The Riftbreaker - voidreaver
The Riftbreaker is a game that is heavily influenced by various genres. The base-building and base defense aspects of the game bring back memories of both classic and modern real-time strategy games. Looting and crafting systems resemble those known from action-RPG titles. Dynamic weather, time of day, and unique biomes are all valuable parts of games focused on exploration and survival. What connects all those genres is the fact that their gameplay benefits strongly from map variety. 


Our latest base-building trailer shows off a variety of biomes and locations within them.

The Riftbreaker's main advantage is that no two play sessions are ever the same. Even though you know what to expect, the exact details of each mission have to be discovered by the player every time they start a new game. The only way to achieve that sort of variety is through procedural map generation. This feature has always been one of the design pillars of The Riftbreaker and one of the most significant tasks for the entire project. The game uses our own engine, The Schmetterling, which also powered our previous projects, Zombie Driver and X-Morph: Defense. However, those games used pre-designed, fixed levels. In this article, we will tell you about the world generation system that we came up with for The Riftbreaker.

The map generation process is carried out before each new Survival Mode playthrough. The premise of this mode is for every session to be a standalone experience, and a procedurally generated world helps a great deal with that. The process is split into a couple of phases - let’s take a look at each of them.

Biome randomization

The process begins with the choice of biome by the user. For the player, the choice of biome will affect the types of creatures they are going to encounter, the pool of available dynamic weather events, as well as the availability of resources and the overall look and feel of the play area. For the game itself, however, the biome defines a set of overarching parameters that will affect the world generation process. Every biome preset in The Riftbreaker contains information on the lighting parameters, the skybox, and its properties, as well as a set of materials to be used as the base textures for the terrain. Biomes also define what tiles are available for the game to use when generating the map.


Sample choice of textures for the jungle biome.


Snippets from the various biomes players will visit during the campaign: jungle, desert, acid and magma.

Biomes do not have a ‘fixed’ configuration, meaning that two ‘jungle biome’ maps can look very different from one another. We achieve that thanks to biome randomization. Instead of giving the game a set of properties it has to use, we give it a pre-configured set of options to randomize from. As a result, it is highly unlikely that the game will choose a set of identical materials, skyboxes, and lighting for any given two playthroughs. While still pre-defined by our designers, mixing and matching the biome properties introduces a little bit of variety into the world generation right from the start.

Tile creation

After all the biome parameters have been selected, the algorithm begins to perform the first operations on the tiles. Tiles are our basic building blocks for map generation in The Riftbreaker. They are the smallest editable chunks that our level designers prepare manually. Their minimum size is 128x128 meters (or 64x64 in-game grids. Each grid in our game is a 2x2m square). Tiles need to meet some basic criteria before they are ready to be put into the game. However, these requirements are easy to meet and they can be fulfilled in some creative ways so that they don’t limit the designers’ freedom. 


The designer of the tile only has to cover the terrain with a couple of types of masks. The textures will be randomly chosen from the available set.

One such requirement is masking the surface with terrain blends. The surface area can be covered by one of three global materials - for simplicity’s sake let’s name them A, B, and C - the ones that were selected in the biome randomization process. Designers do not choose the materials, they simply designate zones that the game will cover using material set A (e.g. sandy textures), material set B (e.g. grassy terrain), and material set C (e.g. rocky bedding). It is also possible to paint an area with a real texture instead. In that case, the randomization process will not affect it. 


If the designer chooses to use a regular texture instead of a mask, that area will not be affected by the randomization process. It's useful for adding details beneath props.

After that, the creator of the map can start placing spawn points for the game logic elements. They decide where the player can possibly start their journey, the resource placement (and their variety), as well as all the NPCs that will fill the game world.

Prefab randomization

https://i.imgur.com/qjPvoRE.gif[/img][/url]
Here you can see exactly what area has been marked to be replaced by prefabs, as well as which props have been placed automatically.

An additional element of randomness that we decided to incorporate into the world generation algorithms for The Riftbreaker are so-called prefabs. In our case, a prefab is a special handcrafted scene, that is filled with various props by a designer. Their purpose is to fill the blank spaces of the map tiles left by designers and marked to be masked by prefabs. In other words - prefabs lie underneath the regular tiles and pop up wherever there is a window left for them to do so, filling the area with props in a randomized way without the need for any additional human input.


Painting with prefab mask allows you to get a unique-looking tile in no time.

