Interstellar Marines - CinemaBane


Hi everyone, we'd like to take a moment and answer one of the most frequently asked questions about Interstellar Marines:

There really is nothing we'd rather make than COOP missions and especially unique and exciting ones; but without more advanced AI, options for scripting and more advanced gameplay setup towards tactical sandbox gameplay with a story, we can’t do that.

We want the next COOP mission to feel more immersive and unique than the previous missions. The Cooperative mode was built for Interstellar Marines from the ground-up to be a multiplayer gamemode where you could play unique and exciting missions with three of your friends.

However, if we decide to commit and go through the development process it would require to make another COOP mission like the Neurogen Incident, it would take months to do. With these COOP missions you play through them a few times and then wait for new content to release. It simply takes too much time and resources to create each new mission, make sure most of the substantial bugs are taken care of, then release it within a decent amount of time at the moment. The cost versus pay off just simply wouldn’t be worth it, unfortunately.

If we decided to release new missions it'd simply be more of the same kinds of missions we've done in the past, and we don’t want that. We want missions with a heavy emphasis on replayability, with each playthrough feeling like a new and unique mission.

For this to happen, the focus on adding/improving core gameplay mechanics, tweaking current content, patching bugs and glitches, and adding other content in the meantime will need to continue. For that very reason it makes much more sense to continue to focus on Wargames, using it as a testing ground for new features/content, improving AI, and eventually even possibly having the maps be used for new COOP missions.

We’d also like to make sure that we align all of your expectations with our current situation and progress with Interstellar Marines/Update 28:

Our game director Kim (ZPSHicks, and lone survivor of the original Zero Point Software team) currently works two jobs and has a limited amount of time being able to work on Interstellar Marines.

Currently we have two of our volunteer developers working on upgrading Interstellar Marines’ game engine (Unity) to the latest available version. This will take time, but will hopefully remove a lot of substantial bugs/glitches (for example, the infamous “falling through the ground” bug) and increase optimization.

For now, we are focusing on making small improvements to Interstellar Marines in general and the Wargames multiplayer gamemode.

We’re not giving up hope on this, but development will continue at a slow pace until we can attract a publisher or somehow raise money for development. We have possible leads for publishers, but nothing is confirmed at the moment, so please don’t get your hopes up.

Lastly, I’d like to announce that I will be your latest community manager for Zero Point Software. Expect posts to occur much more frequently, and for communication to improve significantly. I will be keeping you all updated ;)

/CinemaBane

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software

Join our official social media and community groups to stay connected and chat:

Interstellar Marines - ZPSSpectre


Update 27 - To Hell and Back

Good news everyone!

Thanks to our wonderful crew of community volunteer developers, Update 27 has been wrapped and released! Going into the volunteer program we weren’t sure what to expect, but we knew development was much too slow and something had to be done, and we sure are glad we took a chance and accepted some help.

Now that we have a better idea what the volunteers are capable of and how to manage volunteers rather than regular employees, we plan on more frequent updates in the future.

We’ll need to upgrade the Unity engine sooner rather than later. Our current engine version is the 2 year old 5.1.3 released August 2015, and by upgrading we’ll be able to utilize all the new and improved features, graphical and performance benefits of an up-to-date version of Unity.

We’re also very focused on getting more weapons and tactical features into the game and we also really want to expand the AI of our enemy Combat Training Robots, to make them much more intelligent and challenging; with the AI teaming up playing SP/COOP/Wargames with strategy and tactics.

We’ll update Trello the second we know what we’ll focus on for Update 28.

