
Rounds total maximum 20 >> 24
CQS48 Bulldog
We noticed that only being able to backpack 14 shots in reserve was a bit limiting at times, especially in Infection modes. To help improve the scavenging story of the Bulldog, weâve increased its ammo reserves to reward players who are able locate more shells while fighting for survival.
Increased max reserve ammo
Rounds total maximum 21 >> 28
Legendary Weapon Variants
Ravager Rebound
Brute Ravager?! The changes to its primary fire were inspired by the beloved Brute Shot from previous Halo games. We wanted to improve the Ravager Reboundâs effectiveness while creating a new, and somewhat relatable, experience for our players.
Additionally, the charged-up shot has also gotten a significant utility increase. Its pool of damage will now deal more damage. And, if it hits an opponent directly, it will result in an instakill.
Expect the Ravager Rebound to be more reliable and efficient compared to its previous iteration. Consider yourself warned!
Primary fire will now explode on direct player impact or bounce off geo and explode
Round per second 2.1 >> 3
Fire recovery time 0.4761905 >> 0.25
Empty recovery time- 0.4761905 >> 0.25
Damage lower bound 130 >>100
Damage upper bound 130 >>100
Primary fire will now fire 1 projectile
Added firing param to change shots per fire
Shots per fire 3>>1
Charged up shot will instakill on a direct hit
Damage lower bound 20 >> 300
Damage upper bound 45,45 >> 300,300
Increased the damage of charged shotâs AoE
Radius 0,0 >> 0.3, 0.95
AoE core radius 0 >> 0.3
Added impulse to primary fire damage effect
Instantaneous acceleration 2.9 >> 1.25
Impact Commando
We wanted to improve player accuracy with this weapon as we have seen the Impact Commando not be as consistent when bloom is in full effect. The bloom has been reduced to give you more consistent aiming and damage output capabilities.
Reduced bloom
Lower bound deceleration time 28 >> 0.2146
Upper bound deceleration time 28 >> 0.2152
Adjusted Impact Commando Rifleâs aim down sight transition time
Ads state enabled fraction 0 >> 0.3
Tc transition in fraction 0.8,1 >> 0.5,1
Ads scope swap transition fraction 0 >> 1
Magnification 1.4 >> 2
Magnification profile setting 1.4 >> 2.5
Riven Mangler
The goal for this change was to freshen up the shooting style for the Riven Mangler, as it was starting to feel a bit sluggish. With a now faster rate of fire, expect to output more damage per second leaving your enemies in the respawn screen.
Increased rate of fire
Rounds per second 30 >> 2.0875
Fire recovery time 0.75 >> 0.3
Empty recovery time 0.75 >> 0.3
Soft recovery fraction 0.35 >> 0.4
Reduced gun kick
View kick deceleration timer 0>>.45
Faster clean up on projectile effect
Det timer 3 >> 1
Volatile Skewer
Better accuracy was the main goal for this change, which now the Volatile Skewer has the same projectile path as the default Skewer. Also, we wanted to reduce any clunkiness with reload speed, so you spend more time firing the weapon than anxiously awaiting that reload to finish.
Trajectory now matches the default Skewer
Air Gravity Scale 3.25 >> 2.125
Initial Velocity 90 >> 120
Increased reload speed
Reload playback speed modifier 0.1 >> 0.3
Reload while empty playback speed modifier 0.1 >> 0.3
Increased damage
Damage upper bound â [190,190] >>> [280,280]
Stalker Rifle Ultra
More damage equals more fun! The Ultra Stalker Rifle now will deliver that fulfilling Perfect Kill medal in 3 shots, in order to match its base version. We also wanted to address the feedback around the weapon sometimes jamming, which should happen less frequently with the new boost in rate of fire.
3 shots to kill instead of 4 shots to kill
Headshot damage multiplier 3.25 >> 3.5
Damage lower bound 53 >> 80
Damage upper bound 53,53 >> 80,80
Increased rate of fire (address jamming concerns)
Fire recovery time 0.265 >> 0.25
Empty recovery time 0.265 >> 0.25
Adjusted aim down site transition time
Tc transition in fraction 0.2,.2 >> 0.6,1
Magnification 1.5 >> 3
Magnification profile setting 1_4 >> 3_0
Zoom transition time 0 >> 0.2
Unbound Plasma Pistol
This is not your ordinary Plasma Pistol, itâs Unbound! The Unbound Plasma Pistol now fires 3 projectiles per primary trigger pull. To better align weapon behavior, weâve also increased heat resistance to increase the duration to overheat. And, weâre happy to hear how much you love the EMP behavior on the default Plasma Pistol, so we made sure to add that here as well.
