The Holiday season is over, we’re back on track! We’ve read through all your feedback and bug reports after our latest update, and drew the consequences.
Even though the latest update’s code optimization increased the game’s performance for most of our players, we’ve got some reports about worse/inconsistent frame rates compared to previous versions both in single- and multiplayer. We’re aware of these, and have already started to investigate. We will spend most of January ironing out these performance related issues, so the game can remain stable for all of our players. As a result, the next update will mostly contain fixes and improvements.
When will this update go live?
We don’t know yet. We already have a few leads about the cause of the performance drops, but it’s impossible to predict when we’ll be able to get to the bottom of it all. This is what we’ve uncovered so far:
VOICE CHAT IN CO-OP
Thanks to community reports we’ve discovered that enabling/disabling voice chat can make a huge impact to frame rates in multiplayer, especially at higher pings.
AI ENCOUNTERS
Frame drops mostly happen in combat when there are multiple enemies spawned in the area. We’ve found an issue with the AI’s skeletal mesh which might have a negative effect on the CPU’s performance.
GFX RELATED EFFECTS
We’re also investigating the smoke effect upon firing, and the impact decals’ effects. It’s possible these have negative effects on the performance, albeit unlikely.
We’re constantly fixing, building, testing, then fixing again to make sure nothing gets under our radar. :) We’re trying our best to push out the update as soon as possible. In the meantime, keep the reports and feedback coming, it helps more than you think! After getting these fixes done, we can move forward with the development of dedicated servers, the PvP game mode and other goodies.
Following us on social media is the best way to catch all the latest news about future updates. *winkwink* Youtube Facebook Twitter Instagram
Thank you everyone for your continuous support! -XREAL Games Team-
This update is huge. HUGE. Probably the biggest one in the game's history.
We've overhauled the 'Tutorial' for new players (replaying it is recommended even for seasoned Zero Caliber veterans), we've added the first part of the next story chapter, 'Canyon' and three new weapons (MK18, FN SCAR, USP). Shotguns recieved proper reload mechanics and we've introduced a new, experimental reload for pistols. As a result, dual wielding them became one of the most badass things in the game! Oh, and we’ve also added distance-dependent weapon damage. And virtual gunstock. And a new ragdoll system for the AI. And we've increased the amount of XP earned per mission. Missing Touch controller bindings got fixed and we've revisited the Index controller handling - hopefully it feels much better now!
BUT... an even bigger part of this update can be found under the hood - performance optimization! Our programmers have been knee-deep in the game's core code to optimize it almost from scratch. We're hoping that this will improve the performance across all kinds of configurations.
We've been testing the game until the last second, but since the code optimization is massive, it's almost guaranteed that players will run into small issues here and there. If you encounter anything unusual, please head over to our Bugreport section!
ATTENTION: unfortunately one of the negative results of the code optimization is the loss of player equipment and saved loadouts. The progress and unlocked items however should stay the same!
And now.. here's the full list of changes, additions and improvements:
MAPS
Tutorial rework: we've overhauled the whole tutorial both visually and functionally in order to explain the game better for inexperienced players. If you're a seasoned veteran, you can launch it from the world map.
New story mission: Canyon. It is the first part of the new campaign destination. Can be played after 'Hail'.
WEAPONS | ATTACHMENTS
MK18 with 9 different skins
FN SCAR with 6 different skins
USP pistol with 9 different skins
New attachments: MK18 suppressors, 2 angled grips, holo sight. New content is marked in the armory.
Damage falloff: the amount of damage done by a weapon is now distance-dependent.
Pump-action for all shotguns. SPAS has the option for semi-auto firemode.
Unique shotgun spread for all shotguns
Shotguns now take shells one-by-one from clips. If your shotgun is only missing one shell, the other 4 shells will stay in the clip and the clip doesn’t disappear.
Reworked weapon physics - more realistic behavior when weapon is not held in hands
All holo sights have new, adjustable brightness/color options
Underbarrel grip removal now works the same way it does with other attachments IF autogrip is OFF: hover over the grip, press trigger and pull it away. If autogrip is ON, functionality remains the same - when your hand grips onto the weapon automatically, press trigger and pull away to remove the grip
GAMEPLAY | AI
Virtual gunstock option added (look for it in the settings!): 'ON' mode is for all weapons, 'REALISTIC' mode applies only to weapons which already have a stock as part of the weapon body (e.g. AWP, AKM, AK47) or weapons which have a stock equipped and opened out (e.g G36C+stock attached)
Experimental, but badass dual pistol reload: when both mags are ejected (by pressing the mag release button), lower your hand to your ammo pouch, then press the slider back button. BAMM. - This new feature might work inconsistently in Co-op for now.
