We are excited to announce that SUPER PEOPLE will be updated on December 12th to be reborn. Experience the upcoming all-new class battle royale SUPER PEOPLE in advance! [Revolution Update] 1. Fast-Paced Gameplay 2. Class & Skill 3. Crafting System 4. Free Class Change 5. Shop & Cosmetic 6. Tournament
Please refer to the Revolution update schedule below, and we are also preparing a detailed update video, so please look forward to it.
■ Revolution Update Schedule ❗ PST(UTC-8): December 11th 21:00 2022 ❗ KST: December 12th 2022 * Detailed schedule will be announced through a maintenance notice later.
Thank you to all the Super Soldiers who are waiting for this update, and we will do our best to prepare it.
Wanna learn more about this brand new equipment? Keep reading!
Find the ’Wright’ gear for you
Like its hound namesake, the Lurcher is a quick, tenacious hunting companion. Fresh from the banks of the Tyne, this reel is incredibly fast and flexible. Able to match the moves of any fish, this reel is a steadfast sidekick. Available in three different variants, the Lurcher comes in Red Gold, Gilt, or Silver for a personal experience.
Wright’s rod, the Whippet, is a powerful companion to any angler, and like its quick, lithe canine inspiration, it has the potential to become an angler’s best friend. Proudly displaying Northumbrian tartan, this Geordie gem can deal with everything the waters have to offer. Players can choose between three color variants of the Whippet rod – the Pegswood Pacer, the Ashington Arrow and the Rothbury Racer. There’s something to suit every angler.
Enjoy the Perks of ’Perk n Kins’ gear
Steeped in history, the Perk n Kins Nebuchadnezzar reel is a work of art. Deliciously mysterious, the origins of this reel have been lost to time. Perfect for those who appreciate quality and made-to-last craftsmanship, the Nebuchadnezzar is available in three solid, classic variants – Iron, Worn Nickel, and Gilt. Ideal for making a stylish splash about how serious an angler you are.
Perk n Kins Gilgamesh rod is the ideal accompaniment to the Nebuchadnezzar. Another legendary item, this exclusive rod is the stuff that legends are made of. Passed up by Johan ’Big Cheese’ Jarlsberg because ’there’s no point in a special rod that nobody knows about’, this beauty has found its way back into the world and is ready to go. Available in Walnut, Bocote, and Rosewood variants, the Gilgamesh’s strong and sturdy rod is one that is guaranteed to stand the test of time.
This tackle pack also includes two lures, each available in three hook sizes with different colors.
Having difficulties accessing your new gear? Follow these steps!
Get the Classic Tackle Pack DLC on the platform storefront of your choice.
Launch or restart the game and head to your storage, which you’ll find by visiting the shopkeeper.
You’ll find your new equipment stored there, ready to put in your backpack.
Ground Support is on! We're going to update the game today, December 1st. There will be server downtime between 12:00 - 15:00 CEST. Read about the milestone update and features on our website.