FOR THE LOVE OF THE GAME,
Your small team and awesome volunteer army at Zero Point Software

Interstellar Marines - Update 27
(0.5.27 - Revision 1354)
Platforms available, 32-bit & 64-bit
Windows, Linux, OSX

Changelog for Update 27

What's New

ADDED 64 Bit support for all platforms.
ADDED Tactical Reload.
ADDED 2 light modes (dark/light) to GKBB controlled by a power box & other changes.
ADDED New AR03 Firing sound.
ADDED New OS-1 Pistol Firing sound.
ADDED Support for arrow keys bindings and quality of life changes to the skin menu!
ADDED 10 random Bullet Whiz sounds from Running Man into Marine 1P impact sound list, until we get a proper bullet whiz system implemented
ADDED CheckIfMinAndMaxValuesMatch to IntelligenceBase to eliminate unnecessary calculations
ADDED New Suppressor_2_A model iteration 1, added materials and created Suppressor_2_A.prefab
ADDED Support for CTR's spotting targets with their flashlights.

Improvements

UPDATED CTR defective, SMG and AR with changes made by Tanner, they're much more reactive and precise now
UPDATED HP for defective (melee) decreased so all CTR's will die if hit in the head, and done some general normalization of the HP on the body parts
UPDATED Movements speed of CTR SMG and AR, so SMG is faster in patrol (walk) and assault (run) and the AR is a bit slower in patrol and assault
UPDATED Get Killed By Bots map with more accurate Navigation mesh and CTR teams 1 and 2 is now White vs Black (no political agenda intended), it was just the two CTR skins most different to each other ;)
UPDATED InputManager.cs to fix the controller firing bug
UPDATED AR Aiming noise time increased from 0.75 to 0.8, equal with SMG
UPDATED SMG Recoil Aim scale reduced from 0.9 to 0.75, equal with AR
UPDATED SMG Breath/noise bob aim ratio lowered from 1 to 0.5, equal with AR
UPDATED Welcome Mission scene with adjusted suppressor pickup prefab and change so you only get one (to share between weapons)
UPDATED Sandbox scene with Arsenal locker + 3 suppressor pickup prefabs.
UPDATED All weapon prefabs to accept new Suppressor prefab
UPDATED Suppressor Pickup to present the Suppressor_2_A model
UPDATED CTR AR/SMG Accuracy values changed
UPDATED Fixed values related to spinning CTR, fixed reaction time
UPDATED Increased pistol ADS recoil scale
UPDATED Reduced AR reload speed to be more consistent with SMG
UPDATED AR and SMG prefab lurch values
UPDATED Made CTR's identification of targets less random and more consistent.
UPDATED CTR SMG/AR accuracy values making them more accurate.
UPDATED increased SMG ammo capacity to 32 and SMG ammo pickups to 32.
UPDATED increased SMG burst mode to 4 rounds.
UPDATED Get Killed By Bots with two different light settings to test CTR’s new ability to “detect/see” players with their flashlight. (Cycle the light switch to re-illuminate red lights that get shot out).
UPDATED Skin menu with new quick select option (Select and stay in the menu or HOLD CTRL to exit as soon as you select a skin).
UPDATED SMG, AR and Pistol with slightly less FOV change for added realism (until we can simulate sight magnification)
UPDATED Recoil lurch V3 system.
UPDATED CTR's spotting targets with their flashlights.UPDATED SMG ammo capacity to 32, ammo pickups to 32.
UPDATED Minor tweaks in lens flare distance. (visible from a bit further away and close up)
UPDATED Lighter ammo and weapon crate interiors.
UPDATED Defective and Guard CTR damage values updated to correspond to player's.
UPDATED Defective CTR body and limb damage values halved, head shot now 1 hit kill.
UPDATED Weapon recoil values adjusted.
UPDATED Smaller camo patterns for purchasable ZPS created camo skins.
UPDATED Increased the length of the mouse setting scroll reticle so all options fit in all resolutions.
UPDATED NGI CTR medical cross to green, resolving a Geneva Convention compliance issue.
UPDATED Reload mechanics with CTR animation controller.
UPDATED Ammo counter sights optimization.
UPDATED Supply crate Pre-fab updated for more exact placement and new aligned pickup locations.
UPDATED Suit Systems to properly work with reload sound.

