This week's update comes a bit sooner! Along with the Coven, a new idol that will harm investigators' vitality, color variations for all existing idols have been added.
We've also buffed Darcy a bit to put her at the same level as the other creatures in terms of power, and added plenty of new animations for characters in 3rd/1st person.
Finally, we've also done a number of changes and fixes on network connectivity, it should now perform much better.
Don't forget to check out the forums, and join the Official Discord group to stay in touch and find people to play with!
New features:
New color variations for Idols.
New Idol: Coven
Improvements:
Updated mouse icons to better match the overall UI style
New animations for 1st person interactions and the lobby
Items such as traps or decoys can now only be placed on traverseable areas (no more trapping people with Cairns or placing items in unreachable spots).
Changed some investigators' personal quotes.
Quick chat: Reduced time it takes to disappear when an option has not been selected.
When interacting with items, the "flashlight off" light is instantly enabled so you can see something.
Gameplay changes:
Darcy: Wraith trait now also gives partial protection against light sources.
Darcy: Increased Idol stat by 1
Darcy - Mourn: Removed maximum range (now it affects all players no matter the distance)
Darcy - Cairns: Increased effect radius (so they are more likely to teleport someone).
Darcy - Cairns: Now they also reduce a teleported investigator's speed for some time.
Stealth: Powers that affect a single random investigator (such as Prescience or Ambush) will pick investigators with low Stealth more often.
Stealth: View distance with flashlight off now depends on the Stealth stat.
Professional Flashlight: Increased Endurance Stat by 1.
Subject 23 - Scarecrows: Nearby scarecrows will be destroyed when placing a new one (to avoid putting too many of them on the same place).
Monsters can now cast powers while affected by light if they haven't been flashed yet, except for Sprint.
Phileas: Reduced Intimidating effect.
Changed some character skin stats based on user feedback.
Bugfixes:
When looking for a game with Quick Play, the game won't try to connect to the same game more than once.
Improved timeout detection, now it should abort connection earlier if not possible to join.
Fixed host losing NAT capability mid-game not being able to restore it.
Fixed some chest button placements on Varosha and Alvira.
Fixed investigators being able to hear the Marked sound (heartbeat) of other investigators.
Decoys now activate contextual chat just like tapes.
Decoys' hearing radius now depends on the investigator Exploration/Hearing stats just like tapes.
Mourn effect is properly disabled when the player dies with it still active.
This week's update comes a bit sooner! Along with the Coven, a new idol that will harm investigators' vitality, color variations for all existing idols have been added.
We've also buffed Darcy a bit to put her at the same level as the other creatures in terms of power, and added plenty of new animations for characters in 3rd/1st person.
Finally, we've also done a number of changes and fixes on network connectivity, it should now perform much better.
Don't forget to check out the forums, and join the Official Discord group to stay in touch and find people to play with!
New features:
New color variations for Idols.
New Idol: Coven
Improvements:
Updated mouse icons to better match the overall UI style
New animations for 1st person interactions and the lobby
Items such as traps or decoys can now only be placed on traverseable areas (no more trapping people with Cairns or placing items in unreachable spots).
Changed some investigators' personal quotes.
Quick chat: Reduced time it takes to disappear when an option has not been selected.
When interacting with items, the "flashlight off" light is instantly enabled so you can see something.
Gameplay changes:
Darcy: Wraith trait now also gives partial protection against light sources.
Darcy: Increased Idol stat by 1
Darcy - Mourn: Removed maximum range (now it affects all players no matter the distance)
Darcy - Cairns: Increased effect radius (so they are more likely to teleport someone).
Darcy - Cairns: Now they also reduce a teleported investigator's speed for some time.
Stealth: Powers that affect a single random investigator (such as Prescience or Ambush) will pick investigators with low Stealth more often.
Stealth: View distance with flashlight off now depends on the Stealth stat.
Professional Flashlight: Increased Endurance Stat by 1.
Subject 23 - Scarecrows: Nearby scarecrows will be destroyed when placing a new one (to avoid putting too many of them on the same place).
Monsters can now cast powers while affected by light if they haven't been flashed yet, except for Sprint.
Phileas: Reduced Intimidating effect.
Changed some character skin stats based on user feedback.
Bugfixes:
When looking for a game with Quick Play, the game won't try to connect to the same game more than once.
Improved timeout detection, now it should abort connection earlier if not possible to join.
