Welcome to the forty-seventh devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of June 2024.
A quick note on the update release window: we had previously announced that it would come sometime this summer, and that is still our goal, but we still have quite a bit of work to complete that could potentially 544PC see that getting pushed back a bit. No guarantees either way, but I just wanted to make a quick note on that as I have seen more questions popping up about this in the community in the past week or so. We will do our best to still hit this window, but we want to make sure that all of the major features we plan on bringing in with this update hit a certain standard, so if more time is needed then we will be taking it (and we will be sure to let everyone know if that winds up being the case, or if we are still on track for a summer release with more precise RL3H0 dates/timeframes).
Gun Audio Overhaul
We have recently undergone a rather substantial overhaul to the gun audio:
While the sound files themselves are still largely the same, the way that they have been modified and reproduced in-engine has been updated/improved considerably, so the weapons overall should sound a lot better now (which we know has been one of the primary complaints about the game).
This will also apply to the mid and far sounds as well—the video below is an example, but please keep in mind that we are still making a lot of changes and adjustments to the mid and far audio, so this is still very much a WIP (for instance DY2XB there are still some guns that have that “popcorn” effect at distance, which is something that in the future will mainly be coming from things like smaller caliber pistols, and thus you will hear a lot less of it in the mixture of all of the other weaponry):
We still do not, however, have sound switchers for moving in/out of various environments, so these sounds are all still considered “open field sound cues” 4WBZC. This is something that we are currently investigating now though, so hopefully soon we will also have unique audio for things like firing weapons indoors vs outdoors.
Vehicles
The vehicle spawner system has now been implemented in the Developer Build. This is the system that will handle how vehicles get spawned on any given map, which ones are chosen to be spawned, how long it takes for them to respawn, and other variables such as global spawn limits that restrict how many of a particular vehicle type can be spawned on the map before the spawner is able to create a new one (so players can’t just take a vehicle, drive it off the spot, and infinitely create new ones).
Factions will now have their own pool of vehicles that can be contained within them, and that can be selected from based on the spawner that is used on a map (for example, a faction can contain vehicles tagged as heavy, medium, light, etc. which is what will appear in their respective heavy and light vehicle spawners that are placed down on the map). Additionally, it will also be possible for vehicles to be contained within a map file itself, allowing for maps to have specific TBGT5 custom and unique vehicles on it (for example, if there was something like a go kart map which contained its own go kart models, it would be possible to have spawners in place that always and only spawned the go karts included within the map regardless of the factions that may be chosen to play as).
It will also be possible for maps to have persistent vehicle spawn locations (such as what you’d find or expect at a main base spawn), as well as conditional spawns (such as vehicles that spawn in on flags only after they are captured).
Upcoming and WIP Features
Building/Construction System
As promised in the last devblog we now have some showcases of the basic building/construction systems in game.
First up is rally points:
Squad Leaders will be able to place RPs FTK4J when another squadmate is nearby, and when an enemy gets close enough the RP will be destroyed and disappear. RPs will last for 60 seconds by default, allowing squad members to spawn in where it is placed during that window of time.
With two squadmates nearby, SLs will be able to place down a FOB, which will allow for the whole team to spawn where it is placed. FOBs will last indefinitely, or until they are either dug down or destroyed. FOBs will 5T624 also create areas where a team will be able to build up utilities such as ammo/supply crates, and various other buildable fortifications and structures:
To start, buildables will be fairly basic—players will be able to place and build sandbags, hesco barriers, ladders, and so on. This system ultimately allows for whatever type of object to be placed, however, so this list RJDVN will only continue to grow, and modders will easily be able to add or modify this system however they desire.
All build pieces will also decay if the bottom/foundation piece that they are built upon gets removed, so it will not be possible to do things like build floating structures:
The May 2024 devblog goes more in depth on how some of the specific mechanics of this system will work, and what the initial values will be for the first release of this system (more or less—we are still playtesting this internally), so I recommend checking that one out if you wish to learn more. As usual, this entire feature will be completely modifiable in the SDK, so it will be possible to change everything shown here.