Optimizations

OPTIMIZED recoil view rotation calculations by disabling them unless weapon is being fired.(except in semi-auto mode it always calculates when fire button is hold down)
OPTIMIZED exhaustion view rotation calculations by disabling them when not needed

Fixes

FIXED canceling suppressor attach, when quickly hitting the key multiple times.
FIXED Ammo counter visible through everything.
FIXED Client not knowing it had suppressors.
FIXED Multiplayer suppressor bug when equipping and unequipping super-fast.
FIXED Revive attachment poof bug.
FIXED Semi-auto aim slow rise.
FIXED Random no recoil bug on burst mode.
FIXED Weapon swap with alpha keys.
FIXED Weapon swap using d-pad on gamepad.
FIXED UI not showing at certain resolution.

We will continue utilizing the ITO tester program to test progress on upcoming updates.

To become an ITO tester join our official Discord server and post “!Enlist ITO Tester” in the role-requests channel. Then you'll receive access to the ITO testing announcements where you’ll find the code to unlock the beta branch in Steam.
Interstellar Marines - ZPSSpectre


Are you a competitive Interstellar Marines player who’s found themselves hungering to return to the battlefields we all know and love? Or perhaps you’re a new player, ready to prove themselves among the elites?

Whatever your motives are, long-time community member Five5staR is giving everyone the chance to compete in his standalone competitive league, the FIVESTAR Championship Series!

Join the action at their discord;
Signups are free and going on right now for the 2018 New Year Blind Pick Tournament (16+ players required). Message an admin at the FCS Discord for more information.
Interstellar Marines - ZPSHicks
We've been hard at work on Update 27 and have made significant progress. This includes tactical reload, a fix for falling through the map in need of testing, and weapon changes for you to provide feedback on.

X-Mayhem Status
Right now there is a bug which spawns the present over and over again in the same space up to millions of times in an attempt to maximize holiday cheer, making the game mode unplayable. One of our programmers is looking at it though, and with his help Santa might be able to save Christmas after all!

Development Status
Several of our volunteer programmers attend university; Understandably, they’re occupied with end of semester projects and studying for finals. Unfortunately, this means development has slowed down and we’re not sure exactly when U27 will be ready.

Interstellar Marines - Update 27 - ITO Test Build 4
(0.5.27 - Revision 1280)

Platforms available
Windows, Linux, OSX

Servers available
Co-op, Multiplayer

Changelog for Update 27 - ITO Test Build 4

ADDED Tactical Reload.
ADDED 2 light modes (dark/light) to GKBB controlled by a power box & other changes.
ADDED New AR03 Firing sound.
ADDED New OS-1 Pistol Firing sound.

UPDATED SMG, AR and Pistol with slightly less FOV change for added realism (until we can simulate sight magnification)
UPDATED Recoil lurch V2 system.
UPDATED CTR's spotting targets with their flashlights. (Test if CTRs can see you through the wall with flashlights)
UPDATED SMG ammo capacity to 32, ammo pickups to 32.
UPDATED Minor tweaks in lens flare distance. (visible from a bit further away and close up)
UPDATED Lighter ammo and weapon crate interiors.
UPDATED Defective and Guard CTR damage values updated to correspond to player's.
UPDATED Defective CTR body and limb damage values halved, head shot now 1 hit kill.
UPDATED Weapon recoil values adjusted. (How does it feel?)
UPDATED Smaller camo patterns for purchasable ZPS created camo skins.
UPDATED Increased the length of the mouse setting scroll reticle so all options fit in all resolutions. (Does it fit in yours?)
UPDATED NGI CTR medical cross to green, resolving a Geneva Convention compliance issue.
UPDATED Reload mechanics with CTR animation controller.
UPDATED Ammo counter sights optimization.
UPDATED Supply crate Pre-fab updated for more exact placement and new aligned pickup locations.
UPDATED Suit Systems to properly work with reload sound.

