[Dogan Outpost] Reduced texture sizes to decrease memory usage and rendering workload.
Bug fixes
Metal in some of Lux's clothing was being rendered as pink after build 20190507. Fixed.
Removed GPU Skinning, as it was generating errors with blend shapes. Unity have identified the issue in the engine; I'm waiting on a fix.
Fixed an issue which was crashing SteamWorks for all users.
[New Shinjuku] Fixed a bug which was preventing Lux from re-entering the safe house after defeating the scavengers.
[New Shinjuku] Cailee now runs away towards the safehouse when the scavengers attack.
[New Shinjuku] The cutscene with the scavengers is now replayed correctly if Lux dies after the first time it plays.
[New Shinjuku] Fixed a bug introduced in build 20190507 which broke the thunder and lightning effects.
Switching guns in the Weapons menu
Someone reported a bug about not being able to switch guns in the Weapons menu, but because it was reported via Send Diagnostics, I can't contact them.
Has anyone else come across this? I can't reproduce it. To switch guns, you click on the arrows on either side of gun icon in the Weapons window. If that's not working for anyone, just let me know and I'll take a look right away. You can add to the comments on this post or just email me directly at pete@basedontheplay.com - thank you!
This update introduces two new features, a vehicle selection menu for use during vehicle spawning, and secondly a photo mode. We’ve also added a new motorboat, the Moray which has been added into the Capsa Starter DLC which all owners of (plus all owners of the game when it was sold) will get as a free update. It can also be purchased individually from the item store.
To get the vehicle selection screen, simply walk into a Ground Vehicle or Water Vehicle spawner as before and instead of spawning your chosen vehicle that you’ve set in the character editor, you will instead be presented with a new selection menu screen and can choose easily from there. When a vehicle is spawned you can still change it via the character editor as before and it will respawn.
Second is the Photo Mode, via pressing the hotkey (P by default) you can artificially freeze your character and parts of the world. In the included menu when in this mode you can adjust your camera, tweak the focus (Bokeh Depth of Field), and adjust environment settings (such as time of day, bloom, lens flares). As Capsa is a multiplayer game this obviously does not freeze the entire game as that’s not practical, what it does is freeze other people's characters and vehicles from your perspective, meaning they are still moving around and doing things, you just don’t see it while everything is paused.
A useful part of this, for example, is if you are standing on another players party boat and wish to take a screenshot, the world and your character will freeze in position but only from your perspective. This means, when you exit the photo mode you are still standing on that boat, wherever it may have travelled to when you were paused and not something silly like throw you off into the water at the position you paused.
Beyond all these changes we've also included fixes to various reported issues found in full notes below. As this is a major update we'll likely be following up with a hotfix or two over coming days to any issues reported.
Patch Notes:
Environment
Added improvements to the way the time of day updates via manual command, so it can effectically make changes in real time rather than a fraction to a second or so delay.
Fixed culling of some wooden platforms including docks being a little too close.
General
Added vehicle choice menus for both Ground Vehicle and Water Vehicle spawning.
Added photo mode (activatable via P key via default) that freezes the action and lets you adjust your camera, focus and environment settings to get a better screenshot.
Added general improvements to the replication of waves.
Added general improvements to the horse, utilizing some of the back end locomotion improvements previously done to the main character.
Added speedometer and tachometer, currently only on Moray motorboat for now.
Fixed an issue relating to boats not moving with waves over network when you are no longer in the boat.
Fixed an issue with the cat hats when cat is sitting on shoulder of a boat driver.
Fixed an issue where you couldn’t hear other boat users engine sounds correctly.
Fixed an issue where title wouldn’t show for passengers under various circumstances.
Fixed a minor animation issue where the rider doesn’t remain aligned correctly when starting moving on a horse.
Fixed an issue with swimming animations not handling speed.
Fixed an issue where camera state was not persisting to main character.
Fixed an issue where a driver would still be seen in a boat from the perspective of the player who has joined after the owner of the boat has dismounted.
Item Store
Added Moray motorboat, this will be added to the Capsa Starter Pack DLC. Users who already own this DLC will receive this vehicle as a free update.
