It's update time! Beside some minor bugfixes, we focused on equipment balancing in this update. Several suggestions came straight from the active community on the Running with Rifles Discord. The modding community also spent some energy on creating new content after we announced that we are open for a new community box. And today, we have the COMMUNITY BOX 6 ready for you! Thanks to all the modders for the submissions and also to those whose work didn't make it into this community box. In no particular order, credits go to Mr. Bang, Unit G17, KF Redfox, Warbro, Xe-No, MarcusKrug, Kiruex, oche34, NC0032, Veliki Shef, CN memories, GhostNZ, Waltarron, Return_Dirt, P90 rush B and MoistGoat.
While we thought pretty much everything has been covered, we have some new interesting weapons there, from an explosive arrow alternate fire mode for the Compound bow to an incendiary grenade launcher by way of a reverse-recoil light machine gun. Most new weapons in today's community box use the feature we implemented for EDELWEISS release, i.e. an alternate fire mode.
We've also prepared an update for PACIFIC and EDELWEISS! The major content includes the Enfield P14 Sniper Rifle and Beardmore-Farquhar LMG for the UKF, the Boys Mk I AT Rifle carried by all Allied forces in both PACIFIC and EDELWEISS, and the M9A1 Bazooka for the USF. For vehicles, the M10 Wolverine tank destroyer has been added for USF forces! The M4A3 Sherman has also been made available on late-war Pacific maps.
Alongside these, a wide variety of balance and quality-of-life changes have been deployed that are sure to make playing more enjoyable, of these the most noticeable being the removal of friendly fire for certain explosive weapons. For the full list of changes, look below!
Changelog 1.84 (Vanilla):
NEW CONTENT:
equipment: binoculars now show the distance to target when "shooting" at it (not in quick matches)
items: community box #6 added
weapons: Compound bow - alt version with explosive arrow added
weapons: Buckshot Bess Musket - alt version with bayonet added
weapons: Ninjato - alt version using firecrackers (stun) instead of ninja stars added
weapons: Ares Shrike - alt semi-automatic version added
weapons: 44 Magnum - alt rapid fire version added
weapons: AK47 with alt fire underbarrel grenade launcher (GP25) added
weapons: M16 with alt fire underbarrel grenade launcher (M203) added
weapons: G36 with alt fire underbarrel grenade launcher (AG36) added
models: standard winter soldier model colors tweaked so that brown and grey are easier to distinguish from each other
animations: Claymore placing animation reworked - takes less time to activate
equipment: Claymore despawn time increased from 90 to 180 seconds
equipment: C4 despawn time increased from 30 to 45 seconds
wearables: all costumes now have a broken state, instead of just disappearing when damaged
wearables: Black Ops vest can survive one small blast to be more effective against grenadiers
weapons: Milkor MGL uses a cycle animation instead of retrigger timer to prevent reload spam
minimodes: players drop items on teamkills to avoid respawning with the teddy close to an armory in teddy hunt substages
minimodes: players drop items on disconnection too
minimodes: encumbrancy of the Teddy carry item increased from 22 to 50%
minimodes: Teddy Hunt - teddy now showing properly on the map when carried by a player
minimodes: fixed a case where Islet of Eflen was spawnlocked
dominance: weapons adapted to the changes in other game modes
invasion: online invasion player faction from Brownpants to Greenbelts
objects: fixed destructible wall material handling
ai: fixed a collision avoidance issue with steering around vehicles while in water
campaign: fixed a bug with campaign continue while hosting the game online causing stuck script
online: added workaround for possible problems with Steam Cloud based authentication
Changelog 1.84 (WW2):
NEW CONTENT:
vehicles: M10 Wolverine added to USF faction, available through call-in on every USF map except for Sicily and Bastogne
weapons: Enfield P14 Sniper Rifle, UKF medium-tier rare carried by Sniper soldiers, can be unlocked via Briefcase
weapons: Beardmore-Farquhar LMG, UKF high-tier rare carried by Veteran soldiers
weapons: Boys Mk I Anti-Tank Rifle, Allied medium-tier rare carried by UKF, USF, and USMC Sniper soldiers, can be unlocked via Briefcase for UKF and USMC
weapons: M9A1 Bazooka, Allied medium-tier rare carried by new USF Tank Hunter soldiers, can be unlocked via Briefcase
soldiers: USF Paratrooper "Tank Hunter" AI soldier, behaves exactly like the Wehrmacht "Tank Hunter" soldier and will spawn on St. Marie, Bastogne, and Varsity
features: the following weapons can no longer deal damage to friendly infantry or the shooter: all AT rifles, AT rifle grenades, autocannons, flamethrowers, and the Panzerwurfmine
bayonets: the M1941 Johnson can now attach a bayonet
bayonets: the Type 44 Carbine can now toggle its bayonet on or off
sounds: Panzerfaust and PIAT have a new sound distinguishing them from other Rocket Launchers
sounds: Heavy and Light tank cannons have new sounds distinguishing them from Medium Tanks
BALANCE CHANGES:
map balance: M4A3 Sherman added to US Marine Corps call-ins on Iwo Jima, Peleliu and Downfall (both Axis and Allied campaign)
map balance: M4A3 Sherman added to USF Airborne call-ins on every USF map except Sicily and Bastogne (both Axis and Allied campaign)
