Features: Can Opt out of automatic exception collection Added a language select inside Gameplay Options. Not all language changes happen instantly so restarting the game is advised. Added joke "pirate" language as an example translation file. Added basil plant Added a GameFlags type of XML data that can be used to change parts of the game, mostly related to balancing, through mods Added GameFlags FoodGainMultiplier that changes how much food feeds.
Bugfixes: Fixed an issue with plants using old IDs to generate data that could break saves when new plant data is addded Fixed Unity cloud exceptions when not connected to the internet or blocking Unity analytics through firewall Added failsafes for NPC actions Added failsafes for bug reporting Added failsafes for quest tooltip Removed spaces inside xml tags on some files Fixed working on "Manage Crops" showing as "Relaxing" Fixed npcs rushing out of beds or chairs in strange positions when the game is paused.
Changes: The game executable now has an Icon Removed Dried ingredient requirement from Sushi and Flour recipes until the Dry Ingredient recipe is fixed Moved away from Development Builds and implemented a bug tracker to notify the user if an exception was not caught. Moved away from Unity Cloud Reporting due to it lacking the ability to let the user opt out of the collection Also moved away from Unity User Reports because the new system has much bigger free limits anyways
In the previously posted roadmap, a campaign extension was listed for January. Ouro and I have been working on some stuff. Here is a glimpse of the additional levels we have created to play in both campaign and firefight:
[Ouroborosso] Ethical considerations for what can and cannot be experimented on has long been disregarded.
[Ouroborosso] Forbidden experimentation for knowledge is one thing, using those discoveries for production and distribution of ⬛⬛⬛⬛⬛ is another.
[bloody] The shortest distance between two points is a straight line.
[Ouroborosso] Progress can be both deceptively vast yet constrictingly finite.
[Ouroborosso] Intangible information is valuable, the vessels that make them concrete can be even more so.
[bloody] What was once a place of respite from the monotonous will become a place of anxiety and violence.
[bloody] A value divided in half an infinite number of times will never reach zero.
[bloody] Blue Blue Glass Moon, Under the Crimson Air.
[bloody] A constant memory of a transient place: Hologram Summer.
[Ouroborosso] The worth and importance of these relics is subjective, but to some individuals, they mean everything.
[Ouroborosso] What could possibly be locked away at the heart this massive underground facility?
[bloody] Not being bound by anything is the greatest limitation.
Please look forward to this and more in the next update. Release Date: soon...
The changelists are getting smaller as the outstanding issues get resolved. We have a few known issues to be aware of though.
Known Issues:
- People's kits will break if they were using custom platforms
- Some network latency (Rubberbanding) may show up with high network traffic (high ping and/or lots of players/AI firing at once)
- Still a few sound issues during gameplay to iron out
- kit restrictions have had a pass but may not work 100% at this time
Main Items:
- Breaching Charge placement on doors fixed
- Should no longer be able to hear other players in opposing Ready Room
- Stance indicator in HUD is now on by default (Can turn off in Settings)
- Voting/Map Change kicking players fixed
- Work on Kit Restriction functionality for online play
Game: Build ID : 8008453 117MB
DS: Build ID : 8008467 59MB
Detailed Changes: * Removed some badging on a couple vehicles * revised the new map voting restrictions to avoid using admin commands (causing disconnection of non admins starting votes) * took out a load of logging from various game mode scripts * Changed default behavior for bShowStanceCrouched and bShowStanceStanding to True * Easy way to help new players have an idea how the weapon posture/stance stuff works. * Fixed small collision issue with tarp on Power Station roof * Changed spatial volumes priority in Ready Room to 20 to make sure it's always highest - should help with hearing the other team from customization room. * Fix for black ceilings in and wall LOD incompound * adjusted BP_Door_Swinging so that breach charges should work better - now uses sockets in door meshes with a backup system if no sockets found * updated and improved breach charge placement - now uses socket rotation to determine correct side of door for charge (is much more robust) * added additional phys geo to G33 magnifier to make sure it blocks offset rails that would otherwise clip with it in the down position. * updated WBP_StanceIndicator to update logic related to high/low ready when also engaged. * Cleaned up balaclava head mask as some areas of the face were masked out that shouldn't have been * Added icon for map tablet * updated BP_Firearm_Master * removed param from ChangeReloadHint() and renamed it to just