Fixed multiple AI spawning issues in Survival mode on Outskirts, Hideout, Precinct, and Summit
Fixed an issue where ammo boxes in Hardcore Checkpoint would only give one bullet for the MR 73
Fixed some issues where the facial hair was misaligned on certain male heads like Soran and Rob (there are still issues with the Imperial and Garibaldi heads)
Fixed an issue where the keybind in the Tutorials > Weapons > Remote Explosives was showing as UNBOUND
Fixed an issue where the front lens was missing on the 2x-1x Red Dot, 6x-3x Red Ring Scope and 7x Hunting Scope
Fixed an issue where the lighting would change or be inconsistent depending on the weapon held on Hideout, Hillside, Farmhouse, and Ministry night scenarios
Fixed an issue where the Steam Cloud service would not restore presets and settings which only affected the cases where players had lost their data
Fixed an issue where the Flash Hider and Compensator appeared too large on the AK-74
Fixed an issue where the 4x-1x SU230 BUS appeared black instead of tan on the MK 17 Mod 0
Fixed an issue where the bayonet (cosmetic feature) would remain visible when the bipod was deployed on the SKS
Fixed an issue where the bayonet (cosmetic feature) was missing textures on the SKS
Fixed an issue where the flat top remained visible when equipping 1x Flip Up Sights, 1x Kobra, 2x-1x Kobra, 2x-1x MARS, 2x-1x OKP-7, 4x-1x M150 BUS and 4x-1x SU230 BUS on the M4A1
Fixed the following issues which occurred when using the gamepad:
Fixed an issue where it was not possible to unlock items in the Customization Menu
Fixed an issue where scrolling was not fluid in the Settings Menu while using a gamepad or keyboard
Fixed an issue where the Next and Previous buttons were not working in the Mods Menu
Fixed an issue where the minimum and maximum page range was not capped in the Mod Menu
Fixed an issue where the refresh button would not refresh the list of community servers in the Community Server browser
Fixed an issue where players were unable to interact with the Scoreboard screen
Fixed an issue where scrolling in the Credits screen was not possible
Fixed an issue where pressing ‘B’ while editing player indicator colors in the Settings Menu would close the Settings Menu and return to the Main Menu instead of simply exiting edit mode
Fixed an issue where the Lean Right and Toggle Optic actions were both assigned to R3
Fixed an issue where the default muzzle device would still remain visible after equipping any of the barrel attachments on the Alpha AK
Fixed an issue where the siderail would not show when equipping the Laser Sight upgrade on the MG3
Known Issues
There is an issue where the Bad Day and Upriser Tops do not always unlock properly
There is an issue where the Insurgent Explosives Drones do not explode when they reach their desired coordinates
There is a chance players may get into a desync state when resupplying with a Gas Mask while holding a non-primary weapon
There is an issue where the weapons and explosives are misaligned in the Customization Menu
There is an issue where the shadows of weapons and explosives appear in the Customization > Loadout Menu
Hello everyone! Welcome to the fourth weekly post introducing NecroLand: Undead Corps.
Important Announcement
We are pleased to announce that the official release date of NecroLand: Undead Corps is June 30, 2021!
Wishlist NecroLand: Undead Corps today and you'll be among the first to be notified when it's released!
A Quick Recap of Previous Posts
Previously we've shown you six of the game's playable units, including both the "Alpha" and "Dark" versions of Incisor, Viper and Barbecue. We've also introduced two of the game's three modes of play. If you missed those posts, you can click on these links and find out about them!
Today we're going to talk about the last three Alpha Units we haven't shown: Vulture, Brawn and Rabid. These genetically manipulated units look very different from the rest of the crowd and use unique, deadly skills that can be considered "wild cards." These alpha units are also unlockable like Dark alpha units. At the end of this post, we are also going to briefly introduce the Defense co-op mode so please continue reading!
Vulture
Vulture has a genetic modification that triggers rapidly developed intelligence. He's good at manufacturing and calculating explosives; he collects ancient remnants and toxic gases to create explosive devices and bombards enemies with them. His grenades can hit multiple enemies from a distance at once!
