The Development team never stops and although at times some updates don’t seem as full of changes, there is always behind the scenes efforts being made. One of those biggest efforts over the last year has been our new Matched Play system, code named Thunderdome. Update 337 is our big unveiling to the general public of the new Matched Play BETA and a flurry of other changes and updates throughout the game.
Matched Play in its current state will allow 12 players to be matched by region and skill levels to the best of HIVE’s ability. You then play two rounds on an officially hosted server. The intent of this system is to create a better experience for players looking to get in and play as soon as possible and not wait on servers in spectator mode for a slot that may or may not open. There are still more planned features for the official 1.0 release of Matched Play and you can read more about the system here.
Update 337 also includes an updated version of one of our earliest maps MINESHAFT. Kash and Maptesting Group have been hard at work getting this update ready and we hope you enjoy the new gameplay brought on by the changes. Many other maps have gotten updates as well and as always a special thanks to each of the Map Leads on those respective maps as listed in the log below.
A new Armory UI has been added to the game that more reflects the visuals and information we wanted to share and felt was better for players to understand equipment effectiveness and uses. An updated implementation for the graphics option Ambient Occlusion has also been added that should help with input lag and large fps drops, it also looks much better which is a major plus too!
As always, there are many other tweaks and improvements listed below. We look forward to your continued feedback and support.
Remember all sales of NS2 and DLC directly affect our development budget and allow our team to continue work on NS2.
Changelog
Gameplay
[Has been live since January] Cluster Grenades should no longer set enemies on fire and should no longer cancel abilities (Umbra, Crag heal etc)
Damage is now increased to 72 in order to keep the damage intended by the prior fire values
Tweaks / Improvements
New ‘Matched Play’ option in the Play menu. It is in a BETA state until the next patch. Feel free to provide any feedback on our discord server!
Focused version of the game for 6v6 only
System automatically groups 12 players based on their geographic location and their Hive Skill. With the aim of normalizing latency among all clients.
Matched Play ranks and skills will use the player's current community rank until that player’s first Matched Play round is finished. Afterwards, the Matched Play skill-ranks will be handled separately.
Map Voting is a priority-choice system, which means your first choice (of max 3) gets the greatest weight.
Each Match is two rounds, one for each faction. Teams are automatically swapped for the second round.
Friends Invitations and Groups Queueing are not implemented for the BETA, but we are looking very closely at adding these features for the Version 1 release of Matched Play.
Players who intentionally leave an ongoing match will be penalized from using the feature, so as to encourage players to not create a detrimental experience for their teammates whom they match with.
1st penalty is for 1 hour
2nd penalty within 7 days time is 3 hours
3rd penalty within 7 days time is 24 hours
4th penalty within 7 days time is 3 days
5th penalty within 7 days time is 7 days
If any incident occurs it resets the 7 day clock! So if your 2nd penalty occurs on the 6th day, you have another 7 days you have to complete without incident again, else you get the 3rd penalty.
Penalties are sequential in both directions, earned and lost. So without further incident within that rolling 7 day period your status will revert to the prior penalty step. Meaning if you’ve earned the maximum 7 day ban it would take 4 weeks to essentially “reset” your penalty level to 0, but you would be able to use the system again as soon as the first 7 days passed. But should you have another incident soon after that, it would go right back to a 7 day penalty
Give it a try.. After a while you’ll wonder how you lived without it
New Armory UI
Replete with stat bars for new players to consider and learn with
Main menu News panel is now at the bottom of the screen and will automatically hide in subsequent game launches.
New Mineshaft and Tram main menu background cinematics to accommodate their changes over the years
The game will automatically select your native desktop resolution by default now. This should prevent some new installs from being unable to interact with the main menu buttons without having to alt + enter
Sound options menu are arranged to be more consistent and intuitive (Thanks MiniMe!)
Fixes
Fixed fourth Infantry Portal being possible on one Command Station
Fixed the automatic spawning of an infantry portal once there are enough players on the team from occurring with the wrong amount of players
Fixed Marines rarely spawning at random locations on the map at round start
Fixed main menu background sounds not being controlled by the sound volume option
Fixed respawn music not being affected by music slider volume
Fixed “say” console command not working
Fixed the Advanced option “nameplates” set to “numbers” still showing health bars
Fixed that you could not queue a Drifter to patrol an area after a build order. The weekend seminar training for all drifters seems to have gone well as they now fully understand your priorities like creeping in hallways
Fixed Marine HP bar on HUD showing up even when disabled, if getting healed.
Fixed an exploit that could easily allow custom shaders on enemy players.
Fixed Cyst “ghost model” placement ring being too small. Responsible for confusing commanders since 2012. If you pop ‘em now you have only yourself to blame (Thanks Axtel!)
