While Chinese South map has been finished, we're still working hard on Chernobyl. Now we're ready to share our plans with you. As you can see on the screenshot below, two cities are going to be recreated, Pripyat (at the top) and Chernobyl (at the bottom right corner). We don't plan to recreate them entirely, but most important and recognizable streets will be there. Distance between these cities is more than 15 kilometers. Although we are trying to recreate everything as accurate as possible, some roads will be shortened a little so that it won't be boring to drive from one city to another. Basically, if we see that the road is straight and there's nothing to look at, we will make it a little bit shorter. It's very important for us to recreate the real landscape, and this is why all the important places will be in 1 to 1 scale. We want to make roads where it will be interesting to drive. Bumps, dirt roads and roads made of concrete will be there.
You will see a lot of famous places, like Pripyat main square (where Home of Culture "Energetic" and Polesye Hotel are located), Jupiter manufacture, RLS "Duga", Red Forest, Yanov railway station etc. These places will not only serve as decorations as they will directly participate in Scenarios.
We will post more news about Chernobyl in 2020. Stay tuned!
We know a lot of you have been wondering why the console ports are taking so long, so have we. For the past year, the porting company that we hired to do the ports has communicated with us less and less, telling us we were going to have to wait until summer (2019) for them to finish the port. In August they informed us they will not finish the Stick Fight port at all.
Thankfully we now have a new porting studio finishing up the port and we hope to release it sometime 2020!
Thank you for your patience, we’re also very disappointed with how long this process has been taking. Hopefully, we'll see the game on consoles soon!
The bloody legends from Convict Games we will be donating 50% of net income from Dec 27 until Jan 3 to help #SaveKoalas from the recent Australian Fires to WWF Australia.
Welcome to 2020 ... almost! Our team is coming back off holiday travel and we're warming up with a quick patch release with a few fixes and polish. Thanks to everyone reporting bugs and suggesting improvements to the game -- we're working hard to do just that. We've got an exciting 2020 lined up with a ton of new story vignettes, new map seed version, new quadrants, eras and more!
Talent Clarification
There are some combat Talents that have, for a long time, silently required you to equip a certain type of weapon. These were Buff and On Init Talents in a handful of Jobs -- such as powerful Swordsman Talents ... which can only be used if you are holding a blade. That's an important clause in their use, and so we've included that clearly in their text now.
We've also clarified the descriptions of Port Maintenance and Makeshift Repairs to be more clear about their minimum and maximum effect.
Finally, some Jyeeta Talents simply had the inverse rule -- their debuffs were buffing your Accuracy. Oops, that just got worse.
Other Fixes
We've fixed an issue in the opening dialog of the Brood Era that could leave you with no choice but to turn down helping the Commander based on the exact order of dialog options you selected.
We've improved the messages about claiming stashes so they don't tell lies about taking everything when you didn't have space in your hold. And finally, we fixed a bug in the mission distance calculator that was doing a bad job when the entire multi-step mission was in the local quadrant.
Cyber Knights: Flashpoint is coming!
As we are digging into the v3 family of the Star Traders: Frontiers roadmap, we're excited to share our upcoming next game. In Cyber Knights, you are the razor-sharp leader of a covert merc company operating in the New Boston Zone in 2231. Built around a core of turn-based gameplay featuring stealth, hacking, ambushes, firefights and complex missions, Cyber Knights weaves the human drama story of your team, their loyalty and their sacrifice in a dehumanizing cyberpunk world.
Coming to KickStarter in FEB 2020, sign up to get the call and alerted about free first day rewards, discounts and more! We're gathering the most crackpot amazing alpha team ever and we hope you'll join us.
v3.0.23 - 12/29/2019
- Buffs and On Init Talents that require specific weapons equipped now state that clearly in their description - Fixed mission distance calculation in 2+ step missions that all stay within the same quadrant - Fixed Jyeeta debuffing attack Talents Whiplash and Dripping Tailspike that both caused +25% Accuracy to their targets! - Fixed bug allowing autocannons to retarget to enemy craft near their ship - Clarified Talent description of Port Maintenance and Makeshift Repairs - Improved message when claiming all from stash if there was not space for all cargo - Fixed odd order of dialog choices with commander in Brood Era
We present to you our new game, which will be released on December 16 https://store.steampowered.com/app/1199270/Mid_or_Feed/ Simulator of life of cyberathlete, going to his main goal - win on TI. Along the way, you will have to face a lot of challenges for the sake of victory, becoming not only a star of eSports, but also an integral part of the most brutal gaming community.
