This Sunday, May 8th, at 3PM EDT (1900 UTC) we will be having a test of the new networking and relevance system for Miscreated. It is expected this test will last for approximately four hours.
The test will be done using the "experimental" branch(beta) of Miscreated in Steam. If you need it, the instructions to switch to the experimental branch are located at the end of this post. When you switch to the new branch you will need to download several GB of data - just like for a major patch.
The purpose of the test will be to collect performance and stability metrics for the new system, and have some fun testing as well. The new system is a major change to some of the default systems in CryEngine. While we have done a lot of internal testing, we fully expect there will be new issues encountered due to the almost random nature of live testing.
To report issues found during testing, click on the "Submit a bug" blue tab on the right side of the http://miscreatedgame.com website. In the "What went wrong" box mention it was found during the relevance test.
The relevance system is the core system that will allow us to add many new and exciting features to the game. So, please join us on Sunday!
We have created a Discord channel that we will be using during testing to provide any information about the test. It isn't required to join the channel, but it's recommended, so that we can easily communicate any relevant information concerning the test: https://discord.gg/0zouJbwjh23ikfJk
Thank you, The Miscreated Team
To Use the Miscreated Experimental Branch 1) Right-click on Miscreated and select Properties 2) Select the Betas tab 3) From the drop-down menu select "experimental" (no key is required) 4) Close the window and the game will update to the Exp version
To switch back to the live version, repeat the above process but pick "NONE" in the drop-down list on the Betas tab
This Sunday, May 8th, at 3PM EDT (1900 UTC) we will be having a test of the new networking and relevance system for Miscreated. It is expected this test will last for approximately four hours.
The test will be done using the "experimental" branch(beta) of Miscreated in Steam. If you need it, the instructions to switch to the experimental branch are located at the end of this post. When you switch to the new branch you will need to download several GB of data - just like for a major patch.
The purpose of the test will be to collect performance and stability metrics for the new system, and have some fun testing as well. The new system is a major change to some of the default systems in CryEngine. While we have done a lot of internal testing, we fully expect there will be new issues encountered due to the almost random nature of live testing.
To report issues found during testing, click on the "Submit a bug" blue tab on the right side of the http://miscreatedgame.com website. In the "What went wrong" box mention it was found during the relevance test.
The relevance system is the core system that will allow us to add many new and exciting features to the game. So, please join us on Sunday!
We have created a Discord channel that we will be using during testing to provide any information about the test. It isn't required to join the channel, but it's recommended, so that we can easily communicate any relevant information concerning the test: https://discord.gg/0zouJbwjh23ikfJk
Thank you, The Miscreated Team
To Use the Miscreated Experimental Branch 1) Right-click on Miscreated and select Properties 2) Select the Betas tab 3) From the drop-down menu select "experimental" (no key is required) 4) Close the window and the game will update to the Exp version
To switch back to the live version, repeat the above process but pick "NONE" in the drop-down list on the Betas tab
In honor of patch #35, which added the new weather system and player model, and Pax East later this week Miscreated is now on sale for 50% off! Let your friends, family, and enemies all know!
In honor of patch #35, which added the new weather system and player model, and Pax East later this week Miscreated is now on sale for 50% off! Let your friends, family, and enemies all know!
