Revised Walk/ Run animations for all CERC Units plus more variants are being implemented
Finalized Versions of all Treasure Island Buildings are coming or are already being rolled out building colors/designs will be finalized throughout the next few weeks
Video goes live June 23rd at 5:45 PM PST. Featuring a basic overview of the new Atlas vehicle
Expect several more patches this week ironing out random bugs/crashes. These will most likely only be documented on our Discord.
Scouting out San Francisco
We spent an entire weekend gathering a total amount of roughly 6 thousand photos and several hours of recordings of various parts of San Francisco to help our artists understand the scope and size of our next major map
Patch notes to Public Beta, Public Build and Experimental
Fixed a bug that would stop ammo suppliers from supplying ammo from the Atlas
Adjusted the Illumination Flare to have some modularity settings: duration and radius.
Duration set to 5x (making it last close to 5 minutes in total, though part of that time is launching/dying, so it's illuminating for about 4 minutes)
Radius set to 2x
Particle effects made modular at a basic level too to respect duration
Distance checks for launching these (to prevent overlap) also respect the duration change, now
added a minor flicker to the Flare (much more and it becomes a bit strobe-like and hard to look at)
Updated Heavy unlock cost to 2500 (from 7500)
Upgraded unit selection logic to fix a bug where you couldn't select units/buildings
Unit Selection got a total overhaul that is vastly superior to the old method we used to calculate clicks/box selections
Fixed offscreen selections and 'premature' selections on vehicles when box selecting
Added a crash fix to reinitialize unit (safeties around NewPawnSensor accessing)
Fixed units with a greater flight height than regular helicopters (like the Scout Drone) not properly being able to land upon request
Max zoom out height increased
Scar gun no longer causes units to slide around
Adjusted the Fog of War material to 'clamp' instead of 'wrap,' which prevents weird 'light artifacts' from appearing in distant terrain (was technically the Fog of War 'repeating' itself)
Made the Heavy class be unlocked from the start
Fixed an issue with Command Post med/ammo truck purchasing
Updated Walls to not require ownership of a zone to construct
Updated Turrets to no longer require unlocks to construct
Fixed an issue with their 'cannot afford' overlay not showing properly
Fixed the ammobox for the preplaced ammo truck producing an explosion particle effect when it clears itself due to Chelsey System
Updated the Infection Zone widget (that shows zone name, population, etc.) to appear at further distances (disappears at 50K Unreal Units now, as opposed to 35K)
Fixed the Capture Truck producing a default CERC building minimap icon when deployed
Adjusted a grid 5 spawn pod and some spine turrets due to weird positioning
Updated the soldier movement 'blue preview silhouettes' to respect HideUI (Used this to allow selection while a unit is firing off a flare (previously you could not select a unit that was currently in the process of firing a flare)
Presidio Texture and material updates
Adjusted vehicle spawning logic so if you mass-purchase vehicles (such as a bunch of capture trucks), they'll have a bit more of a 'gap' between spawns and vehicles are more likely to move further out of the way after landing
Also includes a 'move outta the way' call for a vehicle dropping in via parachute, to further facilitate clearer landings Result: Fewer 'stuck' situations for vehicles when mass ordering or move ordering them. Not perfect but better.
Fixed an issue with Formation Movement MpW algorithm referencing all SelectedActors when attempting to generate results, instead of SelectedMovableActors
Added vehicular 'speed matching':
Vehicle will try to stay behind soldiers if given a move order with soldiers
Vehicles will try to match formation leader's speed
Formation movement logic revamped for greater modularity and to 'order' vehicles *after* soldiers, so vehicles properly line up behind soldiers in all circumstances (instead of potentially having a mixed vehicle+soldier selection place a vehicle in the lead, resulting in soldiers running to catch up)
Soldier preview updated to match. (minor visual number issue overhead in CTRL preview vs. right click preview, but not too worried about it for now) NOTE: Due to this being an overhaul of the rather large Formation Movement system, there may be bugs introduced by this. Hopefully not.
