for the continued support of Strike Force Remastered, we would like to show you some of the new features coming with the next update.
We added Iron Sights to almost all Weapons in Single- and Multiplayer and added support for more weapons in the future. We are also working on the Multiplayer UI and adding the Gamemode Deathmatch to the game.
Besides that the ground work for additional gamemodes is done and a lot more minor improvements to the game.
We have a pretty substantial update today which includes weapon balance changes based upon data we have received from our latest community feedback thread. There are also a ton of bug fixes and quality of life improvements.
New Trailer
A community group known as Robocrew have created an incredible brand new trailer for Robocraft. This trailer will appear in game when you launch Robocraft
A couple of weeks ago we asked you all to provide us with some information which would allow us to help with weapon balancing. Thank you to everyone who provided us feedback, we’ve acted upon them and are happy with the new balance changes but would love to hear your feedback. We’ll be running another community balance survey in the future. But first, lets detail the core changes we made to weapons
Lasers There were no solid agreements on changes that need to be made to the Laser in regards to nerfs/buffs and due to this, no balance changes will be made to the Lasers at this time.
Plasma Overall consensus was that plasma should receive a damage nerf. We have decided to reduce the damage output of the Plasma by 5%.
Rails This weapon seemed to be in a relatively good place at this current moment in time. The least contested change was related to accuracy whilst moving. Players wanted the time to regain accuracy after coming to a stand-still to regain faster. So instead of 1.5 seconds to regain accuracy after moving, it has been reduced to 0.75 seconds.
Nanos One of the most debated topics from our weapon balance thread was that Nanos needed a significant buff. We have chosen to give nanos a 10% buff in healing rate and a 5% reduction in energy cost.
Flak After looking into the flak damage values we discovered that there was a bug which was causing the in-air damage from the flak to be registered incorrectly. This bug is now fixed and means that the Flak will now deal greater damage to in-air targets.
Seekers We didn't want to make any drastic changes to seekers as we’re still receiving feedback on the range changes we made since our last update. We are hoping to gather more feedback for this weapon again in combination to the other changes made during todays update.
Ion After discussing this weapon internally, we believed that the Ion would feel more balanced once Plasma has received a nerf. The nerf to the Plasma in this update should address this.
Chaingun Feedback had shown that players wanted an increase in damage and an increased fire rate. Based on this, we are increasing the shots per second from 10 to 12 and increasing damage per shot by 5%.
Mortar Players reported that the Mortar consumed far too much energy. We have chosen to reduce energy consumption by 10%, this will increase the shots launched in 1 energy bar from 5 to 6
Tesla The tesla will have three major adjustments in this balance pass. Firstly, they have increased damage by 5%, reduced energy cost by 5% and finally an increase in hits per second from 4 to 5.
We felt that the community feedback that we received a few weeks ago really was incredibly useful and we are planning to do it again very soon… In fact, we’ll be posting a new feedback balance thread in time for the weekend.
We have made a ton of changes in this update to weapons, so please do spend some time playing the latest update so you can get a good understanding of the core changes and how they affect the gameplay.
Tomorrow we’ll be creating another feedback thread post in the form of a survey to make compiling the data even easier.
Voting Screen Particle Effects
As an extra little bit of polish we’ve added some visual particle effects to the voting screen. Clicking the Best Played and Best Looking buttons will activate them.
Based on the number of votes for Best Played and Best Looking, another particle effect will appear behind the card.
Patch notes of the changes and fixes are included below:
Changes
New Robocraft Trailer added to intro
Balance Pass based on community feedback
Added a new label under the crosshair to better indicate how/when to flip your robot"
Provided better information to show players how to use the picker tool.
Voting cards become interact-able faster
Neon cube has updated saturation
The camera now has a zoom out to better display the new spawn effects
Visual update to rail projectiles
Fixes
After an error during the infinitisation update we noticed that speed boosts were not reduced after stating that they were. We’ve now reduced Speed Boost across the board by 20%
Flak explosion damage is now correctly calculated for air based robots
T5 Flak now contains the correct ‘damage per stack’ info in the tooltip
Purchasing Robopass Plus during the battle summary flow will update the RoboPass screen correctly
Fairy lights now highlight invalid placements of cubes if the lights were placed first.
