This update is focused on bug fixes and performance improvements. Moving forward, I'll rearrange my update workflow so that the bug fixes can be pushed to the public version more regularly without having to wait for new or experimental features and content to be polished on the testing branch.
VTOL VR v1.4.6f32
General
Fixed: ground clutter notching effect increased when background clutter was further away, instead of closer to the target
Changed "ON" label to "HOT MIC" in comms panel
Fixed: UI issue when running workshop training scenario
Implemented parallel raycasting where possible
Improved performance of terrain collider baking (reduced duration of frame drop after map first loads)
Fixed: ground vehicles killed while moving still emitted dust clouds after stopping
Fixed: issue causing radar locks to occasionally not send RWR pings
Changed radio squelch sound effect
Disable equipment colliders until they are jettisoned
Various script optimizations
Changed TGP to be able to point lock on arbitrary points on units
Fixed: issue causing radar to occasionally send signal in wrong direction
Automatically try loading Oculus SDK if SteamVR fails to load
Remove low speed limiter for airbrake when wheel brakes are bound to hardware
Fixed: search radar did not update position for data link after first detection
Fixed: missile search radar would datalink detected target info
Set waypoint to nearest available rearming point if request rearming but not at valid rearming point
Fixed: HUD target did not go away for laser bomb if target is no longer valid
Fixed: AI visual target detection did not report/datalink units marked as "non-targets"
Fixed issue with origin shift when there's a certain number of transforms to shift
Fixed: missiles that have returned to search after pitbull would still have locking ring indicator in RWR
Fixed: missile could pass through terrain within the first second after it launches
Fixed: finding nearest rearming point for waypoint did not consider helicopters can only fit on helipads
Fixed: engine nozzle tilt did not softclose properly below 5 degrees
Fixed: equips could be mounted on incorrect hardpoints by editing save file
Soldier returns to starting point if attempting to enter a passenger bay that becomes unavailable
Fixed: hand gets stuck to button if button becomes disabled while holding it
Fixed: tooltip gets stuck to hand if interactable becomes disabled while hovering
Fixed: engine noise could still be heard quietly before mach shockwave for exterior audio
Fixed: AGM-145 LOAL indicator doesn't appear when outside DLZ
Quicksave
Fixed: unspawned air units placed in the air would not spawn correctly after a quickload (for example, affected Desert Cobra mission 4 bombers)
F/A-26B
Fixed: in radar UI, when in STT, all TWS contacts appear at STT target's position
Fixed: TWS lock was removed when unlocking a boresight lock in scan mode
Fixed: boresight/head lock would occasionally stop working
Fixed error when unlocking boresight target
Fixed: manually unlocking boresight target did not remove TWS track
Fixed: unintentionally losing lock of boresight target did not remove TWS track
Fixed: TWS targets did not get RWR ping
Fixed: wing folded instantly when one wingtip was broken
Desert Cobra 8: Changed wing leader to wait for all wingmen to join before starting run
Desert Cobra 8: Fixed: sometimes rocket artillery doesn't kill the nearby SAAW
Desert Cobra 8: Fixed unintentional enemy air engagement when attacking units in first town
F-45A
Fixed TSD reset button localization key
Fixed: AIM-120 fired on datalink would be affected by chaff before pitbull
Fixed: TSD EOTS slave function would lock target last known position instead of estimated position if target is not in LOS
Fixed: first external AIM-120D launch didn't get mid-course corrections
Fixed: HUD targeting for GBU-53 did not update position properly
Fixed: players MFD page did not show team score
Fixed: in singleplayer, shadow where team volume knob would be
Fixed: stale TSD contact continued to flash after being updated
Changed AIM-120D to no longer receive datalink updates after pitbull
Multiplayer
Fixed: briefing voice chat volume didn't save/load properly when respawning
Added indicator showing who is curently speaking
Show player slot designation in player score list
Added "switch team" button in briefing room UI
Fuel tanker boom continuously disconnects from port when watching it refuel another client
Added option to disallow new players from joining after mission starts
