This release focuses on fixing lots of issues found in earlier GameMaker versions and increasing general performance and stability in various parts of the product.
The IDE has an emphasis on saving and loading fixes, plus hotkeys and UI/UX workflow issues. This release will be especially important for Windows IDE users who find they encounter saving/build issues because their project source code is managed by OneDrive.
There are also a number of important “submission” fixes/additions on the runtime side, including new privacy manifests required by Apple, a new build stage on Android, and several SDK versions being raised to match the current requirements on different platforms, so please do carefully read all of the release notes linked below!
This release includes many improvements in the connectivity, reliability, game difficulty, and overall “feel” of Six Days in response to requests from our community:
POINT-SHOOTING: We’ve added another crosshair option for players who preferred our previous Point Shooting system. A single “dot” can be selected in the game settings, offering players more flexibility for how they engage in combat. Please note that the latest Point Shooting system is still active, and fire will continue to be less accurate at longer ranges and more accurate in CQB (even with the “dot” active). We’re still looking into ways of making AOS (aim-over-sight) more viable for players who prefer having the crosshair disabled.
INTERACTIONS: Our interaction system has been reworked. Now, players no longer stand directly in fatal funnels in order to perform interactions. These can now be performed from a wider angle, are more reliable in focus areas, and can even be cancelled for a brief window of time. Giving players more control over exactly how they breach into interiors, for example, is just one of the many improvements to interactions we have planned for Six Days.
GAME DIFFICULTY: Finally, game difficulty has received a major balancing pass. Based on player reports, we’ve identified and addressed a series of bugs that “broke” game difficulty. This resulted in a series of unintended difficulty spikes during gameplay and created a frustrating experience for new and veteran players alike. Just like real-life, Six Days is still very much balanced for a full fireteam, so solo play will still be realistically challenging. But now, we hope players will find difficulty a little more manageable. Of course, we’ll continue to iterate on this with the community as we continue development.
NOTE: We initially planned to include Dedicated Server testing and Incremental Matchmaking in this release, but we’ve identified some bugs. We plan to hot-patch these into the game as these issues are resolved, in the coming weeks.
UPDATE NOTES
INTERACTION SYSTEM IMPROVEMENTS
Improved interact prompts
Added brief window for animation cancelling
Press “Backward” to abort interact
Added ability to interact even while standing to the side of fatal funnels
Increased angle in which interacts operate
More registration consistency
Interact visibility more reliable in focus area
Increased camera panning during bandaging and BIED interacts
Improved camera positioning when interacts end
Improved camera smoothing during interactions
New animations
Resupply from AAV
Clearing weapon caches
GAME DIFFICULTY IMPROVEMENTS
We opened the hood and dug deep into the game’s innards to fix issues that were causing the game’s difficulty to be un-intentionally spikey. While the game is still intentionally challenging, it should also seem fairer.
