We'll be streaming pre-recorded gameplay from We'll always have Paris as part of the 2022 Adventure X Steam event, but we will be keeping an eye on the chat. Drop by if you have any questions.
This Friday, we're joined by Inkbound's playtesters for more fun and Inkbound updates. Come ask our creative director, Andrew, all the hard questions about our upcoming game! Whoever stumps him gets a gold star!
Arms manufacturers contracted by Cobalt were tasked with producing a new side arm to meet the personal defense requirements of the organization. After an exhaustive review of potential candidates, the Prototype 17 was selected. This new weapon has a magazine capacity of 18 and fires in deadly 3 round bursts with the single pull of the trigger.
In addition, it features tritium sights for rapid target acquisition and engagement under low light conditions. It has been noted that some survivors have scavenged and reverse engineered the weapon, extracting some of its components and allowing them to augment their own weapons with the 3 round burst ability.
We've added a new train carriage that you might find on sidings.
Inside you'll find a poker table with four seats, two slot machines, and a brand new blackjack computer that can handle 1-3 players.
All the features of blackjack are here, and blackjack pays out 3:2. The computer hates to lose, but he plays fair. You can make an initial bet of between 5 and 500 scrap. Just keep an ear out for what's going on nearby - this isn't a safe zone!
For the past few months I've been working on a new system to improve how we render monuments at a distance while maintaining or improving the current performance. It uses a technique called HLOD (Hierarchical Level of Detail) and involves baking the monument as it should be seen at a distance down into a single mesh. A key requirement was to make sure this didn't add any extra work for our environment artists, this process is almost entirely automated.
The final performance improvements were minimal, but the increased visual fidelity at a distance still seemed worthwhile to ship. You should notice more geometry and detail, as well as entire monuments that will now be visible when they weren't before.
We have plans in place to switch the default networking layer of Rust servers from RakNet to Steam Networking in late November or early December, further communication will follow.
This change requires servers to have a separate Steam query port set via the -queryport server startup parameter. When no query port is set, the server will default to either game port + 1 or rcon port + 1, depending on which number is larger.
Hosts of shared servers will need to ensure the query port is forwarded correctly, which is why we are making this announcement ahead of time. Servers can be switched over to Steam Networking for testing via the -swnet startup parameter, which we recommend doing ahead of time in order to ensure a smooth transition.
Halloween events have come to an end, good job survivors at closing all of Cobalt's project R.U.I.N portals! Hopefully, that's the last of them we see...
We'll be streaming pre-recorded gameplay from We'll always have Paris as part of the 2022 Adventure X Steam event, but we will be keeping an eye on the chat. Drop by if you have any questions.
We'll be streaming pre-recorded gameplay from We'll always have Paris as part of the 2022 Adventure X Steam event, but we will be keeping an eye on the chat. Drop by if you have any questions.
We'll be streaming pre-recorded gameplay from We'll always have Paris as part of the 2022 Adventure X Steam event, but we will be keeping an eye on the chat. Drop by if you have any questions.
We'll be streaming pre-recorded gameplay from We'll always have Paris as part of the 2022 Adventure X Steam event, but we will be keeping an eye on the chat. Drop by if you have any questions.
Ready your gear since it’s time for another update! This time we have a complete rework for our deer species with new animations, new behaviors and much more! This rework focused on bringing more life to the deer species and to give players more cues how aware they are of their surroundings. You can spot them stomping the ground if they know something is wrong, sniff the air when you are badly positioned and a wounded deer slowly walks with its head down, making it easier to spot from the group. They also have a chance to quickly drop down when shot at with a bow, so take this into account in your shot placement and aim lower, so you won’t shoot over the deer!
The update also includes several improvements, especially to animal footsteps and call spatialization. This makes locating animal sounds a lot easier and accurate in game.
Deer Species Animation Rework
Reworked all deer species animations to be more realistic
Added new animations for animal feeding, resting and idling to give them more variety
Added hurt behavior and hurt walk animation when a deer is lethally wounded
Added a dodge behavior when shooting a deer within bow’s spook distance. This is random but the chance is higher the more aware of the player the animal is.
Added ground stomp animation when deer is aware of the player
Added random ear twitching to deer species and european hare
Animal Changes
Increased deer species running speed to match new animations
Added audio cues when animals spook in the forest
Added variation for spook time for all animals
Added smoother animation transitions for all animals
Lowered footstep sound distance to improve performance
Changed pheasants integrity check to pass if animal was shot 2.5m (2.73yd) or higher above the ground with the correct ammo
Added a minimum run distance to animals before they start trotting when spooked
Improvements
Improved 3D audio spatialization for animal calls and footsteps
Improved animal performance when out of view
RAM optimization
Changes
Increased weapons spook radius from 300m (328yd) to 400m (437yd)
Increased bows spook radius from 20m (14,4yd) to 35m (38,2yd)
Adjusted small rocks, objects and vegetation in several biomes
Added more big rocks to several biomes
Fixes
Fixed several issues with sliding animals
Fixed an issue where trophy images weren’t displayed in the harvest screen
Fixed an issue where mobile tracker could pick up an animal call that you couldn’t hear
Fixed an issue where clouds were moving too fast in tutorial and lodge
Fixed an issue where small trees were missing in leaf tree forests
Fixed an issue where volumetric lights were on even if they were turned off
Fixed an issue where volumetric clouds were on even if they were turned off
Fixed an issue where falling leaves would render behind the clouds
Fixed an issue where trees were missing colliders
Fixed an issue where vegetation didn’t react to player
Fixed an issue where several objects and vegetation rotation didn’t follow the terrain
Fixed an issue where hunting stands roof would disappear from view in the distance
Thank you all for playing and the support, we read and appreciate every comment and feedback we receive. If you run into any issues, please let us know in the Steam forums or join our discord where we can help you out!
We wanted to share with you our current progress in improvements and remastering of Legends of Ellaria.
One of our main goals is to allow Legends of Ellaria to lower its system requirement. For that, we're in the process of improving and remastering all of our models and textures. This is a monumental task since Legends of Ellaria have thousands of assets. These improvements will lower the memory requirements and improve the frame rate, but we're also aiming to fix and improve some of these textures.
Based on your feedback, we're also working on the character movement to improve the responsiveness and animations . We noted that the jumping is clunky and that some of the movement and fighting is not fluent. We're going to try to improve the character as much as we can.
In future updates we'll work on changing quests, improving some of our graphics, and many other things that we gathered based on your feedback. In the meanwhile, we're available in our discord channel. We thank you for your support and feedback, please continue to give us more feedback and suggestions.