Hey, here's a quick mini-update with some fixes and additions to the game. As this isn't large enough to release as it's own major EA update, I figured I'd release a mini-update to EA26.
Change log:
- Updated the engine version to Unity 2020.3.34f1 - Added Big Head mutator (Your head grows as you get a higher kill-streak) - Exposed bone scaling to RS via Actor.SetHumanoidBoneScale() - Exposed Actor.SetWeaponParentScale() and Actor.SetWeaponParentApproximateWorldScale() - Fixed AI sprinting behaviour, squad leaders will now sprint most of the time when moving towards an objective, but will stop sprinting when an enemy is spotted. Squad members will follow the leader and sprint to catch up. - Rebaked occlusion data on coastline - Fixed a bug where cover points would not be placed on the terrain on ingame map maker maps. (Navmesh needs to be rebaked for this to take effect on existing levels) - Disabled collisions between first person layer and Players/Actors. This should prevent weird player movement issues from occuring when using weapons with attached colliders (which is used by some modded weapons such as shields etc.).
Improvements to commanding squadmates: - When assigning a move order (or attack/defend flag order), bots will no longer stop and get into cover or stop to take down faraway targets until they have arrived at their destination. - When bots are following, and are >15 meters away, they will no longer stop to get into cover or stop to shoot at faraway targets. They will still use cover as normal when within 15 meters of their desired formation position. - Tweaked some code to make AI way more likely to target the currently assigned squad target. (The one you assign by aiming down sights and holding the squad order button)
Navigate iconic teenage experiences like attending prom, pulling pranks, experimenting with identity and trends, and forming friendships and rivalries at extracurricular events. There’s a lot to do before graduation - teen Sims can attend class, interact with teachers, and even earn money as style influencers or streamers!
The ships to invade the British Isles are almost ready, Britannia's Early Access starts July 7th at 8am PT / 11am ET / 5pm CEST. Britannia's Early Access will allow us to implement multiplayer features and bugfixes until full launch later this year. On top of this you get a discounted price compared to the 1.0 launch by picking it up now!
On this occasion we are happy to show everyone the latest trailer for Britannia :
Hey everyone. This month we've been focusing on more small vehicle tracks content, which is now getting close to being done.
With Brattelva Circuit finished there is now only 3 small vehicle tracks left to go. We're already working on these last tracks and we're aiming to have stuff to show next month.
We also only have 1 more track to go for Maceno Island: Maceno Peak. The layout for this track is already prototyped. Refinement and then eventually scenery will come once we've made some more progress with the small vehicles tracks.
Brattelva Circuit is a somewhat technical track running through the Norwegian countryside, built on top of an old river. This secluded area is primarily used as a small wind farm, and with the track came a pub with open crowdstands to watch the races.
There is now an option to allow post release ships to be included with the vanilla ship roster without needing to setup custom AI rosters in custom race.
Right now this includes Orbitronix and Mako. We've opted not to include the Barracuda Model 0 in this as it doesn't have weapons.
The option is off by default as keeping the vanilla roster to 8 teams is part of the game's original design. When turned on it applies to all aspects of the game (campaign, custom race and multiplayer bots).
Rebalanced turbo drops
Turbos have been unbalanced for a while. Since they were originally for a cheat mode or used in Speed Lap where you're given one every lap, we hadn't really thought too much about their drop rate.
As turbos have been a toggle for custom races for a while now, 1.3 will have the turbo drop rate reduced by 70%. This is still enough to give you one per a 20-40 second lap on average, while before you'd easily be getting 3-4 per lap.
These changes aren't necessarily final and we'll gather some feedback regarding it when we run the final 1.3 beta.
Fixed alt tab soft locks
It's possible to cause a soft lock if you alt tab out during track loading or rapidly spam the pause button, which is a particular problem for stuff like multiplayer where the person who soft locks would have to alt F4 to allow the rest of the lobby to start the race.
This is now fixed for 1.3!
Splitscreen weather
We've had an issue since initial implementation where player 2 wouldn't have their own weather effects, but could still see the weather effects for player 1.
This is now fixed, with both players having their own weather effects that only they can see.
As a side note we also had an issue where playing in splitscreen would trigger the cheats enabled notification, which is also now fixed.
Multiplayer host performance improvements
Whenever somebody connects to a server the host builds a list of ships that everybody is using. For other players this is fine as the host already knows the name of them and can just pass them on, but the host fetching it's own ship requires a database lookup every time. When you start reaching several hundreds of installed ships this can cause very noticeable frame hiccups.
When we first introduced our content database system during early access we had never updated player selections to directly reference it. This is finally addressed, and with a bunch of code updates later the host can finally just pass its ship information on without the costly database lookup.
Hi guys! Today is the big day that TOH will become free to play, looking forward to the new game.
The free to play transition includes a new patch with many graphics and game additions to lengthen the game experience and have greater replayability.
In addition to TOH's free-to-play transition and update, next week there will be the announcement and release of the gameplay trailer for the new game.
We can't wait to show you the our new game and introduce you to the world of Oden!