Evading attacks now has a brief animation. Pickpocket ability script now checks for nearby witnesses and distractions when calculating chances. Improved bandaging with Naturalism ability. New regeneration status effect, granted when you eat food -- now only potions heal you instantly. Also, improved some dialogue and quests, and updated all manuals and in-game encyclopedia (now 850 entries).
Complete list of changes:
-Mobile sprites now briefly move on successful evasion. -New status effect: Regeneration (heals you over time, mostly from food). -New script boolen: "if_objDefaultFacing" (test if object is facing default object). -Food now grants regeneration status effect instead of healing instantly (potions heal instantly). -Bandaging with Naturalism ability now requires spirits, and only heals one party member (but much more). -Setting faction string to "objFaction" in "factionReact" commands now uses current object's faction. -Fixed bug where lots of merchants were set to player faction (from editing their inventories). -Daximo will keep buying batches of 5 moonlight flowers from you after his first quest. -Improved Pickpocking ability script, checking for witnesses and distractions. -You can now get quests to recruit Shale, Stringer, and Dustbiter (Ch.3). -Updated manuals and in-game encyclopedia (850 entries).
Today we are releasing version 0.7.3 to address a few bugs and performance hiccups. Items marked with an asterisk (*) are issues reported by the community.
Thank you to everyone who reported issues, you guys are helping us make this game better every day!
Changelog V0.7.3
Bug Fixes
Fixed an issue with VerOS' arms preventing the completion of the boss fight. (*)
Fixed an issue that made the "Credits on Kill" Greater Hack award too many credits. (*)
Fixed an issue with the mini-map display for some rooms in the Orbital Complex. (*)
Fixed an issue with shadows in the Orbital Complex.
Hi! This is v1.3. It's a bit smaller than the previous update, but still has a bunch of new things in it! As before, you can find the full changelog at the bottom of this announcement, but here's some highlights.
Gauntlet
There's a new gamemode found in Extra Modes! In it, you must defend a generator against increasingly difficult waves of enemies, while scavenging the level and buying supplies during break periods. It's also customizable, with 4 different difficulties, variable match lengths, and different areas to pick from.
New Objective Type
Also added in this update is a new objective type: Cluster. Similar to Upload, you must find, activate, and defend mini-servers and then return to the master server to complete the objective. You'll need to stay near these servers as they run however, as they won't progress when you aren't nearby.
Other Additions
Here's a short round up of some (but not all!) of the new things in this update:
New area: Apartments. This area is(/was) the base of operations for a gang on the outskirts of the city, though any of the typical factions and objectives can be found on missions here.
Pawn shop: The pawn shop, after buying the first of its new upgrade level, will now sell a random assortment of items that can be found as loot, including corporate unique items and rare items that you haven't unlocked in the actual shops yet.
Enemies can now hear you reloading and using items nearby if they aren't in combat or already investigating another sound.
The previously generic Elimination mission that was used as reputation level 5's priority mission has been replaced with a new one using the new objective type.
Extended pistol mags and a few new attachments have been added (one of which can be seen in the screenshot above)
Switched to 64 bit builds (if you happen to still be 32 bit only somehow, I've added a new beta branch with 1.2.1 on it, which will still be 32 bit)
The beta of our biggest update ever is now ready! This is the same update that will push the game into full release on June 22nd. It's currently in English only, but our translators are working on it right now.
I’ll explain how to easily switch to the beta through a few clicks on Steam. We’d love to hear your feedback on the game as we’re doing the final balancing and polishing over the next two weeks. If you write us feedback, we can add you to the Beta Testers credits section. Just provide the name you want added.
Turning on Beta
Select the game in your library. Then click on the gear icon and Properties. In that window click on the Betas tab. Next, click on the dropdown that currently says "None" and select "Beta Pre Release." Your game will update to the beta version.
Keep in mind that Save files in beta will not be kept. We'll do a full save game clean at release to avoid any issues with all the new content.
Beta Testing and Bug Reporting
If you encounter any bugs or issues, you can help us a lot by opening the console by pressing Shift + F3, clicking on a bug (if there is any), and sending us screenshots of it’s details. Also, let us know if you find any overpowered combinations. With the combination of items and traits, there might be variations we haven’t considered that are too strong. For example, you can teach gladiators a trait that lets them taunt enemies, but it is considered an AoE ability, so it can be combined with an item that sets enemies hit by AoE on fire.
Here’s a short video explaining the new features:
Major Features and Changes
We talked about new features in the last update, so I’ll just briefly list them here. We’ll go into details in the release update.
New Traits System: Traits can now be learned and upgraded to higher levels with the new guild building, Trait Crucible, and the new resource, Trait Blueprints.
Item Upgrading: A workshop can be built in the guild, allowing you to upgrade universal items to a higher tier using the new resource, Crafting Tools.
30+ new traits as well as rework of many previous ones.
Rework of items, rebalancing, and changing functionalities of some.
Altar of Respec: A guild building that lets you reset the stats of gladiators.
Improvements to item and trait systems to allow for synergies that were not possible before.
Timeline and default battle speed can be adjusted in settings.
Auto Pause-Play Timeline: A feature that can be enabled in settings, which will pause the game or even open quotes, ring of death battles, or any events you set it to open. (We personally prefer to play without this, but it’s there as an option so everyone can customize their experience as they want.)
Reputation Rework: Now, gaining higher reputation with a faction will get you item and even gladiator rewards, while getting a negative reputation will lead to the faction trying to sabotage you.
We moved all resolution, screen, and graphic options to the game, with the addition of frame rate options that we didn’t have before.
All UI elements have been reworked to be cleaner, bigger, and more polished.
The guild, especially, had a big rework.
Countless bug fixes and improvements.
We’re super excited to hear your thoughts on the newest update! You can let us know what you think about Beta here or in our Discord server. Thank you so much for hanging on during this long development!
We start this summer with a new update! The update includes smoother player movement, more trophy details and multiple bug fixes among other highly requested improvements. Check out these notes to find all content.
Thank you to our great community for your support and feedback! Have a nice summer! :)
Smoother player movement
Player movement physics calculation got a big improvement and overall player movement is a lot smoother. It will fix any jerkiness caused by physics rate & frame rate being out of sync.
Trophy details improvement
The trophy screen displays more information of each shot: What weapon was used and how much of the total damage the shot caused.
Map editor improvements
Added custom height map support for mountain tool: To use it add your own height map to your map folder and name it “heightmap.png”. Make sure the name and file format are correct! After that open the map editor and go to the Mountains menu where you will now see your custom height map.
UI improvement to custom object configuration in map editor. Added ability to remove last collider
Faster Mountain generation in map editor with multi-threading
Terrain Smoothening pass is now faster with multi-threading
Placing mountain now sets terrain to not saved state
Null check added for LoadTexture
Other improvements
Improvements to player elbow animation
Scrollbar will always be in top position when entering a storage or loot box to avoid confusion as items always start from the top
The small stand in trophy lodge will now correctly snap to walls
Data optimizations for weekly challenges
AI navigation improvement for over ground areas like bridges
Bug fixes
Fix for dropped items sometimes duplicating after death
Fix for hand being visible while equipping camo net on higher FOVs
Fix for weapon magazine sometimes stuck in front of player
Fix for two arrows rendered when drawing bow before death
Fix for custom objects in workshop maps
Fixed player from getting totally stuck in vedged in steep incline
Fixed player movement. No longer get stuck on small objects.
Fix for gun disappearing after trophy shot
Thank you for reading and we look forward to hearing you thoughts.