New important milestone for Hard Bullet — now uses FMOD Sound Engine to immerse you deeper into our brutal cinematic action.
We will continue adding new sound events and sounds in the future updates.
New Soundtrack
We now have a new Electronic Soundtrack that was made specially for Hard Bullet. We'll bring the Metal one back as we finish work on built-in Music Player that will alow player change the playlists on the go.
Let us know what do you think about new music!
Melee and Gun Recoil Reworked
Melee Improvements
Greatly improved how weapons handle.
Two-handed weapons are much more useful now.
Enemy bodies will now show different resistances to blades depending on the length of the blade and the depth of the pierce/slash.
Guns Recoil Improved
Added more randomness to recoil and reworked the center of mass of all guns and weapons. We made some significant improvements in code to allow us to add more diversity to gunplay in the future
New Arena: Stairway
We are happy to present to you the new Arena map! It was inspired by famous movies and was selected by our Discord community.
Thanks for all your ideas and suggestions!
Roadmap Updates Moved Further
This February and March started a cruel test for all eastern-europeans who do not support conflicts in Ukraine and of course it affected our team.
It hit much more than we expected in the beggining and right now Hard Bullet development is slowed and updates will come, but it will take more time and effort than before.
Please, don't foget that most of our team is still in a country where even talking about such theme may put you into jail due to the latest laws.
Hey friendos. Parkasaurus is in the SimFest so we figured why not do a couple of live streams! Have we ever done a live stream? No, we haven't. Will it be a disaster? Sure probably.
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes as of 0.23.3
🪐 indicates changes due to community feedback!
Added localization for new features
Fixes as of 0.23.3
Red glow effect will now apply to activated ruins when they catch fire
Fixed some edge cases where Audio drops would not play correctly
Known issues as of 0.23.3
(EXPERIMENTAL ONLY) Unlocking characters in the codex while on experimental branch can lead to issues when loading into the game on the standard release branch. Due to this issue, going back and forth between the branches right now is not recommended. We try to make the experimental experience as smooth as possible but in this situation it was not something we accounted for, and that resulted in bugs. We'll try to fix it so this doesn’t occur in the future, but if you are experiencing this issue please wait until the release next week to play on the main branch.
Hey space captains! I hope everyone will get a chance to play on April 1st, because I've got something fun planned for your officers... it might even be a hint at a future possibility (and a common player request)!
Internal Damage / Shipwreck Stories
Part of the recent work on shipwrecks has been to improve their "stories": what kind of ship is it, who built it, what happened to them, why is their ship a "wreck" anyway?
You can get some of this information through the new scanning feature, but you can now get a lot more by going in there and poking around.
But beyond the remains of the former crew, and the aftermath of whatever disaster befell them, you can now see messages from their last moments! Who was involved? What were they doing? Did they have any warning?
There are currently 10 categories of "internal damage", each with subcategories and specific handling. maybe they caught a disease and it got out of hand? Maybe one of the crew was trying to defect to the enemy? FIND OUT!
New Docs
I will be spending some time writing Steam Documentation on all the new "shipwreck repair" features. I know there's a lot to learn and remember, so this way you can keep the information handy.
When it's done, it will be available directly from the "DOCS" link on the main loading screen.
Shipwreck Overhaul Complete?!
Shipwreck overhaul has been my focus for *months*, and the progress has been transformative. Everything has been reworked from the ground up, and hundreds of new items have been added to give each room a specific feel and purpose. You can now interact with intelligent aliens onboard, sometimes aiding them, other times receiving warnings or ultimatums.
Each shipwreck is now a unique self-contained experience. And even when you're *done* with a shipwreck, you have options! Blow it up for parts, tow it to a station and sell it, or even, in some cases, USE IT AS YOUR OWN SHIP!
Is it done?
Almost...
There are still some kinds of damage I need to write stories for (and that includes "external" damage, which mostly refers to combat, and I haven't even touched that yet). There is an entire new system that I never ended up adding, and that was puzzles. I'm pretty sure I'm not going to do that right now.
But forcefields still need something more interesting inside them than just credits... (And please note I said "interesting" not necessarily "better".)
But there's still a lot to do in 1.7 (remember the Star Map?) and I'll take feedback while I tie up my work here with shipwrecks. And don't worry, it doesn't mean I'll never work on them again, only the *focus* will shift.
Favoritism
Are you tired of accidentally selling or salvaging your best equipment? ME TOO! That's why I (finally) incorporated the concept of "favorite items":
It only works with the mouse for now, but a keyboard interface will be made.
Anyway, if you right click on an item in your cargo (or any other window where it appears), it will become "favorited", and display with an asterisk "*" at the beginning and in a nice golden color. Then you will always get an "are you sure" warning about anything that would destroy a favorite item.
Other Changes
You now get a log message when officers get paid out of your income.
Fixed a problem where "dormant / asymptomatic" diseases were still having an effect.
Pins are now saved on your local account (per computer) instead of for each world.
Added a page system for the pin bar.
The number of pages can be configured with “Crafting Pin Pages” in the settings menu.
Changing pages:
Controllers can use D-Pad left and right to toggle pages.
Keyboard hotkeys are defaulted to comma and period.
The mouse wheel can be used while highlighting the page indicator or the open menu button.
Note: Existing pin configurations will be reset to default.
Pinned recipes can now have their skins changed .
Mouse wheel while the menu is open or closed.
Using D-Pad left and right while the menu is open.
Pressing A on an empty pin slot will also set the pin.
The skins selection now loops so you will no longer have to cycle back through the skins if you went the wrong way.
The inventory bar selection now loops if you tap the right-stick at the end slots (holding the direction will not loop, stopping at the end).
Added sensitivity settings for the crafting menu and inventory bar navigation speed in the Advanced Settings menu.
Partially vs fully holding the analog stick in a direction will now affect the speed.
Other Changes
Lavae will no longer be targetable to attack when frozen.
Added support for binding inventory slots 11-15. By default they are unbound.
Bug Fixes
Fix recipes that can be prototyped to not show the lock icon when you do not have enough ingredients.
Fixed the recipe for Horticulture, Abridged.
Fixed the Lightning Conductor losing its skin during save/load.
Varglets will summon hounds correctly now.
Fixed a bug where the Crabby Hermit would trade bottles for Sentimental Adornments in a world that has not experienced Winter’s Feast. This fix will not apply to existing worlds.
Fixed fireflies being able to be caught in the day time.
Fixed a rare client loading crash.
Restored the Bird Trap to require prototyping at the science machine.
Fixed a crash when going to the caves while hounds are about to arrive.
Reduced the time taken to save a world when using Cloud Saves.
TRIBAL Playing with Friends If you are playing with a group of friends or online with the larger community, you will probably want to cooperate with other tribes. This short video shows you how to mark other Tribes as friendly, so all of your Raid Teams cooperate.
TRIBAL Player HUD and Chat Overview The Player HUD and Chat system allow you to interact with other players as well as get a play-by-play breakdown of what’s happening with your Tribe. This short video gives you a quick overview.