Adjusted vehicular rotation logic to try to account for facing direction of velocity (to make the 'sliding' around other vehicles via RVO Avoidance a little less jarring-looking)
Adjusted vehicular formation logic to 'track' the customizable follow distance of each vehicle in the move order, to ensure vehicles with a longer 'follow distance' (due to being physically longer, like the Atlas) don't pick final move locations that are 'too close'
Ensured movement previews work with this, too
Fixed up formation movement to 'cancel out' when leader is close to their final target, rather than when leader is close to the querier's final target (which wouldn't work in some cases for vehicle convoys)
Fixed an issue with vehicular acceleration sometimes not 'kicking in' for vehicles that are taking non-direct paths to their final move target
Fixed ammoboxes not properly loading their 'nav blocking' when loading a save file
Fixed the Repair Atlas's crane not properly rotating to face its target in a lot of situations beach/beach wall fixed and replaced
Fixed up the power component detector to properly auto-connect gates to freshly built buildings or other gates (previously, existing gates would not be properly detected by the auto-wire system, but freshly built gates could auto-connect to other non-gates)
Fixed a crucial bug with the formation 'follow while in motion' system
Fixed an issue where a manually selected full group of units (containing a vehicle) would not properly order the soldiers in their group formation to match their unit card order
Improved formation speed matching: now no longer is restricted to vehicles matching the formation lead's speed, it'll now track everyone's speed and lower to match as needed
Separated out the 'FormationSpeedBuff' to track and utilize it more carefully
Improved its strength (but ensured it caps out) at greater distances
Reduced range at which vehicles decide to start following for formation move orders
Ensured they got a formation speed buff, too, so they can catch up if given a move order from far away
Fixed dead units being 'counted' in formation speed calculations
Applied a fix to 'orient rotation to movement' to combat Civilians 'sliding around'
Some minor performance edits to the Rally Spline
Tested and figured out why the buildings weren't clickable: some units were spawning *way* outside world bounds, and tracked it down to the Spawning Volumes
As such, added a 'retry' to the SpawningVolumes if someone has a location value in excess of 5 million, and a 'reject load' in the character loading should they have a similarly excessive load location May want to put this as the patch note:
Unfortunately, the San Francisco space program had to be canceled, and spawning logic that caused civilians to appear outside the Milky Way is now no longer allowed
Fixed a spawn pod on Presidio that was 'inside' a bridge (spawning units 'in' the bridge and being difficult to target due to this)
Added water to the pool,
Fixed a landscape height issue on the beach front where some props were floating
Added some more cars to the world
Shortened a sidewalk that was clipping with the bridge, removed 2 small patches of rogue grass clipping into a sidewalk
Our focus was all builds in the last week to improve performance and pathing
Patch notes to Experimental
Updated Command Post trucks to hide (or destroy, in the case of ammo/med variants) if the Chelsey System is active
Across June and July, weâre celebrating with the eighth Paper Pirates Seasonal Celebration,The Pirate Pool Party! Running from 24th June to 22nd July, celebrate the warmer weather with a party dedicated to all things poolside, and a whole host of seasonal goodies in Paper Pirates!
Limited Time Costumes
During The Pirate Pool Party, Sam Sherbot has some new outfit options available to unlock in the Outfit Shop! If you buy an outfit option during The Pirate Pool Party, you can wear it all year round - but the items will be disappearing from sale when the event is over, so donât delay and buy today!
The full list of outfit items available during The Pirate Pool Party is:
Accessories - Goggles
Accessories - Sunglasses (Star)
Accessories - Sunglasses (Round)
Accessories - Rose-Tinted Glasses
Coats - Rubber Ring (Striped)
Coats - Rubber Ring (Flamingo)
Coats - Rubber Ring (Unicorn)
Coats - Crab Shell
Coats - Turtle Shell
Faces - Watermelon
Feet - Flip-flops
Feet - Flippers
Hands - Crab Claws
Headwear - Pendant (Solar)
Headwear - Pendant (Pineapple)
Headwear - Pendant (Cherry)
Headwear - Pendant (Watermelon)
Headwear - Hairpin (Flower)
Headwear - Hairpin (Floral)
Headwear - Hairpin (Ladybird)
Headwear - Lei
Legs - Bermuda Shorts (Flowers)
Legs - Bermuda Shorts (Leaves)
Shirts - Hairy Chest
Shirts - Bikini Top
Shirts - Shell Bra
Shirts - Hawaiian Shirt
Additionally, during The Pirate Pool Party, pirates have access to three unique hats, available to everyone in voyages started during the event. Once the eventâs over, the hats will disappear from your collection until next year, so be sure to wear them while you can!
The âSpooky Sandcastlesâ Event!
Go on a sailing adventure during The Pirate Pool Party, and any day when thereâs a failed job there is a chance you may encounter the âSpooky Sandcastlesâ event. Encountering some mysterious haunted sandcastles, the crew must each choose one of the three to hide amongst! But be wary, for once all pirates have picked a hiding place, the most popular pick will reveal how many of the pirates choosing to hide amongst it was actually a ghost!
Watch out for pirates choosing to hide amongst their peers, or those choosing to go it alone hoping not to be discovered. Whether pirates are jumping in with others or not, thereâs bound to be deception around the spooky sandcastles!
Get your Party On in the Photo Booth
To celebrate The Pirate Pool Party, there is one limited-time Background and one limited-time Foil available in the Photo Booth, in the Captainâs Log. Take the opportunity to snap your favourite pirate templates, and share any pics you take!
Pirate Pool Party Bots
Invite bots into your game during The Pirate Pool Party, and you may encounter any of three unique bots! Look out for Crabbot, Sandy Botney and Wes Overbot who are all eager to board your ship and throw you overboard! These bots will only join your games during The Pirate Pool Party, so take the chance to meet them now before they swim away for the rest of the year!
