NEO Scavenger is now officially updated to v1.05! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.05 on all sites. The "test" links are no longer necessary, and have been removed for now.
NEO Scavenger is now officially updated to v1.05! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.05 on all sites. The "test" links are no longer necessary, and have been removed for now.
Figured I should give an update on where a number of things are at:
1. I know some of the private servers are unavailable right now. - We're working on something pretty exciting with regards to the private server rentals, so the disruption will be worth it ;) 2. Steam has Hawken featured on their home page rotation. It's all kinds of fun out there. - I think a "Welcome Back" might be in order. Hawken is alive and kicking, and the future looks bright! 3. I'm aware of some transactions for MC failing for some of you. - I'm beginning to suspect some very old bug may be at play. If you don't mind, submit a support ticket - we're actively collecting samples of problems you guys may experience. 4. Build systems are "talking" again. - This implies the old development infrastructure is functional (at least at the OS and networking levels). The build agents seem ok, as does source code. - I'm very, very happy about this 5. Our first swag giveaways actually happened! - We're gathering shipping details now, so our lucky winners will be posting their new mice soon (you will be doing that, right????)
Questions for you:
1. Did you like servers with more slots? How many slots for each game mode do you think is ideal? 2. How do you like my build server rebuild workstation area?
We're mostly back up and running again, the internet has been mostly stable with some occasional drops here and there. Thank you all for your patience!
"Too many threads" crash potential workaround
We're still investigating the "Too many threads" crash as a matter of priority and we believe we may be getting closer to the root cause. Thanks in no small part to Anialator100 on our forums who has dedicated time to help us nail it down.
As part of the investigation into the issue we found that his crash was caused by V-Sync being disabled, when V-Sync is enabled the crash no longer occurs. This would seem to indicate some code is firing incorrectly when there is a significant jump in Frame Rate.
For now we believe that enabling V-Sync may be a potential work-around while we continue to hunt the errant code. Please let us know if this does or does not work for you!
WFTO v1.0.25 Patch Notes
Performance Optimisations
Another major optimisation to the rendering of Fog of War, roughly a 40% speed increase for FoW rendering and should improve unity's performance overall
Other minor performance improvements to backend systems
Bug Fixes
Fixed an issue where enemy units wouldn't show level up VFX
Fixed an incorrect camera position in the level 8 intro
Fixed an issue when returning to posession after a cutsene
The first highlight in level 1 no longer overstays it's welcome after objective completition
Fixed an issue where the height of objects would be incorrect on the first map loaded
Enemy props will no longer show highlights (Especially the torture racks on level 6)
Numerous fixes to home realm
Fixed an issue where defences on level 13 were not being properly rebuilt whne furnaces were active
Fixed an issue where small gaps were appearing between certain types of Empire theme tiles
Fixed a bug where a large square would appear when a Witch Doctor was affected by Blood Money
Several backend Multiplayer fixes
Fixed an issue where Fog of War revealers that had a growing radius were not working correctly
Beasts who have recently fought in the Arena will now correctly respond to their rally groups
Workers will no longer continue attempting to build the warding totem for ever.
Fixed a bug where dropping a unit next to an AI controlled dungeon could result in the unit getting struck by lightning mid-air, preventing a correct drop
Fixed a bug which caused prisoners and tortured units to scream for all eternity, the gods are pleased with the silence
Fixed an issue where the Vampire would constantly become angry faster, meaning it wasn't possible to keep him maintained on prisoners
Fixed an issue where language settings were not remembered for the options menu
Fixed GTA being unplayed by anyone on the team
Graphical & UI Changes
Increased height of Gargoyle health shield so it's now always visible
Default textures are now set to half resolution (Can be returned to full in the options menu)
Level Changes
It is now possible to spawn enemy waves in your Home Realm
Gameplay Changes
Brimstone can now store and drop gold
Arena kill state is now set to incapacitate by default rather than kill
Misc Changes
Clients should now correctly quit the game if the host leaves
AI will now ignore grabbed units for the purposes of threat
New Settings have been added to the options menu
We'll be detailing some of the things coming in the next major patch in our weekly news tomorrow so keep your eyes peeled!
We're mostly back up and running again, the internet has been mostly stable with some occasional drops here and there. Thank you all for your patience!
"Too many threads" crash potential workaround
We're still investigating the "Too many threads" crash as a matter of priority and we believe we may be getting closer to the root cause. Thanks in no small part to Anialator100 on our forums who has dedicated time to help us nail it down.
As part of the investigation into the issue we found that his crash was caused by V-Sync being disabled, when V-Sync is enabled the crash no longer occurs. This would seem to indicate some code is firing incorrectly when there is a significant jump in Frame Rate.
For now we believe that enabling V-Sync may be a potential work-around while we continue to hunt the errant code. Please let us know if this does or does not work for you!
