Vicious Growth's newest boss (lacking proper art and a name btw) offers new types of challenges. It splits up into pieces, all providing unique mechanics.
Down the line this will probably not appear as the second boss you'll face in the game. It's likely more suitable to appear towards the end of a map layout (after 3-5 bosses).
Remember the 5 Ds: Dodge, Dash, Destroy & Don't die!
FIXED - Solis counter-defusing with Spec-IO equipped results in a delayed animation.
FIXED - The LFP586 Revolver has 7 bullets instead of 6 after reloading.
FIXED - "MAX" indicator is not displayed in Solis' Spec-IO Electro-Sensor when 5 or more devices are detected at the same time.
FIXED - Solis' primary weapon is equipped while holding a gadget when Spec-IO's cooldown runs out.
FIXED - Several Operators are not revealed when pinging or scanning their in-use devices with Solis' Spec-IO Electro-Sensor.
FIXED - Jackal's Eyenox can be pinged by Solis' Spec-IO even when the device isn't in the identification area.
FIXED - Solis cannot equip weapons if the scan progress bar completes right before the Spec-IO Electro-Sensor battery runs out.
FIXED - Incorrect animation when Solis is affected by an EMP while Spec-IO Electro Sensor is activate.
FIXED - Buck's Skeleton Key deals more damage with Extended Barrel equipped on C8-SFW.
FIXED - Grim's Kawan Launcher fires through reinforcements while deployed on Thermite's Exothermic Charge.
FIXED - The second charge of Ace's S.E.L.M.A. can destroy part of a wall that is jammed by Mute's Signal Disruptor.
FIXED - Assist score is unavailable for IQ's Electronics Detector after scanning Pulse or Vigil's abilities before they're eliminated.
FIXED - Both bombs are not revealed at the same time with IQ'S Electronics Detector.
FIXED - IQ's Electronics Detector is closed if IQ throws a drone while it's active using advanced drone deployment and reopens automatically after IQ exits drone view.
FIXED - Jackal's Eyenox doesn't reactivate on the first try after a concussion state with the device activated.
FIXED - Doc's voice lines are missing when using the Stim Pistol on himself or other players.
FIXED - Bandit's Shock Wire is destroyed if the object supporting the device is destroyed.
FIXED - Default Sight for 552 Commando is incorrect.
FIXED - Animation is canceled when trying to go through a hatch as Oryx while Dokkaebi's Logic Bomb is active.
FIXED - Azami's hitbox is slightly too big.
FIXED - Poured liquid is misplaced in Elite Warden's victory dance.
FIXED - Various Operator VFX issues.
USER EXPERIENCE
FIXED - In-game keyboard functionality is lost after opening and closing the Ubisoft Connect overlay when Raw input is on.
FIXED - When using the Hide Other Players Privacy option, reporting other players reveals their real username, but the notification message still uses the NATO phonetic alphabet.
FIXED - Weapon skins accessed via News are sometimes showcased on secondary weapons instead of primary.
FIXED - Hip fire recoil on Shooting Range does not match the recoil in PVP games.
FIXED - Scramble VFX is missing when switching to or between Observation Tools.
Winter settles comfortably in Montreal and you can feel that the holidays are around the corner. The streets are lit up, cheerful music is playing and the Christmas markets are in place, along with the city's ice rinks! This is the perfect season to stay cozy near a warm fireplace right? This is exactly what we did the last couple of weeks so we don’t really have anything to share…
Just kidding! We have SO many news for you!
First, since the last update, our team has grown considerably. We are fortunate to welcome 5 new members :
We also try to share regularly about various topics, without any particular agenda, so stay in touch :)
It goes without saying that our Discord stays the best way to communicate directly with us. It’s always such a pleasure to exchange with you all. We answer every question, suggestion, comment… and show exclusive content.
Last October, Megamigs took place in Montreal and we were lucky enough to be among the participants. It was so good to chat with the different actors of our community from all over the world. Many players enjoyed our demo and the feedbacks were very encouraging. This experience was very positive and reminded us how much we appreciate physical events.
