Here we are again, new week, new patch, new awesome thingies on the horizon!
This week our biggest priority was to handle the issue with storing items into containers. So for now we disabled item storing in world containers (You can still safely store items in chests, your character and vehicle.) more about that you can read up here
Lets start things of with our new nice vacation place, the Coal mine! For now the omnious and dark depths of the mines lay empty, but for how long?
Here you can see the area that the mine encompasses.This is how deep it goes...for now.
M1887 Shotgun
The M1887 can be your best friend in stick situations, the leave-action shotgun uses 12 gauge shells, and it was used widely on the island by small shop and gas station owners for self defense.
Pick up truck variations
Just to spice things up a bit we added more color variations to our pick up truck, also enhanced some of the details on it.
Here you can see how some of the details looked before and after.
Also next week we will talk a bit more about handling vehicles in SCUM, and how does it work. We did some reworking on our whole pyhsics system, and we can't wait to share all the info with you guys!
20+ New Islands
Yup, you read it right, we added 24 new smaller islands all around the big island. For now they are still bare but with time interesting things will pop up on them for you to find out!
Lockpick rework.
We made little changes to lockpicking and how it works. We had a feel it was too easy to break a lock down, so we made it little harder:
Reduced the angle needed to unlock a door successfully.
The screwdriver has now 40 uses, before you could it use indefinitlley
Normal lockpick uses reduced to 4, and added an advance lock pick with 6 uses.
Server admin commands.
We added 3 more commands for you guys so you can customize your server even more.
AllowSectorRespawn
AllowShelterRespawn
AllowSquadmateRespawn
With this you can control how respawning works.
Bug fixes and other goodies.
Adjusted third person clipping prevention for crouch stance.
Bugfix for players dying when climbing windows.
Fixed placement of fortification blueprints being placed wrong sometimes.
Maximum resolution scale is now 200%
Small improvement for DLSS.
More .ini file restrictions.
More server optimisations by reducing count of replication objects.
Fixed a bug where the player could not level up awareness in multiplayer
Fixed a bug where cargo drop would drop multiple cargo drops.
In case you get a problem of connecting to a server, please keep in mind from the moment of the patch deployment that the servers can take up to 60 minutes to update!
Now that the patch notes are out of the way, we have a treat for you! Down below you will find the first page of our new weekly comic series that will help you understand SCUM's lore even better! A big thank you to our Ivona - you are a star!
Over the past several months I have taken on board a lot of the feedback I've been getting and the general consensus was that the UI was a bit hard to use and didn't make sense. So I’ve tried to make things simpler and easier to understand by integrating elements from other RTS games to help with familiarity. Other concepts of the game have been streamlined such as the defence status and coolant so they make more sense. I hope you will be spending more time enjoying the game and less time fighting the UI.
Below is a list of concept changes.
UI update The UI has been totally updated to be easier to use with all the menus accessible from the RTS screen rather than a separate operations screen. Also building is now done directly from the command screen, along with hot keys and unit grouping like every other RTS game.
Coolant Coolant is now used to boost your stations systems when you need to speed up research or starship construction. The more coolant you mine the longer you can maintain the reactor boost. However if it runs out the reactor will eventually overheat resulting in the station exploding. So either stay on top of your stockpile of coolant or use the override sparingly. Think of it like the Protoss Chrono boost from Star craft 2.
Red alert Primary and secondary power modes have been replaced with a more simple red and green alert system. Switching to red alert will turn on the station defences and shields, while green alert will switch them off.
Unit load outs Units have now been categorised to make designing them easier and also to allow for more interesting ship types and strategies such as scout and long range ships.
Research tree New researchable tech has been added and the whole research tree has been rearranged to cater for the new unit designs as well as new weapons.
First person changes Z11 bots now have primary and secondary weapons as well as limited firing so you need to reload now, this is to help with some of the new weapons such as the bazooka, flame thrower and sniper guns.
Base shield upgrading To address the issue of people just sending in large fleets and trying to win without trying ground assault, I have significantly made the shields much stronger on stations. Ground assault should now be a more important aspect of the game. The station shields now have 3 levels, blue level shields will stop basic attacks, where as red level shields should stop almost all attacks unless the opponent has a very powerful armada. You will still be able to win by bombarding the station with your ships, but this will take much longer. A wiser strategy should now be to try assaulting the stations with your troops. Note gateway probes can pass right through shields.
Frames per second increase I have streamlined a lot of the scripts especially the turret and star ship scripts to help increase the games performance.
Full list new features
New load out system - so you can pick what task you need the ship for and the appropriate researched hulls and tech will appear in the list.
Coolant no longer drains unless you overcharge the reactor, think of it like a station boost when you really need it.
You can now buy basic tech from trader which you activate in the resource menu.
FPS robots now have 2 weapons, a heavy one and a pistol
Currently Excecutrons just have pistols but will be changed later.
When piloting a starship, light weapons will still auto fire but heavy turrets will be controlled by you.
You can now upgrade turrets on outposts as well as the shields, all defence upgrades happen across all your owned structures.
You can now upgrade internal turrets, this again happens across all owned structures.
Units now have a flashlight
Infestors now appear on derelicts
Outposts now have internal defences.
Optimised turret system for big frames per second increase.
Primary power mode has been replaced by red/green alert for ease of understanding.
UI has been updated across the board.
Bot weapons and ship weapons are now separate tech.
Ships now tilt and billow smoke
Mouse speed reduces when zoomed in.
