Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
We've got another small incremental testing build for y'all this week. This is mostly for iterating on a bunch of the constructs that will be showing up in the new Take & Hold level, while we continue working on the actual environment.
Things go well and we're at the 95% mark on actual level geometry & lighting setup. Next up is visual effects, more props, and getting the mode specific game logic in, which means we're in spitting distance of actually being able to have you folks test it! Looking like mid-October, assuming everything keeps going well.
Anywho, if you're running the Experimental build I'd love it if you could play around with the new Constructs in the Institution Preview scene and let me know what you think so far!
Have a WONDERFUL weekend.
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 111e5
Additions:
Added Floater, Iris and Blister Constructs to Sosig Spawner
Changes:
[TnH] Tweaked Floater explosion rate to be much faster and tweaked physics behavior
[TnH] Made Floater explosion radius larger and added further VFX
[TnH] Replaced Floater Sound FX
[TnH] Node projectiles now spawn a trio of Vaporizing Energy bullets
[TnH] Blister now has far more transparent detection beams, uses an ambient sound, and has multiple speeds
Tweaked Vaporizing Energy Bullet
Fixes:
[TnH] Fixed Floater node not detecting player
[TnH] Blister scan beams now properly disable on destruction
[TnH] Fixed damage multipliers on a number of destructibles
[TnH] Fixed destructibles that function like environment objects not receiving explosive damage
API Changes:
Added FVRLoopedAudioEntity class. NOTE THIS IS STILL IN PROGRESS and a bunch of its features are just stubbed in.
Known Issues:
Vaporizing Energy Bullets do not do ‘normal’ damage, and only invoke the Vaporize effect on Sosigs. This will be amended soon.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
Have another experimental build for y'all this week, focused on new entities and entity spawning logic in the Institution Preview scene. Please note that these are all WIP, some have missing sounds, as this is a first pass to ensure they actually spawn and move about the scene correctly. If you run into any unusual behavior, especially varied from the devlog above, please file a bug report!
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 111e4
Additions:
Added New Construct To Institution Preview Scene: Floater (A hovering contact-mine)
Added New Construct To Institution Preview Scene: Sentinel (A mobile security entity)
Added New Construct To Institution Preview Scene: Node (A static slingshot ‘turret’ for the player)
Added New Construct To Institution Preview Scene: Blister (A static security entity)
Added New Prop Set: Squarrel and Exploding Squarrel
Added Assorted New Destructible Props to Institution Preview
Changes:
Entities in the Institution Preview Scene are now spawned using a more generative logic. Please report any truly bizarre spawning behavior observed to the Steam Forum Bug Reports Section
Fixes:
Attempted to make flashlight to Muzzle particle effect behavior actually consistent.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
Have a JAM PACKED update for you this week. We're nearly the end of our ammo asset replacement project, with this week bringing you shotgun shells. In addition to the upgraded assets, we've got a bunch of new sub-types for calibers that didn't have exotic shells, another 23x75mmR shell (so we have Shrap 10 and 25 now), and to celebrate that we've got 4!! new shotguns, in a spread of cartridge types to make best use of them.
Beyond that there's some new attachments, new sound for 1911s (long requested) and some new destructible scenery in testing in the Institution Level Preview. We're still cranking away on that level, and the plan over the next two weeks is to start testing some of the systemic changes to Take & Hold, and bring the Competitive Character online for testing finally.
Hope y'all have a wonderful weekend and we'll see you next friday.