Weather System • The new weather system is included in this patch • A server renter can control the weather system • The weather system adds lightning, wind, rain, fog, thunder, tornado, and rainbows • We will be adding more patterns and variations in the future (suggestions welcome!) • See addition information at the end of these patch notes for controlling the weather
New Player Model • The new player model is included in this patch • Almost all clothing items have had their models and animations adjusted, so there may be some lingering issues we'll fix in a future patch
Game • Fixed a couple of server related crashes to increase stability • Fixed incorrect "Unable to connect to host" message • Each weapon can now have a different sound radius to alert AI when fired/used • Terrain view distance set to 2km for everyone - beyond that will cause fog rendering issues • Added suppression visual effect when bullet impacts close to a player - intensity varies • Game is now using the latest Steam DLLs to prevent any possible issues with Steam • Adjusted config variable so there will be less player and AI sliding around issues (not being animated)
Map/World • Large plane crash added to the map • Small part of the big city's residential area opened up North • Fixed some floating and clipping assets in the large office building • Added canopies to the Capital Munch building • Some small hunting shacks added around the map • Fixed being able to use the outside ladder from inside the Shop N Save • Fixed decals on some of the campsite tents • Missing bathtub added to mobile home • Removed old static 5-ton truck objects to cause less confusion on drivable ones • Fixed/added rain occluder to buildings to prevent raining inside of them • Fixed fish mass to prevent them from ramming boats • Adjusted minimum render distance for small equipped weapons so they don't disappear on low spec settings at range • Fixed some floating rocks in the shire's forest
Items • Old oxford shirts replaced with a new button up shirt • Old hoodie replaced with a new hoodie model • Old puffy jacket replaced with a new military jacket • Kevlar helmet added • Decreased shadow cost difference when the torch is on to increase performance, casts softer light • Increased smoke grenade's smoke duration, increased smoke density • Reduced model complexity of the pipe bomb
Vehicles • Handling for all vehicles slightly updated • All vehicles "go to sleep" faster when unused - reduces physics and network load
Sounds • Thunder sound added • Removed sound effect when closing the backpack • Firing sounds for the HK45, 1911-A1, and Ruger updated • Bullet whiz sound radius increase to 10m instead of 5m • 5-ton truck plays correct horn sound
Animations • New Spiker "out of reach" animation • Weapons now all aim at the same spot in raised or ironsight mode - also when changing weapons • Craftable weapons now do not aim slightly to the right in ironsight • Rem870 and 870 tactical now no longer have broken DOF when crouching in ironsight • All aimposes altered for the new character. • All clothing altered for the new character and re-skinned
Models • Couple of trees changed to allow wood to be harvested from them • Drapes updated to react to wind and bullets better • Model for broken white car's model improved • Improved performance of the steel building models (especially for low spec settings) • LODs added for several weapons to increase performance • LODs added for several fences • LODs added for radio tower and its ladder • LODs added for broken vehicles • LODs added for warehouse • LODs added for barracks • LODs added for commercial apartment buildings • Added physics to warehouse windows to prevent jumping through them • Consolidated all bus models to use the same one to reduce texture usage • Replaced old chain link model with a newer one • Wanderer pants model updated to reduce seeing through it at times • Fixed missing physics proxy on a cabinet
Textures/Materials • Decreased the blur when looking through warehouse windows • Adjusted water materials so they "glow" less at night • Cobweb surface type changed • Decreased size of some of Spiker's textures - were unnecessarily large • Wooden shelf texture adjusted • Day Spa shop floor textures updated • STANAGx30 textures and material updated
Controlling the Weather System (for server renters) • Use your server's console access at http://miscreatedgame.com/servers • Some of these you may want to add to your hosting.cfg file on i3d's site
wm_startPattern <# or name> Can be used to immediately start a weather pattern by name or number. The number 0 will automatically select one.
wm_pattern <x> Can be used for constantly force a weather pattern. 0 | Means no pattern at all -1 | Means random pattern selection cycle (default) x | See weather pattern list (needs to be a number)
wm_disable <1/0> Can be used to disable weather/time manager 0 | Weather manager active (default) 1 | Weather/Time deactivated
wm_forceTime <hours> Can be used to freeze time to a specific hour -1 | Time not frozen 0 | Midnight 6 | Sunrise 12 | Noon 18 | Sunset
wm_timeOffset <hours> Can be used to offset time from system time on server start up -1 | random offset 0 | no offset 1 | +1 hour offset use 24-x for real negative offsets (as positive numbers)
wm_timeScale <speedscale> Scale time of day speed 0.5 | Half of real time 1 | Real time 4 | 4x as fast as real time 512 | 512x as fast as real time
wm_timeScaleNight <speedscale> Scale of night speed (relative to day)
wm_timeScaleWeather <speedscale> Scale of weather speed (The weather speed is independent of day/night speed)
Weather System • The new weather system is included in this patch • A server renter can control the weather system • The weather system adds lightning, wind, rain, fog, thunder, tornado, and rainbows • We will be adding more patterns and variations in the future (suggestions welcome!) • See addition information at the end of these patch notes for controlling the weather
New Player Model • The new player model is included in this patch • Almost all clothing items have had their models and animations adjusted, so there may be some lingering issues we'll fix in a future patch
Game • Fixed a couple of server related crashes to increase stability • Fixed incorrect "Unable to connect to host" message • Each weapon can now have a different sound radius to alert AI when fired/used • Terrain view distance set to 2km for everyone - beyond that will cause fog rendering issues • Added suppression visual effect when bullet impacts close to a player - intensity varies • Game is now using the latest Steam DLLs to prevent any possible issues with Steam • Adjusted config variable so there will be less player and AI sliding around issues (not being animated)
Map/World • Large plane crash added to the map • Small part of the big city's residential area opened up North • Fixed some floating and clipping assets in the large office building • Added canopies to the Capital Munch building • Some small hunting shacks added around the map • Fixed being able to use the outside ladder from inside the Shop N Save • Fixed decals on some of the campsite tents • Missing bathtub added to mobile home • Removed old static 5-ton truck objects to cause less confusion on drivable ones • Fixed/added rain occluder to buildings to prevent raining inside of them • Fixed fish mass to prevent them from ramming boats • Adjusted minimum render distance for small equipped weapons so they don't disappear on low spec settings at range • Fixed some floating rocks in the shire's forest
Items • Old oxford shirts replaced with a new button up shirt • Old hoodie replaced with a new hoodie model • Old puffy jacket replaced with a new military jacket • Kevlar helmet added • Decreased shadow cost difference when the torch is on to increase performance, casts softer light • Increased smoke grenade's smoke duration, increased smoke density • Reduced model complexity of the pipe bomb
Vehicles • Handling for all vehicles slightly updated • All vehicles "go to sleep" faster when unused - reduces physics and network load
Sounds • Thunder sound added • Removed sound effect when closing the backpack • Firing sounds for the HK45, 1911-A1, and Ruger updated • Bullet whiz sound radius increase to 10m instead of 5m • 5-ton truck plays correct horn sound
Animations • New Spiker "out of reach" animation • Weapons now all aim at the same spot in raised or ironsight mode - also when changing weapons • Craftable weapons now do not aim slightly to the right in ironsight • Rem870 and 870 tactical now no longer have broken DOF when crouching in ironsight • All aimposes altered for the new character. • All clothing altered for the new character and re-skinned
Models • Couple of trees changed to allow wood to be harvested from them • Drapes updated to react to wind and bullets better • Model for broken white car's model improved • Improved performance of the steel building models (especially for low spec settings) • LODs added for several weapons to increase performance • LODs added for several fences • LODs added for radio tower and its ladder • LODs added for broken vehicles • LODs added for warehouse • LODs added for barracks • LODs added for commercial apartment buildings • Added physics to warehouse windows to prevent jumping through them • Consolidated all bus models to use the same one to reduce texture usage • Replaced old chain link model with a newer one • Wanderer pants model updated to reduce seeing through it at times • Fixed missing physics proxy on a cabinet
Textures/Materials • Decreased the blur when looking through warehouse windows • Adjusted water materials so they "glow" less at night • Cobweb surface type changed • Decreased size of some of Spiker's textures - were unnecessarily large • Wooden shelf texture adjusted • Day Spa shop floor textures updated • STANAGx30 textures and material updated
Controlling the Weather System (for server renters) • Use your server's console access at http://miscreatedgame.com/servers • Some of these you may want to add to your hosting.cfg file on i3d's site
wm_startPattern <# or name> Can be used to immediately start a weather pattern by name or number. The number 0 will automatically select one.
wm_pattern <x> Can be used for constantly force a weather pattern. 0 | Means no pattern at all -1 | Means random pattern selection cycle (default) x | See weather pattern list (needs to be a number)
wm_disable <1/0> Can be used to disable weather/time manager 0 | Weather manager active (default) 1 | Weather/Time deactivated
wm_forceTime <hours> Can be used to freeze time to a specific hour -1 | Time not frozen 0 | Midnight 6 | Sunrise 12 | Noon 18 | Sunset
wm_timeOffset <hours> Can be used to offset time from system time on server start up -1 | random offset 0 | no offset 1 | +1 hour offset use 24-x for real negative offsets (as positive numbers)
wm_timeScale <speedscale> Scale time of day speed 0.5 | Half of real time 1 | Real time 4 | 4x as fast as real time 512 | 512x as fast as real time
wm_timeScaleNight <speedscale> Scale of night speed (relative to day)
wm_timeScaleWeather <speedscale> Scale of weather speed (The weather speed is independent of day/night speed)
Kythera AI System • This update adds the first iteration of the advanced Kythera AI middleware system to Miscreated • The Kythera system completely replaces the stock AI system that was being used and is a better fit for our game's vision moving forward • Beginning with this update the foundation is now in place to start adding an amazing AI experience to Miscreated • In subsequent updates we will be focusing on adding more advanced AI behaviors, mutant types, animal types, higher quantities of AI, and AI in other parts of the map not previously occupied
