We have just pushed a small patch addressing a couple of issues some of you have encountered while playing the latest versions of The Riftbreaker Beta and The Riftbreaker: Prologue. Thank you for sending in all the crash reports - they are extremely helpful in identifying the issues with the game and finding ways to fix them.
The Riftbreaker Stability Update: 7th of September 2021
Fixed issues with saving display and resolution options through the Launcher
Fixed issues with screenshots attached to game saves
Fixed multiple small issues that lead to large crashes. See - size doesn't matter!
Thank you for your continued support! EXOR Studios
We are happy to tell you that The Riftbreaker: Prologue is receiving a major update today, including hundreds of fixes, tweaks, balance changes, and most importantly - the save feature.
Finally! What took you so long?!
Yeah, we know… Let’s answer this question in two parts.
Part One: The Save Feature
When we first released The Riftbreaker: Prologue we thought that it would serve as a bite-sized teaser of the full game. It was meant for around 30 minutes of gameplay and as such wouldn’t need a saving feature at all. It was also at a time when the save system was quite unstable and going through a lot of changes, so even if we enabled it, we couldn’t guarantee compatibility of the save states between versions of the game.
It turned out that a lot of you have been playing the Prologue for a lot more time than 30 minutes. In fact, we received multiple screenshots from users documenting that they have spent more than 50 hours playing it. That’s insane! We have never expected that, nor did we expect a vibrant modding scene forming on our Discord (www.discord.gg/exorstudios) for a game that hasn’t even been released yet. Now that our save system is more robust and well polished, we can enable it in The Riftbreaker: Prologue.
Part Two: Delays Between Beta and Prologue Updates
Parallel to The Riftbreaker: Prologue we also have a Closed Beta going on. We have been publishing updates to it quite regularly, but not all of them have made their way to the Prologue. The reason is that Beta players are more willing to accept the game becoming unstable and crashing. They know that they are testing an experimental version of the game and technical difficulties are expected to happen.
The Prologue is different - a player who downloads it shouldn’t have to worry about the game becoming unstable or encountering severe bugs that prevent them from progressing further. It’s meant to be a demo of the game, showcasing all the advantages and giving an idea of what the gameplay in the full version might look like. That is why we were quite cautious about what changes we have been pushing to the Prologue version.
Those are the reasons why this update has taken us so long and why there was a disparity between the Beta version and the Prologue. As we get closer to release we are going to do our best to keep the Prologue up to date.
Without further ado, let’s take a look at the changelog for today’s update:
FEATURES
You can now save the game in The Riftbreaker: Prologue. If you find any issues with the save system, please report them to us.
The crafting screen has received a massive overhaul. All feedback is appreciated.
All game menus can now be operated on the gamepad using a software cursor controlled by the analog sticks on your controller.
When Mr. Riggs loses all weapons in any of his hands, the game automatically equips a basic version of the power fists. You are no longer defenseless after dropping all the boomsticks.
Max FPS limiter has been added to the settings menu. Thanks to this option you can manually reduce the maximum workload of your GPU without enabling V-Sync.
Cursor size setting has been added to the settings menu. There are three available sizes and the game chooses the right one according to your screen resolution, but you can change it manually if need be.
New ribbon effects have been added to all throwables, melee attacks and bigger projectiles, such as rockets. They are fully dynamic and much better at showing you exactly what's going on on the screen.
New pipe system - now with much fewer bugs!
CHANGES
Changed the basic research tree layout and costs: - geothermal lvl1 is easier to get - solar and wind lvl 2 and 3 are easier to get - cultivators are much cheaper to research
Much bigger solid material storage - +200 from +100 at level 1, +400 from +200 on level 2 and +800 from +400 on level 3.
Added a sound for collecting dropped weapons.
Tweaked some weapon mods - some are less powerful, some are actually useful now.
Tweaked how foliage fire is spreading for all you pyromaniacs.
Ground textures have been tweaked to give them more contrast.
New sorting order for resources on HUD.
Less powerful reflect damage upgrade.
Ammo storage and solid material storage buildings now have separate models for all building levels.
Longer protection time for loot pickups.
Reduced arming timer in mines.