Vulture goes "big brain" when it comes to his special skill. He throws a special "trap" grenade, one that does no damage to the enemy. What's so great about a grenade that doesn't inflict any damage? Well, when a enemy is hit by this skill, it cannot move for several seconds - it can't chase you, and it can't run away.
Developer Comments: Vulture is like a grenadier, to put it simply. This warrior denies enemies getting in close, regardless of their number. The "Throw Trap" skill ties up an enemy's movement - which is especially useful in Duo mode, because your teammate can finish them off while they're stuck in one place.
Brawn
While Vulture is known for its intelligence, this bulked-up monster specializes in physical power. Brawn can pound the ground with its immense strength, causing shockwaves that can tear enemies apart. If any enemies are nearby, even those with reinforced armor will be shredded to death by Brawn's pounding attack.
Brawn's special skill maximizes the potential of its power. Its "Rush" skill charges into enemies in a matter of seconds, and anyone in the path of his charge will be stunned for a short amount of time. This allows Brawn to deal damage freely while enemies can't do anything until they recover from the stun.
Developer Comments: Because of its high health points and wide area-of-effect attack, we recommend Brawn to all players, from beginners to veterans. The Rush skill will be very useful for not only chasing down escaping enemies, but also for getting out of sketchy situations.
Rabid
This genetically and physically modified undead Alpha Unit can shoot gas bombs filled with a manipulated virus that can destroy even the undead by demolishing their central nerves. If any undead are enveloped by the deadly gas cloud, they will choke to death unless the gas fades away or they escape from it.
Actually escaping from Rabid's gas is not easy, as you are basically at his mercy once inside the gas radius. Rabid's special skill "Explode Gas" allows its gas to explode and deal huge amount of damage to whatever's inside the gas cloud. It doesn't matter how big your army is; it can disappear in a matter of seconds if you're not cautious when fighting against Rabid.
Developer Comments: We recommend Rabid and its special "Explode Gas" skill for players who are confident in their Alpha Unit control. If you're defending an area that needs to be secured at all costs, Rabid can handle it with no problem. Just cover up the area with gas and make it go boom to finish off any intruders.
About Defense Mode
In Defense mode, you can team up with three other players and fight off waves of enemy attacks to defend your main base. It's a cooperative mode, so you'll have to work together with your teammates, building up sufficient armies and defense around the main base. Fending off enemies gets increasingly more difficult after each wave.
For the majority of the time, you'll see groups of undead armies approaching your base. However, you also have to watch out for Boss enemies to invade after a certain number of waves. As the "Boss" tag suggests, these powerful enemies can erase you and your army if you ever decide to go 1v1 against them. You will definitely have to fight together with your teammates to deal with them properly or risk losing everything.
Try to stay alive as long as you can - the longer you survive, the more rewards you get from the game! This mode can be a great income method for players who need to take a rest from the competitiveness of Battle Royale and Duo mode, or if you just enjoy playing co-op with friends.
In our next post, we'll take a closer look at in-game items, artifacts and research. Stay tuned and be sure to wishlist Necroland: Undead Corps to get updates!
Last year we worked hard to make Universe Sandbox even better, and we’ve continued that work into this year with two updates already. We wanted to share some of the exciting plans we have for upcoming features including terrain manipulation, an expanded materials system, and more, that we have for the rest of the year (and a bit beyond).
What did we do in 2020?
Demonstrating some of the many features and improvements that were added to Universe Sandbox in 2020.
In 2020 we had two major updates and a few minor updates as well.
Objects retain lasting surface damage with craters and scorched areas
More realistic explosions with better simulated gas particles
View our “What’s New” for a chronological list of changes.
What have we already done in 2021?
Demonstrating some of the features and improvements that have already been added to Universe Sandbox in 2021.
This year has already seen two notable updates that have included many fixes to our core simulation, a few new features, and improvements to the Universe Sandbox experience.
More realistic snow simulation and better looking random rocky planets
Added a separate elevation adjusted surface temperature map
New Render Scale settings to improve performance for non-gaming hardware
New team members
Brent was hired in March as our new Science Writer & Community Advocate. Brent has a PhD in Physics and will be writing about all of the awesome science and simulations that Universe Sandbox can do (including writing this post - Hi Everybody 😃 ).