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 111e3
Additions:
Added New Firearm: B1301 (12 gauge)
Added New Firearm: Sawnoff-16 (16 gauge)
Added New Firearm: OutbackDouble (20 gauge)
Added New Firearm: Tulyak (23x75mmR)
Added New Attachments: CompactFlashlight 1 & 2, Scout Flashlight
Added New Ammo Subtypes for 16g and 20g shell: Cannonball, Flechette, No.2, No.4, Flare, Triple Hit
Added New Ammo Subtypes for 12g Short: No.4, Slug, Freedomfetti
Added New Ammo Subtypes for 23x75mmR: Shrap-25
[TNH] Added Several New Random-Spawn Destructible Prop/Obstructions to Institution Preview
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
We've got another iterative experimental build this week. Behind the scenes I've been working on tons of Take & Hold stuff related to scoring, event tracking, and the foundation of the new 'alert' system that will be present in the new Institution Level. In terms of new things for y'all to PLAY with though, there's a new Swedish WW2 Battle Rifle, the AG42B, which has a very unique manual of arms (make sure to watch the latest devlog to see how to operate it), as well as a bunch of cartridge replacements, and some new subtypes for .50 BMG (SLAP and SLAP-T).
Do note that score submission is disabled on the Experimental Branch for Take & Hold as we're doing a bunch of changes that might result in odd scores until we have everything finished.
Hope y'all have a pleasant weekend!
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 111 - Experimental 2
Additions:
Added New Firearm: AG42B [6.5x55m]
Added New Cartridge: 6.5x55mm Swedish in Ball, FMH, Tracer & AP
Added New Stripper Clip: 6.5x55mm 5-round
Added New Ammo Subtypes: M903SLAP and M965SLAPT to .50bmg
[TNH] When manually selecting a Seed, all timing variables that can impact scoring during a Hold phase are no longer random, but instead set to their shortest interval within the random range, to ensure even upper bounds for scoring
[Sosig] Added Parameter to Sosig Config Template which is the amount of time in Skirmish state til they have been ‘alerted’
Modified ClosedBoltWeapon system to accommodate AG42B style top covers that can grab the bolt and pull it back. This system still likely has some edge cases and thus I DO NOT recommend using it to make a modded gun until U111 is full release.
Fixes:
Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now
R700 Magazine round clipping fixed
FAL 10,20,30rnd Magazine round clipping fixed
Fixed Geo holes in SVT-40
Fixed edgecase round clipping issue in Frontier model B
Fixed INSANE edgecase that can only occur when loading the OTS38 at light speed (Jesus Spanners)
Fixed incorrect trigger placement for ejector fro B600
[TNH] Fixed Sosigs being counted as Melee kills for the player in situations where they’re not
[Sosig] Fixed incorrect IFF transmission on damage events that occur through armor
[Sosig] Fixed player IFF event handling when damaging a Sosig via collision damage while holding it
[Sosig] Fixed incorrect filtering of ‘last damaged by class’ events in Sosig damage tree causing errant melee kill tracking
API Changes:
Changed IFFCode to only be changed after OnSosigKill Message Sent
Added Sosig Alert Tracking utilizing Alert time parameter from their config. These Alert events are fired globally, and the TNH Manager subscribes to them (to utilize conditionally for patrol spawning)
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
We've got the small start to the Update 111 cycle this week. Apologies for the lack of a Steam post for U110 going live last week. I must admit I was so fixated on Baldur's Gate 3 I totally forgot to make one to go with the build....
This next cycle is all going to be about Take & Hold as we ramp up to the new Level's launch. We jumped back to the Experimental branch as I need to make some breaking changes to scoring, and other state tracking that will at times make top-scoring on the boards in the Hallway level impossible (while I work on things) and so didn't want folks to be stuck with that until its done.
Until then though, enjoy the new set of toys this week, and hopefully we'll have some of the new Take & Hold encryption challenges migrated into character for you all to field test next Friday!
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 111 - Experimental 1
Additions:
Added New Firearm: P210-1 (9x19mm)
Added New Firearm: P210-5 (9x19mm) (Target Shooting Variant)
Added New Firearm: P210-6 (22lr) (Training Variant)
Changes:
Restructured some Take & Hold code for future modification. This should NOT have resulted in any behavior changes yet. (if it has, please report it as a bug)
Fixes:
Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
We have a small update for you this week. Mostly iterations and improvements to what was added last week. We think this version of the Regenerative, Cascading and Orthogonal Encryption is far better tuned, but would of course love you folks to continue testing them in the Proving Ground this week.