map balance: M3 Halftrack added to USF Airborne call-ins on every USF map except Sicily and Bastogne (both Axis and Allied campaign)
map balance: enemy "special soldiers" during the Varsity and Sealion boss fights no longer spawn with RP in Campaign (still possible in Invasion)
map balance: removed a respawning Panzer IV from Arnhem to make it a bit less vehicle-crowded for the Allies to fight against (Allied campaign only)
weapons: adjusted commonness of many weapons to become more standardized across all factions, should also raise commonness of high-tier rares in Campaign
weapons: cost of Flamethrowers reduced from ~150RP to ~100RP
weapons: StG 44 Vampir damage range raised to represent how its IR optics make for easier targeting
weapons: M1941 Johnson LMG firepower greatly boosted and cost raised to better reflect its high-tier rare status
weapons: MG 42 Extended Belt reload time set same as other belt-fed MGs
weapons: MG 42 Mobile belt size raised from 100 to 150
weapons: VGO No. 2 Mk I - improved firepower both when hip-firing and when using bipod
weapons: MG 34 completely redesigned - moved from being a medium-tier rare weapon to being a common armoury weapon
weapons: Winchester Automatic Rifle has had its accuracy and recoil control improved to better reflect its high-tier rare status
weapons: Type 96 LMG is no longer replaced by the Type 99 LMG but rather augmented by it once it becomes available
weapons: M1903A3 is now available alongside the M1 Garand on the Western Front (formerly only mid/late-war Pacific maps)
weapons: minor changes to most LMGs, HMGs, secondary-slot Carbines, the M1941 Johnson Rifle, Scoped FG 42, Sterling
weapons: adjusted the cost of some rare guns to better reflect performance
briefcases: UKF now unlocks the Lanchester SMG instead of the M1928 Thompson w/ Drum
briefcases: USMC can now unlock Scoped M1D Garand
briefcases: IJA can now unlock Scoped Type 99 Rifle and Type BE SMG
briefcases: WH can now unlock the Panzerschreck
briefcases: IJA must now unlock the Sniper Gear camouflage suit with Briefcases like every other faction
soldiers: Tank Hunter soldiers can no longer kill themselves or friendlies with their Rocket Launcher
soldiers: Assault soldiers can no longer spawn with medium-tier or high-tier rare guns
soldiers: Banzai soldiers can now spawn with SMGs and occasionally the Type BE
soldiers: IJA Veterans can now spawn with the Type BE (not just the IJN)
FIXES and TWEAKS:
soldiers: Added rank names and icons for the UKF and the Polish Armoured
soldiers: fixed an issue where Axis Veterans were not spawning with HE Rifle Grenades
soldiers: Banzai Chargers more reliably follow their Officer into attack
soldiers: Banzai Officer will be less likely to join player squads
quickmatch: added some Heavy Tanks to some of the maps
quickmatch: all items and weapons normally unlocked by Briefcase sales in Campaign are now immediately available in Quickmatch
soldier models: carrying an M9A1 Bazooka or Panzerschreck will now attach a rocket-ammo backpack onto the soldier model
soldier models: improved the model of the USMC Assault soldier
AI: fixed a bug regarding collision avoidance while in water
calls: fixed an issue where Jeep call-ins were not working for the UKF Paratroopers on Arnhem
calls: fixed an issue in Quickmatch where the M3 Halftrack call-in on Hell's Highway would spawn a bunch of other vehicles and cost a ton
calls: fixed Strafing Run call in not working in Quickmatch
calls: Wehrmacht Infantry call-in can now deploy from the base 'Best' on Hell's Highway
calls: now show barrage radius outlines in Quickmatch
items: adjusted the appearance of the Victoria Cross and Iron Cross HUD icons
maps: placed a Stash on the South Bridge base for Axis to use when arriving at Arnhem
maps: adjusted the extraction point on Arnhem leading to Hell's Highway for Axis campaign to make more sense
sounds: added some airplane airdrop ambience to maps that feature Paratrooper drops
music: raised the distance boss-music plays at when away from the tank for all bosses, especially on Sealion where the nearest on-map Armoury is quite far
weapons: tweaked the HUD icon and model of the Scoped M1D Garand sniper rifle
weapons: tweaked the HUD icon of the Type 44 Carbine to show its bayonet turned out
weapons: added explosive visual effect to Bofors and AA guns projectiles
weapons: fixed an issue where the 20mm Anti-Aircraft Gun was not able to damage Sentry soldiers
weapons: increased the size of all Grenade models to make them more visible (like Vanilla)
weapons: fixed an issue where the UKF were unable to buy Binoculars on Arnhem
briefcases: fixed an issue where the Commander would not report back 'nothing left to unlock' when that was the case
vehicles: tweaked spots of Opel Blitz and Austin K5 so that no crew will die when disembarking at full speed
vehicles: adjusted animations of the Ka-Tsu machine gun crew
vehicles: fixed missing weapon-mount mesh on Willy's MB Jeeps
We're here with a quick update to let you know what the team is working on, as yesterday's release was only the beginning for us!
First we'd like to extend a huge thanks to all of you out there for playing! This has been a crazy couple of days but we're thrilled to see how many of you are loving Hood. THANK YOU!
We've been reading and compiling feedback from everywhere and be sure that it will be the grassroots of post-launch updates. As we're planning the next patches, we wanted to give you a bit more visibility on some hot topics.