Game • Rebuilt shader cache to reduce stalls while playing • Updated game hints • Player's head now rotates left/right/up/down when using freelook • Shadow casting view distance increased • Radiation areas updated to smooth out radiation amounts • Player burning particle effect updated, light added to it • Fixed some missing surface type errors • Additional messages added to give player better feedback when picking up items • Fixed ugly shadows on low and medium specs
Servers • Damage logs are now saved on game servers • i3d will add support for server renters to view the damage logs
Map/World • Terrain view distance is now automatically increased based on system spec • Fixed item spawner in house causing items to float when appearing • Clothing store added with mannequins and clothing racks • Fire damage area added to flaming barrels and cars • Adjusted bloom, saturation, and fog ramping values in game • Adjusted view distances for some vegetation and their shadows, and some bending values for vegetation that moves when collided with • Optimized shipping containers
VoIP • Added support for 3D Positional/Attenuated 3rd party VoIP (Mumble and TeamSpeak3 CrossTalk)
Items • Updated descriptions on the HK45 and M1911 to clarify magazine usage • Fixed description on arrows • Can turn the flashlight on/off faster now • Large and small Maglite-like flashlights added (with lens flares) • Fixed incorrect spelling on bandana descriptions • Increased amount of hydration from military canteens
Vehicles • Adjusted amount of damage vehicles do to players (bicycles are no longer silent killing machines) • Adjusted handling and top speed for the bicycle • Fixed boat's engine sound location • Bicycle front wheel no longer clips into the ground when getting on it • Fix so players can't keep inventory open while entering vehicles • Fixed shadows cast from vehicle lights
Sounds • Fixed incorrect sound effects on the glass bottles • Sound effect added for when player lands after jumping • Sound effect added when picking up and dropping items • Added lock/unlock sound effects for the gatehouse gate • Added click noise when opening chat window • Fixed menu button sounds not working • Bullet "whiz" sounds added for rounds that pass close to you (will be improved in future patches) • Added tent flapping sounds to all tents • Reduced the volume of vegetation that moves when touched
Combat • Adjusted bleeding effect • Lowered chance to cause a bleed effect from punching • Player heals faster when sitting • Fixed barracks so bullets can go through the windows • Tweaked bullet metal impact effects • 7.62 ammo: Increased radius to real-world value (adjusts bullet drop) • 9mm ammo: increased radius to real-world value (adjusts bullet drop) • ACP .45 ammo: increased mass to match defined speed, increased radius to real-world value (adjusts bullet drop) • Slightly decreased the bullet spread for the tactical shotgun
Models • Broken TVs, wall lights, chicken coops, and sheds now rotated back correctly • Adjusted view distance on jersey barriers, so players can crouch behind them at distance and not be seen
Animations • Variations of melee animations added for mutants • New moving melee, alerted, and out of reach animations added for mutants • Alterations to AI animations so they do not move out of their collision area - heads can no longer poke into walls • Animation set up for maglite small and large • Rework of flashlight aimposes so that the light is pointing correctly forward instead of slightly off to the right • Leaning alterations were made to include other axes • Look left and right additive animation added for when player is freelooking • Fix so that fish are animating correctly • Crouch ironsight movement animations stabilized further for SFP improvements • Stabilized ironsight aiming while moving with the pistol more
Textures/Materials • Warehouse texture adjusted • Removed phone numbers from some textures • Many general improvements to existing textures and materials
Kythera AI System • This update adds the first iteration of the advanced Kythera AI middleware system to Miscreated • The Kythera system completely replaces the stock AI system that was being used and is a better fit for our game's vision moving forward • Beginning with this update the foundation is now in place to start adding an amazing AI experience to Miscreated • In subsequent updates we will be focusing on adding more advanced AI behaviors, mutant types, animal types, higher quantities of AI, and AI in other parts of the map not previously occupied
Game • Rebuilt shader cache to reduce stalls while playing • Updated game hints • Player's head now rotates left/right/up/down when using freelook • Shadow casting view distance increased • Radiation areas updated to smooth out radiation amounts • Player burning particle effect updated, light added to it • Fixed some missing surface type errors • Additional messages added to give player better feedback when picking up items • Fixed ugly shadows on low and medium specs
Servers • Damage logs are now saved on game servers • i3d will add support for server renters to view the damage logs
Map/World • Terrain view distance is now automatically increased based on system spec • Fixed item spawner in house causing items to float when appearing • Clothing store added with mannequins and clothing racks • Fire damage area added to flaming barrels and cars • Adjusted bloom, saturation, and fog ramping values in game • Adjusted view distances for some vegetation and their shadows, and some bending values for vegetation that moves when collided with • Optimized shipping containers