We also recently hired Brian as our new User Interface Engineer. Brian joins us after working as a frontend web engineer, and is excited to help make Universe Sandbox the best possible experience for exploring space and science. He’ll be implementing some of the many, many user interface designs we’ve been working on.
What’re we currently working on?
You’ve seen some of what we’ve been up to this year from the updates we’ve put out already, but there’s still a lot of new features in development. While we would love to get all of these new features and improvements out by the end of the year, there may be new priorities or unexpected difficulties that pop up, which make it hard to predict exactly when we will have these features ready.
Surface Grids &Planet Appearances
Early development of our planet surface editing tools adding and removing water and land.
The simulation of temperature, ice, water, vapor, and other properties across the surface of an object, a feature we call Surface Grids, has become a fundamental part of Universe Sandbox. Read more about Surface Grids in our DevLog and ScienceLog series. Yet even with all of the improvements we made to them last year, there is still so much that can be done.
Planet Surface Editing
Last year we did a bit of work designing and determining the best way to add tools that will allow you to directly edit the surface properties of an object, and we’re hoping to implement those tools this year.
You’ll be able to change your planet’s elevation, water level, temperature, and more with single point precision on the surface grid.
Improved Atmosphere Simulation
With many improvements in performance in Update 26.3, we are looking into extending the atmosphere of planets into the surface grids simulation.
Better simulated atmospheres will allow for more realistic climate and cloud simulation.
Fiery Collisions
We plan to build upon the collision improvements introduced in Update 26.3 with more realistic post-impact shockwaves, fragmentation, and grazing impacts.
Enhanced User Interface
Examples of just a few of the many different user interface designs and improvements we are working on.
Our goal for each update to Universe Sandbox is to improve your experience. This might involve updating our user interface, improving our guides for new users, increasing performance, and other small tweaks.
Towards a Forward-Thinking User Interface
We’ve taken a responsive design approach that lets the interface work universality across desktop, mobile, VR, and future-gamepad support in mind.
We already redesigned the Add panel in Update 27 and unified the styling in preparation for future tools and features, like the surface enhancement tools we mentioned above.
The Most Enjoyable Experience
In addition to guide rails, which help walk users through our tutorials, that were added in Update 27, we want to update and add more guides and science simulations for new and old users alike.
...and Beyond?
In addition to all of these plans, we also have some longer-term goals, and though many of these may not happen for a while, we wanted to share with you.
Multiple & Mixed Materials
Design mockup of how adding more materials to the surface of objects may work in the future.
We want to give you access to more basic materials, like methane, CO2 (carbon dioxide) and O2 (oxygen), to our current system. Not only will a more robust material system allow you to further customize your planets, moons, and asteroids, but it will also make future features, like Life Simulation and realistic atmosphere simulation, possible.
A Material World
More materials will allow for more planet customization and allow more versatility in terraforming planets. They will also allow you to customize your planet’s atmosphere - will it be suitable for life, or mostly composed of methane like Titan?
Multiple materials will be critical for developing life simulation in the future. Life is made up of complex materials after all.
Unified Materials System
Our goal is to track all the different materials, and the state that they’re in, in each point in a surface grid on planet surfaces.
Keeping track of all of these materials and their properties will allow for more realistic simulation calculations in general, like the phase state (solid, liquid, gas) changes for all of our new materials.
Rigid Body Physics
Early research into DOTS-based Unity Physics with 20,000 objects.
Currently our physics engine isn’t optimized for rigid body physics required for proper human scale (like dice and spacecraft) object interactions. We’re working to change that and have been researching different methods of implementing a whole new suite of physics into Universe Sandbox.
This DOTS-based Unity Physics would not only enhance our rigid body physics, but would also be used to improve the performance of our gravity simulation.
To Infinity and Beyond
Much like Surface Grids, rigid body physics lays the foundation for many simulation features to come, such as spacecraft, thrusters, and megastructures.
Having more bodies that follow these new physics will also allow you to better simulate how larger bodies form as smaller objects clump together. Make planets out of asteroids, or pigeons, it’s up to you.
Mobile
Development version of Universe Sandbox running on an iPhone.
