We made Grenades as simple as in any other VR-shooter, but with some physics updates.
Both types use the same control scheme:
Take grenade with one hand.
With your other hand's Trigger button grab the Pull Ring and take the Pin out.
Throw the grenade and you can see the Lever fly off and the grenade explode.
Notice:
You can grab and move grenades for the Pull Ring. Rapidly pull it out to activate the detonation.
You can remove the Lever with the hand that holds the grenade — press Trigger to set it free after you took the Pin out.
Sticky Grenade
Has visible indication that will start counting last seconds before explosion after you pulled the Pin out and released the Lever. As you may guess, these grenades will stick to anything, even to each other!
Claymore
Press Trigger to activate Claymore detectors and legs.
Release Claymore where you want it to stand. Do not worry, it always lands on its legs.
Watch them fly.
Explosives in Ammo Workshop
We know you love Custom Ammo so we decided to tune how different explosives will work with it. And do not forget to set a limitless lifespan of those bullets or they will disappear after a while!
Frags and Claymores will be activated right after you shoot. Grenades will detonate after a short time and Claymores will stay in alert mode and explode when met with an obstacle.
Stickies won't ignite instantly and may be stored until you shoot them with a regular bullet or remove the Pull Ring by hand.
Explosives in Sandbox Spawner
Sandbox Spawner Menu works as usual, you will find new and future explosives in the Explosives tab.
To prevent Stickies making a total mess on spawn, a tip is to collect them one-by-one from a big sticky pile — use distant grab!
Basement Arena
We wanted to show you a new side of Hard Bullet experience — darker and more brutal.
This terrifying basement was inspired by famous thriller and horror movies and creates a unique dread athmosphere. What maniac lived here? What terrible tortures did he commit to his victims?
New Lighting
Added new lighting effects so all arenas got much better look. However, we got some issues with Streaming Camera on OpenVR devices, so for now it will show less saturated image than the player gets in game.
Everything is fine on Meta (Oculus). Working on Fix for OpenVR. Here is a Tip how to reduce this effect on Index, Vives, WMRs etc:
Some Bugfixes
Fixed distance grab for Welding Tool and hand pose when holding.
You can now play through the entirety of Act 1, which includes:
30 maps with monsters, bosses, and (placeholder and not good yet) treasure
The base town’s first tier is fully buildable: 7 story-required buildings and 2 optional ones
Over 100 story cutscenes
9-12 hours of gameplay
Bistro stories have been added! Once you upgrade Nando’s Campfire into a Bistro, you can start to have sit-down chats with villagers from New Riverstone. Learn more about their backstories over a plate of Nacho Peas! Act 1 includes the first story for each of the available characters.
Many adjustments to monsters and their powers
Improved and more consistent UI throughout
The Battle Jukebox has been introduced! Once you have Pari’s storehouse built, you can talk to her to access it. You can choose to hear the default battle song assignments, or you can make your own custom playlist to shuffle. As you encounter a new battle theme (current count is twelve!), it is added as an option in the jukebox.
The Arena has been added! This is a rough version with only one “tier” of battles available, but it’s there. Once you get to the Pirate Camp, Rohan will let you face enemies of increasing difficulty and win valuable prizes. You can even go double-or-nothing and try to do the whole run as a gauntlet with no health restoration in between fights.
Lore points added in the houses of Sihd, Pari, Gon, Amara, and Christine. Creepily dig through their personal belongings to find more about them! RPG logic!
TOOLS Cutscene builder tool!! This isn’t something players will likely ever see, but we now have a tool to build our cutscenes with (YAY), instead of the previous text-scripting (BOO). While the cutscenes don’t change, as the story and dialogue is already written, they get built much much faster. This means that the large number of remaining cutscenes is less likely to become a bottleneck that makes everyone wait for the final game.
To all bounty game players: "Bounty Game" was launched on the evening of April 28th due to the high latency caused by server problems. I would like to express my sincerest apologies to all players with all the staff of the studio. Now we have fully upgraded and optimized it. The stability of the server can now be played smoothly.
