[Fixes] - Revolta Grenade no longer deals damage to Player. - Upgraded NightKnight Save Triggers.
[Changes] - Upgraded HeavyWeight Challenge in Mayor Tower. - Changed and Added some Tip texts in loading screen. - Added a secret room and a chest in Batsu Amusement Park - Mines. - Changed the Beta Droide to the Helper Droide. You can now in every scene, talk to a Help Droide which will give you advises. (This droides disappear after getting each corresponding relica) - Reworked Brocelia Forest. Now, NightKNight Camp is in the Lost Forest and create a unique challenge. You will need to escape traps and corrupted Brocelians and face Night Knight army in the same place. Mayor Quest remains the same.
- Created CapTen House in laFabrique. You will find a letter from NightKnight when Capten Kidnapped Quest is active. - Added Capten Kidnapped Quest in SK City. After the Sixth Relica, you will need to save Donger in SK City in order to use the boat again.
- Updated 2nd Benediction Quest and HUD.
- Added a Checkpoint after repairing Mayor Tobor in Brocelia Forest.
(Like other Checkpoints, this one wont save if you quit the game, this is a shortcut not to have to repeat the whole level when attempting the Ascent Tree challenge.)
A dedicated benchmark for the GPU has been added, now with results readable by humans.
We added support for changing Mr. Riggs' appearance. Right now, you can choose from a couple of predefined skins. We will make more in the future, we also count on your creativity and hope you'll get painting soon!
Localizations were added to all research items. If a string in a given language is missing, it will default to English.
We added a stagger state for the player. Mr. Riggs will become staggered if it uses a melee attack on an entity that is resistant to physical damage. This is still very much work in progress, animations and effects are far from final.
Planetary Scanner screen was changed to feature an actual 3D model of Galatea 37. It also displays your actual geographical position on the surface of the planet and indicates where the bases in other biomes are located. This screen will be your mission hub.
New damage types were added, along with resistances. If an entity is immune to a given type of damage, you will see a highlight and a 'resisted' popup.
We added tooltips! Hovering the mouse cursor over an icon or any other menu item will now open a popup box with a description of the item.
We have completely reworked all the weapon models. Our goal was to make them immediately recognizable, without the need to look at the inventory screen or the HUD. The new models come with varying skins for each rarity level. They're also animated!
Oh, we also changed models for other equipment pieces - the Detector and mines of all flavors.
Missions now start with a fade from black. It gives a nice cinematic feeling (and hides the Matrix from you).
We have tweaked effect attachment points for weapons, so that the muzzle flash actually comes from the muzzle.
The settings menu screen has been slightly reworked to include a description box. Highlighting any option in the menu will display a short message describing what is affected by the highlighted option. This should help you choose the perfect settings for your setup.
There's much more wildlife in the prologue mission now, including birds!
Our super-cute drones are now even more cute, because they are animated!
New options have been added to the settings screen, as well as the Launcher.
Extended HQ upgrade level 1 attack timeout. Take a breath.
All weapons now have an icon based on the actual physical model you can see in the game.
CrashReporter: include configuration + version number in titlebar. Sometimes you send us screenshots of the crash reports. This will help us identify the version of the game you have problems with.
Loot items are now pushed away from the dying creatures with more force.
Last but not the least important - ENERGY CONNECTORS AND WALLS ARE NOW BUILDABLE THROUGH CLICKING AND DRAGGING. Praise Starbugs!
Changes:
The Prologue map has been changed a bit, but since the affected area was a secret, we won't tell you what we changed.
New mech model and textures - Mr. Riggs is richer in polygons and more hi-tech now.
New Mech Destruction System. There is no need for creating destruction level maps for each skin - they will be automatically generated.
New wall models, that change on each upgrade level
New Sentinel Tower models, that change on each upgrade level
Mods are now more robust and should no longer disappear from your weapons and towers.
Our creatures now use a completely new state machine, designed to be faster and much easier to use.
If you minimize the game while loading, the icon on the Windows Taskbar will now flash once the loading is completed.
Updated fonts - we added some missing symbols and modified illegible letters.
HQ on higher levels does not consume power. It was a trap that turned many promising bases into piles of ash.
Wind turbines give more energy - changed from 6/s to 8/s.
Fixed the wrong value in Health Regeneration module level 1. It now restores 1hp/s.
Piles of loot now scale according to the amount of resources they contain.
New Resource Comet effect.
Tweaked drop rates for loot from all props. Smaller props give less loot, while bigger ones drop quite a bit more.
NodeCullerDesc deleted from all small props and some medium props. You can now move freely through small props.
