This Saturday we are starting to warm up for Serious Sam 4’s release with another community event! We are going to kill a horde of enemies and hopefully, we are going to have a horde of people in the voice chat so make sure to join it too!
Event Details:
Game: Serious Sam 3: BFE (stand-alone) Game mode: Classic Co-op Servers: Serious Saturday Powered by Croteam #1, #2, and #3 Date: May 30th, 2020 (Saturday) Time:21:00 CEST
We're hosting Serious Sam themed events regularly, leading up to the launch of Serious Sam 4. To stay in the loop with all future events make sure to join our Discord, or follow our developer Steam page.
May has been a crazy month. I mean, they all are but this one has been crazy in some different ways.
We had a very successful LudoNarraCon in April, massive thanks to Fellow Traveller for organising it and making it an amazing event! Lots of people played the demo, checked out our stream videos and talked to us on Twitter. Thanks to everyone who played the demo, I had a huge grin all weekend.
Straight after LNC we got confirmation that we’ll need a new trailer for some exciting events soon so we got straight on with that. When you’re an indie dev you suddenly find you have to learn a lot of skills that you didn’t have before. Phil has done an amazing job on all our trailers and pulled the new one (more on that soon) together very quickly.
We’re launching Paradise Killer later this year and to make sure we hit our dates we set the end of May as our content lock deadline. Content lock means everything that will be in the final game is in the build to a near final standard. Somethings always slip through the net but the goal is to get 99% of our content in. Anything that doesn’t make it in will be minor (missing images, missing SFX etc) but the systems to support them are in and the game is “complete”. Our remaining time will be spent doing small bits of polish and attacking our mammoth bug list until we ship. We’ve been in Paradise for two years now and it feels very strange to be finally getting to the point where we’ll call it final and release it. I’m not ready to say goodbye to Paradise yet. I love the sun bleached concrete and psychopaths on the island.
Anyway, in order to hit content lock we had roughly 1 (one) billion tasks to do. Lots of incredibly small jobs but also some major ones. We restructured all of the end game trials to allow players to make more choices and choose how they will present evidence to the court. The new structure feels loads better and has more drama. Along with the restructure, we also completely redid the trial UI. It has been first pass for months and really didn’t sell the climax of the game. It has all been redone and looks loads better.
Another big change was the gutting of a gameplay system that’s been in the game for ages. We originally had a system where you would be given keywords by suspects that could be input as search terms into a computer. These searches would pull admin records from the Syndicate’s moon database. The system worked fine but felt redundant. There was no player creativity since you had to put in exact search terms to get exact results and you could only get a handful of records. It always seemed weird that you couldn’t just search the whole database. In focus testing, players felt the same. It was an unnecessary step to get evidence and felt half-baked. We had two options; create an entire database of records for a society that has existed for thousands of years (and in the process, confuse the player with way too much information) or pull the system out.
I’m a big fan of slightly unnecessary friction in games. I like games that have rough edges with systems that aren’t streamlined. It creates flavour. However, in this case the answer was to streamline the experience and rip it out. The evidence the player would get from the moon database is still in game but we have strengthened a number of suspect interactions and crime scenes by placing the evidence directly in context rather than putting in an unnecessary step to acquire it. It also means I haven’t had to write a trillion database entries that players would never read (and even if they did read, would muddy the waters around what is evidence and what isn’t evidence). It feels much better and I’m particularly happy with one change that made an area of the game much more important and tells a nice story about someone’s movements.
We also did final dressing on loads of areas. A very unique and secret area has existed as a white box (a term that means it didn’t have any real art in it, just blank cubes to designate the playable space) for about 18 months got final dressing and looks really cool. We also got a new prop in that helps tell the player how the island works. A haulage trolley based on the ones used in Tsukiji fish market are now dotted around the island and show how workers in the Agri Fields and Deep Factory transport their cargo around the island.
And now we dive into battle with the bugs! Catch you next month!
The 5.0.0 Alpha 1 build is now live on the alpha branch. To try it out, you may need to first restart Steam, then you will need to open the game properties, click on the "Betas" menu tab, and then under the "select the beta" drop-down menu, select "alpha." No code is necessary, and your game should update to 5.0.0 Alpha 1 right away. (Build: 5098670)
Some important notes: This is a work-in-progress build, so there's still missing elements and rough features, and it's not intended for long campaigns. Future updates probably will break saved game compatibility. The main 4.0.x branch should continue to be used for normal gameplay.