Fixed: lobby settings get reset after picking a mission
Fixed: briefing room voice volume gets very quiet after a player spawns
Fixed: Friendly F-45 locking line in TSD did not disappear when unlocked
Replaced Patriot missiles with Backstop missiles in PVP strike missions
Added weapon used in kill message in flight log
Added label in slot selector for remaining lives on limited respawn slots
Fixed: incorrect navmap icons on pre-existing units for late team-B joiner
Fixed: teamkill points were applied if player somehow damages themself before dying
Added access to members list/management menu in debrief
Fixed: going back from members menu would be a blank screen
Fixed: screen didn't fade in from black when map loading finishes while in SteamVR dashboard overlay
Disable dev camera in multiplayer unless "devcam" is in pilot name (temporary)
Added scoreboard in devcam (temporary)
Fixed: Could not rearm when a singleplayer mission with forced equips is converted to multiplayer
Fixed: error when launching multiplayer mission converted from singleplayer without editing existing PlayerSpawn
Fixed: RTB waypoint set to spawn point did not work properly
Fixed: player management block button showed on host in aircraft
Fixed: briefing room UI did not fill console space
Fixed: returned to editor after leaving multiplayer game if the editor had been opened before
Reduced frame hang when spawning many units with missiles
Fixed client crash caused by AI pilot targeting RPC
Fixed: members menu hid mic controls
Fixed: player name in score display did not show designation until somehow refreshed
Fixed network crash due to flare countermeasure error
Fixed: local vehicle canopy doesn't despawn after ejecting and respawning
Abort loading multiplayer campaigns with errors in the mission browser
Display workshop campaigns as they load instead of waiting for all to load
Sort workshop campaign loading by recently used
Download workshop changes when missions are loading in mission browser
Fixed issue causing existing units on navmap to not update icon properly after switching team
Fixed: player unit sometimes appeared to have incorrect velocity in TSD and NAV
Fixed: unit properties did not load properly when hosting a game after joining a previous game as a client
Fixed issue causing air unit groups to not initialize properly, halting mission start
Fixed: carrier catapult broke if player despawns while attached
Fixed: for clients, invincible soldier doesn't appear at pickup location when transport is killed until it moves again
Fixed potential cause for player stats errors after switching teams
Fixed: network routine crashed due to error in player score display
Mission Editor
Added option to limit respawns on Multiplayer Spawns
Added "Display message for team" event action
Added event actions to add or remove lives to a limited respawn slot
Added message and prevented launching mission with no spawn points or player slots
Set a mission back to Auto Player Count if it was set manually to 0 slots
Fixed: Launch button didn't work for standalone mission
Fixed: UI issue with "Force Alt Spawn" action for unit groups
Fixed: event actions with number parameters with non-zero default values didn't get saved properly unless the value was changed
Fixed: forced alt spawns updated position but not unit properties
Changed ship hull number to not be affected by alternate spawns
Fixed: "Set Invincible" unit group action did not have proper label for parameter
Added lives remaining conditionals for multiplayer spawns and teams
Changed slot lives to be decremented when the vehicle is killed/ejected instead of when the vehicle is spawned
Fixed: unhandled error when referencing a base that no longer exists
Fixed: restarting multiplayer mission when testing from editor would make the lobby joinable
Units
Added destroyed model for IR APC
Fixed: Allied SAM Launcher P (patriot) missile did not have proximity detonation
Fixed: Enemy SAAW missile did not have proximity detonation
Added "Backstop" SAM launcher and radar system by Benjamin Browning
Fixed: sometimes air groups would be empty, causing group event actions to fail
Fixed: AI fighter aircraft did not respond to RWR threats properly in multiplayer
Fixed: AI air group's target management routine sometimes failed in multiplayer, causing its air units to not engage targets
Fixed Allied assault carrier aft colliders
Fixed: Allied ground units did not have radar cross section defined
Fixed: AI F-45 had too much health
