-Added settings option to menu. -Player will no longer get two of the same artifact in a row. -Updated intro dialogue. -"Rusted" tier guns are much cheaper in the shop. -More buttons are wibbly-wobbly.
Added a few abandoned camps that can spawn throughout the map
The entire random event system has been rebuilt to use a new system (locations and behind the scene systems)
GPU optimization
AI animation optimization
You can no longer open debug menu when in photo mode
Improved left hand placement on weapons when moving
Fixed an issue with first aid XP that could cause issues
Fixed passive skill values when loading a save being different
Fixed airdrop aircraft not moving
Fixed an issue that could cause poor performance
Fixed an issue with skill points being created from nothing after creating a save after playing another
Fixed an issue where current passive skill points could crash the game on start-up
Fixed flickering/pixelated water from a distance
What's next?
I will be away from 8th June to the 17th June so expect no news or updates
Next patch for the game will be to do with new random events and improved visibility of them (eg. map markers if you have a GPS but you will also be able to disable this feature too). New events like hordes of zombies, etc
Reworked ladder. Something small and while last update did improve them they need to be redone in all honesty
The Infected Deadzone will be added after this. More news soon
Hello the game is finally out, If you have any suggestions or bug reports you can write below, I will continue to update the game. I will have a big content update soon, maybe later this month.
small update - added more gas at the start of the game so new players are blocked from wandering around the map and don't know where to go to find the key, It was not meant to be difficult to find.
18 months of core development brings great performance increases, development optimizations, and a swath of game improvements. Slowly but surely these under-the-hood changes have brought us from experimental ideation to tangible quality advancements for VR physics interaction and bonestyle game development.
Player Rig Improvements
The player rig has significantly progressed to become more physical, more performant, and feel better to control. Particular attention was paid to mantling, interaction with levers and lockers, small pops when interacting, aiming guns, recoil, adding a physical neck, and physical twist bones on the upper arms, lower arms, and thighs.
SDK Updates
Patch 4 comes alongside a large update in the MarrowSDK geared specifically towards Mod Level creation. Place spawnables with ease now using the dynamically loaded Spawner Preview Meshes! No more VOID meshes everywhere. This will even work with Pallets created by other users
Zones
The Zone System has been completely rebuilt, refactored, reworked, retooled for level creation, Marrow Entity tracking, and performance optimization. This enables modders to more seamlessly create high quality levels with more complex player involvement. For additional information please see updated Marrow SDK documentation! https://slz.gg/sdk
Marrow Entities (dynamic physics objects) have their states tracked while inside zones. This enables Marrow to cull/un-cull without hitching.
This gif showcases a zone cutting through other zones and seamless transitions between them. Once exposed in the SDK these tools will enable you to more easily setup interesting and unique level designs.
You can see as the player entity traverses through linked zones, Marrow Entities are brought in/out for greatly improved optimization management.
Spawnables
Spawnable dynamic objects (Marrow Entities) fill the library of items you are now able to utilize in your level creation. By referencing the Bonelab pallet of spawnables in your mod project, you can now place and spawn almost any Bonelab object the same way we can. Since these items are all Marrow Entities, they are tracked and dynamically culled per zone for optimization.
Since we know embarking on a massive easter egg hunt for all spawnable objects is a daunting prospect, a gashapon machine has been added to the endgame menu. This machine functions similarly to the Monomat from BONEWORKS; the ammo you have collected throughout BONELAB’s campaign can be redeemed for unlockable objects you might have missed during your playthrough.
Spawn Gun Usability
The Spawn Gun UI has been reworked to allow better sorting and filtering of downloaded mods. This should make things easier as the list of spawnable items and mods gets even longer!
It is important for us to further improve ways for players and modders to organize their crates and data.
Quality of Life
Box Grips and Barrel grips have had a pass on bug fixing and interaction cleanup. Previously it was possible to run into an issue where grabbing a scaled box grip would cause the hand to grab towards the root or center of the box/barrel, rather than the spot the player intended to grab.
Minor level adjustments have been made throughout the game including missing collider fixes, misassigned physics and impact properties, fixes to zone connection issues, occlusion bakes, and light bakes.
Tons of further optimizations have been made to rendering, loading, asset streaming, interactive set pieces, colliders, occlusion, nav-mesh, textures, sounds, lightmaps, shaders, materials, fog, static batching, memory use, asset file size, etc. etc. etc.