Mining ships/cargo transports can now be told where to go by simply right clicking on what you want it to mine or which station you want them to return to.
Units can now be grouped using Control number and added with shift like most RTS games
Subsystems (Turret and door control) no longer need shift, you simply hover over the turret/door
Escape will exit most things.
Hacked doors now remain open for 30 seconds
When aiming a gun at something a green ring will appear to show its within range.
Experience now gives units +2 damage per star rating
Station segments can now be auto repaired from the defence screen
Music volume has been balanced better.
Can now go straight to the trader from the message.
Things to add
I would like to make the AI stronger and attack better as currently it doesn't seem to attack with the latest tech or strong ships.
AI should respond faster to ground assaults
AI profiles will be added such as Rush, Balanced, Space, Turtle etc.
Would like to work on the galaxy map generation for fairer maps and eventually lead to a custom map generator.
You may notice that energy weapons have been removed from ground assaults, I would like to bring them back in.
Would like to improve the defence against ground attacks and work more on making that aspect of the game more exciting with things like garrisons, traps and better AI
Allow Executrons to carry more variety of weapons.
Please read the updated manual in the game as well as the quick help (TAB) to familiarise yourself with the new features whether you are a veteran to the game or not.
Remember the game is still in Early Access and this patch will still have issues which I am looking forward to hearing your feedback on. Patches to this update should take a lot less time so if you see something that is wrong please report them using the in game bug system (which button has now been moved to ` which is usually left of the 1 key or Z on a mac)
Thank you again for all the help and feedback and for supporting the development of Executive Assault 2, we still have plenty more work to do.
Right, forget the small talk on this one. This brand new character expands the roster to 11, no charge! Toxic, alias The Queen, moves out of the darkness and has started poisoning the walls of Shine City with pieces oozing raw style.
Toxic sports a huge mechanical arm, loaded with spray cans, which she uses to compete and paint wherever she pleases. Toxic has a network of graffiti writers spread out over the city that give her the lowdown on all the happenings in the city.
The addition of Toxic is joined by two new hidden outfits to unlock for Nitro: Detective Nitro & Agent 9. See if you can find them! Now... Without further ado, here's the Content Bombardment Breakdown for v1.12:
Characters -Added a new character: The Spray-cannon wielding Toxic, also known as The Queen -Nitro gets two new special outfits: Detective Nitro & Agent 9 -Nitro's outfits now have unique chain colors
Gameplay -Fixed a bug where you couldn't activate a special on a bunted ball below 10 speed -Grid's special ending hitpause decreased from 24 frames to 21 frames and activation margins tweaked accordingly -Grid's smash top hitbox vertical size increased -Latch has a funky new backwards spike angle
Online -Ranked Division progression improved
Community News
Need a good warm-up for the next FellowsTV Open Circuit? This weekend has you covered with both a traditional tournament by Some Person and a *Toxic only* tournament by kirbbbb. Check the pinned messages in the #lethal-league-blaze channel in the official discord for details!
The fusion art competition saw 12 entries, but it seems the hashtag on twitter is still gaining new artwork beyond the submission deadline: https://twitter.com/hashtag/LLBFusionContest Congrats to @n0isuli on winning a Megabyte Punch key with a topical Toxic-Latch fusion!
The offer is available from now to March the 10th 20:59 UTC (21:59 CET).
Please note that external payment systems may charge additional fees and in that case the bonus applies only to the amount of Kredits purchased without taking any extra fees into account. The bonus does not apply to the name change or other services.
Due to unforeseen issues that several games experienced with Steam last night, we were forced to halt the planned server launch of the CTB. We are now aiming to do so tonight, so please join us in testing the new maps, their performance and the new weapons (including the RP-46 new to this version of the CTB!)
The upcoming JC4 PC patch has been delayed to ensure quality. Apologies for any inconvenience caused. Please stay tuned to our Twitter for the latest updates on this.
Over the past few weeks we have been focusing our efforts on a new RPG element for the game, which is the trait and instincts system. Unlike skills where players would need to manually allocate a skill point every time the dinosaur levels up, traits and instincts will have to be earned and they will be allocated automatically when you earn them. Each trait and instinct have different ways of earning and will give out different effects, for example, a certain trait is earned by doing activities during the night, some requires the player to hunt certain dinosaurs, etc.
Due to the sheer number of things, it’s a bit difficult for us to list every detail that have been added for this system, because of this, we are going to just list out the general outline of this element and let you find out for yourselves in the game.
A bit of side note before we get into the general list of things, with the addition of traits and instincts to the game, we have decided to remove the class system for each dinosaur. We do this because the current functionality has enabled players to earn their way to become whichever class they choose to be based on their playstyle. We feel this is much less restrictive compared to the old method where the dinosaur class has been pre-determined in the character selection.
General outline: • Added instincts and traits, two instincts and five traits for each playable campaign dinosaurs. Each instinct and trait have different effects and different methods of earning. • Added new instincts and traits UI to the skills menu to help players keep track of their progression and help explain the different effects and earning methods of each instinct and trait. • Class system removed. Class is now earned through instincts and traits based on the player’s playstyle. • Highly toxic edible resources will deplete its nutrition when eaten.
Note: Much of this functionality is still early and will be balanced later on.
We've hit our initial goal and are all set to release in Spring 2019, but there's plenty of stretch goals that we're still trying for! Please check it out!
Backing the Kickstarter will also net you a Steam key, so now's a great time to support us!