When discussing game development, people often gloss over the audio side a little bit. It is quite natural, to be completely honest. New graphical developments are immediately noticeable. Beautiful shadows, reflections, and other effects make modern games a visual feast. At the same time, revolutionary gameplay mechanics and rich storylines ensure that we remember what we played for years. The sound is an outlier here. Since we can replicate and create almost any sound on most audio devices, we got used to its high quality and tend not to notice it most of the time. Still, it is a big part of a game’s presentation layer, and we want to tell you a little bit about it today.
Most of the media in this article are videos, which you should watch with sound on.
Whenever we add something to The Riftbreaker, be it a new weapon, building, or creature, we need to think about the sounds it is going to make. Over the course of our lifetime, our brains develop a subconscious expectation of what kind of sounds we can expect from any given object or phenomenon. Small creatures make squeaky, high-pitched sounds, hiss and snarl. Large monsters with gaping maws make your insides tremble with their mighty roar and shake their surroundings with their footsteps. You can always hear clanging and rumbling from inside a factory… The list goes on and on.
Even though most of the things we design sounds for in the Riftbreaker do not exist in the real world, the game's visual aspect is often quite enough for us to know what kind of sounds we are looking for. We briefly describe our ‘expectations’ for our sound designer. Then, he scours thousands of sound samples from various libraries in search of the perfect one for the occasion. More often than not, the perfect sound does not exist - finding a perfect sample for the effect you want to achieve is hard. Then, the sound designer has to get creative and mix a couple of samples to get the effect he wants.
We’re going to use a simple example here. When we were looking for a good sound for our rocket launchers, we wanted the sound they make to be both punchy and booming with bass. We found a sample that cut through the chaos of battle pretty okay but was lacking in the low end of the sound spectrum. Luckily, there is an entire “genre” of sound samples called textures. They are not meant to be used on their own. Instead, you can use them to beef up other samples. We found a couple that worked well but couldn’t decide on just one… So we used all of them instead! The result is what you know as the rocket launcher shot sound in the game today.
Other times, creating a sound effect is not that easy. One of the most complex sounds in the game is the one tied to Mr. Riggs’ movement. It has a lot of layers - the servomotors moving the mech’s body parts, the clanging metal from all the parts of armor, and the footsteps themselves. We wanted to cover all the bases with just one sample at first. You can hear our early attempts in the video below. Safe to say, we were not happy with the results for two reasons. First of all - it didn’t sound good enough. That could be fixed with a bit more work. However, the second problem lay a lot deeper. Due to the free movement of the mech in the game, the sample often got cut in the middle of playback. That had to be solved with the help of programmers.
We decided that combining the samples of the mech's entire ‘walk’ cycle into one sound was not the way to go. Instead, we separated all the portions of the sound we told you about earlier. Then, we attached all those individual sounds to various moments in the ‘running’ animation. Once the game detects that the mech is moving, it plays a short loop of servomotor sounds that sound good, even if stopped abruptly. Footsteps are played back only when the mech’s foot touches the ground. This also allows us to detect what kind of a surface you’re walking on and play a sample prepared for that type of terrain. That allowed us to finally solve all the problems. And that was just the walking sound!
At some point, we realized that the scope of The Riftbreaker was so large that we wouldn’t have the time to do all of the sound effects justice. We decided to give the job to Marcin Pukaluk, our music composer. As a professional musician, he has the necessary experience, skills, and tools that are needed to pull this kind of job off. He is the author of the vast majority of The Riftbreaker’s soundscape. The next time you don’t notice a sound because it blends with the environment well, you know who to thank for that!
Speaking of Marcin, he was also responsible for The Riftbreaker’s entire soundtrack. When we started our collaboration, we told him that we wanted the game’s soundtrack to feature a recurring theme that could ‘come back’ in various songs featured in the game. When you think of it, many popular pieces of media have a music theme. We decided to learn from the best: Star Wars, Indiana Jones, James Bond, Uncharted, and even Doom. Other than that, Marcin had complete creative freedom when it came to the composition of the tracks. We are really pleased with how it turned out. If you haven’t done it yet, give the soundtrack a listen. We put it up on YouTube. You can find it right here:
The portion of the audio that was left for us to prepare on our own was the dialogues. We have already told you a little bit about what working with dialogues looks like in our article about Mr. Riggs’ voice. We have worked with three voice actors on The Riftbreaker so far: Francesca Meaux as Ashley, Ryan Laughton as Mr. Riggs, and Tori Kamal as Colonel Norstrom from the prologue mission and the X-Morph consciousness. Audio technology is so good and affordable these days that we can collaborate with our actors fully remotely. We send them dialogue lists with all the lines we need them to read. The actors record the lines on their home audio equipment and send us a WAV file. We cut the file into samples and put it in the game - simple as that!