Much brighter flashlight on the mech.
Added support for screenshots in auto saves.
SettingsMenuScreen: `vibration` and `camera_shake` are now power sliders, allowing you to fine-tune the intensity of those effects.
Continue Game' option has been added to the main menu. It will load the newest available save file.
"How to play" removed from options because you know how to play.
Icons added to shielding research.
Tweaked build menu order for defense category. This is still not the final version of the build menu, but it will do for now.
FIXES
Lifesteal gives back hitpoints only when damage is dealt to enemies.
Improved CPU and GPU performance, especially on larger maps with lots of creatures.
Improved performance for scenarios with large radar coverage.
Grass models have been changed to have a lower impact on the GPU.
Updated seed for the GPU benchmark.
Fixes for metal floor 3x3 and 2x2 tiles appearing darker in some conditions
Fixes for memory harvesting and leaks.
Fixed raytracing glitches and crashes.
Fixed a lot of random crashes and performance issues.
A lot of other fixes, changes and improvements that were never logged and forgotten.
Long time no see! These past few weeks have been very intense for us at EXOR Studios. We have been working very hard on preparing The Riftbreaker for release and we come with some good news for you.
First of all, we managed to prepare a substantial update for The Riftbreaker Beta version. It’s a major update, with multiple fixes and reworks for the systems that needed them most. The Beta 2 update includes a completely redesigned crafting screen, reworked pipe and liquid resource system, lots of performance and memory optimizations as well as multiple other fixes that you’ve been asking for. The full changelog for The Riftbreaker Beta 2 Update is included at the end of this article.
As usual, we are going to celebrate the release of the patch with a Beta giveaway stream. Join us today, August 24th, at 3 PM CEST on www.twitch.tv/exorstudios. Simply be there and be active in the chat to take part in the giveaway - we’re going to gift you codes at random times during the entire stream, so don’t worry if you can’t make it on time - you will still get your chance to get into the Beta.
There is one more thing we would like to share with you today. We are still on track for release this autumn. Naturally, this requires us to shift our focus and resources entirely towards bringing the game up to the level of polish that is both satisfying for us and for you. That’s why we’ve been so quiet lately. The good news is that we’re making great progress and we should be able to announce the game’s precise release date within the next few weeks. There are going to be plenty of events accompanying the release, with some sweet prizes for you to win as well. The best way to keep up with all the news is to sign up for our Discord server at www.discord.gg/exorstudios.
Now let’s take a look at the changelog:
The Riftbreaker Beta Update 2 - 24th of August 2021:
FEATURES
The crafting screen has received a massive overhaul. All feedback is appreciated.
Pipe system has been reworked. It allows for draining pipes that were filled with liquids and is generally more robust. That being said, try as hard as you can to break it.
All game menus can now be operated on the gamepad using a software cursor controlled by the analog sticks on your controller.
Bioanomalies have been added. You can read more about them here:
When Mr. Riggs loses all weapons in any of his hands, the game automatically equips a basic version of the power fists. You are no longer defenseless after dropping all the boomsticks.
Max FPS limiter has been added to the settings menu. Thanks to this option you can manually reduce the maximum workload of your GPU without enabling V-Sync.
Cursor size setting has been added to the settings menu. There are three available sizes and the game chooses the right one according to your screen resolution, but you can change it manually if need be.
New ribbon effects have been added to all throwables, melee attacks and bigger projectiles, such as rockets. They are fully dynamic and much better at showing you exactly what's going on on the screen.
CHANGES
The Geoscanner and Bioscanner are no longer craftable items. You don't have to equip them either. If you have Cobalt Handling technology, you can use the Geoscanner at any time by pressing the space bar (X on Xbox controller, square on PS controller). The Bioscanner becomes available after researching 'Alien research'. The key for that one is the middle mouse button (LB+RB on gamepads).
The Geoscanner and Bioscanner effects have been improved.
Changed the basic research tree layout and costs: - geothermal lvl1 is easier to get - solar and wind lvl 2 and 3 are easier to get - cultivators are much cheaper to research
Much bigger solid material storage - +200 from +100 at level 1, +400 from +200 on level 2 and +800 from +400 on level 3.
