Operation Hammer Down continues... and we need your Help!
It should be noted the next few patches will also focus on nerfing some of the units like the Apache as they are greatly overpowered. This will include further refinements with the health/damage tables being further adjusted for other units as well. Stay tuned!
Starting Friday night we have pushed out the started inklings of Operation Hammer Down. Our first major patch which targets adding more replayability and simulating a larger world to fight in. We want to hear what you folks have to say about how it plays so we can properly focus the aspects that need the most attention. After we feel they are in a good place overall we will shortly afterwards put up a factions public beta.
Finalized Open World Map
Doctrines
Juggernaut
Little Guy enemies
Leviathan
Revised Power Generation System
Patch Notes - 0.7.85 Further QOL and improvements to the Spine Throwers
The pre-beta opt in will be removed in the next week. Please remeber to finish your old game sessions on them ASAP!
Patch notes from this patch
Added a safety for turn animations to not freeze movement if the montage fails somehow
Added a safety for loaded soldiers to unfreeze movement on being loaded, in case they somehow load as 'frozen' (had a save file where this occurred, safety seems to have resolved it) I.E units would refuse to move after a save file was loaded
Tanker collision fixed on adjusted so they dont pop in and out based on distance
Fixed the Spine Turret's damage character root being too low such that certain Spine Turrets would become 'untargetable' (due to their target point in some instances being 'belowground')
Resolved an issue w/ right click-on-spine-turret commands not boosting selected unit's Threat Level towards the right-clicked target (i.e. they were basically ignoring that command)
Fixed the Spine Turrets not shooting at the player after fixing the player not being able to shoot some spine turrets
Boosted Vehicular nav agent size to prevent vehicles from trying to 'go up ramps' on some sections of the map (note that vehicles cannot get to certain places, so if there's a lot of road clutter or thin paths, don't be surprised if vehicles just can't find their way in - may need more tuning, though)
Made the hospital give $150 as capture income (was giving $0)
Fixed a missing bridge pointer from Angel Island to Treasure Island (was messing w/ horde logic)
Added a safety to try to prevent some Editor 'warning spam' related to Juggernaut rock throws
Improved Garrison vision logic:
Units in a Sparrow now have double firing range (except for flamethrower) and vision
Spread from sitting in a moving vehicle increased (over 200 units means 30% boost, over 800 means 60%)
If in an aerial vehicle, spread increased by 10% then multiplied by 110% (so units in a hovering Sparrow has 121% spread, but if Sparrow is moving it will either be 154% or 187%)
Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyze it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!
It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to PayPal
Feel free to use the #đŹlore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel
This hot fix addresses several issues you've reported. We got more fixes in the works as well.
Changes
Canvas whitelist/blacklist will now always apply regardless of canvas parental modes, removing the need for different canvas parental modes all together, simplifying the canvas parental controls for everyone. Trusting/untrusting players is still required
Dark: Made slightly less dark
Virus: Adjusted speeds and friction a bit
Cleaned up Appearance menu a bit, making it easier to select upgrades for games
Redid icons for several items (over 100), including all accessories, RC items, instruments, and more
Added a tutorial when clicking on Visit Condos that explains about custom content in Condos
Improved look of chat rules and how to report to make it easier for people to read
Optimized main menu, drastically reducing GPU usage
Inventory UI: Search bar now is much larger and easier to find
Inventory UI: You now must click on the bottom inventory to open the drawer for it (instead of just hovering over) to prevent the inventory from accidentally opening
Inventory UI: Made the Refresh and Tower Express shortcut buttons much more noticeable
Inventory UI: Hot bar no longer closes automatically when right clicking on items
Zombie Massacre: Improved zombie ragdolls (fixing jiggling issues and adding more weight to them)
Billiards: Reduced point deduction when scratching (from -200 to -50)
Bug Fixes
Took measures to improve desync issues for Minigolf and Ball Race platforms
Fixed voice chat volume being muffled while players are in seats
Inventory UI: Fixed a bug where the hot bar would automatically close while interacting with the hot bar
Dark: Fixed certain floating orbs colliding with the camera
Minigolf: Fixed Flower Hat scale
Fixed some lighting issues in Pine Valley
Laser Tag: Fixed spawn point issues that led to players spawning at the origin of the Plaza
Laser Tag: Recharging no longer requires you to use the recharge station, instead just being near a recharge station will recharge you
Join our Discord for development updates and community fun! https://discord.gg/pixeltail We love awesome people like you!
FutureKreate Dev Team is planning to host a brand new type of robot workshop. We are using a professional tool called 3D CAD, and design your own robots with simulation in FutureKreate. FutureKreate is the only game that is able to import the real world blueprint! People of any age can join, from elementary school students to researchers! The event will be online.