FIXED Ammo counter visible through everything.
FIXED Client not knowing it had suppressors.
FIXED Multiplayer suppressor bug when equipping and unequipping super-fast.
FIXED Players falling through the map.
FIXED Revive attachment poof bug. (Does suppressor stay on weapons after revival?)
FIXED Semi-auto aim slow rise (Does it go up slowly after you’re done shooting?)
FIXED Random no recoil bug on burst mode.
FIXED Weapon swap with alpha keys.
FIXED Weapon swap using d-pad on gamepad.
FIXED UI not showing at certain resolution.

To become an ITO tester join our official Discord server and post “!Enlist ITO Tester” in the role-requests channel. Then you'll receive access to the ITO testing announcements where you’ll find the code to unlock the beta branch in Steam.

FOR THE LOVE OF THE GAME,
Your small team and awesome volunteer army at Zero Point Software
Interstellar Marines - ZPSSpectre
Thank You!

First off we'd like to thank all our friends in the Interstellar Marines community who have given us your support and confidence! We are humbled by the overwhelmingly positive response and are very pleased to announce

ITO Testing!

Our ITO Testing program allows us to post game changes on a beta branch in Steam for ITO players to test, without breaking things for the casual player on the main build. Up until now it's been an exclusive group that requires a signed non-disclosure agreement on file at Zero Point Software to participate but NOT ANYMORE!

We have opened enrollment to anyone who is interested, with no NDA required. Not only is there no NDA, but we encourage our testers to discuss things with other players outside of testing to keep them in the loop.

To become an ITO tester join our Discord Server and post in the roll-requests channel. Then you'll receive access to the testing announcements and the code to unlock the beta branch.

We won't make a public announcement for every iteration of a test build (we could have 10 a day) But we will announce major changes. If you want to follow progress on the game you can also visit our Trello Page we'll be keeping it updated with what we're working on better than we have been previously.

Development Team Update

We've added several new volunteer developers to the team and are VERY excited about our potential new capabilities, some of which have already begun to be realized. We'll be discussing this in more detail once everyone has gotten settled and we see where we're at.

FOR THE LOVE OF THE GAME,
Tanner (ZPSSpectre), Zero Point Software
Interstellar Marines - ZPSHicks
Community members close to me on our official Discord server, Steam Friends or Skype, should be fairly up-to-date on the details below.

Lone Survivor
I, Kim Haar Jørgensen (the primary creative force behind Interstellar Marines), am currently the only official developer working on the game. I can do almost everything, except programming, which I'm learning.

To be able to pay the bills at home, I'm currently working a full time job as "Respiratory Handicap Helper", which is both day and night shifts, allowing a fair amount of "free" time to work on Interstellar Marines.

At the moment there is not a lot of light at the end of the tunnel for Interstellar Marines, except the ultra clear ambitious vision of what Interstellar Marines will be once fully realized, some day.

I'll keep working on Interstellar Marines, until I go crazy or die trying or preferably manage to recreate, pickup, maintain traction, and conclude the game(s) envisioned.

Update 27
The next short term goal is to finally get Update 27 out. Update 27 is centered mostly around expanding our combat sandbox arena called Wargames and fixing as many of our bugs as possible. (You can check our Trello page for progress and more details).

In the long term the goals will be to get the game upgraded to Unity 5.6+ and make everything run smoother, be much more bug free, and prettier. This will allow us to expand in more interesting directions to chum players in.

It's also a clear goal to make sure future updates, although small, will release more frequently.

Moving forward
Lack of substantial progress in Early Access has resulted in a steady increase of negative reviews (understandably), which in turn have had a very serious effect on sales; creating a nasty downward spiral to the bottom of the foodchain.

With the current negative review scores it will be much more difficult to attract publishers/investors to our game; although we will certainly still try. What’s more important is moving forward (even if slowly) and when things become more positive, more options will become available.

