Today I'm releasing a bunch of new improvements that I've been working on for Fast and Low. This patch adds finger-tracking support for the Index controllers, better gun-grip poses for VR players, and also, the brand NEW LEVEL that I've been working on! The game is now on Version 2.2!
Mission 18 - Neon Night Party
The Flamingo's are hosting a lavish night party to recruit prospective candidates into their ranks...it's time for us to put an end to this before things get outta hand.
This level is inspired alot by the type of music I've been listening to lately. I'm really aiming to capture a vaporwave/synthwave feel. Hope y'all like it!
Finger-Tracking Support
Not much to say but...yayyyy...you can move your fingers now... I've also tweaked some of the grip values for the index controllers so you don't have to squeeze as hard to keep things held.
Misc Changes
- slightly lowered the drawing speed for several enemy archetypes
- whilst working on my new level. I figured out why some of the lighting/shadows in my previous levels didn't look that great. The lighting was redone for Missions 2, 4, 7, 8, 9, 11 and the Shooting Range. - fixed a bug that caused animations to mess up when Oculus users remove/put back on their headset
- made some changes to how the music transitions between action and non-action states. music now fades in and out instead of resetting back to the beginning every time. it also doesn't transition immediately when the last hostile is neutralized... - got some new action music for a bunch of the levels. You'll hear the changes in missions 2, 4, 7, 8, 9, 10, 11, 13, 14
- added the ability to flip the orientation of your Gadgets and your Ammo pouch (this is for you lefties out there)
- Double barrel shotgun stock changed to pistol grip (VR users) - improved gun grip poses for VR players - fixed AI pathfinding issue in Mission 5 - fixed AI pathfinding issue in Mission 8 - added additional colliders in Mission 6 to prevent players from clipping into desks
Thank you everyone for your feedback and support!
I hope you're all enjoying Fast and Low, and are feeling the improvements I'm adding to the game.
Over the last few months, we have finalized the story and battles for the Ratmen campaign. There is still a lot of polishing to be done; however, the campaign is now playable from start to end. We have also introduced new mechanics, such as end-of-turn auto-invisibility for Ratmen, added a brand-new hero (Zarah, the dancer), and fine-tuned the AI to better utilize stealth.
We are also in the process of ordering a voiceover and conducting auditions. We have selected a few options that align with the theme of the game.
I kindly ask for your feedback on which one is the most suitable.
Over the last few months, we have finalized the story and battles for the Ratmen campaign. There is still a lot of polishing to be done; however, the campaign is now playable from start to end. We have also introduced new mechanics, such as end-of-turn auto-invisibility for Ratmen, added a brand-new hero (Zarah, the dancer), and fine-tuned the AI to better utilize stealth.
We are also in the process of ordering a voiceover and conducting auditions. We have selected a few options that align with the theme of the game.
I kindly ask for your feedback on which one is the most suitable.
Lots more damage types, like bent RCS thrusters/locked or destroyed brakes/snapped off suspension arms (you're really in trouble...)/and more
RCS thrusters now generate heat when you use them - if you push them too hard and they overheat, you can't use them until they've cooled back down. Driving at high speed or in the rain will help with cooling!
We added tire degradation, so expect to start losing grip as your tire tread wears down (especially during a rally where you have a limited tire allocation)
Both offroad and Slick tires now have a choice between soft/hard compounds, and traction in general has been slightly increased. Tires wear more on the surface they aren't designed for.
The final stage in a rally is now a power stage, which is a repeat of one of the previous stages and awards extra points for the top 5 finishers
Meteor showers are much deadlier, as they throw out shrapnel upon landing... avoidance is key! We're still fine tuning this so all parts on the rover can be damaged by them.
Rover skid plate/floor collisions and scraping is much improved, allowing you to setup a much lower rover (we're including some presets if you want to test them out)
Rain/wetness reflections FX
Improved sparks from floor scraping
Dhool's sand dunes have a rocky flat floor now adding more fast rocky sections
New UI elements for Rally intros, standings, stage numbers etc
Repair times lengthened
Dhool surface details improved
Dhool handling changes on various ground materials (stickier, lower traction mud and slippier snow for example)
Bigger range of tuning options (stiffer progressive suspension possible)
Radiation removed from Dhool for upcoming gameplay changes to dust buildup/cleaning off using water
Various other minor things!
Known issues:
Some setup combos will break the game (100% anti-roll bar stiffness is a culprit)
We've broken some tutorials for now, fixing soon
Some tire type/compound choices + lost tread will probably result in impossible to proceed situations for now
In order to express our gratitude to all previous owners who supported this work in the early stages, we will provide the following compensation to all owners who made free pre paid purchases (Steam purchase+KEY activation) on November 1st:
1. On November 3rd at 0:00, we will send a sponsorship gift package worth 238 yuan (bundled). (After use, you can obtain 【 Tongtian Key Binding 】 x36 and 【 Tongtian Pearl 】 x252)
2. On November 11th at 0:00, we will once again send a sponsorship gift package worth 238 yuan (bundled). (After use, you can obtain 【 Tongtian Key Binding 】 x36 and 【 Tongtian Pearl 】 x252)
3. On January 1, 2024 at 0:00, you will receive your first New Year gift: a sponsorship gift package worth 238 yuan (bundled). (After use, you can obtain 【 Tongtian Key Binding 】 x36 and 【 Tongtian Pearl 】 x252)
A total of [714 yuan] worth of sponsorship gift packages have been sent out above to show our support and assistance from the owner who purchased this game for free at 'Jianghu Inn'.
Note: This compensation reward will be in duplicate in both Season Mode and Single Player Mode. If you have not logged into the corresponding mode before 24:00 on October 31st, you will not be able to receive subsequent compensation rewards in this mode.
In addition, owners who have been online for less than 10 hours can receive compensation rewards in their mailbox after arriving for 10 hours.
Hey everyone, we've released V1.3.1, a small QOL patch that makes some polishes to the content of V1.3.
We've also updated the splash screen when you first open Cubelander!
Have fun! - Hyperreal Games
Changelogs
Changes ->
- Tower levels renamed to TIERS. - Improvement to in-game UI - Updated Hyperreal Games Splash-screen - Bosses are now able to take up to 4999 damage p/hit (from 999)
Bugfixes ->
Damage numbers are no longer spawned for negative damage Laser sounds should not play during the pause menu
Balance Changes
Towers
Frostfire Laser ->
Energy Cost increased from 8/11/14/17 to 10/14/18/22 (Developer's notes: The frostfire laser has been at a very strong state, after the v1.2.2 buffs. While the v1.3 nerfs have been doing well to put it in check, we're going to increase the risk of using the tower by increasing its energy cost - so it's not as versatile in low energy setups.)
Corrosive Shot -> Range increased from 30/33/36/40 to 40 flat (Developer's notes: Right now, we think Corrosive Shot's utility is at a good position, but it's having too much difficulty with target access. We don't want to give it area, because it could push the tower into OP territory, so we're going to give it some range to help out)
Missile Base -> Explosion radius increased from 5/7.5/10/12.5 to 12.5 flat Fire rate increased from 0.5/0.6/0.7/0.8 to 0.6/0.7/0.8/0.9 (Developer's notes: We're very careful with buffing early game towers as they could make the first 2 worlds trivial, but compared to other towers, the missile base is a bit too weak currently. Buffing accordingly.)
Ballista -> Explosion radius decreased from 8 flat to 6.5/7/7.5/8 Damage p/shot decreased from 29/53/72/87 to 24/49/69/87 (Developer's notes: For a $300 cost tower at Level 1, the Ballista has a bit too many advantages with long range, area and rapidfire. While we don't want to take away area or rapidfire from the Ballista, we're going to trim some stats from it to force players to use other towers.)
Cube Reactor -> Bugfix - Now properly generates energy.
Hydra Cannon -> Damage p/shot increased from 78/148/205/263 to 82/152/209/268 Fire rate reduced from 2.3/2.5/2.7/2.9 to 2.2 flat Slow duration increased from 2.5 to 3.2 seconds flat. Bugfix - Now properly has 15% armor penetration (Developer's notes: The sound of Hydra Cannon's rockets were getting a bit annoying for playtesters, so we lowered its fire rate, and gave some compensation buffs)
Radar -> Range decreased from 40 to 36 (Developer's notes: After the Radar's rework, it became very strong at buffing towers, and was being used amongst most tower setups with our playtesters. We're going to trim some range to encourage more skill expression in placing the radar so it gets maximum value.)
Cube Reactor -> Bugfixed - Now displays generated energy properly.
Defenders -> Empyrean -> Heal p/second upon shield activated reduced from 20 to 18 HP/second Shield HP increased from 50 to 75 (Developer's notes: We overshot a bit with the Empyrean, giving it a bit too much survivability. These changes should hopefully shift the Empyrean towards a defender that can survive burst rather than a pure face-tanker)
Restorer -> Attack increased from 56 to 61 Bugfixed -> No longer double buffs armor of nearby defenders. Bugfixed -> No longer inflicts burn on enemies (Developer's notes: There's a few bugfixes for the Restorer that would diminish its power significantly, so we're going to compensate buff it and keep an eye.)
Titania -> NEW PASSIVE: Now takes 50% less physical damage Armor decreased from 10 to 7 Health increased from 45 to 50 Cooldown increased from 21 to 25 (Developer's notes: The Titania has not really been very good at resisting physical damage, and often dies to just a few hits despite its armor. The new passive should hopefully allow it to tank more heavy hits.)
Enemies -> Crusher -> (INVICTUS): HP reduced from 8200 to 5750 (INVICTUS): Armor increased from 2 to 2.4 (Developer's notes: The current Crusher stats were a bit too difficult to deal with in 2-1, where players lacked DPS options to deal with the Crusher. These changes should hopefully make 2-1 Invictus more manageable.)
Clowncar -> Bugfixed - Now properly fights defenders
Mrithus -> Bugfixed - Will now properly use all attacks as intended. Bugfixed - Now takes damage normally