Hello,
just a quick info that I've released another tiny patch fixing some game crashes, notably in Space Elevator Scenario and for Silk strategic resources (causes for which however occur in other corner cases)
In the meantime I am assembling feedback from beta and planning for a small feature update by the end of the week - most likely addressing Hard difficulty and Auto-combat. We'll see what else comes up.
So far everything goes slightly better than expected so I believe I'll be in good position to release 0.12 live by the end of september as planned.
Have a nice day,
Ondrej
We have released version 1.2.204 today, which mainly improves the backup system for save files and a few other smaller bug fixes, as well as trail changes. You can have a look at the full change log below.
We also worked a lot on netcode improvements over the last few months and we would like to invite you all to a Beta Test on Monday the 22nd of September. The test will start at 12pm CEST on a Steam beta branch (Instructions how to join will follow on Monday) and will be live for 24 hours. The improved network code should greatly reduce lag and rollbacks but we would like to get more feedback from the community before we can put it live for everyone. This is also a rare chance to play against the Megagon team as most of us will participate in the test as well.
We would really appreciate it if you could take some time next week to join the test!
All the best,
Your Megagons
Critical: The game now saves multiple backup save files and creates a new one at the beginning of each day.
Critical: If the main save file can’t be loaded players are now notified and can decide to try again or load the backup save file. If both fails players can choose to reset the game to a clean save or quit the game. Please let us know in our Discord or via https://support@megagonindustries.com if your backup save game also doesn’t work.
Major: Fixed a bug that players could return to a resting spot after crashing inside it.
Minor: Fixed an edge case in which the Recover-UI wasn’t displayed correctly in team mode.
Minor: Fixed bug that the free ride achievement was triggered too early.
Minor: Fixed game stuck on loading screen when a 2nd monitor wasn’t turned on.
Minor: Fixed wrong sound played at the start of trick mode.
Major (Xbox Only): Fixed that the How To Play Screen for the team mode was missing on Xbox.
Minor (Xbox Only): Fixed a bug that the PC input settings were available on console.
Speedrunning Critical: Adjusted some ramps that were added in the Freestylers level updates that may interfere with optimal racing lines that existed previous to the update.
Eisige Allee: Updated a stone in front of a ramp in section 2 of the black slope
Weinender Wald: Adjusted two ramps in Section 2 (blue slope) that may make the optimal racing line harder
Grimmiger Hang: Removed one ramp in Section 5 (blue slope) that obstructs the most optimal shortcut
Donggu: Adjusted two ramps in Section 3 that blocked two different shortcut options
✅ Fixed a crash when entering settlements
https://store.steampowered.com/news/app/2601980/view/500584797655007423
Tonight, we tighten down our helmets and hold fast, pushing towards Logan field and Free Shoonya's cabin. Learn more about the game, story and characters as we shoot and blow things up!
Livestream begins:
9pm EST, 5PM PST
“You want it?! Come and get it.”
- John Robbins
Hey everyone!
Update 16 has a strong focus on fixes and improving on the menu user experience, but comes with a good amount of gameplay refinements as-well, such as new items, better and more loot and improved upgrade progression, which we personally feel are very noticeable.
We have heard your feedback about the base of operations and have greatly streamlined the experience to be more smooth, easier to understand, faster and more convenient, while keeping all the new content that Grand Operations brought.
🞙 We simplified the Menu UI and changed it to use a simple unified Tab-Bar
🞙 You can now easily switch to any menu while being in the lobby!
🞙 Cinematics also have been speed up and in general the menu is very fast to use
🞙 Blueprint and Data income has been increased for faster unlocks
🞙 Many other fixes and tweaks have been done.
Note: The menu background is mostly the same with a bunch of optimizations but with the changed camera angles we have some untapped potential for improvements left.
Our goal was to improve the overall sense and depth of progression. Early game is becoming more diverse, and we wanted to bring item and item upgrades back in focus as the main progression outside of weapons. We experimented a lot with the amount of loot and we think we now found a good balance in terms of depth of choices, both for weapons and for items.
🞙 The First map now spawns 100% an item and a weapon chest
🞙 Coop now properly spawns bonus item chests per player.