We have an update on the way to improve matchmaking times. And we'll continue to work on this crucial aspect of the game after the update.
Season 0 has already started! It basically represents the first few months after launch, during which we'll focus on gathering and acting on community feedback, as well as already releasing new content (such as the Mountain map)! More about about that in this dedicated trailer.
We know some of you would like to remove the 62 FPS cap on PC. This request is clear to us, and we're currently checking the amount of work required to do that. We know it seems like a small tweak, but removing the cap actually causes a lot of technical issues in the game, and we have to evaluate the impact of this change on our production pipeline before committing to anything on that front.
We're actively working on the "black screen" issue that some of you are having. If you're experiencing this, please submit a ticket to our support to help the team fix the issue faster: https://support.focus-home.com/hc/
If you have preordered and still don't have your pre-order bonus skin (the Forest Lord Pack), it might be because you've bought the game in an unofficial store. More info about that here.
We know that some of you would like to have OCE or SA servers, and we're looking into this as well. But each region has its own separated player pool for matchmaking. An additional server could mean long queuing time if we have less players in this region, and we prefer a relatively smooth matchmaking rather than a perfect ping with a really long matchmaking time. We're evaluating our options on this topic and will get back to you about it.
Don't hesitate to use the in-game report system! We've banned a couple of cheaters already, and we won't hesitate to act on toxic behaviour to keep this community as healthy as possible.
We'll get back to you later this week with a detailed blog about some of the most interesting data we've seen since release, and how this will help us to tackle the main community feedback, as well as various topics such as balancing and game pace.
Added a new bonus chapter to the chapter select. You can go play it right now!
Some people said my game was too hard, so I made all the action sequences skippable. However, you still need to win in the old-fashioned way if you want them sweet achievements.
Updated the artbook to feature concepts from the new chapter and Beel stream sprites.
The update is featuring some sweet new music from Mittsies. If you haven't already, buy the Helltaker OST on Mittsies' bandcamp to support the musician! New tracks are already added in.
Just go play the update and let me know how horrible it was. Happy anniversary everyone!
For an amazing collection of the most efficient and deadly weapons available on GameGuru, with full PBR support and smooth animations, then look no further than the Enhanced Modern Weapons Pack!
If you don't yet have the GameGuru Enhanced Weapons Pack DLC, we are currently running a promotion on Steam with a great discount. So there is no better time to buy and add some of the best weapons you will find in any game maker.
Join in on the June 17th live stream to watch the developer try to beat the game with an audience. This is a great time to ask questions, check out the demo, learn more about features (both current ones and upcoming ones!). Or just come by and hang out as I try to beat the game while dying many times.
This is also a chance to try out a new demo built exclusively for Steam Next Fest!
About Plague Breaker:
Roguevania with character customization Plague Breaker is a retro rogue-lite platformer with heavy RPG elements. Pick your class and level up, or create new and unique characters by multiclassing across class skill trees, all while exploring a procedurally generated castle filled with undead monsters and corrupted plague doctors. It also has splitscreen co-op!
About the Livestream:
In this livestream I intend to try and beat the game and I'll work towards unlocking every item and class. Watch me take on a new boss and show off some of the features that will be included in the full release! Feel free to ask me any questions you have about the game as well.
First Stream: June 17, 4pm PST (7pm EST)
I'll likely have a second livestream as well, although that one is yet to be scheduled. Don't forget to set a reminder for this live stream and stay tuned for the second one!
- FUNHOUSE: Starring Rudy, pinball's most iconic ventriloquist dummy antagonist! Don't let his relentless taunting get to you. - SPACE STATION: Prepare for liftoff. We have ignition. It's time to launch this classic. - DR. DUDE AND HIS EXCELLENT RAY™: Drop in to Dr. Dude's Kinetic Clinic! Get hip! Earn respect! Be the envy of your friends! Advance the DUDE-O-METER from Plain Dude to Super Dude for the ultimate dude-o-riffic reward. Way cool pinball has finally arrived!
The Core Collection also awaits for you to have some fun playing its pinball tables which is one of the highest-rated Metacritic (88) pinball collections of all time!
Explore the fabulous world of ancient Persian legends, where a new adventure awaits beyond every sand dune on the Pasha table!
Lead the Empire of Rome into the golden age! Protect the land from archaic dangers and lead your legion to glorious triumph over all your enemies!
Caution, Biohazard! Rescue creatures and unravel the mystery of the missing cookies in the Mad Scientist's high-tech genetic Bio-laboratory!
Beneath the waves lies a mysterious and beautiful world filled with strange creatures and priceless ancient artifacts! It’s time for you to discover the Secrets of the Deep!
We are proud to announce the largest update we’ve done to date: the Discovery Update! This massive update includes new systems such as Space Station crafting, establishes the narrative with an opening cinematic, and rebalances virtually all of the economy and gameplay. We’re also constantly improving the combat, traversal, and vehicles, while polishing up the UI and fixing every bug we can. All this, and we haven’t even mentioned the new Biomes!
Space Station Crafting
Fully craft your own Space Station in low orbit. All station modules can interconnect in any combination, allowing for total flexibility in design and layout.
Each module has its own purpose and features, including crafting, power systems, and storage.
Space Stations are free from the erosion and dangers of the existing planetside in an atmosphere, creating an interesting strategic option to store valuable resources.