Fixed host losing NAT capability mid-game not being able to restore it.
Fixed some chest button placements on Varosha and Alvira.
Fixed investigators being able to hear the Marked sound (heartbeat) of other investigators.
Decoys now activate contextual chat just like tapes.
Decoys' hearing radius now depends on the investigator Exploration/Hearing stats just like tapes.
Mourn effect is properly disabled when the player dies with it still active.
<Please Note! This patch will cause existing world save files to be deleted!>
Happy Thursday Sleepers!
As always we’ve been hard at work on a huge array of fixes and balancing. Vending Machines no longer sell items for free, so now you’ll have to make sure to ACTUALLY save up Lux before heading to buy some items.
The “sliding”/lack of input bug that many of you have been experiencing when spawning has been track down and fixed, thanks to all of your reports!
Augment Stations should also function correctly now, allowing you to upgrade your character in completely new ways. Here’s a hint – visit the Promenade shopping area.
Behind the scenes we’ve also been focused on a few major issues which are huge priorities for us: fixing saving issues, improving loading times, and reducing memory usage. Based on your feedback, these 3 issues are by far the biggest detractors from the game currently, and we’ve got several members of the team focused 100% on getting them fixed.
We will have an extra juicy patch coming this Friday, which will include saving fixes, and the first stage of our memory/loading optimizations. For those of you still experiencing crashes/extreme loading times, we expect that Friday’s patch should provide some improvements, and we’ll be continuing some further optimizations next week.
And now, the patch notes. Enjoy, and please let us know your thoughts and experiences on the forums!
Balance
MediHypo, SupraHypo, Canteen Large/Small, Compute Cells, Moonshine, and Spinach no longer free
Datacards, Lux Cards are no longer in vending machines
Reduced Impact Catalyst spawn rate, it is now identical to other power items
Slightly tweaked safe loot table to include less upgrades and more utilities
Lowered spawn chances of common Glyphs
Fix
Fixed an issue causing the Augment Station not to function
Fixed a bug that causes the player to slide sideways/punch/crouch indefinately (he thought he was dead!)
Kiosks are now not super super tall!
Implemented the groundwork for the complete save fix that will come out on Friday
Buying things from kiosks now really takes Lux!
Buying a Compute Cell from a vending machine no longer incorrectly puts it into your inventory, but into the correct spot
Fixed broken elevator in the Archives
Using link from the radial menu on pylons now functions
Removed over a thousand drawcalls from minsec
Link icon in the build menu now properly shows up when pointing at an object that is linkable
Removed sun interaction with the blinky light on door pads, effectively removing 2 drawcalls from every door
Fixed NullReferenceException when using the build pulse function
Fixed corpse embedded in geometry in Origin Station
Fixed an error that caused build mode to sometimes become unresponsive after placing an item and spamming x with controllers
Fixed an error that would prevent hydroponics from sometimes being placed correctly
Fixed error preventing players from picking up lux, compute cells, or upgrade nodes if player inventory was full
Augment coupons now correctly name themselves and should unlock corresponding augment
Removed 195 drawcalls from Maxsec Cryo
Fixed Sec-RTs from accidentally getting in the spawn pool!
Removed 1500-2000 drawcalls from Main Garrison Levels
Fixed issue with certain NPC hair causing it to catch light in innapropriate moments
Fixed a glitch that allowed you to get infinite lux when using a controller with a container
Fixed issue where players could leave map area through Origin Station Tracks
Fixed missing collider on the large tvs in Origin Connection
Fixed ability for the wanted level to drop below 0
Fixed missing colliders on Bleu tables in the Promenade
Fixed a hole in Bleu in the Promenade
Fixed missing colliders on the pillars in ARK Medical Hallway
Fixed missing colliders in Unit 74 Arcadia
Fixed a Holoemitter in Minsec that was embedded in a locker and poking out the other side of a wall
Fixed embedded medical container in ARK Bathroom
Fixed a planted embedded in a wall in ARK Medical Promenade
<Please Note! This patch will cause existing world save files to be deleted!>
Happy Thursday Sleepers!
As always we’ve been hard at work on a huge array of fixes and balancing. Vending Machines no longer sell items for free, so now you’ll have to make sure to ACTUALLY save up Lux before heading to buy some items.
The “sliding”/lack of input bug that many of you have been experiencing when spawning has been track down and fixed, thanks to all of your reports!