Ground_unit_artillery type added to bomogan, baxmoth, lesigian and nurglax. This is important because:
Ground_unit_artillery set to the highest priority target in artillery and heavy artillery towers. You're welcome.
Baxmoth reworked - less hp, more murderous drones, fixed behavior patterns.
Added Baxmoth attack waves in the jungle survival biome
Increased the minimum number of sludge volumes generated on the jungle map.
Added a sound for collecting dropped weapons.
Less powerful basic fists - much less stun and lifesteal, smaller damage radius
Survival - shorter build time for uranium centrifuge
Tweaked some weapon mods - some are less powerful, some are actually useful now.
Tweaked how foliage fire is spreading for all you pyromaniacs.
Ground textures have been tweaked to give them more contrast.
Reworked alien research tree to allow easier rare resource handling
Split up melee weapons research into separate items.
Blue moon event is really blue now.
New sorting order for resources on HUD.
Increased creature volume respawn time.
Less powerful reflect damage upgrade.
Ammo storage and solid material storage buildings now have separate models for all building levels.
Longer protection time for loot pickups.
Reduced arming timer in mines.
Much brighter flashlight on the mech.
Added support for screenshots in auto saves.
New sound sets for baxmoth.
Fixed krocoon stun animation and changed his resistance from physical to area
Updated skins for kermon
Power jumps - shorter cooldown but less damage and smaller radius
SettingsMenuScreen: `vibration` and `camera_shake` are now power sliders, allowing you to fine-tune the intensity of those effects.
Continue Game' option has been added to the main menu. It will load the newest available save file.
"How to play" removed from options because you know how to play.
Icons added to shielding research.
Fixed names in all shielding researches.
Fixed icons for building limit, towers and bioscanner
Tweaked build menu order for defense category. This is still not the final version of the build menu, but it will do for now.
Laser pointer removed from bioscanner.
FIXES
Improved CPU and GPU performance, especially on larger maps with lots of creatures.
Improved creeper performance.
Improved performance for scenarios with large radar coverage.
Grass models have been changed to have a lower impact on the GPU.
Updated seed for the GPU benchmark.
Small amount of storage added to liquid pumps to fix setups with short pipelines. Pipes are being reworked atm.
Fixes for metal floor 3x3 and 2x2 tiles appearing darker in some conditions
Fixes for memory harvesting and leaks.
Fixed raytracing glitches and crashes.
Fixed a lot of random crashes and performance issues.
Achievements: fix `Walk in the park` not being bound to campaign type
Minimap: `cheat_minimap_teleport_on_click` will work only within playable bounds
Minimap: tweak disappear/appear dissolve timers for cheat teleport
PauseOverlayScreen: fix 'new' adorner being always visible on DatabaseScreen icon
DamageSystem: generate lifesteal events only when attacking units
Launcher: fix for `languages` changes not being properly written to file
MissionObjectSpawner: prevent spawning objects on blocked/taken cells
Achievements: fix crash when equipping extreme quality mod in towers level 3
Fixed crafting screen gamepad shortcuts
Achievements: change `Book worm` trigger to 50%
mine_layer_drone.lua: fix for drone being stuck in `landing` animation pose
flora_cultivator.lua: make sure there is always biomass_sapling item
flora_cultivator.lua: fix crash when selling building
We know how eager you are to play The Riftbreaker. We see your comments everywhere, calling for the game to release already. That’s super awesome because it means that you care about the game. It motivates us to work even harder and to deliver the best product possible. It’s going to take some time, but we can assure you - we’re almost done. In the meantime, we’d like to tell you about some new features that we haven’t shown you before - not to tease you, but to prove that we’re still firing on all cylinders! :)
As you know, in The Riftbreaker you have an entire planet to explore, You will be the first human to discover, research, and catalog the unknown fauna and flora inhabiting this wild world. If you are an explorer at heart, we have no doubts that you will spend some time learning all the Galatean secrets. On the other hand, if wandering about and enjoying the views isn’t your thing, we still have a reason for you to go exploring.
A fountain of loot always brightens up the day.