New Biomes
Proteus 2 takes advantage of the new technology we’ve been developing that adds various zones and areas into a world. We’ve doubled the amount of world textures, rendered millions of blades of grass, and populated countless new alien foliages - each yielding various resources.
Discovery System
Everything you observe on your adventures can now be discovered. Far more than a simple achievement, the Discovery System actually unlocks all the various resources any found resource will yield. Essentially, each weapon or tool used on a resource may yield a different item, allowing for far more scientific exploration of the solar system and all of its life forms.
Salvaging System
This powerful system allows you to find, salvage, repair and commandeer lost structures, vehicles, and droids in the world. This is a great way to acquire a high level object much earlier on, giving you a higher chance of survival and another path towards sustainability.
Mineral Hardness Matters
A small but significant change, mineral harness is now, very much, “a thing”. A key part of gameplay progression, you’ll need to have the right tool for the job as lesser tools simply will not mine a mineral of higher hardness.
GPS Resource Filtering
Minerals can now be filtered on your updated GPS. This very handy tool, which is now always available in your HUD and no longer attached to your Locator, reads from your surrounding satellites and your own internal suit radar to create detection radii.
This system will show you all the surrounding minerals, their hardness and density, so you can find what you’re looking for in your crafting missions.
New Tools and Changes
The Chisel and Multi Tool are now mid game tools and are no longer starting equipment. The Locator has been changed to the Radar. Many tools have been added to fill out the tool progression. Here’s a few:
New Resources and Alloys
We’ve added many new minerals and resources to the game such as Silver, Tin, Quartz, Sulfur, and Uranium.
Ingots have been removed. They felt like too much of a grind mechanic. In their place is Alloys, which are scientific composites of minerals that create new metals and materials to be used for advanced crafting builds.
Proper Economy Design Balancing
With the mineral hardness, added and revised tools, the Salvaging system, and the updated GPS filtering, a full and complete economy rebalance has been implemented. Every recipe in the game has now changed to utilize all these new features. Our aim is that this will create a deeper experience, with more meaningful and strategic choices, create emergent crafting scenarios and allow for a far more engaging experience.
Removal of Build Gates
The build gates are gone, which we felt was arbitrary and grindy. Instead are structure prerequisites which we feel make more sense and are more meaningful. For instance, if a Utility requires power the build will require a power source prior to building. This creates a natural gameplay progression that is for more free and branching, while at the same time allowing each Structure built to have all the necessary Utilities to function when built.
New Skill Tree
Replacing the old skill tree, is, uh, the new skill tree! Instead of grindy gates, you now can unlock actual skills or “perks” that boost your abilities.
Opening Cinematic
The story and missions are going through development as well. This update features the opening cinematic of the game, and for the first time gives proper context as to why you are here and what your overall mission is.
Combat Improvements
Under constant tooling and improvements in the combat system, AI behaviours, and weapon systems. While we are endlessly tweaking all the elements to bring our creatures to life, the most noticeable feature is probably the health and indicator system. Creatures now display how much health they have in your HUD, and show offscreen warnings.
New Creatures
Many new creatures have been added. Mostly small, insect-like creatures lurk around the new biomes of Proteus 2. There is a new predatory creature spotted on Aziel, which likes to attack in groups.
No More Loading When Entering Mines
We cut the load screen when entering mines and underground areas, making going in and out of these areas seamless. Gone are the load and data problems, and entering and leaving these areas is simple and fast.
We’ve also taken the opportunity to completely expand the mine and underground system. All the mines are now different and expansive. Be careful, you could get lost down there!
Traversal Improvements
We were not satisfied with the hill and rock climbing, so we addressed it with much improved handling.
3rd person animation also gets an upgrade with more responsive transitions from idle to run.
UI Improvements
The entire UI system now has section headers at top clearly indicating what screen you are viewing. Screen space has been optimized with lots of nudging and anchoring of elements to get the most out of the layout.
Inventory gets a fresh icon pass contextually illustrating key elements per selection with a new selection indicator. This makes viewing inventory easier and more meaningful, allowing you to see important information quickly and easily.
Vehicle Improvements
Vehicle torque has been vastly improved to allow for vehicles to climb over very rugged terrain. The art has been updated for the GAV, Rover, and Spaceship to give more crisp detail. The Mech has also been vastly improved to traverse hills easier with improved shooting and audio. Hovercraft has revised physics to minimize nose diving into terrain.