ShowReloadHint(). * updated ShowReloadHint() show alternate reload hints based on ammo compoent, chambered round type etc. e.g. if mag with ammo is in firearm, but there is no chambered round, it will prompt user to tap reload to wrack the bolt. * updated shotguns to not have separate UseMainHand anymore. * slightly tweaked GBCharAnimAction to try to fix issues with getting locked into manually pumping the SDASS * moved some logic from GBKitFunctionLibrary to GBAssetManager. * updated GBAssetManager * updated GetValidSkinNames() and RestrictedAsset() to add AssetTypeName param. * renamed GetValidSkins( ) to GetValidSkinDataAssets() and added AssetTypeName param. Skins are stored based on the asset type they are associated with as they do not have a primary asset id. * created RestrictedPrimaryAsset() for use with assets that do have a primary asset id, to save using RestrictedAsset() with AssetTypeName set to None. * updated GBGameState to support changing UseTeamRestrictions game rule mid-game. * no longer have to restart the map etc. * updated BP_Platform_XXX * fixed socket names on meshes. * updated default setup to make sure correct names were being used. * should fix misc floating pouches, overlapping pouches etc. * updated default team kits & restrictions * Blue team can use Black, Blue & Navy. * Red team can use Tan, Khaki & CoyoteBrown. * updated WBP_ServerBrowser to make the password text box use the "password" setting to hide the password being typed in. * removed unused WBP_Friend
This update focuses on making the level submission process easier. Now, instead of having to dig through files, arrange them in folders, and set up config file manually, you simply have to follow through the in-game level submission dialog present in the map editor.
If you've had a level you were working on and wanted to submit it, but found the submission process to be too difficult - now's a great time to jump back in, and upload that level to Steam Workshop in just a few clicks!
Version 1.3.8: - can now upload levels to Steam Workshop directly from the level editor: * players can also use this functionality to export levels in a mod-ready format (for placing into the game's 'mods' folder, which loads local mods), to distribute the mod outside of Steam workshop
- added new controls to the level settings menu: * checkbox for preventing achievement unlocks on level * checkbox for showing result screen when finishing the level * checkbox for the noise background shader
- increased maximum mod title possible to enter in the game to 129 symbols (was 40), as per Steam documentations - when creating a new map, it will no longer be named "testmap", but instead will derive it's name from the amount of levels in the maps folder + 1 - can now paste text into textboxes (useful for pasting into the level description boxes!) - updated LOVE to the latest 11.4 revision (release version, previously the game was using an unreleased in-development version) - fixed one of the dialogue sections using an incorrect character name tag on Shopkeeper's Mansion
Don't forget to report any issues you encounter in this thread!
With the holiday season finished we are officially back to work in (almost) full force. As we continue our work towards the next item on our roadmap - world expansion number one - we are going to present you with regular updates and ask for your feedback along the way!
We can’t overstate how big of a role you - our community - have played over the course of The Riftbreaker’s development. Thousands of hours put into the Prologue and Closed Beta, pages upon pages of Discord messages, and all the reports that you have sent our way through all the other channels have shaped the way the game is like today. We would love to continue that and is there a better time to do so than right now?!
Obviously not! The first Riftbreaker world expansion is going to bring a lot of new and exciting content for you, including new locations, enemies, weather events, and, naturally, weapons! We know you have lots of great ideas for new tools of destruction so let’s have a little competition. Here’s the contest question:
What kind of weapon would you like us to add to The Riftbreaker arsenal?
To take part in the competition visit our Discord server (www.discord.gg/exorstudios) and give us your answer in the #weapon-contest channel, following this example:
Name: The Megasizzler 5000 Damage Type: Energy Attack: Shoots a continuous energy beam that spreads to other enemies and sets them on fire. Fire Type: If your dream gun has two attack modes, describe both of them! Does it fire single shots? Can you charge it? Or does it fire a continuous beam as long as you have the ammo? Let us know!
You have the time to post your ideas until Friday. We are going to check them all out and shortlist 5 candidates. Then, we will hold a public vote on Discord, during which you are going to decide which gun makes it into the game. Naturally, we can’t promise that the winning idea will appear in The Riftbreaker in an unchanged form, but we will do our best.