Big cleanup in effects for enemies - Canoptrix, Arachnoid, and Hammeroceros. We removed redundant entries and optimized many little things.
Added render system to hud revision/TC info.
RenderingState: add `r_max_fps` - thanks to this variable you can now limit the maximum number of frames per second without turning on v-sync. No more whining condensers!
Decals, such as blood splats or scorch marks disappear gradually instead of just disappearing at an instant.
The mouse cursor will now react to changes in the mouse sensitivity setting immediately.
Fixes:
Some missing lights were added to buildings.
All props now have the correct materials assigned to them and should behave as expected when destroyed.
Fixed crash in OnUnequipItemRequest.
Fix crash in building base while building floors.
Fix crashes from crash raporter.
Added hardcore description setup.
Fixed icons on interacitve screen.
Fixed localizations and offsets.
Possible fix for pause on steam overlay bug
Fix lock on energy connector creation.
Fix header display after loading game with streaming.
Fixed sword attack timers.
Fixed sword post attack glitch.
Fix materials on building modified.
Fixed dying after falling beneath the floor - now you will teleport over surface instead.
EntityModSystem: listen for equip/unequip events
Fixed research available when the HQ is destroyed.
DirectoryWatcher: fix possible deadlock when exiting an application.
Sound: fixed "enemies/canoptrix_move" gain and playback freqency, moved to "enemy_steps" group.
Keyboard: reset special keys state on focus lost, update on focus gain.
Fixed borderless problems.
Fixed multi monitors problems on DX12.
Fixed minimap after load.
Fixed hammeroceros 'run' sound effects.
Fixed animation graph freeze.
Fixed resource icons display overlapping.
Tweaked overrides in towers to fix bugs with multiple towers.
Fixed cheat_god_mode - now it works every time.
DestroySystem: fix empty frame between object removal and parts spawn.
Fixed minigun projectiles (position), also made them cheaper performance-wise.
SettingsMenuScreen: fixed 'reset to defaults' functionality.
Fixed planet_surface shader for the Planetary Scanner menu screen.
Tweaks for the grass (proper materials, more subsurface light). Gives it a more natural look.
Prevent crash in RiftTeleportStates
Fixed entering campaign if campaign is disabled. This one's mostly for those of you who like to change things around in the game files or use mods.
Fix mining not decreasing resources from the vein. Happened from time to time.
Fix crash when the mech dies while melee attacking.
Fix crash when floor is being built.
Fixed Exit Game crashes.
Insert english localization variable if other language is empty - no more empty strings!
Energy connectors are still all over the place.
Audio:
We have started grouping sounds into clusters to achieve a better 'herd stampede' effect and to override the instance limits. Massive hordes of enemy creatures will sound terrifying now.
Lots of creature noise samples have been changed to give them individual identity and make them instantly recognizable.
The sound system has also been optimized to have as little impact on the performance as possible.
Our Granular Synth is finally working properly, which means we will be able to add dynamically changing sounds into the game, such as a Geiger counter.
A dedicated benchmark for the GPU has been added, now with results readable by humans.
We added support for changing Mr. Riggs' appearance. Right now, you can choose from a couple of predefined skins. We will make more in the future, we also count on your creativity and hope you'll get painting soon!
Localizations were added to all research items. If a string in a given language is missing, it will default to English.
We added a stagger state for the player. Mr. Riggs will become staggered if it uses a melee attack on an entity that is resistant to physical damage. This is still very much work in progress, animations and effects are far from final.
Planetary Scanner screen was changed to feature an actual 3D model of Galatea 37. It also displays your actual geographical position on the surface of the planet and indicates where the bases in other biomes are located. This screen will be your mission hub.
New damage types were added, along with resistances. If an entity is immune to a given type of damage, you will see a highlight and a 'resisted' popup.
We added tooltips! Hovering the mouse cursor over an icon or any other menu item will now open a popup box with a description of the item.
We have completely reworked all the weapon models. Our goal was to make them immediately recognizable, without the need to look at the inventory screen or the HUD. The new models come with varying skins for each rarity level. They're also animated!
Oh, we also changed models for other equipment pieces - the Detector and mines of all flavors.
Missions now start with a fade from black. It gives a nice cinematic feeling (and hides the Matrix from you).
We have tweaked effect attachment points for weapons, so that the muzzle flash actually comes from the muzzle.
The settings menu screen has been slightly reworked to include a description box. Highlighting any option in the menu will display a short message describing what is affected by the highlighted option. This should help you choose the perfect settings for your setup.
There's much more wildlife in the prologue mission now, including birds!
