- It’s not possible to bribe one of the secret boss anymore. (It wasn’t actually working, but you were still losing the gold). - When finding the book in Classical Dungeon, the second dialog choice of the evil karma was not behaving correctly. - Allies fallen during the combat of the boss of the second dungeon correctly gain no XP on the win screen of this combat. - Changed the French description of the Rat Ring to make it clearer. - Blue rats have slightly less chances to deal a special attack and when performing a special attack, the base damage is slightly reduced. - The first Mid-Boss has slightly reduced damage on his double attack. - After the combats in the shortcuts of Classical Dungeon, the character is at the right place on the world map. - Tanky was gaining too many gold pieces when killing an enemy with the second hit of his Super Move. - Added a sound when going back to the title screen from the loading screen.
Walther MPL smg has been released for World of Guns!
What's interesting in this model:
Disassembly/Assembly: 87 parts Operation: 1. Semi and Full Auto Fire, Reload, Safety 2. Additional: Folding Stock 3. HD textures 4. Cutaway mode, operating gases, flying bullet 5. Original sounds 6. Wallpaper
PROMOCODE which unlocks Walther MPL for free for the first 50 users: HPM1
Instructions: run the game,go to the main menu, open console by pressing ~, type promo <code>, use CAPS LOCK, press Enter Example: promo HPM1 Attention on different languages key for console may be different Promo code has to be entered in the main menu!
Since the last time I updated you in February, the team’s been working hard on a variety of things.
Some have been more “housekeeping” related, like dealing with Unity updates, general performance improvements (as the game continues to get bigger and bigger and our scenes more complex, we have to continuously optimize to make sure performance remains above an acceptable threshold), integrating new tools and features into our development pipeline, and adding new people to our growing development team.
This is all part of our commitment to continue building on the foundation of The Long Dark’s Survival Mode, while also working on new features and content for our Episode One and Two “Redux” (which I first discussed here: http://www.thelongdark.com/news/dev-diary-february-2018/) which is solidifying the foundation for Episode Three and onward.
Let me cherry-pick a few things to share with you at this point. Keep in mind that each of these entries is at a different stage of development and while some of these things will end up in our next Survival Mode update, some will need further polish and tuning before they are ready.
New Region: “River Valley” (placeholder name)
New waterfall effects in action.
New approach to landscape layout and tree density helps keep visual interest while forcing players to keep close eye on the horizon.
River Valley features new rock formations with much steeper verticals.
Ice caves with bioluminescent moss.
Our goal with this new region is to create an environment that doesn’t have a single human-made shelter on it -- so, even more rugged and isolated than Timberwolf Mountain with its lonely Mountaineer’s Hut. This new region has also been a test-bed of sorts, for a new approach to how we create our environments, including new rocks and more varied tree density. We’ve also added a new type of cave system, redone our waterfalls, and have focused on having the entire region be more of an “environmental” puzzle for you to solve. We’re also experimenting with varying elevations and a range of climbing (or caving) options to find your way around.
New Gameplay: Manual Cooking
Cooking around the campfire.
Different cooking implements offer different benefits.
This is something we’ve been discussing for a long time and our most recent prototypes have proven fruitful to the extent that I feel comfortable sharing them with you. We’ve overhauled the cooking system so that it doesn’t occur in a simple menu interface anymore. Now you have to place food items -- either in cooking vessels like pots or cans, or on their own -- on hot cooking surfaces like stovetops or rocks around a campfire. Each type of cooking source -- whether it be a single-burner stove, a campfire, or a large “cooker” like the one you see in the Pleasant Valley farmhouse, has a number of available “cooking slots”. The cooking times have been tuned (still in progress!) to account for the fact they happen in real-time in the game now -- i.e. not during an accelerated progress bar. We’re still working through a variety of user interface issues with this system but we feel it’s pretty promising. This work has also opened up the possibility of placing items in the world directly from the radial menu, which feels natural and is a much quicker way to manipulate things in the world, vs. having to first drop them from your Pack and manipulate them in placement mode. We’re still working on this but the initial tests are promising!
New Content: Buffer Memories
The aurora may reveal old mysteries through the words of long-forgotten (or long-frozen?) residents of Great Bear.
I discussed these in my last update, and we have the first series of Buffer Memories in the game. These are basically “lore drops” that will live in Survival Mode, but are only available on certain screens and then only when the Aurora is active. Our first pass on these will be focused on adding some background history to the world, presented as the words of Great Bear residents from days, weeks, or years before the events of The Long Dark. Future Buffer Memory “drops” may also link up to gameplay events or supply caches. Active terminals can be interacted with to read the content, which will then be added to your Survival Journal. We plan to expand this with different display types and even devices.
