The Shotgun mafia ːshotgunbreachː boys can rest their keyboards - our intrepid Rangers dug deeply into their Armory and found some leftover shotguns - the semi-auto M1014s, but also some Breaching shorties to be carried in addition to your primary weapon.
Since these are not standard Rangers weaponry, there's no associated class use restriction. Yes, you can have your support guy join the assault with his new M1014. Or maybe not, have you tried his new "Suppress Area" Ability?
All Support Guys can be ordered to provide suppressive fire and fix enemies in their cover. And all gunfire and explosions contribute to suppression, so a gunfight will dynamically change when the volume of fire pins down enemies and operators alike. Those that are still alive, that is...
This implementation is a bit experimental, so waiting to hear what you think of it.
But wait, there's more!
All classes can equip the decidedly not cool Thermal Torches and quickly cut through padlocks, metal fences, chainlink and possibly stuff that's really a fire hazard. These should open up new venues of approach even in old maps, feel free to explore, improvise and report.
Also included lots of fixes, improvements and 2 NEW MAPS - so ... Get Breaching!
Your Devs @ KHG ______________
Full Changelist v0.17
- two new maps - new Support class option: Suppressive Fire - new weapon: M1014 shotgun - new weapon: XM338 (Support class) - new equipment: Breacher Shotgun - new equipment: Thermal Torch - for extra crispy breaching - new backpack equipment: 3x Frag Grenades - new backpack equipment: 3x Smoke Grenades
- can now pre-plan grenade trajectories through doors - improved effectiveness of stinger grenades over civilians - added 'delete' button for your creations and workshop maps - new option: lock mouse to screen in fullscreen borderless mode - new option: mute when alt-tabbed - replays cinematic mode now removes all UI - optimized game for better performance on large maps - multiple improvements/fixes to existent missions (replays will be voided for those maps) - fixed not being able to pre-plan through glass walls - fixed the actions menu being cut-off at screen edges - fixed order of operators on a door not being saved correctly at restart in some cases - fixed a bug where the Jump action would be done before actions such as placing explosives (on the same target) - fixed not switching to previously equipped weapon after using the dynamic hammer - fixed incorrectly displaying number of missions finished in a chapter - fixed multiple crashes - fixed being able to rclick+drag on wall explosives, rendering them unusable - fixed Continue sometimes not correctly loading the next mission - fixed glass doors not getting destroyed by grenades going through them - fixed explosives incorrectly showing as 0 quantity in certain path setups - fixed not being able to share custom map replays with other PCs - fixed sniper seeing through enemy disguises - fixed seeing FOV & no tooltip for concealed enemies - fixed FOV not working correctly with extremely long walls - multiple other gameplay fixes and improvements - workshop: added 'thumbs up' button for workshop maps - workshop: added search bar in the workshop maps screen - workshop: fixed some maps not being displayed as 'finished' in the UI - workshop: fixed not being able to upload maps that had certain characters in their names - editor: fixed not rotating the map correctly with the 180/90 deg options - editor: grid options are remembered betwen editor restarts - editor: fixed crash when using the UI Delete button - editor: increased max lights number - editor: fixed light box limits auto-updating when opening the editor - editor: showing current/max number of entities and lights (and warning when going over) - editor: fixed copy/paste not snapping to the previous grid alignment - editor: added support for textured polygons (see river_bed_shape and water_shape) - editor: added more text to the help section, including VOID's map-making tutorials
The Community Appreciation Package is here and everyone who has played Outriders to-date is eligible! Your most experienced character has been granted:
A random god-rolled Legendary weapon which you have not previously obtained (on any character)
If your inventory if full, please check your stash for the Legendary weapon.
If both your inventory and stash are full, the Legendary weapon will appear when you next free up an inventory space and restart the game.
If you have already previously found all weapons, your character will be granted the rarest weapon for their class.
Extra Titanium based on your character's level.
A new emote, "Frustration" has been unlocked for all your characters.
A game restart may be required for it to appear.
Thank you for all your support and encouragement since Outriders launched. We are always listening to feedback and are still as committed to improving and enhancing your experience as ever.
Which Legendary Weapon did you get as part of this package? Let us know in the replies!
Balancing:
Preamble:
Today’s changes focus primarily on buffing underused skills and improving player survivability via Armour rebalancing. This is only an initial first pass, based on the mass player data that we’re seeing in our analytics. If something has not been mentioned here, do not fret. Work is already underway for upcoming balance passes, which will look at other topics of focus, including legendary drop distribution.
We are also aware that Timed Expeditions remain a point of contention regarding balancing and that they are fundamental problem for many players as their timed nature can drive a too heavily DPS focused meta.
Addressing the root cause of this issue is something that will take a longer time. This is not something we will be able to address as part of the immediately upcoming patches, but we are working on this issue and are continuing to look into what is feasible in the long term.
Balance Notes:
Health on Armor
The Health available on Armor pieces has been increased greatly and rebalanced. It is now possible to effectively double character health by using certain gear pieces.
