Dropping another batch of teasers for everyone to slam on! Here’s a new combat mechanic and QOL updates:
Flee - Need to make a strategic exit? Worry no more! The new Flee mechanic will allow players to escape harm whenever they need to!
Gimmicks Menu Adjustment - We heard your comments about the UI being difficult to navigate. We’ve implemented better scrolling so you get to wherever you need easier and faster!
Improved Bosses - No more waiting on rounds for your HP to drop when following the wrestling script! The bosses in unwinnable fights now deal enough damage to make you lose so we can stick to our script better!
Can’t get enough wrestling RPG action? Don’t worry, as we’re keeping the slams coming with balancing updates, bug fixes, and more, so let’s take WrestleQuest to the next level together! We’ll be posting like this in the future before updates, so expect to see all the slamtastic features here first!
We thank you all from the bottom of our hearts for taking this journey with us to wrestling stardom. If you have any questions or suggestions, hop on to our Discord and let us know. We’d be more than happy to see you there!
We just released a small patch for the Steam version of Bus Simulator 21 Next Stop. This patch fixes the crash issue some players are experiencing after buying a tram.
Hotfix 2.34 (PC)
Fixes the infinite loading screen some players are facing after buying a tram
We’re excited to announce three new Fireteam missions will be added to Six Days in Fallujah in December! All three missions are set in and around the Jolan Amusement Park, located just south of the North Jolan District featured in the first four missions.
Jolan Amusement Park is a war-torn fairground that has become anything but amusing. Located a quarter mile south of the AO of our first set of Fireteam missions, JAP is decorated with several iconic points of interest—a Ferris wheel, octopus ride with frog cars, rocket merry-go-round, and concession buildings with outdoor sitting areas.
What separates JAP from our current Fireteam missions is combat geometry. Currently, our Fireteam missions have a heavy emphasis on house-clearing. CQB is at the forefront of our core gameplay experience, but what does urban combat look like without dense structures, claustrophobic alleys, and cluttered interiors? It looks like Jolan Amusement Park, with long lines of sight, little cover opportunities, and an enemy force that could attack from anywhere.
DEVELOPER COMMENT You feel like you’re being watched from all sides when playing in Jolan Park. If you’re not careful, it could become a kill-box for players very quickly.
Also, we know many of you are waiting anxiously for our single-player mode that lets you lead a fireteam of Marine AI teammates with our unique Go Command system. Our Marine AI and Go Commands are now in very late stages of development, and we plan to begin user testing in December. Our goal is now to release the single-player mode during Q1, rather than this quarter, as we had originally hoped.
As we get closer to the release of our Q4-update, we’ll take a deeper dive into the missions coming online with another entry in our developer diary series—SITREPs. As always, you can follow our development progress with our updated roadmap here.
Today we have released a small hotfix addressing a crash, hotfix is numerated 1.5.9. The patch described in Dev diary 101 will now be 1.5.10 unless otherwise changed in the future!
Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you!
Bugfixes:
Fixed a crash that happened during formation calculations.
Performance:
Disabled AI convoy raiding temporarily as a short-term fix for a critical performance issue that could stall the game. A proper fix is in progress and will be deployed ASAP.
November is prime-time for visiting Stalburg's most fabled district, Obenseuer, or as the locals call it, "Open Sewer". The place where all of Stalburg's worst problems and ugliest secrets are buried.
For the rest of November, Obenseuer will be on sale for -15%, after which the price will rise.
Next, we will focus on delivering additional districts and other locations to the game, along with new quests and mechanics. We will publish a roadmap shortly.
We’ve been talking with many of you on our Discord. The team has been listening and discussing quite a few issues that crop up with player counts and we’ve addressed a good deal of them in this patch. Many of them have been long standing, some introduced in the last version. These are the hurdles a small team has to jump over.
The response to the 1.24 build has been fantastic and the help from the community over on discord has been most useful to us. Thanks to everyone for helping out, some of you even providing servers for continued testing. That’s much appreciated and a huge help to a team like ours.
Vehicle Fixes
Okay, we know this one has been a real pain for some time. You come across a vehicle and it’s 6 feet in the air looking like a weird balloon. This made accessing the vehicle an annoyance at the best of times and impossible.
When vehicles were found near ground level they never actually sat properly on the terrain. This issue has also been addressed in 1.25 and you’ll notice it right away.
We have also fixed the launching your directly into orbit issue many of you will be familiar with :joy:. This was due to incorrect gravity calculations and could cause quite a headache for anyone when it occurred especially if you’re in the RV.
As always, please report any new issues found directly to the team over on Discord when possible.
Vehicles no longer flying into the air from incorrect gravity.
Vehicle pivots and suspensions are now improved so that they spawn with correct wheel position.
Reviewed and fixed all vehicle spawn point positions to make sure they're not floating.
Floating Pickup (Inaccessible)
Floating car
Car on Terrain
Truck on Terrain
Server Performance Improvements
Server performance has been improved. With some digging we realized that there was an optimization to be made with the drop relevance system. Overall this system makes performance better, however the compound affect of the overhead to check for item relevance as the player count raised was outweighing the benefit. We’ve optimized the way that object relevance is done. To create a more reliable and performant implementation as the player count rises and demands on the system increased
Spawn and Loot Adjustments
We’ve done some tweaking based on feedback provided during the 1.24 release. We’ve made some pretty big changes to how loot spawns in the backend.
We have altered the method for creating “rarity” at item spawn point locations. Previously the rarity was handled by how many times and item was added to a specific spawners. This worked but became quite difficult to track and balance over time. This newly implemented system now retains the theory of having an item in a spawn point multiple times, however it is handled automatically via the ‘Rarity' drop down on each drops prefab.
The basic principal is that ALL items at average rarity are in a spawner 3 time. The rarer it is, the less times it’s added and the more common, the more it’s added. This allows us to create rarity without affecting the balance at specialized spawn locations. Since those locations only spawn the items required.
With this change in mind, rarity as been set with the general theme being that consumable items (items consumed for stats and items that a consumed in crafting recipes) are more common than those that are not.
There has been no loot quantity changes, only changes to the loot that spawns.
Loot Adjustments
Spawn Point Adjustments
Hardware Store:
Removed Vehicle parts spawners.
Reduced custom spawners from 25 to 20.
Increased tool spawners from 0 to 5.
Removed tools and duplicate items from spawners.
Adjusted spawners to reflect item consumability (e.g., rarer seeds, more common bolts/nuts).
Removed AA batteries (now in electrical and house spawns).
Pharmacy:
Adjusted to spawn medical items.
Enhanced loot availability.
Rarity and Availability Changes
General:
Hammer, axe, shovel, and machete made rare due to craftability.
Increased overall loot in hardware, pharmacy, and gun stores.
Nails and seeds set to ultra-rare (end-game items).
Reduced melee weapon quantity.
Hardware Store Specifics:
Adjusted rarity for specific items (e.g., mk4, arg, pump action, r-6, arrows, 9mm Burst, auto, flashlights, headlamps, extension cords).
Re-added sniper to farm spawner.
Set flare gun and crossbow to rare, cooking pot and grow pot to ultra-rare.
Gun Store:
Increased availability of firearms.
18gauge set to rare.
Coal set to non-spawnable.
Overall these changes should create a nice re-calibrated base point for us to tweak. Please come share your thoughts on the loot system with us as we continue to polish the feature in future builds.
Admin Panel
Many of you are now hosting your own servers, for the public or just your buddies we previously had no admin control beyond text commands. Andre has spent some time this update creating an amazing in game system allowing server admins quick accesses to all kinds of commands and goodies.
You can bring the admin panel up with the G key as default. Once there you’re greeted with a nicely laid out and graphical control panel. There are 4 main tabs (for now) and all kinds of useful information including build numbers, client/server fps and ram usage along with player positions.
The tabs as it stands are commands, give items, teleports (not yet setup) and drone camera. You’ll find relative buttons for things like spawning items, giving health, giving ammo, providing blueprint requirements etc. Jay plans on doing a nice vlog on the admin panel that you can expect shortly.
Command Tab
Give Tab
Teleport Tab (not setup yet)
Drone Camera Tab
Simplified Lock Kit Recipes
Lock kits are a pretty big part of initial fortification of your structure. Securing windows and doors with planks and throwing locks on keeps your stuff safe and the dead outside (for awhile at least).
We’ve been tweaking crafting recipes and lock kits got some love this go around. We’ve removed the hasp/staple and combination lock requirements for weak and strong lock kits.
We’ve replaced the current recipes with the equivalent of what would be needed to create both removed items. As an example the hasp and staple along with the combination lock required both scrap, pliers, screws and a screwdriver. The new lock kit recipe requires the addition of these tools, extra scrap and screws and no longer requires a hasp/staple and combination lock.
The strong lock kit still requires a found combination lock but the hasp and staple has been removed from the recipe. These leaves a nice bit of progression for the player and hunting for strong locks is always entertaining.
Old Lock Kit
New Lock Kit
Environmental Fixes
1.24 introduced a whole new harvesting and building system. A lot of changes to core code and world interaction, along with them some issues.
The police station and prison interior scenes were not included in the last build. That issue has been addressed in 1.24.
Along with that fix we’ve addressed a couple of issues and improvements raised by the community. The player no long sees interiors load in on start now. This was creating quite a disconnect and just didn’t look nice.
Wooden fortifications no longer appear lighter and darker as you walk away from them this was just annoying and it has been addressed here.
Players no longer see building interiors load after spawning.
Window fortifications no longer appear brighter/darker as you walk closer/further away.
Police station interiors working again
Prison interiors working again.
UI Fixes and Improvements
We’ve gotten a lot of feedback on UI and we’ve also addressed a few long standing issues. We’re constantly making improvements to our UI system and we’re always happy to hear your ideas so feel free to share.
UI
Fixed highlighting in the inventory right click menu.
Machine parts quantity now displays in red to indicate that parts are missing.
Home no longer disappears from the map.
Unarmed UI no longer appears when joining.
Fixed incorrect message indicating that item cannot be placed when entering placement mode.
Hint for using a can opener now only shows when picking up canned items.
Disabled "Show Popular Servers" options by default. This allows player owned servers to be found more easily.
Show/Hide guide button now fits in the guide tab.
Burst and full auto attachments now have the correct icon image.
Yellow highlight now wait 30 sec before showing. Should aid the player only if they’re really struggling.
Red UI when Missing Parts
Building Blueprints with Tools
Blueprints have been a really fun addition to the project. The can however be quite time consuming to create and tools previously provided no benefit to the building process. This doesn’t really flow well with the other fortification mechanics. The window and door fortifications are applied quicker when the player has a power tool so blueprints should follow the same general flow..
Without Tools
With Tools
Interaction Fixes and Improvements
Some of you have reported that explosions in the current build trigger electric doors. This made getting into areas you weren’t meant to rather easy :smile:. We’ve sorted that out for 1.25
Tools can now be used to build blueprints (drill/screwdriver/hammer)
Explosions no longer trigger electric doors do open.
Guide steps that involve crafting can now be achieved by finding the items.
Harvesting fuel is now a hold instead of press.
Patch Notes - 1.25
1.25.3
Gravity on drops is now disabled upon interior unload
Fixed issue where gravity was being applied to drops before the relevant interior was loaded.
Increased weapon and ammo spawns at the prison and police stations.
Fixed scenarios where loot was falling through items.
Fixed several buttons that were not working in the admin toolkit.
Removed harvesting on various shop props that were causing floating decals.
Admin toolkit: Added xp add/remove buttons
Admin toolkit: Added buttons for giving: Cooking Pot - Canteens - Key cards
Admin toolkit: Added buttons for spawning zombies in range
Admin toolkit: Added coordinates in info UI
Major Loot Rebalance
Hardware Store:
Removed Vehicle parts Spawners.
Reduced custom spawners from 25 to 20.
Increased tool spawners from 0 to 5.
Removed tools and duplicate items from spawners.
Adjusted spawners to reflect item consumability (e.g., rarer seeds, more common bolts/nuts).
Removed AA batteries (now in electrical and house spawns).
Pharmacy:
Adjusted to spawn medical items.
Enhanced loot availability.
Rarity and Availability Changes
General:
Hammer, axe, shovel, and machete made rare due to craftability.
Increased overall loot in hardware, pharmacy, and gun stores.
Nails and seeds set to ultra-rare (end-game items).
Reduced melee weapon quantity.
Hardware Store Specifics:
Adjusted rarity for specific items (e.g., mk4, arg, pump action, r-6, arrows, 9mm Burst, auto, flashlights, headlamps, extension cords).
Re-added sniper to farm spawner.
Set flaregun and crossbow to rare, cooking pot and grow pot to ultra-rare.
Gun Store:
Increased availability of firearms.
18gauge set to rare.
Coal set to non-spawnable.
Vehicles
Vehicles no longer flying into the air from incorrect gravity.
Vehicle pivots and suspensions are now improved so that they spawn with correct wheel position.
Reviewed and fixed all vehicle spawn point positions to make sure they're not floating.
Environment
Players no longer see building interiors load after spawning.
Window fortifications no longer appear brighter/darker as you walk closer/further away.
Police station interiors working again
Prison interiors working again.
Server
Performance improvements when there are more than 8 players online.
UI
Fixed highlighting in the inventory right click menu.
Machine parts quantity now displays in red to indicate that parts are missing.
Home no longer disappears from the map.
Unarmed UI no longer appears when joining.
Fixed incorrect message indicating that item cannot be placed when entering placement mode.
Hint for using a can opener now only shows when picking up canned items.
Disabled "Show Popular Servers" options by default. This allows player owned servers to be found more easily.
Show/Hide guide button now fits in the guide tab.
Burst and full auto attachments now have the correct icon image.
Improved wording for surviving the horde step of the guide.
Yellow highlight now wait 30 sec before showing. Should aid the player only if they’re really struggling.
Interaction
Tools can now be used to build blueprints (drill/screwdriver/hammer)
Explosions no longer trigger electric doors do open.
Guide steps that involve crafting can now be achieved by finding the items.
Harvesting fuel is now a hold instead of press.
Crafting
Weak locks can now be crafted with raw ingredients instead of having to craft the combination lock first.
SFX
Fail sound is played when player doesn’t have any build items
Sound is played when adding build materials using E
There is now a sound to indicate you cannot fortify due to missing items.
No longer hear bush rustling sound when walking near blueprints
Admin
Added /blueprint or /bp command for getting all required items for a blueprint (do command while looking at the blueprint)
Added new admin toolskit UI that makes inputting admin commands really quick.
/trygive now works even when the search contains disabled items.
So, to keep this short, the completely overhauled version of Obenseuer is out now. Dig in!
For the rest of November, Obenseuer will be on sale for -15%, after which the price will raise.
Next, we will focus on delivering additional districts and other locations to the game, along with new quests and mechanics. We will publish a roadmap shortly.
(For those who were part of the beta: this update will break old saved games)
Thank you to all of our new players! The launch has been exciting for all of us here at Team Backpack! It has gone very well and we're super happy with the feedback that we've received!
We've been listening to you and we already have several hotfixes planned for the next few days. We're starting with the biggest issues:
Fixes:
Updated fonts for Korean and Japanese
Fixed an issue that caused the Town save file to be lost
Fixed a translation issue that said "Translation not found for key 'Any'" in some research menus
We really appreciate your kind words and honest feedback!
Hi everyone, a new patch is out with some fixes (v0.3.018):
added new hat (propeller cap)
disabled joystick input (can be enabled in controls menu again)
fixed that large animal herd does not attack anymore when colonists are out of sight
increased cooking and turbine audio volume slightly
fixed mysterious hat model & icons
fixed trenchcoat icons
fixed japanese translations in animal cage tutorial
I've also already started with creating and texturing models for body armor / bulletproof vests. (they should be available in the game in the next week)