The bad news is there were some issues. The good news is that over the last 24 hours we have released some hot fixes, and some major issues are now resolved.
Many players have asked for details. Lets discuss:
Sinking Ships
Some of the new gravity mechanics had unintended interactions with some of the physics optimizations for vehicles, which resulted in some vehicle parts weighing slightly more or less than they should. This was often an issue with larger vehicles and vehicles with many movable parts. While the change in weight was only small, this could cause ships to sit deeper in the water or tilt.
This issue is now resolved.
Jet Turbines
With the new atmosphere mechanics, the air is thinner higher up, which means less air resistance, but also means that at some height, the air is too thin for jet turbine engines to be efficient. This is intended, but was way out of balance, with engines starting to lose efficiency only a few hundred feet up.
This issue is also resolved.
Steam and Modular Engines
There are issues with steam boilers and many modular engines. This is a reasonably big issue, caused by some of the compressed gas changes.
We are currently working on this and will deliver a fix asap. Update: this is now resolved in v1.9.3
Other Issues
Of course there are other things to look at, and we will get to them, but the above are the main ones that affect many players.
Testing
Believe it or not, we actually did several months of full time testing. Some of these issues were introduced more recently when addressing other minor issues, such as the sinking ship issue. We were too focused on testing the new features and specific changes, and simply didn't expect this stuff to break. However, a lot of the problems are so wide ranging that it would have been easy to discover them and we should have.
Community Reaction
The vast majority of the community have been very supportive. To those of you who have patiently stood by for fixes, or messaged us your support, thank you, and sorry for breaking your game.
A small minority have unfortunately launched their own campaign, and within minutes of the new update launch, were recruiting to their discord, where they have organized and coordinated attacks. We have received discord raids, review bombing, abuse, and death threats. To these players, we ask you to consider your actions. We understand your frustration, but we can't respond to aggression, demands and threats.
The consequences are significant to the game, and the people who make it. It is right that we are held to account, but when it is taken too far, the damage is permanent. Stormworks continues and our focus is on the many great and wonderful players who share their criticism constructively.
Next Steps
As usual, we will get on with resolving the remaining issues. We will work through these tasks one at a time, and expect to keep publishing improvements over the coming days.
Further ahead, we are also looking at how we change the way we work to ensure the same issues don't repeat in the future.
For nearly two years we’ve watched the greatest Halo players on Earth wield their Battle Rifles to duke it out at over a dozen global events for millions of dollars in the HCS, as well as each of you inside the various ranked playlists inside the game. This has been some of the most amazing Halo we’ve watched – thank you.
And now, nearly two years later, Season 5 for Halo Infinite launches on October 17 and with it brings big changes to ranked – and we couldn’t be more excited for you to play and compete.
Bandit EVO
When the M392 Bandit was introduced in Season 3, we knew it had the potential to capture the hearts of the competitive community. Sure enough, it did. And we heard loud and clear from you that competitive Halo needed a single-shot fire starting gun, something that made you giddy when you got a Perfect kill, something that made you jump out of your chair when you turned around and outgunned someone who had the drop on you, something that rewarded your individual skill more.
That something is the Bandit EVO.
The M392 Bandit that shipped with Season 3 was designed to be an on-map pickup weapon in the “Assault Rifle” class, and we felt it fit that role just right. However, if we wanted to adapt the Bandit to be the starting gun, it needed a complete overhaul as it was going to fill the utility role.
Competitive Halo requires a utility starting weapon, it is the cornerstone of the entire experience. You need to be able to fight off your spawn even when your opponent has all the power on the map. This meant it needed range so we gave the new Bandit EVO a 1.6x sight so now you can knock that sniper out of scope. It also needed to be reliable in its firing mechanics so we’ve drastically reduced the bloom and recoil. It also needed to fit in a similar time-to-kill to that of the BR so that players always have a chance to come back in a fight and so we’ve decreased the rate of fire a bit. At the same time, it’s important that weapons are balanced against the Bandit EVO, so of course it has descope.