0.9.7.41 Changelog
Assets
Added: Arland terrain
Added: Arland specific buildings
Added: 4×20 Carry Handle Scope for M16 rifles
Added: Combat Ops scenario
Added: Sa-58P and Sa-58V 7.62x39 assault rifles
Added: Airport signs & lights
Added: Color variants to structures & buildings
Added: Everon Airport sign on top of its hangar
Tweaked: UAZ469 now uses split wheels, doors, roof frame, and roof canvas
Fixed: Transmitter station fixed
Game
Added: Grouping of hitzones in damage and healing logic, an overhaul of bleeding, rework of the structure of consumable items, fixing of healing and bleeding characters from GM, and removing of redundant hitzones
Added: Switching between first-person and third-person cameras now cancels ADS
Added: It is now possible to use healing items in a vehicle
Added: Weapon inspection X raise weapon X ADS actions now interact with each other correctly
Added: Manual gearbox - Gameplay option for Driving Assistance
Added: Inspected gadgets now support user actions as intended
Added: When one vote is ongoing (not more, not less), holding 'P' will instantly cast a vote for it. Pressing 'P' can still be used to open the player list and vote there
Added: New animations and animation graph for the Russian radio_R148 with inspection
Added: Flattening of grass under weapon at lower stances
Added: Rebindable action for putting away currently selected item, also available while driving a vehicle - by default bound to DPad Right
Added: Radial menu for quick slots 5-10 on the gamepad, controlled with Right Thumb Stick
Added: RGD-5 fuze pop sounds
Added: Magazine weights are now calculated dynamically, based on the weight and quantity of individual cartridges
Added: Direction indicator is now shown when rotating an entity in Game Master
Added: Antenna now has cost of building now
Added: Separated combobox (selection drop-down list) for players' management menus
Added: Hover over hitzone hint in the inventory
Added: Medical crates are back in HQ tents
Added: The voting countdown is now broadcasted to clients, so it can later be shown in notifications
Added: Additional variants of M151A2, M998, M1025 added to US vehicle configs
Added: Instant vote keyhint on sticky notification
Added: Radial menu for quick slots 5-10 on a gamepad, controlled with Right Thumb Stick
Added: Previous/Next page keybinds to the controls menu
Added: Weapon scopes to arsenals
Changed: Character will play sit-down/stand-up animations when entering compartments without animations
Changed: Character magazine reload restricted during item inspection
Changed: Improved flashlight control hints
Changed: Action CharacterDropItem available while in the quick bar
Changed: Slightly enlarged capacity of all trousers. US and Soviet soldiers now have two bandages
Changed: Updated UI sounds in Inventory
Changed: Right Thumb Stick Single Click toggles freelook, Right Thumb Stick Hold triggers Focus instead of Freelook while not driving
Changed: Stance adjustment and leaning moved from RB + Right Thumb to RB + Left Thumb stick
Changed: Players can now vote to kick only a player of the same faction. This should prevent enemies from exploiting this to kick the enemy team, and also lowers the limit for a successful vote, as the number of votes is now evaluated only based on the number of players in the faction
Changed: Factions in Game Master are now in order US - USSR - FIA instead of US - FIA - USSR
Changed: FIA soldiers rearmed from AK-74 assault rifles to VZ-58 assault rifles
Changed: Level of details selection algorithm was tweaked for transitions to be less visible
Changed: Perception settings for AI so they see better during the night
Changed: Persistent braking behavior
Changed: Disabled AO on vegetation billboards, tweaked wetness on forest surface and wheat clutter
Changed: Set post-process anti-aliasing OFF on ULTRA PC graphics preset. It was blurring otherwise already anti-aliased image by MSAA 4x
Changed: Content of PlayMenu updated for 0.97 to feature Combat Ops and 3 recommended missions
Changed: Stationary character now does no checks if nearby collision objects are static and only a few needed ones when there is a non-static collision object
Changed: CharacterLiftWeapon action changed from LMB to C and can now be rebound in the keybinding menu under Weapon
Changed: Invalidation of render target shadow context
Changed: To/from GP25 plays foley sounds now
Tweaked: Entering ADS now cancels freelook
Tweaked: Reduced occlusion of smoke grenades, meaning that AIs will see better through smoke
Tweaked: Refactored AI behaviors to move from danger (running from a grenade, incoming vehicle, vehicle horn)
Tweaked: Audio of weapon inspection
Tweaked: Sounds of rolling with different equipment
Tweaked: Head bob for sniper rifles when in ADS so the scope doesn't get crazy misalignment values
Tweaked: Moved sight switching combo to Ctrl+RMB and RB + Left Thumb Click on a gamepad to prevent collision with firemode switching during ADS
Tweaked: The kick threshold changed to 0.3 (the option for selection of only one faction will be added in the future)
Tweaked: Weapon "default" radiuses to ensure reliable picking up
Tweaked: Set CarShift input filtering to click to prevent gearbox state machine failure during the COUPLING state
