Onward - SyrinSong
Hello Onward Community,

We have just released hotfix 1.14.1 to address an issue where Mercenary Mode servers weren't being filtered properly in the server browser. The hotfix is available for download now on all platforms.

Change Log
  • Fixed Mercenary Mode servers populating the server browser even when co-op modes were not selected in the filters
  • Updated the description of the co-op filter in the server browser to clarify co-op includes Mercenary Mode
Onward - SyrinSong
1.14 Patch Notes



Future Mercenaries,

Are you ready to pick up your contract? Before you head out, check out all the features and fixes that have been included in this update.

In the previous Sitreps we focused a lot on providing details about Mercenary Mode. We also showed you new images of the updated bazaar on our social channels. There are more features and updates that we haven’t mentioned yet. We will be highlighting some of the major ones below. For the detailed list of changes and fixes check the Change Log.

New & Updated Features
Updated Map - Bazaar
We continued our efforts to enhance our existing maps. Bazaar is a fan favorite for a lot of reasons. We wanted to take the things that people love about Bazaar and enhance them. Not only did the graphics get improved throughout, we also made improvements to layouts for cover and how you approach objectives. Additionally, the overall ambience has been improved. The addition of props & signage, lighting updates, and enhanced environmental audio help you feel more immersed in the environment.

Comparison Shots of Bazaar from v.1.13.1 and now in v.1.14*
*Images taken on Quest 3, can be found on our website (https://onwardthegame.com/devblog.html).


Mercenary Mode
Mercenary Mode is now available. You can access this mode in the Multiplayer or Single player section of the main menu. This mode is a completely new way to play PVE in Onward. You start in the new Hideout location, you choose the mission you will go on, you pick your rewards, then you move on to the next mission. The choices you make throughout the contract are extremely important. They will end up affecting how well you score and ultimately, if you win or fail. There are two different types of contracts, Standard or Endless.
Standard = 5 Missions + Final (6 Missions Total)
Endless = 5 Missions + Final + More (keep getting new missions until you fail)

This new game mode also offers some new unique interactions when fulfilling objectives. For instance, if you are on a sabotage mission and you get too close to the signal jammer it will lock up your tablets and cut off radio communications.

The bots also have been improved and are not to be taken lightly. You will need to have a plan, tactical approach, and consistent communication throughout the missions in order to be successful.

There are two global scoreboards (one for Standard and one for Endless) that can be viewed when in The Hideout. At the end of each mission you will be given a ranking and score. Scores are based on your and your team's performance during each mission. They are determined by a combination of Survival Rating, Time, Objective completion, and Enemy Kills. Like our other global scoreboards, these will reset on Midnight (PT) Wednesday Mornings. More detailed information about Mercenary Mode can be found in our February Sitrep.

Do you have what it takes to complete the contract?
Are you skilled enough to make it on the scoreboard?

Quality of Life Improvements
AI Improvements
After the improvements that the AI went through in update 1.13, we wanted to continue to make
  • improvements to them. These updates should help them become more challenging and also bring new dynamics when fighting against them.
  • Added an automatic rifleman class for bots
  • Bots may now flashbang before moving through doorways
  • Improved the bots' ability to go around corners
  • Improved bot defensive behaviors
The new bot class and behaviors have been added to all Co-Op modes (Hunt, Evac, & Mercenary)

Tablet UI Updates
Mercenary mode added new objectives into the game, 5 to be exact. This gave us an opportunity to design an enhanced way for players to understand what intel was available to them during their missions. During development it was decided that we would create updated tablet icons so the players could easily see which objective they were trying to complete for the mission and how to locate it.

The icons are larger and more distinguishable to the objective type. Another one of the big improvements is they now also indicate elevation. This means the icons will be able to indicate if the objective is above, below, or on the same level of your current location.

When testing the new icons and functionality, it quickly became apparent how beneficial these new icons were to gameplay. For that reason, we have updated the objective icons throughout the game. The updated tablet icons have been applied to the following modes:
  • Co-Op Hunt
  • Co-Op Evac
  • Uplink
  • Assault
  • Fire Fight
There is a lot to discover with the new game mode. In addition to all the work that was put into Mercenary Mode and the features that it uses (such as AI and Icons) the team worked on loads of bug fixes and other improvements throughout the game. Details can be read below for all the changes that went into Update 1.14.