Redux: Mission Overhaul
We’ve completed our overhaul of the mission structures in our current Episodes One and Two, as part of the “Redux” work. The result is that the mission structure that was almost entirely linear at launch, is now almost entirely open. There are still “critical path” narrative missions that need to be completed before you can move on to the next episode, but many missions can now be completed in any order, and several are completely optional. We’re also adding a new opening to the game, and adding some new “side missions”.
New System: Dynamic Conversation Interface
Now that the mission structure has been opened up, we can’t use linear cinematics to present our story anymore. We’ve moved everything into first-person dialogues between Mackenzie and the NPCs, like Grey Mother, and Jeremiah. We’ve also integrated all the Trust unlocks into the main dialogue flow.
To support this, we’ve come up with a new dialogue system. Rather than using the standard cardinal points menu for selecting topics, we’re putting all the topics directly into the world. How topics are presented will tell you something about their relative importance to you, and to the NPC survivors. You’ll quickly be able to pick out the topics that link up to mission content, vs. the ones that are more about providing backstory. Topics that depend on you having sufficient Trust with an NPC will hide in the “background”, and as Trust is gained, they will resolve to become clearer to you, so that eventually they will be selectable.
This is our way of tying the dialogue in the game more closely to the survivor’s state of mind, and making it feel more like a living, breathing aspect of the story and the characters you meet as you explore. Because of this new system, all dialogue in the game will now be fully voiced.
We’re still working on this but we feel it’s a promising direction, and most importantly it supports a lot of flexibility in terms of when and how we unlock access to content, which means the game will be more dynamic for the player.
New Gameplay: Bear Spear
This is pretty self-explanatory. The feature is at an early stage so consider this a “tease”.
Episode Three
Not to sound like a broken record, but I’ll share more specific news about Episode Three when I think the time is right. The time is not yet right.
Xbox One X & PS4 Pro Enhancements
Lots of people have been asking us about this. We have a first pass on higher quality visual settings for Xbox One X and PS4 Pro. We’re also working on HDR-support for both. 4k support works on Xbox One X but we’re not sure we’ll be able to get it working on PS4 Pro, due to performance. We’re still working on optimizations and we’ll see where we end up!
In order to support these enhancements we’ve had to implement an entirely new post-effects pipeline in the game, the side benefit being that we’ll be able to get an improved anti-aliasing and HDR-lighting solution in the game for all our PC players as well!
When Will We Get All This Goodness?
We’re working on a new update to Survival Mode, with a tentative release planned for late May or early June, depending on how testing and finaling goes. Of the above list, you should expect to see the New Region, Manual Cooking, and Buffer Memories. Anything beyond that will come down to testing, optimization, bug-fixing, and finaling progress. As always, our aim is to launch all major updates simultaneously for Steam, Xbox One, and PS4, with GoG and WeGame following shortly thereafter.
So hopefully the next time you hear something official from me regarding progress, it’ll be to tell you that the new Survival Mode update is ready!
Stay warm out there.
- Raphael
To keep up to date on the latest news, be sure to sign up to our official mailing list!
-Network is up (2-4players) -Killmarks added -Fixed group attack bugs -Bloodrage works now -Debug options in the menu -Furnished the rooms (animals and boxes)
First of all, thanks for supporting SURV1V3. Community is growing fast and overall appreciation is greatly exceeding our original expectations. Keep it up!
So what we have here?
Big Bird, third and last Santa Carla trial
Have you ever dreamed of flying in a helicopter and of seeing Santa Carla from up high? Don't want to spoil it, but we're sure you will love it.
PS: this is a little extreme and is not for the squeamish! Please remember: if you are scared of heights, you can of course sit down and close your eyes 'till big bird has landed ;-)
Windows Mixed Reality support
WMR guys.... SURV1V3 is now fully compatible with your headsets. Visual problems are solved and locomotion can be managed through thumbsticks (haptic feedbacks will be released in a future version).
Based on community feedback, we also released a number of new features, tweaks and bug fixes. Check full changelog below.
Starting from today we are fully committed on chapter 2 development. Be prepared.... it will take place in Santa Carla sewers, you'll explore a vast and gloomy underworld, you'll face most challenging Zs, you'll find out more about Jeremy Stanford.
To get in touch with us, just drop a line on discussions forum or join our discord channel. As always, feedbacks are welcome! Cheeeers!
New features & tweaks: - trials: new trial "Big Bird" - system: porting to Windows Mixed Reality headsets - controls: adding an option "assisted clip grip" (on by default) to automatically grab clips compatible with held weapon
Options can be changed in options panel > controls options > assisted clip grip > "on" / "realistic" options.