Tweaked: Mouse aiming vertical sensitivity set to the same as horizontal
Tweaked: Slightly increased vehicle steering speed while stationary
Tweaked: Tripod rotation speeds
Tweaked: Increased spawn point default spawn radius
Tweaked: Shortened vehicle burn time by 33%
Tweaked: Explosive damage rebalance
Tweaked: Control hints for manual gearbox
Tweaked: Gamepad aiming speeds for characters and turrets
Tweaked: Third-person camera in vehicles
Tweaked: Colors of rain
Fixed: Manually loaded ammo doesn't appear on weapon storage in the inventory UI
Fixed: Hands pose properly refreshed after inspection
Fixed: Magazines now go into inventory if the weapon is dropped during reload unexpectedly, instead of staying in the character's hand
Fixed: Canceling of item actions by jump and stance change
Fixed: Safety doesn't work on weapons that don't have it. Safety now stays engaged if switching to a lowered weapon
Fixed: Sonic crack sound might have played when the projectile was subsonic
Fixed: Sprint suppressing now doesn't cancel toggle sprint. Should also fix AI not being able to sprint after the reload
Fixed: AI wasn't able to operate the hummer turret
Fixed: AI BTR turret operator can't see enemies
Fixed: ForceDeath now resets the instigator. This prevents people respawning from being considered as teamkills for example
Fixed: AI soldiers didn't try to escape a vehicle that was driving backward at them
Fixed: Running over players with a vehicle now properly sets instigators
Fixed: Explosions now consider occlusions of hitzones
Fixed: Explosion damage and Fragmentation damage now approximate the area of hitzones
Fixed: AI soldiers constantly switching between two rifle magazines if they have different prefabs but the same score
Fixed: Trunk can be accessed from the vicinity of destroyed vehicles
Fixed: Crash when killing AI
Fixed: Weapons and gadgets are properly dropped
Fixed: Weapons were firing slowly
Fixed: Vehicle horn off input action generated unnecessarily when entering a vehicle
Fixed: Disappearing rocket during reloading in MP
Fixed: Backpacks and weapons are properly hidden when equipped during switching seats
Fixed: Weapon/item inspection won't continue during melee attack(s)
Fixed: Grenade can now be switched to another weapon when it is being aimed
Fixed: When selecting a weapon, AI was ignoring the weapon if it had a loaded magazine without any magazines in inventory
Fixed: Can't enter into ADS after removing M21 scope
Fixed: Changing stance will now cancel bandaging properly, and not cancel inspection if it isn't needed
Fixed: ADS being on when entering the turret whose previous operator had ADS enabled when leaving it
Fixed: ADS state for turrets wasn't set properly after reloading
Fixed: Weapon inspection should suppress gestures as intended
Fixed: Turret base movement sounds sometimes got stuck on clients
Fixed: Weapon obstruction properties would ignore the aim angles limit set in the aiming component
Fixed: Server browser server mod loading
Fixed: Player didn't respawn when the deploy button was toggled
Fixed: Controls - Gamepad - Player is unable to toggle 3PV camera with Binoculars/Compass/Wristwatch
Fixed: Input sensitivity during weapon obstruction with optic sights should no longer be reduced
Fixed: Persistent ADS will make the camera persist in 1pv during jumps and other actions in 3pv while ADS is active
Fixed: Content of blouse and trousers wasn't saved/loaded for player saved loadouts
Fixed: Invalid ADS camera behavior during jump transition(s)
Fixed: Magazine loaded in turrets disappears after some time
Fixed: Pinged position or entity is now indicated on the edge of the screen when it's outside of the view
Fixed: Waypoints and objectives issued using Alt+RMB are now always placed on terrain, never on entities (e.g., trees). That should prevent them from floating in the air when it's not desired
Fixed: While transforming an entity in Game Master, hovering over a slot, rotating the entity, and unsnapping it from the slot again reverted its rotation
Fixed: It's no longer to Shift+LMB drag rotate an entity directly from the entity list in the bottom right, as it didn't make sense
Fixed: Sight switching action didn't work
Fixed: When respawning on a radio operator who is in the building, the chosen position was always outside of the building. Now it will try to search for suitable positions inside
Fixed: AI was able to complete the "Move" objective
Fixed: No more headless clients when dying during third-person weapon ADS
Fixed: Clicking on the trait icon within the entity card in the entity browser didn't do anything. Now it behaves as if clicked anywhere else on the card
Fixed: Server crash on player reconnect
Fixed: Improved MT safety of physics regarding the character controller
Fixed: Blur persisting after unconsciousness is removed. Also, the heartbeat after death is no longer audible
Fixed: Displaying of selection button in group and player entries
Fixed: Groups and player entries should now have the right visuals
Fixed: Player options should display a vote warning when voting for a player was started
Fixed: Crash related to delayed execution of a gadget task when streaming a character in
