That's right, you can experience upcoming patches with new content, bug fixes, QOL improvements, and more before it goes live in its finished state. Think of this branch as a beta test for upcoming patches. This way players who want to be even more involved with the development of the game can provide us feedback on our new additions, giving us a better update when we launch it for the public.
Each experimental branch will be up for about 1-2 weeks before the patch goes officially live.
While it's live, we would love for players to provide us feedback on our Discord or our Steam Forum Discussion. We are at the stage now where we are making some big changes to the game, so we think it's best that you the player base get to give us feedback early. This way if we make a big change that everyone hates, it gives us time to correct and improve what we think is a good idea. We have our vision for HumanitZ, but the real joy of early access comes from players who love the game as much as we do and share ideas with us that maybe we overlooked or didn't think of.
I want to participate in the Experimental branch, what should I expect?
If you so choose to join us in an experimental branch, know we are not responsible for your old saves. We STRONGLY suggest you to create new clean saves and count this build as a preview to the upcoming update, there will be one big dedicated server, with no password, for players to dive into on this branch for game mode ( 1 PvP Server and 1 PvE Server).
How do I get access to the Experimental branch?
We have added a guide over in our Steam Discussions on how to access the branch. Remember. we highly recommend creating a new save for this branch to prevent losing your progress.
Please take note that localization will be unfinished in experimental builds Any new content will not have localization in the experimental branch, but rest assured it will be once it makes it into the official game branch.
So moving forward this will be the format from now on and once we are happy the official update will be pushed to the live branch for everyone.
What's on deck for this experimental branch and what do we need your feedback on?
Weapon Attachments (New craftable weapons bench required) New weapon attachments can be found in the world and only attached to certain guns via the weapon bench. Suppressors offer reduced sound and distance and scopes offer different zoom ranges. Flashlight and laser share the battery usage from your on-player flashlight.
Clan system added with building and territory restrictions. Spawn point radius sets the territory and players outside of clan cannot build in your territory. (adding players to group still works as before to show your map location)
New lootable Containers.(Police changing room lockers, Desktop PCs and bedroom cabinets)
Empty water bottles added for various functions. Empty bottles can be obtained from consuming water bottles or coola bottles and can be found in the world. Rain collector, Toilet, Water Dispenser now function differently allowing you to add your empty bottles to collect clean/dirty water from them.
New Mushroom soup recipe added to the cooking stove.
Fall damage has now been added.
New Lighter item added for igniting fires.
New spawn location near Errington added.
Gas station fuel pumps UI updated with new progress bar.
Vehicle fuel UI updated with new progress bar.
Ranged weapons have undergone changes to work with the new weapon attachment system.
Rain collector now requires empty bottles to collect water. (Rain fills up over time)
Toilet water (dirty water) can be collected using empty bottles.
You can now collect dirty water from lakes (Hold Interact to collect and empty bottle required)
Military weapon crate model changed for in game looting.
Optimised humans and zombies by disabling death physics. (Dead bodies stay around longer).
Fixed human AI not taking correct damage (ex can't kill AI with a shotgun from point blank).
Change to improve grappling on dedicated servers.
When cars are locked the storage of the vehicle is also locked with it.
Improvised torch now uses durability when lit.
Improvements to stop zombies spawning inside bases.
Farming saturation drain rate reduced.
Improvements to certain audio effects.
Improvements to some of the consume animations (No more dropping empty bottle on the floor)
Drag and drop slot highlighting added.
Improvements to size of harvesting location on all animals.
In world items highlighting distance has been increased.
Improvements to controller support. (Settings/Gameplay: We suggest you use “movement” control system for controller use)
Fixed for master chef skill causing hunger to increase faster.
Fixed backpack disappearing issue.
Fixed House missing barricade sockets not allowing barricades to be attached.
Fixed generator not replicating power radius on dedicated servers.
Fixed exploit with ammo not updating when transferring to a container and switching to a gun.
Fixed toggle not working for night vision goggles.
Fixed the wrong tooltip button while looting backpacks.
Fixed bird watcher skill.
Fixed ranged weapon durability not decreasing in dedicated servers.
Fixed crafting lockpick and not removing screwdriver item.
Fixed crafting car repair kit and not removing screwdriver item.
Fixed crafting sewing kit and not removing scissors item.
Fixed open/close gate text which breaks advanced locks.
Fixed Hit box of enemy dog.
Fixed throwables going to slot 3.
Fixed items spawning with 0% durability.
Fixed Prison doors state not saving.
Fixed weight not updating when transferring vehicle parts.
Development for multi-story building gameplay is in testing.
Map optimization and level streaming to improve performance.
Quest system.
Steam Deck development.
Improved controller/gamepad support.
Localization fixes and improvements.
For those playing HumanitZ right now, your feedback is INCREDIBLY important to us - we take notes on everything you tell us. If you would like to leave us feedback in the form of a Steam review, it helps us tremendously. You can also join our Discord below to connect with other players and follow along with our development.
Added information on player kill counts and loot credits to the Group info popup in group combat
The team leader in group combat boss runs will now be notified of the Yoink upgrade activating during runs. Additionally, the leader can view in the Group info popup how many times Yoink has activated throughout the entire run
Attempting to quick exit a boss fight will now prompt a confirmation popup as it's a button that you'd rarely want to use when fighting bosses
Fixes
Fixed another visual food eating issue in group combat
Fixed the enemy weakness appearing as "None" in group combat lobbies for non-leaders (visual bug)
Fixed the "You just collected x credits" notification being shown to you upon a clan quest completion even if you weren't the one completing the quest
When keeping the item popup open in your inventory, the owned amount of that item wouldn't update in real-time if the item was for example consumed in a task. This would let you attempt to sell more items than you actually own and cause you to be disconnected as your inventory went out of sync with the server. Fixed
We are happy to announce that we have decided to participate in the Steam Next Fest event!!! For the occasion we will be live on Thursday, February 8 at 4 pm (CET) and Friday, February 9 at 4 pm (CET). Come visit us, we will show you the tricks and secrets to make the best start in Swappy World! Don't miss this opportunity, this is a difficult game that is unforgiving!