We will face up to the problems that arise and will not choose to avoid them. We will actively deal with them and issue compensation. We are also very grateful to all players, streamers and UPs for their understanding and tolerance of "Bounty Game".
Thank you for your support. We have compiled a compensation content as follows: 1. Compensation for server network fluctuation on 4.28: 20 chips treasure box + chips worth 20 US dollars (only for players who enter on 28-29 to receive) 2. From April 29th to May 4th, daily prizes will be given: 1 treasure chest of chips + 500 chips + 100,000 banknotes 3. Giveaway on 5.4: Limited skin 4. Free beta out-of-print skin within 7 days: black suit (male) 5. Exclusive skin for the evaluation event: Cyclone rider (female) (this event is valid for a long time)
Apologize again to all the players who support us!
Seth here. I hope everyone had a fantastic Easter and Passover break. Let’s get right to it cause I am as excited as a long tail cat in a room full of rocking chairs.
It’s the end of April already and that really blows my mind, but things have been hot and furious in the land of the Cold War, with Terminal Conflict. I have been hinting at some things going on and today I get to let you in on some of these events. As you know, we continue to tune, improve and enhance the game from fix’s to new features and content to even improving underlying systems and AI. We are always keeping our ears to the ground to see what directions the community is interested in. We continue in 2022 to move forward with this path.
We are also expanding the Strategy Mill team! Today, with great pleasure, I get to announce that we are being joined by legendary game developer Yoshitomo Moriwaki (Tomo). He brings with him over 24 years of multiple discipline game development. Tomo, being the Lead Designer on Spiderman and the Creative Director on Spiderman 2 (he even designed the much-loved web-swinging system!) will make an excellent innovative addition to our strategic focus. We are excited for Tomo to be joining us in the design role, and bringing fresh eyes and ideas into the DNA of Strategy Mill.
Many will also recognize Tomo as the Creative Director of the award winning game Epic Tavern with his team at Hyperkinetic Studios, of which he is the co-founder. Epic Tavern, which Geek and Sundry calls “D&D meets the Sims” but it’s much more than that, it’s about storytelling with a tavern management layer on top. Epic Tavern is available in Steam Early Access now with the goal of a 2022 full release.
Having been a strategy gamer for many years he remembers the days of playing Steel Panthers and seeing tanks designations such as Sd.Kfz and then doing a deep dive to find out all the information of what is better known as the Panzer 3 and its stats and role during the war.
YouTube fans will also recognize him from the Game Wisdom podcasts. Check out our last episode on "Do Video Games Need Humanlike AI?" featuring Tomo, Seth, Gellert, and Josh Bycer. I will tease that the next episode in planning is about the educational applications of strategy gaming. We look to record in the first week of may.
If you want even more, come to our Discord and chat with him directly of course.
What's happening next
I still can’t give many details on that part, but in the following months, there is going to be lots of Terminal Conflict activity that I will engage you with and informing you about. One of those is the added death calculator that's being developed for the Nuclear Apocalypse. This also means population will now be implemented on a region basis and grow naturally and historically plausibly over time.
Also as promised, remember that the Soviets need to get their time in the blistering heat of Sub-Saharan Africa, so look for that update too soon.
In closing
Check the forums and chime in on things you wish to see improved and any strategy questions. I will start by pushing out information asked and collected in our Discord, so look out for these dispatches on our forums.
Also, remember we are running the AAR contest so get your entries into us. read more about the contest HERE for a chance at fame and glory and all the DLC+OST.
Now I am going to go introduce Bert the Turtle to Tomo, have a great time until we meet again.
A new game update is available to Mad Streets! (1.0.30.0)
-Some new performance optimizations to bring a smoother experience. -Various stage adjustments to respect the customizable camera better. -Fixed an issue with loud volume when entering the practice training stage. -Fixed an online bug where the timer would not appear for some players in "Most Knockdowns" -Fixed an online bug where the food particles or buff text would not appear -Many other minor fixes & adjustments