Change Log:
System
  • Improved the performance of the licenses screen
  • Fixed an issue where a player couldn't start a server after having previously lost connection to the internet during a previous attempt to start a server
  • Fixed an issue where a host was unable to select a map after being made host during a map transition
  • Fixed an error message popping up when attempting to start a server with a custom map that requires an update
  • Fixed an issue where the Center Marker setting fails to take effect when players modify the setting from within the tent
  • Fixed all servers briefly showing as 'closed' in the server browser when a player is joining a server
  • Fixed map vote options being restricted to custom maps only after changing a lobby from Private to Public
  • Fixed an issue that would prevent players from joining a public server if that server had previously been private
  • Fixed a permanent hang that would occur if players first tried to join a full lobby, and then entered the tutorial
  • Fixed an issue where a lobby host could not reselect custom maps in certain cases
  • Fixed several issues that caused weapons to jitter when players use the Virtual Gun Stock setting
  • Fixed players experiencing an input offset in the main menu and tent after changing the desktop mirror screen size on PC
  • Removed the option to invite PC players to private lobbies as this functionality was causing unintended behaviors. It has been updated to be consistent across all platforms
  • Fixed the caster instructions disappearing after loading in as an observer on PC
  • Fixed caster mode lacking character model highlights, bullet impact events and first person smoke visuals on PC
UI/UX
  • Updated objective icons for the tablet and added elevation indicators
  • Fixed the Volk scoreboard being visible in Coop matches
  • Updated several descriptions in various menus and the tutorial that showed outdated or incorrect information
  • Fixed the timeout button being visible in the tent between rounds in competitive lobbies
  • Fixed the grenades selection being retained on the UI when setting progression to 'Fixed Decreasing' throughout Gun Game
  • Fixed an issue where the FOB didn't have the correct art displayed during a map vote
  • Fixed the incorrect Uplink icon being used in the tutorial
  • Fixed turning instructions not appearing in the tutorial if a player has smooth turning enabled
  • Fixed the 'Gunstock Calibration Settings' button being overlapped by the loadout list in certain circumstances
  • Fixed the 'Calibrate Gunstock' button does not shifting to the other side of the screen when gripping the tablet with the right hand
  • Gameplay
  • Fixed an issue that caused the reason for failing an evac mission was not being displayed
  • Fixed players being able to exceed team capacity by grabbing helmets at the same time
  • Fixed an issue where a player would become unable to interact with objects after detonating a C4 explosive during spawn-in
  • Fixed an issue where a fallen teammate would not show up on the tablet
  • Fixed users being able to move at a time where they shouldn't be able to in the tutorial, after they injected themself with the syringe
Co-Op
  • Bots can now flashbang doorways
  • Improved the bots' ability to go around corners
  • Improved bot defensive behaviors
  • Added an automatic rifleman class for bots
  • Fixed bots not reacting consistently to players who repeatedly grabbed and let go of the ballistic shield
  • Fixed bot movement animations being odd in different ways if bots were traveling short distances
  • Fixed players clipping through the exfil helicopter as it flies away
  • Fixed bots not animating for non-host players when throwing a grenade
  • Fixed bots dropping pistols with invisible magazines
  • Fixed a crash on Egress related to picking up a weapon that had been dropped by a bot
  • Fixed the TT-30 and Five-Seven not being used for AI side arms
  • Fixed bot footstep sounds being absent if a player wasn't looking at them
Core Modes
  • Fixed an issue where a player could successfully complete a Fire Fight mission even if they had dropped the hard drive prior to boarding the helicopter
  • Fixed an issue where players would get stuck in the Tent after being defibrillated by one user and then killed by another during Fire Fight matches
  • Fixed the hard drive being able to fall through the helicopter ramp in Fire Fight
  • Fixed issues that occur when placing a hard drive in an elevator in Fire Fight
  • Fixed the hard drive lacking sound effects when being dropped
  • Fixed an issue where a player would get stuck on a black screen if they spawned in as the uplink was being sent in Assault
  • Fixed an issue that caused the tablet code to not change after a round of Uplink was reset
Maps
  • Fixed the skybox remaining visible when players are blinded by flashlights during ongoing Spec Ops matches on Night maps
  • Fixed performance issues in various maps and in the tutorial
  • Fixed several instances where players would get killed by an over enthusiastic anti-exploit measure on Turbine, Bazaar, FOB Bassett and Downfall maps
  • Fixed several instances where a player could get stuck on FOB Basset or during the tutorial
  • Fixed several buildings appearing too bright on Quarantine Day
  • Fixed multiple instances of LOD-popping on Cargo
  • Fixed two instances of air drones being able to fly into unintended areas on Bazaar
  • Fixed several collider issues in Bazaar
  • Fixed a culling issue in Bazaar
  • Fixed the Standing Dual Floodlight bulbs at the basketball courtyard appearing to be turned off, even though the light was on
  • Fixed an issue in Abandoned that would cause players to always spawn in the same location
  • Fixed several missing colliders on FOB Bassett
  • Fixed inconsistent lighting in certain places on Cargo and FOB Bassett
  • Fixed gunshot sound effects not being differentiated between indoor and outdoor areas in Bazaar
  • Fixed a set of power panels lacking collision in Bazaar
  • Fixed inconsistent bullet decals on Bazaar
  • Improved shading and lighting in Bazaar
  • Fixes z-fighting on the awnings in Bazaar
  • Fixed brick wall textures changing as the player moves around them in Bazaar
  • Fixed floating power lines in Bazaar
  • Fixed the skybox being overly bright on Shooting Range night on Quest
  • Fixed the flashlight not illuminating when pointed at the ground in Downfall
  • Fixed culling issues in Abandoned
  • Fixed an inconsistency in lighting for the weapons cases on Bazaar
  • Fixed the loading screen for Cargo Night using assets for Cargo Day
  • Fixed culling issues on Abandoned
  • Fixed the ammo box spawning outside of a player's reach in FOB Bassett
Weapons and Utilities
  • Changed the flashbang effect so that it produces a dark red visual effect instead of a white one
  • Fixed a performance issue that caused a momentary frame drop when NVG was enabled for the first time
  • Fixed a performance issue that caused a momentary frame drop when picking up a weapon with an active flashlight, or when activating a flashlight for the first time
  • Fixed smoke plumes not appearing to a player who is observing another player in the tent
  • Fixed intense reflections being visible when looking at chem lights or scopes
  • Fixed the Night vision goggles appearing black in loadout and gameplay
  • Fixed players being unable to lock the bolt on the G3A3 and MP5 if that weapon had previously been dropped by another player
  • Fixed several instances of Night Vision Goggles not properly illuminating dark areas in various maps
  • Fixed shields being pre-gripped in the non-dominant hand when users choose to spawn with the 'Hold To Grip' setting disabled
  • Fixed flashlights appearing to be turned off if a player joined mid-way through a match
Known Issues:
  • Rarely, Mercenary sub-modes can become desynced across users when a user joins an active session. Once you start a new lobby this should be resolved.
  • Players can sometimes experience inconsistent drops in performance in very populated servers on Bazaar
  • Some players can become stuck in a black screen when the host is transferred to a player who quit the app when in hideout. Starting a new lobby should resolve this.
  • Some Oculus PC players can experience black screen flickering with NVG on during gameplay.
Onward - SyrinSong
February is the month of love and we are feeling it. The excitement and positive feedback we have received for the new game mode has been overwhelming. This month the Devs’ Desk will be focusing on explaining the details of how Mercenary Mode works and also include some before and after images of Bazaar. Our Community Center will showcase some of the great responses that we received from the community challenge we posted on our social channels and how it ties into a new detail for the game.

While the main focus for this update is the new PVE mode, we have also made sure to include other features and bug fixes as well. The full details of everything that’s included with the update will be in our Patch Notes and Change Log when the update releases.

Your next question is, when will that be?
The wait for the update will be less than a week. Yes, you read that correctly.
Update 1.14 - Mercenary Mode will go live on February 20th (PT). The exact time will be announced on our socials.

Let’s start going over everything you will have to look forward to.


From the Devs’ Desks:
If you have been viewing our social posts, you have seen several sneak peeks and teases for the upcoming update. Now you will get to see what those posts were referencing and how it all works together.

Bazaar
First, let’s go over the details of what has been updated in Bazaar. One reason this map was next on the list for updates was it is a fan favorite map. This map got the most amount of graphical updates we have done to a map to date. Let’s list out of some of the major things that have been done:
  • Updated textures throughout (including ground, walls, & assets)
  • New Palm Trees with leaves that sway in the wind
  • Several assets for vehicles have been replaced with higher quality ones
  • Updated assets have been added to added throughout the map to fill the environment
  • New skybox for Night map
  • New signage with lighting on Night map (moths included for free)
  • Improved lighting throughout
  • New updated assets added throughout to provide more cover to improve gameplay tactics
  • Updated environmental audio

It’s going to be a big improvement to how immersed people will feel while in the environment. You can see in the before and afters the improvements in how the scenes look. However, these don’t do it justice for how it looks when you are there.

Images can be found on our website.

Mercenary Mode
There is going to be a lot to go over for this, so let’s get right into it.

Gamemode Summary
This roguelike mode is a PVE (players versus environment) mode for either Single Player or for up to 4 players Co-Op. You have signed up as a mercenary and will go on increasingly challenging missions to fulfill your contract. You choose the mission you will go on, you pick your rewards, then you move on to the next mission. Each mission you will be given a score (we will breakdown scoring in a bit). The choices you make throughout the contract are extremely important. They will end up affecting how well you score and ultimately, if you win or fail. Failing causes the contract to end and you start back at the beginning.

There are two different modes to pick from at the start.
  • Standard = 5 Missions + Final (6 Missions Total)
  • Endless = 5 Missions + Final + More (keep getting new missions until you fail)

The Hideout
A completely new environment where you will start your contract(s) and choose your first mission. The Hideout was designed as an off the grid facility where you would go to get the information on your contracts, strategize with your squad, & view the competition.

This is where you will be able to view the leaderboards for both modes. If a high score on the leaderboard is what you are trying to achieve, take note of the scores you are trying to beat. Once you deploy on your contract, you will not be able to compare scores until you return to The Hideout.

An additional announcement about the Hideout will be included in the Community Center.

Missions
Contracts are a collection of 6 missions (Endless Mode will continue after 6). Your goal is to get through all the missions and get the highest score possible. Or for a lot of players, just be able to get through all 6 missions. After your first mission choice you will be deployed to set your loadout in the tent. The remainder of the contract will be done from the tent until you have successfully completed the contract or you failed a mission.

Missions choices will have different Objective, Map, Difficulty, and Reward options. Players can vote for which Mission they think would be best. The mission with the highest votes is where you will deploy. Communication will be critical at each step throughout the missions to discuss with the squad to see what would give you the best chance at success. Mission difficulties are based on the contract scale and amount of players. The difficulty will increase after each mission.