Added Moray motorboat Bimini kit and Race kit, these will both end up in either the Bimini DLC or Race DLC, and users will also get this as a free update.
Our second game - Zquirrels Jump is switching from paid to free on Monday (13.05.2019).
Zquirrels Jump is a rage game, very difficult arcade one with cute graphics and very frustrating gameplay. If you want to try it, it will be free from Monday to the end of the world.
If you want to read the full statement and learn more about the switch from paid to free or about the game here are the links:
We see your comments and we see that some of you are unhappy with the combat. We sat together and thought about what changes we can make to the combat with the resources we have at hand and now we need your help to decide if it's good or not.
We've changed dodging/rolling to a point where you can still roll out of the way even though your Stamina is depleted. Internally, we are now torn: Some people think it makes the combat too easy, others feel like it's just right now!
So who better to ask than YOU, our players?
If you switch to the Experimental Branch, you can try out the new system.
Enemies winding up uninterruptable attacks are now marked with a special sign.
Weapon adjustments
Attack of heavy melee weapons (gloves, chainsaws, hammers) are now uninterruptable;
The attack point of Heavy weapons reduced from 0.43 seconds to 0.2 seconds;
The attack point of Chainsaw-like weapons reduced from 0.43 seconds to 0.2 seconds;
The attack point of Drone-like weapons reduced from 0.5 seconds to 0.34 seconds;
The attack point of Hammer-like weapons reduced from 0.5 seconds to 0.3/0.3/0.5 seconds;
The attack point of the Great Sword-like weapons reduced from 0.6 seconds to 0.34/0.26/0.34 seconds.
General balance adjastements
The player's invulnerability time after getting hit extended from 0.25 seconds to 0.45 seconds;
Bonus damage of Bombs from Zoe's second talent increased from 1 point per Chip to 4 points per Chip;
Increased the chance to find better items in the hidden room;
The traps will stop working once the room is cleared of enemies;
Adjusted the color of the projectiles causing the dazed effect;
Enemy - When the Tiny Spider dies, the explosion now has more obvious movements;
Enemy - Roger the Reaper's injury time is extended from 0.6 seconds to 1.2 seconds;
Enemy - Turbine's injury time is extended from 0.5 seconds to 1 second;
Optimized FX of the shield casted by Pope;
Adjusted targeting logic of enemies with throwing particles;
Adjusted the animation and FX of the Punisher and Spiky Mich Pig making them more obvious;
Adjusted the triggering mechanism of the Punisher and Spiky Mich Pig to being triggered after losing 15%/10% HP in the span of 3 seconds;
Adjusted the triggering mechanism of the Abyss Mimi's whirlwind state from being triggered after losing 120 health in 3 seconds to being triggered after losing 10% health within 3 seconds;
BOSS - The attack point of The Cirrus Submarine's tentacles extended from 1.2 seconds to 1.5 seconds with a more obvious casting animation;
BOSS – The Cirrus Submarine now has a more obvious fatigued animation;
BOSS - The casting point of The Waste Disposer’s projectiles increased from 1.2 seconds to 1.5 seconds;
BOSS - The Waste Disposer's firing attack now has an 11 seconds cooldown. Reduced the firing rate and the range of the said attack;
BOSS - The triggering mechanism of The Auditor's escape after getting injured is changed from being triggered after losing 200 health in 2.5 seconds to being triggered after losing 8% health in 2.5 seconds.
Here's what's likely the last "tweaks and fixes" update until 0.93.0 is ready. For 0.93.0 I'm planning some difficulty and build balance, some overall skill tweaks, and new Masteries to give options to the nodes with few or only one passive/perk to pick from. Should be good!
Thanks again for all suggestions, comments, and bug reports!
0.92.5:
Misc:
The Shady Dealer is no longer revealed on the minimap
Enemy burning effects on the ground no longer stack up and has an ICD similar to poison effects on the ground to prevent insta-kills and unavoidable deaths
The stat screen and inventory quick references pages now round *down* all stats as they are using decimals internally and where for example 99.55% would be listed as 100% earlier, now it's listed as 99%
Performance:
Further improved performance of projectile hit detection
Improved performance of UI elements such as damage numbers, nametags, and dialogues
Fixes:
Fixed the Radial loot indicator always being too small
Fixed crash from lost and found cache (for good this time I hope..)