Fixed: RPG rocket disappears if detached while no suitable inventory space is available
Fixed: Crash when reloading without mag to inventory
Fixed: Spamming deployment could spawn a player multiple times when lagging
Fixed: Disconnected players will now stop moving (or stop the vehicle if driving)
Fixed: WeaponRaised and ADS streaming desync
Fixed: Client VoN crash caused by invalid PlayerId at the edge of character lifetime
Fixed: Character can press space while swimming which leads to him being stuck in a broken freelook
Fixed: Server browser mod details are now loaded even if mods were previously loaded in the Workshop
Fixed: Campaign - Request timer triggers even when a vehicle isn't spawned because of obstruction
Fixed: Preload placeholder stayed on screen upon reconnecting to a server in some cases
Fixed: Vehicle order in Request action at depots
Fixed: Controls hints priority sorting
Fixed: Possible fix for incorrect player count shown in the faction selection menu
Fixed: Make the deactivation threshold works with any input filter
Fixed: Bar gates should now perform a slightly more precise check for blocking obstacles (OBB instead of AABB check)
Fixed: Further strong references replaced with weak ones when creating JobManager tasks + other related issues fixes
Fixed: Replacing a dead gunner that was shooting will no longer result in automatically firing
Fixed: Characters sometimes would be "undead" if they got healed after dying
Fixed: If "Tab + X" is pressed to drop items from the quick bar, the character also switches stance
Fixed: Tripod rotation limits reduced to fix arm stretching on tripods
Fixed: Players spawning on the same spot when spawning on the spawn point group
Fixed: Gadgets improperly set to the ground mode when unequipped while still in a compartment
Fixed: Grenades are now hidden when holstered properly (before they just clipped inside the body but stayed visible)
Fixed: Direction and Normal was vector.Zero during melee
Fixed: BTR no longer shoots itself on the move
Fixed: Signals not updated after a vehicle gets destroyed (e.g. the engine sound keeps playing)
Fixed: Couldn't focus on items opened traverse storages via gamepad
Fixed: PIP scope input speed scaling
Fixed: Removed open and inspect actions from arsenal weapons/backpacks
Fixed: Jumping off a ladder from the lowest bar, or from a tilted ladder, causes the character to get stuck in the falling animation
Fixed: Removing sights result in undefined behavior and can crash the game at any point
Fixed: Can't reload M1025 turret
Fixed: 2DMap - Crash when Rasterizing Areas at terrain edges
Fixed: Crash possible when performing jobs in JobManager and the entity associated with the job disappears
Fixed: Editable entities with occluders have been removed as they can't be properly updated after editing
Fixed: Some garage doors wouldn't collide with vehicles
Fixed: PKT gunner stance
Fixed: Right lean adjustment on the gamepad was too sensitive
Fixed: ScenarioFramework - Triggers now properly account for all players that are currently in-game
Fixed: FOV sliders not working properly
Fixed: Removed callqueue calls for respawn and spawn music, which caused a crash when the player quickly disconnects or gets kicked
Fixed: Incorrect usage of soundComponent. Terminate and audio handles on vehicles
Fixed: VoN - Audio signals not set for streamed out characters
Fixed: Possible crash on multithread racing condition in physics of characters
Fixed: Possible crash when AI is using doors which gets deleted
Fixed: Memory leak when a player is kicked mid-joining
Fixed: Crash on preloading entities without a model
Fixed: Backend - Crash of server when a certain combination of kicked player reconnection happened
Fixed: User action aggregation broke sorting order within the user action context
Fixed: After getting banned for friendly fire, it was impossible to reconnect even after the #unban command was used
Fixed: Admin bans should now persist between reconnects
Fixed: Server browser BattlEye and player filters
Fixed: Cloud shadows: fixed cloud shadows disappearing near sunset/sunrise
Fixed: Clouds: fixed clouds haze not matching with distance fog
Fixed: Sun not correctly hidden behind clouds 2D plane at the horizon
Removed: CharacterWeaponBipod action as it is currently unused
Xbox
Changed: Added the first iteration of overall performance-oriented graphics presets for Xbox Series S/X
Changed: Turn off connection reuse on Xbox
Changed: Lockhart has forced static 1440 resolution, Anaconda 2160
Changed: MSAA and 1080p target resolution on Xbox Series S
Changed: Disabled FSR for 30FPS mode for Xbox Series S
Fixed: Possible crash after leaving a modded scenario
Fixed: Mouse & keyboard fixes
Fixed: Unable to select primary weapon, compass, or watch while the gadget is held
Fixed: Keyboard disconnecting problems on Xbox
Multiplayer
Added: In-game server hosting on PC allowing generating server config files and hosting listen server
Changed: Remote vehicles start with their physics off
Changed: Swimming and sliding commands made available for local replay
Changed: Further vehicle animation states are simulated locally now (steering, throttle, clutch, etc.)
