The support, the offers to translate, all your engagement is much more than we’d hoped for in our wildest dreams when preparing for the Steam release. We are also closing in on a 200K mark across all platforms (meaning you, dear Steam players, make more than 50% of our playerbase!) and I personally would not have guessed it. Blown aback, simply put.
More languages coming real soon, so hang in tight and keep on saving the planet. There’s a fanart deadline closing soon so be sure to check it out:
- Fixed some missing sockets for approriate items - Fixed a bug with a tundra event that occurs when a monk has been chosen as an actor. - AI-Adjustments: - "Dumb"-AI won't reposition to a better target anymore when they're already engaged - Enemies will no longer try to escape attack of opportunities, if the success chance is too low.
Changed ability to host private games to VIP players only. This change was made to make the public multiplayer more alive. You can still invite friends when you play public multiplayer.
Adjusted the algorithm that spawns weapons in "Last Man Standing" as well as valuables in "Treasure Hunt". Long story short, there should now be more "pick ups" available during games.
Adjusted the physics of the characters. Dynamic Friction has been increased, so now the characters slide less. Bounciness settings was also changed a little. The changes should make it a bit easier for the player to move around, making race games a lot less frustrating.
Adjusted the colliders of platforms in "Disappearing Platforms." Collider of platforms was changed from their mesh to a simple box. It's a minor change, but it should improve the gameplay experience.
Fixed the issue with Landmines sometimes not working. Sometimes your character would freeze and do nothing when using a landmine. This has been dealt with.
The game's size on disk is increasing in size, but this is a change designed to reduce future patch sizes. Maps are split away from the main game files, allowing maps to be patched and replaced individually without forcing users to download 7 or 8 gigs for a small hotfix of two or three maps, and allows us to make and deploy patches in an hour instead of taking up to 18 hours (due to the insane map count)
Hit Registration and Player Networking Changes
Hit Registration has been completely re-written to give players more confidence that the game will correctly count their hits when shooting at players
As part of those changes, we've improved how player movement is networked to make shooting players easier as well
Player positions are networked with interpolation and extrapolation now to smooth out "laggy" players and reduce the benefits of "peeker's advantage"
Ranked Overhaul
New ranking system with easy to distinguish symbols, names and color coding
Improvements to the way ranks are calculated, including accounting more for individual player performance
Improvements to the ranked leaderboard handling
Added placement matches
Added UI for post match rank changes, ranking up, and placement match progress
Added behavior to penalize players who abandon matches
Co-Op and Singleplayer PvE
Still somewhat work in progress, the PvE mode is being slowly integrated into the game
PvE against bots as Attackers, as practice for Online PvP modes
Players can access singleplayer mode in the Training menu, select different maps and difficulties
Co-Op mode can be done from the Multiplayer menu, invite players into your squad and you will start a private match to practice against bots with you and your friends
Feedback is appreciated, as adding a PvE mode is a big change for our game and will need lots of attention and improvements
Throwable Improvements
Throwables and deployables have gotten animation overhauls for aiming and throwing
Prepping a throwable will now give you an indicator that helps you aim the throwable
Barbed wires have special deployable ghosts that show you how they will be placed
Improvements since PTE:
There was a decent delay in moving PTE to prod, we basically gave ourselves an extra month to work on various bugs and issues that popped up while also continuing to develop upcoming features for the next update. The following is a list of improvements to this build specifically that have been borne from that wait time:
General Improvements
Added Main Menu Home Screen overhaul
Fixed decals from gun hits not showing up
Upgraded to a newer unity version with some bug fixes and minor performance improvements to occlusion culling
Clients will no longer incorrectly predict charge placement, and will wait for the server to reply before placing a charge (adds slight delay on higher ping)
Changed Dome pillboxes to be less problematic for parkour
Fix exploit where attackers can destroy defender fire extinguishers from killhouse midground
Fix bugs with defender room, players not teleporting and items getting left behind on defender room floor
Fix defender item smuggling exploit
Made hit sound testing against smoke grenades more accurate
Fixed various level objects ignoring the audio mixer groups (volume sliders)
Fix direct join prompt showing up or saying wrong text when cannot join
Fixed incorrect region flags for matchmaking
Fixed object destruction on some prefabs which were erroniously getting destroyed by frag grenades
Fixed some cluster based object destruction involving blockers which will only apply to newly generated levels after the patch
Fixed some background parkour on a couple tilesets
Fixed factory fences not blocking hit-sounds
PTE Related Changes
Tweaked lag/prediction values to overlap to fix rejected hits at the lag boundary
Fix issue where extrapolation could force players under the ground
Rank icons are textured instead of flat images, with color coding and easier to recognize naming schemes
Fixed crashes while alt tabbing caused by changes to level loading
Fix various text and image fields not showing correct ranked level data
Fixed 2v2 / Lobby / Singleplayer maps not loading under certain circumstances
Fixed being able to see throwable arc from the map view
Co-Op/PvE Changes
Fixed issue where bots could get orphaned when loading a new co-op map and have no behavior
Reduced issue where bots would get stuck walking in a tiny circle
Fixed issue where bots could break if they saw a player get killed while playing EASY mode
Fixed issue where certain bot behaviors were not applied on Online matches
Fixed issue where bots make hit effects that cover the players screen in Offline
Bots are slightly more aggressive when the bomb is being defused, needs more work still to make them actively attack when the bomb is threatened
Added ability for bots to see through certain types of materials which don't block line of sight or bullets, such as fences
Bots gain a minor amount of prediction so they react faster to quickly peeking players
Tweaks of various bot behaviors, difficulties, accuracy
More to come!