The designer chooses which of the pre-made prefab scenes they would like to be used on their new tile. Every prefab has its own mask, and the designer decides where they would like to use it. Props from the predefined scene will then fill the masked area. When the map is being generated the positioning and orientation of the prefabs are chosen at random. Then, several copies of the prefab scenes are stitched together to lie underneath the entire area of the game world. This way, we can be sure that regardless of the area designated by the creator the prefab mask will be able to fill the area marked by the designer with props. Slight differences in positioning, orientation, and prefab choice can drastically change the feeling of the tile.


Several variants of prefab scenes. They are jam-packed with props so that they can do their job regardless of where they get positioned.


This is the same map. The only thing that changes is the generator seed for the prefab randomization. The effects of that range from very subtle to completely unrecognizable. 

Tiled map generation

Now that the tiles have been randomized it is time to generate the map. The game checks how big the map should be - we support various map sizes, from single-tile ones to behemoths of 12x12 tiles. The current, builds of The Riftbreaker generate 5x5 maps for Survival Mode and varied sizes for Campaign mode. The size of the map affects both gameplay choices and engine performance. Exploration missions in the campaign require larger playable areas while base defense objectives can fit into smaller worlds for more streamlined gameplay.

The designer should also assign information to each edge of the a for matching purposes. Tiles will only be connected to each other if their sides match, preventing connection errors. The tile randomization process chooses which tiles are going to be used for map generation, which of the spawn points are going to be used, and how tiles are going to be rotated (we support rotations of 0, 90, 180, and 270 degrees). Tiles may repeat during the map generation process and they may vary in properties between instances. 

The game world is generated by solving a version of the ‘Wang tile problem’. You can read about this concept here. In the original problem, the colored sides of the tiles have to match each other without performing any rotations. Our case is simplified a little since we allow for rotations, however, neighboring tiles still have to match each other when it comes to sides. It takes quite a bit of gymnastics to make it all work, but the resulting number of combinations is very high. 


It is possible to add more surface area for your work. The game will still treat is as one tile, keep the entire creation in one piece and fit it with other tiles during map generation. It allows the designers to create multi-tile structures, like mountain ranges or canyons.

It is worth mentioning that not all tiles need to be 128x128 meter squares. We support combinations of several ‘base’ tiles as well to support unique structures spanning over several tiles, such as massive rock formations, large lakes, or rivers. If a special tile structure like this is chosen to be part of the generated world it is put on the map in its entirety to preserve the continuity of the props prepared by the designers. The surrounding area is then filled with randomized tiles as usual.

Resource and Player Spawn Point Randomization

Finally, after the algorithm has generated the map through all the steps described above, we can move on to the distribution of resources. Each mission in The Riftbreaker defines what kind of resources should be made available to the player. However, it only specifies the amounts of resources to be available during the mission, not their localization. That is randomized again. The game chooses possible spawn points for resource deposits and distributes them according to a relevant ruleset. 


An example of the ruleset for resource distribution. All game modes and maps require their own rulesets to vary and balance the gameplay experience.

Once a resource spawn point is chosen by the algorithm, the process is rather straightforward. The resource type is chosen, followed by the ‘density’ of the deposit - the amount of resources that will be available for the player to use. That value is a simple roll between the minimum and maximum values defined in the mission logic file. Then, the game tries to determine the center of the resource deposit. The field will be the richest towards the center, which will be represented by a different physical model for easy visual identification.


Resources can spawn in the area marked with red. The game will determine the center of the resource deposit, its yield, and then adjust the mesh accordingly.

Once all the resources have been distributed, the game checks all the player spawn points and chooses the one which is the closest to the minimum basic resources necessary for the player. Once such a place is determined, the player can finally start the game. 

We are happy with the map generation system that we developed for The Riftbreaker. It allows us to introduce a lot of variety to the game world in relatively short time. Adding even a couple of new tiles to the biome pool makes for an interesting experience for both new and returning players. Add randomized prefabs giving the map tiles a slightly different look and feel every time, and you have a solid foundation to build the game on. 

The current state of the system is very functional, but it can still be improved with plenty of useful features to make the game world more realistic. We are working on dynamic NPC placement that will adapt according to the biome, the chosen difficulty level, time of day, as well as the player's progress in the game. With such a system in place The Riftbreaker will become a game that encourages dynamic decision making and adjusting to the conditions, rather than learning the exact procedure needed to complete each mission. 



That is all we have for you today. If you have any questions, feel free to post them in the comment section or catch us directly on our Discord server: http://www.discord.gg/exorstudios

See you next time!
EXOR Studios
Sep 4, 2020
The Riftbreaker - voidreaver
Hi everyone!