🞙 50% chance per player per map for one extra chest
🞙 Item rarities are now more randomized and you get higher rarities earlier
🞙 Item upgrade shops are now arriving earlier and more consistently
🞙 Medical shop has seen varied changes and improvements
🞙 Varied other shop improvements
🞙 New options have been added, including specific synergies with certain weapon types
🞙 Choices for non tinkerer shop are now 2 instead of 3
🞙 Most Perks which were Epic previously are now common
🞙 Varied Perks have been improved
🞙 Shops in the third map have been moved away from the end towards 2/3rds
🞙 Medical Chest: Now drops randomly either power rations, healing vial or morphine
We added some new common Items “Simple Straight forward damage items”
🞙 Ignition Core - Large area damage
🞙 Heat Ray - Self targeted sun ray
🞙 M12 Liquid Grenade - Explosive Grenade with scaling
🞙 Psyonic Spikes - Erupts powerful metal spikes from the ground
You can now see in item stats:
🞙 Double Occurance chance
🞙 Triple Occurance chance
🞙 Quad Occurance chance
🞙 Multi-Cast chance
🞙 Free Cast chance
🞙 No Charges Cost chance
We added power scaling to varied action effects which previously didn’t scale and we added the scaling to the tooltips.
🞙 Ammo gain to magazine now scales
🞙 Shield Gain now scales
🞙 Plating Gain now scales
🞙 Health Gain now scales
🞙 Stacks can potentially scale (will be used more in the near future)
This opens up many possibilities, like upgrading the amount of missiles an item fires or how fast a upgrade stacks or such things.
🞙 Pulsar repeater stacks 10 > 20
🞙 Shield dome now stuns enemies within at first
🞙 Roundhouse boots cooldown doubled, now deals way more damage
🞙 Roundhouse boots now gives 10% movement speed
🞙 Power array now shoots a cone burst
🞙 Crowd control gear now shoots a volley of grenades
🞙 Sidewinder fires 3 missiles with less damage
🞙 Shove is now Hypershovel, cooldown 7s > 0.75 seconds
🞙 Hypershovel now reduces ability cooldowns by 1s
🞙 Now deals 10% bonus max hp damage
🞙 Guardian moved to lost & found due too many summons
🞙 Slug Boots damage 8.5 > 10x
🞙 Fire Prism reworked - now actually acts like a prism and splits lasers on the
target
🞙 Heavenly Embrace minimum range 1>1.5m, max hp damage increased
🞙 Bloodrite reworked, now gains stronger with every usage until you will have
to throw it
🞙 Bloodbane now causes curse explosions too
🞙 Grappling hook stat buff 2s > 2.5s, enemy damage range 3m > 4m, dmg stacks 7
> 8 times
🞙 Grappling hook projectile speed 200% > 250%
🞙 SAT masterkey deals more damage
🞙 Flare gun gives a small speed bonus on activation as Qol
🞙 Flare gun base stats 70% > 80%, scaling 0.35 > 0.2
🞙 Sticky Bomb cooldown 10 > 5s due to misses from enemies being dead
🞙 Sticky bomb and healing drone have a “no friendly in range” popup
🞙 Magic mag now reloads up to 30 * scaling, now creates ammo for free, now
shows a buff
🞙 Stun mines renamed to P7 Concussion Mines - Cooldown increased, now has a
fixed 4 constellation, improved VFX. No longer uses charges
🞙 Cryo turret now has 2 charges
🞙 Disc of justicia damage doubled
🞙 Enemy damage per player bonus 5% > 3%
🞙 Enemy aiming speed per player 5% >0%
🞙 Enemy Health scaling per player from 55% to 40%
🞙 Enemy Health scaling per 100% Difficulty from 25% to 50%
🞙 Enemy Base Projectile speed multiplier from 55% to 50%
Tldr: Enemy health is higher in singleplayer and a little bit higher in 2 player high
difficulty, up to 16% lower in 4P on low difficulty. Enemy damage is reduced
overall and enemy projectiles / reactions are a bit slower.