Mission Objectives are as follows:
  • Eliminate - Kill all the enemies
  • Escape - Escape when support arrives before the enemy gets you
  • Extract - Find the Hard Drive, escape before the enemy gets you
  • Sabotage - Find and disable the device jamming your radios, tablets, and other devices
  • Transmit - Find the Uplink and send the code. Hold location until upload is complete
Upon completion of the mission you will receive your score for that run, then pick your reward item. You will then be presented with your next 3 mission choices. The Mission progress can be tracked in the mission progress bar found above the squad list.

Scoring
Scores are based on your and your team’s performance during each mission. They are determined by a combination of Survival Rating, Time, Objective completion, and Enemy Kills.

Survival rating will be higher if your team was not injured, downed, or killed, and at its lowest if any team members are MIA at the end of the round. Time rating takes into account things like how long it takes to get across the level, how many enemies there are, and so on.

You may need to evaluate whether finishing a mission quickly or killing more enemies will net you a higher score. Getting your downed teammate up and to the evacuation point may end up costing you the whole mission, or improve your team’s score.

Equipment & Rewards
Since these contracts are off the books, supplies will be limited to start. You will have to start with a choice of pistol with some other starting utilities. After each mission you will choose a reward from three different options. Two that were in the reward pool for the mission and one from surplus, which is a different randomized item for each person. The value of your rewards will grow in power with each completed mission.

Depending on the choices you have made, after a couple successful missions you should have started to build a decent loadout for the missions as they become more difficult. Planning for the more difficult missions later in the contract is highly encouraged.

This mode is a completely new way to experience Onward. It offers a high skill ceiling with flexibility and control over how you play. You will want to make sure you have a full charge on your headset before you start. During developer playtesting the phrase “one more round” could often be heard and it often led to playing until headsets died.

Community Center:
Everything about Mercenary Mode sounds like it’s going to be a challenging and exciting adventure. Even if you’re not usually the PVE type, we hope you give it a try.

Usually, we don’t talk about new features in the Community Center, however this month we have two fun announcements related to Mercenary Mode for you!

To start us off, on our social channels we challenged people to “Caption This” for the following post:

What some people may not have noticed was that the image was actually a sneak peek of a big upgrade to a piece of equipment (exclusively in Mercenary Mode). This leads to the first announcement.

#1 - RELOADABLE RPGs
That’s Right! In Mercenary if you choose the RPG as a reward item, it comes with 3 additional rockets you can use to reload. Additionally, the 3 rockets will refresh at the beginning of each mission (you will always start with a loaded RPG and 3 reloads if you choose the RPG as your primary before you start a mission).

#2 - Experience The Hideout now!
You can see what it’s like to be in The Hideout by going to the Onward app in the Quest store (in headset). You can look around and see what the full environment looks like.

I bet that’s not something you expected. We are looking forward to hearing everyone’s responses to this Sitrep. Join us on our Discord and chat with us about it! Our Community Manager will host a brief Q&A tomorrow (2/16) @ 3-4pm PT. We will try our best to answer your questions about Update 1.14 - Mercenary Mode.



Just Five Days and a wake-up
Onward - SyrinSong
Happy 2024 Everyone!

We are back from our holiday break and hit the ground not just running, but sprinting. We saw a big rise in players during the month of December and we want to officially welcome all the new soldiers onto the battlefields.

In our December sitrep our canary let some info slip about some things we are working on and, as promised, we will be going into more details about what’s coming. The Devs’ Desk will be going over the latest features being worked on by the development team in addition to what you can expect in the next updates. In the Community Center we will go over some updates about custom maps and the VRML season.

You already waited through December, so let’s not wait any longer.

From the Devs’ Desks:
Before we jump into what's going to be coming out next, we wanted to give you an update about our voice chat system. Many have inquired and made reports about the voice chat system not working, voice being unable to connect, or being unable to hear teammates. Onward was designed so that communication was an important part of the gameplay experience and this is a big priority for us. We are working with our service providers and will be making improvements so the amount of disruptions are addressed.

Our next update will be Update 1.14. This update will have a much tighter focus for what is included because of the amount of work it takes to get these types of features included and running in the game.

Map Upgrade
In 1.13 you saw some of our maps get a big visual upgrade, not just in resolution, but in the overall feel of the environments. The next map to be upgraded is..… Bazaar!

The markets and hotels appear to be back in business. Make sure to check out the birds in the sky if you visit during the day or the exotic moths that will come out at night. The textures have been improved throughout the whole map. Additionally, the lighting has been improved for Day, Night, and in buildings.

New Game Mode
Another one?! You bet!
This time it’s for PVE. Co-Op and Single Player will now have a completely new style of game mode to play that will include scoring and a global leaderboard. Get ready to see how far you can make it.

You wake up and you know today is going to be different. You're not going to start your day going to the base like you normally do. No, today you got called in for a special operation, a contract. After you psych yourself up and get ready, you make your way over to “The Hideout”.

Once you're there you meet up with your squad that will be joining you on this set of missions. You like these folks, for the most part. You just hope VolkH8ter16 isn’t going to try and push everyone to get RPGs like the last mission. I mean, we were able to reload but once our stash was out, PizzaGrunt ended up having to use their knife to get us access to our radios again. What a disaster that was.

Everyone takes a look at the board for the available missions. You discuss all the details with them. You mark which of the missions you think your squad will be able to show off your highest performance, while also being able to get your gear to ensure you are prepared for the next missions. Because you know they will be more difficult.

Once the mission has been decided, you all head to the outpost to talk strategy for how you want to handle this mission and gear up accordingly.

Before you know it, the first mission has started.
After this, 6 more to go.

Mercenary mode is a multi-mission operation where you (solo or with friends) are trying to complete the contract & get the highest score. Choose from a variety of missions with different types of objectives, some of which are totally new to Onward. One of the bigger hurdles will be how you handle your rewards and craft a loadout to be able to scale with the missions as they increase in difficulty.

The majority of our focus for Update 1.14 went into this new game mode. A few features for this mode have been in the works for quite awhile. Some of the elements in this new mode will be familiar to you, yet it will be a completely new way to experience them. It takes everything you know, or don’t, about running ops and challenges you to be able to complete missions and get through the whole contract.

This mode required a lot of design and play testing to make sure elements of the mode were balanced and provided a challenge. Communication will be critical. There are lots of decisions to make throughout the game and sometimes one choice your team makes can cause you to have some major setbacks.

We are thrilled to be bringing something so new and unique to PVE in Onward. Even if you are not a routine PVE player, we think you will want to invest some time being a Mercenary. We will release more details about the mode on our social media channels and in next month's Sitrep.

Community Center:
VRML Season 15
The VRML just wrapped up a very successful season 15. This season had 73 teams competing. After several months of practice, scrims, and intense battles the finals were down to two incredibly talented teams, The Raptors (Season 11 champions) and Imperial. After 4 Maps, The Raptors had to hand over their title to Imperial. You can check out all the highlights and matches from Season 15 on their YouTube.

Congratulations Imperial!

Custom Maps
We wanted to also follow-up on several inquiries we have been getting regarding the removal of custom maps from the Co-Op game mode. When we updated the behavior for the bots in Update 1.13 this caused any custom maps that supported Co-Op to not function properly. To ensure the quality of the maps, we temporarily took these maps down.

The custom map makers are working hard on updating their maps to have the new bots. In fact, some maps have already been updated and are available again. Custom map makers continue to update various maps to be available for Co-Op. Before creating a new lobby, check the workshop to see if the custom map you are looking for has been updated.