Needless to say, that won’t be the only new toy added to Mr. Riggs’ arsenal. We have some crazy ideas brewing that might open even more design space later on, so who knows - we might even run another competition like this in the future.
Looking forward to reading all your ideas! EXOR Studios
With the holiday season finished we are officially back to work in (almost) full force. As we continue our work towards the next item on our roadmap - world expansion number one - we are going to present you with regular updates and ask for your feedback along the way!
We can’t overstate how big of a role you - our community - have played over the course of The Riftbreaker’s development. Thousands of hours put into the Prologue and Closed Beta, pages upon pages of Discord messages, and all the reports that you have sent our way through all the other channels have shaped the way the game is like today. We would love to continue that and is there a better time to do so than right now?!
Obviously not! The first Riftbreaker world expansion is going to bring a lot of new and exciting content for you, including new locations, enemies, weather events, and, naturally, weapons! We know you have lots of great ideas for new tools of destruction so let’s have a little competition. Here’s the contest question:
What kind of weapon would you like us to add to The Riftbreaker arsenal?
To take part in the competition visit our Discord server (www.discord.gg/exorstudios) and give us your answer in the #weapon-contest channel, following this example:
Name: The Megasizzler 5000 Damage Type: Energy Attack: Shoots a continuous energy beam that spreads to other enemies and sets them on fire. Fire Type: If your dream gun has two attack modes, describe both of them! Does it fire single shots? Can you charge it? Or does it fire a continuous beam as long as you have the ammo? Let us know!
You have the time to post your ideas until Friday. We are going to check them all out and shortlist 5 candidates. Then, we will hold a public vote on Discord, during which you are going to decide which gun makes it into the game. Naturally, we can’t promise that the winning idea will appear in The Riftbreaker in an unchanged form, but we will do our best.
Needless to say, that won’t be the only new toy added to Mr. Riggs’ arsenal. We have some crazy ideas brewing that might open even more design space later on, so who knows - we might even run another competition like this in the future.
Looking forward to reading all your ideas! EXOR Studios
2022 will be an important year for Seablip's development. I am so happy to say that I have reached a lot of important milestones lately, and I am going to move my focus from making everything that you don't see work smoothly + preparing for all the different types of content I want to add ("skeleton-work") to "adding content and story".
First a quick look at some big changes.
Sea battle perspective is changed from front-view to side-view. A tiny ship, owned by the Octopus gang.
After looking into all the amazing feedback from the alpha test I have worked a lot to make sea battle easier to control and understand. It was many hard decisions, changing sea battle to side-views was one of them. But I think it will offer a lot more detail, charm, and soul to each ship. I am still practicing drawing ships, but I am happy with the direction it is taking, and hope you feel it too!
I am very excited to show you all the things I have done (and am working on) with sea battle, but I am not comfortable showing you all the progress yet. All I can say is that I have reworked all systems, removed things that felt like too much micro-management, and worked a lot on individuality to each crew and cannons. Again, very excited to tell you more soon!
Redcoat brig
World Map
I have also worked a lot on my internal WorldMap editor to have all the dynamic options I need to expand the world of Seablip. Connecting the islands, story, characters, and sea battles into a great experience. Now it is solid and ready to add final content and sail routes. I still have some future functions I want to implement, for instance: weather effects, and other triggers affecting sail routes availability and a food system for traveling. (And a special fast travel home option) More on all that later this year.
From the World Map in Seablip. Here is a look at an updated version of the main island.
Mark May in your calendar!
I want to have some personal goals for this year, and one important goal is happening in May. Then I want to come with a bigger announcement about Seablip's future. My goal is to give you a better understanding of what to expect from Seablip, and hopefully (but I can't promise) a glimpse into when Seablip might be ready. So mark May in your calendar, I am excited to see where the development is then and is looking forward to showing you more on all the things I have worked on since last. I have a great feeling about this year, and it could never have happened without all the amazing support I have got from you guys!
I'm really glad to announce that the UI Overhaul Update is now live!
I do apologize for the delay. Making a roadmap and following it is very difficult, especially with a team as small as ours, and I chose to make sure that the update was the right quality!
