Stalkers, who fight for the base! We appreciate your feedback! The existing respawn system is controversial. Some players take a respawn at the base in peacetime, then go out of the game and return during capture. In the midst of the battle for the base, the appearance of the enemy out of "nowhere" (usually -- with a bunch of nuclear grenades) causes much of resentment among other fighters.
The solutions: 1. Leave as it is. 2. Remove any possibility of revival on bases (including game exit or death on base territory). - In peacetime as well as during the capture, all avatars, who log out or die inside base territory, will be moved to the near respawn point. This will eliminate the possibility of revival inside the base during capture. - The base hosts, who left the game or died near the base in the peacetime will be revived on the base. Obvious disadvantage of this solution is that even base owners will not revive inside it during the capture.
In other words, ANY stalker, who died inside the base, will be respawn on a neighbor respawn point. INCLUDING BASE OWNERS.
But in the peacetime the owners will be able to revive at the bases, if they died near them.
Fixed some small issues people were having with the overall controls/feel of the game:
Made the area it checks if you're standing on something slightly larger- this should mostly help with standing on smaller more narrow platforms, stops the constant up/down movement from standing on edges. Should feel a lot better!
Made the trampolines not take away all control if not hit hard enough to bounce- this should prevent some of the weird glitchyness of the trampolines in general, if you walk onto one now you'll just stand on it normally.
Let me know if there's more I can do to make the game feel better!
The trampolines aren't perfect yet but this should be a big improvement in usability.
I understand some of you may also be having difficulty with the hand gestures on the touchpad- I'm not sure what I can do about this, it seems to be a hardware problem where it stops detecting the x/y of the touchpad if you're too far at the edge, or stops detecting that it's being pressed.
If it's the former a recalibration might help you, if it's the latter I have no clue what I could do to fix it consistently.
Thanks for the support folks, glad you like the demo!
Fixed some small issues people were having with the overall controls/feel of the game:
Made the area it checks if you're standing on something slightly larger- this should mostly help with standing on smaller more narrow platforms, stops the constant up/down movement from standing on edges. Should feel a lot better!
Made the trampolines not take away all control if not hit hard enough to bounce- this should prevent some of the weird glitchyness of the trampolines in general, if you walk onto one now you'll just stand on it normally.
Let me know if there's more I can do to make the game feel better!
The trampolines aren't perfect yet but this should be a big improvement in usability.
I understand some of you may also be having difficulty with the hand gestures on the touchpad- I'm not sure what I can do about this, it seems to be a hardware problem where it stops detecting the x/y of the touchpad if you're too far at the edge, or stops detecting that it's being pressed.
If it's the former a recalibration might help you, if it's the latter I have no clue what I could do to fix it consistently.
Thanks for the support folks, glad you like the demo!
An update for Wallpaper Engine has just been released that improves the wallpaper browser. You can now switch between wallpapers and monitors without having to re-open it, so your friends won't get spammed with the in-game notification anymore. The color customization has been moved into the browser, so you don't have to open the settings to adjust the wallpaper/Windows colors. And finally, there's some initial sorting and filtering now to make finding wallpapers easier.
I have also attempted to address stability issues with the UI, let me know in the comments if you are still experiencing crashes or post a thread in the bugs forum if something's wrong ( http://steamcommunity.com/app/431960/discussions/1/ ). The custom colors you have set so far will be reset with this patch unfortunately, but it shouldn't take too long to set them up again with the new browser.
Coming next up are improvements to web wallpapers so they can read custom user colors and audio input from JavaScript plus a guide to illustrate the required setup for that.
UI improvements:
Added instant preview to browser.
Removed separate monitor window and integrated it into browser (only visible on multi monitor systems).
Made it possible to immediately adjust colors in browser.
Made it possible to open all three windows at the same time.
Added settings short cut button into browser.
Added text search and sorting to browser.
Added icon for favorite items in browser.
Added obvious tutorial to editor home screen.
Attempted to improve UI stability and responsiveness (CEF is now running in its own thread).
Fixes:
Attempted white window on Win 7 on multi monitor systems that don't use live wallpapers on all monitors.
Fixed WASAPI not restarting when default audio device changes (e.g. plugging earphones in).
Fixed WASAPI sometimes detecting 'silence' flag in error.
Attempted to fix frame skipping on looping videos.
Attempted to fix flashing on looping videos.
Fixed mouse coords in web wallpapers not being relative to their screen.
Fixed wallpaper monitor offset being based on monitor work area instead of full area (caused issues with task bars at the top).
Fixed web wallpapers being able to mess with the project.json (could potentially change it and link it to an executable).
Fixed UI crash on shutdown due to pending inter-process commands.
Fixed browser rating display.
Changes:
Enabled error file logging by default.
Removed model material limit.
Added save button and save notification to wallpaper editor to make behavior clearer.