During your exploration of Galatea 37, you might encounter strange objects with unique properties. Initially, they might look like ordinary rocks, cocoons, or creature nests - but they are far from ordinary. Apart from emitting energy waves, they are covered with an anomalous substance of an unknown origin. Initial scans of the substance revealed that it is actually a living organism, pre-dating anything else on the planet. In fact, the objects under the influence of this organism seem to be frozen in time.
The Guardians range from Ultra-strain creatures to unique, one-off specimens.
The Bioanomalies, as we call them, are great at attracting the attention of Galatean creatures. Before you get close to one of the Bioanomalies you will have to face its guardians. Sometimes that will be a pack of Ultra strain creatures. Ultra strains are bigger than regular enemies, deal more damage, and are much beefier. Meeting those is the best-case scenario for you, though. If you venture far enough into the wild, you will have to face off against unique - much stronger, elemental variants of Galatean creatures. You’ll love them. Or hate them…
You never know what you may find inside.
After you triumph over the guardian, you are finally free to uncover the secrets of the Bioanomaly. The mysterious objects can hold items of great value, that will propel your progress. Most often it’s going to be a fountain of resource shards, ranging from carbonium or ironium to the rarest minerals in the world of Galatea 37. With these newfound riches, you will be able to craft items of immense power and develop new technologies.
What, you thought this cache was unprotected? Think again!
Thanks to the unexplained, strange nature of the Bioanomalies, you can also find other materials inside - including mods, that you can install in your weapons to alter their properties. On top of that, some of the materials that you find will allow you to build new decorations for your Riftbreaker base or alter Mr. Riggs’ appearance.
The Bioanomalies scattered around the map, resource caches hidden underground, and a variety of fauna and flora - they are all there, waiting to be discovered. Exploration pays off on Galatea 37 - make sure to try it out! Also remember to explore our Discord at www.discord.gg/exorstudios and our streams over at www.twitch.tv/exorstudios - you can find some treasures there, too!
We are thrilled to announce that EXOR Studios Discord server has been accepted into the United Servers of Discord Alliance! The Alliance is a joint effort from several communities, working together to maximize the enjoyment of our members. It incentivizes active participation within the community and encourages the discovery of new, high-quality servers.
This is all made possible through the use of several bots that help with cross-server communication. Don’t worry though - they are confined to their designated channels and won’t bother you with any pings or DMs unless you specifically ask them to. Let’s have an overview of what this brings to the EXOR Studios server.
First of all, there is the #alliance-chat channel. All messages you send in this channel will be copied and embedded in partnered Discords. This way we can all communicate with each other, without server-hopping and completely seamlessly, all thanks to the Alliance Chat Bot. A team of moderators monitors the chat to make sure that everyone follows the Code of Conduct (available on EXOR Discord in the #important-stuff channel).
Next, we have the #alliance-trivia channel. Every 8 hours, at 12 AM, 8 AM and 4 PM UTC the bot will pick another member of the Alliance for us to go against in a battle of trivia. Everyone can participate! The team that reaches 25 points the quickest wins. It’s a great way to show off your knowledge, learn something new and win bragging rights (and perhaps some other prizes as well).
Then, we come to the real star of the show: #alliance-events channel. This is where you will get the chance to participate in both EXOR Studios and other Alliance members’ events. These events are an opportunity for you to get to know people from other servers a little better PLUS win some amazing prizes, such as Discord Nitro subscriptions and Steam game codes.
As we move forward, we will come up with more ways for you to find new communities and take part in exciting events. We hope that by joining the Alliance we will improve our Discord even more and provide you with even more entertainment and networking opportunities.
We have an exciting new video for you today. It is an overview of the Campaign Mode that you will get to experience in The Riftbreaker. We did our best to give an impression of what the campaign flow is like, its structure, and the scope that you can expect from it. Give the video a watch, it’s spoiler-free!
TL;DW:
The main mission in the campaign is to open up a portal back to Earth. In order to do so, you must construct a Rift Station and its additional components.