Improved recoil for every weapon and attachment
Increased XP for levels - less grinding
Weapon colliders and physics materials are improved to give a smoother gameplay experience when weapons interact with the environment
New ragdoll system: caliber- and shooting distance-dependent AI death reactions
AI soldiers are now able to walk through dead AI bodies
MULTIPLAYER
Optimized network code for smoother Co-op gameplay. It's still not perfect, but we're getting there!
Map selector at the end of each map - players are now able to continue the game without quitting to the lobby by voting on the next mission.
PLAYER | CONTROL IMPROVEMENTS
Haptic feedback (rumbling) added when gripping weapons and grabbing mags from the belt
Oculus Quest support FIXED with improved Touch controls
Fixed an Oculus Rift S bug where players couldn’t do anything at first start
Improved Index Controller controls: grabbing functionality with the controller has been revisited and improved. You will have to squeeze a little more to grab something (no more sucking up items when you just wanted to rest your fingers), removed the tiny delay when releasing items (smoother grenade throws).
Default Grip Option is set to Hold-To-Grab for Touch and Index Controllers, Toggle-Grip for Vive Wands by default. Can be changed in the settings.
Updated object handling for Touch controllers: mags, grenades and attachments can only be grabbed and picked up with the trigger, while the grip button is for grabbing weapons and bigger, non-weapon related objects.
Controller dead zone default value increased from 0.05 to 0.11 to avoid phantom movement
GFX
Optimization and more optimization
SOUND
Super immersive environmental sounds
Redesigned indoor sounds
Updated weapon sounds
BUGFIXES
Fixed an issue where after grabbing an attachment from one hand to another, knock-off functionality would be lost
Fixed an issue where after dropping an attachment and quickly grabbing it would make attaching it to the weapon impossible
Fixed bouncing weapons - weapons now have more realistic physics
Menu pointer fixed when holding weapons with both hands
Vive: can’t take weapons out of other players holsters anymore
VIVE and Index Controller: fixed an issue where quickly dropping and grabbing a weapon by its slider caused the weapon to drop to the ground
Sock 17\18c left-hand grab position fixed
Fixed an issue where weapons sometimes disappeared after respawning or the player spawned with other players' equipment
Fixed an issue where the green outline stayed on objects
And endless more small bugfixes...
HONORABLE MENTIONS
PvP - unfortunately we had to delay it. Still needs polishing - you can expect some form of beta testing in Q1 2020!
Dedicated servers - same as with PvP, we have to iron out some technical issues.
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Phew... Quite a list! As you can see, we went a little overboard with the amount of content and new features. Again. :) We wanted to cram everything into this update so you can have an amazing experience during the Holiday season. As a result, small issues might pop up here and there - please report them via the Steam forums, e-mail, Discord or homing pigeons. We'll check everything after a short Winter break.
Be sure to follow us on Youtube, Facebook and Twitter to recieve all the latest news about the PvP and our games in general. Thank you for an incredible 2019, 2020 will be even more exciting! Happy Holidays! -XREAL Games Team-
The next Zero Caliber update is coming soon, and it’s gonna be a huge one! We have mentioned a few things about it in our latest devlog (besides dedicated servers and the PvP game mode): https://www.youtube.com/watch?v=IBrrAAi-ScM
It’s going to be both a content- and an optimization update. We’re aiming for a mid-December release. Here’s a short summary of what you can expect:
REWORKED TUTORIAL WITH STUNNING GRAPHICS
The current tutorial map has been almost the same since the game’s release back in 2018. It was time to overhaul it, which will be benefitial for new players and Zero Caliber veterans alike. The new tutorial will guide players through all the features that are currently in the game as well as explain the gameplay mechanics better.
Doing all this in a brand new, visually rich environment!
NEW STORY MISSION
We’ll continue the storyline with an epic new mission in a brand new environment!
3 NEW WEAPONS
We’re also adding three new weapons: the USP, the MK18 and a new SCAR variant. All three weapons are coming with unique weapon skins!
PUMP ACTION SHOTGUNS
Poor shotguns will finally recieve proper reloading mechanics. Sarah Connor style included!