As we continue to work on Update 1.14, keep up to date with information that will get shared on our socials and join the official discord to chat with other players.
Twitter
Facebook
Instagram
Discord


Stay Frosty!
Onward - SyrinSong
Happy December Community,

As 2023 is wrapping up, we are going to be doing this month’s Sitrep a little differently. We want to take time to reflect on everything that has happened this year, showing a summarized view of all the major updates we have made to the game. In the Community Center we will look at some of the improvements to player interactions we have made and different community events people have participated in. Additionally, we will be showcasing some of our devs’ highlights from the year in the Devs’ Desk section.

The Downpour Interactive Team will be taking time off for the holidays to spend time with family and friends. The office will be closed from 12/20 through 01/02. This includes community & support. If you are looking for support during this time, please check our FAQ or our official Discord.

2023 - Code Name: W.O.L.F

W. hat will have the most impact
  • What parts of the game can we work on for a large number of our players?
O. ffer assistance
  • How can we develop features to solve the problem(s) the players are having?
L. ook for opportunities to expand
  • Can the feature be expanded to give more to the players?
F. ortify with testing
  • Does this feel like a good solution?
Some of the major features that you saw come into the game in 2023 were the result of us taking the opportunity to be a bit more flexible and stretch our creativity. We wanted to develop new things while also taking on difficult challenges. The team started to look closer at major requests the community was asking us to address. Working closely together to review these topics, having amazing discussions, and forming solid plans for how to move forward; This was the year’s result:

New Features
  • FOUR New Weapons (MP7A2, SR-2MP Veresk, M240L, & Ultimax 100 Mk3)
  • THREE New Maps (Egress, FOB Bassett, Cargo: Night)
  • Regional Servers Implementation
  • New Animations & Movement system (for Player & Bot Models)
  • New Tent Hub and Tent Interactions
  • New Watch Design and Watch Functions
  • Scores & Global Leaderboards (Shooting Range & FOB Bassett)
  • New Glove Models
  • New Game Mode (Fire Fight)
  • New Main Menu Environment
  • Loadout Expansions & Cloud Saving (Quest & SteamVR)
  • NEW NVG Goggles & Filter Colors (Amber Phosphor, White Phosphor, Green Phosphor, and Digital)
  • New Night Mode Equipment (IR Strobes, IR Lasers, Chem Lights)
  • Added Basketball - Freeroam Mini Game
  • Added Quest 3 Graphics & Performance Support
  • Weekly quick play rotations for PvP and PvE modes
Major System Improvements
  • Added Ability to Simultaneously Hold Weapons in Both Hands
  • Improvements and Re-design to Social Game Modes (Gun Game, One in the Chamber)
  • Update to Game Engine
  • Redesigned Gunstock Calibration
  • Updated Tutorial & Training
  • AI Refactor & Co-Op Adjustments
  • Improvements to Night Mode Equipment (Flare Gun, Laser Sights)
  • Updates to Environment Graphics & Parity
That’s a lot of big features that got added! Not to mention there was a ton for quality of life improvements and bug fixes not included in this list.

From the Devs’ Desks:
Our developers are the unseen and unspoken heroes behind all the features, updates, and fixes you experience in the game. A passionate team filled with people who have been at DPI and working on this project for several years. We all have different playstyles and skill levels in Onward. This gives us a unique opportunity when we design, develop, and test features. It allows us to look at the wider player base and not focus on any one style or skill set. We also take time to play with the community to make sure we are in touch with what players are looking for.

With the studio now being a smaller team, we have looked critically at our development process and doubled down on prioritizing things that we believe will be the most impactful to the players and continue to push the game forward. This has truly shown how talented and dedicated this team is to making Onward one of the greatest VR tactical shooters.

“The AI refactor has been on my to-do list since the Quest port. Co-op is a large player group, but most of our past updates focused on PvP so it’s nice to do something for them. New navigation and waypoint systems, new cover systems, and moving to a simpler and easier to expand behavior system allowed us to get more bots on Quest than we used to on PC, bring back weapon dropping, and create a better balance to difficulty. We now have a solid foundation to improve future PvE content.”
Dan - Engineering & Environments

“My favorite feature I worked on this year was probably Procedural Gun Game, but that's because I'm a sucker for procedurally generated content. But I think overall, the IR Strobes in night mode are more impactful. They aren't as large as, for example, the leaderboards, but they stand out to me because of how relatively quick they were to implement versus how big of a difference they make in how night maps are played.”
Brian - Engineering

“I have two favorite features that I worked on this year; one was the scanline effect for night vision. Adding them felt like I completed the night vision effect after all this time. My other favorite feature was updating the player gloves. Replacing the old gloves while not affecting any of our animations was a challenge, but the impact of having distinct faction specific gloves in the game was well worth it!”
Guzzy - Art

“A lot stands out to me this year, and going through the list has made me take a step back to see the bigger picture. Despite the challenges that 2023 served up, we’ve managed to hit every single internal release deadline for Onward. Some times more comfortably than others, but we did hit them. And we delivered a lot of fresh content and gameplay while doing so.”
Kasper - Production

“One of the things that I really enjoyed was designing and planning all the unique UI elements for the new …. Oh, we can’t mention that yet? Sorry.”
Whoops - Canary

We are looking forward to sharing more about what is being developed in the January Sitrep.


Community Center:

Hey Everyone! SyrinS0ng here, your friendly fire Community Manager.

“My favorite thing in 2023 was seeing the team work hard on features that would really benefit the whole community. Things like Server IDs and the FOB Basset map, gave players easier ways to connect and meet others. I strongly believe that forming bonds and friendships is always an important part of gaming.”
SyrinS0ng - Community

Seeing players connect while in and out of the game always brings me immense joy. 2023 was a great year in the community. Not only did the team include some very important in-game community driven features, there were also lots of events and custom maps for players as well. I wanted to highlight some of these major events and features.
  • Developers making improvements to reporting tool to cut down on toxicity
  • Developers adding Server IDs so players could quickly find and connect to friends, regardless of platform
  • Custom Map Makers added 82 New Custom Maps to the game, providing fun new environments to play on, or hang out and practice with your squad
  • The VRML competitive league had a successful Season 15 with 1227 players in 70 teams, which amounted to 561 matches to compete for the winning title and prizes
  • VR Charity ran 2 amazing charity events raising just shy of $10,000 to help charity programs for causes like Make a Wish & Suicide Prevention, with hopes to do even more next year
There are lots of ways to connect with other players for a variety of different playstyles. Whether it’s for high scores, creating content, or a good cause; having those moments where you play some amazing matches and you want to keep going until your headset dies is a rush we hope everyone gets to experience while playing. It’s what we will continue to strive for.


Happy Holidays!
~ Downpour Interactive Team
Onward - SyrinSong
Hello Onward Community,

Overall update 1.13 has received great reactions and feedback. From how good the updated PVE feels to fun rounds of Basketball played on FOB Bassett. However, shortly after update 1.13 was launched we started to get a small number of reports related to performance, map bugs, and PCVR load times. We quickly jumped on reviewing the information coming in and resolving these issues.

This hotfix addresses a variety of things that were ultimately adding up thus resulting in performance drops and FPS stuttering. It also fixes a range of bugs for maps, including aggressive kill spots, culling/popping, and lighting issues. Additionally, while we were packaging this hotfix we opted to include some fixes that were ready to release such as some additional adjustments to Co-Op, A Caster Mode fix, and others. The details of adjustments in this hotfix are listed in the change log below.

