We would like to inform you that a new update for Screwup is now available, version 1.0.1.6. This update includes several changes and improvements to the game, which we believe will enhance your gameplay experience.
Firstly, we have removed the camp gate in the Beach Ruins zone. This area will now serve as the location for early-level farming and monster hunting during nighttime. Previously, players had to destroy the gate themselves and clear out the area, but now it will be accessible from the start.
Secondly, we have adjusted the durability of weapons and equipment to make them more appropriate for their respective tiers. We have also increased the speed and power of certain weapons and equipment to make them more viable in combat.
We hope these changes will provide a more balanced and enjoyable gameplay experience. Thank you for your continued support of Screwup.
When cooking food, if the necessary raw ingredients are on another inventory page, the game may calculate the food weight incorrectly, resulting in excessive weight in the inventory.
Welcome back chasers! It's finally chase season, both in real life and in the OUTBRK world! This month's outlook will be highlighting the results of our two playtest sessions held on March 18th and 19th. We're also excited to show off a new vehicle, several customization items and world objects in their final stages of completion.
Playtest
Our recent playtest had around 100 players across two nights and several game servers running simultaneously. We also had a very special guest participating all weekend: Australian Storm Chaser Daniel Shaw! Did you see our recent highlight video on YouTube? Check it out below :
The most important conclusion we have come to from the feedback we collected is that no major revamp will be needed for our gameplay systems. They were understood, used and appreciated by the entirety of players. There will be some improvements and minor changes needed, but we’re confident we’re on the right track for a fun and unique storm chasing experience! From the player’s feedback, we’ve created tasks that we plan to complete in the upcoming month. You can see for yourself right here on our Trello: https://trello.com/b/nsBmMfIa/outbrk-game
Vehicle Customization and In-Game Models
Now that we've been able to test the customization and in-game experience with the Sedan, we're continuing our work to bring more vehicles into OUTBRK along with customization features. This month we received the finalized model for a new playable car and its unique LiveStormChasers.com skin. Here is it, alongside the default civilian version and a custom made hail guard to go with it :
We also commissioned the modeling of a very simple highway reflector to increase the realism and immersion while driving in the world of OUTBRK.
STEAM WISHLISTING
As we continue to make significant progress on the game, we’re excited to see a ton of players Wishlisting OUTBRK on Steam. Wishlisting is the best way to help OUTBRK currently, as we start to ramp up toward early access launch, having a lot of wishlists is the only way the game can break through Steam’s visibility algorithm and reach all the potential future chasers! Wishlist OUTBRK here : https://store.steampowered.com/app/1107320/OUTBRK/
Never stop chasing! Till next time. -The OUTBRK Team
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type=details]
Dynamic Civilian groups added so they will help populate the world. These dynamic groups will roll one of 3 personalities and live daily lives in the world. (Basic, Raider, Militant)
Dynamic Civilian groups will start appearing randomly midway through the first day. (They will not affect zone income)
Basic groups will stay more neutral and just attempt to "survive", Raider groups will attack all groups openly and have the lowest chance to appear. They will eat people as well and last but not least Militant groups will have the best gear and be quicker to attack you if your becoming a problem to them.
They will share information about your deeds and you can gain reputation with them by evacuating them or sheltering them inside your camps.
If you are in positive Rep with a group you can recruit civilians to help foster your army early game or in emergency situations from their "Central tent".
Killing civilians will slowly turn them against you in greater volumes depending on how far away the incident was that occurred from a civilian group.
Dynamic Civilian groups that begin to hate CERC on their reptation(Can be viewed in the ROE tab) will start gathering outside CERC buildings and riot. If relations continue to degrade they will start to firebomb CERC buildings and openly declare war on CERC. They will form alliances to kill you
ROE tab revamped to allow you to maintain your diplomacy with groups that you meet dynamically.
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type=details]
[/expand]
New Versioning Number system
[expand type=showmore ] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type=details] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type=details] [/expand]
While not a new version update, we have decided to push changes from the current beta version to live! Most of these changes include improvements to the current in-game voice chat, as well as some quality of life and accessibility updates.
Gameplay Changes
Vivox integration
Text-to-speech for text chat
New option in contacts section on phone to mute other players
New option in contacts section on phone to deafen yourself
Push-to-talk is available in the audio settings
Can now select device to use for VOIP in audio settings
Added volume slider for player mic adjustments
Added visual indicator when local player is muted or deafened
Added visual indicator when player is speaking
Balance Changes
Morrigan and Molly can now cleave with slash attacks
Bug Fixes
"Coolant Tank" and "Don't Cross the Streams" Arcana cards fixed
Match result screen should properly display XP, Ducats, and Ash received
Fixed Morrigan's locomotion to be smoother
Fixed issue where Phantom swipes would inconsistently connect with crouched players
Disabled Oculus and OpenXR due to issues with users with Oculus tracking causing long load times
A new spring month is here, and so is a cuddly new friend for April's Jackpot Reward! With fleece as white as snow, the Spring Lamb will follow you wherever you go. Check it out this month at the Cashier!
It’s been a quite a month of progress since our last update. We’ve just finished this milestone, full of fixes and modifying existing content. Currently, we are on our last milestone, and this will be the final touches to truly make this game a great first impression. For now, let me show you what we’ve done. But first, have you seen our new trailer? Ohhhh it's so new and shiny!
Equipment cards
I’ve showed off equipment cards before, a lot of them have now been optimised that each have their own special effect and visual impact on the character. During your travels, you will come across and earn these cards where you can merge copies of the same card to buff the effects and decrease the cooldown timer to use them again. There are two types of cards, active and passive; both are pretty much self-explanatory. Active cards are used when you need them, pressing the hotkey will bring the card into effect and will have to cooldown until you can use them again. Passive cards are the opposite, I’m sure you can guess. You simply equip these cards and they’ll always have an active effect. As a matter of fact, let’s show a few of them off so you know what I’m talking about.
Stomping rounds
Stomping rounds will be a life saver when you come across a hoard unexpectedly. At the press of a button, you’ll load a cheeky custom magazine loaded with extra punch into your assault rifle where it will flatten a Screamer within just a few rounds. As you can see, the card is now in effect represented by the ammo count, and the card itself is now cooling down.
Soldiers helm
One size fits all, with this equipped you are slightly more resilient to damage from all sources. This one will be a favourite to many, I’m sure.
Medkit
Another active card that will come in handy at the very last second. Can't find any health pickups when you're on your last leg? You no longer need to worry. Patch yourself up.
Now that was a close call.
Now, while a lot of the other equipment cards were taken out to be worked on, they'll be slowly introduced in bulks after release. So don't worry about content running dry, there's still much more to come.
Skill trees
The tree of skills has been overhauled since we last saw it as well. All skills are split into their own categories and will give the user a better understanding of what they're choosing and how it will effect their gameplay.
You'll gain skill points as you progress through the game buy simply slaying Screamers or bandits, completing missions and even finding little secrets. Future plans for this game post launch will involve new skills to be implemented as well. Right now we're seeing the skills players will use the most and what will be use less or ignored completely. Oh and I'm totally sure that you have noticed the skins we've applied to the characters as well.
Just like the cards, other playable characters have been taken out to be further worked on and optimised after launch, for now let's enjoy our basic survivor characters and understand what makes them special. But not to worry, I'm sure some of yous are thinking this now:
"We've seen other playable characters and cards before from previous updates. You're not cutting them and bringing them back as a purchasable pack?
Now let me quickly assure everyone who has thought this and the answer is HELL NO. I personally want to set an example in the gaming word where this modern culture of micro-transactions is ugly to a point where a lot of companies make it painfully obvious that their DLC is axed pieces of the original game with a price tag. Enjoying a game greatly make it so much better when you suddenly see a free content update downloading the next day. That's what I want to do for my game.
I just want to make sure that everything is done right. Either I can release the game now and continue working on parts that need fine tuning, or extend the game for another year. Let's face it, if you've been following me for a while, extending the date is not an option for me.
That's pretty much it for now everyone. Now that a date has been set, I am so excited that we're only just around the corner to releasing this project that TecShield and I have been working on for so long. Until then, have a good weekend :)