An update for Wallpaper Engine has just been released that improves the wallpaper browser. You can now switch between wallpapers and monitors without having to re-open it, so your friends won't get spammed with the in-game notification anymore. The color customization has been moved into the browser, so you don't have to open the settings to adjust the wallpaper/Windows colors. And finally, there's some initial sorting and filtering now to make finding wallpapers easier.
I have also attempted to address stability issues with the UI, let me know in the comments if you are still experiencing crashes or post a thread in the bugs forum if something's wrong ( http://steamcommunity.com/app/431960/discussions/1/ ). The custom colors you have set so far will be reset with this patch unfortunately, but it shouldn't take too long to set them up again with the new browser.
Coming next up are improvements to web wallpapers so they can read custom user colors and audio input from JavaScript plus a guide to illustrate the required setup for that.
UI improvements:
Added instant preview to browser.
Removed separate monitor window and integrated it into browser (only visible on multi monitor systems).
Made it possible to immediately adjust colors in browser.
Made it possible to open all three windows at the same time.
Added settings short cut button into browser.
Added text search and sorting to browser.
Added icon for favorite items in browser.
Added obvious tutorial to editor home screen.
Attempted to improve UI stability and responsiveness (CEF is now running in its own thread).
Fixes:
Attempted white window on Win 7 on multi monitor systems that don't use live wallpapers on all monitors.
Fixed WASAPI not restarting when default audio device changes (e.g. plugging earphones in).
Fixed WASAPI sometimes detecting 'silence' flag in error.
Attempted to fix frame skipping on looping videos.
Attempted to fix flashing on looping videos.
Fixed mouse coords in web wallpapers not being relative to their screen.
Fixed wallpaper monitor offset being based on monitor work area instead of full area (caused issues with task bars at the top).
Fixed web wallpapers being able to mess with the project.json (could potentially change it and link it to an executable).
Fixed UI crash on shutdown due to pending inter-process commands.
Fixed browser rating display.
Changes:
Enabled error file logging by default.
Removed model material limit.
Added save button and save notification to wallpaper editor to make behavior clearer.
If you want to test your abilities on how fast you can complete each level (apart from the whole game), we're working on a speedrun mode for additional end-game challenge (and a bit of competition too!).
It's already working, though still very crude and we need the database to get populated with records. It's coupled with Steam, but it's not exactly Steam's leaderboards, as we wanted to achieve something different.
If you want to test it, we open the beta branch for everyone who's interested. The passphrase is "idontmindbugsinthisbranch". We require it so you don't accidentally switch to it if you don't intend to.
This branch will have more frequent updates and you will be able to see what we are working on to further improve the game.
For now, you need to complete the game on at least hard difficulty to gain access to the level browser (though we'll do some changes in this matter as well). Then, every time you click on the level, you switch to the speedrun menu and can speedrun that particular level. Only your best no-death run counts in this mode.
Don't be scared that the speedrun menu seems to look weird, the histogram of scores will start making sense after several records of unique players. that's how it's gonna look like after a considerable amount of records (but likely with different distribution):
So, enjoy propelling yourself with your trusty chainsaw while cutting your enemies' faces off.
If you want to test your abilities on how fast you can complete each level (apart from the whole game), we're working on a speedrun mode for additional end-game challenge (and a bit of competition too!).
It's already working, though still very crude and we need the database to get populated with records. It's coupled with Steam, but it's not exactly Steam's leaderboards, as we wanted to achieve something different.
If you want to test it, we open the beta branch for everyone who's interested. The passphrase is "idontmindbugsinthisbranch". We require it so you don't accidentally switch to it if you don't intend to.
This branch will have more frequent updates and you will be able to see what we are working on to further improve the game.
For now, you need to complete the game on at least hard difficulty to gain access to the level browser (though we'll do some changes in this matter as well). Then, every time you click on the level, you switch to the speedrun menu and can speedrun that particular level. Only your best no-death run counts in this mode.
Don't be scared that the speedrun menu seems to look weird, the histogram of scores will start making sense after several records of unique players. that's how it's gonna look like after a considerable amount of records (but likely with different distribution):
So, enjoy propelling yourself with your trusty chainsaw while cutting your enemies' faces off.
Whoa, we've just finished implementing all of the voices for the game!
As you probably know, Alice VR is a story-driven experience, so choosing the right voice actor for every character wasn't easy. Especially because there are no typical characters in Alice VR. The game's world is inspired by "Alice's Adventures in Wonderland" so everyone there is... a little peculiar.
And so we are very proud to announce that over 20 characters were recorded by Sound Cadence Studios, and the AI, which will lead you from the game, is played by Julie Shields and was recorded by the wonderful guys at Eon Sounds.
Also, if you're not a native English speaker, please remember that Russian, German, French, Spanish and Polish subtitles (and Polish voices!) will also be available in game!
If you want to hear the new voices (and some of the music...) be patient. Soon...