WFTO v1.0.25 Patch Notes
Performance Optimisations
Another major optimisation to the rendering of Fog of War, roughly a 40% speed increase for FoW rendering and should improve unity's performance overall
Other minor performance improvements to backend systems
Bug Fixes
Fixed an issue where enemy units wouldn't show level up VFX
Fixed an incorrect camera position in the level 8 intro
Fixed an issue when returning to posession after a cutsene
The first highlight in level 1 no longer overstays it's welcome after objective completition
Fixed an issue where the height of objects would be incorrect on the first map loaded
Enemy props will no longer show highlights (Especially the torture racks on level 6)
Numerous fixes to home realm
Fixed an issue where defences on level 13 were not being properly rebuilt whne furnaces were active
Fixed an issue where small gaps were appearing between certain types of Empire theme tiles
Fixed a bug where a large square would appear when a Witch Doctor was affected by Blood Money
Several backend Multiplayer fixes
Fixed an issue where Fog of War revealers that had a growing radius were not working correctly
Beasts who have recently fought in the Arena will now correctly respond to their rally groups
Workers will no longer continue attempting to build the warding totem for ever.
Fixed a bug where dropping a unit next to an AI controlled dungeon could result in the unit getting struck by lightning mid-air, preventing a correct drop
Fixed a bug which caused prisoners and tortured units to scream for all eternity, the gods are pleased with the silence
Fixed an issue where the Vampire would constantly become angry faster, meaning it wasn't possible to keep him maintained on prisoners
Fixed an issue where language settings were not remembered for the options menu
Fixed GTA being unplayed by anyone on the team
Graphical & UI Changes
Increased height of Gargoyle health shield so it's now always visible
Default textures are now set to half resolution (Can be returned to full in the options menu)
Level Changes
It is now possible to spawn enemy waves in your Home Realm
Gameplay Changes
Brimstone can now store and drop gold
Arena kill state is now set to incapacitate by default rather than kill
Misc Changes
Clients should now correctly quit the game if the host leaves
AI will now ignore grabbed units for the purposes of threat
New Settings have been added to the options menu
We'll be detailing some of the things coming in the next major patch in our weekly news tomorrow so keep your eyes peeled!
We would like to bring to your attention the heavy assault tanks, which will be included in the US tech tree - The T95 and the premium T28. Armed with a 105-mm T5E1 cannon with 63 shells available - these vehicles will undoubtedly be a formidable weapon in the hands of our more skilled players.
The Super Heavy Tank: T28 / Gun Motor Carriage: T95 is also a self-propelled gun unit. This machine changed its name several times during the project development. Originally conceived as a tool to defeat fortified emplacements by direct fire, it was classified as a super-heavy tank. A powerful 105mm gun and armour thickness of up to 300mm at the front, should have allowed this vehicle to reach their fortifications under enemy fire and destroy them. But due to the low power-to-weight ratio of the engine (500 horsepower for about 100 tons) the tank had extremely low mobility, which, however, wasn’t critical for its immediate task. In the game, this machine is capable of destroying almost any tank and can stand constant fire from the front, but the player will require patience in achieving an intended position.
Svetlana Smirnova, artist:
The T95 - is the "heaviest" tank in the game regarding polygon count! A bit more than 160,000 of them. This polycount is caused by the huge number of small parts and entrenching tools, arranged around the vehicle, and of course by two sets of greatly detailed suspension models. All these niceties were difficult to create in the right proportions and on their correct locations on the hull, since there were not many existing references or information. There is an interesting detail - to the right side of the hull there are 2 A-frame hoist assemblies installed to facilitate the removal\replacing the outer pair of tracks.
We would like to bring to your attention the heavy assault tanks, which will be included in the US tech tree - The T95 and the premium T28. Armed with a 105-mm T5E1 cannon with 63 shells available - these vehicles will undoubtedly be a formidable weapon in the hands of our more skilled players.
The Super Heavy Tank: T28 / Gun Motor Carriage: T95 is also a self-propelled gun unit. This machine changed its name several times during the project development. Originally conceived as a tool to defeat fortified emplacements by direct fire, it was classified as a super-heavy tank. A powerful 105mm gun and armour thickness of up to 300mm at the front, should have allowed this vehicle to reach their fortifications under enemy fire and destroy them. But due to the low power-to-weight ratio of the engine (500 horsepower for about 100 tons) the tank had extremely low mobility, which, however, wasn’t critical for its immediate task. In the game, this machine is capable of destroying almost any tank and can stand constant fire from the front, but the player will require patience in achieving an intended position.
Svetlana Smirnova, artist:
The T95 - is the "heaviest" tank in the game regarding polygon count! A bit more than 160,000 of them. This polycount is caused by the huge number of small parts and entrenching tools, arranged around the vehicle, and of course by two sets of greatly detailed suspension models. All these niceties were difficult to create in the right proportions and on their correct locations on the hull, since there were not many existing references or information. There is an interesting detail - to the right side of the hull there are 2 A-frame hoist assemblies installed to facilitate the removal\replacing the outer pair of tracks.