We’re amazed that more than 270 videos have been made on Youtube about Aloft. Big names continue to be added to this list with Meatwagon22 creating a series of 7 videos about our game, go take a look!
Cooking
In the last devlog, we discussed farming and all the great produce you could get out of it. There’s more to come regarding farming, but that will be for a future devlog, as there is still a lot of design work to be done before we can announce anything. In the meantime, we decided to get busy with the logical successor of the farming system: the cooking system!
Our designers have built a very flexible system that allows players to combine many different food items in order to make all sorts of meals, no matter what combination you input! Of course, that amused the fans on our Discord server to no end, as they are really looking forward to break our system.
In short, you need a heat source, either a campfire or a fireplace, and a cooking plate. By interacting with the cooking plate, you can input three ingredients, which will slowly cook over time. If you feed the fire with coal and if you actively cook the meal, it will go even faster! But watch out, you might end up with a burnt meal, which is never very appetizing.
The ingredients you use actually determine what kind of meal you’ll get (provided it’s not burnt). Is it a soup, a skewer, a stew or a salad? Who knows! You will need to try it to discover it!
New character model
One comment that came back many times was that our player character model had a bow & arrow on his back, but that we didn’t have a bow & arrow! Well, that’s because our model was a placeholder while we hired the perfect 3D character artist. Calvin is now part of the team (see 1st paragraph) and he worked on an amazing character model over the last month and a half.
The character and its outfit is inspired by maritime cultures and sailor clothes. As you have seen on oursocial media over the past few weeks, we have a lot of character customization options in our pipeline, but we decided to make a single character for now. It will be of course a lot of work to create all of those options, we will let you know whenever it’s ready to show!
New character animations
Emma, our new rigging and animation artist has also been hard at work making the animations for both our new player character, but also for the guard monster! Fighting him is much better now that there’s proper animations and its falling animation is very funny to look at.
Working on animations is a lengthy and complex process, so the animations you see above are not final. We will keep working on them until they are perfect. Of course, there will be much more animations to keep everything lively and varied.
Doors & Windows
Sometimes, in the development cycle, we have to cut some things short to make sure we reach our objectives. That means that some things are left for later, like at the end of our milestones, when we try to wrap everything up and do all the things we didn’t have time to do before. A good example for this are doors and windows! The assets themselves were done a while ago, along with the last wave of construction pieces (like the doorframes…).
Well those assets are now implemented! You can have a door in your house! It doesn’t change much, but it’s one more building piece that our players can play with. And hey, now they swing like a saloon door, which is pretty funny to us.
Survival system
The last thing to mention here is the upgrade of our survival system. Up to now, people had health points and stamina galore, monsters were hitting like wet noodles and globally there was little challenge in the game. Now, there’s a lot of new things to consider during your playthroughs.
First of all, stamina and health have been greatly reduced, which means you now have to manage those resources with greater care than usual. Additionally, eating food and meals now gives you additional bonuses that will make survival easier and more efficient.
Furthermore, now there is a more cohesive approach to our survival system, with stamina, resources and health being resources to trade with each other, emphasizing the “survival” aspect of Aloft. We will keep tweaking and working on it to make the experience better and better for our players.
What’s next?
2023 is around the corner. New year, new Aloft : An updated demo will be available soon and we can't wait for you to try it! Everything you see in this devlog will be in it!
Also, we are looking for volunteers for a private playtest from December 16th to 19th. The participation survey is on our Discord and, if you see it soon enough, there might still be a way to get in! If you want to be sure to get in during the next playtest, join our Discord server using the link below!
We wanted to share a clip from our internal multiplayer alpha testing. Check out a robot design with multiple seats and footage of out-of-robot use of the Quantum Machine Gun.
The update 4.0 will see the introduction of the new People’s Liberation Army (PLA) faction, including mainland China’s land, sea, and air forces. This includes new combined arms faction features: seven new vehicles, fifteen unique weapons & deployables, and a JH7A rocket strike Commander ability. In addition we have included a number of fixes and quality of life improvements into the update as well.
