Good morning community, Happy Halloween, Dia De Los Muertos, Samhain, and Diwali! This month's update is a progress report. Since our last post, the team has been hard at work. As the progress continues with the new container and inventory system, we have also been able to identify a lot of issues that have plagued The Repopulation and opened up some of the bare bone causes for inventory bugs in the game. This allows us to compare the old/current system to our new systems in development now, and those being designed. To make sure we are able to learn from the mistakes of the past team and our own and make The Repopulation even better.
So let’s dive right in, and show you what we’ve been up to...
CONTAINERS:
There has been significant progress with the container and inventory systems. This is thanks to the hard work of our engineer and the support of our testers. The testing process uncovered both expected and unexpected issues as well as positive forward motion.
When the systems are implemented players can expect to see two distinct changes to their personal inventories. Each player will now have 100 default slots. In addition to their main inventory players will receive 8 expansion bags/tabs, each with 5 default slots. Giving the player a total of 140 slots. In the future, we’ll introduce tier levels to allow players to expand their slots further. This will come once the containers are fully implemented.
WORK PROGRESS ESTIMATION: We estimate the system to be between 80 to 90% in completion of its first stage for patching. This puts us on schedule to release the first push to test in the next few weeks. Our agenda currently includes identifying and resolving bugs, and non-associated items for conversion. This is a somewhat tedious process as there are around 3,750 items currently in-game. We are continuing to test and fix these items as they are identified, but realize there is a possibility there will be more to fix/update that we missed. Due to this players can expect smaller updates or hotfixes to follow as we fix them.
IMPLEMENTATION WORK: In this phase of implementation, players will find that the sort function has temporarily been removed as a system feature. Its removal is due to the different levels of complexity of both the Item System and the “sorting/compressing” feature. However, the function will be reintroduced once the new Item System is in place. This strategy is being deployed in this order to reduce workload redundancy. If we were to implement a newly revamped sorting system at this phase it would not work with the new item system and would require removal and replacement once the system is in place. Rather than do this we have opted to wait until the system is complete so that sorting will work with the new indexed item system.
NON-INDEXED ITEM PROBLEMS: Currently, items in-game are not properly indexed. The existing implementation exists in multiple applications. Because it is not a solitary application it causes conflicts with its versions and the new system. It was found that due to this some items became unusable, or invisible. These phantom items were found to be associated not with the system but the player's character node. We’ll continue to sort through all the items with the testers in search of any that appear to be buggy in nature. From there we’ll trace, fix, and convert them to the new system.
BONES:
In more calcified news testing unearthed an interesting find. While investigating an item related bug we found the NPC character models have a few more bones than we expected. When we say bones what we are referring to is one of the basic building blocks of a character. Bones can be used on a character to mark a position for things such as Sound nodes, Particle nodes, weapons, and effects.
The existing character models have a bone count that exceeds 80. While it isn’t unheard of to use this many bones we’ll be reducing this number somewhere around 70. This will be implemented when we address the character models. You may be curious as to why we’d reduce the number. In our case, it is to improve performance. When you exceed 70 bones you can run into issues. These include issues we’ve seen present in The Repopulation. Listed below are examples.
BONE RELATED ISSUES:
Items that seem to disappear.
Offset Items
Clipping
Odd movements of body parts.
Odd bends in body parts.
Reduction in animation quality.
BONE USAGE AND LIST: The usage of these excess bones increases draws and rendering times for players and NPCs. Listed below are some of the bones we will not be used in the updated models. These are examples of bones you wouldn’t typically see in a model, exceed the average number used, or are paired with bones where they typically wouldn’t be. There is one we aren’t quite certain the intended use of as well.
6 bones for forearms, this includes two elbows. * (L-Forearm, L- ForeTwist, L- ForeTwist1, R-Forearm, R- ForeTwist, R- ForeTwist1)
32 hand finger bones.
1 SpellChest bone
2 clavicle bones (on top of the chest+spine bones) Generally not needed with spine+chest
INTERNAL TESTING: As you may have gathered from earlier in the article we are now in a phase where testing moves down the chain to the internal testers. Our QA members are currently testing all the inventory containers. Their focus is to identify all items that are broken due to there being no indexing, naming rules, or associations in the original systems.
As they find and document these items our engineer will continue to work to correct them. I’d like to thank all of them for their hard work and for supporting the game.
As we move closer to a patch date we will continue to keep you updated, and release an official patch article and build notes. As always we look forward to your feedback be it positive or other. We appreciate the continued support from our community and welcome those interested in our game to join us. You can find us in our Discord channel, and the main The Repopulation forums. Stay safe, and have a spooky Hallows eve.
“When there’s no more room in hell, the dead will walk the earth.”
The Allied forces having been victorious at the end of the war in May 1945 find their battle is not quite over! Some months later, on Halloween night 1945 the last remnants of the Allied forces in Europe get reports that the Nazi undead have begun to emerge from their graves!
There will be one last battle to fight with the outcome deciding the fate of humankind—the Final Reich will be the end result if the Allies are beaten.
Join us this Halloween (Saturday 31st October and Sunday 1st November) for some Nazi Zombie killing fun on the newly arrived Haunted Hattert and Haunted Fury maps![/b]
The game UI is now available in 2 more languages: Russian and Turkish Big thanks to crowding contributors luwiy and InvLife for doing most of the work there! Also we want to remind you that our Halloween Art Contest is still running, so head over to our Discord and have a look at the #general-news channel!
See the full list of changes below.
As always we encourage you to give us feedback or opinions about the game on our Discord server or on Twitter!
Cheers!