- weapons: player can attach up to 3 secondary weapon clips - weapons: faster weapon reloading (removing delay, after dropping mag, before the weapon can accept a new mag) - weapons: weapon fire burst mode is off (single fire) by default - gameplay: fall damage is here - sounds: overall sound spatialization tweaks (higher attenuation for zombie, lower attenuation for players voices) - last garden trial: players can now exit garden area - santa carla map: weapons will respawn at mission start location - ai: zombies movement enhancements - tablet: not-so-clear label "change mode" has been swapped for "back to menu" - graphics: new low health effect (brighter + red tint)
Fixed bugs: - gameplay: interior objects can now be gripped - multiplayer: realistic weapons sound setting now affect all local players - sounds: breathing sound stops after medication - sounds: breathing sound stops when player dies - gameplay: fixed exploit in Last Garden and Hell Street trials where you could move the boxes form the safe rooms across the doorway preventing Zeds from entering - graphics: fixed bug causing supersampling setting to not manage correctly downsampling (values lower than 0) - hell street: fixed bug causing zombies to fall through the floor occasionally - hell street: fixed occasionally crash when getting on the helicopter - minor bugs
We decided to update the old weapons, because they had a sort of “mobile game” vibe, which we don’t really want. So we increased the polygon count and texture count a bit to make them look more detailed. The image below shows the new and old assault rifle.
Optimization
We haven’t really got a lag problem at the moment, but we decided to work some on optimization. In the video above you can see out different shadow qualities none, bad, normal and good. We hope that this will make the game run smoother on low end computers and minimize lag.
New Tutorial: - - Brand new tutorial with new quests, resources, recipes, maps, items, gear, NPCs etc - Includes special animations like a magical barrier that gradually disappears and reappears as players walk though it - The tutorial attempts to show instead of tell the story with lore and interaction throughout - Multiple ways to go through the content ranging from crafting, to killing, to buying/selling, and secret shortcuts - Tutorial Rewards include an Aracia Teleport Spell to give new players a way to get back to Aracia if they get lost - Even special hidden bonus content for seasoned players: Hidden Quest with Nightmare Transformation Spell Reward - Higher level players can access the tutorial using an Origins Voucher End of Easter Event: - The Easter Bunny has left Aracia and the Hiding Mushroom now has the Pet Shop (so keep your Delicious Easter Egg) Return of the Archery Shop: - Free arrows no longer provided. Players can make their own arrows or purchase them for gold. Market is back: - After regular maintenance, market has returned.
**tutorial will be improved for the update next week, going to do a bit more polishing this week.
right now we are focusing on speed, stability, and server defense.
Hello everyone, dear fans of the Spectrubes series!
First of all, I'm grateful to those who buy the game and make new content. Thank you!
Today, a small update of the game 1.1 was released. It added support for the mouse cursor in other designs, added support for the French language and fixed minor bugs. More about all this below:
1. Support mouse cursor in custom designs and BJtH design At your request, the ability to add your mouse cursor to your own design has been added! By default, the cursor in the design is disabled, so the old designs will not suffer. In addition, in standard bonus design Big Journey to Home also added its own cursor. For more information about implementing the cursor see the Steam guide.
2. Enable mouse cursor support in settings In addition, now you can turn off the mouse cursor completely, if its presence disturb you, in the game settings. In designs where the mouse cursor is not available, the setting does not matter.
3. French localization Also, the support of the French language was returned by my friend Enzo, who worked on localizing the original game. Thank you for continuing the cooperation! Of course, you can follow him in twitter.
Thank you all again for supporting games of the Spectrubes series! Games are getting better every day because of you!
Full list of changes:
Added support for mouse cursor in other designs
Added the ability to turn off the cursor in the settings
Added support for French
Added German and French letters to the main game font
Fixed bug with game crash at incorrect initial internal level set name
Now the game checks the correctness of the internal name before adding it to the manager list
We would like to thank all of our current users for their continuous support and feedback. In addition to the updates outlined in this changelog, we have been continuously working on developing new levels and game modes. However, in order to enable us to create new content in quicker iterations both now and in the future, we took the time to rework our game mode system in order to make it much simpler to create new modes to accompany new levels. Due to the complexity of this task, those changes did not make it into this update. Rest assured, in the next few weeks we will be pushing out a content patch that will contain all of these major content updates (as well as other updates and bug fixes). We are excited to show you what we have in store! In the meantime, you can enjoy the teasers below ;)
A note to WMR users:
We are aware that there are various rendering issues that occur when playing our game using some WMR headsets. These bugs appear to have been resolved in Unreal Engine 4.19, and we were hoping to update our game for this patch. However, when we upgraded to UE 4.19, we encountered a number of game-breaking bugs that prevented us from being able to incorporate it into this update. We are actively working on this and apologize for the inconvenience. We appreciate your patience and hope we can get the update out to you soon.