Augment Stations should also function correctly now, allowing you to upgrade your character in completely new ways. Here’s a hint – visit the Promenade shopping area.
Behind the scenes we’ve also been focused on a few major issues which are huge priorities for us: fixing saving issues, improving loading times, and reducing memory usage. Based on your feedback, these 3 issues are by far the biggest detractors from the game currently, and we’ve got several members of the team focused 100% on getting them fixed.
We will have an extra juicy patch coming this Friday, which will include saving fixes, and the first stage of our memory/loading optimizations. For those of you still experiencing crashes/extreme loading times, we expect that Friday’s patch should provide some improvements, and we’ll be continuing some further optimizations next week.
And now, the patch notes. Enjoy, and please let us know your thoughts and experiences on the forums!
Balance
MediHypo, SupraHypo, Canteen Large/Small, Compute Cells, Moonshine, and Spinach no longer free
Datacards, Lux Cards are no longer in vending machines
Reduced Impact Catalyst spawn rate, it is now identical to other power items
Slightly tweaked safe loot table to include less upgrades and more utilities
Lowered spawn chances of common Glyphs
Fix
Fixed an issue causing the Augment Station not to function
Fixed a bug that causes the player to slide sideways/punch/crouch indefinately (he thought he was dead!)
Kiosks are now not super super tall!
Implemented the groundwork for the complete save fix that will come out on Friday
Buying things from kiosks now really takes Lux!
Buying a Compute Cell from a vending machine no longer incorrectly puts it into your inventory, but into the correct spot
Fixed broken elevator in the Archives
Using link from the radial menu on pylons now functions
Removed over a thousand drawcalls from minsec
Link icon in the build menu now properly shows up when pointing at an object that is linkable
Removed sun interaction with the blinky light on door pads, effectively removing 2 drawcalls from every door
Fixed NullReferenceException when using the build pulse function
Fixed corpse embedded in geometry in Origin Station
Fixed an error that caused build mode to sometimes become unresponsive after placing an item and spamming x with controllers
Fixed an error that would prevent hydroponics from sometimes being placed correctly
Fixed error preventing players from picking up lux, compute cells, or upgrade nodes if player inventory was full
Augment coupons now correctly name themselves and should unlock corresponding augment
Removed 195 drawcalls from Maxsec Cryo
Fixed Sec-RTs from accidentally getting in the spawn pool!
Removed 1500-2000 drawcalls from Main Garrison Levels
Fixed issue with certain NPC hair causing it to catch light in innapropriate moments
Fixed a glitch that allowed you to get infinite lux when using a controller with a container
Fixed issue where players could leave map area through Origin Station Tracks
Fixed missing collider on the large tvs in Origin Connection
Fixed ability for the wanted level to drop below 0
Fixed missing colliders on Bleu tables in the Promenade
Fixed a hole in Bleu in the Promenade
Fixed missing colliders on the pillars in ARK Medical Hallway
Fixed missing colliders in Unit 74 Arcadia
Fixed a Holoemitter in Minsec that was embedded in a locker and poking out the other side of a wall
Fixed embedded medical container in ARK Bathroom
Fixed a planted embedded in a wall in ARK Medical Promenade
Hi everyone! Thanks as always for being in Anyland! The latest release brings a new particle system... please have a look at the video & hope you enjoy!
Hi everyone! Thanks as always for being in Anyland! The latest release brings a new particle system... please have a look at the video & hope you enjoy!
It's been a busy time since the release of the game. Lots of updates, changes, and improvements. And you all helped us make them.
We just released another update with some interesting and big changes that we bet you all will enjoy. Here they are:
Steam Cloud working across Win/Mac
Freeze powerup now creates a frost wave that expands, no longer a whole map freeze
Added word collecting mini-game! Now you will receive coins once you collect words in Arena maps. Definitely a challenge
Greatly reduced inverse steering drops
Bug Fix for when train wasn't following the mouse while a mouse button was pressed
An error message is shown when trying to use incorrect control type (using keyboard when controller is plugged in for example)
An icon on dominating player's name is shown Domination mode to help identify and hunt them down!
So that's this update. Not an insignificant one, eh? And most of the updates were like that. Let us look back at the changes and fixes since the release:
Fixed buggy controls for when playing with a controller
Active Powerup indication on the train, with indications before they end
Hall Of Fame!
