This is mostly a bunch of much-needed bugfixes, but a steep difficulty increase after Island 10 has been added to challenge players who get that far.
Changelog:
CHANGES:
Added an insane difficulty ramp-up after Island 10
FIXES:
Dodge tutorial fix (mouse control dodge didn’t work)
Fixed longstanding co-op bug where player 2’s kills would not earn any money. Sorry that this very important bug somehow never got fixed until now.
Upgrades are updated correctly on the carrier menu, no more having to equip something to have them show up. This is also true for co-op, which should make things a LOT less confusing.
Aerododge graphics were appearing in the middle of aeros.
“Auger In” achievement should be working again
Mods which use the “Aeroplane_rogue” template should work properly and be upgradeable. Technically this template doesn’t exist (it should be “Aeroplane_aerowing”) but there’s now an alias. Same goes with “Aeorplane_zoke” vs. “Aeroplane_zulu”: both will work
Asset bundle mods which can’t be loaded show an in-game error dialog
Campaign menu no longer shows decal icons in the top window if you choose a skin that doesn’t have a decal
This is mostly a bunch of much-needed bugfixes, but a steep difficulty increase after Island 10 has been added to challenge players who get that far.
Changelog:
CHANGES:
Added an insane difficulty ramp-up after Island 10
FIXES:
Dodge tutorial fix (mouse control dodge didn’t work)
Fixed longstanding co-op bug where player 2’s kills would not earn any money. Sorry that this very important bug somehow never got fixed until now.
Upgrades are updated correctly on the carrier menu, no more having to equip something to have them show up. This is also true for co-op, which should make things a LOT less confusing.
Aerododge graphics were appearing in the middle of aeros.
“Auger In” achievement should be working again
Mods which use the “Aeroplane_rogue” template should work properly and be upgradeable. Technically this template doesn’t exist (it should be “Aeroplane_aerowing”) but there’s now an alias. Same goes with “Aeorplane_zoke” vs. “Aeroplane_zulu”: both will work
Asset bundle mods which can’t be loaded show an in-game error dialog
Campaign menu no longer shows decal icons in the top window if you choose a skin that doesn’t have a decal
I have taken a few days break from the code to focus on your feedback and adjusting the existing roadmap. So here it is!
Phase one : gameplay and structure
This phase focuses on improving the experience and preparing everything to be able to unroll new content quickly. I tried to sort all your requests in a logical development workflow. Elements in bold are planned for the next patch (0.9.2). The end of this phase is planned for the end of october.
Weapons :
Stronger vibration when shooting
shotgun,uzi, and moar guns in general
Accuracy : add a slider for barrel angle in the options
Sounds
Complete rework of sounds and music
Game modes:
Game mode selection:
Wave
Survival
Story : we will start working on it this week in parallel with the other fixes. If anything at all is ready when we unroll 0.9.2, we'll give you a little preview (might be in a beta branch)
Custom difficulty :
Bullet time modifier
Enemy damage modifier
Player damage modifier
Reload time modifier
Unlocks
weapon unlock
progressive difficulty unlock
levels unlock
Smoothing bullet time in general
Health / death indicators : hearthbeat in controllers?
Phase 2 : expanding content (nov -> christmas)
Weapons, maps and enemy skins, alternate versions of existing levels, game modes…. I have set up a LOT of background mecanics so that we can add content with maximum efficiency when we reach this phase. This phase will be ongoing until the final release., here are the highlights :
Guns:
more guns
Maps :
Generally speaking : more maps
Alternate versions of existing maps
Game modes:
waves / story / career / limited ammo : this is open ended. We’re open to suggestions. Some of you want more arcady gameplay with zero reload time, some want it more realistic. We can’t satisfy everybody, but we’ll try to give a good range of options.
AI:
group behavior such as : group movement, covering an ally, supression fire, encircling a position.
reflex behavior : strafe when aimed at, sprinting, run to nearest cover. On a longer term, implement the many other animations available (ducking, rolling, shooting from full/half cover).
Phase 3: expanding the experience (2017)
At this stage all the basics should be set up, and we can start growing the experience. This section is not carved in marble yet. Elements in bold will be included. The others might pass the final cut or not.