Under the Hood
During our QA testing cycles version 1.13 was operating and testing normally and went through the typical process of testing, bug reports, and bug fixes. Testers did not run into any major moments of performance drops or moments that felt like it affected the intended gameplay. Our QA team can’t cover the plethora of devices, connections, and setups that the playerbase could have, so making sure we listen and follow-up with our community is a top priority. When we started to get reports from the community about performance and map bugs, we wanted to address it right away, however, it was difficult to narrow down what the cause might be, so we worked directly with community members affected and also started going through the code to try and identify possible causes.

Maps
We were able to find some map issues like skyboxes for all maps being loaded, instead of just the ones that were needed. That has been fixed. We also went through and reviewed maps to find locations that needed improvements to the occlusion culling (“popping”) and lighting. Those adjustments have all been made in addition to some other fixes.

Performance
We also identified that memory usage in 1.13 had become significantly higher than it had been previously, we found and addressed several causes for that. An example of this is making optimizations to the code that handles the weapons that bots use, addressing performance dips some players might have been feeling in Co-Op.

PCVR has much higher resolution and graphics quality throughout the game. Things such as multiple skyboxes being referenced, amount of shaders loading, and bot weapon handling will have a higher impact on the performance and memory usage for PCVR vs Quest. This caused some PCVR players' load times to increase or be unable to launch the game. As a result, we have made some improvements to launching parameters and cut down on some of the memory being used throughout the game. These adjustments should also additionally help Quest users who might be experiencing some performance issues or longer launching times. We will be continuing to look into this and improve this further in future updates.

For Meta Quest players
Meta Quest recently had an update to the Quest OS that was changing some players' default settings to run applications at 120hz. Onward is designed to run at 90hz. If you disable this setting in your OS, this should get you some additional improved performance while playing.

For PCVR Players
Some PCVR assets may still be using more memory than intended. We are going to continue to look into further reducing the memory used. If you continue to experience issues launching the game, please contact our support team.


Quest - Throwing Utilities
We originally made some adjustments to the Quest throwing dynamics based on information we had received about hardware updates for Quest devices. When testing the adjustments in dev sessions and in our QA process, there didn’t feel to be a difference from the intended functionality. After the update, we again listened to the community and based on the feedback we received, made sure to go back and evaluate if it was the intended experience we wanted the players to have. After review it was determined that it was not the way we wanted the feature to work and we reverted the change. Throwing will now work the same way it did in 1.12.2.

Change Log:
System
  • Enabled dynamic shader memory management for PC to resolve extremely long load times or crashes some players were experiencing
  • Removed some code that was slowing down update logic for most objects in the game
  • Optimized logic for pickups run to help with performance
  • Removed many shaders from our pre-warmed collections that are no longer in the game and may have been slowing down loading for PC users
  • Lowered overall memory usage

UI/UX
  • Fixed player outlines not appearing when in caster / desktop launch mode

Co-Op
  • Improved performance of cover and pathing behaviors of bots to resolve stuttering and lagging on the host player
  • AI now turn flashlights and lasers off on weapons when they drop the weapon
  • In Hunt, the tablet will now only beep once when the initial scan begins, not repeatedly
  • Fixed high difficulty bots not being affected by flashbangs as much as they should have been

Maps
  • Fixed bugs and memory issues related to skyboxes on all maps
  • Improved occlusion on Downfall (D/N), Snowpeak (D/N), Subway, and the Main Menu improve performance and reduce "popping"
  • Improved the quality of lightmaps on FOB (D/N) Subway, Cargo (D/N) Downfall (D/N) Bazaar (D/N) Quarantine (D/N) Snowpeak (D/N) Shooting Range (D/N)
  • Fixed many locations that were spontaneously killing players that walked into them on Suburbia (D/N), Bazaar (D/N), and Downfall (D/N)
  • Improved terrain quality on Downfall (D/N)

Workshop & Custom Maps
  • Fixed several issues reported by custom content creators with the custom content SDK

Weapons and Utilities
  • Reverted a change that was reducing throwing distance for Quest users by approximately 25%

Known Issues:
  • A small number of buildings on Quarantine Day appear overly bright when the player is at a particular distance from them
  • On PCVR, Lighting inside the tent may appear brighter than intended
Onward - SyrinSong


Hello Onward Community,

Update 1.13 is here and we are thrilled to give you all the details of the work that is in this update. New maps, new bots, new equipment, & much more. Many of these features were able to be completed because of the work put into the previous updates with upgrading our game engine and backend refactors.

Some of the changes we made, such as the AI refactor and environment parity, this current release is not its final form. We will continue to build upon the AI behaviors and overall Co-Op experience. Additionally, for the environments, we were not able to apply upgrades to every map in this update. The maps will continue to be worked on and updated to improve the visuals and performance for both Quest and PCVR.

This update is very feature focused. However, we also did take some time and address some major bugs that players have reported. Let’s start going over those major features and updates that are now available. For the list of details on everything in the update, check the Change Log located below.

New & Updated Features

New Map(s)
FOB
FOB Bassett is now available for Free Roam and Social Modes (One In The Chamber, Gun Game, & Spec Ops). This environment is a medium size map designed to be an iconic overseas military station. It includes several locations within it such as a Gym, Rec Room, Infirmary, and a Training Facility.

Social Game Modes will have an opportunity to play on a large scale map with lots of twists and turns and spots to take cover. This will make Social Games more difficult and require more advanced tactics to find your opponents.

This map is also an ideal location for Free Roamers to meet up with their squads and go over tactics, practice maneuvers, or just hang out and play a game of basketball. Two Basketball courts with working scoreboards and weekly leaderboards have been included on the map. One is a single hoop and the other is a full court. Both locations will keep score for 2 point and 3 point shots.




Cargo (Night)
Cargo has been a signature favorite CQC map for many years. With the new method we developed for updating and creating maps, the team decided it was a great time to introduce a night variant. Cargo Day and Cargo Night are the first maps to get an extensive graphics update for Quest and PC players. Updated textures throughout, New roof with directional lighting, and updated collision. Just to name a few.

With the graphical updates, Cargo Night is now one of the darker night maps we have. It offers a more realistic feel for being in a warehouse surrounded by high stacked objects and limited lighting sources. Night vision will be a requirement.




Updated Tutorial & Training
New players will benefit from the updated tutorial. We made several changes to how training is done. We have included improved text and visual representations to help new players understand more complex functions.

The new tutorial teaches you how to maneuver and use interactions based on your settings. Different settings such as Snap Turning, Weapon Grip, and Others will automatically be reflected in the tutorial run through so you can test how the different settings affect/improve your gameplay.

In addition to the improvements made in Training mode, we have added objective details and instructions (previously only visible in Fire Fight) to the whiteboard in all game modes.




AI Refactor & Co-Op Adjustments
AI Overhaul
The AI for Co-Op and Training has been completely reworked from the ground up.
AI can now take the "direct path" or the "safe path", which allows them to flank you much more often and intelligently. Some other highlights for the new behavior include the following:
  • Improved patrolling behavior throughout maps
  • Adjustments made to AI behavior for difficulty scaling
  • AI will react to activity based on proximity instead of hearing gunshot sounds made anywhere on the map
  • AI no longer attacks you all at once. It is now based on a new visual and audio cue system, meaning it is possible to play more stealthily.
  • AI bodies are now persistent, and do not disappear.
  • AI will now drop their inventory and you have the ability to pick up items from it. Consequently, ammo boxes are no longer available in Hunt or Evac.
  • The decision making process has been improved whether throwing grenades, deciding when to flank vs bound forward, or dynamically finding cover for the current situation
  • AI now has the same health as the player and deals the same damage as a player. This used to vary based on difficulty but now difficulty is handled by a combination of good vs bad decision making chances and reaction times.