New Features
Updated Menu System: We have updated our menu system to be more intuitive and user-friendly! This includes:
Re-implementing the UI and functionality of the menu system.
Increasing the size of various checkboxes / highlighting text to make it easier to know what checkbox/dropdown/options are related to what text.
Separating the introductory level into two main menu items: one including the tutorial, and one beginning with the combat. This is so that players who wish to replay the first level without having to repeat the tutorial can easily do so (this option was previously hidden deep in the Game Options menu).
Added Touch to Move Locomotion!
Instead of requiring HTC Vive players to press down on the touchpad for locomotion, they simply have to place their finger on the touchpad to move.
The previous functionality (i.e. “Press to Move” locomotion) can still be enabled via the Options menu.
This is now the default option for locomotion.
Added Steam Leaderboards!
Players’ scores will now be uploaded to a Steam leaderboard when they complete a game.
In addition, a leaderboard will be displayed to the player in the end-game menu showing them the top 5 leaderboard entries, as well as 5 entries beginning from the player’s rank.
This currently only applies to the Blitz game mode.
Minor Updates
Added force feedback effects when the player’s hands highlight a grabbable object and when their hands enter a holder (e.g. the holsters at the player’s waist, battery charging stations, payload battery slots, etc.), either with an object in their hand, with an object in the holder, or both.
Added Oculus Dash support.
Oculus users running Rift Core 2.0 will be able to experience Oculus Dash support.
When the Oculus Dash button is pressed, or when the headset is removed, the game will automatically be paused, and the Dash UI will appear overlaid on the game environment (instead of being displayed in an empty room similar to the previous Universal Menu).
Updated the hint system to attach the displayed controllers to the player’s hands in order to make it more clear to the player where to look.
Also made the arms and any held objects become holographic when this occurs in order to prevent them from hiding the controller.
Decreased the reaction time of sentinels, making them much more hostile.
Slightly decreased the odds of Sentinels to stop firing and go to cover if shot. Again, making them even more hostile.
Bug Fixes
Fixed a bug that was preventing players from falling off of the map when walking onto the catwalk at the end of the introductory level.
In the Game Options menu, the vignette intensity slider would reset to its default value every time the menu was opened. The slider is now set to the previously selected value each time the menu is opened.
Force feedback for firing weapons would stop if the player began firing immediately after the weapon reached their hand. This is no longer the case; the force feedback should continue even if the player begins firing as soon as the weapon enters their hand.
Fixed a bug that was causing the regeneration of the maximum distance reachable via dashing to be slowed by time dilation. Dash should now always regenerate at the same rate regardless of whether or not time has been slowed down.
Fixed a bug that was causing fragments of exploded canisters to block the player from dashing.
Fixed a bug that was causing the fade-in/fade-out effect of the Blitz score menu to be affected by time dilation. The menu should now appear/disappear at the same speed regardless of whether or not time has been slowed down.
Fixed a bug that was preventing the energy shield from becoming increasingly red as it took damage. It should now be much more apparent to the player that the shield is breaking.
Fixed a bug that was causing the menu pointer from being clipped by walls in the game environment, making it difficult to select menu items. The pointer should now always be visible no matter what.
Turrets are no longer able to shoot the player through the windows in Blitz.
Turrets will no longer rotate 360 degrees when they are in a corner. Instead they will only rotate until the wall (This will make turrets notice you much more quickly).
Fixed a bug that caused the payload’s projector to get stuck displaying the “Thank You” message if it was given a full battery while hacking a door.
Sentinels are now much healthier. We’ve decreased the odds of Sentinels coughing / sighing / saying “all clear” to every 1 to 5 minutes. Up from 20 seconds to 1 minute.
Known Issues
Line indicators on weapons in some weapon racks are incorrectly oriented.
Performance hitches:
Due to the amount of enemies that are present when the player survives for a long period of time in Blitz game mode, it is possible that they experience performance hitches.
We are actively looking into this and attempting to make improvements to performance in general.
Sentinel body parts occasionally get stuck in walls/floors.
Shield doesn’t block incoming fire if held too close to the player’s body.
Sentinels do not always successfully navigate over shift ramps.
Drones spawn too often in Blitz.
Sniper needs a visual cue when it is out of ammo.
Cannot see pistol overheat flames when the pistol is too close to the player’s face.
Pausing and resuming the game while holding a Gravity Slam Gun will cause it to fire.
Turret fire and footsteps interfere with music.
Dead elite sentinels’ shields regenerate.
Pressing the Friends and Global leaderboard buttons immediately after one another will cause both tables to appear one after the other.