MAJOR PERFORMANCE OPTIMIZATION
We have been knee-deep in the game's code to perform major optimizations which will have a major effect on the game's performance. We're hoping that this, coupled with network optimization will hugely improve the multiplayer performance as well.
HONORABLE MENTIONS
We have to mention the new projectile mechanics: the amount of damage a bullet does will now be calculated by incorporating distance as well. This means that each weapon will have an optimal range and will lose punch outside of this range. We're adding new enemy death animations to spice things up. Virtual gunstock is coming as well! We have addressed the issue where Rift S or Quest controllers might not be getting proper key bindings. This will be fixed in the update! We have also fixed countless community reported issues.
This is just a very short list of the things that will be part of the update. The full patch notes will accompany the update itself.
DEDICATED SERVERS AND PVP
As you might be aware, we have been working on dedicated servers for a while now. If, and only IF everything goes as planned, we might be firing them up in December. In case of unforeseen technical issues, this will only happen later in January.
We're very close to testing the game's PvP game mode! We're trying to get everything needed for it done in December but once again, unforeseen issues might hinder our plans. We will be posting updates concerning both dedicated servers and PvP on our social media channels, follow us if you don't want to miss the news about possible testing periods!
It's that time of the year! To bring a little spookiness to Zero Caliber, we've carved a huge amount of pumpkins and placed them all over the night mission 'Retaliation' (you can find a few of them in the Lobby as well). These Halloween pumpkins come with a little surprise: they blow up when shot (with a surprise sound effect). Use them to fight off the evil Tlalokiis!
If you just want to throw around pumpkins for the fun of it, look for them at the basketball court in 'Lockup' or at the beginning of 'Retaliation'.
BUT WAIT, THERE'S MORE!
A new SCAR variant can be found in the 'Armory' with a fancy Halloween themed skin!
Besides the new SCAR (which will be unlockable in the next update), we've made a spooky skin for a community favourite weapon: the M4!
BONUS SNEAK PEEK
We won't leave you without surprises in the next update either. ;)
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We hope you'll enjoy this little Halloween event we've made! It will stay live until the next update.
If you fancy a more arcadey, but scary sci-fi shooter for Halloween, check out our other title, A-Tech Cybernetic! We've just released a new content update for it with an epic ending.
Since the last update, we've mostly been busy with fixing bugs and improving game mechanics. The most noticeable addition is the new, overhauled recoil system, which will make aiming just a tiny bit more difficult. Old recoil on the left-, new recoil on the right side:
We've also overhauled the rank icons, they'll now visually represent the hard work that goes into getting them. :) Concerning the progression speed - we've heard your feedback about the grind, so we've chopped it in half: you'll get double the amount of XP and money per mission(compared to the amount of XP and money pre-update).
For VIVE Cosmos owners: basic controller support is live, please check if everything works correctly. Let us know in the Bugreports section if you encounter any issues!
You can check the full list below:
WEAPONS | ATTACHMENTS
New recoils - We've reworked how the weapons behave, it’s much more realistic now (subject to change based on feedback)
New double magazines for the Uzi, P90 and the M1918 BAR
New weapon skins for P90, M4A1, Python
Shotgun clips are saved in the belt when moving between missions
Sliders and stocks are released by the hand if you move the controller too far away
Weapons spawned in the player’s belt have ammo chambered (they were spawned empty beforehand)
Fixed a rare issue where knocking off scope attachments could cause iron sights to be incorrectly visible
Fixed muzzle flash location when applying suppressors
Fixed muzzle flash appearance when applying suppressors
Improved Python handling and fixed barrel opening
Fixed Ka5C slider - plate is now moving when shooting
Improved Steyr Aug and KRISS Vector handling
Steyr Aug rail fixed when applying attachments
Improved turret handling
GAMEPLAY | CO-OP IMPROVEMENTS
Renamed ranks with new, visually pleasing icons
XP is now capped at lvl100 - won't be accumulated after reaching the maximum amount
Microphone 'always on' option - when enabled in the settings, the mic will always be activated, no need to manually turn the voice chat on
Added a confirmation window on death screen before returning to lobby - no more accindentally leaving a Co-op session
Fixed a rare issue where the host’s hand could get stuck in the air when secondary grabbing a weapon
Improved player hand sync between host and client
Iron sights in Co-op fixed
PLAYER/CONTROL IMPROVEMENTS
Smart attachment Interaction Clicking the trigger button on the secondary hand attached to weapon activates the side attachment (flashlight, laser)
Pressing the slider release button on the controller releases the slider if possible - interacts with scope attachments otherwise
Improved reloading mechanics
Visible hints added for each weapon when there is no bullet chambered (can be turned on/off in the settings)
When using autogrip: in order to be able to use autogrip, the weapon HAS TO BE reloaded (on certain weapons only)
Added the ability to sprint with sniper rifles and the BAR
Toggle-grip is default now on HTC Vive while hold-to-grip on Oculus (can be changed in the settings)
Fixed a rare issue when modifying settings respawned the player
Hand pointer after grenade explosion fixed
Player pointer fixes (in the armory, world map and at death screen)
GFX
3D model- and environment optimizations for better performance
Fixed decals on several dynamic objects
Several texture fixes
SOUNDS
New reverb system
Improved soundscapes
Dynamic movement sounds
Updated Audio Engine
New footstep sounds
Combat chatter added
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Unfortunately we've ran into sync issues in Co-op with the promised player customization system, we had to exclude it from this update. :(
It's still WiP, will be added in a future update. Co-op is currently under heavy optimization, we're aware of the occasional FPS drops.
