Hope everyone has been enjoying raids! Congrats to all lucky enough to get their hands on some of the rare drops so soon.
This update primarily addresses the few server crashes we've seen in the past days, bug fixes for raids and some small new features to make the update at least a little bit interesting. Enjoy!
Changes
Added a new upgrade, "Lazy Raider". It costs 3M and once purchased, you will automatically restart your task from the previous preparation phase when entering subsequent preparations in Reckoning of the Gods
Clans now track Health experience
Health skill has been added to player and clan leaderboards. Note that your Health ranking won't show up in the leaderboards before logging out once.
Animated experience and item drops will no longer block clicks. This was especially annoying in Raids.
Being in a raid lobby or active raid will now show up as such in clan member profiles
Bug fixes
Fixed party members readiness state having some occasional weirdness after runs. Everyone in the group should now be set as not ready when a run ends
Fixed some UI not being activated when accepting a raid invitation from the combat view
Fixed the server crashes we've seen since update
Fixed an issue where after joining a raid during combat and relogging (without closing the client), you would be unable to join new raid parties
Fixed an issue where you sometimes after relogs wouldn't be able to start raids as the leader of a party
Fixed an issue where you sometimes after relogs wouldn't be sent to a starting raid as the member of a party
Fixed an issue where setting your solo boss fight to end after the current round would cause the state to be carried over to the next boss fight
Fixed raid participants indexes often going out of order when remaking parties
Fixed an issue where the client sometimes wouldn't clear out arrows at amount 1 in raids vault (visual bug)
Fixed a combat damage issue where if you died during raids and went straight to regular combat, your equipment from raids would be used to calculate your damage output instead of your actual gear
Astronomical leather coat had a leather requirement of 4 and trousers 6, which was not how crafting requirements work in the rest of the game. Reversed their requirements.
In a powerful digital blast of trumpets, the servers merged, creating an undivided force echoing through the universe of data. It was not merely an act of technology, but the birth of a new era where every byte found its place. This fusion sparked a fireworks display of information, illuminating the firmament of cyberspace. The following servers have been merged just now:
Welcome to our Sixth Dev Blog! Today’s Dev Blog is going to be ‘Short & Sweet’, as we are deep into the next update and preparing our Patch Notes. The new Update schedule is forming up well, but moving to a Community update every week will naturally mean that Dev Blogs and Patch Notes will start to get a little smaller in size (sometimes). So let’s just get right into it, shall we?
SVU Special
The next weapon in the Marauders arsenal is the semi auto bullpup, the SVU Special, utilizing the recently added Dart ammo! The location of where you can find one of these rifles is classified, but watch out for more info on this in the Patch Notes next week!
Wipe? WIPE!? WIPEWIPEWIPE
OK yes, there is a WIPE coming. For those of you who are unfamiliar with the term “WIPE” here’s what happens with a Wipe:
All progress in Marauders is reset back to ZERO. This includes Traders, Crafting unlocks, Questlines, etc.
All Cosmetics except the UA Ranger, Steel Worker and Space Pirate outfits are reset.
All inventories are cleared.
All Level progress & Prestige progress is cleared.
All Leaderboard progress is cleared and starts over fresh.
I’m sure there are other questions that will come up with the news of a Wipe, so please feel free to ask them in Discord and someone will answer as best they can.
And now, the reason for the wipe. As many of you know, we don’t use the wipe mechanic without reason. And that reason is the addition of Raider Mode! Raider Mode will be available in next weeks update and we can’t wait for everyone to get their hands dirty as a Raider. Here’s a reminder as to what Raider Mode is…
Raider Mode (Solos)
This next section is almost word for word the same description of Raider Mode from last Dev Blog, so if you read that, you can skip!
Now that the new matchmaker is stable, we can proceed to talk about our solo only functionality. We wanted to add another feature first, rather than straight up the same game with just solo crews (which proved to be a strange experience internally). Raider mode will be another game type, in which you and 5 other solos will masquerade as low life raiders, assigned a random loadout and starting inside a raid location, with hopes of making it to the escape pods.
We see this as a shorter session tension reliever, and an easier/onboarding experience. More importantly, it is a way for players that are struggling with their stash to get some extra loot before they set off into their next space adventure. Obviously it will need to be balanced to not take away from the original crew mode of Marauders, but we are already excited for its potential.
Raider Mode will be in next weeks update but we will continue to use feedback to make adjustments as we deem necessary! Depending on it’s reception we may still create a solo only crew matchmaker, or focus on the Raider mode instead. So watch this space… (Ceeg disapproves of this joke) (Yes I still disapprove of this joke, why is it still here).
Where we’re going, we don’t need Roadmaps
Actually, yes we do. We have been looking at the Roadmap as of late and think it’s time for an update. While that update is not ready today, it will be soon! Probably for the next Dev Blog, although it might warrant a post all of its own, so don’t hold us to any dates just yet!
Any last words?
As usual, we are wading through feedback and suggestions for our future updates. Planet Killer Base is still getting fuelled up for its orbital launch, and there are plans for more maps and POI's in the future!
We are looking to implement fixes for some of the top reported issues, such as NPC's getting a little carried away with shooting into Pod Bays when they are already closed. Also, someone released the shotgun NPC in the Prison with his infinite ammo double barrel shotgun. We intend on locking him up again. Some other issues on the cards are things like server and client side optimisations to prevent desync issues on extract or when spawning into a match, but more information on that will come with the Patch Notes next week!
-Improved the four Fast Travel Port transfers, including: -Added Cutscenes -Added backgrounds to accompany the Cutscenes -Changed the backtrack area transfer from automatic to a manual button press -Added arrow prompt yo indicate button press
-Changed layer position for the Blink Portal
-Made some minor aesthetic changes to the final room of each of the five block puzzle temples
Fixed so that the first square clicked is always the safe square. However, since there are many adjacent squares in this game, making even adjacent squares safe may result in extremely uneven mine locations, so only the first square clicked is guaranteed safe.
Hello Folks! Here is full changelog for new hotfix:
Fixed several crashes improving overall stability
Updated to hide the client's character until they are fully loaded
When the server suspends a run in a matchmade mission players are now disconnected
Reduced spawn weight of IceCream/Banana Caps.
Added potential fix for known issues related to save file corruption.
Fixed bug where the server was sometimes unable to resume an in-progress mission on matchmade mission.
Fixed Brawler’s Fortune Cap
Fixed bug where it was possible to sell parts multiple times
Fixed bug where parts could be sold while still on the shop pedestal
Fixed bug where the aiming line for the client was not positioning properly
Fixed bug with the Ghost Cap affecting the entrance door
Fixed bug where you could resume missions without your original partner
Fixed bug where projectiles were not bouncing in proper direction
Fixed bug where doing "Play Again" for the Co-op Gauntlet would not give the client any starting parts
Fixed crash that could happen if the players took multiple killing blows
Fixed issue where sometimes old gun data was not properly being cleared for multiplayer missions
Fixed an issue where the server's glowing fists can be stuck on permanently from the client's point of view
Also, while we've tackled a lot of the issues as we've seen it, we suspect there is still an rare bug out there of some players getting stuck in the results screen and losing progress. This one has been very elusive and if you suspect this has happened to you and can offer any clues, please contact support (at) terribleposture (dot) com or join the discord (discord.terribleposture.com) to report what you're seeing--we're grateful for any and all leads.
Mega City Police will be released really soon, and we want to overview the whole music that you can find and listen to in the game.
We're so excited to have such extraordinary artists like Droid Bishop, Timecop1983, sublunar, Nightcrawler, Occams Laser, Midsummer Ex, and Pixelrebel.
🎵 Get ready to groove to the captivating tunes of our fantastic artists 🎵
Retrowave Skill-Based Action Roguelike about tough cops fighting crime and keeping peace the old-fashioned way. Choose your cop and dive into hardcore action against enemies and bosses using a huge arsenal and special abilities that will define your play style. The law will make crime bleed.