Update 1.2 introduces the highly anticipated single player mode as well as several feature updates and bug fixes:
Added resource cost display to the action tree (action menu) buttons
Made vulnerability remediation targeted (asset specific)
Made incident response targeted (asset specific)
Increased the length of time that the remote user stays "logged in"
Updated the targeting visual to an animated target rather than just turning the asset green
Added an alert sound when it is your turn
Updated how SIEM/IDS Sensors behave when discovered as being controlled or denied. Once they are discovered, they stay discovered
Made the "grayed out" more obvious for the "end turn" and "+" buttons
Mute button now mutes all sound and not just the background music
The yellow "+" button no longer shows on action buttons (in the action tree) if they are not available to play
Adjusted the prerequisite for system hardening
Added "A.I. Behavior Setting" (starting seed) in settings, which controls the random number generator for the games initial starting configuration (vulnerability placement). This ensures that groups of teams start with the same configuration for training and events
Tightened up game mechanics for DoS, making sure that a denied asset overrides any other abilities/actions on that asset until the DoS is cleared
Player will now lose money each turn that they have an asset in a denied state
Added a "negative milestone" that lets the player know of the new denied asset penalty
Fixed pivoting issues related to social engineering as well as the remote user
Fixed a bug related to firewall visibility when port scanning in certain zones
Fixed a bug where successful social engineering wasn't making some assets visible upon compromise
Fixed game restart sync bug in internet games
Fixed a bug that allowed players to end their turn when it wasn't their turn (breaking the game)
Fixed games not reporting to the leaderboard (live events only)
Fixed "play for score" win condition not working properly
Fixed turn timer reset issues
Fixed remote user behavior bug (consistency between red team and blue team)
Fixed bug that allowed players to play actions from the action tree when it is not their turn
Fixed re-targeting bug (selecting a target, removing it, then re-selecting it caused scan to return "unsuccessful")
Fixed a bug that caused the action cards to get out of sync
Fixed "code review" bug that wasn't actually finding vulnerabilities, it was just buffing overall defense
Fixed a bug that never allowed the yellow shield to show over the Radio 2 asset (for blue team)
The first patch for Soko Loco Deluxe is now live. This patch mainly fixes crashes, some bugs, and applied some balancing. Here are the most notable changes:
Change notes:
Fixed a crash when selling a locomotive
Fixed a crash when pulling a train out of a station while it's loading
Fixed a crash when loading in cargo that has been picked up
Fixed a crash when loading a non-existent map
Bug fix for trains not colliding properly on vertical tracks
Changed the order/way some upgrades work
More patches will come in the future, which will address some difficulty balancing, new features, QoL stuff and (probably) more bug fixes. Stay tuned!
The main focus of this update was to improve the overall stability and use of the game. That being said what is the best way to get rid of vermin? Cats of course!
One of the bigger bugs/annoyances we have solved have been the weird "scroll" rules of the game not scrolling when a menu is open and instead scrolling on the menu. Rekindling will now scroll/zoom on whatever your mouse is over as seen below.
The other big thing we have done is we have re-done the pathing logic for survivors. What this means for you is survivors will no longer lag the game when trying to go to far off areas. As well they will now be able to find their way anywhere across the map when before they where limited to a smaller area around them.
Lots of the bugs and improvements we have fixed and changed this update have come from you guys! Keep the feedback coming.
Full(ish) Path notes below
0.51.0
Added Cats
Added some new animal textures for Penguins and dogs
Added builder trait (it was in older updates but got removed. its back now)
Changed night to be slightly less dark
Changed jobs will now update if they have enough materials way more often
Changed cost of wood floor to be wood instead of planks
Changed items to be more rare in abandoned structures
Changed work schedule change noise to be slightly more subtle
Fixed some weird job layering when placing floors
Fixed allowing conflicting jobs of building in the same spot to be queue
Fixed rare bug with animals becoming an item and disappearing making an endless place job
Fixed Pumpkins not spoiling
Fixed survivors having conflicting traits when randomly generating. (such as simple and scientist at the same time)
Fixed most bugs that happened around pathing failing.
Fixed most of the lag that happened around pathing long distances
Fixed items sometimes being able to be put in walls
Fixed bug that would make survivors try to get items out of solid walls
Fixed weird scroll mechanics with menus open
Fixed middle click clearing the selected survivor
Fixed tooltips on the science menu being off on larger resoultions
Fixed tooltips on tutorial menu blocking the bottom menus
Fixed rare bug that could allow survivors to get a job from a Zim
Fixed leaderboards to not show profane usernames.
0.51.1
Changed pathing to be a bit more responsive.
Fixed being able to make cooked fish without fish
Fixed Items starting in a unreachable state on world spawn
Fixed crash with pathing
Fixed People trying to pick up guns/hats in rocks forever
0.51.2
Fixed people not giving up on trying to reach items they can't
If you take a quick little look to the changes list at the bottom of this post, you might notice the amount of fixes and tweaks easily outweigh the amount of new additions in this weeks update.. for good reason! My main goal this week was to squash any bug I ran into, and also rebalance a bunch of things to make the game a bit easier. With the original Space Grunts game I think I hit the right sweet spot between "difficult but possible" and my aim is to get as close to that with this game.