Features
Added a new faction, the People’s Liberation Army
New Weapons
QJY88 General Purpose Machine Gun
QBU88 Marksman Rifle
QSZ92 Pistol
DJZ-08 Light Anti-Tank Rocket Launcher
PF-98 Heavy Anti-Tank Rocket Launcher
Commander Ability: JH7A Close Air Support Rocket Strike
Updated ATGM System - Once a vehicle has launched the maximum allotted number of anti-tank guided missiles, firing another will cause the oldest currently deployed missile to lose guidance and crash
While sprinting, attempting to bandage yourself will now immediately cancel your sprint and start the self-bandaging action
Updated the map legend with unique icons for armed transport trucks and APCs with open-top turrets
Removed several unnecessary hard references that were negatively impacting performance
Made improvements to anti-cheat software
Improved the appearance of sprinting from a third-person perspective
General Bug Fixes
Fixed a client crash related to grenades
Fixed a client crash related to the WorldSettings parameter
Fixed an issue where the USMC flag was not appearing on the server browser menu
Fixed an issue where the AUS MRH90 Helicopter was missing its vehicle reset options
Fixed an issue where players could shoot through the floor of certain houses
Fixed an issue where players would automatically switch to their rifle after planting an anti-tank mine
Fixed a rare issue where players could become invulnerable to damage after using the admin camera feature in a certain way
Fixed a rare issue where players could be disconnected from their server after pushing a helicopter from the tail
Fixed several issues with water sound effects
Fixed various performance issues regarding oceans and water intensity
Fixed an issue where frag grenades were not doing appropriate damage in the tutorial
Fixed a minor visual issue where clouds of smoke could sometimes stick to vehicles instead of behaving normally
Fixed several issues with vehicle sound effects
Fixed a visual issue with the top hatches of BMP-2 desert vehicles
Fixed several issues relating to graphics settings, including one in which certain settings would reset upon exiting the game
Fixed an issue where toggle lean options were not behaving properly
Fixed several small visual and collision issues relating to indirect fire shelters
Fixed a server crash related to CAF
Map Updates & Bug Fixes
General
Fixed an issue where players could shoot vehicle-mounted guns inside of the main base on certain layers
Harju
Fixed a collision issue at the WundaMart side entrance
Fixed various visual issues involving floating and incorrectly placed assets
Fixed inconsistencies regarding the name of the Forest Industrial flag across layers
Fixed an issue where the MTLB would spawn outside of the main base on RAAS v2
Fixed a hole in the ground near the missile silo
Fixed an issue where the RUS forward spawn would occasionally spawn players in the air on Invasion v1
Fixed an issue where the CAF staging phase barrier was preventing access to ammo crates on Skirmish v2
Fixed an issue where some deployables were incorrectly being blocked by water
Fixed incorrect Finnish spelling on Invasion v1
The “Bog” flag on RAAS v3, v4, v5, and v6 is now called “Marsh”
Fallujah
Fixed an issue where certain INS vehicles were too far out of range to be supplied at the main base on Invasion v2
Narva
Fixed an issue where the RAAS v5 layer was incorrectly labeled
Fixed an issue where a HAB could not be built near the Marina cap zone due to problems with the water level
Al Basrah
Fixed an issue where rocks and foliage appeared to float in certain areas on AAS v1
Fixed an issue where the river could stop appearing in certain situations
SDK Updates & Bug Fixes
Updated mod SDK to v4.0
Updated mod versioning to v4.0. This requires mods to be re-cooked with the v4.0 SDK—any mods using the v3.4 SDK will be incompatible with v4.0.
Greetings Founder. A new update is here, finally introducing the long-awaited ability for multi-ship combat. This has been one of the most received pieces of feedback, so we're really excited to implement this today. Along with multi-ship combat changes, we have a ton of other new features, changes, balance adjustments, and fixes in this update.