Fixing exploits
Prevent looking through objects (darken vision)
Prevent moving the weapon through objects (block firing)
Make enemies anticipate player movement better (adjustable with difficulty)
Global leaderboards (req 2.1 : fixing exploits)
Player avatar
Finish and improve cross platform & local multiplayer
Multiplayer (req 2.2 & 2.3: global leaderboards / avatar)
Implement vs and coop for 2 VR users
Extend cross platform to mouse & keyboard : allows a pc player to join the fray (could be on the same machine if it is powerful enough)
Reload motions : Still looking for the ideal balance between realism and
ergonomy
Recoil
Weapons in hand (req avatar)
Holstering, grabbing, picking up weapons from fallen enemies
Modding in game level editor (move around the level freely, place nav points, enemies spawn points & covers, and objects from a library, customize the wave of enemies.
Sharing your levels on steam workshop.
Full fledged steam workshop modding : levels, weapons, skins, etc etc… + sharing on steamworks. That's a lot of work
I have taken a few days break from the code to focus on your feedback and adjusting the existing roadmap. So here it is!
Phase one : gameplay and structure
This phase focuses on improving the experience and preparing everything to be able to unroll new content quickly. I tried to sort all your requests in a logical development workflow. Elements in bold are planned for the next patch (0.9.2). The end of this phase is planned for the end of october.
Weapons :
Stronger vibration when shooting
shotgun,uzi, and moar guns in general
Accuracy : add a slider for barrel angle in the options
Sounds
Complete rework of sounds and music
Game modes:
Game mode selection:
Wave
Survival
Story : we will start working on it this week in parallel with the other fixes. If anything at all is ready when we unroll 0.9.2, we'll give you a little preview (might be in a beta branch)
Custom difficulty :
Bullet time modifier
Enemy damage modifier
Player damage modifier
Reload time modifier
Unlocks
weapon unlock
progressive difficulty unlock
levels unlock
Smoothing bullet time in general
Health / death indicators : hearthbeat in controllers?
Phase 2 : expanding content (nov -> christmas)
Weapons, maps and enemy skins, alternate versions of existing levels, game modes…. I have set up a LOT of background mecanics so that we can add content with maximum efficiency when we reach this phase. This phase will be ongoing until the final release., here are the highlights :
Guns:
more guns
Maps :
Generally speaking : more maps
Alternate versions of existing maps
Game modes:
waves / story / career / limited ammo : this is open ended. We’re open to suggestions. Some of you want more arcady gameplay with zero reload time, some want it more realistic. We can’t satisfy everybody, but we’ll try to give a good range of options.
AI:
group behavior such as : group movement, covering an ally, supression fire, encircling a position.
reflex behavior : strafe when aimed at, sprinting, run to nearest cover. On a longer term, implement the many other animations available (ducking, rolling, shooting from full/half cover).
Phase 3: expanding the experience (2017)
At this stage all the basics should be set up, and we can start growing the experience. This section is not carved in marble yet. Elements in bold will be included. The others might pass the final cut or not.
Fixing exploits
Prevent looking through objects (darken vision)
Prevent moving the weapon through objects (block firing)
Make enemies anticipate player movement better (adjustable with difficulty)
Global leaderboards (req 2.1 : fixing exploits)
Player avatar
Finish and improve cross platform & local multiplayer
Multiplayer (req 2.2 & 2.3: global leaderboards / avatar)
Implement vs and coop for 2 VR users
Extend cross platform to mouse & keyboard : allows a pc player to join the fray (could be on the same machine if it is powerful enough)
Reload motions : Still looking for the ideal balance between realism and
ergonomy
Recoil
Weapons in hand (req avatar)
Holstering, grabbing, picking up weapons from fallen enemies
Modding in game level editor (move around the level freely, place nav points, enemies spawn points & covers, and objects from a library, customize the wave of enemies.
Sharing your levels on steam workshop.
Full fledged steam workshop modding : levels, weapons, skins, etc etc… + sharing on steamworks. That's a lot of work
Update:Update: Please note this offer is no longer valid.
Skyrim Special Edition arrives in a few weeks on October 28, and for anyone that owns the main game and all three DLCs (Dawnguard, Hearthfire, and Dragonborn), you will receive Skyrim Special Edition separately in your Steam Library at no additional cost.
Eligible Skyrim purchasers include:
Anyone that owns Skyrim Legendary Edition on Steam.
Anyone that owns Skyrim and all three DLCs (Dawnguard, Hearthfire, Dragonborn) on Steam.
To ensure eligibility, you must own all Skyrim content on Steam on or before October 28th.
Skyrim Special Edition will be available for purchase at its global release time of 12am UTC on Friday, October 28. Region-specific unlock times include: