Hey folks! It's been a month since i've made a devlog.. Just a quick update: I enjoyed my vacation, it was really nice. However, I discovered that I had accidentally broken the ending sequence in DR4X several months ago. I've now corrected it, so everything should be working properly again. ANd just in time for steam summer sale O_O This is kinda a major bug that got overlooked. So this is a major update heh. Changes: -Fixed major bug -Added better hints -Added cheat code for person who pointed it out to me
We've been hard at work finalizing our cozy exploration game over the past few months, and we're finally almost ready to welcome everybody to the world of Lettuce Village! We've spent two and a half years working on this game in our free time, and we're really proud of the little world we were able to create with a small team and no funding. We hope you love it as much as we do!
If you're a journalist or content creator (or just want to say hi), we'd love to get in touch — please email us at garagesalegame@gmail.com. And, if you want a place to chat about the game on release day, join our Discord server!
I’ll cut straight to the chase – we are very excited to introduce Multi-Team via the Combat Workshop – effective immediately!
It has long been a favorite mode, perfect for smaller squads and a lot of chaos. It’s also a mode that has seen a lot of variations over time from teams of two, three, and four. It’s live right now so read up on what you can expect when you jump into matchmaking later!
Multi-Team Mayhem
It’s all Arena Multi-Team, all the time. Arena Multi-Team will feature four teams of two Spartans each (2v2v2v2) and will feature some variety in game play so here’s what you can expect as far as maps and modes go.
Arena Maps
Elevation Multi-Team
Forbidden Multi-Team
Behemoth Multi-Team
Cliffhanger Multi- Team
Arena Variations
Multi-Team: Crazy King
Multi-Team: Slayer
Multi-Team: Oddball
Multi-Team: Land Grab
Friend or Foe
In past versions of Multi-Team, each squad had their own designated color (Red, Blue, Yellow, Green, etc.) During this Combat Workshop, one of the main points of feedback we are interested in is how Halo Infinite’s friend vs foe detection system works when it’s friend vs all foes.
This means you will be able to tell who is on your team and all other teams will simply look like enemies to you and you won’t necessarily know which enemy you’ve come across.
Have thoughts? Be sure to follow-up and provide your feedback!
The Combat Workshop is your one-shop stop to check out work-in-progress maps, modes, and other new experiences. This playlist allows us to test out new modes, new features, new experiences, and get feedback at scale before taking that information back and iterating on it. From there, we can address issues and community feedback to get things ready for primetime matchmaking.
Check back later for the link to the survey, or follow the QR code that will appear in-game.
If you experience any technical issues, please be sure to report them to us by using the Halo Support site at https://aka.ms/HaloSupport.
Hop into matchmaking, play some Multi-Team, and check back later this week to give us your feedback!
-Fixed Missing Recoil on Z-x13 Pistol -Fixed Missing Door In Office area -Fixed Signal Flare Weapon, Now fully functional. Just Shoot the flare and don't stand next to zombies 😉 -Fixed Mouse being locked if trying to Alt-Tab from game -Further Optimizations to Last Resort Map -Pistol Slides now lock back when out of ammo -Added two new upgrade versions of the Lever Action Rifle -Increased open speed of sliding doors -Increased Slider for Gamma, Max was 2.8 changed to 3.2
What's Coming with the next patch.
-Further map optimizations -Practical use and function of character special abilities. (Airstrikes and drop pods complete rework) -Special Weapons optimizations and overhauls -New Traps on Last Resort map -Gamepad use optimizations and corrections.
Hello, Knights! It's time for another CKF Community Challenge. Our previous challenge was all about multi-classing and how you mixed and matched talents. For this challenge, we are asking you to leave your Vanguard back at base and take your Agent EX out on all missions you can.
There are two requirements for this challenge:
- You cannot take a Vanguard on any mission - You cannot multiclass anyone into any Vanguard talents
For a true challenge, apply these requirements to a fresh start, brand new game. This is not required however, you can just pick up from wherever you are and just no longer use a Vanguard or any Vanguard talents via respec.
There also may be missions you cannot do with your Agent EX depending on their backstory - you have a few options for this. As there aren't very many, you can just skip them. You can do them without a Vanguard or an Agent EX. This will likely make them more challenging, but that could be part of the fun!
As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what we’d love to see:
- Screenshots of your squad and their talent trees - After Action Reports of your missions, challenges you faced - Tell us about the challenge posed by not having a Vanguard, were there any? Were you surprised in any way? - Any other creative ways you want to share to tell us about your heists with your multi-classed mercs: memes, interpretive dance, gifs, etc
No matter what you choose to share, please share screenshots of your Vanguard-less squad on a mission!
We’ve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #agentex_challenge to join in on the conversation!
Bug Fixes: -Fixed the issue where opening priority drive result in unclose-able interface. -Fixed the issue with EXO Renegade drive effect working. -Fixed the issue where player pausing the game shows pause menu but the game still running.
Changes: -Change in-game logo. -Increase Research Point reward for each stage cleared. (Normal Stage Reward: 100 => 200) (Elite Stage Reward: 100 => 500) -Rename units from Cosmic Drive (Aquila Alpha => Altair Alpha) (Sirius Omega => Sirius Stigma) (Vegas Delta => Vegas Zeta) -Adjust some minor audio setting.
-This update brings important fixes to the doors and drawers, making them much better and enjoyable
Fixes:
-fixed an issue where if the player had a grip equipped on the weapon and tried to open a door the door would cause weird jittering due to the grip colliding with the door, causing the physics engine to go crazy
-made all collisions between door colliders themselves and all unnecesary player colliders not possible. Now there shouldn’t be any unwanted collisions and the doors will not jitter anymore.
-fixed an issue where if someone died while holding a door the left hand would be mispositioned until they would interact with a door again
-fixed an issue where M40A3 sniper would not fire when aimed down sight
-fixed an issue where the Sig Sauer Bravo 4x (named Sawyer in game) reticle was not being rendered, for the non-dual render variant
-fixed an issue where the player was not locked when he was supposed to, such as in the pre-game time of Extraction
-fixed an issue where the secondary charge attack for knives/shield would not apply damage to the enemy
-fixed an issue where even if teamkill was on the knives could not damage teammates
-fixed an issue where the speed of the player would not be reduced when interacting with a door or other kind of interactable object when crouching
Added/Changed:
-many more changes and improvements to the door and drawer system, to make them much smoother and less jittery.The door pushing has been smoothed, the drawers and sliding doors as well + additional physics logic change in order to achieve smoothness. This update should bring the doors to a much better and enjoyable state.
-made it not possible to shoot/switch weapons while the player is loading, due to unexpected behaviour