Here’s the full list of changes from the M392 Bandit to the new Bandit EVO:
Rate of fire: 3.0 -> 2.9. (rounds per second)
Rounds total initial: 45 -> 60
Rounds total maximum: 60 -> 75
Eliminated progressive recoil
Reduced bloom/error angles
Zoom magnification 1.4x Iron Sight -> 1.6x Holopoint Sight
Added descope
Reticle rework
Additionally, the red reticle range has been increased for both Bandit EVO and M932 Bandit.
When you combine all of these elements together, you get the new starting weapon for Ranked Playlists as well as the Halo Championship Series in Year 3.
Now, some of you might be thinking, “Well, I liked the original Bandit, what does this mean for that gun?” Don’t worry, we’ve got you covered. The original M392 Bandit with the normal tuning will still be available in the game and across the various social playlists it’s featured in.
Additionally, all of your Bandit customization will work for the M392 Bandit and the Bandit EVO – you just need to customize it once and the game will automatically apply the changes to both Bandits for you when you load into with a Bandit EVO and pick up an M392 Bandit.
With a new starting weapon in ranked, this is a great opportunity to jump back in and prove yourself in time for the Year 3 of HCS kicking off in 2024.
Extraction
Halo 4’s mode, Extraction, returns to the franchise for the first time in Halo Infinite. Extraction is a tried-and-true, battle-tested game mode that went through the rigors of many tournaments from 2012-2014 and we’re excited to bring it forward to Halo Infinite.
How does it work? In Extraction, teams must enter a zone and plant the Extraction device. Once planted, the device will take 60 seconds to extract and the planting team must defend it while their opponents need to convert the device to Extract for themselves and reset the 60 second timer. Once a team successfully extracts the device, they will score 1 point and the zone will then move to a new pre-determined location. The team that scores 4 points, wins.
Extraction will be played on the following maps in the Ranked Arena playlist when Season 5 launches:
Live Fire
Recharge
Streets
Extraction will be a totally new dynamic to the ranked and HCS rotation and we can’t wait to see all of the strategies start to form when it releases on October 17.
Forbidden
Introducing Forbidden, a brand-new Halo Infinite 4v4 map built for ranked play. Forbidden is not a remake, but rather a totally new design that harkens back to classic Halo with not only its map layout but also its artistic approach. Forbidden is a symmetrical map and will be featured in the Ranked Arena playlist with Capture the Flag (3 Captures to Win).
In terms of power weapons and power ups on the map, each team receives access to a S7 Sniper which is well suited for the map with its longer sightlines but distinct cover and routes to traverse through the map.
Forbidden will indeed be going into the HCS rotation for Year 3, and we’ll announce the final rotation in January before the competitions kick off. There will be some map and mode combinations rotated out in order to make room for Extraction and Forbidden.
Forbidden will be making its way into the Ranked Playlist in the coming weeks after Season 5. We are still fine-tuning weapon layout, equipment, and spawning and want to ensure it’s a great experience that the competitive audience enjoys instead of releasing it in ranked before it’s ready.
Please note that the list of map and mode combinations in Ranked Arena for Season 5 will not be indicative of the final list for when the HCS Year 3 season begins. We will be keeping a close eye on the performance of all the map and mode combinations in the playlist and then making the final decisions in January 2024.
HCS Year 3
As announced at the Halo World Championship, we’re excited to confirm that a Year 3 of HCS will be taking place starting in 2024 which leads up to yet another $1 million HaloWC. Until then, we’ll be hosting some open tournaments on FACEIT to give players something to compete for fun in – and they begin later this fall. Follow @HCS on Twitter to see the latest.
Thank you once again to everyone who’s supported Ranked Halo Infinite and HCS, and thank you for making this yet another incredible year for competitive Halo.
Season 5 drops on October 17 – we’ll see you online!
