We have started to work on major content updates (such as maps and game modes have started), therefore fixes for this weekly patch are in a smaller number compared to the previous ones, but nevertheless, here we are with a new changelog - this time is based mostly on balancing. The patch will be live in approximately 2 hours.
CHANGELOG
[BALANCING]
Killing doves now awards 4 points per dove killed
Doves' attacks now deliver slightly increased damages to the player
Monster's primary attack is now slightly faster but the projectiles are slightly affected by gravity
Monster's shotgun-like attack now shoots a higher number of projectiles with a slightly bigger spread
Monster's fireball attack power cost and buffer time have been slightly increased
Max chest freeze time is now shorter (20 to 16 seconds)
[FIXES]
Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience
Raglor administration created a pilot training school. Read guidelines, Pass exams, and get a special ranking. Each rank has unique benefits.
FPS Rank Requirements
Captain: Must be a part of the developer team or player who helps on a daily basis.
No restrictions.
They can do anything they want.
Check First Officer tests.
First Officer: Must have passed the Officer exam and obtained the First Officer server role. Must have a permanent nickname. Must help new pilots. Participate in testing, creating tutorials, and help developers.
Can put the name to the thank you page in the game.
Check Cadets tests.
Can request access to the testing branch (Be the first who try a new update).
Cadet/Trainee: Must have passed the Cadet exam and obtained the Cadet/Trainee server role. Must have a permanent nickname. Must help new pilots. Participate in testing, creating tutorials, and help developers.
Can request access to the testing branch (Be the first who try a new update).
Sorry for the few months of silence, we’ve been extremely busy blooding several new team members, plus going through a second lockdown, so we haven’t had much of a chance to say anything until now.
There's still not a huge amount to update you on, but with just over a month to go until Christmas, we’re nearly done preparing a new update full of little stocking fillers to keep you entertained for a bit longer, including:
New weapon
New mob
Lore room
New skins
New diet option
A few other changes that we're still testing so we can't confirm them yet...
That should be landing in mid-December and we’ll let you know when it’s arrived, as per usual.
You can expect a few more pieces of bigger news dropping over the next couple of months too.
Riders of the Apocalypse! We welcome you to our weekly Show, made so that you — the Waste’s best mechanics and riders, can earn some Gold! New episodes every Friday! Anyone willing to submit a video, must send a letter to CrossoutShow@Gaijin.ru containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize… should your video win! When you leave a comment competing for the best comment of the week, don’t forget to include your account name, with all the right capital and lowercase letters, so that we can find you...and give you your well-earned Gold!
Hello everyone! Thank you so much for your reviews and comments, we love reading them and hearing what can be improved in Propagation VR. And of course what you would like to see next!
As a first step, taking into account some of your feedback, we are happy to release an update for Propagation VR improving a few aspects of the game :
Augmented impacts VFX/SFX on zombies and the environment, to improve shooting feeling and help aiming. As a consequence, the game is a bit more gore with more blood splashing around!
Modification of pistol sound
Pistol sight more visible in the dark
Visual improvement to reduce general blur effect
New option "Post-process" in the "Graphics" menu to improve or reduce quality of post-processes depending on your setup
Option "Rotation Speed" in "Game" menu now goes up to x 5.0
New option "Manual Offset" in the "Controls" menu to set your own controller orientation if the auto-setup is not satisfying
Automatically apply specific controller orientations and buttons for Oculus Quest through Virtual Desktop or Link, and Oculus Rift through SteamVR
We understood a significant part of our players are using Virtual Desktop / Quest setups and encountered problems with hand orientation and menu button override. We tried our best to improve these aspects, even though not officially supported, in the hope that everyone can enjoy Propagation VR.
Please try out these improvements and tell us what you think! We are still working on Propagation VR so stay close, we will post regular updates about development goals and achievements. You are all invited to share reactions and areas of improvement here, or chat with the dev team on our Discord channel!
WanadevStudio's social accounts are also great spots to share your feelings with us. You're welcome to follow us on Facebook, Twitter and Instagram!
Hey guys. We have taken a short break from COOP/Single player development to rework our ballistics in the game. We used to only hitscan our weapons. Now we have proper ballistics that use real world ballistics data. Here are some work in progress videos.
Hoo boy it's been a while hasn't it. With all the craziness of this year only now am I finishing up the work I started so many months ago.
I want to say thank you to everyone who gave me input over this past year on how to improve on the game, it has been incredible to see the different strategies people came up with and all the different ways someone has used their creativity to completely blow the game wide open.
Patch Notes:
Added mazing gameplay!
Added Reroute, Piecewise, & Lanelock levels with mazing enabled!
On levels with mazing enabled enemies will use the shortest path they can find to reach the exit. Players can build Towers in these levels to block enemies and force them to take a longer route!
Mazing levels contain a few pre-placed Towers to use as blockades. They can't attack or gain any experience but they do help you change the enemy's path by moving them around.
Blockade Towers do not factor into any XP sharing equations. Having them near a Tower that is sharing XP will not reduce the amount given to other Towers.
Players cannot cast Potions or the Scholar's Last Lecture on Blockade Towers to prevent annoying mis-clicks.
The Whirlwind build cost from 100->225g.
Added Fast Forward Toggle to options. Enabling this option will make fast forwarding toggle on and off with the hotkey instead of requiring it to be held down.
Fixed warning spam in users' output logs caused by music tracks without dynamic mixing.
I hope you all enjoy this new gamemode and its levels! If you have any friends who are on the fence about trying the game out I have created a short four-level demo available on the Steam Store!
New VR work environments (including plane and simple scenes)
Plenty of new materials that you can now choose from (including matcap)
New base models/templates to start with
New features Brand new sculpt brushes
Clay buildup/Carve brush with alphas
Trim brush
Improved “Move brush”
Regularize brush for topology and polygon density manipulation
Access to new brush modifiers
Brush size (set value on slider or use controller buttons)
Brush strength (set value on slider or use the pressure sensitive trigger)
Brush falloff
Brush resolution (set tessellation value or turn tessellation on/off)
Others
Turn mirror plane on/off
Add reference image to scene
Use model decimation and subdivision
Changes Object context menu accommodates the following features:
Model context menu: Decimate, Subdivide, Change material
Image context menu: Lock, Unlock, Delete
Controller-attached Options menu accommodates the following features currently
User preferences: Hand dominance, Show polygon wireframe, Show mirror plane
Environment: Choose from a wide variety of VR environments
Screenshot: Take a screenshot of your creation (Location: Documents/ShapeLab/ScreenShots)
Controller-attached File menu accommodates the following features currently
New (discard current project and start new creation)
Quick Save (Location: Documents/ShapeLab/QuickSaves)
Import Model (import OBJ files)
Add Image (add reference image to scene)
Export (export in OBJ)
Exit
Temporarily removed features
Painting tool
“Draw in the air” sculpt brush
STL export/import
Windows Mixed Realiy Support (coming in mid November)
Plans
The next update can be expected before the Holiday Season, which will include further optimizations, performance improvements, UX/UI fine-tunings and a few additional features.
We are planning to release a big update at the end of Q1 2021. Stay tuned for more exciting information.
We will be continuously improving Shapelab and we appreciate your feedback at every step of the development process. Contact us via email (vr@leopoly.com) if you...
would like to use the previous version of ShapeLab
would like to become a tester or to share your thoughts and ideas on the current update.
Arena • now you can turn music off on Arena • quest time was rebalanced • a new location was added to the generation pool • some locations were slightly simplified