Today we present a new tool that will make our life's easier when it comes to building frames.
With ease of use and build speed in mind, we have developed a new pipe tool that will fit nicely into our upcoming toolbars.
Lets take a look at some of the things it can do.
The pipe extruder is fast and simple to use, we click and drag our pipes into existence. Don't like the pipe we just slammed down? no problem ctrl click it away and draw a new one!
So while this is pretty handy, pipes are still basic, but err wait?
That's right, pipe properties are in development! Custom color, thickness, material type, Gurders, Chains, Rectangular shapes, Tubes, you name it ( srsly name it... )
Another small detail you probably didn't notice, is that the little dip the old pipes had when it goes vertical has been fixed.
Oh and i guess, no blocks heh ^^ almost forgot about those.
Thats it for today, We are working hard to get the builder on its feet, with reduced build time and lag reduction as a priority.
If you got ideas don't hold back, hook up with the devs on discord, now is the time to make your impact on the builder, cheers CopbyBugPaste Team.
As always, we'll keep our eyes open on Steam, DISCORD and our other channels.
Please note that this is still a not fully developed version, and there will be a lot of unpredictable problems. Please let players find out after the problem. (the Beta version will not be updated to the Demo version). Special note: This version needs to be tested on the Steam panel to be updated! Change 1. Modifies the related contents of the secret room escape Ps: including decision modification, prompt modification, dialogue modification 2. New map "sewer" 3. The first chapter also needs the last supplement Ps: This means that Beta needs an upgrade to complete Chapter 1 4. Strengthen the details of the plot 5. Now there is food in the refrigerator 6. Redo a part of the language text of the initial plot 7. A shot must need a bullet 8. New expansion of the world view Fix 1. Modify the flow of some tasks 2. Add a new plot dialogue 3. Solving multiple scenario decision problems 4. Now there is a switch on both the button and the time panel 5. Increased the sound effect on the shot 6. Traditional Chinese test 7. Repair the known problem
The amount of obstacles and cliffs has been altered in “The Ring” map to allow more build and movement space.
The amount of obstacles and cliffs has been altered in the “Winter Canyon” map to allow more build and movement space.
The “Land Bridge” map has been completely reworked. Better access to bases has been implemented, along with two extra bridges connecting the two parts of the island. More space has been created for buildings.
Houses and Mausoleums will now provide up to 100 population. Going beyond this limit is possible through Fertility Totems and additional Settlements.
Settlements population capacity increased from 15 to 20.
Villager and Minion training time increased from 10 seconds to 12 seconds.
Settlement construction cost altered from 200 Food and 100 Crystal to 400 Food.
Fire Warrior cost altered from 80 Food and 15 Crystal to 75 Food.
Poison Archer cost reduced from 70 Food and 15 Crystal to 75 Food.
Warrior Health reduced from 150 to 125.
Fire Warrior Health reduced from 200 to 150.
Bone Adept Health reduced from 150 to 125.
Lacerating Bone Adept Health reduced from 250 to 200.
Sabertooth Archer Health reduced from 250 to 175.
Sabertooth Archer damage increased from 12 to 15.
Lacerating Bone Adept upgrade cost increased from 100 Food and 10 Crystal to 200 Food and 100 Crystal. This original value was not intentional and is now conform with the other upgrades.
The AI has been reworked to make better use of the new mechanics that has been created over the past months. Behind the scenes, more behaviour is now accessible for tweaking. Future adjustments will be made according to the feedback we receive.
“Very Easy” and “Very Hard” AI difficulties have been added.
Char’s Rally power effectiveness increased from +50% production speed to +100% production speed.
Bugs
Fixed a bug where healing particles weren’t visible for client.
Fixed an issue where units could get stuck inside objects. These objects still had small bits of NavMesh underneath them, allowing the unit to be snapped to them. These extra navmeshes have been removed, forcing the units back on the main one.
Fixed a wrong value for the “Lacerating Bone Adepts” upgrade.
Fixed a bug where using the “Rally” power as a client would cause production speed to be negative after the effect ends.
Fixed a bug where you couldn’t place rally points on Settlements with the Trade Post / Crystal Mine.
Miscellaneous Improvements
An in-game wiki has been added! This allows players to check out all the units, technologies, buildings and talents comfortably outside of a match. You can find the button in the bottom left of the Main Menu screen.
Various fonts have been altered to allow for proper localization.
Localization has been added for the following languages: German, Spanish, French, Italian, Korean, Portugues, Polish, Russian, Turkish and Simplified Chinese. Note that not all translations are fully done, in which case, the game will fall back on English.
Char and Mika have both been given Faction names. Mika’s tribe has been named “Wildlanders”. Char’s tribe has been named “Necromas”.
Various Commands have been given audio effects for additional feedback.
The selection sound for the Settlement has been shortened to be less obnoxious when played multiple times in a row.
Various new Sound effects were added for Char’s Buildings and units.
