As many of you may know, some of our development team is from Ukraine, and as you could imagine the Russian invasion of Ukraine, their home, has impacted development somewhat as priorities shifted from what to work on to mere survival in a matter of minutes as Kalibr missiles rained down on them in the initial blitz as the rest of us could only look on in horror as our friends were at ground zero.
Even now, over 4 months on, as Russian offences stall or outright collapse, as their forces have to rely more and more on outdated equipment such as T-62s and BMP-1s, and as their Kalibr cruise missiles have largely been replaced with Kh-22s or worse, air raids still occur on a daily basis, often multiple times a day.
As shown recently in Kremenchuk and Serhiivka, clearly non-military targets, with over 40 dead and rising in total with many more injured including children, both done with Kh-22s (which have ironically become scarier than the Kalibrs on account of their pure unpredictability derived from them being Soviet relics with terrible accuracy), civilians are still being targeted, and while Ukrainian air defence systems still do a great job in thwarting most Russian air attacks, our friends still need to prepare for the worst when the sirens sound.
So, unsurprisingly, development has slowed down a bit, but still work continues in-between air raids, and during that time all sorts of interesting stuff has been worked on!
Without further ado, here's a round-up of what we've been working on over the last 6 months!
After we posted Development Update 15 we actually had a sly last-minute addition to cap off 2021 in the form of a video showcasing the ability to directly load a weapon's chamber (within reason), specifically on the KS-23, along with the requirement to manually rechamber your weapon when necessary:
In the case of the KS-23, directly loading the chamber when it runs dry as opposed to loading from the bottom then racking the slide is a faster way to get it running again, and making sure to keep tabs on your weapon's state of readiness in combat will prevent you trying to fire a shot only to be met with a worrying *CLICK*.
In Afterconflict, as in real life, weapon familiarity will give you a distinct edge over your opponents.
On the topic of speed, especially in close-quarters, we have another new weapon handling addition in the form of point-shooting:
Known as "Aimed Quick Fire" in US military nomenclature, point shooting is useful when a split second is the difference between life and death in close-quarters, using night vision goggles, or while firing with a respirator that proves intrusive in acquiring a decent cheek weld!
In terms of things that you probably don't want to encounter in close quarters, lest it serve as an ersatz flashbang, we're now allowing players to use the AKS74U without its iconic flash hider (6P26), resulting in it belching out even more flames than usual when fired:
Who knows, in future we may even allow you to attach the AKS74U's flash hider to the standard AK74, a common feature of the Transnistrian Army's AK74s... for some reason.
For those of us that like to admire our virtual arsenal just as much as we do, we've now expanded on our in-game weapon inspection mechanic:
Now instead of simply playing a quick animation, holding the weapon inspection bind will allow you to admire your weapon from both sides at your own leisure!
...just be sure not do be caught off-guard while doing it by an enemy that doesn't even have the sense of chivalry to at least let you finish first.
On the contrary, something you should absolutely not look at if you can help it is the Sun, doubly so through a magnified scope:
As you can see, those that look at the Sun through a scope in both Afterconflict and real life are gonna have a bad time, so for peace of mind for both yourself and your ophthalmologist, we suggest against it.
Though, in combat, it pays to fight with the Sun at your back, your enemies using scopes fall victim to the Sun's light blinding them, giving you the advantage.
Besides those operating in the Land of the Midnight Sun, at night the Sun usually isn't around to blind anyone, however those using night vision may still find themselves with issues relating to visibility with objects up close due to a lack of focus:
As you can see, and as mentioned earlier, in addition to focusing issues, using night vision goggles often doesn't gel well with using weapon iron sights, especially with rifles that require a good cheek weld to use them properly, so consider this drawback carefully when considering whether to use night vision goggles over a night vision scope and/or the humble flashlight.
And now, as seen in in its untextured high-poly form in our last development update, everybody's favourite Forbidden Fire Alarm/highly explosive Soviet anti-personnel mine, the PMN-2, now fully textured in all of its green glory (also in tan!):
As mentioned before, in Afterconflict laying mines will, depending on the mine in question, be as tedious of a process as in real life (systems such as FASCAM exist for a reason), so if you are going to lay a trap for the enemy, be sure to carefully think it through before committing to it.
Speaking of untextured high-poly models, before we get to the part we're sure the Americans among us have all been waiting for since our last development update, we've got some more Soviet weaponry to show off!
Developed as a variant and complement to the AKM and a spiritual successor to the RPD, and later used as the basis for the Yugoslavian M70B1 and M72B1 rifles, the RPK served with distinction as the USSR's primary 7.62x39 light machine gun for many years, with a very robust design by nature of it sharing many parts with the AKM (sometimes being nicknamed perhaps derisively as the "AK But Long").
Of its interchangeable parts, the RPK's magazine is its most notable on account of it originally primarily using a 75-round drum as standard, however over time due to the drum's bulkiness, lack of reliability, and the large amount of time required to load it in the first place, most were put into storage in favour of 40-round magazines being made standard.
Both will be available as customisation options in Afterconflict not only for the RPK, but AKs too!