As for the Operator Sosigs, we've made them a little more multi-faceted in terms of weakness. Accurate shots to the visor and to the rear can now more easily penetrate, and the new concussive damage system should allow you to keep them momentarily at bay, even when you can't get a clean shot.
Our goal is to move this all onto Main Branch next week, so they we can begin another cycle on the Experimental Branch for the larger systemic changes to Take & Hold coming with the new level (and to allow me to make some riskier changes without breaking mods for you folks).
Hope you all have a wonderful weekend and we'll see you here again next Friday as usual :-)
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha!
Full Changelog - Update 110 Alpha 6
Additions:
Added New AI Feature: Concussive damage - Sosigs can now be knocked into their confused state by damage, even damage that does not penetrate their armor, to the torso and head link. This confusion damage can accrue but is capped at 4 seconds worth. While in the confused state the Sosig cannot acquire new targets, track properly, and has a tendency to panic fire. In addition, they can be grabbed while in this state.
Changes:
Replaced Cartridge Models for 6.5x52mm, 7.5x54mm, 7.92x33mm Kurz and 7.92x57mm
Significantly reworked Heavy Operator Sosig to allow for a wider
[TnH] Regenerating Encryption significantly reworked. Now regenerates inward to out, and cannot regenerate when center cell isn’t present.
[TnH] Cascading Encryption modified to no longer have 3rd set of target splits (is now a total of 15 sub-targets instead of 25)
[TnH] Orthogonal Encryption significantly reworked. Now rotates as part of its movement step. Also changed distance parsing behavior that determined movement step prioritization and magnitude
MTS255 is now metadata associated with a speedloader.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
Hope you're all doing well! We've got an exciting Alpha Branch update for y'all this week, with a new tier of Sosig Combatant (designed for the Competitive Take&Hold scene), and some new Take & Hold encryptions. The best way to try these out is to jump into the Proving Ground scene, grab the blue Sosig Spawner device in the corner, and poke around at things.
Make sure to watch the latest devlog so you can see what the design intent with someone of these are (extreme challenge). We'll be integrating them into a new Take & Hold character very soon, and iterating on these as we take feedback from you folk as always.
Have a wonderful weekend!
-Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha!
Full Changelog - Update 110 Alpha 5
Additions:
Added New Sosig Enemy Set: Operator (Available in Sosig Spawner, currently being tested for Competitive play)
[TNH] Added New Encryption Types: Polymorphic, Cascading, Orthogonal
Added Operator Sosigs to Sosig Spawning Panel
Added All Take & Hold Encryptions to Sosig Spawning Panel
Changes:
[TNH] Completely Replaced Regenerative Encryption with a new concept
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Everyone,
Hope you're all having a fine week! We've got another small Alpha build this week. Mainly bug fixes and small updates to the current level Technical Preview. If you'd like to know more details, check out this week's devlog!
Cheers, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha!
Full Changelog - Update 110 Alpha 3
Additions:
Added New Testing Supply Rooms to Institution Technical Preview Scene
Added New Secondary Hallway to test (Metal Vents)
Fixes:
Fixed incorrect text display for 20x82mm HE round on Ammo Spawner
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Everyone!
Hope y'all are having a pleasant Holiday (or just an all round wonderful Tuesday). We decided to do a little goofy update this year to fix a GREIVOUS error in the game, which was the lack of the ability to grill tiny wieners on the grill in game and eat them so.... there ya go. *snort* Available in the Arizona Range.
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha!
Full Changelog - Update 110 - Alpha 2
Additions:
Added New Melee Weapon: BBQ Rapier
Added New Misc Object: Tiny BBQable Wiener
Changes:
Charcoal Bag & Lighter Fluid now in the Item Spawner
Grill now has improved detection radius for cooking and erm... doing Thermal Damage to... things.