I would also like to take this opportunity to announce that there will be a massive update of the game in the coming days, with a lot of new features, especially at the rebalancing level, your feedback has been invaluable!
PS: we like spoilers, so we decided to anticipate the features we will release in the coming months!
As the amazing feedback keeps coming in abundantly, we've implemented another Viking Frontiers Hotfix! 😁 We hope that the implemented fixes will make your experience even more fun and immersive.
Hotfix 0.17.7 Notes 📜
FIXES: • Improved loading of selected monitor options • Improved task completion conditions • Fixed problems related to the Workbench Panel (mainly manufacturing button issues) • Fixed production of iron items in the Tool Assembly Station • Fixed a number of bug reported by Players
Thank you, testers!
You can share your feedback via our Discord server and the dedicated Playtest Feedback Form. Every, even the shortest, opinion is important to us, so we will greatly appreciate it if you would like to share your feelings about the game!
In case of any questions or ideas, we remain at your disposal on Steam Discussions, Social Media channels and our Discord server. Be sure to drop by!
As the amazing feedback keeps coming in abundantly, we've implemented another Viking Frontiers Hotfix! 😁 We hope that the implemented fixes will make your experience even more fun and immersive.
Hotfix 0.17.7 Notes 📜
FIXES: • Improved loading of selected monitor options • Improved task completion conditions • Fixed problems related to the Workbench Panel (mainly manufacturing button issues) • Fixed production of iron items in the Tool Assembly Station • Fixed a number of bug reported by Players
Thank you, testers!
You can share your feedback via our Discord server and the dedicated Playtest Feedback Form. Every, even the shortest, opinion is important to us, so we will greatly appreciate it if you would like to share your feelings about the game!
In case of any questions or ideas, we remain at your disposal on Steam Discussions, Social Media channels and our Discord server. Be sure to drop by!
Hey guys! I just wanted to do a little devlog to let you know whats happening in the next (major) update (Which will hopefully be out this weekend!)
This next update balooned in scope massively! I didn't do the "small updates" this time because the pace was very brisk!
But It ended up being the case that this update is similar in scope to the previous Major update (A8B9C0)!
Some important standouts:
Tile Effects
I'm adding a new major mechanic in the form of tile effects, which makes building and unit deploy spots actually matter! It is similar mechanically to the advantage/disadvantage system. Where different tiles are color coded to show you what they do!
Some of them play out as Major Faction powers, like kingdoms new ability to instantly annex any independant/wildlife/new republic/Tenebris capturables via placing guardhouses adjacent to them kinda similar to the game slay!
Some are more subtle! Like Bandits ability to give their units permanent bonuses based on deploying them on their own buildings! (Kingdoms have some of this too, but they are less direct :P) (Bandits also have a whole suite of different faction specific tile effects that act as new powers for them that instantly infest all adjacent tiles with crime etc, grant major combat/resource bonuses and encourage them to harass other players. This should also make them more viable on world ages like Novus Imperium and Grex Tenebris
Some are More SImulationist! Like some mountains have "diamonds" or "iron veins" And businesses benefitting from being placed on "scenic" or hard to reach tiles.
And other weirder effects! The goal of these is to have more strategic choice and to make the games pace even brisker as well as reducing frusteration, like having to take forever to capture a city controlled by wildlife on a mountain or something)
New Options!
I have added the ability to change the way "teams" are displayed, which was used for these screenshots, it hides the healthbar and tints the tile so it is more like a conquest of elysium style way of displaying things.
Multithreading!
I have multithreaded many of the more intensive operations the game can perform, which should lead to better performance! (Especially for AI)
AI Improvements!
The AI is now capable of actually using their deploy range and intelligently builds on tiles that benefit them the most in the long run! As well as many new AI personalities and other tweaks, that make them more willing to use the new boats, smarter in general etc.
BOATS!
Yo-ho-ho, I've brought Boats into the game! It's not exactly an 'ocean update', but hey, it’s gonna spice up your strategy big time, especially on maps with lots of water (Like the pangea ones). Plus, the AI is fully capable of using them too (And spamming them lol). These boats? They've got their own rock-paper-scissors thing going on, countering each other just like other units do with their hard counter bonuses, but with their own twist on the hard counter triangle!
And hey, between you and me, I've been really wanting to sneak in pirates for the longest time. Who knows, maybe they'll sail into Chapter 2... (Yes, yes they will, i need to avoid being vague, there will in fact be at least one major pirate guy)
So, yeah, you can see I've been kinda busy! The whole point of dropping this devlog now is 'cause I've been off the radar for a couple weeks, and I didn't want you guys thinking I'd vanished into thin air or something. Just wanted to confirm that, yes, skirmish mode is getting some love with big updates. (And, just between us, all these new cool additions? They're STILL actually part of my master plan to spice up the missions for Chapter 2!) Heh.
We are happy to announce that we have decided to participate in the Steam Next Fest event!!! For the occasion we will be live on Thursday, February 8 at 4 pm (CET) and Friday, February 9 at 4 pm (CET). Come visit us, we will show you the tricks and secrets to make the best start in Swappy World! Don't miss this opportunity, this is a difficult game that is unforgiving!
I would also like to take this opportunity to announce that there will be a massive update of the game in the coming days, with a lot of new features, especially at the rebalancing level, your feedback has been invaluable!
PS: we like spoilers, so we decided to anticipate the features we will release in the coming months!