Things seem to be going well with the officer skill update, so I've pushed a little further, and I need to know if you see something like this:
I'm trying to optimize the way the game tracks your active abilities. Currently it runs a bunch of loops every time it wants to look at a particular power. But with the new method, the game will look at all your powers any time you enter a new area or install or upgrade something (or someone).
So if you get a stream of messages that say "RLODP discepancy", please report what you were doing, where you where (space, planet, caves, etc.) , and any other relevant details.
Thanks!
There's another thing in this new beta... I don't know how many of you go around shooting non-hostile alien ships, but if you do, you might encounter...
RETRIBUTION SQUADS!
After a certain number of unprovoked attacks against non-hostile intelligent aliens, you'll get a warning. And if you keep doing it, you'll get ... Retribution'd!
So I guess let me know if you get killed by one of those (or else if you *survive* one) !
Unless I broke it, everyone can look forward to these changes on Friday. Until then, happy National Penguin Day (it really is...)
At the tail end of last year, we mentioned that we would be working towards another QoL update, and trying to fit in a little content if we could. We also mentioned that the goal was to have it out in time for the Holidays. It is safe to say, that didn’t happen. We know many of you are asking “So what did happen, and what is still happening?”. Please let us share with you more information on this.
For reasons beyond our control, the planned update needed more time and unfortunately delayed longer than we had anticipated.
That being said, an update is coming! This update will include several of the fixes that were finished, including many of the issues reported around VOIP. We are also working to bring a community map on as official: “Cua Viet” by PsychoPigeon, whom many of you will recognize from his previous work on Rising Storm 1 and 2.
We hope to share more on the specifics of what has made it into the update and when it will be released in the coming days/weeks (dependent on QA verification).
We certainly appreciate everyone’s patience, understanding and overall enthusiasm for this update!
In developer spotlight posts, we discuss the detail and ideas behind Carrier Command 2.
In this post, we discuss fire support requests! Yes, in CC2 you can sit on the bridge of the carrier, then remote into another unmanned vehicle, then remotely fire weapons from a 3rd vehicle! It is actually quite simple...
When using the gimbal style cameras, you can track and laze targets on the ground. These are stabilized cameras with powerful optics, capable of up to 20x zoom. This style of camera is available on most vehicles, including aircraft, amphibious vehicles, and even the carrier.
When using this camera, you have the ability to request various types of fire support, directed at your target. You simply select the type of weapon you wish to use, and fire.
Once a fire target is issued, the process is automatic. Nearby vehicles with that weapon capability will respond by firing that weapon at the given coordinates. Some weapon types with vectoring such as guided missiles will continue to update the target position from the cameras laser and steer to follow the players aiming reticule.
Carrier Howitzer Cannon
The first type of support weapon mounted on the carrier is a long range cannon, capable of firing a salvo of devastatingly explosive rounds. The accuracy is not pin-point, and the rounds will land in an area around the target, with huge area damage, so is not suitable where your own units are closely engaged.
This weapon type is very fun to use and illustrates how powerful the carrier is in the hands of the player.
Carrier Cruise Missile
The next type of fire support available from the carrier is a cruise missile. The missile has very high range and can fly for many kilometres before reaching it's target. The payload is significant, but smaller than the howitzer shells. The weapon is highly accurate and will track the laser target, with enough blast radius to destroy multiple vehicles should they be close enough together.
This weapon is ideal for pre-landing strikes, to eliminate key enemy units that would otherwise be able to resist invasion.
Laser Guided Missile
This fire support is a unmanned vehicle mounted missile. These missiles could be mounted on currently controlled vehicle, a nearby air or ground vehicle. The payload is much smaller but highly accurate and capable of eliminating an enemy vehicle in close proximity to your own forces.
Added: - Added 'Legacy Edit Mode' option to the 'Misc' section of Global Settings. (Removed window controls, toggles edit mode with double grips/A buttons) - Improved overlay edge handling. (Should be easier to click things on the very edges of overlays such as hidden taskbar or scrollbars)
Changes: - Improved support for 'Stop Sign VR'. OVR Toolkit's overlays will sort better with overlays from this application. - Keyboard can no longer be closed whilst being moved.
Bug fixes: - Fixed an overlay interaction issue that would stop cursor movements from working. - Fixed wrist presets appearing in the wrong order when there's more than 10 presets. - Fixed a cleanup issue when switching presets. - Fixed an issue that would keep 'OVR Toolkit.exe' running after SteamVR had closed. (Now kills the process is vrcompositor.exe has shutdown) - Minor idle GPU usage reduction.
(Update should have been out on Monday but was delayed due to a pending bug fix)
An extremely exciting month for Gladiator Manager – it’s release time!
It’s turning into an extremely hectic month for me as the pressure and hype ramps up ahead of full release on Steam.
There’s a great deal going on, mainly playtesting and marketing. I’m glad to say that the final few bugs seem to have been squished and there are hopefully no game-breakers left anywhere. I am touching wood.
Features
Aside from a few minor QOL improvements and Easter eggs there are no new features, as you’d hope at this stage, but I can assure players that some post-release features are certainly planned, including:
Scouting system Fighter synergies (including personality and nationality) Achievement rewards; and Persistent morale and energy.
