Hey everyone! The new update "INTEL" is now live! We worked hard on many many improvements based on your feedback. In general we are very confident about our future plan and certain about what needs to be added, changed and improved, so worry not!
GAMEPLAY
- Further increased movement speed - Most maps have spawn points adjusted to remove boring or dragged out areas/gameplay - Some new map variations and visibility improvements have been added - Loot has further been tweaked
This is an ongoing process, keep telling us how you feel on these topics and point out the weaker areas so we can improve them!
MECHANICS
- Ejecting the magazine now grants a 10% speed bonus for 1 second for extra smoothness - Ejecting the magazine now increases cooling by 50% as long as the magazine is out - Varied grenades have been changed to a much more convenient cursor target
KNOCKBACK
- We added a knockback mechanic which now works on enemies from varied effects - Keep in mind that this will be only for singleplayer due to technical reasons
CLASSES
3 new Specialisations have been added. The Recon is essentially the new Sniper class and offers 3 fully fledged different specialisations. You should also not look him directly in the eyes.
NEW - Recon
High damage Marksman with focus on weakpoint hits, accuracy and positioning
- Evade - Flash Grenade - Weakpoint Scan - L24 'Eraser' --Channel Power --Deflection System
NEW - Recon Psyonic
Utility focussed infiltrator with psyonic effects and item affinity
- Last Defender is now in the game - Varied fixes in AI - Increased enemy type pool per map by 1 - Increased tower amount per map by 1 - Suicide Pineapple Drones now have a delay and sound before exploding - Reworked taser bot to shoot a weapon and have a targeting indicator (Wip) - Melee Enforcer now has an 1s ion shield, is generally slower, no more plating - Enemy riotguard can now shield bash when in melee range, removing shields - More improvements coming - New - Some missiles can be shot down (missile dronem Jet Boss) - Fixed random faction reroll after each map, now happens in third floor
DIFFICULTY
- NEW - Lightning Start difficulty modifier - NEW - Tactical difficulty modifier - Higher difficulty and terrorlevel is now harder - Run and gun and relaxed no longer reduce exp gain - Run and gun now has a deviation malus - Removed slow effect from lightning traps - Homing missiles and mortars are slightly harder - Flinch now has a 1 second cooldown (0.5s duration)
UI
- Weapon stats now all update and show armor pen and damage - (Damage is based on point blank damage right now) - Added ammo counter to player when below 25% ammo - Added ammo display on ammo pickup - Added EXP bar ingame which shows exp gained after combat ends - Added sound for levelup
MENU
- Starting with some menu improvements but ongoing - Added quickplay button to the end screen - Added quickplay button to the class menu - Removed multiple layers on the end screen - Added scroll bar to difficulty modifiers
ITEMS
- New Item: Helsing Power Bolt - DMR Sentry turret now spawns on Utility ability - Varied small tweaks - A solution for more active items is coming in the next 1-2 patches
WEAPONS
- New Attachment: Hair trigger (Switches to semi auto) - Weapons now properly gain their own ammo pickup values This means that ammo economy has changed significantly, Let us know how you feel about certain weapons - Fixed pistols requiring much less upgrade parts than other starters - Many attachments have been fixed
NEW Uncommon Special weapon - Heavy Flak Cannon
NEW Epic Marksman rifle - R2000H Anti-Material
HEAT
- Added rudimentary first version of ]always visible heatbar - Many weapons have increased heat, but there might have been some non optimal tweaks - Let us know which ones you want to see changed - Added Heat sound when reaching higher heat levels on shooting
- Removed 2 tracks in training level which had Content ID enabled - Added one temporary track back, replacement is coming - Main menu and combat / idle tracks now should be shuffled randomly - Changed the weaker of the two headshot sounds to be more powerful (WIP) - Reduced music volume slightly in comparison with sounds
FIXES
- Fixed tons of actions that did not work fully (Shrines, Attachments, Perks etc) - Let us know if you see any things that still do not have their effects
PERFORMANCE
- Noticeably Improved single core performance - Varied improvements
UNIVERSEDIT / MODDING
- Downloaded depots/mods are directly enabled - New Effects: Switch to Semi / Burst / Full Auto - New Conditions: Check for multiple entities in range - New Conditions: Check for Current ammo - New Conditions: Check for Totalammo - New Conditions: Check for Backpack ammo - Added varied weapon targeting indicators which can be used for enemies - You can now see if a collection has something inside (targets etc) - You can now delete an depot - Improvements to delete self action - Varied fixes - Added 18 Synthetik 1 weapon images for modding
Modders join us on Discord if you want help with your things or talk with others about modding!
