Firstly a big thanks to the fledgling community who have given us some great feedback. Although we still have some more to address, we thought it best to update as soon as we had fixes, particularly for the drastic framerate drops.
Fixed bugs:
Framerate drop when enemies are stuck off the navmesh or it fails to load
Mouse sensitivity is now halved (gamepad sensitivity is unchanged)
Upcoming planned fixes include adding FOV and quality settings to the options menu.
Known bugs:
Enemies will sometimes not move, can be worked around by restarting the level
An intended speed run route skips a checkpoint
Restarting in the slaughterhouse may sometimes not give the player the speed mutagen, but the revolver with 6 bullets instead
Physics can force the player out of the world
Framerate can really suck in general
Controllers can not operate the pause menu, only show or hide it
Inventory screen doesn't work
Objectives screen is nonsense
Random opening door sound when starting the level
Enemies turn around too slowly
End section buzzsaws do not always kill the player
Another Monday is upon us, Dealers! We know, we don’t like Mondays either but we hope this tidbit of info will make your day better *wink wink*
Without further ado, here’s Rafal:
From the start with DDS2 we wanted to up the game with the progression and evolution of the gameplay loop. We also wanted to show how Eddie and his friends rose to the ranks of cartel bosses and introduce a larger, more diverse world with the potential of expanding the operation to a large-scale cartel business. With that in mind, we also needed to make improvements that would allow the player (or players) to manage that.
The amount of territory and clients available on Isla Sombra can (and will be) overwhelming to handle on your own, especially alone, but also with friends. The game gives you a lot of flexibility in terms of scale, the number of sold and produced drugs and the size of your territory but there is still a lot to handle, especially if you want to experience and explore the game to the limits. So – when you start getting overwhelmed by the number of orders and tasks to handle – that's when the cartel employees come in.
You obtain many NPC employees as you progress through the game. There are various ways of finding new ones, including making quests, gaining new contacts, negotiating with your business partners and even simply asking around or checking notice boards around the map for people looking for work (not necessarily legal). As you progress you also unlock the ability to put your employees to new types of tasks. Workers cost you money but do many things for you and let you handle the constantly growing operation much more easily and focus on being the boss you've always wanted to be.
So what does it mean for your game? Well, when you hire dealers they are gonna take over the “customer support” in a particular territory. You get them the goods, and they will sell it themselves. After they take their share of the money, the rest is yours for the taking.
There is also another type of worker – distributor. Distributors also take part in the sales but their job is to supply the dealers with products and collect the cash the dealers earn from their sales. Here your task is to make sure distributors have enough goods and, obviously, collect all the earnings from them.
So, we have the dealers who take care of the clients and we have the distributors who supply the dealers. But who is gonna supply the distributors? The answer is lab technicians. That is, sure, you can do all the production work yourself, no problem. But if you hire technicians for your established labs, they’re gonna let you make twice as many goods on your equipment and the production is gonna be much quicker.
Basically, the bigger the territory you wanna handle, and the more types of drugs you want to sell, the more employees you will need in your operation. As Rafal said, it’s gonna be impossible for you to handle everything alone, even if you bring two more friends into your game. More drugs mean more clients!
And here lies the major difference between DDS and DDS2 – in DDS you were a street-level dealer focused on maintaining relationships with your clients. In DDS2, you will start as one and evolve into a proper businessperson concerned with handling employees, planning out the operations and maintaining good standing with whole towns and territories.
But perhaps the most obvious change between the DDS games is in the visuals. So, for a nice closure, let’s compare a couple of situations from both games.
DDS1 vs. DDS2: Sunset
DDS1 vs. DDS2: NPC
DDS1 vs. DDS2: Street ambience
Are you excited to experience the changes yourself?
Construction workers, are you ready for the Liebherr Pack to join your fleet? In preparation for the official release of the brand-new Liebherr Pack for Construction Simulator, we have planned a livestream with the developer team. The livestream will start on April 16, 2024 at 4pm CEST / 3pm GMT / 7am PT / 10am ET. So, save the date and join the livestream to celebrate the countdown to the release together with the team! 👷
The first big phase ending update goes live today at 19.00 CEST/10.00 PT! I present the 'Love’s Last Stand' Update:
Content this update:
A new map: Vegas Chapel
A new weapon: The Crossbow
Added new Love’s Last Stand Themed accessories
Added new Love’s Last Stand Weapon cosmetics
Reworked the Main Menu
Reworked Stan - Other characters will follow
Updated the sliding physics
Added walking demons
... and for a little throwback to what we've done so far:
Patches and fixes during the phase:
Massive performance improvements
Fixed the stutter problem reported by several players on high-end hardware
Redesigned the boost machine - Boost now applies to all weapons the player is carrying
Significant improvements to combat motion sickness - Two additional settings “Toggle Aim Head Bob” and "Toggle Weapon Sway" now included.
Reworked the shotgun - the rounds now shoot multiple pellets instead of a slug.
Added hardware detection to improve the contextuality of the upscaling/DLSS menu
Fixed a problem where players can not properly start the game due to a black screen or lack of control
Fixed achievements
Reworked Ammo refills: Refilling your ammo refills all your weapons including throwables, the price is dynamic based on what weapons get refilled, the active mag is now also refilled.
Various other quality of life improvements - Movement speed enhancements, recoil reduction, toggleable sprint, collision updates, visual improvements, phasing out AI placeholders, added enemy drops, crow variation, improved multiplayer stability, localization issues.
... and of course, a lot of additional bug and exploit fixes
I hope you like the progress so far! See you in the Chapel survivors!
Kind regards,
The Hellbreach Team
---------------------------------------------------------------- Join your fellow survivors below⬇️:
Just like that, phase 1 has concluded! It’s been a little over a month since launch, and we’re right on track!
With the update, going live at 19.00 CEST/10.00 PT, the first big round of Early Access updates are finished, and I’m proud to present you with a new map “Vegas Chapel”
I'm so thankful for the massive amount of support I’ve received from all of you. It’s truly inspiring to see people being so involved and enthusiastic about the game I spent so many years on making. Check out the brand new trailer here:
--- Fixes - Removed issue where sometimes the DLC will fail to install correctly. - Improved reliability with hand sorters while sorting items. - Fixed issue where NPCs no longer walk around. - Fixed issue where NPCs could no longer be victims of vehicular collisions. - Fixed issue with Lava Hauler not storing small items. - Improved collision in Lava Hauler. - Heavy Drill now has collision on its upper portion when placed. - Heavy harvesters now correctly spawn water when placed, no longer requiring a re-load. - Hydrobike no longer pulls left while going straight. - Fixed issue where the bucket could sometimes spawn an Ice chunk in Bastion. - Fixed some localisation issues. - Construction crates in New Glade now show their contents correctly when game is loaded if already has contents. - Lever sound now correctly applies to its sound slider. - Updated Shard/Shard Bar description when in volcalidus to include "lava". - Fixed bug with racetrack Steam achievements being triggered. - Uncut gems descriptions updated as previously they mentioned they can be sold at the stocks when they cannot. - New Glade sign missing collision added.
--- Changes - Overhaul on coin text display. Now displays in splitscreen, unique colours for each type, separated text into grouping: ex. "1,420,690" - Gold / Cloutium melted liquid colour changed to help distinguish each type in smelters.
If there is a question you would like answered then feel free to drop it in the #sf-dev-ama channel. Don't worry if you cannot make it to the live event, it will be recorded and posted on Discord.
1. Display the highest score for joining the level upgrade 2. Join the player point accumulation chart 3. Add a reading bar to enter the game interface 4. Improve some optimization problems 5. Add ammunition restrictions and unlimited ammunition modes 6. - Add customizable cooldown time tab for professional spaceship acceleration flight CD 7. - Fixed special effects bugs and damage parameters for some explosive weapons