no long text today just straight to the changelist :) :
Replaced old m4a1 model with a new one
Changed the zombie run animation (Big changes coming soon ;))
Added Magazine and Scope attachements to the m4a1
Fixed missing bullet speed on weapons
Fixed weapons not usable in the shooting range
Selection of units will now be cleared when left clicking on the landscape [RTS Mode]
So yeah thats it for that update but be asured that more updates are a round the corner since we now have a somewhat stable attachment system in place to finnally add some scopes. The system is still a [W.I.P] but we hope to see the first customizable weapon till the end of the year (If the RTS mode dosen't take all our time :)).
And as always thanks for playing SPACE SURVIVORS I: THE RECKONING (Space Survivors Shooter)
This month, the team's been hard at work on Closed Beta V21 which is planned to release this week.
UI / UX
The biggest new feature in V21 is that we've implemented the final visual style for the Main Menu / Game Settings screen, and all the related sub-panels (Settings, Load Game, Save Game, etc). We've been working on this new UI style for quite some time now, and it's nice to finally be able to put it in the game - but there's also been a lot of time and effort spent on improving the usability and general polish of the screen. This includes everything from adding support for mass-deletion of save games to adding new UI sounds. Overall, it's a much more slick and stylish experience and it should make a much better first impression when you first boot up the game. We'll continue to roll this new UI style out to other parts of the game as development continues.
Meet the Cleaners
We've also worked on a number of things that haven't really made it into V21, but will be arriving in the next Closed Beta build. We've updated the early game so the war against the aliens starts a couple of months in, and you begin the campaign fighting the infiltrator faction called the Cleaners who are intent on suppressing knowledge of the alien invasion. Because the Cleaners are spread across the planet and have numerical superiority over the Xenonauts, this allows us to have mission objectives that don't make sense when you are fighting the aliens. For example, wave survival maps, VIP escort / assassination missions, extraction missions, objective capture, etc. Some of these should arrive in V22 and make the early game a bit more varied and exciting!
Visual Polish
More work has also been done on the visual side of things. The updated Xenonaut models aren't quite ready to go in the game yet but should be fine for V22, and we're now working on modelling up a series of hairstyles for them so your units are more varied and easily recognisable. Work also continues on the tactical combat environments. The final visual pass on the Western Town tiles is now mostly complete (one of the biggest environments due to the number of different buildings in it) and we'll put them in V22, after which we'll move onto some of the other environments that need some visual upgrades.
There's also been some work on wall destructibility, as once a tile is visually finished we can do the final destructibility setup on it and then put it in the game as a finished asset. The wall "frill" system is designed to ensure destroyed walls have a natural-looking irregular edge (rather than the perfectly straight-edged hole you get if you just remove the wall). However, we also don't want these "frills" floating in the air if there's no adjacent wall for them to attach to, so we needed to do some work detecting whether there was a suitable wall on either side and only placing the frills if so. In any case, the important thing is that our destruction system should now be finished, which allows us to start doing the final destruction states on all of our finished assets.
Other Bits
We also implemented a couple of smaller elements this month too - difficulty settings are now complete, and there's a number of options we have to customise difficulty. This hasn't yet been finalised, as obviously the main campaign still requires some significant balance work.
The other new system is directional sound, which is intended mostly to allow us to play sounds when certain things are on screen (fire noises, the noise of engines running on vehicles, etc). Again, this is just useful for making the game feel a bit more alive.
Finally, we've made a start on the soldier dialogue / barks system. This is a simple system that generates (non-interactive) text dialogue from your soldiers based on things that happen on the battlefield. As a basic example, a soldier might say "I'm hit!" if they are shot by an alien. We're hoping to implement that in its basic form next month with some test dialogue to see if it's a good addition to the game (there's potential for it to be annoying if we get it wrong), and we'll spend some time making it as varied and natural as possible. We're hopeful that this system is going to make the combat feel a lot more reactive to your actions, but we won't know for certain until we've had a chance to test it!
Beta Progress
We're aware that many of you who were not part of the original Kickstarter still want to jump into the beta - we were looking at doing this earlier but the excellent level of feedback we continue to receive from existing players, and the state of the game currently, mean that we haven't found the right timing for this so far.
However, we are still looking for opportunities to add more players to the beta. There's still a significant amount of balancing and gameplay work to be done in order to get the game to a point where that wider feedback will be useful, so please do continue to bear with us - thanks again for your patience on this so far.
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
Today we are pleased to finally reveal what our small team has been working our socks off on. Full patch notes for FRONTIERS are available here.
Fittingly for our 5th anniversary update, Frontiers is one of our biggest updates for a long time.
Frontiers introduces the concept of large living breathing planetary settlements which travellers can encounter, interact with and even be elected Overseer of. As the leader of your adopted people, travellers can choose to help them, even lead them, ensure their future prosperity and happiness and ultimately develop these fledgling towns into even larger towns.
