We have published an update which solves the following known issues: - Lighting has been fixed - House basement door has been fixed allowing player to enter freely - Tree house ladder fixed (in some instances screen stayed black) - Fear visuals trigger has been reduced from 75% to 50% mental capacity - Fixed glitch in dock allowing players to skip a portion of the dock gates - Added a Hint for the Save System, this can be found on the How To Play sub-menu of the Main-Menu and the In-Game Menu.
We will continue to search for any existing bugs and will fix what we find as soon as possible.
- Lighting has been fixed - House basement door has been fixed allowing player to enter freely - Tree house ladder fixed (in some instances screen stayed black) - Fear visuals trigger has been reduced from 75% to 50% mental capacity - Fixed glitch in dock allowing players to skip a portion of the dock gates - Added a Hint for the Save System, this can be found on the How To Play sub-menu of the Main-Menu and the In-Game Menu.
This is just a quick update to bring some small optimizations to Lawless Lands and its expansion from my newest project, Chaos Chain!
Update 2.4.6 Change Log:
Changes & Additions:
Added some various small changes to help with keeping the camera centered better than it was previously (This affects both the main game and the expansion)
Welcome to the 22nd War Thunder Steam Screenshot Competition!
We really enjoyed your screenshots from last week! We see many of you are enjoying the F-14 from the update! Every screenshot was amazing, nice work everyone! The three most popular and three selected by us will get 300 GE. See the winners down below!
Let’s begin the 22nd edition of our competition!
Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen22. You have time until 08.07.2022 to submit your screenshot.
After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.
Important addition: Screenshot theme - Tango Down!
Terms:
Just taken out an enemy with an epic shot? Tango Down! Take a screenshot of your vehicle and the enemy’s burnt, crippled or destroyed vehicle that you took out in the same screenshot.
Screenshots need to be compliant with the War Thunder rules, otherwise they will not be considered.
You need to be the author of the screenshot.
Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
You can use filters and settings built into War Thunder.
You can use the replay functionality built into War Thunder.
Rewards will be delivered to the author's account within 7 working days.
And now, time for the winners of the competition’s 21st edition - Danger Zone!
As we all know, POSTAL: Brain Damaged is PERFECT, but we are Hyperstrange, so - naturally - we want to make it PERFECTER. So here's our first POST-release patch. But first, a POSTAL-babe!
YEAH! Feast your eyes on that beauty, before the beauty feasts on your eyes! You're gonna need them to read...
THE CHANGELOG
Fixed second boss saving issues
Fixed end boss saving issues
Quicksaves are saved on disk upon saving, instead of when quitting the game
Cutscenes force vsync for their duration, should fix screen tearing
Final boss overlapping audio fixed
Added "-novideo" launch option, might help with game crashing in certain instances
The prison showers in "Bareback redemption" shouldn't block progress now
Suburbia leaderboard exploit fixed
Sniffing in the vip zone aquarium breaking blocker fixed
Sniffing in the vip zone blue key killplane added
Fixed quick pills effect persisting through scene changes
Ragdoll and physical object saving should not cause performance issues anymore
Penterator moaning can be adjusted in audio settings now
ammo capacity increased for all weapons, should make ammo management easier for now. The issue will be addressed properly in the balancing update
ambient stopping aftewr player death fixed
fixed leocalisation of move left and move right in control settings
achievement description fixed (GYMCEL, TAKE THE BLUE PILL, DOUBLE THE EXCITEMENT)
added default controller template for steam
fixed weapon wheel time slowdown persisting between scenes
fixed kill plane/reset level exploit
combat music condition checking fixed, should be way more consistent now
added optional dynamic combat music, you can set number of hostiles that trigger combat music in audio settings (0 disables dynamic combat music)
all beam attacks have their audio moved to end point, you can actually hear the beams now
Unity engine version updated
Yeah, beam enemies should *feel* more fair now. Stop crying. As said before, today's update is only the first one ahead in the imminent future. Here's the summary of things to expect:
THE ROADMAP
Post-release fix - an update taking care of the known issues reported by the players, that slipped into the full release
Balancing update - some players, as well as some internet micro-celebrities, have brought to our attention that the game offers way to much ammo if you explore the levels 'Quake-style', and far too little if you prefer to push on 'Doom Eternal-style'. The update will take care of that issue, allowing everyone to enjoy the game in their preferred playstyle. The update will also reconfigure some of the enemy positioning, spawns, and behavior. (ETA: One month)
New playmodes - With that taken care of, the dev team will proceed to expanding the game itself, introducing an oft-requested horde mode, as well as another playmode offering a new, and replayable PBD experience. (ETA: This summer)
More to be announced!
Are we done for today? Nope! There's one more thing. We really want you to follow Hyperstrange Twitter and join Hyperstrange Discord. Why? So you don't miss out on fun stuff, such as...
THE FAN ART COMPO
Damn. You missed the submission deadline. Should've listened and followed that Hyperstrange Twitter and joined Hyperstrange Discord. There were some very nice prizes, too! But hey, you're right on time too see some GREAT fan art by some of the winners:
Yup, that's all. You can all go now, and adjust the Penetrator's moaning in the audio settings, or try if that exploit for getting a time on Suburbia leader boards was really fixed-fixed. Really, go! Nothing more to see here.
Update 0.5.3.0 is all about performance improvements. To make it short for everyone who is not interested in technical details:
Yes the game has now substantially improved performance, especially noticeable in the endgame. It should make the game feel more responsive in general. Here is a showcase on how substantial the performance improvements are:
Now here are the details. With the update comes a lot of under the hood changes which required a substantial part of the code-base to be rewritten. This was a lengthy process which was already prepared many updates before. As always we do a lot of testing but there might be some more crashes or bugs due to the substantial code-base changes. If you encounter any issue please let us know we are looking forward to fix them as soon as possible.
[Tech] Skill Batching: Skills are now batched which leads to a substantial performance increase. Furthermore damage and attributes are now also packed into one skill effect instead of multiple ones. This also keeps the screen much more readable by reducing the amount of active skill effects.
[Tech] Pooling: Objects are now pooled which improves performance on builds with huge amounts of projectiles and skill effects.
New fire fields of phoenix and corrupted enemies on void map to substantially improve performance especially on low end GPUs.
Improved projectile spread on scattering skills.
Improved shadows of bleeding blade / bleeding swirl skill to prevent them covering a lot of the screen on increased area of effect size.
Improved glaring light effect culling to only display one effect at the time. This also leads to a substantial performance increase when multiple glaring light effects are active.
Flattened enemy HP scaling curve and reduced exponential scaling slightly. The enemy HP scaling curve now sits in between the old and the recently introduced new scaling curve with a more flattened start on endgame.
Reduced gatekeeper HP of bleak worm and ancient tree to 100 (was 120)
Fixed a bug which caused Ancient Tree to never spawn in endgame gatekeeper arenas
Plenty smaller bugfixes
Thanks for everyone providing helpful feedback, which is what drives the development forward! You are invited to join our discord and participate in the ongoing development of Striving for Light!