In this update, we added more features and options to the Custom Game and Offline Skirmish such as Victory Points and Resource Modifier. We think you'll enjoy these new additions. Do let us know if you have any suggestions for additional modifiers. The Gauntlet CPC and MASER are getting balanced as we try to reposition them in the players arsenal. There are minor changes such as the Death Spectator Cam some miscellaneous changes and fixes.
Let us know what you think about the update and changes. As usual you can reach out to us on the Steam Forum or our Discord Channel. For May, we're preparing a few new gameplay addition that'll improve the gameplay experience. We'll share more details with everyone over the next few weeks.
Release Notes for 30th April 2020
0.56.2 Changelog
[Custom Game Lobby] - Custom Game Lobby is now better optimised - Added Chat System. Players in the Lobby can now chat to setup games better - Added Base Placement Options. Players can now choose or randomise their Team Base Location on each PVP Map - Added Starting Victory Point Modifier. Players can now change their Starting Victory Point with the following values 1000, 500, 400, 200, 100 - Added Resource Generation Handicap Modifier. Modifies the Resource Generation Rate for Player Team Only - Added Deathmatch Modifier. Adjust the Starting Team Resource for both teams
[Death Spectator] - Players On Death, can only spectate ally officers from a 3rd Person Camera - Players can cycle between Friendly Officers via Left and Right Mouse Button
[Gameplay Changes] - AXR Phantom Assault's Summoning Time is set to 2 seconds - Channeling Battlesuit Abilities will now block interaction to Capture Points and Armories - GSF Gauntlet CPC can no longer aim down sight (Right Mouse Button) - GSF Gauntlet CPC Ammo per Magazine count is reduced to 4 - GSF Gauntlet CPC Total ammo is reduced to 24 - GSF Gauntlet CPC inflicts a slow de-buff on Player when Equipped - GSF Gauntlet CPC cannot be switched off when Weapon is charging or firing - GSF Gauntlet CPC will attempt to reload immediately when out of ammo instead of charging the weapon for 5 seconds and reattempt reloading - AXR MASER can no longer aim down sight (Right Mouse Button) - AXR MASER inflicts a slow de-buff on Player when Equipped - AXR MASER will now slowly decay accumulated charge (damage multiplier) when stopped firing - AXR Mule speed increased from 400 to 450 - AXR Mule sprint multiplier reduce from 3.0 to 2.7
[Input System] - Players are now able to Share and Assign same Keyboard Shortcut in Both FPS and RTS - Default key for Crouch is now 'Left Ctrl'. The 'C' key is currently not bind to any action
[Animation] - Tweaked Animation and Camshakes for all weapons
[Maps] - Fixed Collision for 'Edison Car Shows Building' in Express - Adjusted Base Walls to close gaps in Express and Central
[Misc.] - GSF Bio Injector, GSF Gauntlet CPC and AXR MASER will have their reload time and SFX in sync with their animations - Added Logic to Disable FPS Limit when V-Sync is On - Updated the FPS Limit Tool-tip to reflect whether it is being Overridden by V-Sync settings
[Fixes] - Fixed AXR MULEs trained from Command Center being able to run when not assigned to an Officer - Fixed AXR Phantom Assault Spawning Indicator being visible to enemy Commander - Fixed AXR Aegis Energy Flow not fading way after Exo-Shield is broken or after Supercharger is used - Fixed AXR Aegis Exo-Shield being active when player enters Commander Mode (RTS) - Fixed AXR Aegis Exo-Shield being visible in Fog Of War - Fixed AXR Crawler sometimes not being able to carry AXR Scout and Demolisher successfully - Fixed newly trained AXR Units not moving towards Rally Point when "chased" from Command Center - Fixed GSF Bio Injector being able to be applied to far away targets - Fixed GSF Tactical Scanner SFX being audible to the enemy team - Fixed GSF Echelon Weapon Crew and GSF M33 Battletank APS SFX being audible even when SFX Volume is turned off - Fixed GSF Communication Centre not spawning incorrect gib models when destroyed - Fixed GSF Communication Centre animation not playing when joining a game with existing Structures built - Fixed GSF Communication Centre having inconsistent collision due to animation desync - Fixed GSF Exploit Vanguard's Scarab Swarm and AXR Orion's Shock Trap being deployable on AXR Aegis Exo-Shield - Fixed GSF S1911 Side Kick Pistol missing equipped Walk, Sprint and Jump