WEAPON & SHOOTING IMPROVEMENTS
Added incremental “gun-up” state with collision
Occurs after short-stock limit reached
Improved weapon “feel”
Added minor “weapon” recoil to all player weapons
Synced ADS blend times to magnification rate for all player weapons
MOVEMENT IMPROVEMENTS
Sprint no longer requires a double-tap
Hold down the “Sprint/Run” key to ramp naturally to sprint speed
EMERGENT OBJECTIVE IMPROVEMENTS
New “Onslaught” Emergent Objective
Enemy AI “Whistleblowers” trigger waves of enemies spawning at random intervals
Communicated to players with VO and FRAGO updates
Mortars
Added “mortar zones” to communicate areas covered by mortar fire
Craters
Unexploded mortar shells
Armory
Added RPG insurgents to rooftops
Roadside Bomb
No longer exclusive to Objective Virginia
Also populate in stationary VBIEDs
IMPACT VFX IMPROVEMENTS
Bullet impacts
Increased visibility
Impact holes now visible on both sides of objects when projectiles penetrate surfaces
Increased intensity
GAMEPLAY IMPROVEMENTS
Added crosshair options in Gameplay Settings
Crosshair Visibility
Single “Dot”
AUDIO IMPROVEMENTS
Added “Sound Quality” setting options
Performance—designed for machines that meet the minimum system requirements
Higher audio latency and lower number of active sounds (gives slower CPUs more time to process audio data)
Balanced—designed for machines that meet the recommended system requirements
Cinematic—designed for more powerful CPUs
Lower audio latency and higher number of active sounds
Scales audio performance to allow for less latency and higher number of sounds
Provides Performance option for slower machines
Note that changing this setting requires a game restart to take effect
Increased sensitivity of “walkie” icon in multiplayer lobbies
Updated sniper rifle audio
Decreased hearing loss muffling in Sandstorms
Limited Tinnitus to instances of hearing loss effect (cannot be triggered by getting shot)
LOCALIZATION
Full pass on Korean localization for improved clarity (especially for military jargon)
BUG FIXES
Fixed an issue in which planting C4 suspended explosive in air
Fixed an issue in which invisible C4 persisted after canceling initial interact
Fixed an issue in which cancelling C4 animation not smooth
Fixed an issue in which players stuck in animation after throwing grenade
Fixed an issue in which bolt catch animation played after ammo check
Fixed an issue in which VBIEDs got stuck
Fixed an issue in which VBIED drivers couldn’t be killed
Fixed an issue in which transition to and from ADS was abrupt
Fixed an issue in which transition to and from ADS was offset
Fixed an issue in which loading screen quotes not displaying properly
Fixed an issue in which broken door glass not displaying properly
Fixed an issue in which weapon caches not populating properly
Fixed an issue in which weapons not functioning properly when in proximity to AAV
Fixed an issue in which friendly fire not functioning properly
Fixed an issue in which incoming damage to enemy AI not functioning properly
Fixed an issue in which Marines invisible during intro cutscenes
Fixed an issue in which a portion of player model disappeared while performing wall climbs
Fixed an issue in which character proportions not functioning properly in Apartments
Fixed an issue in which M1 Abrams not tracking properly in Objective Virginia
Fixed an issue in which black screen persisted in Objective Virginia
Fixed an issue in which weapon fire distorted during firefights
Fixed an issue in which mortars eliminated one another if in close proximity
Fixed an issue in which mortars couldn’t target northern convoy on Phase Line Henry
Fixed an issue in which players loaded exclusively into Phase Line Henry
Fixed an issue in which players couldn’t breach with grenades equipped
Fixed an issue in which players couldn’t reload after being bandaged
Fixed an issue in which unstuck not functioning properly for clients
Fixed an issue in which combat dialogue missing for clients
Fixed an issue in which audio missing while breaching with grenades equipped
Fixed an issue in which wrong controller input detected
Fixed an issue in which environmental pictures were overlapping
Various fixes for HUD scaling issues in non-16x9 aspect ratios
Various fixes for interact prompts persisting
Various fixes for interact prompts missing
Various fixes for subtitles persisting
Various fixes for subtitles missing
Various fixes for voice lines not playing
Various AI behavior fixes
Various fixes for AI getting stuck in environment
Various fixes for players getting blocked in environment
Various fixes for players spinning after interact
Various fixes for players teleporting through environment
Various environmental texture improvements
Various audio performance improvements
Various performance optimizations
Various fixes for common crashes
For a full list of bugs we're currently tracking, please see our Known Issues.
[Weapon Changes] -Some weapons are now capable of inflicting status effects on entities. For example, some weapons can have a chance to inflict status conditions such as bleed, etc onto entities. These effects are shown on the weapon info. -Status Effect for entities: Bleed - same as the player's bleed status effect. inflicts damage over time to the entity. -Status Effect for entities: Poison - same as player. Inflicts poison over damage over time. No weapon has this by default weapons are enhanced with the poison kit get it. (We will add more entity status effects in the next update) -gave some old weapons bleed -Updated weapons hit ranges so longer weapons have longer reaches and vice versa -Weapon enchant (fire, poison, etc) is shown in the name "i.e Fire Axe" and if you have an affinity it is shown before that "i.e Heavy Fire Axe"
[General Changes] -dismantle ammo (makes it easier to obtain gunpowder) -New material: Crystal -Nerfed sewers - now not as big and tedious and easy to get lost -arms vendor sells scythe, crystal dagger -Updated loading screen tips with new ones to reflect changes -Blood particle visual effect (NOT the new status) when hitting entity will only appear if the damage is above 5 (prevents broken weapons that deal tiny damage and status effects creating blood pools)
[Bug Fixes] -fixed multiplayer entity throw animation not playing for other players sometimes (visual bug only) -water/blood droplets colliding with the player -nailbox ammo increased to 20 from 15 as the item shows "x20" on the box model but previously gave 15 -first aid pack voice playing a male-sounding voice even if you select a female voice -Fixed some typos -Fix crafted weapons not having a chance to get special affinities
[New Blueprints] -scythe blueprint -Crystal dagger blueprint -craft air pellet ammo blueprint
[New Entity] Crystal Golem Crystal gargoyle
[Custom Loot System] Some enemies now have chances to drop certain specific items. Scythe clown has a 10% chance of dropping scythe Kid entities have 25% chance to dropped stuffed toy Doctors have 15% chance to drop medkits Fire Golem has a 5% chance to drop fire enhancement kit Mimic has a 100% chance to drop between 1-3 big material bags Mummy has a 50% chance to drop 1-2 bandages Yeti has a 5% chance of dropping frost kit Tormentor has a 3% chance to drop a fire kit The Poisoned has a 5% chance of dropping venom kit Sewer Monster has a 2% chance to drop metal chest plate, 4% repair kit, 2% upgrade kit Anubis has a 1% chance each to drop warp, ascension or descension crystals Hound has a 25% chance to drop a whistle, a 15% chance to drop bone club The Reaper has a 20% chance to drop amphetamine salts, 25% for cigarettes Crystal golem has a 12.5% chance to drop crystal dagger Deathmoth has a 25% chance of dropping venom kit
As always, feel free to leave any game suggestions and bug reports for future updates either here on on our discord!
Мы решили отойти от концепции "один старт - одна игра". В главном меню была добавлена кнопка "Новая игра". Теперь нет необходимости искать и удалять файлы сохранений в надежде начать новое приключение в мире The Danger Zone.
Начиная новую игру, каждому игроку необходимо выбрать один из трёх стартовых наборов. Каждый набор даёт свои стартовые предметы и экипировку. В будущем каждый сетап будет применять специальные модификаторы усложняя или облегчая игровой процесс.
Текстуры главного(переднего) фона
Медленно но верно задний фон наполнялся текстурами. В какой-то момент визуальная составляющая главного(переднего) фона стала сильно контрастировать. Данное обновление призвано исправить эту ситуацию.
Одежда и экипировка
Данное обновление приносит такой важный игровой элемент как экипировка и переосмысляет одежду. Теперь носимое вами это не просто скин. Каждый элемент вашей экипировки так или иначе влияет на важные показатели, Увеличивая или наоборот уменьшая противорадиационную защиту, скорость и мобильность персонажа.
В этом обновлении были добавлены следующие предметы и элементы экипировки:
Добавлено 3 рюкзака
Добавлен подсумок на два карманных отделения.
Добавлено 2 противогаза
Добавлено 2 респиратора. О них чуть ниже.
Противогазы и респираторы
Помимо выше перечисленных нововведений, в данной версии мы изменяем механику противогазов. Дело в том, что изначальная задумка противогазов такова: Вы получаете защиту от радиации но теряете обзор происходящего вокруг. Собственно примерно так и работает противогаз в реальной жизни. А теперь о респираторах, они лишены выше описанного негативного эффекта но и защита от радиации у них намного ниже.
Это все на этой неделе. Спасибо за внимание к обновлению. Ознакомьтесь с последними новостями на странице новостей Steam или посетите обсуждения. Общайтесь с другими игроками на официальном сервере TDZ в Discord.
Today, we’ve prepared the following items for you:
T-15 Kinzhal Tier 10 Premium Tank Destroyer
Namer Tier 10 Premium Tank Destroyer
Abrams AGDS Tier 9 Premium Tank Destroyer
Hunter Tier 9 Premium Armored Fighting Vehicle
BMPT Mod.2017 Tier 8 Premium Tank Destroyer
Iron Crate
Between May 2 and May 9, 2024, the following items will be available:
T-15 Kinzhal
This vehicle is a version of the T-15 heavy IFV (built on the Armata platform) but instead of the Bumerang turret featuring 30mm autocannon, it’s armed with another combat module called Kinzhal. The Kinzhal module’s main armament is long 57mm automatic cannon that can devastate even the heaviest IFVs it could meet on the battlefield. A prototype appeared in 2019 but the concept was not approved for mass production. You can read more about it in our dedicated article.
In Armored Warfare, the T-15 Kinzhal is a Tier 10 Premium Tank Destroyer. Unlike the original progression version of the T-15, it’s a vehicle that relies heavily on its autocannon. The 57mm gun is immensely powerful and can fire in three round bursts with one of the highest damage per minute outputs in the game. In addition to its outstanding firepower, the Kinzhal is heavily armored and despite its average mobility, it’s one of the most durable and versatile vehicles in Armored Warfare.
This vehicle is available via Loot Crates, which drop T-15 Kinzhal parts. Collect 100 T-15 Kinzhal parts from these Loot Crates to assemble the whole vehicle.
Namer
The Namer IFV is an Israeli heavy fighting vehicle version of the Namer platform developed in the early 2000s from the Merkava Main Battle Tank. Israel is a small country and cannot affect high infantry losses, which is why the Namer features extremely high levels of protection. The IFV variant is fitted with a Rafael turret, featuring 30mm autocannon and a Spike missile launcher. You can read more about it in our dedicated article.
In Armored Warfare, the Namer is a Tier 10 Premium Tank Destroyer. As its history suggests, it is a superheavy TD with its protection levels being amongst the highest of its class. It is slow and ponderous but its thick front can deflect even advanced shells while maintaining adequate firepower thanks to its autocannon and ATGM combination. Its MBT-like characteristics make this vehicle quite forgiving for new players, but, as they say, a jack-of-all-trades is a master of none.
The Namer Tier 10 Premium TD is available in our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle.
Abrams AGDS
The Abrams AGDS (Armored Ground Defense System) was a vehicle concept and proposal, drafted in July 1996 by Dr. Asher H. Sharoni (a former colonel in the Israeli Defense Forces) and Lawrence D. Bacon from a Californian company called Western Design Howden. It was supposed to be an air-defense vehicle, protecting the Abrams formations against flying threats, although its weaponry can be deployed against ground targets as well. The United States were, at the time, sorely lacking a vehicle comparable to the Russian Shilka and one of the ideas was to use the Abrams chassis paired with a new turret to produce an armored AA gun that would be able to keep up with the American tank units. This plan was never realized and the vehicle stayed only on paper but you can play the Abrams AGDS in Armored Warfare and experience what it would have been like, had it ever been deployed.
In Armored Warfare, the Abrams AGDS is a very unique Tier 9 Premium Tank Destroyer. What makes it so special are its two large guided missile launchers capable of firing an incredibly devastating volley within seconds. The AGDS can devastate practically every opponent on the battlefield with a single salvo, making it one of the best and most effective mid-to-long range vehicles in the game. At close ranges, it can rely on excellent frontal turret protection and its two 35mm autocannons to keep enemies at bay until the missile launcher reloads to unleash another deadly swarm of missiles. The Abrams AGDS is one of the most feared vehicles in Armored Warfare!
This bundle is available in our Web Shop.
Hunter AFV
Another alternative name for this vehicle is NGAFV (or Next Gen AFV), since it belongs to a whole program to replace the obsolete M113 APC in Singaporean service and to operate alongside its predecessor, another indigenous Singaporean IFV called Bionix. Hunter is the name of the production model of this program. The Hunter AFV is the pinnacle of bleeding edge of technology. In this sense, it can be compared to the AS21 Redback and both vehicles share several characteristics, not the least of which being relatively large size. This bulky IFV offers considerable levels of protection and firepower. It is expected to serve in the Singaporean army in large numbers in the near future with its mass-production having recently begun. You can read more about its history in our dedicated article.
In Armored Warfare, the Hunter AFV is a Tier 9 Premium Armored Fighting Vehicle. As its description above suggests, it is a rather standard-sized IFV with good levels of protection and excellent firepower (consisting of a 30mm autocannon and a Spike ATGM launcher). It also features a recently introduced type of armor, NERA. Simply put, NERA is an ablative armor kit that deteriorates whenever it gets hit. In other words, the vehicle starts with excellent protection levels but it will lose some with damage taken as the battle progresses. Apart from that, the vehicle is adequately mobile and quite universal. It can, of course, also deploy Mechanized Infantry.
This bundle is available in our Web Shop.
BMPT Mod.2017
The BMPT Mod.2017 is one specific version of the BMPT Terminator that was deployed in 2017 in Syria for extended testing along with some other Russian prototype equipment, including the SU-57 jet fighter and the Uran-9 combat robot. It consists of a modified T-90 hull with a modernized turret from BMPT-72 installed on it. Another major difference was the presence of a new type of Explosive Reactive Armor that was made of soft fabric bags with explosive filler. You can read more about it in our dedicated article.
In Armored Warfare, the BMPT Mod. 2017 is a Tier 8 Premium Tank Destroyer and arguably the most powerful variant of the BMPT family. Like the others, it combines a tank hull with an unmanned turret, armed with two 30mm cannons as well as four missile launchers. Its thick armor and advanced ATGMs quickly made it one of the most feared vehicles of Tier 8 battlefields, a position it retains to this day.
This bundle is available in our Web Shop.
Iron Crate
We’ve prepared for you an additional offer this week. The Iron Crate is available in our Web Shop!
This crate allows you to win a Tier 4 to Tier 10 Premium vehicle (or its value in Gold if you have it already). The crate contains some very rare vehicles, including:
ZTL-11 Tier 9 Premium TD
VN17 Tier 8 Premium AFV
This bundle is available in our Web Shop.
We hope that you will enjoy the offer and, as always:
I am thrilled to introduce you to the "Relaxing Simulator" game. I hope many of you will enjoy it. The Relaxing Simulator is designed to provide relaxation for all age groups, whether you simply want to stroll around, contemplate things, or enjoy the environment.
Features:
- Experience complete freedom in the first-person perspective and move around freely. - Enjoy the environment with music or ambient sounds. - Choose from 8 different environments. - Interact with objects, furniture, and doors to actively explore the world. - Adjust the weather to tailor the atmosphere of your environment to your preferences.
Special Features:
- Earn numerous achievements through various challenges. - A global leaderboard shows how long you've enjoyed your peace and quiet.
More:
If there's an environment missing that you would like to see, let me know in the Community Hub. I'll make a note of your suggestions and provide them as updates later on. However, please keep in mind that these environments should be suitable for everyone, and not every environment can be provided due to lack of interest or similar reasons.
Note:
The game has no storyline, characters, racing, jumping, or similar elements. You move around standing or walking forward and are situated on mini-maps.