The components of the Rift Station require rare resources
Rare resources are located all over Galatea 37
You will explore and gather required resources in various biomes, where you can set up additional mining outposts
All bases that you build during one playthrough stay there and keep working as long as they can
You choose the order in which you do things
Maps are randomized, no two playthroughs are the same
So, how do you like it? Have you got any more questions? Let us know in the comments or join our Discord at www.discord.gg/exorstudios and ask us directly.
Today we’d like to take a look at the weapon modding system in The Riftbreaker. It’s a feature that allows you to customize your crafted weapons with various pieces of alien materials that affect the combat properties of your precious toys. Mods can turn the tide of battle by giving your weapons crazy additional stats and abilities. Let’s have a look at how they work, what they require, and where to find them.
A right combination of mods can turn a pretty straightforward minigun into homing chaos machine of doom MK 2.000.000.
As you know, you can craft weapons in The Riftbreaker in four different quality levels. Apart from the base stats, they differ in the number of available mod slots that come with them. The most basic weapons offer no room for modifications, but you gain one with each quality level. In total, you can have up to 3 mod slots in your ‘extreme’ quality weapons. The same is true for defensive towers. You can install mods in them as well. The only difference is that they come in 3 levels, so mods slots are there from the get-go.
When you finally get a weapon with mod slots, it’s time to start looking for something to put into them. Mods can be found by defeating Galatean creatures, investigating objectives, or loot containers. The higher your knowledge about the planet’s creatures, also known as ‘familiarity level’, the better your chance to get a great mod drop. You can increase your familiarity level by either killing or scanning the wildlife and gathering samples.
Flamethrower lacking range? We can fix that, too!
There are three main categories of mods that you can find. The first of them is Damage Increase mods. They come in a couple of forms. They can for example boost your critical hit chance (critical hits deal twice as much damage as the regular ones), or add damage over time effects (often with elemental effects, such as acid or fire damage added on top). And then, there is also the good, old +X% damage mod, that can also come with the added benefit of elemental effects. Easy enough.
Things get more interesting in the second category - weapon properties. These affect the way your weapon handles. They can either increase your weapon range, decrease the ammo cost for each shot, change the bullet spread… There are many possibilities. However, the ones we like the most are “increase projectiles per shot” and “increase projectiles per burst”. The first one will fire more projectiles every time you pull the trigger, and the second will fire an additional salvo with each click. Combine them and you may get interesting results.
Today, dear Riftbreakers, we learn the true meaning of 'excessive force'.
The last category is projectile properties. This is where you can turn your bullets, or rockets, or plasma bolts, whatever you like into auto-aiming, homing harbingers of doom. If that’s not enough, you can also grant your projectiles the ability to pierce through targets, explode in a larger radius, or even spread into additional projectiles on impact! You will surely find a combination that suits your needs.
Not all mods fit every weapon, though. Decreasing spread on a flamethrower or giving the railgun even more piercing properties wouldn’t make much sense. For that reason, we hide all the mods that are not available to use with your current weapon. However, you can always browse through the list of all the cool stuff you’ve collected through your inventory screen.
Pay attention to hidden treasures on Galatea 37. You can find lots of goodies in them!
You can already check the mods out in the Prologue, and if you’d like to play with them some more, then join our Discord to get opportunities for Beta access - www.discord.gg/exorstudios. See you there!
We're pushing a small update to address the issues with stability and quality of life. These changes apply to the Beta build and the Prologue version (where applicable). We hope that it will improve your experience with the game.
Changes:
Fixed Hammerroceros damage due to double inheritance, decreased their damage and collision width (Alpha and Ultra are now a lot less effecive against walls)
increased HP for Hammerroceros Alpha and Ultra by 30%
decreased damage reflect values
optimized memory and CPU usage
ResourcesSpawner: resolve minimal required amount of volumes first, then try to fulfill max amount - should fix problems with nonexistent sludge pools
fix labels display for resource veins
do not save world transforms - reduces save size by a lot
fixed navigation generation on smaller maps
fixed memory leaks in CachedMovements
fixed show_grid cmd crash
added missing flow fields - reduced chance of creatures getting stuck inside walls or other objects
fixed double melee weapon deadlocks
new effect for the "lost weapon marker"
rare element mine is less effective
VideoAdapterAPI: add GetMonitorName - game launcher now displays the monitor name apart from the adapter number - it's now easier to launch the game on the display you want
This week we are running a competition, in which you can get access to The Riftbreaker Beta!
