This week may be a little light on bullet points, but we're working behind the scenes on some additional optimization fixes and improvements to make Breach run better as a whole. Yes, we are in Early Access, but we are committed to improving performance as we continue forward with development. We're also going to be taking an updated look at our Early Access Roadmap shortly and provide everyone with an update on what we've accomplished so far, and what's coming in the months ahead.
Servers Locked: Tuesday, March 5th at 9 AM Central
Service Downtime: Approximately 1 hour
Updates and Changes:
Kikimora Fiend Eggs will now properly display a warning ring around the egg
Watcher's Slow talent has been reduced to 30% from 50%
Miscellaneous backend updates and optimizations (more next week as well)
Known Issues:
The rewards for Veil Demon players winning a Co-op vs Player match early has improved with the win bonus applying regardless of duration, but we are still working on improving it beyond that.
Siphoning Skull's stun effect will sometimes end early.
Players may get caught in a longer load screen than expected when starting a match, and can hear a match starting in the background. This cannot be fixed by reconnecting, but the player will eventually connect within a few minutes
Some abilities are not tracking their score correctly on the in mission stat board, resulting in displaying lower than actual stat numbers
Slipstream was featured in the humble monthly march 2019 package and that brought in a lot of new players to the game. And with the new players, new bugs are found. Some users reported huge FPS drops when using a bluetooth Xbox One controller, specifically when the game tries to make the controller vibrate, such as when you start to accelerate the car.
This issue seems to be happening exclusively on windows, with a wireless xbox one controller. Unfortunately I don't have a working xbox one controller with me at the moment, and we're in the middle of a holiday week here in Brazil. The earliest time I'll be able to send a definitive fix to this problem will be wednesday (march 6th), but thursday is a more realistic estimate.
For now, the only temporary solution I can suggest is to disable vibration on the settings menu. This seemed to fix the issue for everyone who reported it. I hope to provide a definitive fix as soon as possible.
Another issue that gets reported to me from time to time is that the graphical settings don't work, or something similar. Here's a step by step guide to the graphics options, i.e. it applies to all the options above the "apply graphics settings":
change the settings you want, such as resolution, fullscreen on/off and filters
go to 'apply graphics settings', press confirm
choose 'keep the current settings' on the next menu and press confirm again
Привет. У меня возникли трудности с исправлением кое каких ошибок. Из - за моей неопытности в программировании обновление задерживается. Как только я доделаю то, что собирался к обновлению, я его выпущу. Удачи. Спасибо тем, кто заинтересован в игре и в обновлениях. Я делаю это только ради вас.
- New drones movements - Sniper bullet smaller and faster time travel - Airstrike ready for Multiplayer - Multiple texture ground for all maps - HUD Health and perk new styles - Maps optimizations - Full game logic optimizations to gain performance - Fixing Create / Join Session conditions (eg: when in a level and try to join a session it will fail) + conditional menu buttons - Fixing WeaponBox for client-side replication - Fix Replication of Random Perk Generator - Respawn countdown message on dead zone - Roll back to first weapon when respawning - Fix outside map collision - Bullets goes to crosshair location even for long / small distances (included dual gun system) - New weather time (thunderstorms) - Drone #3 new noises sounds - Tutorial map updated + fix shadows for day cycle - Grenade Effect less Epileptic xD - Reduce Camera Shake on shoot - Sniper and Handgun shoot sound effects update - Rain collision - Prevent grab health perk when 100% for better multiplayer gameplay - Update Interactive Event (the crosshair doesn't need to be perfectly aligned with the object to interact with eg: weapon box)
Some new information to those who asked for it, and what not. I will be detailing the recent changes, price change, and some failures from the last announcement I had posted. If you only care to see the game changes, scroll to the bottom of this post to see the videos.
Current Status
JS is currently in a limbo due to it's map status and not having a set map to be able to play on. Due to this I recently brought up the possibility of bringing the old map back from the early days of JS, you can read more about that below.
Map
Though my efforts were not in vain, I have failed in porting the map back from the old versions of JS. This is mainly due to how unoptimized, and badly the mshes were made back then. I had not realized this until now and the newer lighting and PBR flow doesn't fit or just plain doesn't work sometimes with the older meshes. I had been furiously over-optimizing, cleaning, and fixing the meshes, but this was much too big a task for such a small map size. This just plain wasn't going to work out like I had originally planned. So while this didn't work out like I had hoped, I learned a lot of new techniques for map making and what not that will help me in my future endeavors.
New Map Ideas & Proceeds
Recently I had been talking with my volunteers and brought up the idea of using an outside program to make the maps instead of doing everything inside the game engine. Most game engines don't have specialzied tools to handle specific racing game map needs and this shows in a lot of the previous map attempts. It might also just be my lack of skill, but there are no significant optimizations that can be made within the game engine compared to outside software. So I decided to try and find a program that might let me create a map easily from real world data.
I ended up finding such a program that would allow me to create a map, draw tunnels, etc with realtive ease. I can then send that map data to my 3D program of choice (Blender, Cinema4D, etc) and work on optimizing and generating colliders.
For the time being I will be evaluating the success of the map design in this program to make maps for JS from now on, and if this workflow sticks, JS should be having decent maps from now on.
Price Change
I've updated the price of JS to refelct the amount of content available within the game. There were lots of complaints and/or feedback about the price not being worth the amount of playability within the game. I fully agree with these statements and have adjusted the price to reflect this. I do not plan on changing the price again until JS is out of Early Access or until JS has a sizeable amount of content to back up a price jump again. This will be my promise to all new and current players.
Game Changes
Discord integration has been improved generously to show more information about play, play time, and the current activity. This update was mostly server-sided and should be immediately noticeable following the small updates received on Steam (100kb+, update your game if no update was received.)
Improved Dealership & Realtime Reflections Method (Realtime reflections on all windows is being worked on, this method can also translate to car mirrors and more, high performance shader algorithm) https://youtu.be/oTZbSjDBNPQ
There are more features also being worked on. I guess you could even call this feature creep in a way, but I feel it contributes overall to JS to make it a more feature complete game.
All in all, I'd like to hear your feedback and comments on what you think about these changes and also what you would like to see from JS's new map(s).
In the Help menu, explanations added for the Delete Key. You can delete your saves that way
Text Outlines added to the title/menus/other places
Changed the “Backlog” name for “Previous Data”. The new name fit more with the VR/S-Fi theme.
Extra screen added, which lead you to the Image Gallery and the Music Room
If you had left a review for the “old” (ie free/before the rewriting) version, I would be very happy if you could give another chance to the new version of Hack the Core. The story is better and longer.