The latest Red Solstice 2 update is launching now on Steam! Again, a huge thank you for all the support, it's much appreciated!
Update 1.2 Patch Notes
CRITICAL FIXES • Fixed Crash that would happen if you max out on outposts • Changes to the save profile algorithm that includes multiple backups. • Crashfix for edge case when module gets added to combat suit before the system is fully ready. • Fixed crash when certain buff would fail to appear over network • Fixed 3 crashes in campaign • Fixed a bug where players could have joined Skimirsh matches with executor setup if they came from campaign • Skill tree will cost only 1% XP instead of 10% now • Players can now change difficulty anytime during the campaign • Major fixes and optimization to chat • If player gets revived, he will be shown as alive normally to everyone involved in the squad menu • corrected rank progression table • removed intro movie logo so people don’t crash with certain configurations • reduced size of story videos and encoded them in more friendly environment so that people encounter less problems • Temporary disabled skill swapping in armory because it led to extremely bad breakages in some edge cases until we fix it
NETWORK • Skirmish match will now return players back to armory • Capture trap will no longer block player progression if objective was to kill creature and you captured it
HOTJOIN • Players who hotjoin games will be hidden from ai for 30 seconds or until they start doing damage, they will also always spawn on the nearest spot near the rest of the squad
DIFFICULTY • Normalized earlier and later waves • Removed spam of monsters from same type
PLAYABLE MAP • Fixed unreachable power relay • Fixed location where player can get stuck • Fixed evac points on outskirts level • Fixed issue with outpost02 spawning and blocking path on mining colony • Reloaded old foliage prefab with new ones • Fixed navigation issue where players could not pass destroyed walls • Same site will no longer block players on living soil
OPTIMIZATION • Slightly optimized monsters • Monsters should be smarter and will not try to break door if there is passage nearby
UI • Pressing the default button will now set you to default • Added SKIRMISH/CAMPAIGN info next to game lobby row • SHIVA and FLARE GUN items have special mission icons now • Storm icon inside region list will now show proper tooltip • Tech tree will now show which class you will unlock by researching it • Removed add soldier button from non-campaign
WORLD MAP • Reduced number of missions that spawn per week from 4 to 3 to reduce repetitiveness of missions • Fixed bug where failing to defend outpost would add +1 global infestation • Reduced number of specialists needed for zero cell exposure and outpost relay • Storm in region will no longer cap horde arrival slider or air support slider • Successful colony siege defense missions will reduce infestation in its region • Removed a bug in data entry so that defend (Howell Barrex, insurgents, blacklight) missions gives you proper infestation reduce in regions • Get supplies mercs give better rewards now • Get supplies mercs can only spawn in colony region • Get supplies can only spawn in outpost below 3 infestation region • Decreased the rate of spawning defense missions at the same time • Defense outpost now requires infestation level 4 instead of 3 to spawn • Experimental stimulants last longer now
FOLLOWERS • If follower arrives with certain weapon, you will be able to reequip it even if you don't have it researched • Non assigned followers will automatically use zipline without waiting for player when player uses it • Fix for followers not reloading an empty weapon • slightly improved follower behavior when against the wall
MISSIONS • Rescue troops will spawn 4 ppl evac now • Disable jammer will not power up the power relay now • Changed insurgent gauntlet so that any player can trigger it instead of entire team • Armageddon will now properly spawn nukes while staying on evac, increased hunter spawn time by 10 sec • Center mass and Howell will have 4 ppl evac now • Armageddon and Center mass explosions will now have 4 man evacs • Center Mass Explosion has been changed to remove blocker that was happening in certain cases • Helipad resupply will not repeat dialogue twice • SHIVA will not have a chance to drop on your head anymore when Armageddon starts • Removed 2 nuke obsolete missions from game that were causing problems • Rescue troops drops 4 rope evac now • Removed Mrityunjaya from insurgent gauntlet
MISC • Thanatos Armor will have skeletal mesh now • Looting supply cache completely will destroy it now to prevent any item getting stuck in it • Removed wishlist button • Certain numbered terminal can only be used in specific cases • Maximum and initial suit level will now properly display which max level you can achieve during that match • Fix for mission XP display mistake for Horde Timings • Sandworm will no longer one shot HAPC from mechanized force • CELL marines have more health • Lockers cannot give nothing anymore • Temporary removed intro video until we find proper solution • Door blocker now has 12000 instead of 3000 health
SKILLS & ITEMS • Elpida targeting will have correct radius now • Safety zone charging increased • Disruptor radius increased by 500 • Explosive turret builds in 1 second now • Conceal will now be visible to pick from start • Armor plating available from the start in skirmish
• You can no longer lose more than few minutes of progress in the game if your game crashes or ends in any way • Fix for Map Desync on Hotjoin • Fix for crash on Strategy Layer when Dropship found an invalid location • Crash fix for joining lobbies • Improved networking
QUALITY OF LIFE
• Fixed InviteFriend and AddBot from not displaying at all. Also changed the buttons at the bottom of Overview to update correctly. No more temporary overlap of the InvitePlayer and Add Bot buttons. • Potential fix for observer camera not snapping as it should • Thanatos Armor visuals now work properly • Revive from Executor will now display range each time it's used to show players what is the range
SAVE GAMES
• Clients will not lose their progress when they crash anymore • Host will not lose everything if it crashes on combat layer, saves profile every 1 minute
NETWORK
• Set the ServerBrowser's IgnoreStartedGames setting to true by default.