See you on Titan soon.
Changes and New Features
🪐 indicates changes due to community feedback!
Combat Changes
🪐Added Multi-ship Combat Support - ships can now be attacked by more than one ship! Enemies can attack a single player ship with multiple enemy ships too so be careful!
Added lines between ships to show who is attacking who
Added each attacking ship can have it's weapons manually targeted in combat view
Added ships can continue attacking buildings while they are being attacked by another ship (Rebel ships will still change target to the first ship that attacks them)
Added 15 New rival ship layouts
Changed idle ships that are overlapping will slowly repel each other till they are no longer overlapping
Changed idle player ships to automatically engage an enemy ship that is attacking another nearby friendly ship
Campaign Map Changes
Added tooltips to all fields of the details panel for selected sectors in campaign mode and visual improvements to the campaign map to help with readability
Added more visual differences between biomes
Null sectors on the campaign map can now be selected, with an explanation of what they are (cannot start missions on these sectors)
Added purchasable sectors to the campaign map - these sectors can be purchased with favor
Purchased sectors will not have an available mission, but will grant access to any adjacent missions
Added tooltip to "Start New Mission" button in campaign mode when an invalid sector/no sector is selected
Added a confirmation pop-up when going to replay a mission
New Victory Cards and Starting Bonuses
Changed the colours of all victory cards
Added New Victory Cards
Added four new Starting Bonuses
Down The Hatch: Residential buildings will produce less waste when built next to crevices. Crevices next to residential buildings will produce pollution
Eco Friendly Factories: Active factories do not emit pollution. Factories can not be upgraded
Off-brand Devices: Devices cost less resources to build. Devices take longer to build
Cheap Construction Materials: Mineral costs for buildings are significantly reduced. Buildings are more flammable
New Council Favors and Changes
Added a confirm button for allocating favor. Starting a mission with unconfirmed favor allocated will have a confirmation pop-up to confirm favor allocation
Added new Council favor options
Free Starting Tech: Allows you to start a session with one or more random free techs of any level
Cost of Claiming Ruins: Reduce the influence cost of claiming Ruins
Cost of Claiming Empty Tiles: Reduce the influence cost of claiming empty tiles
Cost of Claiming Resource Patches: Reduce the influence cost of claiming Resource Patches
Cost of Claiming Obsidian Ruins: Reduce the influence cost of claiming Obsidian Ruins
Increase HQ Range: Start a session with increased HQ range
New Science Lab Technologies and Tech Web Changes
Added a 3rd category to the science tab that will list all the techs currently visible, but not yet accessible in the tech web
Added 19 New Technologies
Reduced Obelisk Power Requirement: Reduces the power requirements of Council Obelisks
Reduced Office Power Requirement: Reduces the power requirements of Offices
Reduced Turret Power Requirement: Reduces the power requirements of Turrets
Increased Park Range: Increases the effective range of Parks
Increased Park Livability: Increases the livability bonus provided by Parks
Increased HQ Livability: Increases the livability bonus provided by the HQ
Increased Obelisk Livability: Increases the livability bonus provided by Council Obelisks
Increased Hospital Livability: Increases the livability bonus provided by Hospitals
Reduced Smokestack Livability Penalty: Reduces the negative livability effect of Smokestacks
Reduced Shipyard Livability Penalty: Reduces the negative livability effect of Shipyards
Reduced Mine Livability Penalty: Reduces the negative livability effect of Mines
Reduced Turret Livability Penalty: Reduces the negative livability effect of Turrets
Reduced Xethane Loss from Filters: Reduces the amount of xethane that Air Purifiers remove from the air
Increased Filter Rate: Increases the rate that Air Purifiers filter the air
Hospital Employee Reduction: All Hospitals will only require 1 employee
Industrial Fan Employee Reduction: All Industrial Fans will only require 1 employee
Air Filter Employee Reduction: All Air Purifiers will only require 1 employee
Mine Employee Reduction: All Mines will only require 1 employee
Smokestack Employee Reduction: All Smokestacks will only require 1 employee
Factory Pollution Reduction: Reduces the amount of pollution factories emit