Changed: Use unreliable RPL channel for Voice over Net (VoN)
Fixed: Physics velocity not updating on remote proxies
Fixed: Final transformation of items now consistent between running instances (replicated)
Fixed: Weapon fire desync after reconnecting
Fixed: Proper replication of dropping a weapon
Fixed: Old values of movement, lean, and stance change not updating properly
Fixed: Turrets get desync when a client exits them and another enters
Tweaked: Item actions traffic
Tweaked: Controller inputs delta compression
Tweaked: Character shared variables traffic optimization
Tweaked: Delta compression for PhysAgent orientation
Tweaked: Animgraph streaming traffic optimization
Game Master
Added: Game Master health settings for global scenario properties
Added: Game Masters that don't have admin rights can now remove their Game Master right which allows them to become a normal player again
Added: Game Master can now choose passengers of vehicles by means of a context action
Added: Game Master gained the ability to quickly fill vehicles with Crew and Passengers by means of a context action
Changed: Game Master Entity browser trait filters no longer require all filters to match in order for entities to be displayed
Changed: When transforming an entity in Game Master (i.e., moving it around with its ghost preview visible), context menu action shortcuts are no longer available
Changed: Game Master health settings for characters' scenario properties
Fixed: Double cursor would sometimes appear in the Game Master map
Fixed: Missing control hints for the Game Master
Fixed: Game Master camera wasn't shown on the map
Fixed: "Resupply" context action in Game Master didn't work on other players
Fixed: "Save loadout" action on Arsenal boxes is no longer available for AI soldiers that Game Master took control over
Fixed: Hiding the Game Master interface made the map disappear as well
Modding
Added: New tutorial for the Scenario Framework
Added: Compositions for tutorial framework scenario
Added: Ability to attach sights on sights (e.g. RMR on top of ACOG)
Added: Inventory operations can also be executed on the server now
Added: Workbench: ScriptAPI: AnimExporter API added
Added: Visualization of animation channel in the preview window
Added: Undo/redo system in Behavior Editor
Added: ScriptAPI: float.INFINITY
Added: World editor - An action to copy entity name to clipboard
Added: Rivers/Ponds use as default the global "terrain" probe
Added: New ragdoll definition
Added: Audio & ProcAnimEditor - Group shortcut and menu entry for both editors
Added: World editor - "Expand/Collapse all" functionality in the Hierarchy window
Added: Documentation for IntersectionSphereRay + calculation explanation
Added: BT editor, runtime trees inheriting breakpoints from editor tree
Added: Add moddable intermediate class between BaseInventoryStorageComponent and child classes
Added: BaseTarget.GetTimeLastSeen script getter
Added: Hitzones can now bypass area computation and provide their own
Added: Script API BaseTarget.UpdateLastSeenPosition(). Game.PerceptionManager(). PerceptionManager.GetTime()
Added: CharacterControllerComponent::TryEquipRightHandItem can now take new equip type EEQuipTypeSlinged, which puts the weapon on a sling
Added: Weapons can now limit in which stance range they can be used and lowered/raised/ADS
Added: Possibility to implement custom vicinity visibility behavior
Added: Possibility to set a custom lock on InventoryItemComponent
Added: OnWeaponDropped and OnItemDroppedFromLeftHand events to game code and script
Added: TryUseEquippedItem is now changed to TryUseItem and can be called on a currently equipped gadget, or any weapon (both in the character's ownership as well as outside of it, such as mines already placed on the ground)
Added: TryUseItem now accepts additional arguments to allow the caller to specify the int and float arguments passed when calling the command
Added: Added a new function to set the ammo count of a magazine
Added: GetHandBrake method to script API
