Volcanoids has joined the NVIDIA GeForce NOW library as many of you requested!
So if you've been patiently waiting for this announcement, you can finally put on your best pair of steampunk goggles and take the drillship for a spin!
Without mods tho. For some reason, they won't get added to the game if you play via GFN. Really sorry about that, we'll release a fix as soon as we figure out what's causing it.
That's it for now.
- Rich
PS: A big teaser from the next update is coming soon
Got another fix update for you today! Thank you so much for sending in reports and posting feedback everyone!
Before we get into the patch notes I have some things I would like to expand on:
First, we buffed the rocket launcher. It now does more than twice the damage, has a faster reload speed, and also projectile speed. It now immobilizes any tank with one hit, instakills any large drone, and destroys every turret (except the Gatling turret) with two hits max. So now it's up to you to use it and abuse it!
Next, we added a new feature in multiplayer: when you start moving the drillship (eg. pressing the up/down lever) a notification will be sent in chat to notify other players that you are moving the ship. This way you can quickly spot WHO KEEPS MESSING with the ship. This is only a small step towards solving the griefing problem but before a more complex system gets added, this could help in the meantime.
We also improved accuracy of turrets so they stop wasting ammo and hit targets reliably. This only applies to player's turrets though. COG turrets still have the same accuracy as before. So don't worry, you won't get evaporated the second you walk too close to an enemy ship.
- Rich
Patch Notes
New Features
If a player triggers movement of the drillship during multiplayer, a notification will be sent to chat so everyone can see who did it
Changes
Increased rocket damage from 110 to 230
Increased rocket launcher projectile speed by 33%
Increased rocket launcher reload speed
Made rocket launcher ammo cheaper to produce
Decreased rocket launcher blast radius by 25%
Decreased handmortar high explosive ammo damage from 200 to 150
Increased handmortar blast radius by 25%
Increased the probability of boiler item to drop
Improved player's turrets accuracy so they're able to hit even fast-moving targets (applies only to player's turrets, COG turrets have the same accuracy as before)
Decreased the amount of items dropping from tanks
Increased Marshal's accuracy
Fixes
SMALL DRONES
Fixed small drones flying into obstacles making them impossible to kill
Fixed small drones being able to fly through drillship walls
Fixed small drones not chasing the player inside the drillship
Fixed small drones facing down while flying around
Fixed small drones staying in place when losing the player out of their sight
Fixed small drones getting stuck on ragdolls
Fixed small drones not shooting at the player when crouched
Fixed small drones not facing clients while attacking
Fixed small drones having giant shadows
Fixed small drone ragdolls moving weirdly on the client
TANKS
Fixed tanks honking all the time making you feel like you're in the middle of Manhattan
Fixed tanks dropping only a small part of the loot if you destroyed them before shooting off every part
Fixed tanks shooting at player inside drillship even when they don't have a line of sight
Fixed tanks having no smokes coming out of their chimneys
OTHER
Fixed the Rattlesnake stamina drain - if you equipped it while running it would drain all your stamina
Fixed rocket launcher and rocket ammo not having scrap recipes
Fixed tier 3 production module not being able to produce some of the tier 1 modules
Fixed production station missing recipes for most of the tier 3 modules
Fixed drone and tank spawner modules not being able to retreat drones and tanks after loading the game
Fixed spawner modules spawning units immediately after loading the game ignoring the saved cooldown
Fixed bugged list of mods
Fixed Linux not auto-restarting after switching mods
Fixed Wardrobe mod inifnitely loading
Fixed some issues that caused the Linux version to crash often
Fixed not being able to switch to other turrets in the gunner seat
Fixed submarine beds - if you saved the game in them and then loaded it would instakill you
Fixed COGs being stuck in the beginning drillship
Fixed not being able to access wardrobe chest from the wardrobe mod
Fixed the wrist computer having two overlapping logos
Fixed floating or clipping backpack when player equipped any tool or weapon
Fixed "Raid COG drillship" quest being offered too soon
Fixed not being able to complete the "Longer drillship" quest
Fixed "Refinery Module T2" quest being in the wrong order
Fixed some tank/drone parts having incorrect sounds
Fixed eruption and UI sounds being extremely loud even when the volume is set to 0
We've read your feedback and realized that it can be daunting for solo players (especially) to face tanks and massive drones without a specialized weapon to counter them.
The hand mortar can help but isn't ideal due to its large bullet drop which requires you to get close to the enemies. Same goes for regular grenades. And you can't take the aa turrets with you.
So, over the weekend we've prepared a new weapon to level off the playing field more. Enter the...
Rocket Launcher
A brand new weapon that you can NOW craft in your drillship. With its low bullet drop and high damage, it's perfect for destroying tanks especially from longer distance.
When using it against the large drones you no longer have to account for the bullet drop like with the handmortar and it has higher damage.
While the rocket launcher is great, don't ditch the handmortar and regular grenades for it because it has some weaknesses too, such as slow reload + character speed. So combining them together is where the rocket launcher truly shines.
For example, you can disable tank's tracks from a safe distance with rocket launcher and then get closer from an angle where the turret can't see you to finish it off with grenades.
Using the rocket launcher to pick off tank/drone spawning modules on an enemy drillship from a distance before raiding it is also very effective.
Patch Notes
Added the rocket launcher
Increased the time it takes tanks and large drones to spawn from 30 seconds to 3 minutes
Fixed duplicate decals on the wrist device
Fixed immobile tanks dealing damage when player gets close to the front
Fixed tank spawner module becoming invisible when looking at it from a long distance
Fixed client seeing destroyed parts of a tank on the ground twice
Fixed client seeing already destroyed tank turrets as still working
We just released a Hotfix for the Heavy Machinery Update. There's going to be another one but we wanted to get the first batch of fixes to you as soon as possible. Thank you so much for sending in all the reports and being patient with us!