Fixed Marine tutorial errors when extractor blueprint is destroyed (Thanks Axtel!)
Fixed an inconsistent Hive Skill offset calculation
Fixed Sound Occlusion geometry not being properly commander invisible
Fixed damage numbers not showing sometimes despite being enabled
Fixed a showstopping bug in Marine tutorial where the powernode could not be built. It now will automatically build after some time if the user is unable to, as a workaround. (Thanks Axtel!)
Fixed consuming Drifters causing server errors (Thanks Axtel!)
Fixed Hive Challenge mode eating itself alive by wave 7, like a galaxy’s worth of stars collapsing in on themselves to form a supermassive black hole containing a billion Marine bots deep beyond the event horizon. (Thanks Axtel!)
Fixed Infantry Portals not showing in post round stats Tech list (Thanks Axtel!)
Fixed that we never had a feature that was so beautiful that it could record structure location information in the post round stats file, allowing the community to create gorgeous heatmaps to share. (Thanks Axtel!)
Fixed that consumed Harvesters didn’t count as lost in the RT graph in post round stats, along with some other stat reporting oddities (Thanks Axtel!)
Fixed flickering lights and repetitive snow fx in Summit main menu cinematic
Fixed Origin main menu cinematic missing all of its sound events.
Fixed that lights don't immediately turn off when the power node is destroyed (Thanks Axtel!)
Fixed that Marine Commanders could issue Defend and Build waypoints on enemy entities
Fixed typo in color-blind mode option. You just didn’t notice it before because you were regular blind as well. The same reason for your KD ratio.
Fixed that the Options menu did not display the default values to the user. They now show an asterisk (*) next to the relevant options.
Fixed the scenario where if a player bound their Map key to an existing commander grid binding, you’d open the map while using commander even though it was a non commander binding.
Fixed that as a commander when you select a player in an Exosuit the Orders menu is empty. Now you can order those murder machines around to your heart’s content.
Fixed Gorge “toys” (any that have ghost models to place) causing a server error if the Gorge died before actually placing them.
Changed the name of “Advanced Assistance”, the command chair upgrade, to “Advanced Support” to distinguish between the Advanced Armory which was more commonly used when one said “AA”
Fixed that Power Surge could be used on Sentry Batteries. One does not simply plug the power into another power source. That’s how new TSF safety regulations come about.
Sounds
Fixed Metro menu background sound effects not having client’s sounds setting controlling its volume.
Maps
Descent (Thanks Salty!)
Fixed Crew Quarters vent stuck spot
Fixed the planet
Fixed low and minimal lighting in silo and drafting
Rebuilt Occlusion Geo for better performance
Old occlusion is now sound occlusion
Improved commander invisible group
Added no evolve onos, to non onos friendly vents
Moved around some minimap location names
Smoothed out collision in various places
Moved Ready Room to prevent edge cases where it could be seen from the map
Fixed the holo sign in the Ready Room
Docking (Thanks Kash!)
Fixed unpowered location in Terminal
Altered collision geometry for railings in courtyard to hopefully prevent AI line of sight being blocked for no reason.
Added 2 extra sets of lockers to Locker Room on the eastern wall to provide more cover for upgrades against marines assaulting from Courtyard.
Kodiak (Thanks pSyk!)
Improved Occlusion Geo and Performance
Removed OP ARC spots for Command and Hanger
Removed some plants for clearer visuals
Added more rocks for cover in the outdoor areas
Added more crates for cover in Tunnel B5
Replaced trees with Origin trees (clearer visuals and better performance)
Fades can now blink through the gap of the crossbeams and ceiling at various places on the map
Added half closed doors to the door frames in the long corridor between Central and Hydro
Re-routed Hanger ceiling vent
Moved Upper Rapids RT closer to Marine Start
Metro (Thanks Mephilles!)
Added in Minimal Lights
Added collision to all of the ticket booth props. (Located in derelict station, atrium, ticket booths)
Mineshaft (Thanks Kash!)
Rethemed Cave.
Raised Cave to be closer to the height of the Cavern RT/North Tunnels.
Relocated vent from Cave to North Tunnels, to North Tunnels to Sorting.
Moved Crusher RT to North Tunnels.
Crusher to Cavern vent added under the stairs in Crusher.
Disconnected the Crusher/Cavern and Cave connection, making Cave a 2 entrance TP like all the other TPs in Mineshaft.
Added vent and extra detail to Cart Tunnel.
Disconnected Brew Room from Crusher, now has its own entrance to Central Drilling on the northern wall.
Connected Sorting to Brew Room.
Turned Conveyors into a vent and removed from the power grid.
Added extra vent exit in Deposit overlooking The Gap arc spot.
Made the Gap window above Operations inaccessible to aliens (to prevent exploitation).
Removed the Gap arc spot vs Operations hive.
Rethemed the Gap.