We also have to note here that we are very impressed with the things people have created so far with the UniversEditor . There are some impressive classes already or great other mods like Caramel's difficulty modifiers or Egg's Tech Perks pack.
- Chrono riotshields have an strange stun? - Some new perks do not work (Eraser, Defensive measures) - Keybindings sometimes do not save? - Enemy bullet speed is faster than it should - If you made a modded weapon, due to ammo pickup fix, the ammo pickup is reset to 0 and needs fixing
Keep in mind that this is Early access and we can not do this level of huge amounts of changes and have the same amount of polish each patch as a fully released game with far less output and months long wait cycles, so some things will break or become worse than before. These things will usually be fixed shortly.
Here again big thanks to everyone supporting us within the early access!
Rest assured that we know about the current gripes with the game and are working on improvements in all areas. Day 1 and Update 1 'INTEL' already marks many significant improvements and many more things will follow!
The roadmap is coming +- on monday, stay tuned. Team FFG
English #########Content################# New skill: Unliving Brust (Heal undead, damage others. It can be learned from Kalina. You can use it on both friends and foes. Shade creatures are not undead. Thus, they will be damaged.) Added a warning board in the path to Queensmouth mountain area. (It's just there for irony and a Monty Python reference) Corrupted robots will now try to coordinate their attacks together if multiple numbers of those robots have detected your group. The same mechanism has been applied to the shade and vengeful sprites. Different types of zombies may team up together to attack you if all of them have detected you and they are nearby. (The zombie enemy group is now exactly as what you can see on the map.) If any group member is bleeding, vampiric researchers from a bit far away distance can also join the battle if they have already detected you. New BGM for the area outside the safehouse. Random meteors may hit the area outside the safehouse. (Just visual effects.) Added the background music of Museum of Weird History "China Town" and the background music of Bazaar "Arabian Market" to boombox's default soundtrack. #########System##################### Improved the ability to get window hwnd more preciously. Added function support to add modification script blocks to build-in skills When calculating skill effects, a deep copy will be made. (Previously, it already has another deep copy if using skill normally. But, we live in an abnormal world now.) Optimized the mouse control in some selection windows that can scroll up and down. Class: Window_Commandlimitwin ########DEBUG################### Fixed bugs related to the game failed to get the right HWND including fail to initialize the mouse if the game is minimized during startup. Fixed a visual bug of a chest in Site Demeter. (Thanks to 渺羽's bug report) 简体中文 #########Content################# 新技能:逆生命爆发(治疗不死生物,对其它目标造成伤害。可以在卡莉娜那里学习。可以对敌我任意目标使用。暗影生物并非不死生物,所以会受到伤害。) 在王后镇通往深山的道路上架设了一块警告牌。(只是用作讽刺目的,以及玩某个蒙蒂派森的梗) 被侵蚀的机器人现在也会尝试协同发动攻击,如果有多个这样的机器人发现了你的队伍的话。 暗影和复仇怨灵现在也采用相同的机制。 不同种类的僵尸会合力攻击你,如果他们都发现了你并且都在你附近的话。(僵尸的团队构成现在和地图上显示的一致。) 如果队伍中有任何人正在流血,那么较远处的嗜血的研究员如果已经发现了你的队伍,他们也会加入战斗。 安全屋外区域加入了新的背景音乐。 安全屋外的区域现在可以有随机的陨石砸下来。(只是画面效果。) 将奇异历史博物馆的背景音乐“中华小镇”和巴扎的背景音乐“阿拉伯市场”加入到了音乐盒的默认音轨中。 #########System##################### 增强了更精确地获取窗口的hwnd的能力 加入了对于内置技能上附加脚本代码块的功能支持。 当计算技能效果的时候,该技能的一个深度拷贝将会被使用。(此前如果技能正常使用的话已经有一个深度拷贝。但是,我们现在生活在一个不正常的世界。) 优化了鼠标在可以上下翻页的选项窗口中的使用体验。Class: Window_Commandlimitwin ########DEBUG################### 修复了和游戏未能正确获取HWND的一些BUG,包括了如果游戏开始时游戏窗口不在激活状态可能导致的鼠标初始化失败。 修复了德米特基地的一个箱子的图像错误。(感谢渺羽提供的Bug报告)
It is with great excitement, we invite you to join us for the early community preview of the Armoured Update Trailer which will premiere over on YouTube starting Sunday, November 21st @ 20:00 (8 PM) CET.