A few things I did in this update to accomplish that is tweak the settings on a bunch of aliens, from attach chance to hp and more. But I also tweaked a bunch of cards and gave the characters more HP from the start. I noticed that right now, altho I haven't complete the game, I do have that feeling that I could do it if I don't make too much mistakes.. it might still need a few changes left and right, but it's getting close!
A lot of time was also put in squashing a crash-bug that happened way too often between two levels, and I'm now 99.9% sure I fixed the cause of the crash!
In the latest devlog I also talk a bit about all the polish that goes into getting a game ready for release, so check that out here:
Full changes list:
added: new card Drill
added: new card Block
added: new skill card - Cautious
added: Touch controls don't have icons on them
added: double-click / tap cards to play (alternative to dragging)
added: aliens can now run away from things like fire
added: dialogs for player getting sick + better
added: Event - Hunter/Predator
added: map-view now shows player's head instead of a small orange dot
added: inventory + skill cards to continue-game screen
Fixes and tweaks:
fixed: reactivated tutorials (oops!)
fixed: hud shows +4 on first level entry
fixed: wall-shades still visible in darkness
fixed: some aliens leave invisible blockade on the map (hopefully)
fixed: crash at new level loading (hopefully)
fixed: inventory cards now fly properly from A to B
fixed: using Boring skill made aliens go into 0hp mode and sometimes unbeatable
fixed: tricorder fails if creature dies that turn
fixed: increase pause-button touch area (mobile)
fixed: fire now damages plasmabombs
fixed: "phantom death sounds"
fixed: some attack-points on "non-attack" cards didn't register
fixed: dialogs/tutorials/info not correctly showing up
fixed: added "modifier" cards to the savegame
fixed: bibot doesn't show up in level-progress (head-icon)
fixed: if player is sick, fists don't do any damage at all (feels weird)
fixed: when playing EMP card, opponent doesn't respond to it until ending card-battle
fixed: pressing button on character-select screen (without selecting) crashes game
fixed: teleport card during uiplaycard does work, but doesn't exit "battle"
fixed: Random crashes between level
fixed: various moments where a hit isn't doing damage to an alien
tweak: added deck-card animation
tweak: player being sick isn't apparent (effect is, but what it means isn't)
tweak: alien-spawn count now corrected for "alternate routes"
tweak: special inventory items aren't shown at entities if already "mounted" (ie.: grunt-boots at acid barrel)
tweak: huge amount of stat tweaks on items and aliens (balancing)
The New Game + update is now playable for all! Try your paws at the game again....but this time with all your levels and gear! Customize your difficulty(up to +999 levels) and challenge yourself to enemies so tough, your fur wouldn't stand a chance!
How to unlock New Game + 1. Make sure you complete the epilogue. You must do this even if you had completed it before. 2. The option for New Game + should appear in the main menu.
Have fun, and do let us know your feedback!
PS: For those who were in the beta, you just need to opt out of it, and the game should just update itself automatically! Thank you for the help! :)
There’s a situation going on at the Bank. A hostage was taken, and it’s up to you to ensure their safety. The heist is ongoing, and the tension is coming to a head.
For Rainbow Six: Siege’s first collaboration with Netflix, we are bringing you a short event themed after their Spanish-language series, La Casa De Papel.
From November 20th to 25th, experience your own heist!
RULES OF THE HEIST
The Casa De Papel event is a classic Hostage match, where Attackers and Defenders must fight over a Hostage dressed in the series’ iconic mask and red jumpsuit. Hibana and Vigil are also equipped with the same look, should you pick them to play with.
THE BUNDLES
A full set of four items for both Hibana and Vigil will become available for purchase in the shop during the event and will be there for approximately a year.
Hibana’s Heist Bundle contains the Red Jumpsuit uniform, Emboldened headgear, Tokyo charm and Regal Mint weapon skin for the TYPE-89.
Vigil’s Accomplice Bundle includes the Red Jumpsuit uniform, Nameless headgear, The Surrealist charm and Fresh Paper weapon skin for the K1A.
Hey Guys! I'm sure you'll have a lot of fun with this new version of OUTBUDDIES! ːsteamhappyː You may need to restart your Steam clients for this update to trigger!
NEW FEATURES
Getting the Jetpack upgrade will now also unlock a triple jump ability.
Performing a wall jump with the Spin Blade instantly refills the Steam Meter
Next to the enhanced running speed (build 1.48), those changes will now unlock Outbuddies` full mobility potential and enable speed-techs on a completely different level.
DESIGN FIXES
The Jetpack movement consumes less Steam Meter and can also directly connect to a Steam Jump
Buluc Boss Fight: Evade spots are now prompted
Dropping from platforms is now accelerated to make it more suitable as an evade-strategy
Changed CoOp menu handling: Only the Nicolay player will be able to control the menu
The Topa Boss fight could be cheesed when accessing the room with late-game equipment
BUGFIXES & PERFORMANCE
Implemented a more aggressive particle handling to ensure stable FR on lower-end setups
Shifting from a zoomed-out CoOp display to the 360p compatibility fix was not working correctly
Plants sometimes covered the tutorial billboards in the backgrounds
The map progress achievements are re-implemented. To claim your achievements with a saved game, load your map screen, then exit to gameplay again and wait for 2 seconds. The achievement should unlock on the game‘ s main screen when exiting after that.