A large amount of units have been retextured to show more vibrant colours and contrast on most maps.
New particle effects have been added to the “Medic” and “Shaman” units to better show off their healing effects.
The navigation mesh on various maps has been further refined to allow better placement of buildings.
More improvements and optimization in both AI and Movement code.
New animations have been added or enhanced for various units.
Grass textures have been improved to tile better on jungle maps
What’s up space survivors how’s the vacuum these days? We know that some of you probably wonder why the silent treatment over the past weeks? Well, we have decided to leave this plane of existence and transcend, leaving our mortal…Wait, wrong script! Ok jokes aside, there was a good reason for the silence as all of us have been rather busy working on the next update, aptly tagged 0.3. Why do we say aptly? Because it represents a substantial step towards the idea of Hellion that was in our minds when we started this project.
Major improvements are on their way and we are about to start revealing them one by one in this and future devblogs. Due to the sheer amount of work that is going into the 0.3 features (old and new) it might be some time before the update arrives at Hellion, but it will be worth it!
Inventory 2.0
As mentioned in our last blog we had decided to take the old inventory system apart. We kept the good parts, threw away the trash and introduced fresh concepts and ideas, many of which have been suggested and requested by the Hellion community for a long time. We analyzed the feedback, mixed in some of our own ideas and the result was the Inventory 2.0, a complete visual and functional overhaul of the original system.
“Redesigning the inventory did not include just simple interface changes, but rather a complete re-work of both item functionality and the way character interacts with them. Looking back to 2016 when we designed the first version, we weren’t aware of the full scope of requirements a game like Hellion would put on the inventory system. So when we started working on the overhaul, we realized that the entire system was so hard coded that it forced us to go back to the beginning. We had to start thinking about how the interface in a survival game should function and then added Hellion’s unique requirements. If I had to say which game mostly inspired this rework, it would be Rust, due to its simplicity and the amount of information it provides, Stefan Lolic said, Hellion’s UX developer. Abandoning the old radial menu gave us a lot of space and allowed us to use inventory not only as a tool for transferring items, but to also help players understand the systems and items around them in a simple and easy way. Probably the hardest part of refactoring was adding new features onto an old base and avoiding mishaps that could have compromised entire base functionality. So we had to tread very carefully. But as we started writing the code from scratch, we began finding new options and solutions that would have been impossible with the old code. And that’s how we got to transportable crates, proximity item slots…”, Stefan concluded.
Interface improvements
Time to show a few short clips of the new inventory in action. Let’s start with an old annoyance that has tormented many a space miner since their arrival in Hellion: Mining Drill and the infamous canister/battery swap.
Ahh, much better now, thank you!
As Stefan mentioned, the old radial menu is gone, replaced with a more intuitive breakdown of item slots and upgraded with a character view and a simple drag and drop system which allows for much easier item management.
Proximity slots
This was one of the much requested features. As many players noticed, looting items from shelves was far easier than putting them back in, making sorting your storage a rather time consuming process. With the proximity system in place, looting can now be done directly from the inventory and allows players to add or remove items from any nearby item slots. Of course, the old interaction system is still there and you do not have to open inventory to take or place items.
Let’s just take these…
...and put them where they belong.
Suits, helmets and corpses
Next on the list are suits and their inventory slots. As before players will still need to equip a suit in order to gain access to various item slots, like helmet and jetpack, however it is now possible to remove an entire suit along with all of its equipment at once, as well as equip it. This allows players to create “sets” with the equipment they want to use for specific tasks, like mining, repairs, etc. Or to use suits as portable item containers.
When looting a fallen enemy, you can choose to take only the items that you need, or take the entire suit with everything in it.
I need your clothes, your helmet and your motorcy… ehrr, ship.
Transportable crates
Finally lets talk about storing all those items. Shelves and lockers are great when you need to quickly gear up, but sometimes you just need a way to store items you come across without putting them on display. This is where transportable crates come in. These large storage containers can be taken on a salvage run to increase your carry capacity, or on a mining run, to hold all those extra canisters. They can also be placed in ships and modules for extra storage space.
That’s one heavy box, better put it down…
We know you are all waiting for some news and updates on development, and we appreciate your patience. Piece by piece, a big picture of what the new update is all about will be revealed.
On August 12, the world (or at least the civilized part of it) celebrates the Elephant Day. The Elephant Day was established in 2012 to bring awareness to the issue of elephant poaching and has been supported since by many influential people all across the globe. Let’s join its observation of the by proudly displaying an Elephant decal on the sides of armored vehicles in Armored Warfare!
Between August 9 and August 14, 2018, the following bonus and missions will be active:
300% Experience periodic income bonus (x4) for the Special Operations mode
100% Commander Experience income bonus
100% Crew Experience income bonus
Win 1 battle in any mode to receive a Medical Kit consumable
Destroy 3 enemy vehicles in any mode to receive the Elephant decal
Deal 50.000 damage in any mode to receive 2 Platinum Loot Crates
Earn 100.000 Experience points to receive 250 Gold
Please note:
This event starts on August 9, 16:00 CEST (7 AM PDT)
This event ends on August 14, 16:00 CEST (7 AM PDT)
The missions have to be completed in the order specified in this announcement (the progress of the next mission only starts once the previous missions is completed)
We hope that you will enjoy this event and will see you on the battlefield!