Ever wanted to learn how Isometric 2.5D games work? Look no further! ...Unless you don't like bad jokes. Then maybe look a little further, because that's all that I got for you. :)
Thank you for playing One Way Heroics. This message is to inform you that a new update has gone live.
[OWH/OWH+] Attempted to fix bug causing an error message stating "Cannot locate basic info data C:\**\Game.dat" when starting the game in some environments.
Check out the details below, and we will see you in the Arena!
â Heroes
lHeilangâsTerritory(R) - Fixed the issue where other skillsâ orders did not work if the player canceled Heilangâs Territory with skill Heilang (RMB). - Fixed the issue where HP recovery did not apply to Heilang when using the skill [Heilang: Roar: Heal].
- Reduced damage of Basic Attack (LMB) by 12%.
ă ŁFirstBlade: RushingGale(Q) - Reduced skill damage by 25%.
ă ŁSecondBlade: Countercurrent(E) - Increased cooldown from 7 sec to 9 sec. - Reduced damage of Haze (E + RMB) by 30%. - Reduced stun duration of Haze (E + RMB) from 1.5 sec to 1 sec.
ă ŁFourthBlade: DemonRend(R) - Reduced skill damage by 13%.
â AI Player
- Following AI Playersâ Ultimate (R) skills now have the same number of hits as those of players: > Yeonhwa, Shultz, Goyen
â Fixes and Improvements
- Fixed the issue where the camera had to be adjusted to look down in order to interact with a dead playerâs grave.
A quick hot fix for a rare issue some people encountered that would cause the game to hang when starting Practice or Tutorial sessions. Also, a couple of small menu tweaks for good measure.
Admittedly weâve been a little slack in keeping everyone up-to-date with SRC since our last Championship in July, rest assured weâre still here and have been mostly active in our Discord providing support and watching some of the insane times being posted to the leaderboards. Since April 2020 we've been rolling out small patches to address issues we or the community have found. Most of these fixes were so small we didn't find it necessary to mention them in their own post. Below is a short list of some of these fixes.
Bugfixes
Fixed: an exploit where you could restart the race at a position other than the Startline,
Fixed: an input bug which forced you into a slide after resetting,
Fixed: an the mouse cursor escaping the game when played in windowed mode,
Fixed: "Seeker" obstacle move speed being frame dependent,
Fixed: the connection lost menu softlock,
Fixed: magnetic tracksections sometimes letting go of the player on sharp turns,
Unfortunately there are some rather infamous bugs which weâve been unable to fix, while I wont say weâve thrown in the towel for fixing these, I donât believe weâre currently able to fix them without a major refactor to SRCâs code, which is unlikely to happen.
Known Bugs
The countdown timer gets stuck at -1 or 4 seconds (Rare),
Recorded Ghosts sometimes donât match the reported times,
When entering or exiting tunnels and portals at extremely high speed the player might be forcefully reset to a checkpoint (Rare),
Lastly I think an apology from us is long overdue, in May 2020 we mentioned the 1.1 Update content that was in the works at the time. The key word here is âwasâ. Since the release of SRC we had every intention to continue creating new content, what this content would be was in constant flux within the team. As a result we either dropped development of this content due to it being unstable, too difficult to achieve or just not fun. For those interested we didnât want to just keep making tracks as this takes quite a lot of time, time we have been very short on since late 2019. What we attempted to do was solve this issue by building systems or modes that would provide meaningful long term content without being bottlenecked by our own development speed. Some of the things we worked on were;
Trackbuilder tools for editing existing tracks or making new ones, (found to be too difficult to achieve as SRC was not original built with this in mind and would have required more than half of the games mechanics be refactored or redesigned)
An infinite track which would randomly select pre-designed sections of track and could be easily extended by building new sections rather than entire tracks, (was prototyped and found to not fit SRCâs fundamental design philosophy, just not as fun as it sounds)
An alternate mode for Sprint tracks where several âtime boxesâ would pause the race timer for short durations, (was extremely unstable and also didnât solve our issue with content generation as we donât consider recycling to be meaningful content)
We considered bringing back the Championship creator that was removed from the game during Early Access. However, this feature required constant upkeep and never saw much use, later being removed for that reason.
Thus rather than string you all along with promises of content, we would rather be upfront and put SRC into âMaintenance modeâ. Meaning the game will continue to receive bugfixes and quality of life improvements where possible, but will not receive any new content.
Weâre active over on our Discord and try our best to respond to any and all bugs and questions. If you run into any issues with SRC please let us know here: https://discordapp.com/invite/d6MaRCb