Big thanks again to all supporters that bought the game in Early Access. I can safely continue developing the game - moving steadily towards full release. Here's the gist of what I've been doing the past month:
(all of this is obviously a work in-progress - feedback appreciated!)
* REMADE MAIN MENU Clean, minimalist emphasizing a return to a basic style of the game itself
* NEW MENU COLOR SCHEME Simple militaristic in-game menus color scheme
* ADDED SERVER GREET MESSAGE A new "Source engine" style greet message when joining the game. Shows basic game info + modifiers + greet message (editable by admin)
* ADDED FLAG CAPTURE CAM AND WIN CAM If somebody captures a flag or wins a match in deathmatch he/she gets highlighted
* BETTER PERFORMANCER AND FASTER LOADING TIMES Can't emphasize enough how much time and effort has gone into making this game FAST! Everything is faster including the dedicated server and in-game editor!
* REWORKED NET CODE I rewrote a bunch of the netcode and fixed multiple network issues. Net code is MUCH smoother now. However there are some new bugs which I'll be fixing in the upcoming weeks.
* ADDED CLIENT/SERVER C# SCRIPTING A big addition for modders and server admins. The top-level scripts governing Rules like Capture the Flag have been moved to C# scripts available for everyone to modify. Also game mode files have been moved to editable .json files. Super easy to create new game modes now!
* EDITOR IMPROVEMENTS, FIXES AND BETTER UI LAYOUT
* CLASSIC MAPS REMADE
A community effort - thanks to all the contributors!
dm_rok remade by prototype
All DM Arena maps remade by darDar
* NEW COMMUNITY MAPS
* FUN STUFF FROM THE DISCORD COMMUNITY
* MULTIPLAYER TESTING HAS BEGUN THIS WEEK
Come join if you want to help out!
last but not least...
* I'M REMAKING THE VISUALS AGAIN I was heading towards a public release this month but after network tests I feel the game isn't up to my standard. I feel the visuals and game feel aren't there. I decided to postpone a public release and return back to the drawing board... So I'm experimenting with improving the visual style. Here's a screenshot of a test called "comics + Apocalypse Now":
Stay tuned for more...
The TEST version - so everything I mentioned here - is available to play on the Steam testing branch. To access the test version: 1. In Steam Library [right click] Soldat 2 - Properties... Betas... TESTING 2. Password: transhumandesign
First of all thank you very much if you've purchased the game. I appreciate your support!. I've been taking the time to make an amazing new version! So sorry for the big delay. I know there's not a lot going on in the public version.
But...
There's a lot going on in the test version! I'm working very hard and a lot has been going on under the hood. For example: I've downsized the game from ~600MB to ~217MB.
Also, I've been optimizing the graphics even further. The change of style increased performance enormously but I've done a lot more to increase performance. You can expect even +150FPS gain in the new version compared the current public.
As part of the major rework I've been redesigning the menus (this is Work In Progress so feedback is appreciated):
There's a new option called ProMode which basically desaturates everything gameplay-unimportant and emphasizes what is important:
Blood is redder! :)
And lastly - the community is hard at work having fun with the new map editor:
More updates soon! And feel free to join our Discord: https://discord.com/invite/Ar3QM7d It's where everything is happening. You can also find instructions on how to access the test build there.
The last couple of weeks have been very busy development-wise. Lots of stuff done including a fully functional map editor (3 months before estimated time!). But there's still a lot to do. Hopefully I can release it publicly this month.
New urban/apocalyptic style settings.
Stress testing the new graphics - much more FPS now!
Level editor is fully functional and anyone can make maps in it. Still some improvements and fixes are needed. Feedback is welcome.
I've been working on new game modes. The so called "progressive" game modes.
Progressive Capture the Flag
Progressive Team Deathmatch
Progressive Reverse Capture the Flag
ctf_hormone with reversed flags!