Hunt Updates
  • The max bots have been reduced from 128 (6-10 at a time) with the old wave spawning, to 32 (all spawning at once). This means bots will no longer spawn behind you in the middle of the match.
  • After a few minutes in Hunt, your tablet will periodically scan a few (not all) Volk AI and show them on the map to keep the match going if you can't find that last bot.
  • Passive difficulty has been added (Bots will not react or engage with players)

New PVE Equipment
Some additional equipment is now available in PVE modes. The ballistic shield and the defibrillators are able to be included in your loadouts. Please note - in previous developer communications it was said the defibrillators will cost 12 pts. However, after multiple tests and design reviews, the cost has been adjusted. The cost is now 14 pts.




Quality of Life Improvements
Night Mode Improvements
Over time, we have been gathering feedback and reviewing what can be done to improve the experience on night maps. A lot of the feedback we received was related to difficulty seeing teammates and being able to clearly maneuver across the environments. We have included several new and updated accessories to help address this.

  • NEW NVG Filters Amber Phosphor, White Phosphor, Green Phosphor, and Digital (Multi-Color) - View
  • NEW Ground Panoramic NVG - No vignette when viewing, greatly increasing your field of vision
  • NEW IR Strobes - Lights that can be seen on the helmet indicating they are a teammate
  • NEW IR Attachments - Infrared lasers and infrared flashlights for primary and secondary weapons
  • NEW Chem Lights - Added to help with signaling and marking locations
  • UPDATED Flare Gun - Now with Parachute Flares. This means when it is shot into the air it will now parachute in place for an extended amount of time, and illuminates the surrounding area
  • UPDATED Current laser sights - Distinguishing colors red or green (by faction), additionally they have high and low powered modes




Updates to Environment Graphics & Parity
PCVR and Quest maps have been consolidated to use the same map version. Bringing much needed parity and consistency to the environments. It is an important feature to offer a more fair competitive gameplay experience. This also ensures that any future adjustments and bug fixing will be equally applied to all platforms. All the maps have received small updates and improvements to them. Cargo, Suburbia, & Downfall are the first 3 three maps to undergo a more extensive update process.

Quest 2 players will now have improved textures, added assets to better fill in the scenes, and a lot more noticeable details.

Quest 3 players will have increased LOD bias. so you will see less LOD popping. They also have increased resolution, and increased scope resolution.

PCVR Players may notice a few details have been removed like blades of grass, small plants, and some decals. PCVR still retains visual benefits like higher resolution textures, mesh quality, and LOD bias.

REMINDER: All platforms have now been set to using the same maps, however, not all maps have received their full upgrades. We are continuing to work on the maps and will be updating them over time.

Updates to Fire Fight
Based on feedback received and additional playtesting after Fire Fight was released, we have made impactful changes to improve the game mode and overall experience when playing.
  • Increased points awarded for a hard drive capture to 2 from 1
  • Increased the Victory limit from 3 to 4
  • Increased the max round count from 6 to 8
  • Reduced the time the helicopter takes to arrive from 4 minutes to 3:30
  • Adjusted and added more spawn locations to be more randomized

Major Bug Fixes
Virtual Gun Stock
  • Fixed virtual gun stock drifting between eyes as the player turns in real life on PC
  • Fixed weapons snapping to a slight downward angle when aiming with Virtual Gun Stock on PC

Change Log:
System
  • Improved visual quality of the game on Quest 3
  • Quest 3 - Adjusted LOD bias to reduce LOD-popping and make renders higher quality from longer distances
  • Quest 3 - Scopes and drone cameras render at 4x the resolution compared to Quest 2
  • Quest 3 - Super-sampling at a 10% higher than native resolution was enabled to improve graphics quality
  • Fixed an issue where, rarely, a player could get stuck in a loop of opening panel links

UI/UX
  • Added an icon to show if a player is in the tent
  • Fixed the green “Friend” icon not appearing on Fire Fight lobbies in the server browser
  • Fixed some typos in the tent
  • Added photographs and text explaining every game mode on the whiteboard
  • The “quick join” buttons now have separate weekly rotations for Core modes, Competitive modes, and Cooperative modes, just like Social modes did before
  • Hunt and Evac are now separate game modes and can be selected directly from the main menu

Gameplay
  • Improved the tutorial and new player experience
  • The tutorial now takes place in FOB Bassett
  • Overhauled the way information is presented to the player
  • Added a small tutorial to the tent the first time you use it

Co-Op
  • Made significant improvements and rebuilt AI behavior
  • Bots now spawn all at once in Hunt, improving the maximum concurrently active bot count from 10 to 32 in the process, and reducing the number of total maximum bots from 128 to 32.
  • Improved bot patrolling behavior and tactical behaviors, including flanking and taking cover
  • Improved the variety of weapon loadouts carried by bots
  • Bots now drop their weapons upon dying, allowing players to pick them up
  • Bots will occasionally drop syringes
  • Added a “passive” difficulty level to Hunt in which Bots do not react to players, and tweaked all other difficulty levels
  • Bots health and damage is now the same as a players
  • Ammo boxes have been removed from Hunt and Evac
  • In Hunt, your tablet will scan a few enemies at a time enemies after a small initial delay, a beep will indicate when a scan has completed. Three enemies will be identified by showing an icon of the enemies location.
  • The ballistic shield is available in Operations
  • The defibrillator is now available in Operations
  • Fixed bots losing track of players when assuming a kneeling position
  • Fixed instances of bots clipping through thin walls and assets, and shooting players through these walls and assets

Core Modes
Fire Fight
  • Increased points for a hard drive capture points from 1 to 2
  • Increased round victory limit from 3 to 4
  • Increased the maximum round count from 6 to 8
  • Reduced the time it takes for the helicopter to arrive from 4 minutes to 3.5 minutes
  • Made spawn locations more dynamic and unpredictable

Maps
  • Significantly improved parity between PC and Quest maps by consolidating maps to one version
  • FOB Bassett (Day & Night) have been added for Free Roam, Gun Game, Spec Ops and One in the Chamber
  • FOB Bassett Basketball Courts with weekly global scoreboards have been added
  • FOB Bassett Basketball Courts include ability to score 2 or 3 points
  • Cargo (Night) has been added
  • Cargo (Day) has new art assets to improve the visual quality of the map
  • Fixed performance issues on Abandoned Night, Suburbia D/N, and Quarantine D/N for PCVR
  • Fixed culling issues on Downfall D/N on PCVR

Workshop & Custom Maps
  • Updated SDK for Custom Map makers to have the ability to add new bots to custom maps
  • Custom Maps that originally supported Co-Op that do not have the updated SDK will no longer appear as an option in Co-Op

Weapons and Utilities
  • Added two variations of night vision goggles. PVS-7 behaves like old night vision, with a tight vignette around your vision and GPNVG-18 goggles have a much greater field of view
  • PVS-7 is now free and auto-equipped on night maps.
  • GPNVG-18 goggles have been added but cost 3 loadout points.
  • Added Three phosphor filters for NVGs (green, white, and amber). These are 0 points, but need to be set in your loadout options
  • Added a multicolor digital filter for NVGs that costs 3 points
  • Added infrared strobes to identify friend or foe when using night vision equipment
  • Added infrared laser and flashlight options for use with night vision equipment
  • Added chem lights as a one-point equipment item (colored by faction: green for MARSOC, orange for Volk)
  • The flare gun has been updated to light up the surrounding environment using “pseudo lighting”. The giant pink tint area from it has been removed.
  • Added parachute flares and made it so that they can set players on fire on a hit
  • All laser sights now have a low power mode that does not show a beam, and a high power mode that does show the beam
  • Laser sights are now colored by weapon faction: red for MARSOC, green for Volk
  • Fixed an issue where the drone battery would not drain in Fire Fight
  • Fixed a bug where RPG rockets would sometimes not explode on impact
  • Fixed virtual gun stock drifting between eyes as the player turns in real life on PC
  • Fixed weapons snapping to a slight downward angle when aiming with Virtual Gun Stock on PC

Known Issues:
  • Players may become stuck in the Tent when Defibrillated after being downed by one user and then killed by another during Fire Fight matches
  • Rarely, private servers with an unknown server region appear and behave like public servers to non-host users
Onward - SyrinSong
Hello Onward Players!

Absolute deLIGHT doesn’t even cover the excitement you showed for the news we shared last month, especially related to the Night Vision features. We are going to be keeping up on that trend this month. You may not think it possible to be more hyped for this update, however, we have some big updates on features you have asked about for a long time.

The Devs’ Desk will be going over the remaining features that will be included in Update 1.13. Make sure to read all the details because there are some things you probably are not expecting. We will also be providing some additional details for some of the features we talked about last month.

Update 1.13 is shaping up to be very impactful no matter which way you play Onward. From the Hard Core Competition players to the Role players, Social Warriors to PVE hunters. This update has features for everyone. The other thrilling part is that all of this will be available before the long Thanksgiving Holiday weekend in the USA!

From the Devs’ Desks:

The Unity update in our last patch set the stage for a lot of the work we have done in this update. Making the changes to major tools and systems beforehand allowed us to make much more meaningful updates to features you have been asking for. Overall, Update 1.13 isn’t everything we are working on, we still have work to do for some bigger features for the game. We have a lot of exciting stuff in development. Being able to release such impactful features to the players and seeing your joyful reactions the past couple months has brought us immense happiness.

Quest 3
As the Quest 3 ships out to people the first thing we are getting asked is “What is the difference in Onward for the Quest 3 vs the Quest 2?”

Some improvements can already be seen when using the Quest 3 based on the improvements in the hardware. In Update 1.13 We've increased the LOD bias for Quest 3 so you will see less LOD popping, and we increased the resolution of both the game but more importantly for scopes, so scopes will be sharper and higher resolution.

More improvements are coming down the road as well, so that is just the first batch.

Updated Tutorial & Player Instructions
With the launch of the Quest 3 there are going to be a lot of new VR users and new Onward players. In order to help these new users and also current users become better familiar with Onward’s gameplay and mechanics we have updated our in-game tutorial. The first big change is now the tutorial is located in the FOB Bassett training room. We made several changes to how training is done. We have included improved text and visual representations to help new players understand more complex functions. The new tutorial instructions and updates to AI in training mode should help players feel better prepared for battles when they join PVE and PVP games.

In addition to the tutorial improvements, we have added objective details and instructions to the whiteboard in most game modes.



Additional Night Changes
One more piece of equipment we have included to help with night mode missions is an update to the Flare Gun. The Flare Gun has been updated to have Parachute Flares. This means when it is shot into the air it will now parachute in place for an extended amount of time, and actually illuminates the surrounding area. This is extremely helpful in situations like getting pinned down by enemy fire and needing to signal to your teammates where exactly you are located. Make sure to take caution when aiming the Flare Gun, if shot directly at someone, it will cause them to be engulfed in fire.

Additional Details on FOB Bassett
FOB Bassett is a US military station located overseas. MARSOC has been stationed there to help provide medical aid while helping fight off Volk forces from trying to take over the areas that contain this country's two most valuable industrial crops: tobacco and sugar extract.

This environment is a medium size map designed to be an iconic overseas military station. It includes several locations within it such as a Gym, Rec Room, Infirmary, and Advanced Training Facility. Social Game Modes will have an opportunity to play on a large scale map with lots of twists and turns and spots to take cover. This will make Social Games more difficult and require more advanced tactics to find your opponents. This map is also an ideal location for Free Roamers to meet up with their squads and go over tactics, practice maneuvers, or just hang out and play a game of basketball.

When we say play a game of basketball, we mean it. FOB Bassett has two ways to play. One is a single hoop and the other is a full court. Both locations will keep score for 2 point and 3 point shots. It also has its own weekly global leaderboard. Basketball can also be good training for improving your grenade throwing skills.







Updates to Environment Graphics & Parity
Currently there are 4 different versions of every Onward map. There are PCVR versions (Night & Day) and Quest Versions (Night & Day). This means when we fix bugs, we need to fix them 4 times. This also means that some assets are on some maps and not others causing some visual and cover compatibility issues. With a lot of the updates that have happened over the past several months, we have been able to address this by consolidating our environments to one version. This means PCVR and Quest players will now be on the same version of the maps. This will bring a lot of much needed gameplay parity to PCVR and Quest players. It also ensures that when bug fixes or updates are made to maps, it will be easier for us to keep those fixes consistent across platforms. This is a big improvement for the competitive players. Overall, it means less time spent redoing map fixes and more time for other improvements to the game like making new content and features and fixing bugs.

Before you worry or any assumptions are made, this will not be a graphics downgrade to put all maps on the current Quest 2 versions. As part of this process we have updated the graphics throughout the maps. For Quest players this means improved textures, added assets to better fill in the scenes, and a lot more. For PC Players this will affect details like removal of blades of grass, small plants, and some decals. We've made the decision to remove some smaller details that could provide concealment on PC that Quest players could just see right through.The list of all the work that was done is really long and we think it will be more impactful for us to show you. Images below are examples of Quest and PCVR Graphics in 1.12.2 and what it looks like in Version 1.13. The Version 1.13 view is how all players will see the environments after the update is released.* PCVR retains visual benefits like higher resolution and LOD bias.

It’s important that we also note that all platforms have now been set to using the same maps, however, not all maps have received their proper upgrades. We are continuing to work on the maps and will be updating them over time. Some maps may feel like a complete remaster.



*Note - PC resolution and textures for 1.13 will be a bit better than what is able to be seen in these posted photos vs when in headset. In addition, some work is still being done on maps and environments may change slightly from images shown in the 1.13 versions.

Fire Fight Updates
We have been closely listening to your feedback and reports about the new game mode. Based on your feedback and additional playtesting, we have made the following changes in the game mode:
  • Increased points awarded for a hard drive capture to 2 from 1
  • Increased the Victory limit from 3 to 4
  • Increased the max round count from 6 to 8
  • Reduced the time the helicopter takes to arrive from 4 minutes to 3:30
  • Adjusted and added more spawn locations to be more randomized
An Advanced Enemy Approaches
This is the news a lot of players have been waiting years for. We have made drastic improvements to our AI for our PVE modes. We have made several smaller changes to AI over the years, such as animations and response adjustments. However, what we really wanted to do is completely re-do their behaviors. In Update 1.13 we have been able to do just that. The AI has had a complete refactor done.
  • AI can now take the "direct path" or the "safe path", which allows them to flank you much more often and intelligently. Some other highlights for the new behavior include the following:
  • AI spawn all at once in Hunt. If you clear an area you don’t have to worry about them spawning behind you.
  • Active bot count has increased from 10 to 32 (8 higher than the previous PCVR bots!)
  • Improved patrolling behavior throughout maps
  • Adjustments made to AI behavior for difficulty scaling
  • AI will react to tactics made around them and not just gunshot sounds made anywhere on the map
  • AI no longer has a “swarm” behavior and will not all attack you at once. It is now based off a new visual and audio cue system, meaning it is possible to play more stealthily.
  • AI will now have more intelligent tactics like using how and when they use grenades and taking cover dynamically behind any object.
  • AI bodies are now persistent, and do not disappear.
  • After a few minutes in Hunt, your tablet will periodically scan a few (not all) Volk AI and show them on the map to keep the match going if you can’t find that last bot.
  • AI will now drop their inventory and you have the ability to pick up items from it. Consequently, ammo boxes are no longer available in Hunt or Evac.
  • Most of the previous SteamVR AI inventory loadouts are back! With some additions like syringes and flashbangs. They will carry a variety of weapons, attachments, and equipment.
That’s right, picking up AI inventory is back! This is something you have been asking for and we have been working hard to bring it back into the game. We would also like to note that this refactor launching with 1.13 is the foundation for work that we plan to build upon to make additional improvements to the AI in the future. For example, in 1.13 the Rifleman AI has returned and we are currently working on other AI types like Snipers, Automatic Rifleman, and more in future updates.