VoIP • Added support for 3D Positional/Attenuated 3rd party VoIP (Mumble and TeamSpeak3 CrossTalk)
Items • Updated descriptions on the HK45 and M1911 to clarify magazine usage • Fixed description on arrows • Can turn the flashlight on/off faster now • Large and small Maglite-like flashlights added (with lens flares) • Fixed incorrect spelling on bandana descriptions • Increased amount of hydration from military canteens
Vehicles • Adjusted amount of damage vehicles do to players (bicycles are no longer silent killing machines) • Adjusted handling and top speed for the bicycle • Fixed boat's engine sound location • Bicycle front wheel no longer clips into the ground when getting on it • Fix so players can't keep inventory open while entering vehicles • Fixed shadows cast from vehicle lights
Sounds • Fixed incorrect sound effects on the glass bottles • Sound effect added for when player lands after jumping • Sound effect added when picking up and dropping items • Added lock/unlock sound effects for the gatehouse gate • Added click noise when opening chat window • Fixed menu button sounds not working • Bullet "whiz" sounds added for rounds that pass close to you (will be improved in future patches) • Added tent flapping sounds to all tents • Reduced the volume of vegetation that moves when touched
Combat • Adjusted bleeding effect • Lowered chance to cause a bleed effect from punching • Player heals faster when sitting • Fixed barracks so bullets can go through the windows • Tweaked bullet metal impact effects • 7.62 ammo: Increased radius to real-world value (adjusts bullet drop) • 9mm ammo: increased radius to real-world value (adjusts bullet drop) • ACP .45 ammo: increased mass to match defined speed, increased radius to real-world value (adjusts bullet drop) • Slightly decreased the bullet spread for the tactical shotgun
Models • Broken TVs, wall lights, chicken coops, and sheds now rotated back correctly • Adjusted view distance on jersey barriers, so players can crouch behind them at distance and not be seen
Animations • Variations of melee animations added for mutants • New moving melee, alerted, and out of reach animations added for mutants • Alterations to AI animations so they do not move out of their collision area - heads can no longer poke into walls • Animation set up for maglite small and large • Rework of flashlight aimposes so that the light is pointing correctly forward instead of slightly off to the right • Leaning alterations were made to include other axes • Look left and right additive animation added for when player is freelooking • Fix so that fish are animating correctly • Crouch ironsight movement animations stabilized further for SFP improvements • Stabilized ironsight aiming while moving with the pistol more
Textures/Materials • Warehouse texture adjusted • Removed phone numbers from some textures • Many general improvements to existing textures and materials
Entrada Interactive, creators of the cutting-edge survival game Miscreated, is excited to announce their partnership with Moon Collider, creators of the Kythera next-generation artificial intelligence solution middleware. Moon Collider is the AI company whose technology is being used in today's most exciting games, such as Star Citizen.
Moon Collider is performing the AI integration directly and will also be responsible for the migration of all existing mutant and animal behaviors in Miscreated. The immediate benefits of the Kythera solution will be reduced resource load on the game servers, allowing for an increased number of AI in the game, as well as improving the overall responsiveness of the AI. It will also be possible to encounter AI anywhere in the game world instead of just the tiny areas they are confined to currently.
In the near future, Entrada Interactive will be working with Moon Collider to add even more AI to the game, such as new types of animals, mutants, and possibly even human bandits. AI behaviors will also become more varied with some mutants being smarter and more aggressive than others, and animals having more unique behaviors based on the animal's type. All of this will make Miscreated present more unique, challenging, and fun encounters for the players of the game and set it apart even further from other survival games.
Entrada Interactive, creators of the cutting-edge survival game Miscreated, is excited to announce their partnership with Moon Collider, creators of the Kythera next-generation artificial intelligence solution middleware. Moon Collider is the AI company whose technology is being used in today's most exciting games, such as Star Citizen.
Moon Collider is performing the AI integration directly and will also be responsible for the migration of all existing mutant and animal behaviors in Miscreated. The immediate benefits of the Kythera solution will be reduced resource load on the game servers, allowing for an increased number of AI in the game, as well as improving the overall responsiveness of the AI. It will also be possible to encounter AI anywhere in the game world instead of just the tiny areas they are confined to currently.
In the near future, Entrada Interactive will be working with Moon Collider to add even more AI to the game, such as new types of animals, mutants, and possibly even human bandits. AI behaviors will also become more varied with some mutants being smarter and more aggressive than others, and animals having more unique behaviors based on the animal's type. All of this will make Miscreated present more unique, challenging, and fun encounters for the players of the game and set it apart even further from other survival games.