The past couple of weeks were jam-packed with multiple online game shows taking place, filling in for the sadly canceled Gamescom 2020. Now that most of the shows are over we are back to creating the game in full force. That also means taking player requests, and one of the most requested features was customization. That's why we are happy to say that mech customization is now a thing!




Some of our ideas change more than just the colors. It's possible to add some geometric details as well.

You will be able to choose one of several skins for our good old Mech. They will be selectable from the inventory screen and you will be able to switch between them at your leisure. We made a couple of test paint jobs for Mr. Riggs to test this feature during our streams (Tuesdays and Thursdays, 3PM CEST, www.twitch.tv/exorstudios) and the reception has been great. Let’s take a quick look at the skins that are currently available. The collection will grow over time, obviously!


Isn't this the sweetest thing ever?!

Our plan is to have lots of variety when it comes to skins, ranging from old, beaten up mechs to cute, pink paint jobs with unicorn decals. Our current favorite is Mr. Piggs - a pink skin with a pig snout on the front - and it came as a community suggestion, too!


Mr. Piggs - bonus speed while walking in mud. (not really)


Some skins have already been memed into existence.

Currently, the ‘change skin’ button works as a simple toggle that cycles through the available skins. We are aware that when the number of available options increases, due to our own creations or skins added by fans, it will not be the ideal solution. The skin selection menu will change by the time the game launches.


Cool new paint job...


...same old problem-solving skills.

What kind of skins would you like to see in the game? Send inspirations our way on our Discord - https://www.discord.gg/exorstudios. We can’t promise we will be able to fulfill all of your requests, but we can promise to do our best, as always!



EXOR Studios

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The Riftbreaker - voidreaver
Hello again!

We hope that the Building Trailer that we showed you a couple of days ago left you wanting more… Because we’ve got more!

During the ‘quiet and busy’ period of the last 2-3 months, we added a lot of new elements into the game, as well as gave the existing ones a little bit more polish. One of the things you might have seen already is the Acid Biome. We played it a couple of times during our streams, but it was just a couple of tiles and it didn’t have its own identity. As the new props poured in and our prefab system started working, we could finally give this biome some much-needed love and attention. You can see it in the video below. There are more interesting things there, too!



Grenades are now a thing in The Riftbreaker and they come in many flavors! First of all, we have the classic, hand-thrown grenades. Operating them is pretty simple - you point where you want to throw them with the crosshair and press the button. Mr. Riggs will lob the grenade to that area. If an enemy is hit, it will explode on the spot. If you miss, the grenade will keep on rolling for a while and explode eventually.



We also have a grenade launcher ready! You can craft it just like any other weapon, at four quality levels that will affect the properties of the weapon. The way you use the grenade launcher is a little different. Holding the fire key will project a crosshair on the ground that moves away from you as you hold the trigger. Once you release the trigger, the launcher will fire. It’s a little more tricky, but the special properties and modability of the weapon make up for that.



Now it is time for the cherry on the top of this explosive cake. X-Morph: Defense veterans might recognize this weapon - Gravity Grenades. When it comes to technique, they are just like regular grenades - you point where you want to throw them. The difference is that they explode immediately upon landing, creating a small black hole that will damage and suck in all debris in its radius. The effects can be quite spectacular, especially if you combine a couple of them together!



Join our Discord not to miss any news or streams! We are 10.000 strong already and active participation in our discussions can net you access to the Alpha version - not to mention that your feedback will help us shape the game!

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The Riftbreaker - voidreaver
Hello!

It is time to unveil yet another secret that we have been working on for the past couple of months!



The gameplay of The Riftbreaker is centered around establishing and maintaining huge bases around Galatea 37. The planet holds a lot of potential and it is up to you to make best use of it. Nothing beats the feeling of satisfaction when all the infrastructure you have carefully been setting up clicks together and the entire base comes to life at one moment. Base building is a test for creative thinking and problem-solving - and it’s also a lot of fun. That’s what we wanted to convey in this brand-new building trailer!


There are quite a few things in the trailer that might be entirely new to some of our players, so let’s go over them one by one.



Decorations - A few updates ago we introduced new variations of floors, as well as lights in many different colors. We have a lot more to offer, including flags, statues and potted plants. However, before we let you play with them, we need to solve the issue of having A LOT of buildings in one category. Still, they are ready, they are coming your way and we cannot wait to see what you manage to do with them!



