This update adds RTX and DLSS support, fixes several bugs, and moves the game to DX12. Desktop mode currently supports RTAO, RT Reflections, and RT shadows. Many tuning options have been provided for users to customize samples, effects, and quality. Also currently supports RT reflections and RT shadows- RTAO is not supported in VR yet. All users should see a noticeable performance improvement now that the game as moved to DX12.
Patch Notes (Build 130)
Graphics: - Add support for ray tracing features: * Reflections * Ambient Occlusion (not currently supported in VR) * Shadows - Add support for NVIDIA DLSS. (requires an NVIDIA RTX graphics card) - Check Ray Tracing and Graphics settings in the Settings app for options. - Change default graphics driver to DX12. (Required for ray tracing. DX11 still available with launch option "-dx11") - Fix bug causing Resolution Quality to affect VR rendering.
VR: - Adjust format of part information display on HUD. - Hide grab laser if a pinch or palm grab target is valid. - Only show context laser pulse if there is no grab target or the grab target is for a long range grab. - Adjust Index/Knuckles controller default grip force to be much lower. (you can also adjust this in SteamVR settings) - Adjust default HUD information positioning to be closer to center to accommodate all headsets better. (part information, message log) - Add settings to adjust HUD information positioning. Check settings "HUD Width/Height Adjust" to adjust to your headset FoV or preference. - Fix bugs with several finger touch interactions. (radio knobs and power button, breaker bar socket extension virtual button) - Fix bug causing VR hand to show the pointing pose under incorrect conditions.
Desktop: - Prioritize mouse target when using context menu. (allows use context menu actions or hotkeys on parts while holding wrench)
General: - Fix bug in context menu tutorial prevent player from being able to pickup and move boxes. - Fix bugs allowing some internal engine parts to be removed without disassembling the engine. - Fix a crash when coming out of a pit stop under some conditions. - Fix unlimited cars showing incorrect race class in Race Monitor app. - Pulse a highlight on the target when showing the context menu. - Pulse a highlight on the target when using certain context menu or shortcut actions. - Fix missing/incorrect Windows application icon. - Other minor bugfixes and tweaks.
- Fixed items not despawning after a certain time on the floor - Re-added small storage chest to the player crafting list - Added more slots to small chest inventory - Fixed and increased size of storage chest
Bugs:
-Leaning while holding a ranged weapon will cause your third-person camera to shift downwards
This build has some major updates to weapons and the introduction of basic character customization. Only 3 of the armor sets are available for customization at this time, the rest will be added in soon!
New Features / Major Changes:
Base character customization functionality has been implemented
All weapons have been converted to projectile based weapons. This should completely eliminate any disconnect caused from projectile visuals not matching up exactly with instant hit recording caused by hitscan based weapons
Most of the weapons have had new sounds and firing fx created for them (wait till you see how the energy weapons effect metal surfaces now!)
Weapon sounds now have proper sound classes assigned to them and will respect the sound fx volume slider in the settings menu
Player mid-flight collisions now have new sound fx
Sector 0415, Nesis Red, and Reclamation arenas have all had visual updates
Fixes:
Several issues found in testing throughout the arenas have been fixed
The Lost Legends of Redwall™: The Scout Act 1 - Lennie Crout
Hello everyone! Our goal is to now be pushing game updates for the different Acts of The Scout every Monday, so watch out for those! Today's update is designed to fix smaller issues related to achievements and progression related bugs. The following list is not exhaustive of everything that was fixed, just the important highlights.
Highlighted Fixes:
Finishing the Lighthouse awards achievements correctly
Log Traps in The Pirates save and load correctly
Obstacle Course ziplines have been changed to stop collider issues
Updated some VO lines to represent the selected character
Improved ground checks to prevent cases of falling animation playing and subsequent death
Hello all Strife: The Expanse players! First and foremost if you are reading this, thank you for checking out Strife: The Expanse, it really means a lot to me and every sale makes my day.