Fairy lights now keep their hitbox after leaving test mode
All Plasma tiers now trigger robot shake
Effects now play during the voting screen once a robot reaches 3/6 votes for “best looking robot”
No longer able to move during the first spawn animation in Test/ Play vs AI, while the camera is moving
Party widget now displays correctly when queuing for battle and while in build mode
Average queue time while in lobby is now more accurate
Voting buttons on the end-of-battle screen now have the correct icons displayed
T5 Laser muzzle flash locations are now correct
Neon cubes that are disconnected will now display in the correct shade of red
T4/T5 seekers now award the correct credit for the ‘I’ve Got Tone’. The Seeker/LOML are now merged into this achievement. Also removed "Not the Bees" achievement and added "Lob it" achievement for Mortar kills
AI robots equipped with rails will no longer attempt to shoot at other robots through walls
Player list HUD in Battle Arena now correctly shows respawn times next to players rather than kill count
Sorting by CPU in the Robot Factory will now display search results across all tiers
AI kills are now appearing in the kill feed during Play vs AI matches
Pausing during the campaign countdown will no longer cause the UI to be stuck for the rest of the round
AI will no longer shoot at the last place a robot was destroyed until it respawns
Fixed an issue where labels that show the queue status of your party were not working correctly.
Mortar explosions on the boundary shields no longer create an odd square effect
Player lists in the top corners now sort by highest kills in TDM
Fixed an issue where Nano and LOML will lose lock on functionality if you have placed multiple tiers of the same type of weapon, and one of them is shot off
Fixed an issue that could sometimes leave users stuck after battle"
Fixed overflowing texts on some dialogue windows
Fixed an issue where users that created their account during Early Access but did not receive their pilot seat rewards
Fixed an issue where the PLAY button in the top bar will not highlight when looking at the custom game screen
Fixed an issue where player lists would have too much spacing in lower resolutions until the list is refreshed
Rail and Laser projectiles are no longer invisible when firing over certain distances
Known issues:
There may be a chance that some players will experience an issue with their Steam Achievements. If you see anything odd happen, do contact Steam support.
Thank you everyone for your feedback and continued support. We hope you enjoy this update.
Survarium Patch 0.56c is now available! Launch Survarium to download and install the patch. Read the complete list of changes below. See you in the game!
The List of Changes in Survarium 0.56c General Changes
- Now you won't receive a penalty in Team Missions for leaving or being inactive. - Silver penalties received for leaving a PvP match or being inactive in a PvP match are now also displayed in notification (in the lower right corner of the lobby screen). - There is now a final round in Team Deathmatch mode: when one of the teams has only 8 respawn points left (skulls displayed), the remaining match time is reduced to three minutes. - Added a star to the icons of the following rare weapons: Glock 17, SR-2M Veresk, PP-91 "Kedr", RPD, Fort-401, PKP "Pecheneg", Franchi SPAS-12, Remington 870. - Now module stats are displayed when you hover a cursor over its icon on the Treasure Hunt screen. - Updated the music that is played 30 seconds before the end of a PvP match. - Reintroduced win/loss music that is played when a PvP match ends. - Usual faction equipment prices are back (the prices were temporarily reduced after the Faction Challenge event).
Bug Fixes
- Fixed an issue causing some allies not to be displayed in the voice chat block/unblock window. - Fixed an issue when Glock 17 did not belong to any faction, and Glock 17 "Desert" belonged to Scavengers. - Fixed an issue causing loading screens to duplicate and overlap. - Fixed an issue when an incorrect bonus (30% instead of 25%) was displayed upon activation of the Spring artifact.