Suspects running from police are now vulnerable to spike strips even if there are no units actively pursuing them.
Backup can now be assigned by selecting a unit and clicking another unit currently providing backup to another unit who is requesting backup. The previous system only allowed dispatching backup by clicking the unit requesting the backup or clicking their detained suspect.
Units now respond code 3 to assaults.
Moving crimes, like speeding or reckless driving, can no longer expire if the suspect is currently running from police.
Fixed a bug that could cause moving crimes not to slow down after hitting a spike strip.
Fixed an issue that caused a duplicate "Donuts Eaten" field to appear on unit controllers for SWAT and investigators.
Added a manual override for controlling the UI scale. The game will attempt to size the UI according to your aspect ratio, but if it doesn't size correctly or you want to adjust the scale yourself, you can enable this feature from the graphics options menu. Changing the game's resolution or disabling custom scaling will revert the game back to automatically scaling the UI for you.
(Reminder that if you have trouble with the build, you can always go into betas and choose most_recent_stable to go one build back. This is how I sleep at night after making some major changes.)
This one is filled with goodness:
- You can use Ctrl+1 or similar to assign the hotkeys to fleets. This has been requested for a while.
- There's a helper command that lets you rename campaigns if you want to split a campaign you're in.
- Officer fleets and spire fleets will now "Roam if Instructed" in new savegames, which is the more-expected behavior. You can still toggle it either way.
- Lots of tooltip updates! More awesomeness from NR SirLimbo, showing debuffs and buffs in a way that has never been available before.
- Fixed several threading bugs, and a bug where spire flagships could hack the ARS, and some bugs with marauders.
- Swapping fleet leaders is no longer possible, but you can swap all the ship lines in a fleet using the prior interface's location. Same general effect, but minus negative side effects.
- Fixed several bugs with beam weapon math, most notably a recent one that made spire coilbeams basically do "tickle level" amounts of damage (100x too low).
- The mod Kaizer's Marauders is now its own separate faction rather than overwriting the vanilla Marauders faction. This means you can have both on at once, or choose between them, or even see how the two of them compete with one another! This also fixed a few bugs with it. That said: This will break existing savegames that have Kaizer's Marauders in them. To finish those games, you can temporarily use the "v3.303 - Last version before the Kaizer's Marauders split" beta build in Steam. You may have to exit and restart Steam before this appears.
Added : - Multi Coop Local - New Weapon : Burst - New Weapon : Ultra Burst - New Module : Quick shot - New Head System that allow player to change his head and base Stats - Selection menu to let the player chose the start Head and Custom Color for the Robot
Selection Menu :
Heads must be unlocked to be equiped New Heads : - Bullet Bill - Billy - Pyramid Head - Exhaust Head - Pokeball - Bullet head - Lord - Kavendrus - Spike head - Voyager - 404 - Morningstar - Devil - WallE
Workshop :
Changes : - Arena rework - Level system and Healer are disable, replaced by a dedicated Workshop - Infinite Run mode disable (Rework in progress) - Ennemies now drop more Octet - Boss Attack from a shorter distance - Prices has been ajusted - Enemies difficulty has been reworked - Life loss during bloody hell mode is disable during Boss phase
Coop :
Solved : - weapons and modules wern't mark has "Out of stock" for some reasons - Attack and weapon reload is no more blocked when the combo is between X2 and X1
Remaining bugs : - some Multi issues - Controler issues when having multiples Gamepad connected
The Lost Legends of Redwallâ˘: The Scout Act 2 - Lennie Crout
Hello everyone! The Soma offices were closed Monday and Tuesday this week for a conference, so this update is coming to you on our first reopen day of the week. This week we fixed some small bugs that appeared in Hilltop Camp and throughout the game. The following list is not necessarily exhaustive of everything that was fixed, just the items we decided to highlight.
Highlighted Fixes:
Fixed the Total scents learned counter to only include scents that can be learned, not all known scents.
Fixed the Silver Spoon achievement not unlocking.
Fixed the player and Glimber teleporting a short distance after a cutscene.
Biographies unlock correctly in Silversands for 100% completion achievements.
TODAY IS EVERYTHING EXPLOSIVE'S FIRST ANNIVERSARY!
An update will be arriving next week that will heavily improve the core gameplay.
FEATURES:
Completely redesigned weapon pickup
Resdesigned AI
AI will hide from opponents and get cover whenever in combat
Polished interaction with weapons, crates, and shard shops
Added all weapons to crates
Grenades and drones tweaked
Weapon accuracy heavily improved
Redesigned ammo system for weapons
Added recoil to some weapons
Changed day/night lighting system
Bomb Buggy tweaked
SEASON 2 DETAILS
Season 2 will feature a fully updated artstyle, a myriad of map changes, new gameplay mechanics, and much more. A new live event will soon be announced to transition into Season 2. Here's a sneak peek.