An initial changelog of the work so far follows:
General
ADD: North Africa region and terrain types for Campaign Day map ADD: "Delete Saved Campaign" command in Load Campaign menu ADD: Player Tanks for Italian campaign: L3/35, L3 cc, M11/39, M13/40, 105/28 gun for arty support ADD: British AI units for North Africa: Stuart I (more to come) ADD: Indication of 'None' for injuries in Crew Menu ADD: Interpreter exception catching and writing error message to boot log before exit ADD: Crewmen Grit stat will reduce average length of stay in Field Hospital ADD: New National Skill for early-war Italy: "Audacia" CNG: Modified front facing to now be between 330 and 30 degrees CNG: Crewmen no longer have a 'Normal Position', instead a skill is required to work a commander/gunner/driver position without penalty, and another skill required to gain skills specific to that position CNG: Greatly increased chance of crewmen being sent to field hospital for Heavy or Serious injuries CNG: Increased base firepower destruction odds for unarmoured vehicles CNG: Minor display changes for clarity
Campaigns
ADD: Option of playing a campaign of fewer days ADD: Option of adding a chance in campaign weeks for combat days to take place along coast ADD: Check to make sure that saved game structure is sane, and display a notification if not ADD: Check to make sure no repeated dates are added to the combat calendar, which leads to time loops ADD: Display list of crew positions in right column of tank selection menu ADD: Display of current progress in the combat calendar (Day x/y) ADD: Display of Day Ended in main panel ADD: Player has a chance to swap crew positions after getting a new tank but before fresh crewmen are assigned to empty positions ADD: Campaign option to ignore rarity factors of units
Campaign Day
ADD: Maximum number of certain terrain types on CD map can be limited ADD: Maps in North Africa now have neutrally-controlled zones, only some zones can be captured by either side ADD: Zone capture VP values in North Africa increased ADD: Check when generating map that it can be traversed ADD: Ocean zone type, only spawned when combat day is along the coast ADD: Chance of being attacked while waiting for resupply, random time required before resupply arrives ADD: Key command to clear the current default command and hatch status for a crewman ADD: Chance of landmines present in a map zone ADD: Pop-up message if player tank was immobilized, ending combat day ADD: Temperature for day: hot/cold influences crewman fatigue, extreme heat or cold makes weapon and vehicle breakdowns more likely ADD: Notification of number of HE rounds used during Advancing Fire ADD: Loading screen before starting a battle on the tactical/scenario map ADD: Fatigue check on player crew when moving on Campaign Day map CNG: Slight change to map generation procedure CNG: Minor changes to how certain zones on the map are displayed CNG: Made display of extra ammo in Ammo Load menu more clear CNG: Reorganized display of crewmen slightly CNG: Removed Targets of Opportunity, replaced with Objectives FIX: Bug where enemy strength levels would not be generated after moving to a new map area FIX: Bug where player location may be set to enemy control after moving to a new map area FIX: Advancing fire no longer possible if gun is Broken
Scenario
ADD: Unit destruction VP values in North Africa increased ADD: Target line turned grey if targetting an enemy out of Line of Sight ADD: New hex depiction for North Africa ADD: Woods and Hamada firepower effect for HE hits, display in attack console ADD: Can set a default hatch status and command for crewmen at start of scenarios ADD: To-Hit bonus when firing Smoke ADD: Units cannot test to recover from being pinned in the same turn as they took an effective firepower attack ADD: Player can choose target terrain type when repositioning ADD: AI units now take into account chances of armour penetration when choosing attacks ADD: Console display with info about current map zone ADD: Type of gun used in artillery support attack now displayed to player ADD: Sound effects for when player pivots tank, rotates turret, landmine explosion ADD: Additional detail to decriptions of crew commands ADD: Nickname or common name of unit displayed in unit info console CNG: Button Up command now Button/Close Up command CNG: Ground cover and fortified etc. firepower modifiers no longer stack for HE hits CNG: Hull Down now only effective 95% of the time for hits incoming from same direction as HD, 80% for one sextant to each side CNG: Targets hit by HE now only have one of the following applied (if any): Fortified, Entrenched, Dug-In, Airburst Effect, Hamada Effect, Deep Snow, Muddy/Snow CNG: Targets hit by Area Fire now only have one of the following applied (if any): Fortified, Entrenched, Dug-In, or Terrain Modifier CNG: Concealed enemy units no longer have a sound effect played when moving CNG: Adjusted RoF chance calculations slightly CNG: Withdraw command can now be used when 1+ enemies are within 2 hexes, but the more enemies that are still nearby, the greater chance that action will not succeed CNG: Slightly increase odds of crew injury if CE when tank is hit by a firepower attack CNG: New procedure for resolving HE hits on unarmoured vehicles CNG: To-Hit and To-Effect chances can now range from 0.5% to 99.5% CNG: Critical Hit / Effect not possible if original odds were <= 3.0% CNG: Fate point use no longer allowed for AP rolls CNG: Enemy AI units more likely to attack player if the player has Acquired Target on them FIX: Smoke hits no longer have possiblity of being critical, and Hull Down save against Smoke ammo is not allowed FIX: Enemy units being spawned dug-in in terrain where digging-in is not allowed FIX: Hull Down restriction for firing hull-mounted weapons more precise now FIX: Operation of AA MG no longer possible while crewman is BU
Unfortunately, due to the coronavirus, the time frame for checking games in Steam has increased several times. If Stiem manages to approve the game within a week - the game will be released on June 6th in the morning, if not - the release will be postponed until mid-July because of the summer sale. We have added a small gameplay video on the game page - so you can see what the game looks like. I've always wanted to play "Election Manager" - but it turns out that there are almost no interesting games in this genre. I hope after our game-release people will say that, now one good game about "Elections" has appeared ;) Thank you for your support and your interest. It is very inspiring to work even more actively on the game. We hope soon to please you Early Access.