Previously, investing into improving your health was not providing enough value gain. This change will make it easier to build a greater health pool and survive longer.
Devastator
Reflect Bullets
Reflect Bullets base damage has been increased by 250% (From 0.1 to 0.25 base damage at level 1)
This buff will help players better deal with smaller mobs, but efficiently killing Elites will still require the use of other skills as well.
The base damage dealt by the “Bullet Acceleration” mod has been increased by 330% (From 10 to 33 base damage at level 1)
Impale
The HP Regen granted by the Impale skill has been increased by 50% (From 0.02 to 0.03 base regen at level 1)
The range of the “Vlad’s Grasp” mod has been increased to 100% (Previously: 25%)
Note regarding impale: We are aware that some players would like enemies to be registered as “dead” faster after impalement. Changing this behaviour might have ramifications for the AOE Armour and Health Regen buffs this skill provides, but we’re currently considering what can be done here.
Pyromancer
F.A.S.E.R Beam
F.A.S.E.R Beam base damage has been increased by 100% (From 0.3 to 0.6 base damage at level 1)
F.A.S.E.R Beam’s SPF has been set to 2.1 (Previously: 1.5)
SPF controls how much the F.A.S.E.R Beam skill benefits from Status Power attribute. This change effectively means that the damage from F.A.S.E.R beam may well be doubled (and then some), though the effectiveness of this improvement still depends on the character’s Status Power attribute.
These changes will help this skill kill particularly Riflemen, Berserkers and Shotgunners with ease.
Volcanic Armour mod’s damage reduction has been increased to 65% for both Anomaly and Physical damage. (Previously 50%)
Technomancer
Tool of Destruction
The RPG summoned by Tools of Destruction has had its base damage increased by 66% (From 0.75 to 1.25 base damage at level 1)
The RPG summoned by Tools of Destruction has had its Falloff reduced / Minimum Range increased by 50% (From 200 to 300)
Minimum Range determines to which distance from the epicenter of an explosion/AOE an attack will still deal 100% damage. After reaching the edge of Minimum Range, damage falloff commences.
This change will mean that the RPG now deals 100% of it’s damage over a greater AOE.
The base damage dealt by the “Demolition Man" mod has been increased to 65 (Previously: 35)
These changes will help players one-shot Riflemen, while also putting massive dents into Shotgunners and Berserkers.
Fixing Wave
The healing provided by Fixing Wave has been increased to 65% (Previously: 33%)
Cold Snap
The armour reduction dealt by the “Frostbite” mod has been increased to 100% (Previously 35%)
The base damage dealt by the “Ice Ice Baby” mod has been increased by 300% (From 0.3 to 1.2 base damage at level 1)
These changes will allow players to have an extra “go away mobs” skill and will combine well with the following Freeze Turret change.
Freeze Turret
The duration of Freeze Turret has be increased to 30 units (Previously: 20)
This should increase the Turret’s health by 50% and prolong it’s life.
Trickster
Borrowed Time
The base damage dealt by the “Aggressive Teleportation” mod has been increased by 111% (From 45 to 95 base damage at level 1)
This needed a significant boost to make it more worthy of Legendary status.
Hunt The Prey
The base damage dealt by the “Backstabber” mod has been increased by 100% (From 20 to 40AP base damage at level 1)
Temporal Slice
The base damage dealt by the “Strong Slice” mod has been increased by 71% (From 17.5 to 30 base damage at level 1)
We have been working reletnlessly for months to prepare for this moment. And now we are asking for your help, to secure additional funds to finish Liquidation.
However, our policy is to be completely transparent with our supporters. And because of that, we want you to try out our free demo first. We want you to know what you are supporting, and at what stage the product currently is. So dont hesitate to give Liquidation a spin!
We hope you will enjoy what we have created for you, and if not, although we are still in alpha, you can give us feedback so we can further improve Liquidation!
Thank you. Together we can create awesome new RTS!
After almost 3 years of development Land of War is nearly here. In the next couple of hours, you will be able to play the first indie FPS about the beginning of the II world war.
We all hope you will enjoy it and wish you a happy release![/b]
We are excited to announce that DOLMEN will be part of this year’s Summer Games Fest. We have an exciting show planned so be sure to tune in so you won't miss our special announcement.
Hello dear players of Serial Cleaner! I hope you're all well!
In one of our previous announcements we encouraged you to follow the Guerrilla Collective 2 online event, full of fresh announcements and trailers, and we mentioned that you'll be able to watch a brand new, stealth-focused gameplay trailer of Serial Cleaners!
Now, we're happy to confirm that you will be able to watch the trailer during the second Guerrilla Collective 2 day!
The event starts this Saturday, June 12th, at 8 AM PST / 5 PM CET and you can watch it HERE!
Guerrilla Collective 2 is not the only event we'll participate in in June, so please stay tuned and follow the news, as we'll share more info soon!
Meanwhile, you're all welcome to follow Serial Cleaners and add the game to your wishlists!