Zombie Hero Rebalance (Beta) Map Tip Sharing Event (7/10 - 7/24) Greetings from the CSN:S team! Share your tips for the Rebalance maps and win Steam Gift Cards!
There's more to discover for yourself in your mech!
【GIVEAWAY】
To thank you for your continued support, we have prepared a GIVEAWAY for you to enter!
【WAY】Comment on this post 【GIFTS】$2 Steam Card 【QUANTITIES】10 【TIME】Now through 17th July *The winners will be announced under the comment section of this post, and the lucky winners will be sent a private letter from us via Steam; the lucky winners should redeem their prizes within one week.
At present, the game still exists a small number of lagging and frame dropping problems, we are actively dealing with it~. Please feel free to join the Discord (On Action Games Group) and leave us feedback, Thanks!
Concept art is more than just drawing a plan for a 3D artist to follow. Behind the 3D models, our artists pull from a variety of influences and references to evoke the feeling, the horror, and the fear that a player will be stepping into.
We took the time to speak to Pat Ingoldsby, our Art Director, about how the team viewed Light and Darkness, and played with it when setting the scenes. Players can explore in the darkness, hoping to avoid Zombies, or use their flashlight, which could alert fellow Responders to their location. There are tradeoffs, risks, and rewards for choices, even if it’s just about turning the lights on.
Our Responders don’t have to tackle risky situations alone though! No More Room in Hell 2 delves into the idea of ‘Survive Together or Die Alone’, encouraging players to work together, whether to hold off a zombie horde while trying to get out, or coming together to protect a Responder working to complete a vital mission.
We look forward to sharing more of our behind the scenes art with our community.
We have identified an error in the decoder rate announcement and have fixed the issue. Additionally, the Pulse Reactor has been deleted from the Transcendence decoder as of July 10th, as announced earlier in the 6/12 patch notes. Please note that there is no change in the in-game experience.
We apologize for any confusion caused.
Greetings from the CSN:S Team,
Decoder rates have been updated! This will be updated irregularly when the rates and the items are changed. We hope this allows you to enjoy CSN:S to its fullest, knowing exactly what you can get.
Engine position is now automatically adjusted according to estimated best position depending on the car's classic SL2 engine compatibility (I4, I6, V8). This is needed because SL2 cars do not have standardized engine positions for the different types, causing engines to end up way too low for imported non-I4 cars.
Improved in-tool car category information.
Added informative .txt files describing categories in more detail, alongside details about wheel compatibility and basic troubleshooting advice.
Modding
The Catalog can now load all categories of engine parts intended for MWM-based versions of SLRR. Of course, SLRR 2.3.0 & 2.3.1 engines work too, but that's nothing new :)
Modified part scripts to avoid "member redefinition" errors from some parts.
Catalog will now display any steering wheels compatible with your car, that have a price set above zero; Being non-removable parts, vanilla steering wheels have a monetary value of zero, so nothing changes in the vanilla game.
Steering wheels remain unremovable (SL1 was not designed for this, sorry), but can be instantly swapped (think: reskinned) by clicking one in your inventory.
If this interior customization stuff interests you and you own SLRR, you can easily get a nice assortment of wheels (and seats) to try by copy-pasting the "interior" folder alongside "interior.rpk" from your Street Legal Racing Redline\parts folder into SL1R's! They'll show up in the Body: Utility & Misc. category, after the RevChips.
Yotta
Added a cut hood for Yotta - no more need to compromise aero to avoid visual clipping!
The new hood is available in both Catalog & Shop 4, and will be used by high-end racers, too!
Moved the engine a little forward to avoid visible clipping into the footwells. Chassis weight has been rebalanced to keep the handling the same, and exhaust pipes have been extended.
Fixed offset mesh for the rear seats - correct inventory preview, and proper camera position when seated in the back of the car in first person mode.
Fixed rear seats clipping into the rear wheel wells.
Fixed rear side windows sometimes flickering, and being tiny in inventory previews.
Parts
Fixed wrong material properties for Stallion trunk, and hoods 3 & 4.
Removed purple tint from Sunset door cards.
Fixed shiny Ninja door cards.
Misc
Fixed part mover ("PEGAWRENCH" cheat) not fully resetting the parts upon using the 'Reset All' chassis click function.
Fixed new racers sometimes not getting marked by pedestrians when too close to world center of Valo (located inside West End).
Whisper hood 4 will no longer share color with other Whisper parts inside Shop #4.
Hello everyone! First off we would like to thank everyone who has wishlisted or bought Permanence Break. We truly appreciate your support.
As you all know, we still have many new features and improvements to add before we make our full release, planned for mid September. To make sure we keep all of you in the loop we would like to share our plan moving forward. Above you will see our schedule from now until early September. You can expect updates to be release on each of the dates shown, bringing you more content and mechanics and some graphical, performance and control improvements.
As always we welcome community feedback and suggestions, so please feel free to contact us on our Discord server or leave a comment on this post!
Thank you again for all your support. We are so excited to keep sharing this project with everyone! -The Permanence Break Team
Hello fellow mortar fans, we've been gearing up these past couple of months on our new gamemode, most know it as KOTH or King of the Hill, in our case it's more like King of the Terminal as you will be hacking a single terminal which is located randomly in preset locations on round start. We're looking to pull in as many as possible for this event, it's been far too long and we apologize for delays, so let's make it a good one!
KOTH
Taking place in remote locations, both factions are fighting for established satellite link stations where they attempt to upload a virus that will send their enemy nations satellite out of orbit.
Random start location
Hack must be fully completed in order to win
Hack progress stays after losing control
Supply depots can be used at anytime
Along with the new gamemode we've been adding further polish to sound and visual effects, look for those in the upcoming event! See you in Discord at 4PM EST Sunday.
Got a community and want to collaborate? Get in touch with us!
We're looking to bridge and grow communities, find us in Discord.