Sound Effect - Fixed Equipment with charges destroying itself when it has 1 remaining charge - Fixed Equipment with charges not showing the correct remaining charge numbers - Fixed Footsteps and Player Sound Effects being audible to everyone when Battlesuit is equipped - Fixed End Game Stat not displaying the correct Favorite Weapon - Fixed Players being unable to Reload their Weapon when the Ammo Count is less than the total Max Ammo in the magazine - Fixed Players being able to call down a Battlesuit Pod inside the Urban Hustle Objectives - Fixed End Game Screen displaying Losing Team Victory Point as 1 Instead of 0 - Fixed Battlesuit Selection Overlay not being removed when Quickly Interacting with the Armory - Fixed EMP-ed Enemy Officer shield continues to regenerate after getting shot. - Fixed Rare Crash when Restarting One of the Challenge Missions - Fixed Rare Crash when Entering a Game that has not Started - Fixed Crash when starting as a Spectator in Custom Games - Fixed Players not being able to remove a Key Binding from an Action/Axis - Fixed Sprint and Crouch shortcut key not being rebindable - Fixed Custom Lobby Settings not being Read Only for none Lobby Host - Fixed Custom Lobby games not being able to start Match when an Unassigned Player joins the Lobby while Matchmaking - Fixed Player not joining their Assigned team when joining a In-Progress games - Fixed AI not investigating the direction source when being shot by unknown target. - Fixed Bullet Impact sometimes not appearing in online games - Fixed Players falling into certain types of road - Fixed Movement can rubber-band when speed is de-sync between client and server due to change in movement states - Fixed inconsistent camshakes issue caused by the direction of the camera
Hi everyone, we know that we kept silence for some time and didn’t share much about the development. But today we have very important news for you: SKYHILL: Black Mist will go live on Steam on May 28th, 2020. We plan to release the game on current generation consoles late summer this year.
SKYHILL: Black Mist is a sequel to our successful game SKYHILL, which was released in 2015. Eventually we have decided to get back to the concept and to reassess it. And we have created quite an unorthodox sequel. For a game studio it was a very risky step. Our new game is ten times bigger, deeper and much more diverse than the original. We’ve managed to create something truly unique and entertaining, despite the fact that it was a real challenge for us.
SKYHILL: Black Mist is a personal story of an employee of Skyhill Inc. and it rolls out inside a huge residential complex. Besides the apartments, this residence includes a school, a shopping mall, restaurants, bars, art gallery, a cinema and much more. Our protagonist – Garry Thompson – will face some crazy phenomena. As if from nowhere Black Mist has taken over the residence. He turned residents and personnel into dark corrupted creatures, who’ll kill you at first opportunity. Garry’s daughter was kidnapped, and the kidnappers keep calling him on the phone. It seems as though they’re playing a game with Garry, mocking and haunting him. But what if they have a plan? It looks as if Garry is corrupted by Black Mist too, and he’s running out of time.
Ideologically SKYHILL: Black Mist doesn’t encourage you to kill enemies. Monsters are obstacles, you can sneak from behind and stab them, you can use traps and environment, but something it is much smarter to simply run away. Weapons make too much noise, and bullet count is limited. That’s why it’s important to check all the lockers and drawers to finds something that can be useful for crafting. Anything might come handy when you need to survive.
Locations are designed in way that you’re free in your navigation. The entire residence is built manually, and we have decided not to use random location generation. And that comes together with constant expansion and change of the game universe. Some locations of the residence are corrupted heavier and don’t look as other, non-corrupted, locations. You have to find out what has really happened there.
Those, who are familiar with the original game, remember how we like to twist the plot lines. In SKYHILL: Black Mist we have not only repeated this approach, but we’ve brought it to yet another level. It’s not just a survival game but a complicated and intriguing story, which you’d have to investigate yourself.