Collisions with walls improved greatly across all levels (iterated many times)
Fixed and improved indication of the Domination mode leader
Button cooldown timers
Joystick control mode when Follow is selected in Settings
Controller support for navigating menus
When player boosts, turning speed remains the same, but the radius of the turn is increased
Added text notifications for team towers when teams reach 30%, 50% and 80% points.
Fixed incorrect domination leader being shown.
Fixed crash when exiting game on Windows.
Fixed spawning on Saws
20% dead zone for joystick and triggers
Some font adjustments
Singapore server added
MUSIC!
Balance tweaks on many maps
Cooldown timers for the switches
Large improvements to how bouncing works
Some glitchy quests and many other small issues are now fixed.
Not a bad list, we'd think. And this is just since release, with lots of small tweaks that are not even on the list. The changes we've made since the beta launch has is huge!
So, now with all of this, we believe the game is at a point where it's much, much better and more fun. Ever since the game has been approved on Greenlight in 2013, there was a sense of "this would be fun to play with more people". This feeling remained and was the driving force for the last year before the release. Even though there was a big gap in development and a lot has changed since 2013, this has not, and when getting back to Squake we knew what needed to be done. At this point, the original concept is so different to what the game is now, that it feels like it's almost Squake 2 that's been released.
With all that said, there's another thing that we'd like to bring attention to. The game is now way cheaper!
Patch 931 release notes: - Quick chat in-game (including emotes!) - Chat box in lobby - Aesthetic improvements of maps - Cooler explosion dynamics - Fixed bug that could let players keep firing or hold shield after getting the ball - More precise time display on clients - Ball loses charge after two bounces
Patch 931 release notes: - Quick chat in-game (including emotes!) - Chat box in lobby - Aesthetic improvements of maps - Cooler explosion dynamics - Fixed bug that could let players keep firing or hold shield after getting the ball - More precise time display on clients - Ball loses charge after two bounces
Replaced old Birmingham Power Station Map in Basic and Play vs AI Modes with new updated maps:
Earth – Birmingham Power Station (2017 version)
Earth – Vanguard’s End
GJ 1214b – Spitzer Dam
GJ 1214b – Ophiuchus Valley
Mars – Tihonium Canyon
Mars – Tharsis Rift
New ‘Dominant’ game mechanic added. When one team controls three capture points for 60 seconds in Normal Mode, they will become ‘Dominant’ whereby the protonium charge rate is greatly increased while they maintain the three capture points.
Matchmaking level banding introduced:
Player levels 1 - 5 matchmade together
Player levels 6 and above matchmade together
In Normal Mode, when the battle is at 95% a siren sound will now trigger
In Normal Mode, a siren sound will trigger when there is one minute remaining
In Basic Mode, when any team requires one kill to win, a siren sound will now play
OTHER CHANGES:
Improved Anti-Hacking Measures: Easy Anti Cheat has been updated to address a recently diagnosed exploit with the Linux client. This vulnerability has now been fixed and we'll continue to monitor and ban players permanently for hacking.
Added more scenery to Spitzer Dam to provide more cover and improved symmetry on terrain [late addition]
Balanced hover physics to improve user experience:
Increased general acceleration to improve responsiveness and reducing drift
Reduced general velocity to maintain current speeds
Increased dampening so bot comes to stop sooner after releasing key
Increased velocity cap to maintain current speed with thrusters added
‘Draw’ voiceover added to Normal Mode
BUG FIXES:
All Basic/Normal Mode based BRAWLs will now punish early-leavers with a five-minute penalty
Fixed a bug which prevented a player’s MMR from displaying correctly in the friends tab if a clan had a long name. Now clan names longer than nine characters will display as [clan name]...
Replaced missing language translations for the current BRAWL
Fixed a bug which made it possible to Blink through the Protonite Core
Fixed a bug which caused the user-interface animation for base progress to get stuck if a player destroyed a large number of crystals on an enemy base
Fixed a visual bug that caused the trail effect of weapons to be stopped by the low power shield on a base
Fixed a bug which caused the 4th Birthday Holoflag name to display incorrectly in non-English languages
Fixed a visual bug which caused a player’s league rank to show no increase if they jumped to the next rank when having less than five stars on their current rank badge
Fixed an issue where the lobby connection symbol could be seen behind the 'connecting to server' symbol
Fixed a bug which caused the wrong voiceovers to play when a team won/lost in Normal Mode
Updated the Play vs AI Mode battle loading screen to display the correct game mode