Mountains of bug fixes covering a wide range of issues from logic errors, collider issues, incorrect scales (all leading to physics weirdness), to UI bugs, objects double spawning, double-rigidbody objects becoming broken from spawning, texture mistakes, incorrect references, mysterious super cursed override reference bug, and blown-out lightprobes.
Gashapons are now destructible! Shoot them, smash them, or bash them, destroying them will unlock the spawnable item just as well as popping them normally.
Mod.io subscription downloading
You can now connect to your mod.io account and directly download all subscribed mods. Note: this will only download mods compatible with this MarrowSDK version and above. You can still manually install older mods but they will likely have problems if they haven’t been updated.
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Patch Notes - PATCH 4
Player Rig Improvements
Optimized hand poses and increased range of motion on some poses
Physical neck, upper arm, lower arm, and thigh twists added
Lever, locker, and joystick interaction polished
Shouldering pose added to tighten aiming and lean physics into shots
Interaction while moving polished to remove pops
Player stabilized to withstand greater forces
Teleporting polished
Gun recoil improved
Slow avatars move slightly faster
Mantling greatly improved
Movement while crouching improved
SFX added to hands when they slide on surfaces
Significantly optimized performance
Tons of under the hood preparation for the player rig to be more separable as an NPC
Reworks
Zones - Fully rebuilt using new zone system / tools including zone links, triggers / events, and other zone based components.
Marrow Entities - All Rigidbodies migrated to Marrow Entity system for tracking with new zones as well as internal state persistence / resetting and pooling, joint tracking
Layers - consolidated and optimized, collision matrix optimized, dedicated trigger layers for different use cases. Concept of fixtures added.
Damage Volumes - rebuilt for consistency with health system, NPCs, and object destructibles.
Audio and Mixes - all audio sources migrated to use dynamically pooled and spawned interface, mixer moved to marrow.
LODs - static / environment artwork LOD work and adjustments for optimal performance and reducing visual pops.
Particle FX - optimizations and some redesigns.
Affordances - improved throughout most levels including lighting changes, object placement, material swapping, fog volume adjustments, color changes, sightlines, and sound fx improvements. Electronic puzzles reworked with Voidlogic
GameControl logic reworked
ObjectDestructible and fragments
Trigger events reworked to Zones
Various UX design normalization (example: button sizes)
Encounters - adjusted, reworked, and optimized across most levels.
Encounter Spawner Groups
Spawn AI settings - roam, base configuration, spline roam, zone roam
Spawn Aggro
Zone Aggro
Agent Link Decorator
NPC
Lifecycles reworked for pooling/hibernation/artcull
Hierarchy rework and bug fixes
EntityPoseDecorator for posing NPCs on spawn
Omnis navigation improved
Bug Fixes
Loot table off by one fix
Respawn teleport points fixed and adjusted
Highlighting tutorials on weapons fixed
Crate reference issues fixed
Occlusion culling fixes
Double spawning objects fixed
UI alignment issues fixed
Collider fixes gamewide
Off-scale object fixes gamewide
Many texture mistakes fixed
Many light probe issues fixed
Box grips bug fix and interaction cleanup
Barrel grips bug fix and interaction cleanup
Leaderboard UI filtering bug fix
Rotational drift while seated fixed
Bunny hopping jump reset fixed
Adjustments
Some levels slightly adjusted for improved UX or optimization
Destructibility added to certain spawnables
Gashapon balls are now destructible
Environment seams reduced
Environment layout adjustments to prevent players getting stuck
Material corrections
Music playback adjusted including placements and timing
Ladders swapped for lifts
Arena gameplay optimization and adjustments
Weapon choice and placements adjusted
Ammo count reconfigured
Missing colliders fixed in various levels
Misassigned physics materials and impact properties
Zone connection issues fixed in various levels
Occlusion bake issues fixed in various levels
Light bake issues fixed in various levels
Damage Volumes now behave consistently
Added Gashapon machine or quicker endgame collecting
Crate Descriptions added
Rendering and Optimizations
Shader prewarming added
Light bakes visually improved and performance optimized across the game
Lightmap based baked reflection occlusion added
Fog visually improved and performance optimized
Static batching improved
Texture streaming cache size increased
Memory use optimizations
Storage use optimizations
Material use optimizations
Audio clip loading optimizations
Optimized poorly optimized meshes (WIP)
Consolidation of used assets per level
Level Specific
Descent - Final area layout adjusted and re-tuned
Hub - QoL changes to special projects area
Longrun - Puzzle section rework
District - sightline geometry overhaul
UI Updates
Spawn Gun UI - reworked organization for handling many installed mods and spawnable items
BodyMall UI - reworked organization for handling many installed avatars.
