Poached : Hunt The Hunter V0.7.9 1. New colorful full screen HD loading screen artwork in between levels and when loading a save game or starting a new one. 2. Fixed issue regarding player slowly sliding down terrain when stationary. 3. New colorful and unique Steam achievements icons instead of the same generic bird icon for each achievement. 4. Added new camo vest item that allows slightly improved stealth capabilities. 5. Added new Steam client library hero/logo when launching game from client. 6. Implemented system to allow poacher idle "chatter" to not duplicate phrases too easily, in a fashion already implemented with the general enemy 'barks' 7. Fixed issue causing night vision goggles to no longer function properly. 8. Rescued team-mate will now stand up from their position once rescued in Mission 8/Rescue Mission. [With improved idle animation loop & multiple variations] 9. Implemented a system that allows multiple events in game to only happen once with ease of programming implementation, to be used much more extensively in future updates. 10. When acquiring the legendary volstruis, the legendary volstruis song will now only play once per game. 11. Fixed issue causing finding the legendary volstruis to not trigger achievement. 12. Zebras that have been scared by gunfire will now cooldown back into regular behavior after 30 seconds of panic. 13. Removed snake from shooting range, since it is not possible to craft antivenom away from camp. 14. Fixed erratic rhino ragdoll behavior in Mission 2 and it's ragdoll locations. 15. Fixed issue allowing you to flip all your meat off the braai in one go. 16. Fixed issue with getting chicken hunt achievement causing game to freeze. 17. Added navmesh obstacle to captured team mate to prevent leader from walking through character during battle. 18. Fixed bad enemy ragdoll found on some Mafadi Mining mercenaries in Chapter 2. 19. Made the grenade a rarer item, and not located inside the caravan. But still located in surplus at the shooting range for practice. 20. Audio improvements when handling potential swappable weapon pickups. 21. End level stats can now be sped up by pressing any key during the rollout. 22. Changed end-level stats heading from "Level Complete" of "Mission Complete" to avoid potential confusion with new game format. 23. Improved mechanism for manually pulling vehicle out of stuck positions when in un-armed/weapon 0 selection - can no longer rotate objects that are heavier than 1000 mass units. 24. Slightly improved shadows & lighting inside warehouse mission. 25. Improved player collision with terrain. 26. Optimized game performance & memory footprint. 27. Added a historically accurate carry handle to the FAL/FN weapon model. 28. Made jumping button & jumping overall in general more responsive . 29. Relabeled some ammunition types in the shop for better clarity. 30. Fixed issue with acquiring end of Chapter 1 achievement. 31. Fixed some floors in underground tunnel/mission 9 and made a crucial note more obvious. 32. Fixed some culling issues in underground tunnel section. 33. Improved ostrich racing quality/smoothness. 34. Removed robot sounds from legendary volstruis - removed "robot" status. [He's a real boy now] 35. Slightly improved rhino stampede audio & stampede code. 36. Made rhino stampede have a cool-down period in which he will return to his origin. Set as default to 30 seconds for now, may adjust later. 37. Removed chickens from the outskirts procedural generation rollout, as it caused havoc with the chicken truck escape side quest, sometimes. 38. Improved knife/melee weapon attack audio & impact sounds. 39. Fixed broken/flashing/z-fighting in inside caravan window frames. 40. Made all poacher enemies slightly louder. 41. Improved RPG appearance & on-screen position/sprinting animation. 42. Bread no longer sold at shebeen. Only powerups and alcohol. 43. Made master volume at maximum as default setting. 44. Improved shooting range appearance. 45. Improved character 3 arm model PBS materials. 46. Made film grain option off by default. 47. Improved warehouse interior appearance. 48. Fixed issue of zebras not reacting to gun audio in tutorial. 49. Made nature ambiance louder and more audible when exploring. 50. Improved nature detail outside warehouse entrance/mission 5 exit. 51. Implement a system to alter the player cameras near clip distance based on the physical proximity of nearby objects, to prevent objects intersecting the camera while also preventing the terrain from flashing due to camera view length issues. 52. Made collectible, sneak attack and goat kill XP+ sound slightly softer and of a consistent volume among scenarios. 53. Fixed secret stash exploit allowing you to save/load & repeat the looting process. 54. Improved shebeen shadows & lighting / inner appearance. 55. Fixed issue of flashlight pickup in caves being too small and too hard to see/find. 56. Fixed issue with secret stash achievement not triggering. 57. Sneak attack bonus now called "Vantage Attack" and also includes getting the jump on enemies. Not necessarily always 100% stealth based. 58. Fixed issue where duck could disappear in front of player if ranger decides to follow it's entire flight path, duck can now fly off for as long as it needs to if player wishes to observe the full flight of the majestic mallard. 59. Improved main weapon[M18 Carbine] PBS materials. 60. Made game audio max potential attenuated value louder. 61. Fixed some potential locations on the main cliff path where the player could get stuck. 62. Improved terrain texturing and detail placement in various places around the map. 63. Improved vast terrain sections/foliage along the rescue mission pathway. [Mission 8] 64. Improved player controller movement audio mix/Improved game audio mix in general. 65. Improved poacher speech patterns & audio spatialization. 66. Updated the steam store page short description and game info/screenshots. 67. Refined main menu audio mix and fixed some internal errors relating to audio sources. 68. Slightly reworked violence settings & fixed an issue with clearing blood off weapons before the animation completes. Blood stains will also now remain during "Normal" setting and not "Extreme" - but weapon pickups from fallen enemies will only be blood soaked in Extreme. [Extreme no longer the default as well]. Normal setting has blood pools like extreme mode, but they are now smaller. 69. Fixed issue causing possible overlap of pause UI's in tutorial during caravan phase if player uses the computer before the briefing tooltip is displayed. 70. Improved collision physics quality of weapons dropped by enemies. 71. Improved "Sleep" Screen UI background [When using beds/mattress/tents etc...] 72. Fixed issue causing screen tearing in small interior buildings with VSYNC on. [Solution: no VSYNC in small rooms even if enabled - but VSYNC super helpful when in open world parts] 73. Improved appearance of "Hold" circular progress bar HUD UI. 74. Removed all unused variables & object references from the codebase. 75. Cleaned up 320+ compiler warnings from the entirety of the game code. 76. Removed all unused assets from project, cleaned & recreated project architecture for faster development iterations. 77. Made "Zip-Up" sound FX from bulletproof vest/camo pickups. 78. Improved FAL FN/R1 Loading animation. 79. Fixed issue with wrong characters sometimes loading after selection in Tutorial. 80. Improved quality of screenshot thumbnails by always disabling all canvases in shot 81. Made some minor edits/cuts to the talk-radio station in bakkie. 82. Deprecated Ambient lighting stylized/realistic settings in favor of a uniform look. However will be still available later on through the mods section. :) 83. Improved hunter/poacher type enemy standing positions and IK pelvic pose. 84. Improved shadows and lighting in underground tunnel section A. 85. Adjusted some overlapping wooden animal pickups by the Mission 7 fireplace. 86. Improved enemy animation & dynamic character motion rotation smoothing. 87. Improved ZC75 materials and fixed a ZC75 pickup model overlap in tutorial. 88. Made the pickups and ammo in shooting range neater. 89. Optimized terrain rendering when rendering large parts of map as a large view from a distance 90. Decreased loading times for song pickup/events found as radios around the map. 91. Slightly improved poacher behaviour in certain sections such as climbing on top of the shops roof for vantage points when raiding your camp. [Experimental] 92. Optimized baked navmesh data storage size and tile usage/shape. 93. Fixed issue allowing animals and other A.I. agents to walk through your braai. 94. Gave each poacher slightly different standing pose positions. [Randomized at runtime] 95. Fixed some overlapping geometry in rescue mission stand-off location. 96. Fixed some weapon geometry intersections in Mission 9/Underground tunnel. 97. Pressing "Any Key" during caravan PC login now skips the string type animation. 97. Improved bakkie third person camera. 98. Improved bakkie grip/steering/torque and general driving physics. 99. Fixed bakkie reverse issue sometimes causing torpedo-like reverse speeds. 100. Fixed issue with R4 weapon pickups and some ZC75's not clearing their highlight shader on ammo collection like other pickups. 101. Fixed issue causing footstep sounds to sometimes play on loop during a sleep sequence. 102. Fixed issue with multiple audio sources on waterfalls causing a chorus effect. 103. Optimized waterfall memory footprint & performance. 104. Patched up some dangerous holes inside some of the earlier caves. [Also left a few dangerous holes as is in some of the later caves - watch your step!] 105. Amended additional information to tutorial tool-tips. 106. Improved Elder Thyme pickup model. 107. Fixed issues with difficulty settings sometimes not loading correctly. 108. Mission 7 now has a larger amount of Mercenary-type enemies when playing on Hard.[Experimental] 109. Fixed issue with ecological discovery tool-tips not showing up when discovering things such as common frogs or harmless lizards. 110. Fixed extremely rare game breaking issue where player could get stuck by attacking warehouse before completing reconnaissance mission and then saving and loading the game before entering the warehouse door. 111. The 'ammunition-in-pocket' running sound effects now pause during a tutorial popup triggerered in a run sequence. 112. Added ultra-rare AK47 pickup in Mission 10 near grow/herbs hut. [Caravan trashing mission] 113. New game icon. 114. New Steam library "Game Box" art. 115. Fixed issue causing save games made while riding an ostrich to load inside your vehicle instead of the animal. 116. Improved library logo text on Steam game launch page. 117. Added new posters and "made-up" alcohol branding to the shebeen interior. 118. Fixed issue causing vertical and horizontal camera bobs to run in a loop if player inserts coin while walking towards the arcade machine in shebeen. 119. Made alert sound management distance consistent over all missions. 120. Improved mathematical algorithms powering enemy A.I. angle calculations. 121. Added new terrain optimizations for increased frame rate and smart distance based rendering. 122. Improved quality of poacher ragdolls when falling. 123. Optimized day/night cycle calculation code. 124. Made main menu cap at 60FPS to prevent rendering menu at 146+ FPS which causes certain graphics cards to make a squealing sound. 125. Neatened braai tooltips. 126. Fixed issue causing navigation waypoint showing during loading screen when travelling between scenes. 127. Improved some loading screen text copy. 128. Added more variety of weapons for player to choose from in Mission1 start. 129. Improved quality and performance of day/night cycle transition. 130. Slightly optimized algorithms for flying insects & other utility entities. 131. Improved bakkie auto-braking. 132. New notes/lore/info to be found inside warehouse - 11 in total. [Mission 6] 133. Temporarily removed "Lavender" side quest pickup items around map while maintenance is being done on quest as well as the plant itself. Also to remove potential confusion between lavender pickups and slow-motion "Elder Thyme" pickups. [The plant placements still remain in memory, just disabled.] 134. Proper descriptive hand icon UI when using "Unarmed"[Weapon 0] mode, the crosshair will change into a hand when an available rigidbody can be manipulated. Such as in the case of braais or "un-stucking" your bakkie. 135. New system to prevent player from falling through terrain if getting out of bakkie while it is overturned. 136. Improved player location placement and flow when exiting vehicle. 137. Improved terrain texture map perlin normal quality when using lower environment detail settings on older cards. 138. Fixed an issue allowing player to Jedi Force-Braai from distances of over 100 meters or more. [Also was affecting any "Unarmed"[Weapon 0] mode Rigidbody manipulation.] 139. Fixed a large portion[Hopefully majority] of areas where the player could get permanently stuck near the backside of cliff faces. 140. Fixed some instances of the rare "Mufasa" rifle pickups being mislabeled as "Scarr" rifle. 141. Improved 'Mufasa' on-screen/sprinting/ads appearance and position. 142. Improved gulf terrain border terrain detail patches in border terrain outskirts. 143. Added more details and water pumps/tires etc to outskirts of terrains. 144. Fixed some rock areas that allowed player to escape into "Forbidden"[No-Render] zones. 145. Made player collider slightly thinner for easier movement. [Complemented by new no-clip trigger collider system.] 146. Increased inventory UI size and font. 147. Optimized enemy footstep script to use less memory assignments and unnecessary distance calculations. 148. Improved goat ragdoll. 149. Many new notes and lore including poacher letters to Hendrina to be found around map during missions. 150. Fixed some floating pigeons at poacher leader camp/rescue mission. [Mission 8] 151. Fixed slightly misaligned M83 pistol ADS sights. 152. Fixed issue with save game slots sometimes not always loading the correct relevant info for each slot. 153. Improved binocular equip flow as well as zooming to prevent inverted z values. [Causing fractal tunnel vision.] 154. Added new tagging system for binoculars - focus on an enemy with zoom for a few seconds to permanently tag the enemy. Similar to using radio to show nearest enemy, but supports multiple tagged enemies in a list. This feature can be used to scout out a poacher camp before attacking. [W.I.P.] 155. Changed difficulty settings configurations slightly. Hard mode now also harder. Health modifiers as well as certain enemy attributes changed for each setting. 156. Added an experimental worker script to watch the player movement input compared to the player velocity, to determine if a player is stuck, as a contingency plan to supplement all previous measures to prevent player getting stuck. If a total "stuck" scenario is detected, the script will kick and and attempt to unstuck the player. This occurrence may be extremely rare, but should ensure no stuck scenarios. 157. Fixed issues with rain sometimes only ever happening once per mission. 158. Improved helicopter physics realism when falling down after being destroyed. xx. Various other small tweaks & fixes too small to mention. [Such as optimizing ducks, chickens,
Added a new upgrade type called terminal upgrades. Terminal upgrades add a new ability option to your terminal for the duration of the match. This is where the remaining terminal abilities have been shifted (there are 11 upgrades in total)
Other changes:
Vampire heal amount nerfed from 4% to 2%
What these changes mean in practice:
The main thing that KWD felt like it was lacking was that matches felt very similar due to how samey upgrades felt.
This was partly caused by the lack of a variety of upgrade images. But, this was also caused by a lack of impactful upgrades, most upgrades were cumulative upgrades that didn't lead to very drastic differences in gameplay experience unless stacked 2 or three times over. Even then, they had very similar effects.
I also noticed that I very rarely bothered to open the terminal and change what terminal rotation I used because having them all without needing to unlock them made them feel cheap and worthless, even though a lot of them are really cool.
Making terminal abilities locked behind upgrades and giving each character a unique starting ability gives characters more flavor and variety, but also gives matches more flavor and variety as unlocking different terminal upgrades has the potential to greatly change how you play the game.
This also makes the terminal system feel more useful and worthwhile as it now has a sense of progression and growth.
First update of 2023 (with many more to come)! Several quality-of-life presentation improvements have been added to the game.
What's in this update? -Support bonuses are now visible in the unit menu -Weapons dealing effective damage now blink white in the battle menu -Weapons with an advantage (+ Hit and Avo) are indicated in the battle menu
Walk with the Living II releases on January 13th! The base price will be $14.99 USD with a 15% discount on release.
I hope you're looking forward to it! I know I am. Mark your calendars and expect to hear lots from me soon :)
Johnny here, one of the co-founders of No Wand Studios, the creators of Te Fall of Lazarus. We wanted to make a short update to let you know that effective today our game The Fall of Lazarus will be free to play. Forever.
As a lot of you may know, our studio no longer exists. The sales didn't go well and we couldn't keep up running and working, so we had to close a long time ago. The game is making almost zero monthly sales and it's absurd to keep charging for a game if there is nobody getting to see it and no one getting that money.
So we've decided to put our game free to play forever. That's it, that's all we wanted to say. Play it if you want, and we really hope you like it. But if you don't, please keep in mind we are no longer working on it. It's a small little game made by a small little team and it was our first project. It's flawed and clunky but it's our game and we love it so much.
If you encounter any technical issues playing it, we are really sorry for that, but as I've said before, there is no team working on it. Thank you in advance for your understanding.
We only wanted to make a little piece of art and release it to the world, and we did it. We are really proud of what we achieved, even if we know what we made wrong and what we made right in the process.
To all our backers and players: THANK YOU. Thank you so much for supporting us along the way, and we hope you understand this decision.
Stay Safe. Happy New Year. And we'll see you around the hood.
Monday January 9th 12am UTC Helios will shift the live branch to Unreal 5.1 version of the game.
Primary Features
New desktop animation system for more natural movements. Includes Animation sharing system allowing for applying animations across different rigs.
Steam Workshop has been replaced with Mod.Io, creators now require a Mod.Io account to upload items. This change also resolves a long standing stability issue in the game.
Streamlined Avatar Creation pipeline, Avatars are much easier to create.
SteamVR/OculusVR/OpenVR have been replaced with OpenXR
Lumen+Nanite VR Supported
Added Unreal's Game Play Ability system, Map creators can utilize these for their own game actions giving players abilities or using them for simpler interactions.
Improved IK compatibility for different rigs
Many bug fixs, crash's and UX improvements
This is not a 1.0 release and Helios is still in the Early Access stage so we will continue to rely on our amazing community to help us test and test and test.