May 11, 2021
RUNNING WITH RIFLES - JackMayol
Hello runners,

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
  • weapons: Zweihander melee primary weapon added
  • weapons: Cavalry Saber secondary melee weapon added
  • weapons: Mac10 secondary MP added and alt suppressed fire version (MAC10 SD) added
  • weapons: Hunter double-barrel shotgun with double shot alt fire mode added
  • weapons: Kulakov incendiary grenade launcher added
  • weapons: Golden MP5SD primary suppressed weapon added
  • weapons: RPD light machine gun with bipod alt version added
  • weapons: Ultimax 100 reverse-recoil light machine gun with magazine and and alt fire version with drum added
  • weapons: ASh-12.7 battle rifle with alt fire underbarrel flash grenade launcher added
  • misc: Ammo backpacks for WB-II Microgun, Flamethrower and KAC Chain SAW

BALANCE CHANGES:

  • equipment: stronger vest version for EOD ai soldiers
  • weapons: EOD soldiers now can be equipped with a TTI-Combat Shield
  • weapons: stock MPs - accuracy increased slightly when walking and also overall improvements (recoil, bullet decay)
  • weapons: Stoner62 - improved recoil
  • weapons: Chainsaw - damage significantly increased to reliably cut down weaker vehicles and emplacements
  • weapons: Compound bow - increased kill decay start time significantly
  • weapons: Buckshot Bess Musket - reload time decreased by 25%
  • weapons: Shotguns - recoil recovery rate slightly increased
  • weapons: Sawn-off shotgun - reload speed increased
  • weapons: Dragon's Breath - reload speed increased and projectile pulldown decreased
  • weapons: APR - recoil recovery rate slightly increased
  • weapons: M712 Schnellfeuer - projectile speed increased
  • weapons: PF-98 - reload time decreased by 30%
  • weapons: Milkor MGL - uses a cycle animation instead of retrigger timer to prevent reload spam
  • weapons: 44 Magnum - animations reworked
  • weapons: Ares Shrike - recoil reworked
  • weapons: TTI-Combat Shield - overall effectiveness increased

FIXES and TWEAKS:

  • maps: minor tweaks here and there
  • 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: M2 Hyde reload speed slowed down, long-range firepower slightly nerfed
  • 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
May 11, 2021
Hood: Outlaws & Legends - Netheos
Hi everyone,

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.

Thanks again for your support!

Sumo & Focus Teams
Helltaker - vanripper

  • 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!
GameGuru Classic - gameguruevangelist
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.

https://store.steampowered.com/app/907510/GameGuru__Enhanced_Weapons_Pack/
Plague Breaker - RadioG00se
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!
Ducks' Wrath - guilemus
Back end Steamworks related processing optimized.
Pinball FX3 - linne_zen
Hey Pinball Pals!

We have a new ongoing weekly sale with our latest Williams™ pack along with the Core Collection.

https://store.steampowered.com/app/1450220?utm_source=steamnews

- 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!

https://store.steampowered.com/app/646673?utm_source=steamnews

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!

That’s all for now, I wish you all a nice week!

Linne
May 11, 2021
Osiris: New Dawn - brian
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





May 11, 2021
Tank War Nexus - spartanbloodgames
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:

  1. + 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.

  2. + 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.

  3. + Kinematics:
    - There were also changes in the cinematics, some were completely changed, others just adjusted.

  4. + Enemies:
    - The artificial intelligence of basic enemies and bosses has been improved.
    - New enemies have been added to the game.
May 11, 2021
Rocket Rumble - rsvp asap


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!

-Rocket Rumble Team
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