Marketing
I’ve been slow-burning the marketing so far, mainly on Steam, Facebook, Instagram, Youtube and my own website. I’ve spent some money on it, but really only a trivial level.
This month things are ramping up for release. I have a promotor – Hans Olsen of Game Promotor – and a number of influencers on YouTube and Twitch. I have also been contacted independently by about a dozen journalists wanting to write articles. This is really cool – thanks so much to everyone helping me out!
The results of this increased activity are just beginning to show with an accelerating up-tick in wishlisting – now approaching 1,000 people on the list. I really appreciate all of you taking an interest! It’s incredibly gratifying to see people wanting to play a game I’ve spent so much time lovingly crafting.
On that note – many thanks also to my recent playtesters, and especially Crazed Redneck who has devoted many hours to playing and replaying campaigns to ferret out all those last problems. His obvious enjoyment of the game, keen to play it over and over, encourages me that I’ve managed to put together some fun features here, and I must admit I’m really enjoying playing through it myself now. Forcing myself to just play, and ignore all my instincts to quickly log out and improve some tiny visual thing or embark on a whole new feature!
I’m certainly now spending more on marketing, on a ‘spend money to make money’ basis. There are quite a number of options and I won’t have to get much interest back to make those investments at least cost-neutral.
Overall, projections based on wishlist numbers (obviously assuming only a fraction buy the game, but more come in on release) suggest that I’m probably going to make my money back on this project, likely breaking about even after all software, contractor, web, training, artist and marketing costs are covered. To be honest I will see that as a massive result for a first major project so if it comes together I’ll be delighted. Hopefully over a much longer term period I might even have something to show for it.
Get Involved!
If you’re reading this and don’t have the game on your wishlist, go add it now!
If you’re a journalist, youtuber, twitcher, influencer etc. – do not hesitate to get in touch with any questions, comments, requests etc.
I can’t wait for release, to see how everyone enjoys the game!
Celebrate the week’s biggest performances on the pitch with special upgraded player items in FIFA 21 Ultimate Team!
From heroic defensive displays to match-winning attacking impact, Team of the Week honours the week’s best players with boosted stats and a special version of their FUT Item.
Head into FUT 21 to see who made this week’s squad!
Everyone likes crafting gear in a survival game and our players are no different. After listening to some suggestions about item quality and the speed it takes to make some gear by hand we decided to introduce a valuable tool in the crafting system, a crafting bench.
The bench will unlock higher tiered items like guns and ammo and makes general crafting faster. We’re also planning for it to improve the quality of the items you make with it compared to items made by hand in the future.
Silencers Are Golden
While our heads were focused on gear we made a few improvements to weapon attachments. We fixed a bug with inventory attachments not freeing their slot when removed from the inventory, and some issues with persistence. It’s never been easier to add a silencer to your favorite gun and shoot at the neighbors from behind a tree.
Zip Zip and Away
We worked out a few kinks in everyone's favorite way to quickly travel across the map too. Taking the zipline can not only save you time but it can help avoid some of the most dangerous areas on the way to the safe zone. We made sure equipped items are now unequipped when you get on to avoid getting stuck in the air and removed a few trees that would literally leave you hanging.
Quick Fixes
As always our testers kept us on our toes with bug reports and suggestions. This week we fixed a problem with totems “stealing” items and putting them in a hidden energy slot, an issue with players getting stuck if they died while loading into the game, and a bug with canteens not assigning water slots properly when filling up from water containers.
We also made some changes to the Trophy Collector’s poison clouds damaging buildings, and a bug with bed health not displaying properly. A good night’s sleep is important especially after an apocalypse, and now players don’t have to worry about getting an accurate read on the quality of their mattress.
Community Spotlight
Remember, our servers are up 24/7 and you're free to explore Lahaina’s deadly paradise any time you want.
Our testers made some truly huge bases and explored many places this week. Here are a few shots of what they built and found. We love sharing your pictures so keep them coming!
Mahalo to our testers who help us hunt down the bugs and improve the game with their suggestions. Your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know!
Here’s everything you found and we fixed and implemented this week.
Pistoling - logging out totem/construction bug
writeplace - All shipping container graphics are missing
Pistoling - Bed health is bugged
spitfire - hold [ C ] then press [ Z ] causes player to prone above floor
Pistoling - Missing mesh in mine tunnel
writeplace - reinforced/wooden door recipe switched around
ItsTom - shotgun shows 0/34 but has ammo loaded
Pistoling - Transferred a canteen with 3 drinks left in it to a large chest, logged out and logged back in and the canteen now has 0 charges
Hey folks! We just put up a blog post talking a bit about our game design process and sharing some survey results about players' canon trait and romance choices! Check it out:
- fixed a bug which prevented the achievement 'Tiles and Stripes forever' and unlocked 'Keep cool' instead. Sorry about that! - added an option which disables tile labels (i.e. numbers on them). If you would like to see the labels, enable them in the Settings menu. - added a color reminder for new players. The rules stay the same: red tiles are in place, pink-ish are 1 tile away, yellow - 2 tiles away, etc. You can disable this element in the Settings. - added a hint for the Fullscreen option in the Settings menu. You can use Alt + Enter at any game scene, not just Settings, to toggle Fullscreen.
Let me know what you think in the comments. Should the 'color reminder' have numbers with distances, too? Or is the current version enough?