Mod.io UI - Added interface for binding Mod.io account to automatically download subscription on website
Players can now reroll pack selections if they have reroll tokens.
When a team loses a round, each player on that team is granted 1 reroll token which can be used on the next round’s pack selection or saved for a future round.
Fixed a bug causing the HMG to queue its bursts prematurely while aiming down sights.
Fixed a bug where the Holy Sphere was not healing teammates when directly hitting them.
Fixed the Bolt ability upgrade showing up before players had unlocked the node in the progression tree (made available in a hotfix before this patch).
Interface
Fixed a bug causing the victory/defeat announcement to be played twice.
Fixed some smoke particles obscuring HUD elements.
Improved the progression tree loading to fix the nodes not being visible sometimes.
Maps
Wellspring changes:
Fixed a potential stuck spot in the wall when using teleport abilities.
It's a wet hot Clockwork summer for us here at Realmsoft (no, I don't know what that means either), and alongside new trailers and showcases, we are also here to deliver piping hot demo updates, right off the grill.
As always, leave us a note on Discord if you run into any other issues or have any more suggestions!
Major Changes
Missile Launcher Alt Fire: Primed Shots
The missile launcher has been updated with an armor-busting alternate fire. We felt the missile launcher needed a little bit of extra oomph and value-add, so we came up with the idea of an alternate fire mode. Try it for yourself and let us know what you think!
Map Improvements
Save points are now recorded on the map. We're a big fan of the old-school save point system, but we did agree with folks that not tracking where those precious save points were on the map could be a bit stressful. So now they are! The map will see many more updates in the future.
Movement Key Rebinds
Keyboard players can now rebind movement controls. This was honestly just something we ran out of time for with the original key rebinds patch. Rebindable keys is just a great feature for PC gaming, and we didn't want that to stop at movement keys. So now it doesn't!
Now, read on for the full list of changes!
New Features
Missile Launcher Alt Fire: Primed Shots
Alternate fire shoots a Primed Shot
Primed Shots deal extra damage and break enemy armor
Primed Shots cost extra ammo to fire
Normal missiles no longer break enemy armor
Missile launcher base ammo is now 3, up from 2
Map Improvements
Save points are now recorded on the map
The Map Kit item is now required to use the map
Expanded Options
Keyboard players can now rebind movement controls
New Graphics Mode: Lock to 60 FPS - Players experiencing improper runtime speeds can turn this on. It will also turn on automatically if Vsync fails.
General
The Window Scale Factor option is now applied every time the game runs
Combat
Mines boss armor reduced
Mines enemies' HP and armor adjusted to account for Primed Shots
Equipment
Twinfire Barrel mod now reloads two missiles at once rather than firing two missiles at once
Levels
Forest stages received some minor path changes. The entrance to the Mines has moved!
UI
Improved UI for Iris' armor gauge
Additional visual effects to communicate "missile stage" effects
Bug Fixes
General
AMD players should no longer encounter errors or crashes when entering the boss rooms in the Mines.
Autosaves now preserve the player's Health, Armor, and Repair Energy
Fixed an issue that was causing buttons to act held down when a controller wasn't plugged in
Fixed an issue where the player's gun sprite would sometimes not render near the edge of a screen
Combat
Fixed issue where enemies killed by a player would stay dead even if the player reloaded the autosave at the start of a room
Nimbot (Forest Boss) should no longer deal collision damage while dying
Fixed an issue that could cause Drillbot's routine to halt indefinitely
Fixed issue where dealing damage to the Mine Boss' weak point could sometimes result in the damage being multiplied too much!
Levels
Fixed issue where bullets could "miss" small objects if the player was too close to them
The player should no longer enter a glitched state if damaged while opening a chest. Additionally, the player should no longer be able to take damage while opening a chest in the first place!
Fixed issue where Revolver bullets could fail to activate Flipper Switches
Equipment
Players can no longer initiate a false "Power Dash" if they have no Power Dash equipment
UI
DualShock 4 controllers now correctly show appropriate button icons, including the touchpad
Should you encounter any issues with this update, kindly submit a ticket through our support portal on our website www.nofio.co. If possible, please attach a Diagnostic & Steam Report.
We recently revealed a new trailer at the Media Indie Exchange (MIX) online stream event, 'Guerilla Collective 2024, featuring new scenes and characters! Take a look! 👁️