Planetary Scanner - This building was in the game for a very long time but it lacked any functionality. With our work on the Campaign Mode progressing very well it has finally received its purpose. The building scans the surface of Galatea 37, looking for anomalies and pinpointing coordinates for long-range jumps. In those areas, Ashley and Mr. Riggs will encounter various tasks that will deal with exploration, base building or gathering research samples. That brings us to the next point…



Magma and Acid biomes - We have presented these to you before, and although we haven’t let anyone have a go at them they will be a vital piece of the Campaign. In the final form, there will be a lot of differences between each biome. They will have creatures, resources and weather events that are characteristic of that biome only. This is just a little sneak peek, though. They are still very much work in progress.



Lots of mentions of the elusive Campaign Mode here… Let’s just say that we are VERY close to officially entering Alpha status (in our terminology Alpha means that the game is feature complete, playable from start to finish and there are a lot of placeholder assets in the game). Fun times are coming! We are going to publish even more material this week, so stay tuned and join our Discord not to miss a thing!

Cheers!
EXOR Studios

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The Riftbreaker - voidreaver
Hello!



It’s been quite some time since we last published a development update. In fact, in the last real article, we promised that regular devlogs were coming back. However, a lot of new online events have been taking place in the absence of all the gaming shows this year. With most of them requiring some form of exclusive assets we simply did not have enough time to cover everything that has been happening in the studio.

With that being said, we are nearing the end of the festival season, with the final couple of events happening this week. First of all, we are going to be a part of the Indie Arena Booth for Gamescom Online 2020. As a part of the event, we’re going to hold an AMA and a bonus live stream. Secondly, we have been selected to be the Polish representative in the Europlay competition that takes place on Friday. It’s essentially a gaming counterpart to the Eurovision song contest. We’re going to need your help to win, but that comes on Friday.

In the meantime, our programmers and artists have been working on lots of sweet stuff that you might have already read about in our Discord daily changelogs. Today, we unveil one of those super-secret developments - a new creature, straight from our nightmares to your computer screens. Meet Baxmoth!



Baxmoth is a very interesting and dangerous creature. You can encounter it almost anywhere on Galatea 37, as long as there are enough flowers there to keep Baxmoth alive - its diet consists solely of flower nectar. Seeing one in the wild is quite terrifying. The large body of the creature is covered with a thick carapace and sits atop six long, blade-like legs. This would be enough to deter any Riftbreaker from interacting with this monstrosity, but it gets worse. The Baxmoth is not just a single, hideous creature. It is a hive on a stick (or six sticks, to be precise).



The disgusting abdomen of this creature houses a colony of flying drones. Their job is to scout the area in search of nectar, which they collect and bring back ‘home’ to share with their host. They are also Baxmoth’s main protection mechanism, as the drone swarm can easily incapacitate any hostile creature that threatens the wellbeing of the hive. It is not yet known, whether Baxmoths and their drones are the same species, or two different ones living in symbiosis, but you will have plenty of opportunities to find that out yourselves during your research on Galatea 37. The Baxmoth will be one of the creatures that come to your base during attack waves.



As we mentioned many times during our streams and on our Discord, creating a 3D model for a new enemy is the easiest part of the entire process. All aspects of the Baxmoth, apart from its appearance, are still work-in-progress. That means we still need to prepare proper animations, behavior, sounds and tens of other small things before we will be able to put this creature into a public build of the game. However, here’s a little sneak peek for you.



Swarms of little flying creatures are also a great stress test for the navigation system in The Riftbreaker. Here’s 10.000 drones navigating the map all at once!



There is still a lot of work to be done when it comes to implementing new enemies, but we are on the right track. Our schedules are filled with various tasks meant to bring even more creatures to life and we are going to show them off with increasing frequency, so stay tuned.



Finally, we have pushed an update to The Riftbreaker Alpha, as well as The Riftbreaker: Prologue. It contains stability fixes, as well as a couple of features that should make our modders’ lives a little easier. If you would like to join our wonderful modding community, visit our Discord at www.discord.gg/exorstudios - the results of their work is incredible, given the limited nature of the Alpha and the Prologue!