The “Into the Dark” DLC added a new difficulty modifier to this model. We added another character with dialog lines in the form of the Anoryx Worm. However, we decided to experiment a little. We knew we wanted the creature’s voice distorted and otherworldly. This allowed us to ignore the fact that none of us are native speakers of English and record the audio ourselves, as all the minute details in pronunciation would not be nearly as noticeable. Our volunteer for the task was voidreaver. He waited until everyone left the office to come up with the silliest voice he could muster. This is the raw result:
Obviously, this was not ready to be put into the game. We have done some research on how we can make void sound like a monster and discovered a sound-processing plugin that was quite promising. The plugin could transform any sound in a couple of ways with just a few turns of a virtual knob. Here’s a short presentation of how it works:
After we dialed in a sound that we liked, we added a couple of additional effects to make the sound a bit more ‘ethereal’ and ‘otherworldly’ (a very specific set of qualities, isn’t it?). We think that the end result was pretty okay for a first attempt - let’s see if we repeat this in the future!
We could talk about a million more things, but let’s leave some content for the future! We hope you learned something new today about the often underappreciated world of game audio. Let us know what other aspects of game development you’d like to read about! We’re waiting for your comments here and on our Discord at www.discord.gg/exorstudios. We’d also like to invite you to our streams at www.twitch.tv/exorstudios every Tuesday and Thursday - we’re going to start previewing the new biome from World Expansion III next week (hopefully), along with our regular co-op progress previews.
A couple of weeks ago, with the launch of our Summer Update, we announced a screenshot competition. We asked you to utilize the newly added decorative structures to enhance the looks of your Riftbreaker bases. It is time to announce the winners of our competition.
Congratulations to acideiffel and Kanna Kamui!
We will go over their entries and explain why these awesome people deserved the win.
acideiffel
The first thing that stood out to us about acideiffel's screenshots was how aesthetically pleasing they all are. That is in large part thanks to the use of colors - the base is clearly divided into sectors that make use of decorations with one chosen color and the appropriate lights.
Looking at the base in broad daylight allowed us to pick up on the details that hid in the darkness a little bit. One such example is the use of various types of flooring to mark the pathways around the base.
If you take a look at each of these screenshots, you will notice that all of them are labeled with the name of the area you're looking at. acideiffel took the time to come up with the tiniest bit of a backstory to help his base become something more than a collection of buildings.
One more detail that grabbed our attention was the use of walls. Gates are fixed in an 'airlock' type design. Single energy wall segments are used to mark the entrances to the base more clearly and also surround the entire 'science' section of the base. Also pay attention to the pipe layout around the functional Rift Station. acideiffel didn't choose form over function - instead, they merged them.
A closer look at the 'top secret' section also reveals the great use of lights around the base. Street lamps illuminate the pathways, as they should, and neon walls add delicate accents to what would be an otherwise regular 'street'.
The last screenshot shows that even though acideiffel didn't always have a choice when it came to lighting, as some plants decided to interfere with the harmony of Station 'Ari'. Instead of simply paving them over, they are skillfully composed into the residential area of the base.
Overall, the attention to detail and the artistic vision were the deciding factors. Thank you, acideiffel, great job!
Kanna Kamui
Kanna Kamui took a different approach to this competition. Instead of trying to decorate an existing base with new structures, they decided to start with a clean slate and create something artistic. Here's a pixel art depiction of Mr. Riggs, composed almost entirely of floor tiles.
Taking a closer look at some of the details of this construction reveals that even though Mr. Riggs is the focal point here, the outside of the 'canvas area' is decorated with billboards, vending machines and other objects. We also appreciate the traps set up around the fence to keep the masses of visitors at bay!
Going a bit further, we can see that planning and executing this design required a lot of thought and care. All the different types of flooring play their role in the grand scheme of things, and crystals add accents where needed.
Going a bit further we arrive at the next hurdle Kanna Kamui had to get over - the design is not symmetrical. The left and right arms are different from each other, which essentially doubled the amount of work necessary to pull this off.
Finally, we arrive at the head, where we can see the reflector beams made of large crystal structures. A holographic statue of Mr. Riggs is the final touch in this Temple of Yellow Mech.
We also know that Galatean nature did not make this easy for you. Congratulations on your win, Kanna Kamui!
Our winners will receive a package filled with EXOR Studios gadgets, including a plushie Mr. Riggs.
Thank you to everyone who participated in this contest! We hope you enjoyed it. We have got more contests to come, so keep an eye out for more news!
Our team is back from a short holiday break. We are back in the office, with our minds fresh and clear, ready to continue making steps towards our goal - the co-op multiplayer release.
We hope you have had some time to toy around with the new decorations that came with the Summer Update for The Riftbreaker. Before we left for the holiday, we announced a screenshot contest. We asked you to decorate your bases with the new buildings for a chance to receive one of the limited Mr. Riggs plushies. However, the holiday spirit got to our heads, and we forgot to remind you about the contest.
Therefore, we’re extending the Screenshot Contest deadline until Monday, September 11th, 2023.
This gives you an additional week and a half to arrange your base in the fanciest way possible and submit your idea for the contest. Let’s recap the contest rules:
To enter:
Update your copy of The Riftbreaker to the latest version.
Get access to some of the new decorations from this update. Follow the tips from the article to get them more easily.
Give your base a makeover using the new structures and props.
The three best and most creative screenshots we receive will receive an EXOR Studios care package filled with EXOR Studios goodies and a Mr. Riggs plushie!
Legal stuff: [expand] You must be aged 18 or over at the time of entry in order to enter this competition. No purchase is necessary. You must enter the contest yourself. You must comply with the laws that apply to you in the location where you access the competition from. If any laws applicable to you restrict or prohibit you from entering the competition, you must comply with those legal restrictions or, if applicable, refrain from entering the competition. Prizes are not negotiable, exchangeable, or transferable and have no cash alternative. Physical prizes can only be delivered to locations covered by UPS. If a delivery destination is not covered by UPS, then it will not be sent out by EXOR.
The winner(s) will be selected by a panel of judges based on creativity, originality and the highest quality. The decision of the panel is final.
The Organiser does not claim any rights of ownership in your competition entry. By submitting your entry, you grant us a non-exclusive, worldwide, royalty-free and irrevocable right to use, display, publish, transmit, copy, edit, alter, store, re-format, and sub-license the competition entry and any accompanying materials for our marketing or other commercial purposes. [/expand]
Next week, we are back with streams, developer diaries, and behind-the-scenes materials showing off all the upcoming goodness we have been developing for you. Until then, have fun and enjoy the last days of summer!
If you hang around with us on Discord or Twitch, you might have seen what we’ve been up to for the past couple of weeks. Our work on the co-op multiplayer has led us to accidentally come up with a 90s deathmatch-style PvP mode for the game. What started as a joke quickly turned into one of the most valuable multiplayer development tools in our catalog. In this short article, we will tell you how exactly this game mode came into existence, what we use it for, and what we plan to do with it moving forward.
It all started on a beautiful July morning. Two of our programmers, Łukasz and Marcin, were working on optimizing the client-server communication protocols for co-op play. They were playing on a locally-hosted server, introducing changes to the game’s code and testing them in action on the fly. What seemed like a regular day at the office quickly turned into something they couldn’t have predicted. As luck would have it, Marcin had equipped his Mr. Riggs avatar with the Debug Rifle - a development weapon that EXOR Staff use to test various aspects of the game. It also turns out to be one of the two weapons in the game with friendly fire capability. A momentary lapse in concentration from Marcin led to tragedy - a stray shot from his Debug Rifle wiped Łukasz’s a**...ekhm mech from existence. And then it happened again. And again.
After a couple of unsuccessful tests that ended with his mech blowing up, Łukasz decided to take matters into his own hands and teach his friend a lesson he would not forget. Unbeknownst to Marcin, he equipped his mech with a Debug Rifle of his own and gave him a taste of his own medicine. Imagine Marcin’s shock when his own a**...ekhm mech exploded due to a shot from a Debug Rifle from his friend. Anger, shock, and disbelief raged inside his confused mind. There was only one way this could end - a 1 vs 1 duel, with nothing but honor on the line…
Jokes and bad storytelling aside, this is more or less what led our two colleagues to the question: ‘How long would it take us to turn friendly fire on for all weapons in the game’? It turned out to be trivial, and in less than an hour, they could fight each other as much as they wanted. Then, they invited other programmers to join them for a match. One thing led to another, someone implemented a kill counter, and another person quickly developed a multiplayer arena-style map, and that was it - a working prototype of a deathmatch PvP game mode in The Riftbreaker.
It might seem like a useless ‘side quest’ and a waste of time, but in our eyes, it’s a valuable asset. Stripping the game down to its bare bones - running around an alien world in a mech - gave us a tool that we can use to test the connectivity and stability of the server over time. As you could see during our on-stream playthroughs, the biggest issue with The Riftbreaker co-op was the server performance decrease over time. The longer we played the game, the worse the performance would become. Whenever we tried to fix the issue, it turned out that we were fixing only some symptoms of bigger problems buried beneath. This is where our ‘accidental PvP mode’ became more than just a silly joke. In simple PvP deathmatch we don’t have to transfer and calculate an entire base and a few thousand angry monsters. It opens up more subjects that we can start working on in parallel like lobbies, matchmaking, nat-punching, movement prediction, player to player interactions etc.
The Deathmatch server only takes a couple of seconds to set up and it’s just as fast when you’re loading into the game. Instead of waiting a minute for the server to load and another minute to join it, you can have the game up and running in 20 seconds, more or less. It doesn’t seem like much, but since programmers launch and exit the game several dozen times a day, this saves a lot of time. It’s not a miracle drug that solves all problems, though - you still have to recompile the code every time you make changes to it. However, it is much easier to ask a couple of people to test something in a 5-minute PvP match instead of a lengthy and slower-paced Co-Op run.
When we showed live gameplay from this mode some of the viewers were rightfully concerned that we would abandon the development of the co-op mode in favor of the PvP mode. We would like to stress that this is not the case. Co-Op mode for The Riftbreaker is our number one priority. The deathmatch mode that we developed is only a byproduct of testing the game’s features. It is not the intended gameplay experience for The Riftbreaker and we will not spend any considerable amount of time polishing it further. However, since it’s more-or-less playable we have a few questions for you.
The PvP Deathmatch will not be an officially recognized or supported way of playing the game. This makes us wonder - is it worth it to make this game mode public at all? It’s not as strange a question as it might seem at first. This kind of online gameplay was very popular in the 90s. Nowadays, once the novelty wears off, it gets stale quite quickly. To give it a more contemporary feeling, we would need to add some progression rewards, killstreak systems, and set up real match rules. That’s a lot of features already, but their implementation would come at the cost of Co-Op development time, which is not acceptable.
If you think we should make it public, we will try to release it as soon as possible. It could be available as a mod you can download from Steam Workshop and Mod.io. We could distribute it as-is and without any further support or development. However, it would be absolutely free for you to modify and customize further. Here’s where the second question comes in: Would you be interested in modding this type of game mode? As in the case of other mods, we would offer help on our Discord, and we’re eager to hear what kind of support you would like to get from us. Still, Deathmatch would have to rely on you for any kind of improvements, as we’re focused on the Co-Op part of the game.
What are your general thoughts on this?
If you would like to always stay up-to-date with the latest developments when it comes to The Riftbreaker multiplayer, make sure to join our Discord at www.discord.gg/exorstudios. We do impromptu streams whenever we test something in voice channels on our servers. You’re welcome to join in and have a chat with us! We also stream twice a week on www.twitch.tv/exorstudios, showing off either regular gameplay or experimental previews of things we work on.
We have just published a patch that fixes the problem that rendered players unable to unlock Laser and Crystal Gates through 'legal' means. We also fixed their problems with localizations and textures. There are no other changes in this build.
The Riftbreaker is a very open-ended game. There is no right or wrong way to play. As long as you can sustain the economy of your base and withstand the enemy attacks, you can do whatever you like. You are free to use any of the available power sources, protect the base with a variety of defensive towers, and run any side projects you might come up with, like cultivating plants. There are also plenty of cosmetic elements, allowing you to decorate your base and make it truly yours. However, we felt that we could do better in the decorations area - so this is what today’s update is all about.
The Riftbreaker Summer update brings you five distinct sets of decorative items (that's 124 individual new items!) you will be able to unlock by progressing through the game’s Story Campaign and Survival Modes. In this article, we will go over these sets one by one and explain what you need to do to unlock the new items. As usual - these are permanent unlocks that will stay with your player account forever. If you have already completed the unlock requirements for any of them, we will grant the awards to you retroactively. We also have a small competition for you - details further in the news.
SCI-FI STRUCTURES SET
The first World Expansion for the Riftbreaker introduced Alien Structures. It was a set of buildings inspired by the X-Morph technology. It could be used as a reminder of Ashley’s visit to the Metallic Valley biome and her first encounter with extraterrestrial civilization. You told us that you liked those structures, so we decided to do a little follow-up. Sci-fi Structures are a set of buildings of various shapes and sizes. Their modular nature allows you to arrange them in any way you like. You can either fill an empty space in your HQ with just a couple of these buildings or create a megastructure to serve as the very center of your base. Sci-Fi structure sets come available in three colors. Once you unlock a set in a given color, you get access to all of its elements - there is no need to pick up all the individual elements one by one. You can unlock these decorations by completing all the Outpost missions in the Main Campaign. The Acidic Plains outpost will get you the green set, the Volcanic Area outposts will grant you the white set, and the Radioactive Desert - orange.
CRYSTAL STRUCTURES SET
Cultivating and harvesting resources is one of the favorite pastimes of Riftbreakers, in breaks between saving the world and trying to survive the alien onslaught. Crystals can be cultivated as well, and since we already have potted plants, why can’t we have crystals as well? Well, now we do. Crystal Structures gives you access to a bunch of crystalline structures in various shapes and sizes. They are conveniently packed into square boxes, making them easy to arrange. The set is available in five colors, each unlocking after completing a Survival Mode run on any difficulty level. The Metallic Valley Biome will give you the blue set, the Tropical Zone - green, the Radioactive Desert - red, the Volcanic Area - purple, and finally, the Acidic Plains will give you yellow crystals.
CRYSTAL LAMPS SET
We decided to give you these lamps as a reward for completing the Survival Mode in the Crystal Caverns Biome. Yes - you get the entire set, all at once, with all the colors available from the start. They look incredibly cool, in our opinion. At night, when the lamps activate, the light-emitting crystal starts levitating over the base of the lamp. When active, the crystals slowly rotate, breathing a little bit more life into your base. Please, keep in mind that these structures have to be connected to power in order to work.
CRYSTAL FLOORS SET
Taking advantage of the fact that crystal structures look great when they have a chance to reflect some light, we decided also to make a set of floors in various colors! The surface of these floors is slightly uneven, allowing the light reflections to play as you move around. In conjunction with the lamps you’ve seen above, they are guaranteed to make your base look outstanding. The Yellow and Green sets of these floors are available in the common, white Bioanomalies scattered across all Galatean Biomes. You will find the Blue, Purple, and Red sets in Bioanomalies that match their color.
FUTURE CITY SET
This is by far the most outlandish set of decorations we have come up with. Make Ashley feel at home on Galatea 37 with these buildings, featuring the latest urban architecture trends from Earth! Gaining access to this set will give you lamp posts, billboards, fences, and other elements that can turn your base into a proper city. Since most of these buildings light up at night, they must be connected to a power source, but the effect you can get is well worth it! We think that these go really well together with Crystal Floors, as well as Sci-Fi Structures. This set is unlocked by completing the main storyline.
COMPETITION
We can’t wait to see what you can do with these new decorative elements, so let’s have a little competition!
To enter:
Update your copy of The Riftbreaker to the latest version.
Get access to some of the new decorations from this update. Follow the tips from the article to get them more easily.
Give your base a makeover using the new structures and props.
The three best and most creative screenshots we receive will receive an EXOR Studios care package filled with EXOR Studios goodies and a Mr. Riggs plushie!
Don't ask how long it took us to get all of those Jurvines in their pen...
Legal stuff: [expand] You must be aged 18 or over at the time of entry in order to enter this competition. No purchase is necessary. You must enter the contest yourself. You must comply with the laws that apply to you in the location where you access the competition from. If any laws applicable to you restrict or prohibit you from entering the competition, you must comply with those legal restrictions or, if applicable, refrain from entering the competition. Prizes are not negotiable, exchangeable, or transferable and have no cash alternative. Physical prizes can only be delivered to locations covered by UPS. If a delivery destination is not covered by UPS, then it will not be sent out by EXOR.