The premiere will run over on our YouTube channel and you'll be able to chat with other users for the premiere.
Armoured Trailer Premiere
November 21st @ 20:00 (8 PM) CET
The Armoured Update A.K.A. "Armour Overhaul" is our 10-month long journey to rework our entire tank and armoured vehicle system. This new system features new, more advanced simulated tank logic with realistic shells and gameplay mechanics such as internal spalling, high explosive-filled shells and penetration simulation.
With this update, we have raised the bar for excellent tank combat to compete with some of the best tank systems available on the market, all within a very dynamic combined arms environment.
The PUBG Global Championship 2021 is only a day away!
As always, PGC 2021 will be provided with English broadcasts with the best PUBG Esports talent and casters. Multiple other languages will be also provided for all PUBG esports fans around the globe.
PGC 2021 Broadcast Schedule
Rank Decision / BOTTOM 16
Rank Decision
Friday
Group A&B
On Air : 12:40PM KST / 4:40AM CET / 7:40PM PST
Match Start : 1:00PM KST / 5:00AM CET / 8:00PM PST
Group C&D
On Air : 6:45PM KST / 10:45AM CET / 1:45AM PST
Match Start : 7PM KST / 11:00AM CET / 2:00AM PST
Saturday/Sunday
Group B&D / A&D
On Air : 12:45PM KST / 4:45AM CET/ 7:45PM PST
Match Start : 1:00PM KST / 5:00AM CET / 8:00PM PST
Steven "Toffees" Pierce, James "Kaelaris" Carrol, John "JoRoSaR" Sargent
Analyst
Dustin "Godspeed" Kane, Martin "Avnqr" Gøth, Stephanie "Klov3r" Naboshek, Michael "hypoc" Robins, Patrick "Frosz" Iu, Jordan "Elfishguy" Mays, Rick "Saga_Uk" Sharples
Caster
Cameron Davis, Liam "Chunks" Desposito, Matt "Matrym" Oates, Clinton "Paperthin" Bader, Mike "Porosaurus" Navarro, Tobias "TheNameIsToby" Wiinblad, Jake "Zenox" Brander
In addition to Global (English) streaming, PGC 2021 broadcasts in additional languages as shown below!
Hello, everyone, after being blocked for several days, the new character has finally been reviewed! Let me introduce our new melee character: Valen! Valen is a warrior who uses melee weapons. We equipped her with 9 completely different new weapons, namely Yin Yang Palm Righteous Fist Opposing Spear Contradiction Sword Real sword Yin fan Ghost Fireman Amex ps: As for us, because of the adult element in the game, we were said to be not enough to be too lusty because of the game. Now the character is too fat to be too lusty. Anyway, it's too late, everyone, let's see if it's not good or not! https://store.steampowered.com/app/1538940/_/?curator_clanid=39539501
Before I go into details let me make something clear, it's not that the game is bad or broken exactly. It's more that upon release, based on what people have said they expect and how the game has been presented. As things are Our Apartment may disappoint people on the initial launch, not meeting expectations set. Not simply expectations by what I've shown, but of the genre in general.
Also I'm sorry this announcement is coming so late, this realization kinda hit me hard and I had to sit on it a bit to figure out what to do. I also needed to get some work done to prepare for those changes.
So that said, the Steam release of Our Apartment won't come until next year. Considering the changes needed and time for those changes, it simply won't be ready by any acceptable release window this year.
What's missing
This is the key point, what's missing. And when talking with the publisher and other people what's missing is a sense of progression. And while it is sort of there it's long been background. In my mind these things weren't quite necessary at least for Early Access. They're there, but compartmentalized, and largely hidden.