Cleaned up the clutter and cover in the south of Water Pumps to make it less abuse-able by aliens.
Made the Water Pumps to Cart Tunnel vent marine accessible.
Removed the vent above Central Drilling leading into Water Pumps.
Added cover throughout the map.
Added wetmaps and fog to appropriate places throughout the map.
Collision Overhaul throughout the map.
Moved Operations south and altered some cover and detail in the room.
Updated lighting to include all quality settings.
Refinery (Thanks Zavaro!)
Fixed stuck spot in Routing vent
Summit (Thanks pSyk!)
Replaced snow cinematics with new ones that cost less performance.
Removed a few snow cinematics and reflection probes to improve performance.
Veil (Thanks pSyk!)
Fixed several pitch black areas/spots with Minimal Lights
Fixed Fade stuck spots in the vent entrances below System
Fixed Marine/Fade stock spot at vent exit in Dome/Neck corridor
SDK
Made No Evolve tool much more robust and reliable. Can select specific lifeforms. (Thanks Axtel!)
Added new Occlusion visualizer rendering mode, via ‘r_mode occlusion’ (requires cheats-mode enabled)
Known Issues
When you are penalized from using Matched Play, it will only show in complete hours sometimes, and cut off the minutes. So if you see 2 hours, it could very well be 2 hours and 50 minutes still. This will get fixed.
Hey everyone, sorry it's been a bit quiet on here. Though it frightens me, I want to post this here as well, as I don't want to leave the Steam community in the dark on what I'm doing, what's going on, and so forth. I put together a video to explain what's going on, but it's a bit lengthy:
In summary, I'm taking a short break from Solace Crafting development, just to recuperate my ambition and drive that I've been really working into the ground this year to try and finish the last several remaining months I need to complete 1.0. I'm still 100% on board with Solace Crafting, I'm just going to work on a second title that I've wanted to get started for a long time, again, mainly just to step away from SC for a little bit, as four years, every day, behind one screen, in one chair, has really taken it's toll on me these past few months. I just need to recharge my batteries a bit and am looking forward to coming back with renewed vigor. Taking breaks where I'm constantly beating myself up for not working day and night on SC hasn't worked at all! So I'm starting on a second, much "simpler" to developer title I hope to have up here on Steam some day as well!
Frightening because I'm Human, and the internet can be a scary place! But you've all (almost all) always been very supportive of my health and mental health, and again, I don't want to leave anyone worrying about why there hasn't been any patches or updates for a couple weeks.
If you want the full story, please check out the video, and I'd love to hear your input on the subjects it covers.
Achievements and Modifiers are coming to the full release of Beat Blast on Aug 25th.
Modifiers Menu
The biggest new addition to Beat Blast 1.0 is the new Play menu! Before you start a new run, you can toggle challenge modifiers on or off. Most of the Compete mode's modifiers are available (with some exceptions). This is replacing the 'Chill' and 'Challenge' modes from Early Access, but we believe this gives you way more options to tailor the game to the way you want to play. There are 9 new modifiers available in this update that have never been seen before. 6 of them will also be available in Compete. Below is a sneak peak of some of these new modifiers:
• Operation: The walls damage will damage you if you touch them!
• Super Spot: Spot grows bigger or smaller based off how many hearts he has. The more hearts, the bigger a target you become!
• Hot-Headed: All bosses and minibosses start off enraged. This one is not for the faint of heart!
50 Achievements
The Modifiers will not all be available from the get-go though. Aside from two new modifiers, all of the others will unlock alongside one of our 50 new steam achievements.
The modifiers you play with directly affect your endgame score. The harder you make the game, the higher your score multiplier will be when it ends! We'll have more information on the end game score in our next week's post.
This will give you full control over how difficult you want the game to be. Do you want to cruise through the game and groove to the beat? Or would you rather take on the hardest mode you can manage in pursuit of the highest score?