Added: Expose the function BaseLightSlot::GetLightEntity to the script
Added: TryUseEquippedItem can now be used to also call animations on the current weapon
Added: "Allow Jumping" property to CharacterModifierAttributes, handled jump request interruption when jumping is suppressed by held item
Added: BaseTarget.GetPerceivableComponent script getter (required for new AI aiming based on AimPoints)
Added: 2Dmap - New descriptor type MDT_CURPOS/ Current Position
Added: WeaponAttachmentAttributes::GetAttachmentType function to script
Added: SCR_UniversalInventoryStorageComponent::GetMaxLoad function to be able to know how much weight a storage can carry
Added: ShouldShowInInspection property and function to AttachmentSlotComponent
Added: Script API for camera field of view scalar
Added: Add the ability to adjust the weight and volume of items in the script
Added: InventoryItemComponent::OnParentSlotChanged event has been added to know when a slot has been changed on a specific item
Added: Terrain tool 2D map for tile locking and ownership
Added: Facilities for per-sight zero generator
Added: OnWeaponChangeComplete and onWeaponChangeStarted invokers
Changed: ScriptAPI: WorldEditorAPI.TraceWorldPos improved, now returns also a pointer to a hit entity
Changed: Refactor of AI Movement, Removed: AIBaseSteeringComponent, Added: AITaskSetPathfindingFilters. Removed: AIAnimalMovementComponent, AIBallMovementComponent
Changed: Mesh preview colliders page reworked
Changed: World Editor - Edit improvements of coordinates/angles properties through a gizmo
Changed: WeatherTool: Changed Live Edit behavior, now, manipulating the graph won't change the time of day when disabled, however, the weather will still be updated
Changed: Create navmesh on sea level instead of seabed
Changed: ProcAnim Editor - Will now Reset view on loading of model and set default distance on startup
Changed: Input: IsGamepad event added
Changed: Audio Editor - Modified signal/mixer button to only allow for opening existing files. Fixes issues in the public/retail version of the audio editor as well as opening read-only files
Changed: Workbench: TerrainEditor: increased brush size and strength
Changed: Loadout rework. Using a class instead of an enum
Changed: TryUseEquippedItem and TryUseEquippedItemOverrideParams now have two new parameters. One requires the caller to specify if they want to call the action on the current weapon, or the current gadget. The other one allows the caller explicitly disable character movement during the action
Changed: OnItemUseCompleted invoker is now renamed to OnItemUseEnded and gets invoked both when the action is completed as well as when it is canceled. Registered callbacks can use the new 'successful' parameter to distinguish these two situations
Fixed: World Editor - Unnaccessible menu item "Save prefabs with options" in prefab edit mode
Fixed: ScriptCompiler: Template class with attributes crash fix
Fixed: Atmosphere: fixed sun incorrectly casting shadows while under the horizon
Fixed: ScriptCompiler: Member vs global method call resolving
Fixed: Animating colliders in Anim Editor
Fixed: Config editor - Disabled when game scripts aren't successfully compiled
Fixed: Animation Editor file selection window should show ANM files only
Fixed: ProcAnim - Procedural animations are now properly precompiled again, removed a redundant check that skipped compilation in the editor
Fixed: ProcAnimEditor - Procanim, preventing errors in new file creation in public/retail
Fixed: Workbench: TerrainEditor: reduced lag on the first click during sculpt
Fixed: Tripod turns now uses command params instead of the TurnAmount variable
Fixed: FindEntityByID crash
Fixed: Oversight naming conflict of cameraData in ADS camera (Thanks GlutenFreeVapes for the report)
Fixed: SCR_NavigationBarUI is now more mod friendly
Fixed: TracePosition didn't call filter callback
Fixed: VME in SCR_EquipClothAction when checking if the equip cloth action can be performed