Fixed: parked ground unit group formation direction did not get updated properly when leader is on a path
Attempted to improve ground unit movement in formation
Fixed: Cruisers' anti-ship missiles had proximity detonation instead of direct hit
Fixed: VTOL AI could crash into nearby buildings or terrain during vertical takeoff
Fixed: AI pilot would not fire guns at hovering aircraft
Fixed: AI pilot would not use AAM on hovering aircraft
Fixed: AI pilot did not ignore itself as a potential friendly fire risk when attempting to fire AAM
Fixed: Enemy drone carrier drones had radar enabled before launch
Localization
Updated localization templates
Updated zh, ja, and ko translations
Fixed: briefing room players menu confirmation dialogue cancel button key
Added common "okay" key to VTOLVR_Strings
Changed player management menu confirm dialogue ok/cancel buttons to common VTOLVR_Strings ok/cancel keys
Changed all player management menu keys to common VTOLVR_Strings keys
AH-94 v1.1.6f3
Fixed: radar scan rate would increase after rearming
Improved altitude autopilot in cruise
Fixed: FlightAP start mode at 0 velocity did not set the hover autopilot in multiplayer
Fixed rudder sync when hardware pedals are involved
sync trim setting
Fixed: When the host is in the gunner seat, then switches to the pilot seat of a different heli, the client sees the host reappear in their own gunner seat instead
Fixed: once the pilot gives flight controls to the gunner, both now lose their ability to control the aircraft with hardware rudders until the aircraft is respawned
Fixed: With two hardware rudder users, gunner still can't see pilot rudder movement
Fixed: copilot could not see stick movement if pilot was holding stick while copilot joins
Fixed: copilot could not hear comms if they exit the cockpit and rejoin as copilot
Fixed: late join copilot didn't see correct gun ammo
Fixed: late join copilot not in correct TGP sensor mode or FOV
Fixed: gear status lights not synced for late join copilot
- Fixed some robots were able to attack through buildings. - Crouching is now smooth instead of instant. - Buildings now cost -50% less resourecs. - Made easy difficulty have -50% less higher level robots appear (so -50% less robots that are above level 20)
Just a reminder to leave a Steam review to help us out, thanks!
Fixed: 1. Added a player wake up animation 2. Added a player going to sleep animation 3. Added a player watering animation 4. Small dialogue changes to make references to ex more gender neutral 5. Fixed some small sprite render order bugs
Thank you all for the incredible support you have shown us so far. If you notice any bugs, you will find a bug reporting discussion pinned in the discussions page.
- Added sounds to Electromancy and Magic Mastery spells. - Ghouls’ level is now taken into account when spawning them in Crypts. - Increased the damage of “Jolt” by 10%. - Slightly nerfed low level Wraiths. - Removed the possibility of finding usual Shackles on tool racks instead of Rusted ones. - Fixed the bug with Brewery NPCs cloning themselves. - Fixed the bug that generated Shrines instead of Abandoned Carts. - Fixed glass bottles not shattering when thrown. - Fixed overly powerful minibosses spawning in Mannshire Bastions and Crypts (this change will come into effect after completing or failing already generated contracts). - Fixed loot in the Watermill. - Fixed the Cart Driver’s description. - Fixed the Fence’s name. - Fixed elven traders’ descriptions. - Fixed harbor merchants’ descriptions. - Fixed the missing price of Bronze Isles and Barcia folios. - Fixed Beets adding to Fatigue when eaten. - Fixed Bandages and Lockpicks missing the "Merge" option. - Fixed the bug with the cell door’s context menu that occurred during contracts with kidnapped NPCs. - Fixed the incorrect cooldown of “Step Aside!” when this skill was used by enemies. - Fixed the bug allowing to fill non-vessel items with water. - Fixed shop signs attracting thrown items when aiming at tiles close to them.
It's the 6th of the month! It's Chronicle time! So, if you need a quick reminder of what we're currently working on, I suggest you read Slormite Chronicle #14 and Slormite Chronicle #15 because I might talk about things you're not familiar with. But basically, we're working on The Great Forge, an endgame mode, and it's looking good.
The Great Forge Gameplay
Gameplay is coming along nicely. We now have a proper wave sytem in place and everything is playable and fun, which is a good thing.