I'll keep working on Interstellar Marines with awesome people interested in helping out, that's for sure. I've been very fortunate to get this small handful of awesome volunteer community members on board to help out from time to time. I’m also blessed to have my brother-in-arms (ZPSSpectre) helping out with game design, military advisory, and community interaction. Only time will tell how this "crowd sourcing" adventure will turn out.

I can totally respect if you could not care less about me or this game anymore, it really has been too long a wait with way too little progress.

If, on the other hand, you feel a sense of hope and power inside to keep fighting; I'll be honored and proud!

Show don't tell is what I'm judging myself on, and this is just text. Back to work!

FOR THE LOVE OF THE GAME,
Kim (ZPSHicks), last original survivor of Zero Point Software
Interstellar Marines - ZPSHicks


Good Morning/Afternoon Dear Community,

This is the first update in quite some time, and we've all been waiting for it!

Update 26 introduce the first mission instance inside Wargames. A mission which takes place in the treacherous corridors of Operations in full lockdown. Hordes of defective and patrols of submachine gun wielding CTRs is all that stands in the way of you (or your team) and the loot filled treasures enclosed beneath ... oh yeah, and 5 power relays at random locations!

Update 26 also features a few minor bug fixes, several key improvements and various tweaks to e.g. HUD systems, foliage rendering, new loot crates, global messaging, increased performance in Wargames and more (Please check full changelog below for details).

The Annual XMayhem multiplayer gamemode is back once again; allowing you to unlock our two very special seasonal xmas achievements for the duration of the holidays.

From all of “us” here at Zero Point Software, “we’d” like to wish you a Merry Christmas and a Happy New Year. Thank you for supporting the game!

FOR THE LOVE OF THE GAME,
ZPSHicks, last survivor of Zero Point Software

Update 26 - Changelog:

What's New

ADDED: Operations mission instance to Wargames
ADDED: System setup of mission crates, waypoints and access elevator platforms to gain access to Operations
ADDED: Steam leaderboards to the Wargames server browser menu
ADDED: Option for inviting players from chat lobby into Wargames (joining the same team and spawning close to each other)
ADDED: Backpack icon in Mission Overview at location of backpacks dropped with +500 CPs
ADDED: Chat announcement of CPs amount and zone location if player is killed with +500 CPs
ADDED: Overhead icon for team members in different zones in Wargames
ADDED: Revamped loot crates (model details, animation and textures) - Made by Hexe the Insane and Katrina the Insane (Thanks a million guys!)
ADDED: Dynamic thumbnails in Wargames server browser menu
ADDED: Support from streaming text and images from URL into menu
ADDED: Simple "falling out of map" trigger pickup setup to all zones in Wargames
ADDED: Cull groups and cull group triggers to all zones in Wargames except Jungle (20% boost in performance)
ADDED: Backpack beacon light and sounds to dropped backpacks
ADDED: Support for instantiating different waypoint icons
ADDED: SARA helmet announcements 60 seconds before a drop crate lands in Wargames
ADDED: SARA globally announces power state of Operations in Wargames
ADDED: Waypoints and power system to loot crates
ADDED: Defective CTR spawnbox to Sandbox
ADDED: Simple cardboard target setup to Sandbox
ADDED: Mission crate and small Operations access elevators system setup to Sandbox
ADDED: Containment field to Sandbox (good for testing suit system shutdowns)
ADDED: Respawn protection from CTRs in Wargames
ADDED: Main menu now shows how many achievements you have out of all
ADDED: Best Clan is now WaR-IM (Congrats guys!)