We’re still actively working on a mobile release for both iOS and Android, though there’s still many design questions to be answered.
The Full Experience on Mobile
When we bring Universe Sandbox to mobile, we plan to bring the full desktop version to mobile so you’ll have access to all the same features, just in your pocket!
A smaller screen means our user interface will need to be even more innovative, and we’re working hard to make sure that the mobile experience is just as fun to play as it is on a desktop.
And More
There’s no shortage of additions and improvements to be made when you’re simulating the Universe! We’re also thinking about future features like Lagrange points, atmospheric scattering, and life simulation, and we’re excited to share them all with you!
Hiring
We’re currently hiring another Physics Engineer, join us!
Answering Some of Your Questions (Addendum)
We’re really glad that you all enjoyed reading our Roadmap. You asked a lot of good questions and we wanted to answer some of them here:
1. Will you be able to export (and import) height maps for celestial objects?
We plan to support importing and exporting of surface maps, but we don’t yet know when that will happen.
Much of the surface data (like elevation and color) that we use for known solar system objects is based on data available online. You can find similar maps to the ones we use online, like this set of Moon elevation and color maps (though these are not exactly what we use).
2. What materials are you planning on adding?
Development of adding additional materials to the simulation is still in flux. Our goal is to add all the basic materials that are necessary for simulating basic life like carbon dioxide and oxygen, as well as some others like methane and sulfur, which are found in large quantities on other planets and moons in the solar system.
3. Will we be able to make planets out of any materials?
Great question. When we add additional materials to Universe Sandbox, we are planning to make them available as part of an object’s Composition properties, similar to our current system, so you’ll be able to make planets out of any material we add.
4. Will we be able to make megastructures like Death Stars?
We think this would be really fun, and actually have this on our Roadmap already. The general idea would involve a separate system to build megastructures like Dyson Spheres (or even Death Stars). However we still have a lot to do before we start work on that.
5. Are we adding sentient life as part of our life simulation?
That is a cool idea. We’re still a ways away from even the simple life simulation we are hoping to implement though. The first version of life simulation will likely be a surface map, similar to our other surface grid maps, that would show “amount of biomass” or “vegetation,” but we don’t have all of the details worked out yet.
6. Any plans to make the game run in Vulkan?
While we don’t have any plans right now to support Universe Sandbox for Vulcan, an API for graphics rendering and computing (different from what we currently use), on Desktop, that doesn’t mean we won’t look into it in the future.
7. Will we be adding continental drift or volcanoes?
Right now we don’t have any plans to add either of these features, though we have thought about adding very simple volcanoes in the past. There are a lot of improvements and fixes we need to make to the core features before we think about adding in complicated features like that.
8. Is there a way to beta test new features?
Yes! We will occasionally release Community Test builds to get feedback on new features and help us find bugs. We announce when these go live in a post on the Steam Forums and on our Discord server.
9. What devices will Universe Sandbox mobile be available on and will it be free for those who have already bought Universe Sandbox?
Universe Sandbox will be available on both iOS and Android devices. Minimum device requirements have not been finalized yet.
We still do not have a release date or official price for mobile, but we do plan on it being a one-time paid app with no ads or in-app purchases. The desktop and the mobile versions will be sold on separate stores and will be separate purchases. If you want Universe Sandbox on your mobile device you will need to purchase from the mobile store, even if you already own Universe Sandbox on desktop.
10. Are we still working on Smoothed-particle Hydrodynamics (SPH)?
We have shifted our focus on fixing problems and bugs with the fundamental systems and simulation before resuming work on awesome new features like SPH. That said, we still want to do SPH, but are actively working on improvements to the current collision system that we discussed in the Roadmap.
We have some awesome news today! We are now the Official Player Development Platform for Rainbow Six Esports! 🔨 This means more custom R6 tasks, maps, in-game physics & our very own exclusive skin inside of Siege!! To celebrate this partnership, starting today, we've launched a new Rainbow Six Combine event too!! Woop woop!