We would like to ask for your help with achievements. We could easily come up with 150 'gather x of resource y' kind of achievements, but that would get old really quick. Instead, we want you to get creative. I would like you to come up with the most fun ideas for in-game achievements you can. They can be exciting, challenging, meme-y, whatever - as long as they relate to The Riftbreaker it's fine!
The format for this competition is as follows:
NAME: The name of the achievement - really short and to the point, 2-3 words work best DESCRIPTION: A longer description of the achievement. It can describe what the achievement is for, but it can be more cryptic, so that players have to figure it out themselves. METHOD: How to get the achievement - step-by-step instructions
Example:
NAME: Hardcore Sunbathing DESCRIPTION: You have no need for any UV filter. METHOD: Complete all Campaign Desert missions without downloading 'Environmental shielding: Sun' technology
Post your ideas on our Discord at www.discord.gg/exorstudios in the #rb-achievements channel. We won't take any other entries into account!
One entry per message. The message must contain all the components: name, description and method. No discussions in the channel - entries only.
Winners get Beta keys, eternal glory and a spot on the credits list!
It is our greatest pleasure to announce that The Riftbreaker is officially out of Alpha! We have completed the entire game’s structure and it’s playable from start to finish, which makes it… A BETA! To celebrate this fact, we are rolling out a new update to both our testers in the closed Beta and the generally available Prologue. The update has some sweet new tech, some of which you have never seen before. Let’s dive into the contents of this patch.
First of all, we are thrilled to tell you that as of today The Riftbreaker supports the brand-new AMD FidelityFX Super Resolution technique (or FSR, for short). FSR is a technique that allows the game to render at a lower internal resolution and then upscales the image to your chosen resolution. FSR reconstructs the image to maintain as much quality as possible, and we think it does it really well. You can test it yourselves using one of 4 available presets - Performance, Balanced, Quality and Ultra Quality, all of which have different rendering resolutions. We’ve seen great results with this technique and encourage you to tell us how this option affected your FPS. FSR works on all GPUs, regardless of the manufacturer (AMD, Nvidia, Intel, or anything else that can run the game). This image upsampling technique is especially great if you want to run The Riftbreaker with raytracing effects enabled at very high resolutions or if you have a lower tier GPU that doesn’t run the game at 60FPS. Fidelity FX Super Resolution is available in both DX11 and DX12 rendering paths.
Another technological novelty that we are adding to the game is temporal anti-aliasing (TXAA). This technique uses temporal information to reduce the effect of ‘jagged edges’ that sometimes occurs during gameplay. The result is a very sharp, defined and detailed image at almost no cost. TAA is now the default anti-aliasing option for The Riftbreaker. It looks a lot better than FXAA that we used before and we think you are going to like it, too!
Apart from these new features, this patch also brings a lot of smaller changes to gameplay and balance. The full list of these changes is available at the end of this post. Please note that most of these changes affect only the Closed Beta version of The Riftbreaker, but the two most important ones - FSR and TAA are also available in The Riftbreaker: Prologue - available for free.
FEATURES
We are super happy to announce that this version of The Riftbreaker supports the brand new AMD FidelityFX Super Resolution technique. We have 4 different presets available - try them out and see how it affects the framerates and image quality. We are very happy with the results, and adding this technique is highly beneficial to players with less powerful PCs. Oh - it works on all GPUs.
Temporal Anti Aliasing (TXAA) - We have added a temporal anti-aliasing technique to the game. It looks infinitely better than FXAA. This setting is always enabled.
Automated Crafting is back - you no longer need to go to the crafting screen in the middle of the fight to get more grenades. The armory produces them for you at a constant rate.
Added Statistics screen with lots of gameplay stats. It's not the final version, it looks bad, but it's functionally sound
The headquarters are indestructible when being built for the first time.
Optimized CPU usage, especially for longer playthroughs.
CHANGES
Advanced resource veins have been added to survival mission (Uranium, Palladium, Titanium, Cobalt). You are guaranteed to have all rare resources available to you during each survival run.