The progressive gamemodes are team based. They have multiple bases and multiple stages. And the maps are much larger than typical Soldat maps.
just one of multiple stages in a single map
I've also been working on a much larger vision for a new Soldat style gameplay. It can be played by turning on the "MM's Ultra Tactical" modifier. This modifier is designed to work best with the progressive gamemodes and consists of:
Realistic damage (1-2 shots at most)
Fog of war
Survival respawn mechanics (one respawn per stage)
Slower movement and no jets (but with the same movement mechanics and trick possibilities)
All of this can be played with bots now in the "test" branch on Steam (more info on Discord how to access it).
Last but not least. Our wonderful community has been helping with managing the project. Here's a list of Trello boards with progress, bugs and feature requests:
Still working on the general graphics overhaul including: - stylized graphics - camera and aiming improvements - bug fixes / performance improvements - new map editor - fog of war and a new gamemode
Just a quick note about what I'm working on currently: - graphics overhaul with stylized graphics - new polygon style graphics - camera and aiming improvements - bug fixes - new map editor - fog of war
Working on a new style and effects (like gradient textures + tesselation)
I've been testing different graphic styles...
Fog of war + new environments
All of this is WORK IN PROGRESS. Feedback is appreciated!
More teaser graphics and more info on how to access the TEST branch and play this version on... Discord: https://discord.com/invite/T8ejr5u
Changes 0.7.27- 0.7.28: + fixed flag sync issue + better flag collider + better flag unstucking + fixed pressing B not unhiding weapon menu issue + higher sound limit on low quality settings
Hey! One very big missing feature from were Desert Eagles. And now they are back! So get ready for some double eagle action!
Another missing feature was... Team Deathmatch! Red vs Blue; can be played on all maps (including CTB generated maps).
WEAPON BALANCE: All weapons were tweaked by darDar (thank you!) and tested in Gather matches. A very detailed list of changes is available here: https://pastebin.com/cwm6Mh04
Most notable changes are bink/accuracy improvements, Minigun reworked and some visual improvements (smaller bullet trails; longer M79 trail).
The hit boxes were one of the major problems and I finally fixed it by introducing a 'perfect' detailed hit box system. This should further improve hitregs:
What do you think? Please leave a comment or visit our Discord and chat with me there, Have fun!
Changes: + added new weapon: Desert Eagles + added new gamemode: Team Deathmatch + added perfect hitboxes + darDar's weapons balance (details: https://pastebin.com/cwm6Mh04) + spawn nades lowered to 1 + max nades lowered to 2 + max player velocity 25.5->26.5 + chainsaw damage is dependent on hitbox penetration + less explosion force on flag + fixed no flag grab sound + flag cant be capped after game ends + added no damage after game ends option + less cam shake + less cursor spray on bink + fixed not being able to alt emote after death + added physicsobject config component for setting mass and such + can modify explosion force on object + added additional makarov fire sound + lowered default AutoShutdown to 12hrs + fixed leaderboard kills not registered sometimes [Editor] + fixed saving file with same name + fixed selecting objects that are covered by other objects + fixed selecting ramps and curves + added selected object outline
A small update to keep the flow after the holidays. Fresh new maps and some critical issues with certain maps breaking servers fixed. I also finally fixed some level editor bugs. But more work is needed!
New maps by contributors from our wonderful community!
ctf_guardian - Classic Soldat map remade by darDar
ctf_trap - First map by NamelessWolf with a very curly layout that looks like a hipster ;)
dm_bigfalls - Classic jungle deathmatch map remade by DrunkAF
dm_daybreak - Classic deathmatch map remade by Leon
Let me know what you think and have fun! MM
Changes: 0.7.22-0.7.23 + added ctf_guardian, ctf_trap, dm_bigfalls, dm_daybreak + fixed close shots hitreg + slightly bigger hitbox + chainsaw slightly shorter distance + removed turning around during s1 superman + slower horizontal jet speed x0.88 + added horizontal jets force modifier + removed tent from ash + fixed large maps sync + quick join works with non-official servers + fixed ragdoll collision with ramp and curve object [Editor] + fixed standard map saved to custom folder + fixed saving object duplicates + fixed nextmap issues during loading map or waiting for others to join [Server] + added loadcycle command
Massive fixes. This is the longest changelog since release. Hopefully many famous bugs are fixed ;).