The Rainbow Six Siege combine will run from June 16th to June 30th & includes 6 Siege tasks, prizes & your very own player card! We are introducing 2 brand new tasks as well as updated versions of 4 existing Siege tasks in Aim Lab. These include:
Lean Peek 3 Shot
This task works on a few skills at once - Your ability to react to a target after leaning, your ability to get on target quickly, and your ability to counteract recoil to land consecutive shots on target. This task is a must-play for any competitive Siege players.
Siege Graybox Scanning
This task prioritizes three skills - reactivity, speed and self preservation.
Targets will spawn on one of two sides - your goal is to peek at these targets and take them out as cleanly as possible, while exposing yourself as little as possible. Why? Because these targets shoot back!
Siege Clubhouse Trigger Control
A cognitive task - Trigger Control spawns either a red or blue target at random! Red targets are the enemy, blue targets are friendly. Simply shoot when the red targets appear and hold your shots when the blue targets appear. This task focuses on your cognitive speed and consistency - and trust me, if you struggle with teamkilling, your teammates will thank you for playing this 😉
Siege Kafe Switchtrack
This task is focused on tracking a target until the health depletes, then transferring to another target. Your focus here should be the timing for each target and identifying which next orb you'll be switching onto which will minimize your time off targets.
Siege Oregon Multishot
A deceptively tricky task - Multishot works on your aim and motor pathing, but also your ability to process a complex scene. Targets will spawn in, grow quickly and shrink back down before disappearing, your goal is to destroy as many as possible without skipping a beat.
Siege Kafe Entry
Last but not least - a final test to bring everything you have learned together. This entry task spawns you into one of various angles on Kafe Dostoyevsky, and pits you against dozens of targets per sweep, each of which shoots back. Your goal is to clear each area as quickly as possible before moving onto the next.
Player Cards
Once you complete all six tasks in the Combine you will be presented with your own, personalised player card to signify your accomplishments! Pick your operator, flex your scores and stake your claim as a Champion! Play the Combine as many times as you want and keep track of your scores as you progress through becoming a better Siege player all around!
Win Prizes
So you’ve beat the tasks and you’ve got your player card - but wait there's more 👀
We've created an exclusive Aim Lab weapon skin within Rainbow Six Siege that you can win by sharing your player card on Twitter with the hashtag #BuildingChampions & following @AimLab! You are also in line to win 2670 points worth of Siege Credit Packs by playing the Combine & sharing your player card!
Follow the above steps & you will be automatically entered into our prize giveaway for this event! Make sure to have your Twitter DM’s open so that we can reach out to you with your prize should you be one of the lucky winners.
Prize Breakdown
1000 lucky winners will be getting exclusive codes to redeem this skin directly in Siege
100 of those winners will also be receiving 2670 points worth of Credit Packs
Please note: The weapon skin codes are available for all platforms and the Siege credit packs are only available for PC.
All other Aim Lab updates in this patch:
Creator Studio Beta Update
We’ve been hard at work getting some new content and changes ready for all of you creators. We’ve been listening to your feedback and have implemented various changes:
Map Access Overhaul. Previously in order to access your Creator Studio creations, you needed the map files saved to your PC locally. That has changed, with our new access overhaul, you can download any of your uploaded scenarios from the workshop and be able to edit and reupload them with no issues - Updating any of your older maps should now be a breeze!
Map Color Changes. Previously in Aim Lab, the colors you set were the colors the users got - However, we know that some of you were getting feedback from users asking you to change the map colors, or to make some tweaks to lighting. Well, that’s all fixed! You will now have a new color option for any and all objects in your scene to set the color to the players Graybox settings! This way, any map you make can work perfectly for any player!
Updates to Behaviors. We’ve made some changes to the “Health Regen” behavior this update. Now targets will have their own, independent regen, rather than regen being handled by the spawner. This means that you will no longer have the issue of regen on one target being delayed because the player is shooting another target. We hope this helps out some of you pokeball mains! 🔴
We have some other small QoL changes for all creators too - The Inspector selection issue has been fixed and we’ve done a small UI clean-up to boot!
This rounds-up this week's updates. Make sure to report any bugs in-game & join our Discord to let us know of any feature requests you have or just come and hang-out with the community & our devs! Have a great week 👊
I'll be playing the Shell Out Showdown with viewers for the Steam Next Fest! Come hang, play the demo with us, and ask me anything! The stream will go for an hour at least, so come say hi while we're live :) The demo is available exclusively for the Steam Next Fest.