● Alternate palette option added to Program MenuComposite Direct will display certain colors with less intensity, and is designed to replicate the experience of many past CRT displays. For a further enhanced picture, enable CRT filter while using Composite Direct● Corrected build issue which caused the UP directional to advance the input sequence of some special abilities that did not require pressing UP
● Alternate palette option added to Program MenuComposite Direct will display certain colors with less intensity, and is designed to replicate the experience of many past CRT displays. For a further enhanced picture, enable CRT filter while using Composite Direct
Two weeks ago we announced the community vote for the historical tracks that would be created for the Strategic Mind: Spirit of Liberty soundtrack. You can find more details on the vote here:
Top 5 winners that will 100% be added to the game:
Jääkärimarssi - 26 points
Finlandia - 25 points
Vapaussoturin Valloituslaulu - 17 points
Njet, Molotoff! - 12 points
Porilaisten marssi - 10 points
Runners up:
Sillanpään marssilaulu - 9 points
Säkkijärven polkka - 8 points
Jean Sibelius - Karelia - Intermezzo - 8 points
Pioneerien taistelulaulu - 8 points
Reddit vote results
Additionally, we held the Reddit vote where all votes were gathered on Finnish (Suomi) subreddit with the following results:
Finlandia - 25 points (5+5+5+5+3+2)
Jääkärimarssi - 9 points (3+1+4+1)
Sillanpään marssilaulu - 9 points (3+4+2)
Porilaisten marssi - 9 points (4 + 4 + 1)
Säkkijärven polkka - 8 points (2 + 3 + 3)
Runners up:
Pioneerien taistelulaulu - 6 points
Jean Sibelius - Karelia - Ballade - 6 points
Uraliin - 4 points
Kremlin uni - 4 points
Vapaussoturin Valloituslaulu - 3 points (Suggestion was to name it Kauan on Kärsity to avoid controversy - the it would have been better received)
The final results
So, based on both votes we decided to add Säkkijärven polkka and Sillanpään marssilaulu on top of the 5 winners, as the runners up. The final official community vote winners:
Jääkärimarssi - 26 points
Finlandia - 25 points
Vapaussoturin Valloituslaulu - 17 points
Njet, Molotoff! - 12 points
Porilaisten marssi instrumental - 10 points
Runners up that we decided to squeeze in over the initial number of tracks we have had planned:
Sillanpään marssilaulu - 9 points
Säkkijärven polkka - 8 points
Please, let us know whether you are happy with the results.
Special thanks to to everyone who voted
As a token of our appreciation of the community help in the development, we would like to give each of counted votes authors a free copy of the Strategic Mind Franchise Soundtrack through Steam private messages. If you already own it - you are free to use or transfer this copy as you see fit. We will reach out to you through the Steam private messages. If you do not receive the key within the next 7 days, please contact us via email at contact@starnigames.com. Special thanks for taking the time to vote and the keys goes to:
Eudgen
Hogthunder
redsimonDE
gameleirabh
brack coomba
Oiniane
cool
jean.lapin
[SF100] Eversti S. Zehender
We will keep everyone updated on our production progress.
Two weeks ago we announced the community vote for the historical tracks that would be created for the Strategic Mind: Spirit of Liberty soundtrack. You can find more details on the vote here:
Top 5 winners that will 100% be added to the game:
Jääkärimarssi - 26 points
Finlandia - 25 points
Vapaussoturin Valloituslaulu - 17 points
Njet, Molotoff! - 12 points
Porilaisten marssi - 10 points
Runners up:
Sillanpään marssilaulu - 9 points
Säkkijärven polkka - 8 points
Jean Sibelius - Karelia - Intermezzo - 8 points
Pioneerien taistelulaulu - 8 points
Reddit vote results
Additionally, we held the Reddit vote where all votes were gathered on Finnish (Suomi) subreddit with the following results:
Finlandia - 25 points (5+5+5+5+3+2)
Jääkärimarssi - 9 points (3+1+4+1)
Sillanpään marssilaulu - 9 points (3+4+2)
Porilaisten marssi - 9 points (4 + 4 + 1)
Säkkijärven polkka - 8 points (2 + 3 + 3)
Runners up:
Pioneerien taistelulaulu - 6 points
Jean Sibelius - Karelia - Ballade - 6 points
Uraliin - 4 points
Kremlin uni - 4 points
Vapaussoturin Valloituslaulu - 3 points (Suggestion was to name it Kauan on Kärsity to avoid controversy - the it would have been better received)
The final results
So, based on both votes we decided to add Säkkijärven polkka and Sillanpään marssilaulu on top of the 5 winners, as the runners up. The final official community vote winners:
Jääkärimarssi - 26 points
Finlandia - 25 points
Vapaussoturin Valloituslaulu - 17 points
Njet, Molotoff! - 12 points
Porilaisten marssi instrumental - 10 points
Runners up that we decided to squeeze in over the initial number of tracks we have had planned:
Sillanpään marssilaulu - 9 points
Säkkijärven polkka - 8 points
Please, let us know whether you are happy with the results.
Special thanks to to everyone who voted
As a token of our appreciation of the community help in the development, we would like to give each of counted votes authors a free copy of the Strategic Mind Franchise Soundtrack through Steam private messages. If you already own it - you are free to use or transfer this copy as you see fit. We will reach out to you through the Steam private messages. If you do not receive the key within the next 7 days, please contact us via email at contact@starnigames.com. Special thanks for taking the time to vote and the keys goes to:
Eudgen
Hogthunder
redsimonDE
gameleirabh
brack coomba
Oiniane
cool
jean.lapin
[SF100] Eversti S. Zehender
We will keep everyone updated on our production progress.