CRASHFIX
• Campaign will not crash after loading a campaign campaigns that were crashing will be able to progress normally now • Fixed several other crashes related to targeting and player controller being invalid
GAMEPLAY / CAMPAGIN
• You can now evacuate on colony doors at wave 15 onwards, no restrictions anymore • Partial success victories will give rewards (pyrhic, partial, total victory) • Removed unused reaction snipe from marksman skill tree • 2nd Visual Gar will also get bonuses from gar upgrade • Ker Glitching out and not burrowing/unburrowing properly. • Field status mission fix with atrocity boss. • Hunter Tail spike causing of players getting stuck if hunter dies. • Follower bots will not glitch when using skills. • Radial group move got fixed • Followers using secondary weapons on interactable objects, not only monsters • Convoy on escort Condatis are faster providing a new take on the mission so it's less boring
FIELD STATUS
• Boss Atrocity will spawn properly now
PARTICLES
• Ker Slam animation particle range fix • Remove collision on the BridgeDestructibpe_BP after the bridge gets destroyed • Satellite terminals import new model and textures, material setup, archive interactable picture • Remove receive decal on various dynamic drones in game • Replaced Gar weapon skeletal mesh with correct one • Particle effects for marksman reaper, medic neutralizer • Assign particle effects into skill blueprints for the medic neutralizer, change visuals of the particles • Holer burrowing particle effect more visible • Added more images to interactable tab • Remove collision from trees for projectiles and bullets • Increase rain particle sprite size to make a bit more visible (was 5% visible before) • Fixed particle visuals for waypoint locator, bio sample, hack doors, jetpack jump • Fix door blocker emissive visuals • Add LODs for all monster skeletal meshes that were missing them (avg 70% polygon reduction), increases performance
UI IMPROVEMENTS
• Changed options menu handling. Right click should now cancel resolution change or exit without applying settings. • Changed research widget's visual handling. Started but not currently being researched tech will show a grey percentage, and "CONTINUE" instead of "PAUSE" or "RESEARCH". This should clarify that only one research is currently active. • Removed the "Type" of item from the in-game item tooltip since it's localization was messed up. • Changed the ranks on the left side in the bot screen to display the correct ranks at which bots gain a new level and get their new skill. • Fixed the layout of the stats in the Profile section. They should take up more screen space to avoid localization overlapping and have correct colouring and size to match the rest of the UI. • Removed three mission type textures that had bad alpha and were incorrectly applied to a couple data tables. Correct texture has been placed and replaced in these tables. • Fixed bot's injury display to correctly display after a mission. • Fixed the popup for interacting with other players Kick/AddFriend/ViewProfile stats. • Fixed doomsday clock not displaying correctly on game load. Also animated the warning icons, also added some spacing to stop jumpy UI when time changes. • Fixed the Small icon on planet when zoomed out not updating correctly for outposts/regions when a region loses an outpost. • Added tooltips to disabled buttons that are disabled because of the player's inability to pick that class due to class limits. • Changed save widget's layout style to clean it up. Better spacing, and more easily read information • Added NewItem indicators to the sliders in MissionSetup of campaigns, to direct the player towards them more once they have unlocked a new research tier for them. • Changed most Archives to be alphabetically sorted. The two not alphabetically sorted is Tutorials, and Story related stuff. • Fixed bots rank displaying wrong on the buttons in the bottom of Overview. • Updated mission widgets on the planet to display their time in orange or red when there are only 2 and only 1 day remaining of time before the mission will expire. • Fix for Bestiary Tab Button's NewItem notification not updating its counter in the button.