We wish you and your families to stay safe. We have to work remotely from home too. It’s tough for all of us, but remember: The darkest hour is just before the dawn!
Hi everyone, we know that we kept silence for some time and didn’t share much about the development. But today we have very important news for you: SKYHILL: Black Mist will go live on Steam on May 28th, 2020. We plan to release the game on current generation consoles late summer this year.
SKYHILL: Black Mist is a sequel to our successful game SKYHILL, which was released in 2015. Eventually we have decided to get back to the concept and to reassess it. And we have created quite an unorthodox sequel. For a game studio it was a very risky step. Our new game is ten times bigger, deeper and much more diverse than the original. We’ve managed to create something truly unique and entertaining, despite the fact that it was a real challenge for us.
SKYHILL: Black Mist is a personal story of an employee of Skyhill Inc. and it rolls out inside a huge residential complex. Besides the apartments, this residence includes a school, a shopping mall, restaurants, bars, art gallery, a cinema and much more. Our protagonist – Garry Thompson – will face some crazy phenomena. As if from nowhere Black Mist has taken over the residence. He turned residents and personnel into dark corrupted creatures, who’ll kill you at first opportunity. Garry’s daughter was kidnapped, and the kidnappers keep calling him on the phone. It seems as though they’re playing a game with Garry, mocking and haunting him. But what if they have a plan? It looks as if Garry is corrupted by Black Mist too, and he’s running out of time.
Ideologically SKYHILL: Black Mist doesn’t encourage you to kill enemies. Monsters are obstacles, you can sneak from behind and stab them, you can use traps and environment, but something it is much smarter to simply run away. Weapons make too much noise, and bullet count is limited. That’s why it’s important to check all the lockers and drawers to finds something that can be useful for crafting. Anything might come handy when you need to survive.
Locations are designed in way that you’re free in your navigation. The entire residence is built manually, and we have decided not to use random location generation. And that comes together with constant expansion and change of the game universe. Some locations of the residence are corrupted heavier and don’t look as other, non-corrupted, locations. You have to find out what has really happened there.
Those, who are familiar with the original game, remember how we like to twist the plot lines. In SKYHILL: Black Mist we have not only repeated this approach, but we’ve brought it to yet another level. It’s not just a survival game but a complicated and intriguing story, which you’d have to investigate yourself.
We wish you and your families to stay safe. We have to work remotely from home too. It’s tough for all of us, but remember: The darkest hour is just before the dawn!
A glaring is gathering on Discord, and oh boy is there a lot of flannel. The Log Jammers pre-beta is live!
We want feedback from our cats before we go into a public beta, so head to Discord, join the Log Jammers channel, and start throwing axes at your friends and your enemies!
To celebrate the 10-year anniversary of Serious Sam HD: The Second Encounter, we are hosting a community versus event! Some of us will be chilling in voice channels all evening, and we'll definitely see you in the crosshair.
Event Details : Servers: "Serious Saturday Powered by Croteam #1" and "Serious Saturday Powered by Croteam #2" Mode: Team Deathmatch Game: Serious Sam HD: The Second Encounter (stand-alone) Date: May 2nd, 2020 (Saturday) Time: 21:00 CEST https://www.timeanddate.com/time/zones/cet
For any questions and comments, please use #community-events on our official Discord server: http://discord.gg/croteam.
Hey guys, we are currently having some modifications to our server that will take up two weeks. we are truly sorry for this, but we will get the server up asap! if you have any questions let us know! Cheers, Innolabs Team
On Saturday 2nd May in conjunction with our EU PVP Fest, we’re participating in YANA to let you know You Are Not Alone! YANA @10milliongamers is a global online gaming event for all abilities with proceeds going to Covid-19 relief! Find out more and get involved at http://yana.gg.
We'll be doing a live stream to show some games as well as doing a developer vs community show-match as well. The event will start at 1PM UTC so mark your calendars and we'll see you on the frontline.
If you're interested to see other games from South East Asia during the event, just head over to http://www.levelup.my/yana/ to see what the region has to offer!