Patch Notes
Fixed the auto-walking issue - player walking in random directions without input
Fixed keybinds for switching between buildable being set to page/up down - it's back to scroll up/scroll down now
Fixed not being able to craft ammo for the Lewis Gun
Fixed broken particles on small refinery drones in the fog
The Heavy Machinery Update is finally here! Tanks, drones, guns, aa turrets, and more are waiting for you once you open your Steam library and click that little blue "update" icon!
In case you haven't seen the trailer yet, give it a watch here:
To celebrate another big release, Volcanoids is also 30% OFF right now!
Lastly, before we dig into patch notes (pun intended), MASSIVE thanks goes out to everyone who's been patiently supporting us while we brought this update to you all!
- Rich
Tanks
The biggest reinforcement COGs got since the Combat Update. There are many types differentiated by armor, guns, combat behavior, and missions.
Destructibility and Weakspots
Before we dive into the tank types, let's take a look at something they all have in common.
Pretty much every single part of a given tank (tracks, turrets) can be destroyed individually and will have some effect. For example, if you destroy its tracks on one side, the tank won't be able to drive away from you or turn fast.
Or if you destroy their turrets, they won't be able to shoot but will try to run you over.
Every tank also has parts that will critically damage the tank when hit (aka weakspots). Those are usually on the back and look like an engine but can be covered by armor, so you need to shoot off the armor first to expose them.
Destroying their tracks so they can't move and then getting behind them to hit the engine weakspot should be your priority during most tank encounters. If you put in the effort to strategically target those key parts, you will have a lot of success destroying tanks.
Combat Tanks
As the name suggests, these types are the most armored and have the deadliest turrets. Their mission is to guard key areas of the island or COG drillships. When spotting you the lighter and faster combat tanks will circle around while shooting. The heavier but slower version will drive straight ahead at you with all its firepower. Hitting the weakspots is especially important when you encounter this type of tank.
Transport Tanks
These have medium armor and only one light driver turret. Transporting materials and other types of cargo around the island is their purpose which makes them the perfect target for ambushing. As opposed to combat tanks, these will default to trying to get away from you when spotting you. However, if you manage to destroy their only turret they will try to run you over as a last resort.
You can actually shoot the cargo off of them while they're trying to escape.
Utility Tanks
Utility tanks have the weakest armor of them all and also have only one turret. Their mission is to deploy in key areas and start digging or researching. If you attack them, they too will try to get away from you as fast as possible and will resort to running you over if their turret gets destroyed.
Drones
Will be another new enemy that will shake up the combat dynamic in a major way. From the small drones that will swarm you like annoying insects...
To massive drones flying above the tree line hunting you down with their spotlights and heavy weapons. Some you will be able to outrun, some you won't.
New Guns
3 iconic weapons have been added to your armory in this update. And if you've been following the Steam posts, you know that there was an opportunity to suggest the in-game names for them. So thanks again to everyone who shared their ideas! The highlighted names below are the ones the team and I ended up choosing and that actually made it in the game.
Lewis Gun
A new light machine gun that will go by its WW1 nickname "The Rattlesnake" suggested first by: RavnosFX
Lee Enfield
A bolt action rifle that will go by the name "The Marshal" suggested by: "Peritacus" in our Discord server
C96 Mauser
And last but not least, an automatic pistol that will go by the name "The Officer's Pistol" suggested first by: Smuckers rasp berry jelly
Anti-Air Turrets
Helping you deal with the new airborne enemy will be the new anti-air turrets coming in 6 variants. As with the regular turrets, they are automatic by default but you can control them manually using the gunner seat.
Controller Support
Controller enthusiasts, we see you, and we got something in this update for you too. Volcanoids now has full controller support!
Roof Modules
The last big-ish feature is the ability to place production, refinery, and research modules on the roof (instead of just on the walls). Which is something mostly players that love to optimize their drillships to the maximum will appreciate.
FAQ
Q: Can the tanks and drones be driven or used by players? A: Not yet, we weren't able to fit it in this update but it is something we would love to pursue in the future. Will keep you updated!
Q: Can the anti-air turrets also shoot at enemies on the ground? A: Yes they can, but they have more blind spots than the regular turrets if the enemy gets close enough to the drillship.
For now, I will share that there will be different types for different purposes and that you will be able to destroy or disable them in A LOT of ways. We didn't want them to be just bullet sponges.
You can see concepts for the military and refinery tank below. Keep in mind these were just concepts and will look much different (less modern, more steampunk) when the update releases.
(you might recognize this one from a certain blueprint)
Attacks from above
Another thing that will spice up the combat dynamic will be the new DRONES!
The smaller types will be guarding the lower airspace of the island.
While the much larger drones will hunt you down from above the trees.
And since you guys seemed to like the April Fools' airship so much, we tried to figure out how to add one in a way that would make sense for the scope of this update. So this other large drone below is our attempt at it. It's not the big-scale (even though it is pretty big) airship you were probably hoping for but it was the best we could do with the given time and resources.
New Guns
This update will also bring you 3 new craftable weapons inspired by real-life models:
Lewis Gun (machine gun)
Mauser C96 (automatic pistol)
Lee Enfield (bolt action rifle)
A lot of people asked if these will be replacing the old guns and the answer is NO. They will be added alongside the current weapons. But we do plan to rebalance the old ones.
And as far as their new names go, we are still selecting the winners, so stay tuned.