Unsurprisingly, due to the standard RPK's bulkiness, VDV units were issued a folding-stock variant of the RPK named the RPKS, which as opposed to the AKMS's under-folding stock, used a side-folding design.
When an optics mount was needed (primarily for night vision scopes), the RPKSN was used which retains the RPKS's side-folding stock, with accommodations made for a dovetail rail.
After the introduction of the AK74, naturally the RPK74 followed, which served as the LMG counterpart to the AK74 just as the RPK did to the AKM before it, and this high-poly rendition features its later-style "plum" furniture!
As opposed to the AK74 which was an entirely new design when compared to the AKM, the RPK74 was effectively a rechambered version of the base RPK, modified to fire 5.45x39 ammunition; while a drum magazine was prototyped, only 45-round magazines (a 5 round increase from the RPK's 40 round magazine on account of the 5.45x39's reduction in size and weight over 7.62x39) became standard-issue.
Once again, unsurprisingly just as the RPKS served as the folding-stock variant of the RPK, the RPKS74 is the folding-stock variant of the RPK74.
Also, just as the RPKSN was a variant of the RPKS including a dovetail optics mount, the RPKS74N is the variant of the RPKS74 possessing an optics rail, albeit with a more unified design than the RPKSN/RPKSL's various rail types.
Be sure to keep an eye out for our next development update, where we'll have all of these RPKs fully textured!
In addition to these high-poly RPKs, we also have a WIP high-poly model of our improved Soviet Obr. 1988 "Afghanka" uniform, another example of us bringing various older assets of ours up to a higher quality!
As a final interjection before we get to our M16s, though we're sure it certainly isn't an unwelcome one, and certainly not a piece of Soviet weaponry, we have a brand new Polish rifle, commonly known as the "Tantal", and somewhat less commonly as its full name: 5,45 mm karabinek wz. 1988!
Unlike countries such as the DDR which was authorised to produce the AK74 under licence as the MPi-AK-74N, Poland didn't have this luxury and had to design its own 5.45x39 rifle themselves, albeit taking design "inspirations" from other countries, with its base design being that of the AK74, its wire folding stock being a clone of the DDR's wire folding stock design first introduced on the MPi-KMS-72, etc.
Now, for what you've all been waiting for since the last development update (especially our American fans), and we're sure are in no need of introduction, an assortment of our new, fully textured M16 models!
M16A1 (Model 603):
XM177E2 (Model 629):
M16A1 Carbine (Model 653):
M16A2 (Model 645):
M16A2 Carbine (Model 727):
We'll be adding to this list over time (don't think we've forgotten about the USAF's M16, the M231, etc.), but for now, we're sure these will suffice.
For a more in-depth rundown on each of these models, check our previous development update, and if you spot any errors on any of these models that are in need of correction, do not hesitate in letting us know and we'll get to fixing it!
Recently, a LOT of work has been going on under the hood in terms of improving and expanding the feature set of our in-game editor (which we already use to build our maps) such as prefabs, a spline-based road creator, a decal system, and more!
Our intention is for anyone to be able to open Afterconflict, go into the editor, and make something cool, so be sure to keep an eye out for future updates where we'll go further in-depth regarding what our editor is capable of!
And so, to cap off this development update we thought we'd show off our new Steam Store page screenshots that those of you that've kept a close eye on it may've already seen, but we're sure you won't mind taking another look:
While any timetable for the near future cannot be that certain given the circumstances, we are still working hard on Afterconflict and intend on releasing our planned Singleplayer Firing Range Demo when possible, make sure you follow us on Steam and add Afterconflict to your Steam Wishlist to be notified whenever we release a new update!
On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs!
We hope you enjoyed reading this development update, if you wish to keep up to date with all Afterconflict updates, be sure to follow our Twitter feed too.
1st Anniversary Season is over. Thanks everyone for playing!
Now, even if you could update the leaderboards, it won't count. Leaderboards is saved as is and won't be active. Event pass submission for Assassin is over too.
We've been extremely busy these past few months. The most observant of you might've already noticed that on Thursday, the 7th of July, we published the 1.0.0 version of Kilta to the public. Yesterday we rolled out the day one patch (1.0.1), or in this case the day two patch, which had a large number of accessibility changes administered to it. The update has separate patch notes that are not included in this announcement, but they will be published shortly after this. Since we're officially transitioning Kilta from Early Access to Full Release today, the release discount will be in effect from this point onwards. You can also look forward to the amazing soundtrack of Kilta, which will soon be available for purchase on Steam.
LAUNCH DISCOUNT For one week, we will offer a 10% discount on Kilta to celebrate its successful release. Remember to tell your family and friends about it! ːsteamhappyː
https://store.steampowered.com/app/1401560/Kilta/ Since there have been so many comprehensive changes between the full release version and the previous version (0.9.1), we were practically forced to make well-condensed, but concise patch notes as shown below. Of course, if you have any questions about the patch notes and stuff that happened in our silence, we're happy to answer them in the Steam discussions or on our official Discord server.
NEW FEATURES
Overhauled the progression system.