Reduced Device Repair Time: Reduces the amount of time it takes ship crew to repair damaged devices
Miscellaneous
Changed so that factories with employee modules inside will display the "no worker" flag if a module doesn't have a worker assigned
🪐 Changed the HUD layout so that it works better with smaller resolution screens
Changed Hospital overlay to better show which hospital is providing a healing bonus to nearby buildings when there are multiple hospitals near each other
Added the ability to overwrite saves. While saving you can select previous saves to overwrite them. You will have the option to rename the save or keep the same name while overwriting
Balance Changes
🔹🪐 Docking a ship in a shipyard will instantly heal all employees on board
🔹 Adjusted Victory Point generation so that higher tier points will continue from previous points
🔹 Reduced the amount of research time added per tech
🔹 Increased the effectiveness of Research Efficiency techs
🔻 Factories emit low levels of pollution while active
🔻 Starting bonus choices at the start of a session reduced from 4 > 3. You can use council favor to increase this to 4 again
🔹 Starting bonuses are no longer tied to victory cards
🔹 Starting bonuses that are not selected for a session will have a credit bounty on them the next time they are presented
🔹Taking a bonus with a credit bounty will add that bounty to your starting credits for the session and use up the bounty
🔹 A starting bonus will need to be passed over in another session before it will have a bounty again
🔹 Reduced the map size of campaign sessions
🔹 Corporate sectors (sectors needed for victory) will provide a significant amount of favor
Campaign sessions will provide different amounts of favor gain for completion based on the mission parameters
🔹 Longer sessions provide more favor, shorter sessions provide less favor
🔹 Higher rebel aggression will provide more favor
🔻 Lower rebel aggression will provide less
Adjusted City Livability to be affected by population density
🔹 Having a large number of citizens living in high livability housing will be required to raise the total City Livability
🔻 Having a low number of citizens living in high livability housing will only raise the total City Livability by a small amount
Fixes
Fixed "Titan Radio Connoisseur" not unlocking if the whole soundtrack was played in manual mode
Fixed faster employee movement tech VFX not displaying inside buildings
Fixed a crash that could happen when connecting/upgrading mines
Fixed a crash that could happen while dismantling roads in certain scenarios
Fixed Rival ship colours not appearing in combat view
Fixed all selected residential buildings showing "unlivable" after selecting a residential building that was disabled from waste while the game is paused
Fixed a situation where employees could become stuck after pausing and resuming building construction multiple times
Fixed level 2 and 3 parks having the tops poke out while burrowed
Fixed Level 3 mines not appearing lit at the structures base
Fixed disabled parks sometimes being visible when next to other parks
Known Issues
Some localization is missing from the game still
Connected and upgraded parks are missing thumbnails on their selection panels
Employees currently prioritize storing resources in the closest available storage rather than one that is accessible by trucks
If you think your employees should be using trucks when they are not, please make sure there is no valid storage that is not connected to a road for that resource within walking distance of the mine
Sometimes an attacking rebel ship can become untargetable when it should be destroyed, causing the attack wave to persist indefinitely
This can be resolved by saving and loading, which will allow you to finish off the ship and end the attack wave
Energy Plants may not display a “No Fuel” tag if there is a small amount of fuel left in a fuel tank, but not enough to run the Energy Plant
Turning on Single repeat in the music player will not stay toggled on when the music player is closed
Removing workers from a ship with a shield generator can cause the shield to appear to still be on with nobody operating the device
If a building is renamed during construction, canceling that construction will cause the name to be applied to the empty tile.
If a resource in the Spaceport or Council building is required for construction, that resource is not prioritized and construction will take longer than usual
If a building is not constructing, we recommend canceling the construction and placing it again so that different resources are reserved.
This usually occurs with Isotopes 1!