Improvements

UPDATED: Trees and foliage shader to work with Unity 5 (Removing black edges and receiving correct lighting)
UPDATED: Trees and foliage billboard shader to work with Unity 5 (removing ugly edge in fog)
UPDATED: Global chat log is kept when switching zones in Wargames
UPDATED: Increased player revive-able timer to 60 seconds (from 30 seconds)
UPDATED: HUD revive messages is only displayed for teams in Wargames, everyone else see them in the chat
UPDATED: Kill messages removed from HUD, except from team players in same zone in Wargames
UPDATED: HUD correctly shut downs all intended elements when suit is offline or helmet is open
UPDATED: Restyled Mission Overview and added Operations access icons to the map of each zone
UPDATED: Replaced Hell Week with Wargames theme across the game (screens, audio, text and UI
UPDATED: Stamina is regained 150% faster when fully exhausted
UPDATED: Lowered breath audio volume when fully exhausted by 25%
UPDATED: Increased HUD compass width by 20%
UPDATED: Wetlands night moonlight and ambience light color 50% more bright
UPDATED: Jungle dusk weather mode is now more viberant and red in tones
UPDATED: Removed windows from 90% of all buildings in Wargames
UPDATED: Rebaked navmesh in all zones for more accurate pathfinding
UPDATED: Retry count in mission/challenges menu selection
UPDATED: Playing Lone Wolf the HUD scoreboard says DELTA instead of Player
UPDATED: Backpack pickup speed 2x faster
UPDATED: Loot crate unlock speed 2x faster
UPDATED: Weapon pickup speed 2x faster
UPDATED: CTR and Marine 3p walk sounds 2x volume
UPDATED: Restyled global chat UI so chat messages is shown against the dark edge of the helmet for better clarity
UPDATED: Increased brightness of flashlights 1p/3p (from 1.6 to 2.5)
UPDATED: Drop crates in Wargames drops every 5 minutes in one random zone
UPDATED: Tweaked the vignetting image effect to be more realistic and darker edges when aiming weapon for increased immersion
UPDATED: Simplified emmisive mask (shown on combat suit of team players)
UPDATED: Removed low pass muffling of suit audio system (SARA and audio logs)

Fixes

FIXED: Invert mouse/gamepad Y-axis in input settings
FIXED: HUD Interaction brackets not showing when suit system was offline
FIXED: HUD WARN message was not turned off if opening the helmet when the suit is offline
FIXED: CTR reload sound radius
FIXED: Rocks in zone connection tunnels where not blocking "sunlight" flares
FIXED: Waypoints staying in Welcome to Project IM introduction mission

Known Issues
  • Players may sometimes fall through the floor of a map (Unity 5 bug)
  • The game will stop updating when switching out of fullscreen in Windows. If you are on a moving elevator or platform, this will cause you to fall through it. If you are in a Party, this will disconnect you from the Party
  • View jittering may occur when jumping on lossy networks
  • Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
  • The gamepad implementation is early and experimental, so may cause issues
  • When viewed up-close, some CTR heads may increase in size
  • Standing in a doorway when the door closes may result in the player being pushed vertically
  • The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
Interstellar Marines - ZPS.Spectre

We've just released an exciting new video detailing our plans and opportunities. Watch the video on YouTube.

Dear Marines, friends, and family,

Interstellar Marines has come a long way since we launched on Steam Early Access. Every penny earned has been spent on development of Interstellar Marines and we’re finally ready to secure a completion deal with a publisher or other knowledgeable investor to wrap up the game, release out of Early Access, and expand onto PS4 and Xbox One.

We have made a new video to present our game to publishers and potential investors. We would love it if you would share it around and help us find the best partner possible, thank you!

Interstellar Aspirations: Time for a Dimensional Shift video on Youtube:
https://youtu.be/DW2-gz9zngE
We've uploaded a video source file to Dropbox (MP4 1080p 60fps 60Mbps + removed Kims intro), feel free to download and share the video around your channels.

Keep track of our progress with Publishers & Investors:



Click the image above to view our public Info/Status google sheet of potential Publishers & Investors for Interstellar Marines or visit this link.

Please feel free to share this public google sheet around as well.

We look forward to keeping you updated on our progress to find a Publisher or Investor to complete Interstellar Marines: Aspirations and release out of Early Access and expand onto PS4 and Xbox One.