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Thank you guys for the continuous support! If you encounter any issues, please report them in the Bugreports section, or on our Discord server.
Our beloved shooter will soon celebrate its official 1-year anniversary! Zero Caliber was released in Early Access on 9th November, 2018, but it was born a little bit earlier - the first playable builds came into existence around this time 1 year ago..
To celebrate this, the upcoming update and the upcoming PvP’s beta - which is getting closer and closer by the day (probably December) - we’ve decided to have a 1-week-long sale for the first time since the game's launch. Pro tip: might be a good time to get into the game and practice so you can jump into PvP as a veteran when the time comes. ;)
I’ve also put together a short list with all the goodies that are coming in the next update - the main new feature will be player customization! Detailed patch notes are coming alongside the update, which is scheduled to go live around the 1st of October - re-scheduled to go live later (hopefully around 11 Oct. at the latest) due to optimization issues with the skin system.
Images shown below showcase WiP states and are subject to change.
PLAYER CUSTOMIZATION | RANK ICONS
After introducing weapon skins, we’ve started to experiment with custom player skins and accessories. The first batch of custom items will make it into the update: a mix of serious military equipment and goofy items just for the fun of it. :) The items/skins will be unlockable through the progression system, or can be found hidden throughout all maps.
We’ve also reworked the rank names and icons - because who doesn’t want to show off his/her hard earned rank?
WEAPONS | RECOIL REBALANCE
A lot of you requested a recoil update on all weapons: it is happening! Every weapon got unique recoil behaviours in order to balance them out better - this balance will be vital in PvP as well. The Uzi, P90 and the BAR got double mags (which are now fixed and work correctly), while the M4A1, Python and P90 got new weapon skins.
MULTIPLAYER
There’s now a confirmation window on the death screen before returning to the lobby - hopefully this will stop accidental exits from a session. We’ve also added an option to have the mic always on - this will be useful for VR Arcades, and for regular players as well who doesn’t like turning the radio on every time they want to tell something.
RELOAD AND CONTROL IMPROVEMENTS
We’ve improved the way of interacting with attachments (more on this in the final patch notes) and made it easier to remember to reload weapons: if hints are enabled, the sliders will be highlighted if there is no shell chambered - a helpful hint to remind you to reload your weapon. Sprinting with heavier weapons like snipers and the BAR is now possible again.
SOUNDS
We’ve updated the audio engine to its latest version which means improved soundscapes, dynamic movement sounds and all kinds of improvements all around.
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Besides the things mentioned above, numerous fixes and improvements are also coming in the update. The update after this one will probably focus on bugfixes and polish, but you can expect new content as well, plus a new, updated tutorial map. PvP alongside dedicated servers are in the works, we’ll soon tune in with more information about the planned beta and everything you need to know.
After one year we still have a lot to do, we’re still full of plans and ideas! We’ll see how well we can manage our time. :) Thank you all for the continuous support and patience!
We've been quite busy after July's content update. It unfortunately introduced a few bugs that needed to be fixed as soon as possible. The first hotfix went live two weeks ago, and now with this hotfix we're hoping that we managed to fix all the major bugs of the update.
But, you know us.. it wouldn't be us if we didn't cram even more stuff into one update. :) As a result, Zero Caliber now has full Index Controller support (except for finger tracking) and native WMR joystick support. Oculus Touch controllers got the awaited toggle-grip option and as a bonus, performance got increased by at least 20%*! *mostly noticeable in combat situations
FULL PATCH NOTES
Valve Index Controller support Attention! The 'bolt catch' and 'magazine release' buttons are hand-dependant. Right controller buttons work on weapons held in the right hand, left controller buttons work on weapons held in the left hand.