This major update revision to Contagion may break some old WWise audiobanks, if your map uses custom audiobanks. The reason is due we have updated WWise to fix some memory problems that the old version had. We have also fixed the infamous shader crash, and split 2 maps in half because of memory shortage problems.
And we have finally completed Flatline! It's no longer in Beta, but that doesn't mean we are done with it. More changes and additions will be added later down the road!
More interesting things will come in the future! ːGoBoomː
The 10th Anniversary announcement will be posted later today, so expect some more news to come!
Full changelog
Added the following maps: - cf_unionstation - cf_harvest - ch_cypruspark_night - ch_harvest
Added damage masks for Riot Zombie (head only)
Added Riot Zombie helmet gibs
Added new cvar (wsnd_mute_losefocus) to utilize "audio focus" mode
Added new startup parameter (--noworkshop) to disable workshop
Added a new trigger called info_safezone
Added "DEV CONSOLE" button on the mainmenu, if Developer Console is enabled
Added the option to refuse "weapon switch" on weapon pickup with cl_equipweapononpickup set to 0
Added new entity shop_item to allow weapons to be bought from the store in Flatline Gamemode
Added new entity info_zombie_spawn to spawn specific AI zombie types at the location of choice.
Added a notification that shows up if you earn, lose, or buy something in Flatline Gamemode
Added 6 new achievements
Added the missing empty reload animations for MP5K, AR-15, AK74U, SCAR, SIG, 1911 and KG9 - We are aware of the missing sounds for empty reload, but this will be fixed right away once they get done!
Added new VScript values: - Added void ThePresident.ReadMapSavedInformation( bool bEnable ) | Enables map saved information. - Added void ThePresident.SetMapSavedInformation( string name, string variable ) | Set map saved information. - Added string ThePresident.GetMapSavedInformationValue( string name ) | Get map saved information. - Added NetPropManager | Used to get/set entity network fields
Removed difficulty health from the zombies, to remove their bullet sponge effect (headshots only).
Removed old .cache and .manifest related for sounds, since Contagion does not use Miles
Fixed game crashes regarding shaders (if set to medium or higher)
Fixed Escape gamemode softlocking due to "zombie lives"
Fixed a crash related to the phone
Fixed a crash related to weapon highlight proxy
Fixed a crash related to flatline when trying to find its way to the shop
Fixed female zombies (common) having faulty leg damage masks for ZombieTestProxy
Fixed credits not working, due to it was trying to read the wrong search path
Fixed fast download not working at all
Fixed WWise memory leakage regarding to unloading and loading of audiobanks
Fixed the phone causing a crash after changing levels
Fixed the navmesh around the statue on ce_montclair
Fixed Mia and Yumi not using the female zombie voices
Fixed Curtis, Lawrence, Manuel, Mia and Yumi having a broken damage mask
Fixed biotec_generator not having a collision mesh
Fixed fireaxe being weaker than a golfclub
Fixed melee weapons acting like foam on flesh targets (basically, use a gun instead)
Fixed “path to shop” causing a crash if it finds nothing on Flatline
Fixed Flatline gamemode crashing on the last wave
Fixed where the displacement would stick through the basement in ce_harvest
Fixed where DLC weapons did not have any physics sound
Fixed Contagion Workshop publish / edit tool not working
Fixed contagionds.exe UI not working at all, and refusing to read the VPKS
Fixed crossbow ammo not dealing any damage when shooting at the head hitbox
Fixed crossbow ammo pack not giving 6, but 24
Fixed where you could drop weapons while climbing ladders (this would make the player turn into a T-Pose)
Fixed weapon_gasmask not muffling the sound when in use
Fixed a crash bug related to NextBot AI trying to call a non existent noisemaker object if their enemy target dies from a grenade, or any explosive material
Fixed faulty animations for Jessica and Nicole
Updated WWise 2014.1.4 >> 2015.1.9
Updated WWise soundbank file structure and reduced all the audio banks file sizes - Note: Old soundbank structure for custom maps still work, so no extra changes required!