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
Mar 21, 2016
Interstellar Marines - ZPSSpectre


Good Morning/Afternoon Marines!
This latest update to Interstellar Marines increases the value of your Combat Points (CP) by offering unlockable skins allowing you to blend in, or stick out, as much as you’d like.

Update 25 also adds a shining new menu interface and we've revamped the Introduction mission to include some of our new features.

https://youtu.be/XREtCFZq7OE



We’ve added a new menu interface created with Unity 5's UI system and we’ve also managed to squeeze in the option to vote for map, gamemode and difficulty in both co-op and multiplayer.



In our brand new customization hub you’ll find a broad range of cool tactical skins, and you now earn Combat Points (CP) during missions, challenges and multiplayer to unlock them with.

Special thanks to our community members who helped with camo designs!
  • Bourbon the Insane
  • Ninja Cat
  • ZundiePW
  • Gater
  • OG SWAT RV [LINUX]
  • TmsFin
  • Jackerino
  • Rien Moeyaert
  • Timothy Creitz
  • Five5staR



In its new iteration Hell Week has been renamed Wargames, a more fitting name for our co-op, singleplayer and player-versus-player sandbox combat simulator in the making.

We’ve tweaked the server settings and added a new Wargame called Scavenge, where you can collect combat points 24/7. But look out - You are up against 128 bots as well as all the other skilled and tactical players!
  • Scavenge wargame is 55 minutes long.
  • Scavenged CP’s are collected when wargame ends.
  • Unlimited respawns



We’ve updated the Introduction mission to make sure new players get a more consistent first impression of the game and the features currently available. Revamped sections are shooting range, stealth test, crashed dropship mission simulation and we added a fun little stress test and maybe an Easter Egg or 2.

FULL CHANGE LOG

What's Next

We’ve been taking a critical look at the inertia and general challenge of surviving in Early Access and decided to find and team up with an indie-friendly publisher moving forward to improve our development capabilities. Meanwhile, there will be updates, missions, and new game modes as often as we can make them while we search for the right partner to help realize our ambitious vision for Interstellar Marines.

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
Interstellar Marines - ZPS.Dark5tar1


This update brings some new features, some returning content, and fixes. The Annual XMayhem mode has returned once again with the special achievements unlockable only during the event. We also have a brand new map created by Auxsiren that’s a complete overhaul of Evacuation (Evac 1 will still be playable in the map pool). There are also now special camos for CTRs that you can see specifically per map, this is a big step to add in player skins. Included as well is a new party system included to help you team up with your friends, chat with them, and more. Finally there are fixes for bugs as well as the crashes from last update.

From all of us here at Zero Point Software, we’d like to thank you for supporting the game and we wish you a Merry Christmas and a Happy New Year!

FOR THE LOVE OF THE GAME,
Your Team at Zero Point Software

What's New

ADDED: Winter XMayhem Game Mode on Mainline Winter
ADDED: New Evacuation 2 map to multiplayer
ADDED: Ability to add variable skins to CTRs. This is a major step to in-game player skins
ADDED: Nine CTR skins. CTRs now have map-specific skins, with many of them camouflaged
ADDED: Party system to team up with friends, audio/visual invite notifications, chat room + additional features
ADDED: Inviting friends into a Hell Week game will spawn them close to you in the same zone, and in your team
ADDED: Chat system to menu view when in-game (press ESC to access)
ADDED: Kill confirmed and Zone captured messages are stacked on top of each other
ADDED: Mission successful +XP message when completing a single player/coop/multiplayer mission/match
ADDED: Revive successful message when player is revived
ADDED: Warning messages for low health, team kill warning and revive needed
ADDED: Variable delay to TP popup messages