Primary fire now shoots 3 projectiles
Shots per fire [1,1] >>> [3,3]
Fire recovery time 0.1 >>> 0.03333334
Empty recovering time 0.1 >>> 0.03333334
Soft recovery fraction 0.6 >>> 0
Primary fire is now more accurate
Guided angular velocity random range [5, 15] >>> [150, 150]
Guided angular velocity at rest 15 >>> 40
Increased heat resistance
Heat loss per second modifier 0 >>> 3.75
Charged shot now EMPs
Side effect changed from none >> emp
Enabled feature flag âuse EMP behaviorâ
Charged shot slightly slower but is more accurate
Initial velocity 40 >>> 30
Final velocity 40 >>> 30
Guided angular velocity random range [0, 0] >>> [250, 250]
Guided angular velocity at rest 0 >>> 80
Charged shot now shoots 8 projectiles
Projectiles per shot 6 >>> 8
Flexfire Sniper
The Flexfire Sniperâs ready up time was feeling a tad too lengthy. To address this, weâve sped up the initial playback speed. So, whether you pick it up off a pad or from the ground, you will be able to line up and fire faster than before.
Added animation modifier block element to barrel configuration
Increased ready initial playback modifier 0.3%
Grenades
âI believe I can fly!â
The impulse for Fragmentation, Plasma, and Spike grenade physics has been increased and tuned to give you increased jump height and provide more opportunity to hit those coveted grenade jumps. Also, a feature has been added that if your spartan is grounded, you will not be impacted by the impulse.
We canât wait to see you all reach new heights.
Frag Grenades
Added impulse to frag grenade damage effect
Instantaneous acceleration increased 1.75 >> 3.5
Grounded player acceleration scalar decreased 1 >> 0.1
Plasma Grenades
Added impulse to plasma grenade damage effect
Instantaneous acceleration 2.15 >> 3.75
Grounded player acceleration scalar 1 >> 0.1
Spike Grenades
Added impulse to spike grenade aoe damage effect
Instantaneous acceleration 1.25 >> 3.25
Alt instantaneous acceleration 2.75 >> 3.75
Grounded player acceleration scalar 1 >> 0.1
Vehicles
Ghost
The Ghost has been seen performing quite well and sometimes to degree of feeling a bit too powerful. To address this feedback, weâve slightly lowered the health of each of the wings so players can more easily destroy and thus hinder the Ghostâs movement. Also, weâve done some work to the Ghostâs reversal speed and lateral movement in hopes to keep Ghost play more in check.
Lowered health for left and right wing of Ghost
Right_wing and Left_wing: Maximum vitality percentage base value decreased 0.085 >> 0.075
Decrease to Ghostâs reverse speed
Maximum reverse speed decreased 5.5 >> 3.5
Slowing down the Ghostâs lateral movement
Maximum left slide decreased 5.5 >> 4.5
Maximum right slide decreased 5.5 >> 4.5
Slide accel against direction decreased 10 >> 5
Banshee
We want to bring the Banshee back into the spotlight with this update. One of the ways we wanted to do this was by reducing how much damage the Banshees take when scraping and colliding with surfaces. Weâve adjusted both weapons from the Banshee in hopes to see more kills from the sky. Then, to help add to its dogfighting potential, we fine-tuned its left and right roll capabilities.
Moving forward
Minimum velocity for game damage 2.88 >> 11.52
Minimum velocity for absolute damage 2.88 >> 11.52
Using boost
Minimum velocity for game damage 2.88 >> 14.4
Minimum velocity for absolute damage 2.88 >> 14.4
Increasing damage for Bansheeâs dual cannon gun
Damage lower bound 29 >>40
Damage upper bound (low & high) 29 >>40
Faster fire recovery time for the Banshee bomb launcher
Fire recovery time 3.25 >> 2 seconds
Increased projectile velocity of Banshee bomb launcher
Initial velocity 15 >> 20
Final velocity 12 >> 17
Adjustments made to Banshee tricks, roll_left & roll_right
Velocity preservation changed trick relative > world relative
Camera interpolation time 0 >> 0.4 seconds
Trick exit displacement reference 0.5wu >> 0wu
Thatâs a wrap for this preview of the sandbox updates coming to Halo Infinite next week, July 30!