Right now, enemies spawn in various locations and your goal is to outlast them. Every wave consists of around 75 to 300+ enemies (depending on your Wrath Level, the Challenges you're facing and the actual Wave you're facing, so it gets harder and harder over time). It's going to be faster paced than the regular Battlefied Expedition, with a higher density of trash enemies and packed compositions.
We've tried various ways to spawn enemies inside The Great Forge and we ended up with a simplified lane system: Enemies can come from 7 different lanes all around the Forge, with usually 2 to 3 different lanes active every wave.
Every 10 waves, there is a special wave, with a much higher number of enemies coming from all 7 lanes. Once, you've dealt with it, you have the opportunity to open the War Chest (which I'll talk about a bit later) or to keep going for another 10 waves.
Cory's Challenges
After you defeat a wave, you'll get to choose among 3 Challenges of with different rewards every time. Challenges can have numerous effects such as increasing the strength of enemies, spawning a Boss or adding new attack patterns to it, or adding a Cataclysm effect etc... And can last from various amount of time: from 1 wave to the rest of the run.
The harder and longer the Challenge is, the better the reward attached to it is. Once you complete a Challenge, the reward goes into the War Chest.
The Siege Leader The Siege Leader is the new boss we're adding in The Great Forge. In here, you get to choose WHEN you want to face him (using Cory's Challenges). And since it adds various bonus effects once you defeat it to your War Chest (which I'll talk about below), you might want to wait as much as you can. But the longer you wait, the harder he'll be. Defeating the Siege Leader will also be the only way to get your hands on the new Reaper Runes (see the previous Slormite Chronicles).
The War Chest
As I've mentioned above, rewards from completed Challenges get into the War Chest. You can see what's inside the War Chest at any point during the game, but it can only be looted once every 10 waves. Obviously, if you are defeated you will lose what's inside.
This is a very empty War Chest, just to give you an idea of what it looks like.
Among the possible rewards, you'll get to loot Reapersmith Spirits which are the main currency that you can use at Cory's Shop (to upgrade Reaper Affinity, Reaper Runes and purchase Slorm Reapers for your other classes). This will be the most important loot there since they can only be looted with Cory's Challenges. Also, when the Reapersmith Spirit of the reward is the same as the Slorm Reaper you're currently using, you'll get a massive reward bonus. So you can actually farm much faster the Reapersmith Spirits you're looking for.
On top of that, you will be able to be rewarded with Goldus, Slorm, Fragments, Equipment, Slormites and Slormelines. For Slormites, Fragments, Equipment and Slormelines, the reward is random in the sense that each reward is a "random roll" and can very well be an Epic or a Legendary item (or high tier Slormites). Basically, you accumulate "random rolls" that are all "resolved" when you open the War Chest.
But there's a twist: there are two other types of rewards: War Chest Quality & War Chest Quantity. The War Chest Quantity reward increases the quantity of everything that's inside the War Chest by a set percentage (depending on the difficulty of the associated challenge, works on past and future rewards). While the War Chest Quality increases the chance to get Equipment, Fragments, Slormites or Slormelines of higher quality.
We're also thinking of rewards such as "Increases War Chest Quantity by 2% for every item type inside your War Chest" and so on.
Now about that release date...
It's a matter of weeks, but since this update is so heavy we have lots of testing to do. So unfortunately, I don't believe we can be ready for August, but only by a few days. Our goal is to get it done before the next Slormite Chronicles (so before September 6).
That being said, I feel like I have to talk about the time it's taking to release this update a bit more. Clearly we didn't anticipate that it would take so long and we should have cut the update in 2 smaller updates, just so you guys get something new to play with every month or so.
Also, we (almost) only get positive vibes when we post Slormite Chronicles and (almost) never feel pressured by our players, besides a couple of negative reviews, which is fair. But we also want you to know that the stress we put on ourselves grows day after day between two updates, just because we're dead serious about finishing this game and because we know that taking 4 to 5 months to release an update is well... not so great.
The positive part is that this update is full of changes, reworks and new mechanics so we have that going on for us which is nice.
Once this update is done, we'll rework the Road Map entirely, and work on smaller chunks of content that can be released much faster. Things that are easy to produce and that brings a lot to the game.
We'll make sure that this kind of delay between two updates never happens again.