Improvements

UPDATED: The NeuroGen Incident with new spawn points for players joining mid-game. Joining during end game will place joining player as a spectator
UPDATED: Nucleus with additional check point spawns for players joining mid-game
UPDATED: Chat system with Spearhead, Best Clan, Dev icons, UI improvements, message notification improvements, button to open/close etc
UPDATED: Clicking a player name in chat will bring up the Steam overlay with their profile (need Steam overlay enabled to work)
UPDATED: In Hell Week, when players up for elimination have the same score, decision of who to eliminate is random rather than player-name based
UPDATED: XMayhem game mode to be compatible with the new additions from 2015
UPDATED: T-IM101 has 8 x health, and does 4 x damage, compared to regular Marine
UPDATED: Xmayhem gift announcer loop
UPDATED: If a revive is halted, player's bleedout timer is set to percentage of revive completed, if higher than bleedout timer
UPDATED: In Hell Week, if a player is eliminated by any means other than the elimination timer, bleedout timer is reset
UPDATED: Nucleus elevator with all onboard elevator trigger to prevent players being stuck, and grid to stop players falling off
UPDATED: Nucleus with cull groups, rather than disabling the sub level, when player reaches top level
UPDATED: Hit markers are accurate to the hit location
UPDATED: UI icons scale according to resolution instead of being a fixed size
UPDATED: UI icons counter-scale when zooming in
UPDATED: Changed neutral zone colour to be more visible, and best team colour to be light purple
UPDATED: Match Completed +XP shown at the end of a match, Match Won +XP shown for the winners
UPDATED: End of game horn + win/lose music play at end of Team Domination and Team Deathmatch games
UPDATED: Hell Week shows Survived Hell Week +XP message for surviving players at game end
UPDATED: Revive TP score is 25XP
UPDATED: Size of Team Domination corners increased for greater visibility
UPDATED: Deadlock capture zones have different capture/finishing beeps for clarity
UPDATED: Resort map with cull groups and new nav mesh
UPDATED: Multiplayer thumbnail in main menu for some Christmas cheer!
UPDATED: Browser ping and quick join systems temporarily removed
UPDATED: Supply crate icons updated and improved

Fixes

FIXED: "Crashing to desktop with no error log"
FIXED: "Negative HW score when collecting CPs just as the game ends"
FIXED: "Resetting of items in a Hell Week server now occurs correctly"
FIXED: "Map settings for correct ahievement progress on Colony, Nucleus and Operations"
FIXED: "Treasure Hunter and Fort Knox achievements"
FIXED: "Late-joining players seeing already-used waypoints"
FIXED: "Team scores in TDOM/TDM showing in wrong colour/wrong position"
FIXED: "Disconnected players no longer shown as connected in Mission Overview when moving to another zone"
FIXED: "Player icons randomly flashing on screen when player is joining"
FIXED: "Kill confirmed icons show when enemies kill each other"
FIXED: "Screen flashing white when entering a match"
FIXED: "Press space to spawn is no longer displayed when a player has been eliminated in Hell Week"
FIXED: "Reviving a player pauses the bleed out time"
FIXED: "Spectator mode correctly shows players, kill markers and zones"
FIXED: "Removed HUD instantiation from dedicated servers"
FIXED: "Two Deathmatch spawns in Mainline Winter"
FIXED: "Chat correctly scrolls to bottom when Player Joined Server, and You Have An Invitation messages are added"
FIXED: "Light handler issue, which caused the light handler intensity contribution to be overridden"
FIXED: "Nav mesh in Operations - Survival A"

Known Issues

The Welcome Tutorial achievement is not working (due to an incorrect setting in the map)
The gamepad implementation is early and experimental, so may cause issues
When viewed up-close, some CTR heads may increase in size
Some vegetation appears to have black edges
The number of players in the Friends Lobby may not update until the lobby tab is clicked on
Players may sometimes fall through the floor of a map
Standing in a doorway when the door closes may result in the player being pushed vertically
The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
The game will stop updating when switching out of fullscreen in Windows. If you are on a moving elevator or platform, this will cause you to fall through it. If you are in a Party, this will disconnect you from the Party
View jittering may occur when jumping on lossy networks
Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this

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