The story behind the game
Shell Out Showdown is part of what has retroactively been termed a "molasses jam" run by the Bay Area Dev Collective. The theme of the jam was to make a violent genre non-violent. I picked the battle royale genre as it tends to be dominated by violent games, and Shell Out Showdown eventually came to life!
In addition to the improvements, I have implemented a fully functioning AI. From now on, the competition will also rent out stores. As a result the player will have fewer and fewer shops to rent over time. But a skilled player who manages his bakery well will be able to buy out stores from competitors, of course, at a higher price.
Maintenance Notes Patch Version 0.9.17, Client Version: 10.4.2.7
Server Maintenance 2021-06-17, 13:00 Server Time
Big Welcome Back Letter Event The Event has ended. You can still exchange leftover letters at the Vending Machine for another week.
Heirloom Item Event Kill Monsters inside Expert Modes, Dungeons (except of Temple of Water) and Mission Maps starting with Mirinae Sanctuary to collect Bone's Bones. You can trade 20 of them at the Vending Machine for boxes containing different Heirloom Bone Items.
Heirloom Bone Weapon Gasha Box The box contains a Heirloom Bone Weapon for a random class
Heirloom Bone Set Gasha Box The box contains part of the Heirloom Bone Sets for a random class
Please keep in mind that Heirloom Items can only be worn by Human classes. There are no wearable Heirloom Items for Dragokin classes available.
The Event runs until June 30, 13:00 Server Time. DragonSaga Evolved: New Socket Cards We are proud to introduce new socket cards.
All Stat Card (Type 2) These cards are like the original All Stat Cards with the difference that STR and AGI are swapped. All other stats remain the same. These cards can be obtained from the Stat Socket Card Box.
All Stat Card (Type 3) These cards are like the original All Stat Cards with the difference that INT and AGI are swapped. All other stats remain the same. These cards can be obtained from the Stat Socket Card Box.
These cards can be obtained from the Defense Socket Card Box.
Info: The original All Stat Cards have been renamed to All Stat Card (Type 1)
Change: F7 Tower Defense Mode Killing monsters in F7 won't give any EXP anymore. The Tactical Fatigue Recovery Potion has been removed from the Item Mall and the Big IM Consumables Gasha Box. It can be sold for 64 gold (according to the current market price) to a Shop NPC. Selling on the open market or trading with/mailing to other players is no longer possible. The drop amount of dusts has been increased by 100% for the small bombers and 50% for the large bombers, Rando Bombers and Mega Bombers.
General Fixes and Changes - Technical change: Changed the way the non client area (aka title bar) of the window is processed which prevents the game processing from being blocked when the window is moved around by clicking on the title bar. This also prevents some kinds of abuses. - Fix: Added missing animation to the Armor Break Skill (Paladin) - Fix: A bug has been fixed that the Galaxy Dungeon could only be entered having 2 keys/tickets in the inventory when entering with a party of 3 or more members even though only 1 item was consumed. - Textfix: Fixed the wrong Guardian names in Galaxia Pegasus. - Update: Tips of the Day during the loading screen have been updated. - Questfix: Fixed a bug that not all monsters at Chasers Ridge were counting for the Frozen Area quest. - Textfixes: Several minor text corrections. - Fix: Fixed an issue that Unity 2.0 Accessories were not able to be soulcrafted and enchanted (Belt, Bracelet). Rings, Necklaces and Earrings are not enchantable by design.
Additions: Yongha's Yongha Ballon Box (80 IM) Legerity Weapon Box (80 IM) Summer Wing Box (80 IM) Papyrus Wing Box (80 IM) Colorfull Poodle (240 IM) Blue Tail Lizard (240 IM) The Midnight Calm and Midnight Scream Mounts have been moved to the Pet category
BigWheel Cloud Raincoat Cowboy Cow Costume Japanese Formal Outfit Sky Blue Kid Uniform Peasants Outfit Fancy Cutie Attendant Uniform Eruda Highschool Uniform (male) Eruda Highschool Uniform (female)