This new AI only custom equipment type can be used to create custom throwing weapons like the vanilla throwing axes, spears, rocks, ...
Edit Custom Units in Context
Instead of having to back and forth between the editors to ensure your unit's animation or style fits their surroundings, custom units can now be opened within the context of the battle editor! In addition, when creating or editing units, the correct unit color will be used to preview the unit.
Content
Added sky biome with invisible terrain while playing
The material of wires and ropes can now be adjusted.
Select similar by Id
This feature allows you to expand the current selection by selecting all objects with the same id(s).
Search for Objects
By using the new search button in the upper toolbar or pressing Ctrl + F, all placed objects and units in the battle editor can be searched and located/moved to by hovering/clicking list items.
Search in Scripts
By using the UI button or Ctrl + F you can now search for node names and jump to them to help you navigate large scripts.
New Scripting Nodes & Improvements
Scripting lights can now be spotlights
Scripting lights can now cast shadows
Increased custom ogg sound size limit to 2MB
Scripting triggers can now be named for identification in scripts
Added another small text above the name of scripting nodes which shows the node category
Tags for multiple units can now be added easily with the new settings panel in the battle editor (not scripting view)
Position in the scripting list is now kept after deleting or editing scripts
Added UI buttons to zoom in/out of scripting view
Increased RefCollection input size limit from 100 to 1000
Increased Array growth limit from 1024 to 4096
Added the following new scripting nodes
Set/GetFlame to adjust the flame of a unit
Set/GetPoison to adjust the poison of a unit
OnFlameGlobal/OnPoisonGlobal events for when any unit is set on fire or poisoned
Set/GetEquipmentHp to get or set the hp of an armor equipment
GetArmor to get the armor equipment of a certain slot (head, body, arm, ...)
Input/ArmorSlot to input an armor slot
IsRangedWeapon/IsMeleeWeapon/IsArmor to test what kind of equipment a reference is
Trigger/GetName to get the name of a trigger
Unit/OnAIBeginReload, Unit/OnAIReload (+ bind nodes) events which will run when a unit reload
Unit/OnAIBeginReloadGlobal, Unit/OnAIReloadGlobal events which will run when any unit reload
Unit/Reload forces a unit to reload
Set/Get/ToggleWeaponMod to enable/disable the flashlight/laser of a unit
Set/GetFiremode to modify the firemode (semi, full auto) of a unit
ReplaceWithPassive to replace a custom unit with a passive variant of the same unit
CustomUnit/GetPassiveAnim to get the animation of a custom unit
PassiveUnit/SetAnim to set the animation of a passive unit
Input/PassiveAnim to input passive animations from custom units
Cast/StringToFloat, Cast/StringToInt to convert a string to a number
Cast/UnitToPassive to use a unit reference as passive unit reference
Unit/CanUseSupport to test if a unit has a support equipment like a grenade and can use it
Unit/UseSupport[AtPos] to force the unit to use the support equipment [at a specific position]
Unit/GetBehaviour to get the current behaviour of a unit
Set/GetAggression to modify the aggression of a unit, which will be used for shooting aggression
Query/CountUnitsWithTag to simply count units with a tag instead of returning a list of them
Unit/EnableSearchRotation to enable/disable that units rotate randomly to find a target
Player/SetVerticalFpsLookDir to set the vertical camera direction while in first person
SpawnActiveSupport to spawn active grenades or support equipments
OnPlayerSupportThrow/OnAISupportThrow[Global] events to detect support equipment throwing
OnExplosion/OnGrenadeActivation events to detect explosions
String/Create/FromChar/ToASCIIArray to help with handling strings
Other Features & Improvements
Melee weapons will no longer stop dealing damage after cutting through or killing a unit. Instead up to 3 units can be hit with a single swing, provided that each unit hit previously has been killed.
Ranged AI improvements
Improved semi auto recoil animations
Improved full auto shooting (no more semi auto in between groups)
Increased default full auto shooting aggression
They can now use burst fire modes
The HUD will now show which grenade and projectile is currently used by the player
Added an active unit to the custom equipment testing area
Replaced the unit attack distance switch with a slider
Increase chest plate and helmet vertex limits from 1.5k to 2k
Miniguns can now be reloaded (both vanilla and custom)
Selected objects can now be saved as a prefab
The custom unit editor camera can now be both higher and lower
When uploading units to the workshop, the name and descriptions are filled out automatically
Most workshop items no longer need descriptions when uploading them
Added more UI info elements throughout the game, especially in the battle editor
Increased max bullet amount to 20 for caliber modifications
Added an option to make unit spawners invisible while playing
The flee radius of passive units is now displayed in the editor
Added more workshop sorting options to battles, units, prefabs and campaigns (90d, 180d, 1y trend, 90d, 180d, 1y upvotes)
Fist weapons no longer block projectiles and other melee weapons
Increased possible weapon offset while animating custom passive units
Added modular wall, foundation and floor as reference objects in the item creator
Message notifications in the battle editor now use colors based on the message type
Improved the functionality and visuals of tooltips
Increased max player starting health setting from 10k to 100k
Sharp/blunt damage reduction and weight/ergonomics are now displayed in the arsenal
Small UI improvements throughout the game
Improved debug console (better UI, button to open log file path)
The game's save directory can now be opened through the settings
Added an option to control which units will be run over by vehicles
Added a button to the main menu to reload all workshop content (after subscribing to content in the steam client)
Improved UI sound variation
Updated engine
Bug fixes
Spectate node will no longer cause the player to drop its equipment
Fixed global variable scripting panel error message getting stuck
Fixed that editing a custom thrower unit to another unit type would not update the animations in the battle editor
When returning from playing some editor UI settings were not up to date
Fixed that editing a dialog graph in the script editor would reactivate the whole battle editor UI
AddDialog nodes will not work without name input
Fixed that clicking while the scripting editor is being minimized for selection would break the UI
Fixed bad performance when loading main menu backgrounds from within battles
Fixed that ranged units did not target cannon turrets
Fixed accuracy of vehicle navigation blocking which prevents various issues
Fixed that controlling a unit with a siege weapon would cause various movement bugs
Fixed incorrect full screen mode while starting
Fixed issues when undoing modular placement
Fixed issues where editing placed custom units would also modify other units
Fixed that OnDamageGlobal was invoked after OnDeath events
Fixed various UI issues in the quick play panel
Animal hitboxes will no longer longer block projectiles from the rider's weapon
Fixed a bug that caused incorrect rendering orders of balaclava items
Fixed a bug that caused volume spikes when modifiying volume of music with scripts
We're excited to bring you a new update. Thank you for your ongoing support and feedback!
Here's what's new in version 1.0.16:
Implemented extra logging capabilities to help us identify and address issues related to connectivity more effectively.
Reverted specific fixes that inadvertently caused crashes in the game's front end, particularly with notifications in the "My Games" section, impacting the overall stability.
We will continue to work diligently behind the scenes, conducting thorough quality assurance testing and actively addressing any issues that may arise. We genuinely appreciate your patience and understanding during this time.
- Correction of internal problems in some phases. - We have removed the audio setting from the start screen. Changing the setting before starting the game would negatively affect the experience. - Game optimization
#Localization:
Correction and optimization of translated text Addition of fallback fonts.
This update had a lot of help from Iwan Gabovitch, thank you!
My apologies for the long radio silence on Wastehaven. To say my schedule has been busy is an understatement. As some are aware, I'm also the co-developer for The Brew Barons, which ate up most of my time for the past few years. Fortunately we're a month away from releasing that game, which should mean I can start devoting some time towards my solo projects once again and my earnings from The Brew Barons will directly fund them (if it sells well enough that is)
As part of this news update I wanted to include what I have planned for Wastehaven. I've had ample time to think about the project and identify which elements of the game work well and which don't. Areas that I'd like to expand upon and areas that I want to replace with something better. Here are a few of those thoughts for any who are interested.
- A negative point of the game, combat currently feels a bit lacking and shallow. Combat on foot uses an experimental twin stick shooter setup, except slower and no ability to kite your enemies. In the end, I don't think it was very fun. Plus the NPC buddies and enemies pathing and logic is pretty basic and would take a decent amount of work to polish and there's no guarantee it would make it more interesting. I'm thinking I might cut my loss with combat on foot and shift combat to primarily take place whist in your vehicle against other vehicles. I would still give the player the ability to step out of their car to search for items, swap cars, change tires, talk to locals etc.
- Some people have associated the feel of the game with Fallout, which was one of my inspirations. I was also thinking of incorporating some type of VATS mode into a car combat mode. IE: Stopping time and allowing the player to target between shooting enemy drivers, engines, tires, fuel tanks etc... I think I could make this look and feel better than the combat on foot.
-As a fan of MadMax, Twisted Metal and Crossout, I want Wastehaven to put a little more focus on the vehicles and driving said vehicles. Wastehaven vehicles have some fun suspension, body roll and torque behaviours, so naturally this seem like a good area to focus on. I plan on keeping the vehicle styling and I might look into adding a higher level of detail and damage models.
- I might look into local co-op mode where your friend could take control of one the NPC passengers and take on the road trip together. I can't guarantee this will make it, but I will assess if it's doable.
- The last bit of news, in the coming weeks I plan to move Wastehaven out from ownership under Lifetap Studios and move it under my own company (Developer Dob Games) that I recently launched. This move makes things more simple from a legal standpoint and won't effect the game in any negative way.
I thank all those that are understanding of the delays and supportive of Wastehaven. When I started developing this game I had a limited understanding of Unity. I still do, but my knowledge has expanded and I know some areas I can re-do better and quicker. I might explore a mini project between now and Wastehaven development just to further explore some areas (like local co-op), all in the name of making Wastehaven a better game with minimal compromises. (not to mention a better shot at launching on console).
<Rewards> * Participate to get a mount - Rare Black Panther (limited to use during this Next Fest) * and 5 participants will be randomly selected to receive a Soulmask Steam Key on the day of EA.
<How to participate> Publish Soulmask-related original videos or livestream. (Requirements: video duration > 1m, live broadcast time > 0.5h) Video publishing or livestreaming platforms include but are not limited to Youtbue, Twitch, Twitter, Facebook, Tiktok, etc. Send the video/livestream link to our discord channel, stream-share. Direct message mods to confirm the time of receiving the mount reward (Time period for receiving rewards: 0:00 to 12:00(GMT), we apologize if there's delays in awarding due to large number of applicants) We will direct message the winners through discord within 10 days after the event ends