Our super-cute drones are now even more cute, because they are animated!
New options have been added to the settings screen, as well as the Launcher.
Extended HQ upgrade level 1 attack timeout. Take a breath.
All weapons now have an icon based on the actual physical model you can see in the game.
CrashReporter: include configuration + version number in titlebar. Sometimes you send us screenshots of the crash reports. This will help us identify the version of the game you have problems with.
Loot items are now pushed away from the dying creatures with more force.
Last but not the least important - ENERGY CONNECTORS AND WALLS ARE NOW BUILDABLE THROUGH CLICKING AND DRAGGING. Praise Starbugs!
Changes:
The Prologue map has been changed a bit, but since the affected area was a secret, we won't tell you what we changed.
New mech model and textures - Mr. Riggs is richer in polygons and more hi-tech now.
New Mech Destruction System. There is no need for creating destruction level maps for each skin - they will be automatically generated.
New wall models, that change on each upgrade level
New Sentinel Tower models, that change on each upgrade level
Mods are now more robust and should no longer disappear from your weapons and towers.
Our creatures now use a completely new state machine, designed to be faster and much easier to use.
If you minimize the game while loading, the icon on the Windows Taskbar will now flash once the loading is completed.
Updated fonts - we added some missing symbols and modified illegible letters.
HQ on higher levels does not consume power. It was a trap that turned many promising bases into piles of ash.
Wind turbines give more energy - changed from 6/s to 8/s.
Fixed the wrong value in Health Regeneration module level 1. It now restores 1hp/s.
Piles of loot now scale according to the amount of resources they contain.
New Resource Comet effect.
Tweaked drop rates for loot from all props. Smaller props give less loot, while bigger ones drop quite a bit more.
NodeCullerDesc deleted from all small props and some medium props. You can now move freely through small props.
Big cleanup in effects for enemies - Canoptrix, Arachnoid, and Hammeroceros. We removed redundant entries and optimized many little things.
Added render system to hud revision/TC info.
RenderingState: add `r_max_fps` - thanks to this variable you can now limit the maximum number of frames per second without turning on v-sync. No more whining condensers!
Decals, such as blood splats or scorch marks disappear gradually instead of just disappearing at an instant.
The mouse cursor will now react to changes in the mouse sensitivity setting immediately.
Fixes:
Some missing lights were added to buildings.
All props now have the correct materials assigned to them and should behave as expected when destroyed.
Fixed crash in OnUnequipItemRequest.
Fix crash in building base while building floors.
Fix crashes from crash raporter.
Added hardcore description setup.
Fixed icons on interacitve screen.
Fixed localizations and offsets.
Possible fix for pause on steam overlay bug
Fix lock on energy connector creation.
Fix header display after loading game with streaming.
Fixed sword attack timers.
Fixed sword post attack glitch.
Fix materials on building modified.
Fixed dying after falling beneath the floor - now you will teleport over surface instead.
EntityModSystem: listen for equip/unequip events
Fixed research available when the HQ is destroyed.
DirectoryWatcher: fix possible deadlock when exiting an application.
Sound: fixed "enemies/canoptrix_move" gain and playback freqency, moved to "enemy_steps" group.
Keyboard: reset special keys state on focus lost, update on focus gain.
Fixed borderless problems.
Fixed multi monitors problems on DX12.
Fixed minimap after load.
Fixed hammeroceros 'run' sound effects.
Fixed animation graph freeze.
Fixed resource icons display overlapping.
Tweaked overrides in towers to fix bugs with multiple towers.
Fixed cheat_god_mode - now it works every time.
DestroySystem: fix empty frame between object removal and parts spawn.
Fixed minigun projectiles (position), also made them cheaper performance-wise.
SettingsMenuScreen: fixed 'reset to defaults' functionality.
Fixed planet_surface shader for the Planetary Scanner menu screen.
Tweaks for the grass (proper materials, more subsurface light). Gives it a more natural look.
Prevent crash in RiftTeleportStates
Fixed entering campaign if campaign is disabled. This one's mostly for those of you who like to change things around in the game files or use mods.
Fix mining not decreasing resources from the vein. Happened from time to time.
Fix crash when the mech dies while melee attacking.
Fix crash when floor is being built.
Fixed Exit Game crashes.
Insert english localization variable if other language is empty - no more empty strings!
Energy connectors are still all over the place.
Audio:
We have started grouping sounds into clusters to achieve a better 'herd stampede' effect and to override the instance limits. Massive hordes of enemy creatures will sound terrifying now.