The full changelog for this patch:

Changelog for Stable Build 195 on 2020.08.26:
  • Fixed miscellaneous crashes when closing the application
  • Fixed memory corruption that was causing random crashes
  • Fixed a few obscure crash bugs
  • Improved loading time - optimized underground treasure generation algorithm
  • [Modding] Added a user-friendly warning message when trying to start a mission that doesn't exist
  • [Modding] Fixed overlaying loose files over .zip archives
  • Audio: limited submit sample rate to 200kHz

There has also been one more patch last week, but we didn’t have the time to issue a changelog on that, so here it is now:

Changelog for Stable Build 191 on 2020.08.21:
  • Audio: limited submix sample rate to 200kHz
  • disable IME on win32 platform (potential fix for some users' with IME enabled for input being stuck)
  • Mouse: fixed window size
  • Fixed MouseWin32 cursor container integrity
  • Multiple misc crash fixes:
  • fix crash in AugmentsMenuScreen
  • fix crash in OnBuildingSellEvent
  • fix reattaching bounds to building
  • fix crash in CustomizeControlsMenuScreen

See you soon!
Aug 25, 2020
The Riftbreaker - voidreaver
Hello!

We would like to invite you all to another AMA session that we are going to hold on our Discord server as a part of our Indie Arena Booth 2020 participation!



We are going to pay special attention to the #ama channel all day long and answer all your questions about The Riftbreaker, our studio, or the meaning of life. We are going to answer every question that you ask, as long as we are not bound not to share the answer by a pact with dark forces (aka NDA).



We have done a couple of AMAs in the past, so there is a good chance we have already given an answer to one of your questions. You can read the full transcripts of the previous AMAs here, as well as check our FAQ. Come up with original questions.

...there might be some Alpha keys waiting for the authors to the most interesting Qs!

See you on Discord!

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The Riftbreaker - voidreaver
Hi there!

We are pleased to announce that we are going to hold a bonus stream on August 28th at 3PM CEST from the latest development build of The Riftbreaker here on Steam!



Usually, we hold our live streams on Twitch to make use of The Riftbreaker's powerful interactive integration, so this is going to be quite a special stream. You will still be able to vote on the interactive events using the Twitch chat, but the stream itself is going to be broadcast through Steam to provide the Indie Arena Booth 2020 visitors with even more content.



You will see the unedited footage from the latest version of the game, featuring all the elements we are currently working on and unavailable to anyone else. It is also a chance to get answers to your questions by chatting directly with us! We pay a lot of attention to the messages during our stream, which often leads to suboptimal gameplay, but that's not why you come to our stream ;) You come for developer insights and alpha keys and we have both!

After the stream, we strongly encourage you to join us on our Discord server, where you can learn more about The Riftbreaker and connect with our awesome community!



See you there!

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The Riftbreaker - voidreaver
Riftbreakers, this is Houston.

It's been almost a week since The Riftbreaker: Prologue landed on Steam - and what a week it's been! Over 120.000 Steam users decided to take Mr. Riggs for a spin and try their luck in colonizing Galatea 37. That is simply incredible and we are grateful for every minute of your time that you spent on playing The Riftbreaker.



All the time you spent in our game resulted in hundreds of posts with feedback that you shared with us. Ranging from gameplay suggestions and UI tweaks to bug reports, we would like you to know that we read and note down everything that we can fix or implement. Your input makes a difference. You are helping us make The Riftbreaker a better game. Thank you all!



Some problems that you described in your feedback came up more often than others and were prioritized. Today's patch fixes several of them, most notably the conflict between our control scheme and the AZERTY keyboard layout. We are still working on fixing the other bugs, more patches to come. The full changelog can be found below.

https://store.steampowered.com/app/780310/The_Riftbreaker/

We have also received a lot of questions about how you can help us with the project. The only help we would like to ask of you is to add The Riftbreaker to your wishlist, share the info about the game with your friends, and perhaps leave a review if you feel like it. All those things are of great importance to us and keep us motivated to work harder every day.



If you have any questions, problems, or suggestions, please make a post on the Steam Forum or contact us on our Discord.

Thank you!
EXOR Studios

Changelog for Stable Build 184 on 2020.08.12:
  • fixed memory corruption related crash bugs
  • fixed energy line related crash bugs
  • fixed problems with loading some dlls
  • fixed multiple obscure crash bugs
  • fix for AZERTY keyboard and other non-QWERTY layouts - enabled rebinding of all key shortcuts

The Riftbreaker - voidreaver
Hello!

After months of hard work, we are very happy to announce that The Riftbreaker: Prologue is now available to download for free to enjoy for everyone!

https://store.steampowered.com/app/1293860/The_Riftbreaker_Prologue

As the name implies The Riftbreaker: Prologue is the story prequel to our latest project - The Riftbreaker. It allows you to experience the events taking place before the story campaign of the main game. Explore an entirely new world. Gather resources. Build up a base. Defend yourself from thousands of alien creatures. Or just take the scenic route and do whatever you want - the choice is yours.