The two starting heroes of each run are selected from the heroes unlocked in previous runs.
The hero star ranking is now persistent across playthroughs and earned by defeating bosses.
Included a new hard mode where the player can try to reach the true ending with their ranked up party of heroes.
Made final upgrades to sound and visual effects while attempting to fill the audiovisual void. (Regrettably, still in progress.)
Added new music and battle environments.
Improved the graphical user interface for clearer and smoother gaming experience.
Overhauled the guildmaster skill system.
The player will have up to 3 different skills at their disposal in every battle.
Added new skills including passive skills that have a constant effect in every battle.
Added accessibility features for the blind and visually impaired.
Added a new tutorial system and revised the in-game help section.
Made multiple smaller additions and improvements to the game ranging from very small details to bigger features.
For the time being, we intend to continue developing Kilta because we feel that the game still has a lot of room for improvement. We feel like we can still make the game better, a lot better. Although there hasn't been much feedback about the game and its features in general during the Early Access phase, except maybe about the accessibility features, which have gathered a lot of feedback in a very short time, it has been a blast to see interactions amongst the community with Kilta being in the center. It has been nice to respond to the wishes expressed by the community and be able to develop much-requested features and make changes according to the reviews and discussion on Steam, our official Discord server, and other social media platforms.
As always, if you have any feedback, questions, or suggestions regarding Kilta, such as a new exciting and refreshing game mode, we'd love to hear about it in Kilta's Steam discussions or on our Discord server.
Our deepest gratitude to our community as well as our current and to-be contributors. Thank you.
Last week I initially worked on the combat calculations and managed to make some good progress on overhauling and optimising the way the calculations were handled. Then I inevitably kept thinking about the navigation and got drawn back into it.
So, let me talk (hopefully for the last time) about navigation once more. I never know how technical I should get in these updates, so I will try to keep it sensible here as well. When I talked about setting up graphs (mathematical representations of the terrain) before, I mentioned that they were both used for villagers to be able to “see” the world and calculate where to go, as well as a range of other things (e.g. validating where the player orders a soldier to go, colour of the map, etc). My ideal solution used a very cleaned up graph to do all of these - but there were many issues with actually creating or cleaning up a graph as the system wasn’t built for it to be updated manually.
My alternative solution was to find a middle ground between good pathfinding and addressing the other considerations - which would have worked for now, but sort of left a bad taste in my mouth for being very half-finished and not ideal on any one function. However, I now decided to essentially use 2 graphs to do what I wanted - one to validate orders, etc, and one for the actual pathfinding. This means that I needed to adjust quite a bit of the code, but as a result, we have a reasonably clean setup now, which should take no time at all to switch over to the ideal solution if that becomes viable - while performing pretty well on all functions.
Once this was set up, I switched the rest of the game to using the new solution (so plants and buildings would be recognised by the graph, etc), and things are working very well already. I’m sure there will be a few things I will have to adjust over the coming few days as I remember that they need to be switched over, but for the most part, performance of the villager and soldier pathfinding is much faster than it was before.
The new system also gives us much more flexibility for further optimisation and improvement if and when we need it, so I am overall very happy with where we have gotten.
Over the next week, I will hopefully finish the optimisation of the combat calculations - As usual, I will keep you posted.
It has been a while. I took a short break from Dungeon Maker to make a tutorial series on YouTube, went on vacation, and then got a horrendous cold, thus the long delay in updates.
However over that time I did work on the game here and there, and have released some updates and features.
Bug Fixes:
I fixed a glitch where on the map maker when testing the map the origin point would block light regardless of if an object was there or not. Turns out this was due to a placeholder item I needed to make things work in the editor being on the wrong layer.
Also fixed a glitch introduced to the map exporter in the layers update where the first layer of fog was visible to the exporter and made the exported image blurry. I moved the camera's z-axis position during image capture so now it does not include the fog layer.
Another map exporter glitch sometimes caused part of the image to duplicate onto another part, ruining the exported maps. Somehow my debugging scripts were causing this, so getting rid of them seems to have fixed the issue.
Feature Fixes/Changes:
In the map town generator the generated roads now reach the edge of the map, instead of ending one tile inside.
Generated roads in the town generator will also no longer generate into the walls of buildings.
Reduced the map item count from 7000 to 5000 since during testing it was found that the messaging system is unable to sync maps with more than 5000 items to the players. For anyone who has made larger maps, you will need to remove items from them to get under the new limit in order for those maps to sync to your players.
New Features:
Added a random forest generator. This generator can make random forest scenes with trees, rocks, and plants of your choosing, and can also generate paths and clearings. You can also select the size of the generated forest.
Encounter flags can now be placed in the map maker, allowing the DM to transition directly between maps without having to first exit into the campaign map during play.
Added a background image to the main menu that I made myself. It's been a while since I've done digital painting, and I know I'm not great at it, but I wanted to give the artwork a shot. I will be creating more artworks for the game in the future, and intend to make it so the DM can go to an art screen during play as a briefing area for their playgroup, as suggested by a user.
I also added new items and categories to the map maker for you to place.