Change List
Added - Space Station modules are now buildable in Low Orbit Added - Space Utilities are now buildable in Low Orbit Added - Habitat Module Added - Airlock Module Added - Hallway Module Added - Window Module Added - Observation Module Added - Navigation Module Added - Communications Module Added - Skylights Module Added - Power Module Added - Auxiliary Module Added - Biosphere Module Added - Hub Module Added - Ring Module Added - Engine Module Added - Solar Array Added - Cryo Pod Added - Lockers Added - Biosphere Bin Added - New Buildable Upgrade system that allows for upgrades/attachments to be built Added - Furnace Precipitation Collector Upgrade Added - Furnace Water Distillery Upgrade Added - Furnace Fuel Cell Upgrade Added - Furnace Low Heat Upgrade Added - Forge High-Precision Upgrade Added - Printer Weapon Fabrication Upgrade Added - WorkBench Repair Table Upgrade Added - WorkBench Tool Station Upgrade Added - WorkBench Suit Station Upgrade Added - Fabricator High-Tech upgrade Added - Fabricator Suit Augmentation Upgrade Added - Kitchen Chef Upgrade Added - Creature Health Indicators Added - New Dungeon system on Proteus2. Added - Aerial Creature (Flying Skeliopod) and associated movement scripts. Added - Huge art pass on Proteus 2 Added - 8 new kinds of foliage on Proteus 2 Added - Bioluminescent foliage on Proteus 2 Added - Grass to various areas on Proteus 2 Added - Rare and Specific minerals around the surface of Proteus 2 Added - Improved sand dunes on Proteus 2 Added - Support for Creatures to despawn when out of range of all players Added - curated scenario Creature Zones to Proteus 2 Added - New Creature Wasp Added - New Creature Bee Added - New Creature Fly Added - New Creature Mosquito Added - New Creature Dragonfly Added - Gatherable Methane puddles around Proteus Added - Puddles can now change height depending on fill amount and regenerate with precipitation Added - New soundtrack music Added - Many new craftable alloy items Added - 6al-4v Added - Brass Added - Bronze Added - Cast Iron Added - Duralumin Added - Dymalloy Added - Electrum Added - Ferrochrome Added - Gunmetal Added - Magnalium Added - Ni-Cr Added - Talonite Added - Zamak Added - Zircaloy Added - Plants and Creatures now drop different items depending on what tool is used to harvest them Added - Alien Blood Added - Alien Fiber Added - Alien Hide Added - Alien Insect Parts Added - Alien Organ Added - Alien Tissue Added - New Multi-Tool variants to allow repairing and salvaging gameplay at earlier progression Added - Survival Tool Added - Crab Screwdriver Added - Makeshift Screwdriver Added - Wrench Added - New Broken, Scrap, and Found items to give better depth to the early game of salvaging Added - Broken Barrel Added - Broken Circuit Board Added - Broken Wire Added - Broken Hose Added - Broken Glass Added - Broken Computer Screen Added - Scrap Cloth Added - Scrap Hinge Added - Scrap Plastic Added - Scrap Rubber Added - Fuel Cell Added - Propellant Tank Added - New Makeshift tier of items to better round out the early game straight out of the crash-site Added - Survival Knife Added - Crude Metal Blade Added - Crude Metal Sword Added - Crude Pipe Added - Makeshift Cloth Bundle Added - Shaped Crab Antenna Added - Stone Shovel Head Added - Many other new items to better round out progression Added - Adhesive Added - Berry Juice Added - Blaster Cell Added - Botany Kit Added - Chromium Added - Computer Screen Added - Cooked Crab Egg Added - Cooked Oreck Egg Added - Crab Stew Added - Explosive Added - Hose Added - Methane Added - Molybdenum Added - PowerCell Added - Quartz Added - Silver Added - Sponge Tubes Added - Steamed Carrot Added - Sulfur Added - Zinc Added - Uranium Added - Intro Cinematic Added - Skip to Intro Cinematic Added - New Repairables system that adds repairable/salvageable wreckages around the world Added - Repairable bases that spawn randomly around Proteus2 when a world is created Added - Repairable Habitat Added - Repairable Airlock Added - Repairable Rover Added - Repairable Biodome Added - Repairable Hallway Added - Repairable Repair Droid Added - New loot table system Added - Loot table for wreckage loot crates Added - Loot crates are now scattered through ruined bases Added - Biodome wreckage loot crates have a chance to spawn from a biodome loot table Added - Discoveries system for plants and creatures Added - New Dungeon teleport system to remove the need for loading screens for dungeons. Added - Support for exiting and loading into Low Orbit Added - Support for exiting to main menu in Dungeons Added - proper height and normal atlas for dungeon material Added - more room variety to mines Added - depth-based algorith to dungeon system Added - branch-based algorithm to dungeon system Added - Improved first-person melee detection Added - Added auto crouch for climbing slopes Added - Map system is now in upper HUD Added - Map Screen in UI Added - Automatic buildable re-anchoring for fixed proteus 2 terrain heightmap Added - Toggle option for First Person Helmet Added - Voice Logs screen to UI Added - New icons for Space Station Bin, Cryopod, and Lockers Added - Compass and Map icon to Hover Craft Added - Custom Resolution options in themain menu Added - Support for picking up Voice Log items Added - Waypoint alignment option to CreatureZone. Added - Behavior override options to CreatureZones Added - Spawn chance settings to CreatureZones Added - Adjusted all existing creature prefabs for compatibility with Creature Zone behavior overrides Added - Adjusted handling for CreatureZone waypoint alignment in dungeons Added - Defenses build tab for walls and turrets etc. Added - Space Station build tab Added - Space Utilities build tab Added - Underground build tab Added - Build recipe display support on center HUD Added - Warp debug command functionality for points of interest on Proteus 2 Added - Proteus 2 dungeon tiles Added - Dust materials for Proteus 2 caves Added - Cave and Mine meshes Added - Support to display when a plant has been harvested in HUD Added - Prefabs for Hives Added - materials