We have been working to address a series of issues with the character costume system (the system that builds and renders character and costume geometry), the 1.0.8 build (released with this post) includes fixes for the bull mascot costume and other complex costume parts that have compromised gameplay in recent builds. The 1.0.8 build also addresses issues Russian players have had connecting to online sessions without a VPN.
Please see Gang Beasts FAQ page or email support@boneloaf.co if you have specific feedback on this build or questions about the game.
The list of key modifications and fixes made in the 1.0.8 build are:
added a confirmation screen that shows if input settings are modified
fixed a graphical issue that showed as a flickering at the front of the incinerator stage
fixed an issue where characters could sink into stairs on the towers stage
fixed an issue with the satellite dish supports on the roof stage
fixed issue where character geometry could pass though the fence on the alley stage
modified English language translation for left grab to left punch (to standardise with other languages)
modified font used for UI button references (for legibility)
modified geometry for a number of costume parts (for stability)
modified IP addresses used by the game session matchmaker from addresses block by Roskomnadzor/Federal Service for Supervision of Communication in Russia
modified opening logo sequence to support skipping of current logo
modified the bull mascot head to balance with other costumes
modified scheme for unlocking the “Safety Warning” trophy
modified the ‘long hair’ part to standardise with other costume parts
modified the camera tracking trigger volume on the containers stage to stop the camera from moving below the water
modified the costume customisation UI to only show currently available inputs
removed obstructions to the camera on the chutes stage
replaced baked lighting to fix issues with the arena stairs on the ring stage
It's been a little while since the last update, This was mostly because the computer in which it was being worked on needed to get it's graphics card replaced so it has been out of commission for the last few weeks. Computer is back and development can continue.
However it's not perfectly smooth sailing. After updating to the most recent version of Unity a few things broke and are in the process of being fixed. Nothing was lost or anything, just updating stuff and fixing broken scrips. The pause menu was one casualty, I may fix it or just scrap it and implement a better less garbage one (which I’ve been planning to do anyway) so we will see how that pans out.
Anyway all that aside development will pick back up and updates can be expected in the near future. In my computers down time I’ve been looking into procedural generation for another project I want to work on in the future. The best way to toy with it would be to use it in GOS and see how it works. If I do add procedural generation it will be in a dedicated level and not in all levels. The environments are all made to be a static size and static configuration, however it might be fun to add one or more procedural environments for those who want to walk forever. No ETA on that feature and I don’t want to make promises I can’t keep, but I am looking into it so it may happen. I have also looked at suggestion made in the discussions and will work on a few, no guarantees on multiplayer (it would be kind of funny not going to lie) but proper controller support will likely happen.
Thank you for supporting Go Outside Simulator and thank you to everyone who’s left a review, I’m pleased to see people either got the joke or genuinely enjoy the concept.
This update fixes a couple of major issues that were spotted in the review copy for the game.
1. Fixed an issue where the player was unable to interact with Allan on Day 4. 2. Added pillarboxing/ letterboxing for monitors with non-16:9 aspect ratios. 3. Enabled launcher that will allow users to change the resolution before launching the game.
Hope you have a good time with the game, and thanks for reviewing Rainswept! :)
We've heard you, and we're fixing! Over the weekend I received 400+ bug reports (Obviously a lot of repeats, and a couple people who just wanted to say hi) But these reports have gone a long way to helping us track down some pesky bugs. Thanks to all of you for being so diligent! Below is a representation of us working to fix these bugs.
This week we're making an update to numerous bugs concerning UI as well as tutorial clips to help get new players through the startup scene. There will be much more coming, and we're working day and night to get everyone's feedback written down. There are also two notable bugs which some of you were unfortunate enough to encounter. One of them being a corrupted stats file which halted the load screen, which is now fixed. The other being a pathfinding bug where Meeple would stand outside your airlock and refuse to come inside.
These are some very rare bugs, so hopefully most people didn't encounter them. Now you can be sure you wont!
Don't be shy, if you have feedback or bugs, or ideas for mods. Come hang out on our discord! Modding is not as difficult as you might think!