The winner(s) will be selected by a panel of judges based on creativity, originality and the highest quality. The decision of the panel is final.
The Organiser does not claim any rights of ownership in your competition entry. By submitting your entry, you grant us a non-exclusive, worldwide, royalty-free and irrevocable right to use, display, publish, transmit, copy, edit, alter, store, re-format, and sub-license the competition entry and any accompanying materials for our marketing or other commercial purposes. [/expand]
That’s not all - this update also contains more fixes and optimizations (as always), so here’s the full changelog:
The Riftbreaker Summer Update Changelog:
Added a new set of decorations: Sci-Fi Structures. They come in three sets with different colors. You can unlock each color set individually by completing Desert, Acid and Magma branches of the Story Campaign.
Added a new set of decorations: Crystal Structures. They come in five sets of different colors. You are awarded one color set after completing Survival Runs - one after each biome, except Crystal Caverns.
Added a new set of decorations: Crystal Floors. They are available in 5 different colors. Each color is unlocked individually through Bioanomaly drops.
Added a set of new decorations: Crystal Lamps. They are available in various colors. The entire set is unlocked after completing Crystal Caverns Survival.
Added a set of new decorations: Future City. This set includes street lamps, vending machines, arcades, fences, billboards and advertising boards. The entire set is unlocked after completing the main branch of the Story Campaign.
Added Crystal and Laser Gates of all levels to match their corresponding wall sets.
Fixed an issue that could potentially block player's progress in Metal Terror DLC Story Missions.
Changed the sound effects for discovering new species and completing research to differentiate those events from objectives appearing on the HUD.
Fixed an issue that caused some Floating Mine launchers to place mines of the wrong type.
Fixed an issue that caused Wall ruins to appear too tall and could be mistaken for being intact.
Fixed teleport exploits on the Anoryx Worm boss arenas
Fixed the lighting on some Boss level tiles
Tweaked the Dust Storm and Fog weather events to work better with volumetric fog.
Tweaked the lighting effects on some props to work better with the volumetric fog.
Minor fixes and optimizations.
We are also working on the third World Expansion for The Riftbreaker. As the programmers take care of everything on the co-op front, the graphics and design teams are working on new content for you to enjoy. We don’t have a lot of information available at the time, but you can see what features you can expect from the World Expansion III on the Steam Page we have set up. It would mean the world to us if you added it to your wishlist. Click here:
We have just updated the experimental branch with the latest build that contains our Summer Update. It adds a multitude of new cosmetic item sets that will allow you to personalize your bases and give them a slightly different feel. The patch also addresses some bugs and things that we glossed over previously. The full changelog is available below.
This update is (most likely) incompatible with any current mods. Please remove all mods before playing. MAKE SURE TO MAKE A BACKUP COPY OF YOUR SAVE FILES! Make a copy of 'The Riftbreaker' folder from your documents and keep it safe.
With all these warnings out of the way, here’s how to access the experimental branch:
create a backup copy of your save folder (Documents/The Riftbreaker)
disable Steam Cloud save backup for The Riftbreaker
go to your Steam Library
right-click on The Riftbreaker
select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing
After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game, and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.
The Riftbreaker World Expansion II Experimental Summer Update Changelog:
Added a new set of decorations: Sci-Fi Structures. They come in three sets with different colors. You can unlock each color set individually by completing Desert, Acid, and Magma branches of the Story Campaign.
Added a new set of decorations: Crystal Structures. They come in five sets of different colors. You are awarded one color set after completing Survival Runs - one after each biome, except Crystal Caverns.
Added a new set of decorations: Crystal Floors. They are available in 5 different colors. Each color is unlocked individually through Bioanomaly drops.
Added a set of new decorations: Crystal Lamps. They are available in various colors. The entire set is unlocked after completing Crystal Caverns Survival.
Added a set of new decorations: Future City. This set includes street lamps, vending machines, arcades, fences, billboards, and advertising boards. The entire set is unlocked after completing the main branch of the Story Campaign.
Added Crystal and Laser Gates of all levels to match their corresponding wall sets.
Changed the sound effects for discovering new species and completing research to differentiate those events from objectives appearing on the HUD.
Updated Intel XeSS to version 1.2 - improved image quality, reduced upscaling artifacts
Fixed an issue that caused some Floating Mine launchers to place mines of the wrong type.
Fixed an issue that caused Wall ruins to appear too tall and could be mistaken for being intact.