Fixed: EntitySlotInfo::AttachEntity has now the correct return type
Fixed: Repeater BTnode behavior
Fixed: Some classes didn't have his scripted attributes loaded correctly
Fixed: Retrieving UIInfo instances via prefab source data returns null
Fixed: Logout wasn't working in Workbench
Fixed: Crash with modded PlayerMenuEntries.conf
Fixed: SCR_StringWrapper renamed to SCR_WaypointSet
Fixed: Fixed the replication race condition in OnItemUseEnded, where the server would delete an entity on clients before RPCing the function on them. SCR_OnItemUseEnded now gets called on clients too
Fixed: Opening ghost preview in Workbench without World Editor opened could result in a crash
Removed: GetLookAtAngularVelocity method
Removed: Removed dead code - CharacterControllerComponent::GetPlayGesture() and PLAYGESTURE InputFlag
Exposed GetRelativeWaterLevel function on CommandHandler
Hello, Wild Friends we have made some modifications and added new areas to the TLVL2 map
-Modified the sun and moon glow effects.
-Added medicinal plants for carnivores and herbivores scattered on the TLVL2 Map.
-Added new icons of the new Crocodile ability to sense the animal in the water.
-Added Trunks where small animals will be able to collect insects for food on the TLVL2 Map.
-Added a new system to the carcasses, which if damaged can cause diseases in the animals if ingested. -Decreased the size of the flies on the particle when the animal dies. -Added new vomit icon.
Animals
Crocodile
-Improved the effect of the Ability to sense animals in the crocodile's water. -Increased the Stamina expenditure of the Crocodile's Sprint on land. -Improved Sprint in water.
Welcome to twenty-first DevLog for Alaska Gold Fever!
Hello travelers!
Welcome in Alaska! Whoa! Long time no see! Without further delay: Let's get down to business! ;)
Terrain and day/night cycle
Now we have a special tool in Unity3D and I can play with the day/night cycle however I want! Let me show you some results! What was there first? A day or a night? Ask your local philosopher ;)
The basics of any survival game: day - safe night - not safe
More characters!
Bartender! A guy who knows everything because ... he listens to everyone! You can tell him anything you want! Your dog is sick? Your wife is acting strange? Or maybe you met a yeti in the Alaskan woods? He will listen to you and give you a juicy "potion" to drink!
He looks like kind of Thor from the new God of War :D Maybe they are related? Or Thor gave up his godhood and became a bartender in Amercia?
I love this little "terrain" on these 3D models! They look like some Warhammer 40k figures :D Is there any "Alaska" board game? Or something similar (survival/winter/America) If you know of one, let me know! I will try it out!
And i wasn't complaining! ;)
Who is this mysterious figure? I can not tell you ;0 But he will be very important for the story!
Main menu on Alaska! - meat and fishes
It's not 100% done yet, but this will probably be used for the main menu. You know, menus on the left and something on the back! We will add some more boxes, ropes, water drops from the ceiling and maybe a man with a pickaxe :D Do you have any other ideas? Tell us in the comments!
Concept art!
Please grandson, eat the meat, you can leave the potatoes
Old woman from the shop!
In our 2D artist's words: "She is always very happy when someone visits her shop, because she loves to test her new baked (!) goods on customers. After work, she often pops in for a glass of something stronger with hes old wrinkled friends. Sometimes she goes to church for fun."
Alaskan short videos?!
Who is he??? Our graphic designers like to play with 3D models :D and this sometimes brings forth wonderful ideas!
"In the perfect world men like him do not exist, but this is ot a perfect world!"
More of him and other funny stuff from Prison Simulator and Alaska on our official TikTok account!
----- Making a game is such a journey and you can be a part of it! Join our playtests on Steam Store Page! You can also use our Discord server to send some feedback!