You are able to construct new buildings, to see your town grow as you welcome new inhabitants. Citizens will look to you to help solve their problems, make important decisions, keep them safely below sentinel radars, and help defend against drone attacks.
In addition to the introduction of these settlements, Frontiers brings a huge overhaul to base building with hundreds of new base parts, advanced building controls and a new grid menu to aid with even more fanciful constructions. Our very first update for No Man’s Sky was to introduce base building, something which has become one of our most popular features. It’s been nice to mark our anniversary by massively growing and expanding what is possible for players to create.
And the long-awaited Expedition 3, Cartographers, is just around the corner. Join in this latest seasonal event which starts all players in the same place and, as the name suggests, focuses on planetary mapping and exploration. Players will start their adventure with a technologically unique ship which requires bespoke materials to repair. They will need to thoroughly explore their starting world to escape the toxic atmosphere of planet Gisto Major.
This year alone has seen the introduction of COMPANIONS, EXPEDITIONS, PRISMS and now FRONTIERS. That’s a major update every 8 weeks on average! I’m super proud of the team which is still really small, and I continue to be amazed by their ability, energy and desire to maintain such a consistent cadence of exciting No Man’s Sky features and improvements.
Frontiers will be our 17th major update, in amongst hundreds of smaller hotfixes and patches. This is just another update for us, another step, and there's more to come. We're excited for what it allows us to do in future.
As you may have noticed, custom avatars were removed and players have been unable to upload replacement avatars. This is definitely not intentional and was caused by an issue with our CDN provider. We have been attempting to retrieve these avatars, however we’ve been informed that they have been deleted and it is unlikely that they can be recovered.
We understand that this is frustrating for players and we have taken some steps to ensure that this does not happen again. We have addressed the issue and players are now able to upload their own custom avatars.
However, we understand that there have been players who purchased a period of premium specifically to change their custom avatar. To those players affected we are providing a special code that can be during the next six months which will let you redeem seven days of premium so you have the time to re-upload your avatar. Please redeem the code below to activate your seven days of Premium
7DAYSPREMIUM
Steps on redeeming the Code
Open the pause menu with ESC
Click on the “ENTER CODE” button
Type the code “7DAYSPREMIUM” and click “CONFIRM”
We’d like to thank everyone for their patience during this time. Now get back onto the battlefield!
0.9.2 is an optional client-only update! You may connect to the server with either 0.9.1 or 0.9.2. We recommend 0.9.2 as it fixes a lot bugs and crashes.
Enhancements : - Now splitting score in the situation of a tie (done before 0.9.2 release) - Made scores in leaderboard look more compact - Cursor is now automatically hidden after not moving the mouse for 5 seconds
Bug fixes : - Fixed bug with fullscreen mode when UI scaling is not 100% on Windows 10 - Fixed bugs with score computation (done before 0.9.2 release) - Fixed bug where carpet particles wouldn't reset properly - Fixed crash happening with shop window when buying and closing it before confirmation - Fixed crash happening sometimes when losing connection - Fixed bug where you could clip through ceilings that are stuck to drawers - Fixed FPS display overlapping exit button in titlescreen - Fixed bug where remote mobs would not be hidden by the hide other player option - Fixed bug where messages in chat from players with XP levels 1 to 4 would be shown with a gray icon
One of the most requested features by RPG fans - and our amazing community in particular - is the ability to explore the passionate world of character romance, and we’re thrilled to announce that it’s here! You will be able to flirt with multiple characters throughout your adventure, the way you want to, and with no limitations in terms of race, class, or gender.
Available characters in Romance System:
Nazhedja
Lugaid
Tiana
Amergin
Berath
Delba
Heraklios
Brigg
Khaldun
Mal
With Romance System, each decision will impact on the perception the characters have of you. The moment you are attractive enough to either of them, you can talk about your feelings and start a romance if the attraction is mutual.
NOTE: The Romance System works in old saved games, but some characters will need specific events to reach enough Romance points. For example, some characters add Romance points after completing some quests. If you completed that mission before the update, the Romance System may not work properly. If you want to fully enjoy romance features, we recommend starting a new game.
New Equipment
We’ve additionally added more than 50 new items! There are more weapons, armors, shields, equipment, and new ways to fight enemies and show off your amazing custom character! But less telling and more showsing; here are some examples of the new equipment you’ll find in The Waylanders:
Steam Achievements
Good news for players who like to compete with themselves. Achievements have been added and can be unlocked by playing The Waylanders! Are you ready to complete 67 different challenges?
More lore
We’ve added new entries in the Codex. You’ll find new content for characters, locations and story. Read up and fully immerse yourself in the extended world of The Waylanders.
Bug fixing
We’ve fixed some bugs:
The tutorial froze when you deselected one of the companions after making a Formation.
Some items disappeared from the inventory, after you canceled the action of removing that item.
Sound adjustments in several cinemactics.
Sometimes, the game crashed when you deleted a character profile
Fixed some bugs related with the fade to black effect at the beginning of the game.