Fixed teleport exploits on the Anoryx Worm boss arenas
Fixed the lighting on some Boss level tiles
Tweaked the Dust Storm and Fog weather events to work better with volumetric fog.
Tweaked the lighting effects on some props to work better with the volumetric fog.
With each of the World Expansions we release, we try to address some of the problems and quality-of-life concerns you tell us in the comments and on our Discord. One such issue was the lack of technology that would allow you to supply your smaller outposts with power from your main base. We decided to give you the tools to fix that problem in World Expansion II. Let’s talk about Energy Pylons today and why we decided to intervene in this case.
Before the introduction of the Energy Pylons technology, the only way of powering outposts using your main grid was by building long power lines using energy connectors. It was not the most convenient solution. Sometimes, a random pack of Kermons (or any other aggressive creatures) would get absolutely enraged by the mere presence of your connectors in their territory and go on a power line-killing rampage. Then, you would have to go and look for the exact spot where the line got broken and repair it manually. Because such things happened quite often, you could feel like your power lines need constant babysitting. That’s a play pattern that we would rather avoid.
Some players chose to make their outposts independent. They built localized power grids to support both factories and their defenses. This solution requires a lot more work and resources since you need to protect everything you’ve built from any creatures that might come knocking at your door. Even then, having many disconnected outposts might be a liability. If you are unlucky enough and an attack wave finds your small outpost on its way to your headquarters, a basic defensive setup might not be sufficient, and installing advanced towers is often not an option due to energy requirements.
The Energy Pylon technology allows you to have the best of both worlds. This structure allows you to connect to the main power grid of your base regardless of the distance on the map. You simply set up one Pylon in your main base and additional ones wherever you want to receive the power. All buildings that you connect to that secondary Pylon will automatically draw power from your main power grid, allowing you to set up an outpost with all the necessary facilities and all the defenses on top of that without worrying about the power. This makes outposts much smaller in size and easier to defend since even the most expensive towers, like Laser Gatling Towers, drawing 500 energy per second or more, will become a viable option.
This technology is also very convenient when the building space is limited. Energy Pylons do not care about any obstacles between them, allowing you to use them even in areas with tall cliffs, trees, or even underground. They are a great way of powering up distant resource factories in the Crystal Caverns biome. Best of all - there is absolutely no limit to how many Pylons you can place. You can build up new ones wherever you want. Just make sure to have enough power generation going in your main base, as the upkeep cost can ramp up pretty quickly if you are not careful. Energy pylons use up quite a lot of power themselves, and placing them is an investment. You don’t want your investment to go down in flames, don’t you?
What do you think about Energy Pylons? Do you think they are priced well? Should we consider any improvements? Or perhaps they’re too powerful? Let us know in the comments. We’re also waiting for your feedback and ideas on our Discord server at www.discord.gg/exorstudios. See you there!
We have just published a small patch containing fixes for issues reported by the players. This version of the game contains a large portion of the game's code refactored with multiplayer in mind. While the co-op update is still away, we want to get that code out to players ahead of time.
The Riftbreaker Maintenance Update, 24th July 2023. EXE: 839 DATA: 446. Changelog:
Fixed an issue that caused some units to ignore the player or disappear completely in the NavMeshMovementSystem flow fields generation. Flowfields don't cull cells if the distance is too large. Before the fix it took the lowest possible collision, which generated problems if we had terrain underground.
Fixed creature spawn in liquid volume spawners that overlapped terrain e.g. in the Morphium Lakes mission.
Improved the GraphicsCmd memory allocator, resulting in lower GPU memory usage.
Added LifeTimeComponent to fallen tree trunks, making them disappear after some time.
Fixed an error that caused dialog texts not to scroll in some languages.
Fixed a problem in TransformSystem that caused the player's weapons to sometimes spawn in the 0,0 location.
Fixed a crash in GUI when displaying a certain font style.
Fixed a crash in GuiScrollList::CreateButtons method.
Fixed an issue that prevented players from accessing the Mods menu due to a text popup about Mod.io integration.
Fixed problems with in-game videos threading.
Fixed an issue that caused the TimeOfDay system to get desynchronized when jumping between maps, causing all lights to be off at night.
Modding - moved all DLC2 boss content from the DLC2 package to the main package to make it available for modding.
Optimizations and fixes for many small elements of the game and its engine.
Reduced the install size of the game by about 500 megabytes.