This patch introduces Paladin, a brand new hero who I find incredibly fun, and also revamps the UI entirely! The game looks a lot more professional now, I'm extremely happy with how it turned out! I've also added many new VFX on cards, to give the game that extra little "oomph" when playing awesome cards like Firestorm and Singularity!
I do hope you all like it, and I'm incredibly excited about the next patches to come!
Patch Notes
- Gave the game a brand new look! o The game has a brand new UI, custom made for us! o Many cards now have much improved VFX! - Added an exclusive space for allied summons
- Paladin has joined the guild! It's available for recruitment for 2500 gold! - Changed Silan's level 4 and 10 passive skills - Changed everyone's starting deck and pool
- Experience Points tuning o Experience required to reach level 2,3 and 4 was reduced. o Experience gained in Depth 1 was reduced o Experience gained in Depth 2 was slightly increased o Experience gained in Depth 3 was increased
- Most cards and items that gave "Evasion" now give "Evasion this turn" - Plated now reads: "Decrease damage taken and status received by 1 per rank. Plated isn't reduced at end of turn. Reduce rank by 1 whenever you reduce an attack or status card to 0." - Frozen now reads: "Skip your turn. Reduce all Frost received by half (including fixed sources). Cannot be Corrupted." - Predator now reads: "Increase damage done to enemies by {0}% for every unique debuff type on them." - Fatigue now reads: "Gain 1 rank every time you draw {0} extra cards (-1 per trigger, minimum 3). Increases the cost of all non-mana cards drawn by 1 per rank. Lose all ranks at end of turn. Cannot be Cleansed and ignores Purity." - Cleanse now reduces debuff duration by 25%
- Added an additional music track for regular combats - Decks are now saved even if they were invalid - Rerolling monster cards will always yield a different result
- Tweaked a few low-performing cards - Slightly nerfed a few D3 cards - Slightly reduced the complexity of enemy abilities in Depth 1
- Added 3 new enemies to the 3rd area - Added 24 new cards unlockable with packs
We are extremely excited to reveal the first look at the latest installment of our award-winning series, Sniper Elite 5, and delighted that so many of you will get to play it as it's launching simultaneously on Xbox Game Pass, Xbox One, Xbox Series X|S and PlayStation 4 & 5, Epic, Steam and Windows Store.
It was fantastic to see the player response to Sniper Elite 4 when it came to Steam back in 2017 – hopefully that has given you enough training to tackle your new mission when Sniper Elite 5 launches this year.
So what can we tell you about Sniper Elite 5?
Set in France in 1944, and with D-Day imminent, Sniper Elite 5 will see players reprise their role as elite marksman and SOE Operative, Lt. Karl Fairburne. Karl is attached to a covert US Ranger operation to provide Sniper support as they seek to weaken the Nazis’ Atlantikwall fortifications along the coast of Brittany. However, stranded behind enemy lines, Karl is forced inland where he rendezvous with the French Resistance as they uncover a secret Nazi project that threatens to end the war before the Allies can even invade Europe, codenamed Operation Kraken. It’s up to you to take out the high ranking Nazi officers in a bid to uncover the plans behind Operation Kraken and destroy it before it can begin.
Your battle against the Third Reich will take you across the largest, most interactive and immersive maps ever seen in the Sniper Elite series. Naturally it is extremely important to us that these areas, based upon real world locations, are as authentic as possible. Normally this process would involve numerous visits to collect information, reference imagery from the locations and generally get a sense of the area. Obviously the pandemic has placed great restrictions on travel in the last two years but we have been able to utilize some amazing photogrammetry, as well as our past location visits to create truly stunning environments.
We are also incredibly fortunate to work with some fantastic partners, such as the Imperial War Museum and Royal Armories. The information, insight and knowledge that they bring to the project are invaluable and help us to ensure that we are as authentic to the time and locations as we can be, while still ensuring that the game is an engaging, fun experience for our players. Key to that gameplay experience is the franchise’s unparalleled tactical sniping, complete with our authentic ballistics. New customization options allow you to personalize your rifle, other weapons and ammo to suit the mission and your play style. We think you are going to love it.
We have lots of exciting announcements planned for the coming months in the build up to release so be sure to follow our social media feeds to get all the latest news. You can follow Sniper Elite on Twitter, Discord, Facebook, Instagram and YouTube as well as on sniper.com.