Hi everyone! In today’s update, we bring you guys with team revival mechanism. If you unfortunately die in team mode, don’t ever give up! Have faith in your teammates to defeat the Boss, so you get a chance to continue your journey with them. *We are still perfecting team revival mechanism, and we will perform more optimization over team experience. Stay tuned.*
Moreover, we fix some problems and optimize content in game. Thanks for you guys support and love!
Here are the details of this update:
Level
In team mode, all killed players can be revived in the next scene if their teammates defeat the BOSS;
Add Basement of Longling rolling stone levels with different difficulty;
Special Effects
Optimize the special effect that Arrogant Lobster’s cannon gets hit;
Optimize the animation effect that Yoruhime-Maru changes its attack phase;
Optimize the special effect that Lightning Blast’s skill-lightning bolt gets hit;
Add the special effect that the central pillar is destroyed in Longling Tomb-Eternal Palace;
Optimize the special effect of explosion;
Remove the special effect of Exploding Lantern Spirit’s shield;
Optimize the special effect of Energy Orb’s freeze;
Weapon
If you hold the scope key when using the skill, you can immediately turn the scope on after the skill;
Support dual-wield of Fire Dragon;
Optimize the trajectory of Bone Dragon;
Setting
Setting interface: In controller, add a button that player can enable/disable aim assist when using controller.
Interface UI
Increase the range of [Matching] button;
Optimize some UI icons;
Add the notice of the place of “Craftsman” and “Peddler” in mini map;
Optimize the target location in mini map;
Sound Effects
Update the sound effect of Longbowman’s shooting;
Update the sound effect of Elite Lizard and Elite Nihilation Monk;
Bug Fixes
Fix the problem that Shrieker stops charging but still has charging sound;
Fix the problem that weapon inscription “Projectiles +2, but Ammo Consumption +200%” increases ammo consumption of other weapons;
Fix the problem that when players use the controller and long press Y to switch to default weapon, players may switch to other weapons first;
Fix the problem that the challenge event “Continue to be injured and defeat enemies to get healing!” doesn’t end normally;
Fix the problem that Occult Scroll “Ammo Recoverer” is ineffective after revival;
Fix the problem that new Crossbowman will slide;
Fix the problem that Lu Wu may be stuck by players;
Fix the problem that Lu Wu may be pushed forward by players;
Fix the problem that Lu Wu’s laser may be blocked by normal enemies;
Fix the problem that player doesn’t deal Crit Hit when shooting at Yoruhime-Maru’s eye weakness;
Fix the problem that some weapons have abnormal sound regarding to fire rate;
Fix the problem that Scalpel loses sound when it has rapid fire rate;
Fix the problem that steam player’s information isn’t synchronized at Longling Tomb-Entrance;
Fix the problem that there are gaps of air wall in Quicksand Pool-Final Stage;
Fix the problem that there are attribute errors in hero interface;
Fix the problem that when you unlock new level of talent in talent interface, talent animation is in the wrong place;
Fix the problem that press TAB continuously will cause UI collapse;
Fix the problem that the guidance interface will pop up in team mode;
Fix the problem that player can’t pick up coins and soul essences in close range;
Fix the problem that in some scenes, weapons and other drops fall under the ground;
Fix the problem that Occult Scrolls are blown away when players open the chest in the Vault;
Fix the problem that in team interface, when player clicks “start” button and new player joins the team at the same time, the game won’t start normally;
Fix the problem that teammate’s weapons Fire Dragon and Justice display incorrectly;
Text Localization
Optimize some descriptive localization text;
In the end, we want to say thank you to player @CryorusTheDragon who provides lots of useful advice on the text:)
Gaming can be so sexy! There’s hardly a gamer alive who can resist a hot Gamer Girl - and neither can we! That’s why we’re dedicating a whole Special from 30/05/2020 to 02/06/2020 to all the gaming ladies! During the special, you’ll have a chance to pick up the exclusive “Gamer Girls” package at the Diamond Shop, which not only contains a handful of sparkling diamonds, but also an item from the “Kidnapped Princess” item set! On top of that, each day during the special, you’ll receive five free refinements. Don’t miss out!