Patch Notes:
Added support for pt-BR and ko languages in word packages
Added new font for cyrillic characters
Added russian translation
Added turkish translation
Added new error message for invalid sessions
Changed stream guess penalty to 7.5%
Moved done button to top right corner of the canvas
Improved networking load for hosting players
Profile button in main menu is now showing the Scribble name instead of Steam name
Changed minimum required words for word packages from 1 to 5
Rearranged buttons in word package editor
Rearranged buttons in word package selection
Increased size of small tooltips
Improved size of error messages
Bugfixes:
Fixed not being able to join friends in Free Draw
Fixed drawing preview seems to lag behind, even on high FPS
Fixed some players couldn't draw on Linux
Fixed korean symbols are not correctly displayed
Fixed pause menu in lobby was not working correctly
Fixed explaining simon for selection is visible with random selection
Fixed word package editor hints
Fixed typos in UI & word packages
Fixed guessed pop-up was not translated
Fixed crash when initializing player
Fixed crashes caused by left teams
Fixed crash when player sends message instantly after joining a game
Today is a Halloween day! This means we also have to answer the main question - “trick or treat?” Treat, of course! Log into the game till November 1, 13:00 GMT, and get your free Builder’s and Amusement containers!
In order to receive your containers, enter the game before the specified time and pick up the gift in the upper right corner of the screen.
Attention! This special will last till November 1, 13:00 GMT.
For more information on Crossout, follow these channels:
So much has happened with both Geo 2 and my other games since the last update. Rest assured I am working on Geo 2 every single day and doing my very best to make Geo 2 the sequel to remember! So enough words Windybeard, tell me what you have done!
Effects and Polish
Now this is one of my favourite stages of a games development. Now that I am fast approaching the later stages of development I have been replacing, updating and polishing everything that needs it. Little tweaks to explosions, small visual effects, colour changes and rearranging things that didn't quite feel right. The list of these small jobs is too long to list here but after several weeks of this the game has leapt forward in terms of quality. Below are a few screenies that show some of these updates and effects.
Caves and variety
I have started ramping up the variety and events you can find while drilling. One of my intents with Geo 2 is to give you all the sense of never really knowing what to expect when drilling toward the core. Even after many hours of play I want you to find new things to interact with, run from and even laugh at. I have added lots of new “cave events” to find. These are small random things you can find, some help you, some don't but they are never negative. There are common ones and rare ones. The rare “cave events” can be super useful. Here is a fun one to have a peep at.
Kickstarter art
For the Geo 2 Kickstarter I offered backers the opportunity to purchase different assets in the game such as rooms, planets and even crew members. Here are some of the new assets I designed based on the awesome ideas of the Kickstarter backers. It was awesome to see how creative people can be and some of the ideas were genuinely amusing. Here are some of the planets the crazy Kickstarter backers came up with!
Bugs smashing
As with the polish stage I detailed above, I have now moved head first into the pulsating belly of the bug beast. Every little annoyance, every little mistake or bug is being chronicled and obliterated. Its a challenging, often annoying but very satisfying part of late stage development. Still a few to go but its really starting to come together now.
Puzzle Plunder Vampire Night DLC
As some of you have seen I have released a Vampire themed expansion DLC for my FREE to play match 3 game Puzzle Plunder. Puzzle Plunder Vampire Nights is out now so if you fancy checking it out please do so.
Every game of mine is currently heavilly discounted for the Steam Halloween sale! Upto 75% off everything. Check them out and if you fancy grabbing one then I would appreciate that very much.
Thanks again for the ongoing support for Geo 2 and all my other games. It really is appreciated! Also while I have you here, please consider leaving a short review for any of my games if you own them and even if you dont own them, consider leaving a short review for another indie developer. They mean so much and are often a glimmer of light in the ever swelling waves of Steams algorithmic uncertainties.
Its Halloween! For a limited time your foes will wear Pumpkins and there is a high chance to find some pumpkin hats yourself!
I heard there is also a good chance to stumble over ghosts and watch out for bad weather.
If you are in the mood for more Halloween monstrosities we have on huge one for you, in the shape of a giant meatball you can control! Its our just released free game: https://www.youtube.com/watch?v=QQkr69u99Ug
Today from 1 PM to 1:30 PM, for the Games Made in France event, MisterMV and Maghla will test Out There: Oceans of Time with the developers in a French livestream.
- Fixed the bug with some sprites not loading properly on some machines (x339) - New particles - Fixed the loading screen bug (x340) - Better synchronization between linked accounts - Repricing of "Corn Pops", "Conclave", "Chromo Some?", "Reproduction" and "Mirror Glasses" - Rebalance of "DNA of Apes", "All the good jokes", "Tenac" and "Hot Tub Time Machine" - Better optimization of the game loop (less RAM usage in minimized window) - No cannabis ???????
For a limited time, AeternoBlade II: Director's Rewind owners can get the Halloween hat costume DLC for free. The hat will only appear during the event after installing the DLC.
We also made Ultimate Freyja DLC costume available for purchase. We originally planned to release Ultimate Freyja DLC costume along with Director's Rewind Console Patches but failed to meet the deadline and the release of Ultimate Freyja DLC is postponed. We apologize for misinformation and inconveniences caused.
Here are changes made to the game in this Halloween patch:
Show more Stats in Memorandum, this will help in tracking Director's Rewind achievements.
Base Mana increases by 20 for Knight of Chronosia, Ridgerode Militia, and Time Traveler difficulty settings.
3D Camera bug fix when using Freyja's DLC.
3D deflect projectile wrong force direction fixed.
Fixed projectile bug that does not deal damage when the player is killed.
Fixed bug that enemy projectile does not deal damage sometimes.