🞙 Seeker carbine damage 3 > 2.5x
🞙 Increased amount of visible weapon perk slots from 7 to 12
🞙 H200 Commando damage 1.9x > 1.75
🞙 Evo XS damage 1.15x > 1.05
🞙 C900 Pioneer upgear now increases weapon perk power as it was causing
technical issues
🞙 Divine ammo conversion now works on special and spewer type weapons
🞙 Sickle Variant now properly uses its cooldown to drop the pickups
🞙 Stun missile burst stun duration 2s > 3s
🞙 Reduced loop effect in silo floor
🞙 Varied map fixes
🞙 Heavy Gunner ramping up changed from
-50%, +10% fire-rate per stack
to -35% +7% fire-rate per stack
🞙 Snappy movement speed 3 > 3.35
🞙 Metal Storm now places one on the left and one on the right
🞙 We added a new chest which can grant 2 Blueprints or 50 Data or 80 Data
🞙 Data per map completed 10 > 25
🞙 Data from Boss kill removed 20 > 0 (still gains per map change, so -5 total)
🞙 Increased data gain cap overall
Enemy kill effects have been improved and are more satisfying now
🞙 Added kill oil sparks
🞙 Added kill metal fragments
🞙 Timed oil splats better
🞙 Rag Doll chance from 40% to 100%, now only explodes above 2000 damage
🞙 Rag Doll velocity tweaked
🞙 Damage Numbers ported to new MSDF Text, made more snappy
🞙 Kill X Effect Improved
🞙 In coop, the item bar is now always shown for other players
🞙 Fixed playlists playing over each other
🞙 Out of combat now plays in a faded style
🞙 Fixed doubled music track playing in training
🞙 Removed some less good tracks in training, added S1 Training tracks
🞙 Enemy spawner high now spawns 3 different archetype of units not 4 per map
🞙 Medium Spawner now only spawns 2 different archetype types not 3 per map
🞙 Low spawners now only spawn 1 enemy archetype
🞙 Low spawners no longer spawn special units such as tasers, wheels etc, these
are on medium or big spawners only
Overall this gives a much stronger identity to the compositions where groups previously felt random. We also gain a better contrast of types, so we have normal enemies, being mixed up with more special enemies instead of a permanent wild mix. This makes gameplay, visually and enemy attack patterns a lot clearer and more diverse.
🞙 Added new super low spawner for first 2 enemy groups per game
🞙 Reduced enemy count in first map noticeably, to make the game start easier
and faster
🞙 Summons now hold you half as long in combat after enemies are already gone
🞙 Alarm wheels now are stunned for 1 second per spawn, max spawns 8 > 6
🞙 Jet boss armor 30 > 0
🞙 Sawblade now spawns mini-sawblades when one of the 2 is destroyed
🞙 Last Defender now has laser beams,
🞙 Last Defender charge attack fixed / improved
🞙 Last Defender missile attack reworked
🞙 Last Defender no longer spawns secure bots and lightning wheels
🞙 Last Defender now spawns area denial drones and pacifiers
🞙 Added safeties for last defender loot and no longer shows the reward twice
We seemingly updated the U15 mod browser just when a much newer one came out, making the new U15 one instantly very outdated. We added now the latest Mod.io browser, there might be some issues with it left as this is quite a big task to integrate. The new ui is easier to customize and we have commited to sticking and further customize this UI as required and deal with API changes in the future by just fixing the modding backend as needed going forward.
MSDF High end, High performance custom Text rendering System
Up until U15, we’ve used the Unity Engine TMP Text system. While the glyphs rendered by this text engine look quite nice, the performance is pretty bad. This is especially noticeable in text heavy UIs in the main menu but also for example when new weapons are dropped and various text elements pop up in the same frame.
Unfortunately the Unity version is not fit for change so we took the time to write our own text rendering engine that is now included in the game.
The performance for creating text elements is roughly 2-3x faster than Unity’s TMP and renders glyphs with a higher quality algorithm called MSDF.
Asset loading
Synthetik 2 uses Unity’s Addressable system for dynamically loading content pieces meaning all the 3D models, Audio clips, Icons etc. This is great since this is the only real way in Unity to not preload all potentially referenced content when loading new levels, which would completely blow up RAM usage with the amount of content Synthetik 2 features.
Unfortunately the system is not very optimized for fast paced accessing of content.
Any instantiation of new content, for example throwing a grenade made the actual instantiation of the new content delayed by 1-5 frames, immediate instantiation of already RAM loaded content is not featured and the CPU overhead of actually using the RAM loaded content is also noticeable.
We’ve forked the Unity code and implemented our own Asset Manager that sits on top of the Unity code and can preload and recycle content much better and in most cases immediately instantiate accessed content with practically no overhead.
Raycast Targets
🞙 We cut raycasting targets in the UI by 90% which might improve frame
times when clicking
Muzzle Lights
🞙 Low quality setting no longer produces muzzle lights
🞙 Medium quality now has 60% shadowed muzzle lights
🞙 High quality retains full muzzle lights and shadows
🞙 Muzzle lights on medium and high quality now fade out over distance
🞙 Muzzle lights now have maximum ranges to avoid rendering to many objects
Arctic
🞙 Fixed a large snow particle effect which causes heavy overdraw in 2 maps
We did significant work on controller support, with better aim-assist, a rework of the menu handling and a overhaul of the controller aiming system. More controller improvements are coming up.
Many many fixes …
🞙 Refactor of weapons into a state machine for better handling of states
🞙 Fixed that summon upgrades don't work in co-op
🞙 Fixed varied other pick-up and weapon related co-op issues
🞙 Fixed a issue where certain effects stacked each map change, like no
cooldown chance on unstable current or critical chance on volley system,
causing people to reach 100% no cool-down chance and such things.