for Hives Added - Tiles and Archetypes for Hives Added - Updated Crypt Layout Added - Hive Generated Prefab Added - Health indicator to Crab Monster Added - Health indicator to Claws Added - Health indicator to Spider Added - Health indicator to Skeliopod Added - Health indicator to Parasyte Added - Health indicator to Snubs Added - Health indicator to Hybrid Added - Health indicator to Minotaur Added - Health indicator to Giant Beetle Added - Health indicator to Giraffe Added - Creature alert icon Added - Hooked current creature prey detection into PlayerControl detection meter Added - Kill creature mission type Added - Hacking mission type Added - Password mission type Added - Support for map icons to be shown on edge of map properly Added - Support for dungeon weather and lighting without load screens Added - Connected buildable functionality Added - Curated scenario Creature Zones to Aziel Added - Curated scenario Creature Zones to Lutari Added - Weight, Hardness, and Damage icons to item description Hint Added - New fuel system currently in use on the Furnace Added - Hook Roach on Aziel Added - Bounce lighting in space, improving visuals while in Low Orbit Added - More improvements to Proteus planet rendering from Low Orbit Added - Space Ship texture improvements Added - Speed reading to Space Ship GUI Added - Creature animations for Gnat, Arachnoid, and many others Added - New gun models using deferred decal system Added - Improved Asteroid Art Added - Improved Ambient Particles on Proteus 2 Added - Color correcting on Intro Cinematic Added - Turn in place in idle mode Added - New mineral radar scanning and filtering system Added - Radar Scanner can now drop in wreckage loot crates Added - Radar Scanner is now craftable in the Fabricator Added - Proficiency tree perks are now functional Added - Space Station modules now have interior lights Added - Set date and time on upper HUD Added - Discovery Details screen Added - Icons for Inventory item parameters Added - Feature to make selection icon appear on first inventory item Added - Particle FX to new plants Added - icons for undiscovered creatures and plants Added - question icon for undiscovered harvest types Added - Updated Map UI screen for better formatting Added - Improved all melee swings of first-person weapons Added - Improved all gun sounds Added - Improved all muzzle flashes Added - Updated models on many guns Added - More coloring in post-process in space Added - Improved low orbit art on Aziel Added - Contextual interaction options when looking at a harvestable plant or creature part Added - Spaceship will now display controls at low speeds Added - Functionality support for discoverable harvest types Added - Completion icon to discovery types when fully filled out Added - New particle leaf texture for plant explosions Added - Improved Lutari low orbit art Added - Updated Ammo Icons Added - Updated all Proteus2 foliage prefabs for collision, interaction, and fragment settings Added - Integrated new Proteus2 foliage particle effects and drops Added - Updated and added Plants discovery file for missing plants Added - Support for vehicles to easily drive up steep terrain Added - Feature for Mech to easily traverse hills and rough terrain Added - Movement sounds to Mech Added - Organic Sludge liquid Added - Recipe in Chemistry Table to convert Organic Sludge into carbon Added - Sparks and animation on Survival Tool Added - Turn in place animation while in Third Person Added - Hit sound to some plants Added - Turn in place feature to PlayerMovement Changed - All Utility recipes have been updated to fit the new economy system Changed - All Structure recipes have been updated to fit the new economy system Changed - Progression and Economy has been greatly reworked, all recipes and many items have been Changed - Furnace now requires fuel Changed - Furnace now requires fuel Changed - Improved all pathfinding in the mines Changed - Plutonium is now an Alloy Changed - Updated Skill Tree to first pass Proficiency Tree Changed - Cost of some kitchen food recipes Changed - Liquids and gases extracted from creatures and plants will now give 5 units instead of 1 unit Changed - Creature body despawn time increased to 5 minutes from 2 minutes Changed - Spaceship will now slow to a stop to exit when the exit key is pressed at low speeds Changed - Added descriptions to the proficiency tree items Changed - Improved accessing GAV, Rover Changed - Optimized Mech systems when not in use Changed - Improved Mech shooting and bullet FX Changed - Upressed UI on Rover Changed - Adjusted UI on all vehicles Changed - Map is now called Radar Scanner Changed - Set player crouch transitions to look more realistic Changed - Set crouch indicator to only in First Person Changed - Optimized World Time indicator Changed - Set Map Items to not display when in a vehicle Changed - Set Map Item to display in space for space vehicles Changed - Rock shader to allow for double the detail resolution Changed - Set rendering to Deferred to allow for faster depth rendering and deferred decals Changed - Set Player GUI to overlay mode, which optimizes the camera rendering Changed - Improved coloring and contrast in Space Changed - Improved thrid person spacewalk, now faces the direction of the camera Changed - Improved Health Indicators on creatures Changed - Crafting Table UI with craftable at top Changed - Updated Item icons for items, weapons, and utilities Changed - Updated plant particle colors Changed - Improved all Vehicle models Changed - Update Art for Gas Tank, Liquid Tank, and Satellite Large Changed - Updated Ammo Magazines art for Weapons Changed - Optimized muzzle flash textures Changed - AO to Scalable and Ambient only Changed - Increased Parasyte turning speed Changed - Updated Proteus 2 ground material to not be wet Changed - Updated Alien Fiber mesh, prefab, and Icon Changed - Survival Knife changed the name to "Dull Survival Knife" to clarify use Changed - Renamed tool types to be better descriptive Changed - Updated icons for a few buildable upgrades Changed - Increased the size of all current storage utilities and furniture Changed - Minerals will be respawned once for saves created before version 4.551 Changed - Updated Proteus 2 Missions Changed - Map is now in the HUD and no longer on the Locator Changed - Improved contrast and readability for in-game UI menus. Changed - Player ground friction improvement to prevent sliding Changed - Increased parasite turning speed Changed - Reduced hearing radius of Mantis Changed - Mission Complete tag is now top center and improved Changed - Level Up alert now occurs after Mission Complete alert Changed - Starting missions clean up to use F1 to reflect the new UI schema Changed - Occlusion for new terrain height Changed - AStar cutting is now more optimal and allows for multiple graphs Changed - creature spawning triggers are now allowed in dungeons Changed - Tweaked fog on Proteus 2 Changed - Expanded HUD background width. Changed - Added vignette to GUI mode to make UI more readable Changed - Improved Mission tags and text to improve readability Changed - Overal in-game UI polish Changed - Updated aims for Moon Mantis. Changed - Improved Mission readability Changed - Adjustments to textures on Proteus 2 Changed - Refinement and optimization of soundtrack controller Changed - Large Solar Panel can now satisfy the Small Solar Panel build requirement for Hab Changed - Improvements to Colossus movement Changed - Heartbeat now only plays during stamina penalty Changed - Slightly increased size of colliders on insects Changed - Size of Wasp creature Changed - Oxygen display name is now O2 from O Changed - Chlorine display name is now Cl2 from Cl Changed - Nitrogen display name is now N2 from N Changed - Methane display name is now CH4 from O (was unset after copy from oxygen) Changed - Fluorine display name is now F2 from Fl Changed - Player no longer respawns with any default items Changed - Player no longer spawns with a chisel or a multi-tool in the crash-site Changed - Player now spawns with a Survival Knife and a Survival Tool in the initial Crash Site Changed - Repairing and Salvaging wrecked bases now provides engineering proficiency Changed - Adjustments to Flying Skeliopod default wander radius Changed - Meteor now properly drops Uranium instead of Plutonium Changed - Optimized colliders on Berry and RedBerry so they don't fall through the ground as often Changed - Ruined structures no longer appear on the map when off the edge of the minimap Changed - Plants, Trees, and Creatures now show radial progress bar when harvesting Changed - Updated many item descriptions to be more descriptive Changed - Improved skinning of the player when crouching Changed - Updated crouch animation Changed - Updated foot IK to reduce strange foot rotations Changed - Improved all weapon spring movement in first person Changed - Updated occlusion culling for Proteus 2 B Changed - Improved Proteus 2 low orbit art Changed - Updated Main Menu with Space Station theme Changed - When a rare weapon drops in a loot table, ammo is included Changed - Hunger and Thirst can be overfilled when consuming items Changed - Tweaked item food values to accompany new hunger/thirst cap Changed - Fuel Cell max stack is now 5 Changed - Propellant Tank can now stack to 5 Changed - Guns can no longer be reloaded when at maximum ammo Changed - Harvested Liquids and Gasses added to inventory will now prioritize existing containers Changed - Ingots from the previous economy system in inventories have been converted into their ore Changed - Pick Axe now has a Hardness value of 10 and requires a Diamond to craft Changed - Makeshift Chisel, Chisel, and Diamond Chisel now have their Hardness value in description Changed - Ferrochrome alloy no longer requires zirconium Changed - Broken Circuit Boards now have a rare chance to spawn in wreckage loot crates Changed - Updated weapon and tool descriptions to reflect their harvest types Changed - Updated and balanced more plant drops Changed - Adjusted hit particles on some plants Changed - Set strafing to be faster on Player Changed - Interaction menu is now able to swap equipped items Changed - Only some trees drop pickups into the world, others now input straight into inventory Changed - Repairable Wreckages, Salvageables, and Upgrades will now automatically equip a Tool Changed - Proteus 2 terrain height is now more dramatic Changed - Proteus 2 terrain splat improvements to read slopes Fixed - Holes at end of dungeon rooms and hallways Fixed - Added support for creatures to not kick up dust while in dungeons Fixed - Spaceship should no longer get stuck in space if throttled low when exiting the planet Fixed - Chat now works as intended in multiplayer Fixed - Reworked player ground sticky code to allow for improved traversal Fixed - Liquid and Gas names are no longer truncated in crafting menus Fixed - Creatures now have correct colliders on their limbs so should be easier to hit in first person Fixed - Voice Log UI functionality updates Fixed - Multiplayer world persistence is now properly saved on exit Fixed - Improved player animation controller, improving overall player movement feel Fixed - Jittery first person with sprinting Fixed - Workbench does not require power Fixed - black barrel material Fixed - Skeliopod ragdoll not going underground on loot Fixed - Terrain no longer renderers when in Low Orbit Fixed - Logging out in dungeons properly places the player on the planet surface at the entrance Fixed - Raiding mission type Fixed - Collecting mission type Fixed - Key card mission type Fixed - Build object mission type Fixed - Discovery mission type Fixed - Skeliopod re-path issue Fixed - Inventory button rollovers Fixed - stackable setting on Space Debris Chest Fixed - Updated airlock materials Fixed - Logging out in space now properly saves your location Fixed - Fixed player animation set, eliminating stuttering movement while holding weapons Fixed - Proximity highlighter now work on all items Fixed - Creatures can no longer walk through placed objects Fixed - Heat areas no longer persist after they have