To celebrate this event we're also running an extra special EXOR Studios Sale with the lowest prices that we've ever done!

We'd like to use this opportunity to tell you even more about The Riftbreaker and how the game is shaping up. Check out the Gameplay Trailer:


We originally started EXOR Studios as a modding group in 2003. Now, 17 years later, we are still working as a small group of individuals with everyone participating in our games' grand vision and design. Fan feedback has always been crucial to how we make our games. We've learned to open up our development process more and more as early as possible. During the next two weeks, we will be running multiple live streams of the Riftbreaker, straight from our latest development build. On August 7th we will be hosting a full day Developer AMA on our Discord with multiple members of the development team. If you'd like to ask us anything, whether it's about The Riftbreaker, X-Morph: Defense, Zombie Driver, or even D.I.P.R.I.P. - we'll be waiting there for you!



Thank you for all your continuing support!


The Riftbreaker - voidreaver
Hello everyone!

We hope that you are doing well! The work on The Riftbreaker is progressing at a steady pace. With most of the technological hurdles behind us, we are implementing new features and reworking the old ones that did not quite meet our standards. Every day brings us closer to completing the final feature set and to release. We can't wait.



Our closed Alpha is receiving an update today, introducing support for various languages, new decoration options, a couple of new weapons, and other quality of life fixes. The full changelog can be found below. As always, we are really grateful for all the feedback and suggestions that you keep sending us here and on Discord. As a token of appreciation, we are going to send out a new wave of Alpha keys today!



Being active in the community and during our streams is the best way to ensure your Alpha access and stay up to date with the development of the game. You can always catch us and other fans excited for the game on our Discord server!



THE RIFTBREAKER ALPHA 3.5 CHANGELOG

FEATURES
  • Added new damage highlights.
  • Solar and wind power efficiency is now represented on the HUD.
  • New Weapon: Grenade Launcher. You can now skillfully lob explosives over rocks on the heads of unsuspecting Canoptrix!
  • New Comsumable: Grenade. Point, click, boom.
  • New interactive events: Earthquake and Resource Earthquake.
  • The Prologue content, as well as a big chunk of the Survival Mode is now localized to various languages.
  • Double swords are now a thing! You can use two melee weapons at the same time and not make Mr. Riggs breakdance!
  • New lamps added - blue, red, green, cyan, yellow, orange, violet
  • New Decorations - potted plants, statues, floors!
  • Max distance energy connector building - a quality of life upgrade requested by many is finally here! Praise Starbugs!

CHANGES
  • Healthbars have been increased in size to improve visibility.
  • Minimap zoom in/out buttons improved.
  • Corpses now dissolve more quickly near buildings to decrease clutter and reduce the risk of spreading deadly microbes (not really).
  • Drilling animation is a lot faster and responsive now.
  • Melee attacks are a bit quicker
  • The Resource Comet event has been updated with new visuals and effects. It's a real comet now!
  • The Prologue mission has been tweaked a little bit to better explaing game mechanics and avoid confusion.
  • Homing and autoaim mods have been tweaked, the projectiles behave a little bit more naturally.
  • Ammo cost tweaked in all weapons - more ammo for swarm, much less ammo for burst rifle
  • Critical chance tweaked in all weapons
  • Effects for magma powerplant added
  • Unsupported CPUs no longer trigger a crash - we now display a civilized info box.
  • Same with older versions of VCredist - we suggest an upgrade instead of crashing.

SOUNDS
  • We have migrated to a new XAudio library. You won't notice a difference, but it solves a lot of issues, like crashes after disconnecting a bluetooth headset during gameplay.

GRAPHICS
  • All resources have been updated with new graphics. That includes in-game models, icons, as well as minimap colors.
  • During the Ion Storm event the map interference is now displayed as static. It no longer goes bzzzzzzzzzz.
  • Added new fonts to support languages that do not use Latin alphabet.

BUGFIXES
  • Tower lights no longer misbehave. They were very naughty.
  • Weapon statistics rounding fixed
  • Due to an elusive bug that causes the Mech to fall through the floor, all objects below the ground level are killed off. This is not the final fix, but it should allow you to continue playing if you fall through the ground.
  • Superior minigun added to research
  • Fixed wrong stat type in fire per burst and per shot mods
  • Double light deleted from sniper rifle bullet - should no longer cause the particle buffer to overflow.
  • A lot of smaller bugfixes for the issues hunted down by our brave Alpha testers :*
...