🞙 Fixed varied quest issues causing problems
🞙 Fixed pioneer breaking stats
🞙 Fixed a issue where items dissapear when picking up with full inventory
🞙 Fixed issues regarding minimap
🞙 Fixed Sniper Laser sometimes staying on
🞙 Fixed a issue with invisible enemies due to unreliable packages
🞙 Fixed a issue with bleeding effects causing enemies to break and bosses to
die instantly
🞙 Fixed a issue where things break when people drop weapons while attachment
shops are active
🞙 Fixed a issue where weapon switching did not properly re-parent actions,
leading to many bugs when trading weapons
🞙 Fixed depots not being switchable in the mod menu
🞙 Fixed doubled difficulty modifiers
🞙 Fixed many issues with U15 menu
🞙 Fixed Methadone coop issue / general action ownership issue leading to
potentially more bugs
🞙 Fixed many minor action issues
🞙 Fixed that WASD controlled menu buttons
🞙 Hopefully fixed last defender reward not appearing
🞙 Fixed Dialogs playing per player
🞙 Added fallback for last defender reward in next map
Known and investigating for next week:
🞙 Boss sometimes not dropping rewards in coop
🞙 Ability shop not usable in coop
🞙 Many more
We are now trying to follow up with an even shorter update cycle.
Up next are boss improvements, more improvements on items and more controller improvements as well.
Let us know what you think! We hope you enjoy!
Team Flow Fire Games
Known issue: Certain people report having a very bright daytime lighting instead of the intended night light in the menu - we looking into a fix
Edit2: It appears that there is an issue with Chinese, Japanese, Korean and maybe more font sets missing, we'll fix this ASAP.
HELL YEAH!!! 1.0 IS OUT!!! WITH A LOT OF NEW STUFF!!!!
-THE GAME NOW HAS 36 MAPS TOTAL (SP, MP, HORDE)
-NEW HORDE MODE WITH 5 MAPS
-WORKSHOP!!!!
-NEW ACHIEVEMENT
-A LOT OF NEW LANGUAGES!!
ALSO A BUNCH OF ENHANCEMENTS EVERYWHERE IN THE GAME TO MAKE IT BETTER TO PLAY!!
THANK YOU ALL SO MUCH FOR THE SUPPORT!!!
JOIN US TO CELEBRATE THE 1.0 IN OUR DISCORD AND REDDIT
ALSO, THE GAME PRICE WILL INCREASE TO 5 DOLLARS AFTER OCTOBER 1ST, SO THIS IS THE LAST CHANCE TO GET THE GAME FOR THE ORIGINAL PRICE, AND NOW WITH 30% OFF!! RUN, TELL YOUR FRIENDS!!! FOR A VERY LIMITED TIME!!
ALSO, BDD3 WILL STILL RECEIVE UPDATES EVEN AFTER 1.0!!
THANK YOU ALL SO MUCH, IT'S BEEN SUCH A AMAZING JOURNEY, I FEEL EXTREMELY HONORED AND HAPPY, THIS IS THE BEST TIME OF MY LIFE!! GOD BLESS YOU ALL!!!
* Survival Quests: New quests including a genie in a bottle and new stories with the Milfred Betterman Charitable Society.
* Survival Worlds: Many more POIs, including more sensible chest spawning and loot distribution. New monster camps spawn in every biome! Many improved POIs now with functioning doors. Nearly all old single-object trees have been replaced with trees that come apart in physicalized chunks, way more fun to break down.
* Monsters: Monsters now take more damage when falling (or being kicked!) from great heights.
* Crafting: Some high-level craftables have been removed from the workbenches in order to make finding blueprints in the world a more exciting way to max out your character.
* Swimming: there is now "wading" before you get deep enough to swim, and you move progressively slower as you get deeper in.
* Swimming: You also don't use stamina if your feet are on the ground while swimming on the surface.
* Swimming: fixed difficulty getting out of the water when looking up.
* Health: cannot stack health pack past max anymore, and any amount past max slowly degrades.
* Fog: there is now a setting for fog height.
* Procedural Generation: improved placement that seeks to find flat ground for larger groups.
* Procedural Generation: points of interest can now cut into the landscape.
* Procedural Generation: size 11 world are a bit more stretched out.
* Procedural Generation: caves/chasms have a more organic shape.
* Editor: Allow placing objects when interacting.
* Monsters: Render particle effect when spawning/despawning.
* Monsters: More accurate spawning positions when testing a level in the editor.
* UI: Fix compass rendering.
* Procedural Generation: Added new snow biome POIs and updated quarry POIs.
* Procedural Generation: 6 new Bog Biome POI's.