The wait for the Dreadnoughtus reveal is almost over! Be on the lookout for the concept in the Community Crunch next week. We're bursting with excitement for the arrival of all the community-voted creatures in ARK: Survival Ascended. Your involvement and participation are shaping the world, and we can't wait to see them in action. Here's a recap of the community-voted creatures you can expect to see on ARK: Survival Ascended:
Fasolasuchus is a dangerous denizen of Scorched Earth. Their ambushes and sand-whirlpool attacks make them a formidable threat. Taming these creatures is a challenging task due to their resistance to narcotics, but those who succeed gain a powerful companion for traversing the scorching sands.
Gigantoraptor, despite its intimidating size, is a nurturing creature, fiercely protective of its young. While taming adults seems impossible, taming their young can be rewarding, as they grow up to care for your tribe's creatures, teach them to fight, and help locate orphaned animals.
Yi Ling demonstrates remarkable agility, clinging to walls, gliding short distances, and evading attacks. It preys on smaller creatures, launching barbed feathers at them and rapidly regenerating its protective plumage. Tamed Yi Ling serves various purposes, from scouting caravans to harassing foes, with its unique diet potentially influencing its combat abilities!
Shastasaurus, akin to the Ichthyosaur, exhibits a profound fascination with humans. Taming this majestic sea creature proved to be a remarkable experience. Some tribes have even equipped Shastasaurus with periscopes, torpedo bays, and cargo holds, turning them into fantastical aquatic vehicles reminiscent of a bygone children's cartoon.
To recap previous announcements, we have taken save games from the Official Network and have provided the files to you so that you can host your own server and continue the progress you’ve made on the Official Network.
We be provided access to your PC saves and you are now also able to directly rent a server from Nitrado who can host your PC or console saves. Nitrado servers using the Official Save games are now available here.
You’ll be able to:
Access to all official save games for all platforms – PC, PlayStation, and Xbox.
Easily import the save game with one click using the web interface.
Have access to a comprehensive guide and FAQs telling you everything you need to know about hosting servers.
The most docile fellow in the gang is next up in our character comparisons between the original line of Toxic Crusaders figures and their in-game designs!
1. My, Junkyard, what a huge JAW you have!
Indeed, as it stands (or tries to), Junkyard’s original figure had a HUUUGE jaw and a questionably long tongue! Thankfully (or perhaps to the dismay of some), these features have been heavily contained in his concept art!
2. Paws for Grabbing, Paws for Punching!
Though friendly towards his fellow Toxic Crusaders and Toxie’s Mom, Junkyard won’t hesitate to leap into action with his fearsome paws! On his original figure, we can see he really had a GRIP going on!
3. Fearsome & Friendly!
Yes, yes. One might be able to tell how ferocious Junkyard’s action figure looks–with those sharp teeth, long tongue, and spreading jaws–but there’s no doubt his in-game counterpart presents him as a playful but mighty Crusader!
Stay tuned for more updates as we continue along with development!
Follow Retroware’s developer page to stay up-to-date with all our games, news, and more!
Hey there, fellow gamers! We wanted to give you a sneak peek into what we've been cooking up behind the scenes. Our game development team has been hard at work to make your gaming experience even more thrilling and immersive. Here's a little taste of what's on the horizon:
Revamped Interface: We're polishing up our existing interface to ensure it's sleek, user-friendly, and a visual treat.
Interactive Inventory: Get ready for an inventory system that's going to add depth to your in-game experience. Objects and their descriptions will come to life!
Read All the Notes: Dive deeper into the game's lore and story with the ability to read all the notes you find right in your inventory.
Collectibles Galore: There will be hidden treasures and collectibles throughout the game, each with its own unique description. You can even rotate them to get a better look!
More Thrills: Brace yourself for even scarier moments as we introduce more monsters and spine-tingling experiences.
New Voice: We're introducing a new character with their own voice recordings to add another layer of immersion to the game's story.
We're thrilled to be working on these exciting additions, and we can't wait to share them with you. While we're not quite ready for an official release just yet, rest assured that we're pouring our hearts and souls into making this the best gaming experience possible. Stay tuned for more updates and sneak peeks in the coming weeks!