We will be doing a more detailed post on discord and on Steam soon detailing our plans for our next patch, which we expect to be not too long after this one. Keep an eye on our news for more info.
Enable endless survival in the single-player world map or in the multi-player host lobby. Enemies keep coming until you can't take it anymore! You get to keep all loot that drop after the normal waves.
Notes:
Endless survival mode added
Unreal Engine updated by many versions, providing with lots of bug fixes and improvements to the underlaying tech
Blaze your own trail and freeze the competition with our brand NEW Scorched + Frostbite Packs!
We are excited to introduce our first-ever Legendary Packs! What makes them so legendary?
Become unforgettable with 2 new Profile Pictures + Banners, ensuring that you’ll stand out from the crowd on Leaderboards
Train in style with 4 new animated Weapon Skins - with special VFX when you shoot
Add some excitement to your training with 2 new animated Target Skins to match
Flex on your Leaderboard rivals with 2 new Player Titles - are you On Fire, or Cold-Blooded?
And if you’re an Aimlabs+ member, grab our new Legendary Scorched + Frostbite Packs for half off, along with the rest of the Shop! Profile Pictures, Banners, and Titles are now also directly purchasable from the Shop.
Reimagined HUD
As part of our ongoing updates to the Aimlabs UI, we’ve reimagined the HUD you see when inside a Task. With a sleek and modernized new look, more readable text, and a new visualization that syncs to the timer, our new HUD is sure to elevate your aim training experience!
Squashed Bugs
Disabled Muzzle Flash FX in Replays to make them easier to view
Updated Near-Miss Record Insight on Results Screen to calculate optimal pace more relevantly
Revisited issue where players could get a score of -2147484000 for custom variants of Microshot and Spidershot
Revisited issues that prevented logging into Aimlabs even if there’s a Steam service outage
Removed Practice Mode from Edit Loadout menu (you can still log out to bypass scores going to Leaderboards)
Various other minor bug fixes
Incoming Updates
A brand new Aimlabs+ feature that works for any game
Results Screen updates that let you take a deeper dive into your performance
Much much more!
If you aren't already following us, check out @aimlab on Twitter & Instagram for more awesome events, memes, and training tips. Don't forget you can report any bugs in-game and join us on Discord or check out the subreddit to let us know of any feature requests you have or just to come and hang out with the community & our devs!
Taskforce: The Mutants of October Morgane - Cornutopia
Welcome to SFXEngine v1.30!
There are a few exciting changes this time: -First, there are new coloured dots for each genre of Engine. This really helps in finding the engine you want, and helps you see how a sound is put together at a glance. The manual and screenshots all needed updating after this new look! -New keyboard controls of -/= for prev/next sound. This can speed up your work train when darting through the list of sounds. -Setting a conversion matrix now checks that the destination plugin is installed to prevent 'not found' errors during loading. Ok, you probably don't use conversion matrices at all yet, but this is a good upgrade for the future. -Reset Creation Date option added to Project menu. Useful for template projects, so that an ancient date isn't always there as the date of inception. -Loading projects now sets the current engine to the first environment engine. Before this, projects with no sounds would crash upon loading if a sound engine is current. -Removing Genus Pan or Genus Reverb engines now returns the number of engines removed. Removing these can help with custom stereo to mono mixing, or when reverbs are part of the sound rather than environment design.
The update is now live for the full and demo versions. Check out SFXEngine here:
There are a few exciting changes this time: -First, there are new coloured dots for each genre of Engine. This really helps in finding the engine you want, and helps you see how a sound is put together at a glance. The manual and screenshots all needed updating after this new look! -New keyboard controls of -/= for prev/next sound. This can speed up your work train when darting through the list of sounds. -Setting a conversion matrix now checks that the destination plugin is installed to prevent 'not found' errors during loading. Ok, you probably don't use conversion matrices at all yet, but this is a good upgrade for the future. -Reset Creation Date option added to Project menu. Useful for template projects, so that an ancient date isn't always there as the date of inception. -Loading projects now sets the current engine to the first environment engine. Before this, projects with no sounds would crash upon loading if a sound engine is current. -Removing Genus Pan or Genus Reverb engines now returns the number of engines removed. Removing these can help with custom stereo to mono mixing, or when reverbs are part of the sound rather than environment design.
The update is now live for the full and demo versions. Check out SFXEngine here: