Microtransactions from the Affliction Mystery Box are now available in the store! We’ve individually priced each set of items based on its type and rarity.
The Affliction Stash Bundle is also being released today. This microtransaction applies a skin to your Stash and Guild Stash in your hideout to make them look like the Affliction Box! Check it out in the video below:
Check out all the other Affliction microtransactions by watching the video below. You can view the full range in the store by pressing M in-game.
• Greatly increased chance of getting at least one “spy rescue” side mission per patrol • Added timer showing delay until dive (Sim difficulty) • Added new enemy fuel depot variant • Enemy convoys are now more and more scarce as a Campaign progresses (reduced by 50% by final patrol; moddable) • Reduced fuel consumed during Wait In Place by 50% (moddable) • Modding: Added field to specify a Mod Set per Campaign mission
First hotfix of our Early Access is out, here what it entails: [FIXED] An issue that players would sometimes spawn without heads, clothes, or secure containers [FIXED] 2 separate issues where the anti-cheat would prevent players from joining a server [FIXED] 3 separate server crashes
Plus, we've made some tweaks: [CHANGES] Default antialiasing settings are now set to FSR for graphics cards lacking DLSS Frame generation support. [CHANGES] Improved antialiasing quality for FSR, focusing on boosting Performance.
Thanks for your feedback and thanks for helping us shape the future of Gray Zone Warfare. More fixes coming soon.
- Initialize the Smith and the Pottery. Add the correct NPC to those buildings. Begin to change the interiors. - Added a new Potter NPC. - Differentiate between adult NPCs (who are taller) and child NPCs (who are smaller). - Added fences, bushes and flowers to the towns.
Hello chasers! This month we had a lot of work done on integrating custom key bindings for keyboard and mouse players, Kickstarter backers exclusive decals, road network update and progress on world polish, and finally the huge integration on our new weather systems.
KEY BINDINGS
We integrated a series of categories of customizable key bindings for keyboard and mouse players to let our players choose the way they want to play OUTBRK in a comfortable way.
A huge pass has been done to add more interstates exit ramps and more North/South roads to improve a bit the connectivity of the road network. You can see where they were added in the world HERE and HERE.
Here are a few screenshots of these news additions:
Some progress has been also done on the world building polish tracked in THIS TASK .
Here are some screenshot of the detailing work done this month:
NEW WEATHER UPDATE
Our external development teams completed their first mandate on the development of our new clouds and tornado visuals, so most of the technical work on our side this month has been focused on the integration of the new clouds, tornado, physics and destruction technologies into our main development branch, plug all our gameplay systems into these new features, and debug and optimize it for OUTBRK.
We also integrated two new weather scenarios to stress test our systems into various conditions to spot edge cases. We had a lot of support from our team of internal testers to find and document new issues and helped us gain a tremendous amount of time to get all of this working properly. Among those testers, “WalkOverYou” overtook a large amount of extra responsibilities in coordinating the testing efforts and has now been nominated as our Lead Tester. You will be able to recognize him in Discord and Steam with his distinct role, say hi! Without overshadowing any of the other testers fantastic support, WalkOverYou’s quality work had a definitive positive impact on our development velocity at tackling this colossal integration task.
We know that after talking about all this exciting progress on the integration of the new weather everybody must be excited about seeing it now, we are preparing a dedicated reveal video early this month, so stay tuned!
NEXT STEPS
Once the clouds will be finally revealed, our next step will be focusing on large scale public testing. This will be our final step before early access release to make sure that our online multiplayer servers can handle everything once we launch the game. We’re currently debugging some of our gameplay systems that have some issues interacting with the new weather systems, and once this is resolved, we will communicate our playtest strategy publicly.
That's all for this development update ! Please keep Wishlisting the game on Steam, as it helps us break through the visibility algorithm and reach potential new chasers! If you haven't already, Wishlist OUTBRK here: https://store.steampowered.com/app/1107320/OUTBRK/ Till next time, chasers. -The OUTBRK Team
Reworked / removed cards mechanics. Instead of cards, you can now build different constructs which cost energy. You get energy by defeating enemies or from other constructs.
Nerfed AOE skills, they can now target max 5 enemies.
Block, parry and dodge can now occur every 0,5 sec.
Formation can now be adjusted freely.
Fixed some bugs including problems with fusing and leveling up.
What a life changing experience I had today, all thanks to OTK's Pixel Pitch for inviting me to their second episode. It was a whirlwind of emotions to see the panels and the chat give so much support. It affirms all the hard work I have put in this game over the years.
In terms of moving forward, I will be releasing the playtest demo in the next couple months. You will be able to try it early if you click "Request Access" below.
-Added SkySeller entity -Added Sky room -Added Yellow candy -Smiler will now make a small sound when it sees you look at it -Adjusted Smilers sound a tad -Smilers speed increased to 8000 from 7500 -Sightstealer speed lowered to 3200 from 3400 -Adjusted entity spawn rates a tiny bit -Eyegel can now spawn at 66 instead of 69 -Adjusted Mannequin's image -Made movement sharper -Adjusted red candy slightly -Added new jumpscare -Changed welcome top text -Lowered Terrors sound a tad -Dark rooms will appear more early