We are excited to see the dynamic improvement this refactor will bring to your PVE experiences. More details on the AI changes will be shared in the patch notes when the update releases.

The AI is not the only major update to Co-Op. Some other highly requested updates will also be added. You can now use the ballistic shield again in Hunt and Evac. In addition, the defibrillator is also available for 12 loadout points.


All this news is HUGE. If you haven’t tried Co-Op or it wasn’t your thing before, you should try it again with all the adjustments that have been made. Make sure you have enough time over the holiday weekend to experience all the new updates.


Community Center:
Our Custom Map Maker Showcase entries are wrapping up and there are some exciting maps to play on. We will be reviewing the maps and announcing the winner on our social media channels soon. Be on the lookout for that announcement and make sure you try out the map for yourself.



Keep your head on a swivel
Onward - SyrinSong
Hello Onward community,

We have just released another hotfix to address additional issues when Update 1.12 was released. This will fix a variety of bugs happening throughout different game modes and fix some errors that were happening in the settings. Speculative fixes are due to the limited amount of testing we can do on various devices and setups in our QA cycle. If any of the below issues continue to happen, please use our Discord to report the bug(s) you are experiencing.

Changelog
  • Fix for hard drive spawn locations that allowed it to spawn outside of accessible map locations
  • Fix for multiple Uplinks showing up during Uplink matches
  • Fix for attempting to join Competitive Fire Fight through quick join freezing the game
  • Speculative fix for players floating in the sky
  • Potential fix for game settings not saving
  • Speculative fix for Pimax and Windows Mixed Reality users game not launching
  • Fix for heartbeat audio staying on when healing yourself
  • Fixed and bug that would show “Arsonide” and not the default corpsman
  • Speculative fix for defibrillators not spawning
  • Adjustment made to prevent more than 3 people joining a fireteam in Fire Fight
  • Speculative fix for player states not behaving correctly. (Players having the wrong uniform, being invisible, ect.)
Onward - SyrinSong
Hello Onward Players!

Fire Fight is a hit! When Update 1.12 released, Fire Fight quickly became and continues to be a top played game mode. We are thrilled to see that you are enjoying this new addition. Some bugs did come with Update 1.12 due to some unpredictable behavior that happened due to the Unity update that was done. We are trying to get hotfixes out more quickly to get you back to playing and minimize the impact to your gameplay.

This month we have an update for additional fixes coming, some of the next features that are coming to Onward in the Devs’ Desk and an update on our custom maps in the Community Center.

From the Devs’ Desks:
We are continuing to work on some lingering bugs and should have Patch 1.12.2 coming out tomorrow (9/20). This will include several fixes for bugs in Fire Fight, multiple Uplink spawns, heartbeat audio staying on, and more. The full list of fixes will be published when the patch is released. Patch 1.12.2 will also include a speculative fix for Pimax and Windows Mixed Reality users not launching correctly. The reason this is a speculative fix is due to the limited amount of testing we can do on various devices and setups in our QA cycle. Additionally, this also means that with all the different variables that come with PC gaming, we need to spend more time looking into other PCVR bugs that came as a result of the Unity update.

Next, we wanted to shed some light on some of the features coming to the game.
For the next update (1.13) we are not going to leave you in the dark about our goals to improve some aspects of the gameplay. Our vision for this is to help encourage you to be better equipped for anytime a battle may take place. If you haven’t picked up on the subtle hints yet, we are going to be making updates to how you play at night!

Night Mode Improvements
New and Updated Night Vision Goggles
We will be adding updates to Night Vision Goggles for you to choose when making a loadout. There will now be two different versions of NVGs. The current NVGs will be automatically included for free in your loadout by default on night maps. There are also now Ground Panoramic NVGs that can be picked from the loadout options menu for 3 points, greatly increasing your field of vision. Both NVGs will include new customizable filters to choose from: Amber Phosphor, White Phosphor, Green Phosphor, and Digital (Multi-Color). The single color phosphates will be 0 cost for your loadout, unless you want to use the Digital filter. The Digital filter option will require you to spend 3 points to include in your loadout. These new color options and different goggle types should be a huge change to how you view night gameplay.


IR Strobes
IR strobes are blinking infrared lights used in real world combat for friend or foe identification. They are being included on the character models on night maps. This will make identifying and locating your teammates easier in the dark environments, and makes night maps actually play different, not just look different. This should also help reduce team killing from not being able to clearly see the players uniform color. You will be able to see this addition located on your teammates helmet when night vision is enabled. Enemy strobes will not be visible for gameplay purposes and to reflect the manner in which these tools are used in real life, so this will not paint a bullseye on your head. Infrared strobes are a server option and can be disabled, but are on by default.

New Gear
New IR attachments will also be coming to help improve your tactical options when building your night loadouts. IR attachments include items such as infrared lasers and infrared flashlights. In addition, normal laser sights are now colored red and green (by faction), and have high and low powered modes. Low powered laser sights show the dot, but not a beam. As far as throwables go, we’ve added chem lights (with liquid physics) you can snap and shake to activate and mark locations or signal your teammates.

Main Menu Scene Update
We have seen your comments and delight over the new Main Menu scene, the improvement in graphics quality and the difference it makes on immersion. We are thrilled to announce that this scene will be available as a full playable map. The map is named “FOB Bassett” and will be released for Free Roam and Social game modes. These modes are quicker to implement and we don't want to rush out unbalanced versions of Uplink or other modes on this map. We are looking into extending it to other game modes, let us know in our Discord which mode you think would play well on this map!

Long-term projects being worked on
Not everything we work on makes it into the next update. Some features take longer than others to develop and some rely on other updates to release first.

You have heard us say for a while that we're working on our AI for PvE modes, well it's just about time for us to deliver on that promise. Our engineering team is working hard on a large refactor of our AI system which includes... We can't wait to share more, so stay tuned as we get further along in this feature's development.

Community Center:
We have introduced a new community program for custom map makers. Around once a quarter DPI will be hosting a Custom Map Showcase. We will be posting a theme for the custom map makers to build a new map made for the showcase. There will be one map submitted per person, and one winner will be chosen for the showcase. The winner will receive a community prize pack and the coveted Purple Pen that they can use in game.

Our first showcase theme is “Spooky / Fall Season”. We have already received a couple submissions that look to be really enjoyable to play on. The first showcase will wrap up around mid October. Just in time to get you some great new maps to fit the season.

Any level of map maker is welcome to submit an entry. Submissions are reviewed for a variety of criteria, anyone has the chance to win. If you are interested in starting to make custom maps join the official Onward discord and head to the Custom Map channels.



The future's looking bright!

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