Lots of creature noise samples have been changed to give them individual identity and make them instantly recognizable.
The sound system has also been optimized to have as little impact on the performance as possible.
Our Granular Synth is finally working properly, which means we will be able to add dynamically changing sounds into the game, such as a Geiger counter.
A Soviet self-propelled tank destroyer based on T-34 chassis and armed with a long-barrel 85 mm gun. SU-85 was a fearsome foe for German tanks, designed to counter the German heavy Tiger tanks.
🕹 In the game: you can use these powerful anti-tank units to fight the hard targets effectively. They are both mobile and pack a heavy punch. On top of that, being an armored unit they have a solid defense, allowing them better sustainability on the frontline.
SU-100
A major improvement when compared to SU-85. SU-100 was based on the newer tank chassis of T-34-85. It had a modern 85 mm gun D-10S, which proved to be even more effective against the enemy armor. Additionally, SU-100 had much thicker armor plating.
🕹 In the game: you can upgrade SU-85 into SU-100 taking advantage of its better offensive and defensive capabilities.
This was the last dispatch about new units in the Spectre of Communism. However, in just a few days we will start updating you on the new units in Strategic Mind: Fight for Freedom, so stay tuned!
👉 Learn more about the upcoming project and add it to wishlist
A Soviet self-propelled tank destroyer based on T-34 chassis and armed with a long-barrel 85 mm gun. SU-85 was a fearsome foe for German tanks, designed to counter the German heavy Tiger tanks.
🕹 In the game: you can use these powerful anti-tank units to fight the hard targets effectively. They are both mobile and pack a heavy punch. On top of that, being an armored unit they have a solid defense, allowing them better sustainability on the frontline.
SU-100
A major improvement when compared to SU-85. SU-100 was based on the newer tank chassis of T-34-85. It had a modern 85 mm gun D-10S, which proved to be even more effective against the enemy armor. Additionally, SU-100 had much thicker armor plating.
🕹 In the game: you can upgrade SU-85 into SU-100 taking advantage of its better offensive and defensive capabilities.
This was the last dispatch about new units in the Spectre of Communism. However, in just a few days we will start updating you on the new units in Strategic Mind: Fight for Freedom, so stay tuned!
👉 Learn more about the upcoming project and add it to wishlist
A Soviet self-propelled tank destroyer based on T-34 chassis and armed with a long-barrel 85 mm gun. SU-85 was a fearsome foe for German tanks, designed to counter the German heavy Tiger tanks.
🕹 In the game: you can use these powerful anti-tank units to fight the hard targets effectively. They are both mobile and pack a heavy punch. On top of that, being an armored unit they have a solid defense, allowing them better sustainability on the frontline.
SU-100
A major improvement when compared to SU-85. SU-100 was based on the newer tank chassis of T-34-85. It had a modern 85 mm gun D-10S, which proved to be even more effective against the enemy armor. Additionally, SU-100 had much thicker armor plating.
🕹 In the game: you can upgrade SU-85 into SU-100 taking advantage of its better offensive and defensive capabilities.
This was the last dispatch about new units in the Spectre of Communism. However, in just a few days we will start updating you on the new units in Strategic Mind: Fight for Freedom, so stay tuned!
👉 Learn more about the upcoming project and add it to wishlist
A Soviet self-propelled tank destroyer based on T-34 chassis and armed with a long-barrel 85 mm gun. SU-85 was a fearsome foe for German tanks, designed to counter the German heavy Tiger tanks.
🕹 In the game: you can use these powerful anti-tank units to fight the hard targets effectively. They are both mobile and pack a heavy punch. On top of that, being an armored unit they have a solid defense, allowing them better sustainability on the frontline.
SU-100
A major improvement when compared to SU-85. SU-100 was based on the newer tank chassis of T-34-85. It had a modern 85 mm gun D-10S, which proved to be even more effective against the enemy armor. Additionally, SU-100 had much thicker armor plating.
🕹 In the game: you can upgrade SU-85 into SU-100 taking advantage of its better offensive and defensive capabilities.
This was the last dispatch about new units in the Spectre of Communism. However, in just a few days we will start updating you on the new units in Strategic Mind: Fight for Freedom, so stay tuned!
👉 Learn more about the upcoming project and add it to wishlist
Hard Truck Apocalypse: Rise Of Clans / Ex Machina: Meridian 113 - Alexander Buka
Exactly 15 years ago was released our favorite game Hard Truck Apocalypse / Ex Machina!
In honor of this event, all games in the series on Steam are 80% off until December 14! A great point to get acquainted with the cult series for those who missed this opportunity at one time.