Fixed dialogue being drawn underneath the minimap
Fixed dialogue buttons becoming unresponsive when changing the text scaling
Fixed a steep framerate drop when drawing some dialogue
Fixed Korem spoiling the Acts you haven't yet reached by babbling about them
Fixed some inconsistencies between the stat screen and inventory quick reference pages
Fixed issue where in some cases the Wolf Tooth Necklace (Warden) wouldn't work at all anymore
Fixed Mycelium (Warden Perk) not having a buff icon show up
These gametypes are only up for a limited time this weekend, so grab them while they're hot!
NEW Overkill - 128 Players
128 Player overkill version makes it's debut with an overhauled map refined and more explosive than ever. As always, expect the intricacies that Overkill demands. Thanks to the great number of slots in this game type you are guaranteed to have a cathartic experience. The stories of legend and greatness are birthed on Overkill. Will you secure your spot, and claim your right to the title of Leader?
128 Playable Nations
Dedicate balancing and map design
Rank required: (Private) 2+
WORLD WAR 3 APOCALYPSE 4x
This weekend-only, you will find special World War 3: Apocalypse 4x event games boasting a playable number of 64 countries, all of which demand intricate planning and strategy from you, Commander. The Apocalypse map features an explosive list of special conditions:
Nuclear Warheads are in the player Inventory from Day 1
All Research is available fromDay 1
Rank required: (Private) 2+
The game time runs 4x faster, 1 hour in realtime is 4 hours ingame!
Non-Premium players are inactive after 6 realtime hours
MIDDLE EAST CRISIS
In Conjunction to the WW3: Apocalypse, we are happy to feature the Middle East Crisis games, allowing one lucky player to take control of The Caliphate nation (Insurgents). This Special Nation will let you play as any insurgent that appears on the map! Be warned though, you will need to change your mindset when playing as these ruthless conquerers, they do not play like any other nation available in Conflict of Nations. This map hosts 20 playable nations which are situated in the middle east.
Playable Terrorist Nation (First come first served)
All Research is available fromDay 1
Rank required: (Private 2nd Class) 5+
Standard x1 time (1 hour ingame = 1 hour realtime)
These gametypes are only up for a limited time this weekend, so grab them while they're hot!
NEW Overkill - 128 Players
128 Player overkill version makes it's debut with an overhauled map refined and more explosive than ever. As always, expect the intricacies that Overkill demands. Thanks to the great number of slots in this game type you are guaranteed to have a cathartic experience. The stories of legend and greatness are birthed on Overkill. Will you secure your spot, and claim your right to the title of Leader?
128 Playable Nations
Dedicate balancing and map design
Rank required: (Private) 2+
WORLD WAR 3 APOCALYPSE 4x
This weekend-only, you will find special World War 3: Apocalypse 4x event games boasting a playable number of 64 countries, all of which demand intricate planning and strategy from you, Commander. The Apocalypse map features an explosive list of special conditions:
Nuclear Warheads are in the player Inventory from Day 1
All Research is available fromDay 1
Rank required: (Private) 2+
The game time runs 4x faster, 1 hour in realtime is 4 hours ingame!
Non-Premium players are inactive after 6 realtime hours
MIDDLE EAST CRISIS
In Conjunction to the WW3: Apocalypse, we are happy to feature the Middle East Crisis games, allowing one lucky player to take control of The Caliphate nation (Insurgents). This Special Nation will let you play as any insurgent that appears on the map! Be warned though, you will need to change your mindset when playing as these ruthless conquerers, they do not play like any other nation available in Conflict of Nations. This map hosts 20 playable nations which are situated in the middle east.
Playable Terrorist Nation (First come first served)
All Research is available fromDay 1
Rank required: (Private 2nd Class) 5+
Standard x1 time (1 hour ingame = 1 hour realtime)