Completely rebalanced weapon and building costs.
Added working Power Fists, Spears and Hammers. They are OP and unpolished, but you can try them out!
Reduced wind turbine cost and increased performance - 40 carbonium, 12 energy per second. They're viable now!
Comms hub lvl 4 and lvl 5 added - you can now upgrade it and set up a new hub after each HQ upgrade.
Building limit added to ammunition storage.
Repair consumable cooldown is reduced from 30 to 25.
Added support for different cost values in different game modes to balance the survival and campaign.
New models for small buildings - wind turbines, solar panels, energy storage, pumps.
Massive number of balance tweaks in weapons and weapon mods.
All upgraded weapons consume more ammo to match their power.
Mods and upgraded statistics are more balanced (damage output) - some have been buffed, some have been nerfed.
Rare element mine is less effective.
Bestiary has been renamed to database, as it contains much more info than just animal descriptions.
Click-and-drag wall-building has been tweaked to support longer walls and to get around corners a little better.
Changes to resource drop rate types for some props with new group features.
Sword slash ribbon now follows the actual model and can be used in other types of melee weapons - it's parametric now.
Attachments with level numbers added to many buildings for easier identification.
A lot of missing particle effects have been added to buildings.
Inventory Screen tooltips improved in many places.
New version of damage resist - if the player tries to melee an enemy invulnerable to physical damage, they will get staggered.
The player can get stunned if they're hit really hard. Watch out!
Improved effect for invisibility.
Minerals are now mined in smaller chunks - 1 unit instead of 5. The rate stays the same - you still get 1 unit per 1 second of mining.
The save button is blocked when the game is saving already.
Props now get highlighted when they are hit.
The mech has increased ammo storage.
Reduced ammo consumption in shotgun.
Updated game credits screen.
A lot of cleanup for flora familiarity, specimens and localizations.
Added highlight if an item is scannable.
Reduced the number of gnerots on normal difficulty in survival_jungle.
More resources on Hard and Brutal in Survival mode (removed negative multiplier) to compensate for fewer possible resource spawns.
Minimum range added to artillery and heavy artillery towers.
Reduced death penalty (funny every time)
-- weapons dropped on hard 2 -> 1
-- weapons dropped on brutal 3 -> 1
Reduced environmental creatures' difficulty scaling on hard and brutal.
Added new projectiles and effects to many new creatures.
Dropped weapons are now autoequipped in the same slot they were dropped from upon pickup (if possible).
Flora cultivator requires 10 water to operate.
Updated crafting costs of most tech. (added advanced and rare resources to costs)
Added new front drill animation to the player character (for treasure drilling)
Sunrise and sunset tweaked slightly for performance reasons.
Research descriptions added to all research items. Wildlife descriptions added to the database.
Reworked a lot of the pipe resource system - should be a lot less buggy now.
Excluded unused textures form the demo to save space.
Heavy artillery now needs charged plasma to work. RIP Vinnymeta.
Removed heat resistant floor from research (feature dropped).
Light bloom effect has been optimized to consume less memory.
SOUNDS
New Footsteps and sounds for the mech (different floor types result in a different sound).
New sounds for a lot of creatures.
Mech servo sounds added.
FIXES
Prevent empty research queue announcement if comms hub is not built yet.
Fix for frozen mech dash pose.
Detect and do not load incompatible game saves in order to avoid conflicts and crashes.
Fix saves with non ascii characters in the file path.
Print error code in save error popup instead of an error message.
Creature navigation has been cleaned up - it now works much faster and consumes less memory.
Limit character number in save names.
Fix minimal time value in streaming options for consistency (from 30 to 15).
Fixed damage in proximity and nuclear mines - advanced, superior and extreme. They used to do the same amount of damage.
Fix building after loading while saved when building. Sounds weird, but if you encountered it, you know what it was.
Hundreds of bigger and smaller fixes for various issues and crashes.
As always, we encourage you to join our Discord at www.discord.gg/exorstudios and our stream at www.twitch.tv/exorstudios. It's the best way to get fresh info on the game's development and also to get a chance for a Beta access key. (We're live right now, wink, wink)