Native WMR joystick support
Oculus Touch toggle-grip option - no need to hold the grip continuously; can be changed in the control settings
Fixed crashes caused by recent changes
Massive performance optimization, especially in combat situations - temporarily disabled projectile particle effects in order to better optimize it
Magazines don't fall through the floor after dropping a weapon
'Second Wind' invulnerability when low on health is back
Fixed an issue in Co-op where the client player couldn't move after teleporting back from out of the combat area
Ally NPC name tags and icons now follow them correctly
Fixed an issue where the players could grab on invisible attachments. This caused the players’ arms to stretch far away
Items cannot disappear anymore while being force-pulled
Client players in Co-op now respawn on checkpoints with the equipment used right before dying
Throwing grenades can be hit or miss right now, we're working on polishing the throwing mechanics.
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Now that we're done with the hotfixes, we'll move onto the next phase of development. We're going to focus on polishing the game (besides adding new featuers), but that's a topic for another steam news. :)
As always, we'd like to thank you all for the support and your patience! If you have any feedback on the Index Controllers, or the game in general, send it our way on Discord or on our Steam Community Hub! If you find any bugs, please make a bugreport here.
The second part of the huge update's hotfix is now live on the public beta branch! We've also included a basic Index Controller support. This isn't a full, finger tracking support, but Index owners now can fully enjoy the game, and use all the core features. The full Index controller support will be included in the next big update.
Here's how you can access the public beta branch:
Right click on Zero Caliber in your library -> Properties -> Betas -> Public beta
PLEASE BE AWARE THAT THIS IS A PRELIMINARY UPDATE, AND WILL BE OUTDATED ONCE WE RELEASE THE HOTFIX TO THE LIVE BRANCH.
Here's what the update contains:
Valve Index Controller basic support
Magazines don't fall through the floor after dropping a weapon
Second Wind invulnerability is fixed when low on health
Fixed an issue in Co-op where the client player couldn't move after teleporting back from out of the combat area
Ally NPC name tags and icons now follow them correctly
Fixed an issue where the players could grab on invisible attachments. This caused the players’ arms to stretch far away
Items cannot disappear anymore while being force-pulled
Client players in Co-op now respawn on checkpoints with the equipment used right before dying
Fixed crashes caused by recent changes
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We're aware many of you experienced crashes after the latest update. We hopefully fixed it, but if you still experience the issue please let us know in the bugreports section, or on our Discord server! Keep Index Controller feedback coming as well, we want to implement the best, most comfortable solution for you.
We'll gather your feedback, and if everything's fine then we'll release the hotfix to the live branch. Our main concern is the crashing issue, so please, if you experience any crashing, let us now (with system specs attached) via the channels i mentioned above.
I mentioned in our previous steam news that we’re going to release a hotfix for the huge update. Before we do that on the live version, we want to make sure that it really is a hotfix and doesn’t break things in the game. :^)
While we do that, you can already access the hotfixed version of the game on our public beta branch. Right click on Zero Caliber in your library -> Properties -> Betas -> Public beta
PLEASE BE AWARE THAT THIS IS A PRELIMINARY UPDATE, AND WILL BE OUTDATED ONCE WE RELEASE THE HOTFIX TO THE LIVE BRANCH.
If you decide to test the hotfix, please send us feedback on every possible channel. The bugreports section and Discord is preferred. :)
Here’s what the hotfix contains:
Fixed player arm rotation
Hands don’t get stuck in the air after picking up weapons in Co-op
Hands don’t disappear after grabbing a weapon with second hand
The menu and the pointer don’t appear on the same hand anymore
Fixed floating magazines: no more levitating mags when grabbing them from the belt
Invisible ammo in certain magazines fixed
Weapon smoke trails now work properly
M2 turrets work properly on Timber Part 1
When finding a mystery skin in Co-op, the unlock notification appears only for you - the skin still unlocks for the whole team
Gameplay related improvements on the new ‘Lockup’ mission
Fixed the blocked gateway after blowing up the wall on ‘Hail’
AIs running in place fixed
Fixed AI spawning, now they come to fight as previously
Improved performance across all maps
Fixed some rare crashes
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The community’s reaction to the latest update was overwhelmingly positive, thank you everyone for the support!