This week, we are introducing another discount available exclusively via the recently introduced MyLoot system – you can read about MyLoot in our dedicated article.
This week’s MyLoot vehicle is the Shark vehicle series. The Shark series vehicles feature level 5 crews and unique camouflage. They include:
ERC 90 Shark Tier 5 Premium Tank Destroyer
FV721 Fox Shark Tier 6 Premium Armored Fighting Vehicle
Stingray 2 Shark Tier 7 Premium Light Tank
T-80U Shark Tier 7 Premium Main Battle Tank
Apart from the permanent standalone offers that are available with 10% discount for the duration of this offer, the following special bundles are also available between August 9 to August 14, 2018:
ERC 90 Shark
The ERC 90 (also known as “Sagaie”) is a French heavily armed reconnaissance vehicle and tank destroyer, named after a type of African spear. It was developed by Panhard from 1975 specifically for export, although France did purchase 192 in the 1980s. You can learn more about its history in our dedicated article!
In Armored Warfare, the ERC 90 is a Tier 5 Premium Tank Destroyer. It’s one of the most popular vehicles amongst Tier 5 tournament players – and for a good reason! It combines a powerful 90mm cannon with excellent mobility, making it a truly deadly opponent. It’s fast and agile and when operated by an experienced player, the enemies don’t have a clue what hit them.
Aside from the standalone offer, it is available in the following bundles:
The Fox CVR(W) was born in the early 1960s as a complementary vehicle to the CVR(T) vehicle series (that included the Scorpion and the Scimitar tracked reconnaissance vehicles) and was the result of a program to replace the aging Alvis Saladin. Produced from 1972-1973 to around 1985, roughly 325 vehicles were made, of which Britain kept 200 and exported the rest. It was never a very successful export vehicle – more than 100 went to Nigeria and Malawi (an unknown number remains in service to this day) and the British Foxes were phased out of service by 1994. The phased out Fox turrets along with phased out Scorpion hulls were actually used to produce a rather peculiar hybrid vehicle, the Sabre.
In Armored Warfare, the FV721 Fox Shark is a Tier 6 Premium Armored Fighting Vehicle. The FV721 Fox is one of the fastest and nimblest vehicles of Armored Warfare. It can dance around its opponents, unloading round after round of 30mm ammunition into their soft, rear areas, or destroy them from distance using guided missiles. It’s also one of the best spotters in the game, making it extremely valuable to any team it finds itself in.
Aside from the standalone offer, it is available in the following bundles:
Improved Bundle with 30% discount, containing:
FV721 Fox Shark Tier 6 Premium Armored Fighting Vehicle
5 Gold Loot Crates
10 Gold Battlefield Glory 12-hour Boost Tokens
15 Gold Crew Insignia tokens
15 Gold Commander Insignia tokens
15 Gold Reputation Insignia tokens
15 Gold Credits Insignia tokens
15 Gold Experience Insignia tokens
2.000 Gold
Prime Bundle with 45% discount, containing:
FV721 Fox Shark Tier 6 Premium Armored Fighting Vehicle
The Stingray 2 Light Tank was developed by Cadillac Gage as an upgraded variant of the original Stingray. The philosophy behind both Stingrays was to install powerful, MBT-class 105 mm rifled cannon on a light, mobile and – most importantly – affordable chassis. Despite its qualities, the vehicle was never a commercial success because the market became flooded with Cold War surplus.
In Armored Warfare, the Stingray 2 Shark is a Premium version of the Tier 7 Light Tank, featuring unique camouflage and Level 5 crews. It’s one of the most powerful vehicles of its Tier. While its armor is not nearly as strong as that of an MBT of equal Tier, its agility and firepower more than make up for that. The Stingray 2 Shark is a true hunter on the battlefield, running circles around its enemies and firing its powerful 105mm cannon at their vulnerable sides. In skilled hands, it’s absolutely devastating.
Aside from the standalone offer, it is available in the following bundles:
The T-80U Main Battle Tank was the best mass-produced variant of the T-80 series. Back in the 1980s, it was specifically designed to establish Soviet superiority on Cold War battlefields. Featuring new Kontakt-5 set of Explosive Reactive Armor, it was possibly the most dangerous Soviet Main Battle Tank of the time. To read more about its history, please visit our dedicated article.
The T-80U Shark is a Premium version of the Tier 7 Main Battle Tank, featuring unique camouflage and Level 5 crews. It’s an excellent short to medium range combat vehicle, capable of disposing of all the enemies it encounters with relative ease.
Aside from the standalone offer, it is available in the following bundles: