Happy New Year, everyone and a massive shoutout to each of you for your incredible support!
- Fixed the resolution change bug. - Fixed the bug where NPCs disappeared after buying a new weapon. - Fixed the bug where the player couldn't move after using the latrine or sitting at the fireplace. - Fixed a bug where William trained without a sword. - Fixed a bug where Dietrich attacked Alryk without a weapon when dialogue lines were skipped. - Fixed the hint for opening the Journal while using a gamepad. - Added collision to the arena fence - Increased the time required to trigger a charge attack when using a mouse (from 25ms to 40ms). - Increased the speed of the charge attack. - Shortened the stun duration for the player when posture is broken. - Corrected some grammar issues.
So this is all the previous patches but without some serious crashes that I overlooked in my hast to get patch 4 out before leaving for a few days. I'm back and found the issue, so things should be all good now. Except the obj_bullet bug. I mean I think I fixed that one, but it's been so hard to track down that I'm not 100% sure it's gone. Anyways, thanks again for your patience. Leave a review if it strikes your fancy!
Various performance and UI fixes. Hoping I will get to optimize the game even further more in the future. Car colors more vibrant now. More cars and customization coming soon!
Many thanks to a few who tried the game. Happy New Year!
Happy new year! This month's update contains fixes for controller issues, updates to the Infection deathmatch challenge, and a few miscellaneous fixes and new features.
Official Missions
BioGen Corporation: Operation X5: Fixed a door that was inadvertently classified as a ladder.
BioGen Corporation: Invisible Threat: Fixed speedrun time being incorrectly calculated.
Controller
Fixed doubled cursor movement inputs on in-game menus such as computer hacks and the briefing lobby.
Fixed extra inputs being generated when switching action set. This was causing the Override command to close and re-open the hack.
Fixed an issue where after starting the game with Steam in Big Picture mode or using the controller, selecting a marine with the mouse would always select Sarge.
Added convars rd_input_controller_mode_mouse and rd_input_controller_mode_keyboard to lock the input mode to not-controller (0) or controller (1).
Menus
Fixed non-English letters not being enterable into the lobby name field.
Fixed 7.1 surround sound missing from 2010 audio settings menu.
Fixed incorrect name for Order Specific Marine in the 2010 keyboard settings menu.
Fixed download campaign button being obscured by the filters button.
Fixed memory leak related to player avatars. This could sometimes lead to a "CUtlRBTree overflow" crash.
Infection Deathmatch Challenge
Reduced the amount of bonus maximum health that comes with Last Stand.
Reduced the DPS of the chainsaw when using Last Stand.
Slightly increased the DPS of the chainsaw when not using Last Stand.
Freeze Grenades can no longer be used. (They were already unselectable.)
Significantly increased Trip Mine damage against zombies.
Significantly increased Gas Grenade damage against zombies.
Significantly increased Incendiary Mine damage against zombies.
Electro-stunned zombies now take double damage.
Medic zombies now begin regenerating health sooner after taking damage.
Fixed players falling through terrain when turning into a zombie.
Updated custom edits for dm_deima.
Added Classic variant:
Last Stand mode is disabled.
Prime Zombies no longer have shields.
Improved bot marine pathfinding across all deathmatch game modes.
Fixed sometimes seeing glows for weapons or ammo that have despawned.
Scripting
Added a new method to rd_hud_vscript: PaintPolygon(vertices, red, green, blue, alpha, texture). vertices is an array of tables, each containing x, y, s, and t coordinates. There must be at least three vertices and they should form a convex shape in clockwise order. x and y are screen coordinates. s and t are texture coordinates, from 0 to 1.
Firstly, I would like to apologize for the great hiatus. The worlds been through alot in the past year or so and alongside it, a solo dev has to learn how to move, and move different we have. Maybe even be built different somewhat (As some say). To give those who are ready to just jump in a quick update, heres the quick notes on what's changed.
QUICK NOTES
FADE has undergone drastic changes and is pivoting away from Unreal Engine 5. Though the improvements were a great luxury, the system requirements were too taxing on most players, and the goal is to make FADE as accessible as possible to various systems and pc set ups. Currently it is built upon Unreal Engine 4.27 and is working well. Known issues include some slight hitches in its current state, but once I am able to work out where this issue stems from, I will make adjustments to the demo and current build. Additionally, the current build of the game focuses on gameplay and drops the player into the start of the game without the narrative direction. To make this test as effective as possible, bosses respawn and give the player chances to try different builds and items they've discovered. Players will have access to multiple saves and be able to choose between three starting classes. Of course more are planned for launch as the races in FADE's lore still include: Baustians, Alidans, Corvians, Ugarians, and Rosarans. Each class including some others will be planned to be added upon launch, but for now its just limited to the primary three found in Baltane. To also better launch the demo release, I made a new trailer for the alpha.
The current build does not include an option to adjust settings as I do need to adjust to 4.27 and see how it conducts quality/performance changes differently than prior versions. Set up for the project has changed as well. The demo includes access to all available content. I state now, if you wish to support the project, purchase the current build and get access to all future updates and the full release, but please try the demo first and make your decision based on your enjoyment.
The current build is missing some current features due to the player being gated to just the first area. Features not found in the demo include: Blacksmithing, Fishing, and Aura Shifting.
On the community end, there seems to be some issues with access/spammers attempting to access the old discord, so the community is pivoting to this new one. Join here: New Discord]New Discord[/url]
Now to get into what happened while I was out of commission
PROJECT UPDATE
During the hiatus I was approached by publishers hoping to assist with the games development. Despite many long talks and seemingly good arrangements, I was not able to find a publisher that fit into my designs for the project. This project means more than anything to me and it means even more to make sure that I get to be apart of future titles to make sure it stays true to my design. The goal has always been for FADE to be a classical RPG built upon a mixture of the combat of a souls-like, the skill system of dragons dogma, and the story telling of fable. To see this vision to fruition I am pushing forward and expanding the team. Additionally the project is heading to Kickstarter.
In the meantime as I ramp up towards the following goals certain facets of the project need to be explained as we have made progress despite the hiatus.
The design document for the game has been completed and location based assets have all been attained/created - Meaning the only necessary portions of game development are level building with said assets, character design for bosses and voiceover work for the many dialogue pieces in the game.
Currently the project is seeking to fill the following positions: 3D Character Artist - Rigging/animating models from the completed array of concept art for FADE's bosses/enemies UI/UX Designer - Creating and improving upon the games UI to industry standards. Technical Animator - Facial motion work and Animation for humanoid characters Cinematics Designer - Translating the games script to scenes utilizing Unreal Engines Cinematic tools. Sound Designer - Mixing and mastering audio for different scenes and background music within FADE
Given I still work a day job and my current obligations aren't going anywhere I am meeting with individuals and preparing for a Kickstarter to seek funding to get FADE completed. If not funded I intend to keep working on it, as it is my passion.
I hope everyone enjoys the new demo and I look forward to your feedback (Positive or negative). As usual I'll make sure to respond to any messages or forum posts regarding the game. I'll make sure to get to you when I can.
We've come a long way and I'm not gonna let health issues, a global crisis, or publishers get in the way.
This patch adds native support for DualShock 4 and DualSense controllers on PC.
Added adaptive trigger effects for DualSense controllers. The intensity of the effect can be adjusted in the settings.ini file of your profile by editing the "adaptivetriggers" value (default 0.5).
Update 0.9.7 is live on all branches and addresses most of the major issues as well as many other fixes, optimizations and improvements. Please read below for a full list of fixes and changes.
0.9.7 Change Log
Optimizations and Code Rework
Fixed Montgomery County performance dropping massively when spawning a vehicle
Optimizations to vehicle physics
Optimizations to vehicle emergency lighting
Optimizations to sounds
Optimizations to animations and animators
Optimizations to fire logic and particles
Optimizations to multiplayer
Optimizations to Montgomery Country forest fires
Bug Fixes
Fixed a bug where radial menu option to grab, return, or use certain items would not show up when they are supposed to
Fixed Engines auto responding teleporting to calls
Fixed ladders not returning when pressing the return all button
Fixed not being able to drive Tower Ladder 68 Spare sometimes
Fixed automatic sirens on Engine 31 Old being super quiet
Fixed dodge FDNY Ambulance causing all sirens on map to sound echoey
Fixed placing backboard on patient causing physics to freak out
Fixed first person camera draw distance to be the same as the TPS camera
Fixed time progression and weather not working
Fixed tiller trailer rotation to reset when tillers are respawned with shift + R
Fixed seated police officers sometimes floating out of their seats on police cars
Fixed 3rd Floor fire in Manhattan causing unplayable frame drop
Fixed basement fire in Manhattan causing unplayable frame drop
Fixed misalignment of Still water Tower Ladder wheel
Fixed house in Montgomery County roof disappearing if you get too far away
Fixed some fires that wouldn't extinguish
Fixed fire in Empire steel shelves that wouldn’t extinguish
Fixed placing down portable ladders in Montgomery County causing them to fling away sometimes
Fixed apartment in Manhattan with door you can walk through and having gray material over walls and standpipes
Fixed alignment of rescue engine spare front left wheel
Fixed issues with grabbing debris or patient with mouse
Fixed Fire Academy occlusion culling causing pieces of the buildings to disappear depending on the angle
Fixed hazmat barrel floating through truck in Brooklyn
Fixed 2 story garage fire rollup doors being scaled improperly
Fixed vehicle teleporting home if you hit return all button while driving a vehicle
Fixed gas leaks and odors not being consistent and not working sometimes
Fixed Tiller Trucks floating or sinking into the ground
Added hose colliders to school grounds in Manhattan so hoses don’t fall through the ground
Fixed issues placing patients on the stokes basket and backboards
Fixed battalion 5 doors having invisible back doors
Fixed dropping the stokes basket or backboard and then picking it back up not deleting the one that was on the ground
Fixed floating flags on Ladder 174 in Brooklyn
And much more
Multiplayer Bug Fixes
Fixed some synchronisation issues in multiplayer after getting out of a vehicle sometimes other player would be far from where they were meant to be
Fixed carrying and dropping victims not working properly in Multiplayer
Fixed getting on another players ladder turntable causing truck to start shaking or floating
Fixed running into another players vehicle causing it to move
Fixed items duplicating when one player picks them up it wouldn’t register for other players
Fixed water leaks and gas leaks not being synced Fixed Tillers floating away
Fixed Tillers trailer being jittery for other players in multiplayer
Fixed the over the shoulder camera being broken in multiplayer when holding RMB
Now that our most recent animation update has come out, we are hard at work on our next update!
Not only will the next update come with some new, and updated animations, it will come with the long awaited, (by some, hopefully, lol) wholesome/investigative/college harem path update.
You can get to this update, when it comes out, by sticking to your guns on the dream you will have the night of the game. Just keep picking names other than Chelsea, and you will get to this storyline!
One of the story options in this line, is a date with Grace Hanrahan, a college freshman, with twin big brothers that share a college baseball team with you. Also, if you select this option, it could be a double date with Laney and Ogre, and who knows what kinda shenanigans that could lead to... seriously, I have no idea at this point. My husband does the story writing.
With that though, we bid you farewell, and wish you all a wonderful New Year, much fun, much love, and Happy Gaming!