Thank you for your continued support and enthusiasm. The game is shaping up to be something special, and it's all thanks to you, our fantastic gaming community. 💪🎮
NEW FEATURE: - Added music player selection options for custom levels. Accessible from the World Properties menu. Songs will preview when clicking on them. Songs will only play during Play Mode or in Published levels. - Updated overall lighting, and updated shadows so they aren't so dark overall. - Added Credits screen in menu. - Updated menus with consistent headers & styles. - Added object name text UI when an object is selected. - Goal area fixes. - Moving component fixes. - Added basic chamber door that can be activated/deactivated by weight switches etc. - Added actor culling distance ranging from 12000 to 20000 units to aid performance. - Added light culling to aid performance. - Turned off casting of shadows by default on point lights, spot lights, and light panels. Added option to cast shadows on individual lights. - Added lighting options in light panels. - Changed orange light panel to be a cracked/broken down styled panel. - Weight switch attachment beam fix & optimisation. - Fixed collision issue with Lift. - Added code methods to change material colours of light panels. - Added colour picker to geometry and modular meshes. - Added colour picker to lights and light panel options. - Added teleporter as a method to end the level. - Potential fix for World/Local Space UI getting stuck when loading up a new level.
We hope you enjoy the latest updates to Q.U.B.E. Create! Keep the feedback and suggestions rolling in our Discord: https://discord.gg/ZSHz9kg9VV
Remember to share content on socials and use #qubegame to tag!
First and foremost, we hope you've been enjoying our demo.
During the Steam Next Fest, we really wanted to engage with you in real-time while you played the game. Unfortunately, we've been hard at work to meet the Early Access version release schedule, which made it impossible to have those real-time conversations, and we sincerely regret that.
To make up for not being able to show you more of what our demo version has to offer, we've recorded gameplay of our Early Access version. While the current demo version primarily showcases platforming elements, in this gameplay video, you'll get a glimpse of more action RPG aspects.
Since this is a recorded video, it may be difficult to answer questions in real-time in the chat. However, if you have any questions, please feel free to ask on our Discord channel, and we'll be sure to respond with the utmost sincerity.
We look forward to discussing and shaping the game with your valuable feedback. Discord: https://discord.gg/hDyZNJJ36t
We've refreshed regional pricing to reflect Steam's current recommended pricing. Our anchor price in the U.S. remains the same. This will primarily affect regions such as Turkey and Argentina where our game was being sold for less than $1.
As a small indie studio and a first-time game developer/publisher, we didn't know we had to update regional pricing to reflect fluctuating currencies since setting our price over 2 years ago. We'll continue to remain transparent going forward, and appreciate all the support shown so far!
Essentially, there's now a parking garage type area tacked onto the front of the first sublevel giving the level a more grand start. Very atmospheric.
Made changes to level 7
Level 7's spawn is less bright, the tape recorder plays louder, and the skeletons at the bottom are back. The exit to level 8 now has a large dark hole instead of a simple metal door.
Did LODs for many meshes
This includes some guns, but it's mostly props in levels like foods, desks, tables, cabinets, and other larger furniture items that could use some optimization. (LOD stands for "Level of details" and it helps optimization to add them).
Did optimizations to ticking
Some objects that shouldn't be called to function every frame now aren't called to function every frame. This includes several objects, like signs, houses, billboards, shells, and more.
Made level 1 more optimized
It's still not there yet, however it is much closer. The two optimization techniques explained above go into effect here (and other places).
Added many new openings in level 0
There are now several more openings and hallways to connect existing rooms. There are also more lights in darker areas to add to a monotonous vibe. There's also a couple of new "shifting wall" hallucinations.
Removed a blocking vent in level 0
The annoying vent at the start of the level is gone. Yeah sure, you could just get the crowbar and destroy it. However, I don't fancy puzzles XD
Replaced the Ice Cat memorial with the Basil memorial
Minor change, the "Ice Cat" cat memorial we put in game was for a cat who's owner is now a member banned from our discord server. We have replaced that memorial with one for our late cat, Basil.