It has been a stressful week on my end anxiously waiting to see what the general reception of the game would be. Overall the game has done better than I anticipated and I am very excited to see you guys/gals slowly acquiring the various achievements set out. Lets take a look at some of the stats so far:
Unit-Normalized Pickrate
Every unit in Strife: The Expanse costs some amount of points (as most of you are aware). This allows stronger units to be less frequent in an army and weaker units to be more represented and fill in some of the ranks. Because of this however a pure pickrate isn't a useful stat, instead you need to see multiply each pick by the number of points they cost so and then divide that value by the total number of points spent. This will let you see what the weighted pickrate of each unit is. And I've done that:
Currently the normalized pickrates are as follows:
The paladin was corresponded to 16.7% normed pickrate as one of the highest picks. This makes sense as his stats are above average, his point cost is low and his healing is very effective. This lined up as expected, he is a key unit after all.
The archer had a 14.1% normed pickrate which falls in line with anticipated results. It is a unit that requires thought and a team to be built around and played around. The 2% pickrate is on the level of noise anyway.
The Assassin had a 19.2% normed pickrate which makes total sense in my mind. The assassin I still suspect is overtuned for it's point cost, given that it can one shot most squishies with the defence modifier the special adds (see manual). However I'm going to wait and see before nerfing or buffing it.
The larvling as expected has a low normed pickrate of 11%. Its stats are underwhelming and its special is meme-strat on most maps. I'm unsuprised with this result. I do want to look into ways to improve it without taking away its identity going forward.
The flame wyvern has a suprisingly high normed pickrate of 18.2%. In hindsight this makes sense as statistically it is one of the strongest unit on paper, as well as being a necessity in 4 player matches or CTF. Also its a dragon, who isn't going to pick the dragon?
The one that surprised me most is the Shaman with a 7.2% normed pickrate. Honestly I think players are sleeping on this unit. The defence debuff is HUGE on enemy tank units. The burst healing is also insane if your team is comprised of tanks themselves.
The Abomination had a 13.4% normed pickrate. This is a bit lower than what I expected as the unit can really carry your team if its passive goes off on a few larvlings early game. However it is the last unit in the list, and it is a bit harder to work into a strategy.
Future Development Plans
Currently at the moment I'm taking a step back, waiting for feedback and trying to ensure the launch continues to go smoothly. I'm also recovering from the extremely traumatic event of launching your game on Steam and curling into a ball of stress waiting to see if people like it or hate it. So far so good. If you are having issues please let me know in the community section! Your feedback means a lot.
Depending how the continued launch goes I plan on evaluating copies get sold and decide from there the next plan. Depending on financial success I have different ideas in mind for continued development, especially including new units (Assets are expensive!). The possibilities are there as well for different gamemodes (exploding chess version of Strife?) or matchmaking depending on population.
Some ideas for new units I've brainstormed so far is:
Agro caster unit with a small AoE that increases adjacent units attack permanently by 1.
A flanking unit that switches places of a unit within range.
A high risk unit that deals more damage the lower their health is
A trickster type unit that swaps stats with other units.
A cleanse-type unit that resets the Stat Block of a target unit (removes all buffs and debuffs).
Some kind of lightning based mage/caster whos attacks arc between enemies.
That being said, my life is busy, I do not want to make promises I cannot keep, so I will share more info when/if possible updates become more concrete and formed.
Closing
Overall I am very happy with how this release has gone. I want to take this time to, again, thank every one of you for trying out my game. I truly hope you enjoy it, and if not I'd really like to hear things you think would improve your experience. I may not be able to do everything, but I do want to make the game as fun for any customers as possible.
- Added the story chapter for Luna! - Added an input for the Finger Flick to input where it stops instead of the V61 default. - You can now trade higher tier creations for lower tier creations 1 vs 1. Usually not worth it but it might help if you created too many higher tier creations. - You can now trade V1 pills and liquids into V2 pills and liquids at a ratio of 10 to 1. - Sacrifice Crystals gives now CP which counts for CPCs. - Fixed a few bugs (Crystal sacrifice did not reset on chp reset and didn't count for CPCs, some typos and exploits, some PGC related bugs, cs and bs on the gp page shows now the value with the base 100% included).