Weâre excited to see you all go hands-on with these changes when they roll out alongside Operation: Fleetcom. And, as always, please continue to share your thoughts around the sandbox with us online. Weâre always keeping a close eye on community feedback and player data to see how we can improve the experience for everyone.
To learn more about Operation: Fleetcom, check out our other blogs:
New Mode â VIP: Learn more about Halo Infiniteâs new take on VIP mode from Halo 3.
Forge Updates: Music, Multiplayer Announcer, Nav Marker improvements, and more!
Hello, Commanders! Today, we will be showing you some cool behind-the-scenes content: the first finished conceptual piece for Kyoukaiâs Boss, Kitsune. This is the first post introducing the character design in a series planned before the release, so stick around.
First step: Do some research
Like Sun Tzu probably said: know thy enemy. In this case, know thy samurais. Our amazing conceptual artist, Ana AndrĂŠs, did a ton of research into Japanâs Samurai era. Turns out, there were a lot of different kinds of samurai through the ages. They were very diverse in their aesthetic and even moral values, depending on the time and place. We decided to combine features which evoked the martial and clothing aesthetics of ancient Japan, along with some spiritual and folklore-related attributes.
Second step: Decide what you want from the concept
After doing the research, Ana decided which part to implement in the design. âWe wanted the humble aesthetics of walk-in-the-night point of the samurai, so she has a straw cape. Japan is a very rainy country, so they used this kind of clothing to protect from the rain.â
âWe also wanted the regal part of the Samurai,â Ana continued.
This was a little harder to do, since the Kyoukai faction already has a lot of the very obvious thing to add: the amazing samurai armor. So we went with a different aesthetic, more feudal but also very rich: The Kimono.
Third step: Connect the dots
A very important part of any character design is a sense of belonging. We wanted to connect our amazing Kitsune Boss as much as possible to the rest of the Kyoukai faction, without losing her unique characteristics. She is a boss, so she obviously needs to stand out, and yet she needs to still feel like part of the rest of her army.
To accomplish this, we added some important details: the kimono is a very warm pink, a color that goes well with Kyoukaiâs purple. We also added sakura as a further reference to Japan. She wears a Kitsune mask as well, which is not only the Kyoukaiâs representative icon, but also an important fox deity in the Land Where the Sun Rises.
She is one of our favorite bosses, and we are very proud of her. This is how she looks in her final form. âď¸
You can play against her right now in Toy Tactics on Steam Early Access! đ
Follow us on Steam for more in-depth content about our strategy puzzle RTS Toy Tactics. Thanks for reading, commanders!
Hello everyone! This update comes with a new map called Mansion, which replaces the Meteor map. An Endless gamemode has also been added, a gamemode with no win condition where players can change their class at any time.
The absorption ability has been given a decent buff, and some small changes have been done to the UI for the class creation screen and the match settings.
We have some important updates and fixes on the experimental branch that we'd like to share with you.
New Feature Testing:
Resource Recovery: We are testing a new feature that allows you to get resources back when destroying building parts. This should make base management more efficient and less wasteful.
Bug Fixes:
Car Explosion Crash: We've fixed the car explosion issue that caused the game to crash, a bug reported by Survival and Starfields on Discord. Thank you for helping us improve the game! Personal Note:
I want to let you know that I will continue working on the game tomorrow. Today has been particularly challenging for me as my girlfriend's beloved old cat passed away after 18 years. We loved the cat very much, and it has been an emotional day.
Thank you for your understanding and continued support.
We are happy to present 39 pictures that offer a relaxing escape from everyday life. This captivating puzzle game brings vintage elegance to life. Immerse yourself in beautifully crafted scenes featuring historic ships, antique kitchenware, ladies in elegant hats, nostalgic children's photos, and classic cars. Each puzzle in this enchanting collection is a beautifully crafted picture, reflecting the timeless elegance and charm of vintage heritage.
Killer Klowns from Outer Space: The Game - ProngsOfSteel
Infernal Tank - Gutso
Never satiated, Gutso has been hunting and consuming humans for many many ages. Driven by this hunger, genetic evolutions have taken this Klown to new levels of Konsumption. Gutso is a special character skin for the Tank Klown Type and is only cosmetic.