If resources are filtered from a container to be moved to a different one, they can still be used for construction, causing longer than usual wait times
To solve, re-enable the filter on the box they are in to cancel the move resources job so that they can be used for Construction
Resuming a save file will show negative fuel if the game starts paused, unpausing will resolve the issue
Some Tutorial pieces do not have VO currently - they will need to be advanced manually
If your computer turns off in the middle of a game due to power loss or updates, Steam Cloud Sync may corrupt your save files
If the entrances to Citizen devices (Habitat Pods, Monetization Station, and Conversion Capsule) are blocked, Citizens will lie on the ground, in the air, or through other devices
If a building is entered while paused, sometimes all Employees and Citizens will be in T-Pose
Trucks may not travel extremely long distances in a very big city
Windows N users will need to install the Windows Media Feature Pack from the Windows Store - it’s required to play the videos in the game
Linux users have significant trouble getting the game to run via Proton - we are not officially supporting Linux at this time so there is not a lot we can do for you, sorry!
Performance can decline the larger a city gets
It’s possible but rare for the camera to become stuck when exiting a ship in combat
Phoning an Advisor during the step where instructed to view the panel will cause their dialog to be cut off in favor of the final step of the linear tutorial
When two Factories are connected, their interiors (and exterior) will flip around
To celebrate the addition of multi-level water in Forts Update 1.17 we ran the fourth edition of the Forts Map Making Contest. We had a host of great entries which our judges boiled down to the best five, which were then featured in a livestream this Saturday just gone.
After being put through their paces by some of the best players in the Forts community, the winner was selected. Congratulations to Flinnshadow for his winning entry Unearthed Aquifers! This map will feature in Sal Vaux's news bubble in the Forts front end. Flinnshadow will also receive $100 Steam gift card, with 2nd receiving $50 and 3rd $20.
The winning map features a 4v4 configuration with two forts, and two ships per team, and includes AI scripts. Flinnshadow has added a nice touch in the way that the ships move towards a fort when it has been destroyed so that it is easier to connect to the foundations and mine extra metal resources. Flinnshadow is to be commended for the high standards his map attains, with the multi-level water perfectly implemented, and the time taken to ensure the terrain looks so good! A well deserved winner!
Just pipped into second place is MandalorianJedi, who has excelled himself with his entry that recycles the volcano and fireballs feature from the Forts - High Seas campaign. As well as contending with each other, players must keep an eye on the skies as fireballs periodically rain down on all combatants. This handsome map also features a mega-rig in the middle of the map, laced with explosive barrels, and sitting in an oil slick. A very excellent entry!
Coming in third is Deltarray's 2v2 map, which has a very interesting gameplay feature: a whirlpool! As the battle progresses, a whirlpool gradually appears in the middle of the ocean, sucking in all combatants. Players must use recoil effectively to push their vessels away from the whirlpool and therefore each other. A really entertaining concept, and a worthy finalist!
Thank you to everyone who submitted a map and we wish you the best of luck in future competitions. Every competition the bar continues to rise and so many excellent maps are being produced. And remember, if you want more maps, there are over 18,000 in the workshop, of which almost 700 have AI to fight against. To find them select the 'Skirmish' filter.
Thank you also to our showcase players, Etan, Cronkinator, AlexD, and Noha for field testing the maps live on stream.
If you haven't already, join the Forts Official Discord server to find these and other maps and for more information on mapmaking, modding, strategy, and upcoming events.
Hi! Back again with another THNT devlog. The last few months were mostly filled with performance optimization and general polish, so there was nothing 'flashy' to share: until now !
Early Access release
At last, the date has been set. Early access containing the first episode will hit the virtual shelves early next year !
Hub
Hub serves as a home base. Here you can rest, craft new items and customize your character before returning to action.
Character customization
Another thing that was finalized is character customization. You will find a multitude of upgrades and abilities to create the character that suits your playstyle.
Multiple item functions
Many items in THNT can be used in more than one way. For example, the blaster can fire single shots or charge and fire multiple projectiles.