I did this to try to stay within the boundaries of what's feasible development wise. More global use would require more conditions to be factored, more balancing, more play throughs, more programming, more testing. This might have been over caution.
But originally Our Apartment was supposed to be a "trainer" game. And still the reality is Our Apartment presents itself as a "trainer" game and is likely generally expected to be a trainer game. Not a VN with scattered compartmentalized sim and trainer elements. And both as the release was planned, and as the release would have been betrays that perception.
Additionally, my plan to scale back for the initial EA release to start in Act 4 further betrays the perception of the game.
I can understand if people are disappointed, I know I said I would announce a proper specific release date soon. And I fully had intention to do that, and pushing the release back is one of the harder things I've had to accept. But hopefully people will see it's for the best.
Cause releasing it as it is, and not meeting expectations even in early access could legitimately harm the project long term. And the game may never become what it is intended to be or what people want it to be.
What's being done
I know before I talked a lot about content and I actually did meet most of those goals. The main goal missed was having the game start from the beginning. But even if I pulled that off as intended this delay would have happened regardless.
So besides those goals, the major focus is bringing progression elements to the forefront and making them more global. Bringing more importance to daily events and other sim elements. As I said we already had some of this, some progression in sex sim, stuff like blow job training evolving over time. But now these elements will inter-connect more.
Before basically no stats were visible, only the results of those stats, so we'll have to add that. And overall this will be done with the goal of having a more objective and tangible progression than just story progression.
And if you read that and think "wait that wasn't already there" then all the more reason to hold off on this release. If not, then maybe for now consider getting the game on Itch.io .
Conclusion
Hopefully this brings some clarification to the delay. Once again I'm sorry for all this, For now the release is planned for 2022 and no further details will be given until a release range is for certain.
It's been a while, but I decided a ways back I would step away from the cluster that Subterene had become and take a break to learn how to properly code games for a bit.
Now that I've returned to it, I can happily say that yeah, I've improved a lot, but also, wow.
This thing is a complete mess.
What was supposed to be a quick 2 week October update quickly spiraled into nearly a month of code work, asset construction, and complete codebase overhaul for a tiny game about a tank and some rocks.
I still wasn't able to add all the features that are missing from the game, but quite a few have been put in, such as a Radar Pulse to help you find your way, as well as map waypoints and many missing map assets.
Map system overhaul; should use less space and load faster
Probe system overhaul; easier to load, has visual indicators to who what they're doing, and now can repeat their dialogue with a prompted keypress
Jammed Drill indicator now appears over blocks
Added a silent Overheat indicator over the Jam Indicator so you can tell when you're cooking the engine even with override active
Adjusted Override / Overheat. Override now unlocks an additional 20% of overheat meter, letting you burn the engine in exchange for a damage and speed boost
Tank top speed increased
Tank turn speed increased
Tank drill speed increased
Tank vent rate increased
Adjusted tank slowdown behavior when pressing into walls; should no longer drop all your speed when tapping a tunnel edge too hard
Steam: Integrated steam achievements!
Added in a new feature: The Radar Pulse Charger (RPC). Holding the radar toggle key instead charges a powerful sonar pulse that will show all drillable rocks and air pockets in a small radius around the tank. This is a feature mostly to help lost players along; now you have both this, the general map layout, and the probes / relays to help direct you.
Kind of basic, but the Escape menu now also pauses the game.
Audio now initializes properly. Will probably still not be perfect but will be better than before.
Reduced Rockswimmer speed
All maps updated; they have been reduced in size and should now have far less dead space. At the same time, new points of interest have been added.
Cockpit damage; getting hit now causes a visual effect to better immerse the player.
New tutorial layout and opening area. While I wanted to have the "metroid-style" open tutorial, I realize the game is a bit too complex for that. So I've made things more explicit, given more direction, and added lots more dialogue to peruse.
Fungal area has had a major overhaul with new mission objectives and a much smaller, more maze-like layout.
Tank now has a turret! You can aim your bombs with the mouse or right stick. Bombs also have kickback and can be used to move the player in short bursts.
Writing overhaul! The story should now make a modicum more sense but I will be continuing to review it in my spare time as I think it's still missing something.
Misc. visual updates, including tank sprite being changed for readability.