First of all I tried to fix all flag issues + add flag throwing. You can now pass the flag to your team mates (hold and release [Z])
Second, the player has slightly higher gravity to mitigate that floaty feel many have complained about.
Bink and self-bink have been added. Which means the weapon gets inaccurate if you get shot (bink) or if you shoot continously (self-bink). The weapons affected are Dragunov, Barret (bink) and AK, Rheinmetall (self-bink). Movementspray has been nulled and the rifles are a bit more accurate if fired with single shots. This change should provide more balance and strategy opportunities.
Bullet hit registering should now be "perfect". Just as nades and knife. So if you hit someone, you should be sure the server registers that as a hit. It still might look weird when somebody with high ping shoots you (but that's the nature of playing with high pings, which can't be really fixed).
New CTF maps created for us by darDar in the S2 level maker!
ctf_rotten You know might know this one (original by Biggles)
ctf_stahlwerk by darDar
Let me know what you think of this update and...
See you in the game! MM
Changelog:
0.7.22 [Gameplay] + gostek gravityscale 1->1.25 (increased jump and jets forces to accomodate) + removed stomp + smoother superman reverse + added bink (Dragunov, Barrett) and selfbink (Ak, Rheinmetall) + movementspray removed for all weapons + fixed flag not falling thru rails
[Flag] + added drop flag button [Z] + fixed spawning on free flags returns it + fixed carried flag (and weapons) destroyed when player disconnects + fixed flag (and weapons) not inherting dead body velocity + fixed throwing flag into ceiling and getting it stuck + fixed flag sync when returned or dropped + fixed double flags issue + fixed issues causing flag desync, non-capturable and double flags
[Improvements] + improved bullet hits sync + weapon reload doesn't reset on nade + faster knife pickup after throw + added throw animation + increased limb dismembers tolerance + jets disabled if jets 0 in standard modifier + gostek inputs disabled if using Alt + weapon menu shows up next time after cancelled with B + spectator cam stays in place + can emote a while after death + camera slower when zooming + longer staying jets stream effect + player damage/gore less dark + removed too long floor in basecamp + much higher weapon throw velocity + detached weapon throw from dropvelocity variable
[Bugs] + fixed weapon/animation stuck if nade exploded in hands while reloading + fixed chainsaw not working when holding fire and changing weapon + fixed ctrl+v switching to free cam + fixed url join + fixed weapon menu hiding issue + fixed throw weapon angle + fixed player indicator and chat rotated when spawned on slope + fixed cursor moving to middle on weapon menu + fixed chainsaw not glowing + fixed cant shoot when mouse hover over kill log + fixed help not showing + fixed weapon menu exiting by mistake + fixed weapon menu can't click immediately + fixed nojets modifier not working
[UI] + added gather button in menu + fixed login window appearing on url join + increased head chat limit to 42 characters + limited player names to 30 characters + fixed movementspray always affecting cursor + fixed long player names not fitting in killlog + added secondary key (Enter) for chat
[Maps] + added ctf_rotten, ctf_stahlwerk made by darDar + improved ctf_strike + fixed laos collision - moved middle buddha backwards + optimized laos particles + optimized bg textures on laos and nevada
[Server] + added rcon command "say" rcon" + improved error handling when loading jsons + added player joined/left with account id + fixed crash on loadmap that doesnt exist + loadmap can use rules acronyms eg. ctf + removed RR frm default cycle + added log msgs for cap/rem flags + fixed issue causing custom configs to be erased