EDIT (JUNE 18TH) - We’ve released a hotfix which fixes the “Map Desync” bug (people walking through walls, falling through floors, etc). Thanks for your patience and understanding!
Hi Marines,
We are aware that some users are encountering bugs in the current version of Red Solstice 2: Survivors.
One of the biggest bugs we have noticed is “Map Desync” which allows you to walk through walls or fall through floors. The dev team are working on a hotfix for this and it is only a matter of time until it is live.
It’s time to determine the fate of Mars! The team are beyond thrilled to be releasing Red Solstice 2: Survivors today!
We are very dedicated in supporting Red Solstice 2: Survivors long-term and can’t wait to hear your feedback!
The team aim to have a smooth launch today of course, but if you come up against any bugs please report them here! Bug Reporting
Additional Content We will reveal more around the post-launch roadmap soon and welcome players to join us in-game and play with the staff from Ironward! You can find us in the Skirmish mode and we will be wearing special Executor suits ;)
You can also purchase the Executor Bundle which includes all the full game, all aforementioned premium launch items, and the exclusive Executor In-Game Armor Skin all at an additional 10 percent of! Join the community on Twitter, Facebook and you can chat directly to our dev team on our dedicated Discord server!
Red Solstice 2: Survivors is just around the corner, and we are delighted to give you a sneak peek how the CORSAIR iCUE lighting integration will work in-game.
Red Solstice 2: Survivors will launch in one week! To get you ready for the battlefield, we have prepared a dev diary which will give you more insights around the Strategy Layer. Learn more about the World Map, how to develop your soldiers and how to fight the infestation!
Keep up to date with all things Red Solstice 2: Survivors by wishlisting us on Steam. SURVIVE – RESEARCH – FIGHT BACK!
Only a few weeks left until you can finally get your hands on Red Solstice 2: Survivors! Various media outlets have had the chance to test the latest version of Red Solstice 2: Survivors in advance.
Below you can see what they have to say:
Keep up to date with all things Red Solstice 2: Survivors by wishlisting us on Steam.
Aiding you in the war are multiple combat specialists under your command and ready for battle! Red Solstice 2: Survivors will launch with 6 classes available!
How will you build your squad? Watch our full class breakdown now:
In addition to the full game, the following premium launch content will be available for an additional purchase:
Official Soundtrack
The official soundtrack includes over 15 tracks from the famous composer Piotr Musiał. Involved in various well known projects, Musiał is now bringing the Red Solstice 2: Survivors soundtrack to life. It will feature a variation of different styles, from dark, modern synthesizers with a rich and powerful orchestral arrangement, inspired by the sound of sci-fi movies from the 80s and early 90s.
Learn more about planet Mars and its creatures in the digital artbook for Red Solstice 2: Survivors. The art book contains pages filled with exceptional concept arts, sketches, illustrations and much more!
We have some exciting news for you! Today we have released a brand new trailer that focuses on the different mission types which you will encounter in Red Solstice 2: Survivors. You can check it out here:
Red Solstice 2: Survivors will challenge you with a variation of missions and challenges and you won’t be able to catch your breath. Let’s take a look at them: Exploration: Those are missions, where you are not pressured against time and can do the mission at your own pace. Planning is key in Red Solstice 2: Survivors and to defeat the Biomass infection you need to study it. This could be done by retrieving technology from an infested colony, locating the Biomass source, investigating a facility or by escorting a group of civilians or a convoy to the evacuation zone.
Stealth: You versus the deadly Hunter! In these 1 on 1 stealth missions, you have to avoid the powerful Hunter creature before it eats you alive. At the same time you still have to finish the objective and make it to the end of the mission. In a very tense atmosphere you need to carefully explore the surroundings and eliminate critical targets in order to survive. On the other side, you will also be on the hunt to take out creatures which are becoming a bigger threat for you and human mankind.
Survival: Fight through a horde of enemies, hold a position or defend a bunker against a Strol attack. In Red Solstice 2: Survivors you have to be ready any time to fight and save Mars! These are most known survival missions where you are pressured against time in order to finish the objectives. All missions will take place in different environments including different weather effects. In one mission you might have to locate the Biomass infection in a reactor facility and then you are being called up to hold your position in the desert against a giant sandworm..
That’s not all! Besides the primary missions, you will also be able to explore a load of secondary missions. It’s totally up to you whether you want to try them out, but make sure you are fully prepared to enter the battlefield!
We hope you enjoyed the trailer and stay tuned for more info!
Be sure to keep up to date with all things around Red Solstice 2: Survivors by wishlisting us here on Steam!