Updated "Downloading workshop add-ons..." text to also include "mounting", to tell the clients that there are workshop content currently being mounted
Updated Flatline gamemode, it’s no longer in BETA!
Updated Flatline gamemode last wave, to notify the mapper if the logic_relay "flatline_escape" is missing, and if the info_gps for the extraction zone is missing
Updated ch_unionstation - Fixed the inconsistency between flatline and hunted versions - Fixed the broken nav mesh
Updated ce_roanokepd - Fixed where key items would get stuck in the courtyard
Updated ce_montclair - *Split montclair into 2 parts (ce_montclair and ce_montclair_partb). Note: Part B is hidden from the map selection.
Updated ce_barlowesquare - *Split barlowesquare into 2 parts (ce_barlowesquare and ce_barlowesquare_02). Note: Second part is hidden from the map selection. - Updated and changed the objectives around - Updated the subway and truck escape route to be more intense
Updated ce_harvest - Fixed an exploit in the first floor of the house, in the living room, where the zombies can’t get to you.
Updated cf_montclair - Fixed an exploit near the bus, where the zombies couldn't get to you - Fixed where the boltcutters never spawned after the 2nd round
Updated Riot Zombie to support shooting their helmets off
Updated the engine to support "audio focus" mode
Updated Hammer Editor - Fixed where the “picker” wouldn’t select the brush properly - Fixed where it would sometimes fail to save, or cause the VMF to corrupt itself due to bad memory allocation - Removed where it tries to add the folder “hl2”
Updated Valve Model Viewer - Removed everything related to GoldSrc (old/unused menu tabs) - Fixed where hlmv refused to start properly - Fixed Load / Merge Steam Model not working with VPKS properly - Fixed a crash related to the “drag/rotation” helper calling an invalid object pointer - Fixed a crash related to the "Center View" if there is no model present
Updated VPK - Added “ignorelist.vdf” support - Added where it automatically ignores all .cache files
Updated the lightmapped shaders to support Parallax Corrected Cubemaps
Updated the Engine Binaries
Updated the FGDs
Updated hammer_run_launcher.exe, now you no longer need the full path for the game.
Updated trigger_escape to allow “next level” change after escape (empty by default, restarts the round)
Updated SCAR, Remington870, and M1 Garand firing sounds
Updated Create Server advanced options - Added toggle cheats - Fixed where the settings wouldn’t save properly
Updated the navigation on the following maps: - ce_harvest - ce_roanokepd - ce_biotec - ce_campwithner
Notes
*Montclair and **Barlowe has been split in ***half, due to memory problems. 32-bit software only has access to 3.5GB of memory, to save on memory, we have split the maps in half. Previously the maps took around 2.2~2.5GB which was not a great idea. Since we also use WWise, which loads the entirety of the audiobanks in 1 go, we had no more memory left when changing levels (Source Engine does not properly clean old data, known as memory, which is why around 50-200 MB may still be left on a map change).
**Extraction and Hunted versions of Barlowe Square has not been updated as of yet. Since they require some more tinkering to work right with the latest changes.
***The maps have also been connected together, which is why the trigger entity logic_safezone was created. It works similar, if not almost the same, as the safe room in L4D and L4D2. I took that idea and used it to save precious memory. Survivor items also transfer over to the new map, and this entity can be used by mappers as well to create new creative maps, or campaigns of their own.
Japanese game media Game*Spark has announced Top 5 most read posts in 2019 and Dungeon of Dragon Knight is TOP3!!! Many thanks to the editor and players who have supported us!