been disabled Fixed - Fixed a few more cloud save system stability issues Fixed - Tin material is no longer missing Fixed - Collision detection for aerial creature wandering task Fixed - objects hidden underground in the sand dunes Fixed - Dismantling a buildable now provides the upgraded component recipes Fixed - Test mode now only provides the resources when actually building something Fixed - Loot crates in wreckages are now properly salvageable when empty Fixed - Water can no longer be seen from orbit Fixed - Loot crates now properly spawn their contents Fixed - Structure variants now have properly updated recipes to fit the new progression Fixed - Lutari and Aziel terrain should now properly appear when reentering the atmosphere Fixed - Building in the mines and hives now works as intended Fixed - Plants and trees should now drop items for more harvest types Fixed - Meteor can now be mined for Uranium instead of Plutonium Fixed - Both Shields are now placeable, no longer has 2 entries for CircuitBoard Fixed - Upper Story Habitat is now palyable, no longer has 2 entries for Brass Fixed - Dyno recipe has been updated to contain a proper reagent Fixed - Flouresence recipe has been updated to use mercury properly Fixed - Colossus body harvest colliders have been increased in size to match his model Fixed - Cobalt Pistol can now use Blaster Cells Fixed - Spelling errors in Zamak Description Fixed - Hardness values on other planet minerals Fixed - Player movement animations now properly network to remote clients Fixed - Small gap in the walls on the barracks Fixed - Chem light is once again light and brightens the area Fixed - Satellite Dish Large can now be dismantled as intended Fixed - When dismantling objects the full build cost should now be refunded Fixed - Storage items should now properly sort based on their contents Fixed - Upgrades now removes build cost from inventory Fixed - Items should no longer spawn under the crash pod Fixed - Water Reclaimer is now operational and its contents are persistent Fixed - Harvested Liquids and Gasses will make a popup displaying no container found if none available Fixed - Guns will now load first applicable ammo type found in the inventory Fixed - Fuel Cell upgrade for the furnace now works as intended Fixed - Furniture can now be built as intended Fixed - Mineral hardness values to unblock progression Fixed - Crude Metal Sword now works as intended Fixed - Upgrading utilities are now properly networked to other players and saved in multiplayer Fixed - Botany Kit no longer pushes the player backward when wielded Fixed - Airlock is now properly buildable without an incorrect recipe entry Fixed - Fabricator is now properly buildable without an incorrect recipe entry Fixed - Blaster Cell is now usable in the Pistol as intended Fixed - Elida creature is now harvestable Fixed - Repairable Habitat no longer requires Aluminum Ingots Fixed - Laboratory is now buildable with the resources displayed in the menu Fixed - Aziel and Lutari minerals now have proper hardness values Fixed - Crafting tables no longer take 2 opens to load Fixed - Crab Scythe now has a hardness of 1.5 Fixed - Optimized all Space Station texture memory Fixed - All wheeled vehicle limited torque Fixed - Mech movement Fixed - Mech GUI Fixed - Dynamic interaction keys when resizing Fixed - Suit Upgrade Attachments are now functional Fixed - Projectiles can once again damage minerals and plants Fixed - Map glitch when leaving UI screens Fixed - Corrected rock cliff far gloss amount on Proteus 2 Fixed - Jumping on Player, was sometimes performing a small jump Fixed - Inertia of hover while spacewalking Fixed - Foley sound in space Fixed - Weather when returning from space Fixed - Player jump auto colliding with the ground on first frame of jump Fixed - Set player sticky force to update in Physics update loop to eliminate jitter Fixed - Some materials on GAV, Rover, and Spaceship Fixed - Liquids and gases extracted from creatures and plants will now properly display Fixed - Botany Kit can now add contents to containers on the Hotbar Fixed - Botany Kit should now work on berry trees Fixed - Wasp no longer has extra long-range sting attack
We hope you enjoy the Discovery Update as much as we did creating it. We can’t even begin to explain what a joy it’s been finally getting into the game design now that the game has stabilized with the previous round of updates we performed this year. Our goal has always been to make the best near future space survival experience possible, and we sincerely feel that this is a giant leap in that direction.
“On This Ship, You're To Refer To Me As 'Idiot,' Not 'You Captain.' ” -Brian
While I was developing the game, some features were not noticed, but it impacted the gameplay and the feeling of the game strongly. After listening to the criticism of the players and evaluating the game completely, I made the decision to redo some aspects of the game, aiming to improve some sectors, namely:
+ Gameplay with the tank: - Now you can shoot in all directions. - The way in which you find the upgrades has changed. - The way in which you acquire your weapons has also changed. - The upgrade in the tank has also changed. - The look of the tank has also changed.
+ Level Design: - The structure of the scenarios and the way in which you interact with them has also changed. - Boss fights are now spread across the scenarios, meaning you have to explore the scenarios to find them. - Exploration of the scenarios and rewards were added. - Scenario structure adapted to break the sense of linearity of the old version. - Puzzles added to give an even more hint of strategy and reasoning to the game.
+ Kinematics: - There were also changes in the cinematics, some were completely changed, others just adjusted.
+ Enemies: - The artificial intelligence of basic enemies and bosses has been improved. - New enemies have been added to the game.
Join our talented Alex Golebiowski for a 3PM EST dev stream on May 11th where he'll be working on some art & design work for Rocket Rumble! Hope to see you there!