Bipods and Weapon Resting
The bipod and weapon mounting/resting system now properly impacts all of the weapons in the game, and it is now possible for every single weapon to individually be configured to utilize these mechanics. This means WNNKH that weapons with bipods can have their own unique values attributed to their use of bipods, whereas weapons that lack a bipod will instead be mounted/rested and have their performance be impacted in different ways.
Weapons will now have unmounted stability and recoil:
Passive stability and recoil (meaning when you are nearby an object in the world but have not physically mounted to it):
And mounted/bipodded stability and recoil (6H0CD meaning you have physically mounted/bipodded to an object in the world using the hotkey):
Some weapons will be able to do all three of these scenarios, whereas some will only be able to take advantage of one or two. For example, it will be possible to bipod a weapon like the PKM, however, players will not be able to also mount it to a wall, or gain any sort of passive bonus just for being near an object—this means EZAKW players must deliberately select and fix themselves into a position to gain the unique advantage that the bipod will bring to reducing recoil and increasing stability. In contrast, a weapon like the Mk18 has no bipod, but it is smaller, and much lighter/more ergonomic compared to a weapon like the PKM, so players will be able to gain a passive bonus for being near objects like walls, and they will be able to physically mount the weapon to vertical and horizontal surfaces to reduce recoil and increase stability (just not as much as the PKM would receive when taking advantage of its bipod).
At the time of this devblog, while all of the weapons will now properly work with this system, we have not yet begun to configure them so expect recoil and stability, visual mount points, and so on to change between 9BDCZ now and when the official patch goes live on the main branch.
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Thanks for checking out the devblog!
Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!
We would like to inform you that Fitriz will be available for free from 06.08.2024. We have made this decision because the interest in Fitriz has been limited so far and we will no longer support the game with updates.
Our goal is to make Fitriz accessible to more people and give them the opportunity to try the game without raising expectations for future updates. We hope you continue to enjoy Fitriz and that even more players can now enjoy it.
Hey everyone! This month, a lot of work went into making multiple wild bacteria battles and adding new exploration elements to Sandlyn! The enemies in battles are a lot more animated than the demo ones and their attacks are more complex.
You can expect to see a lot of Sandlyn for a while since it's quite a large area in the game. (More areas other than Sandlyn will also be in the game of course, but Sandlyn is certainly demanding quite a lot of work!)
Showing you all the new wild bacteria will be spoilers, but I'll try to show as much as I can. Without further ado, here are this month's sneak peeks! (As usual, keeping spoilers at a minimum!)
Welcome!
"Enemy attacks!"
Hide.
"Dodge!"
Thank you for supporting Astromeda, and I will see you on the next developement update! ❤️
Fixes 1. Fixed the repeated flashing of the Boss "Furious Thunder Spirit." 2. Fixed missing characters in player names. 3. Fixed the dual blades "Eternal Twin Blades" not dropping. 4. Fixed the camp upgrade "Restorative Potion" occasionally not triggering. 5. Fixed the issue where the weapon table in the camp would not refresh. 6. Fixed the single-handed sword "Guardian Shield" being able to attack without magic points. 7. Fixed incorrect word filtering in the chat room. 8. Fixed the lack of Black Iron Ore drop after defeating the Boss "Demonic Overlord." 9. Fixed the dual blades jump attack not increasing combo points. 10. Fixed the skills of the bows "Lava Strike" and "Corrosive Wing" not working. 11. Fixed the abnormal attack frequency of the "Eerie Beak."
Attempted Fixes 1. Attempted to fix lost gold. 2. Attempted to fix players not reviving properly. 3. Attempted to fix monsters getting stuck in walls.
New and Adjustments 1. Increased the price and health recovery amount of the shop item "Life Crystal Cluster." 2. Added a new Nightmare difficulty. 3. Slightly reduced the number of soul crystals obtained in the fifth level.
Hi everyone, Here is a content update with 26 new unique items and an overworld incident. This update was kind of mandatory following the last major update. As you know, with the last update we increased the level cap to 60 but if a hero loots lots of jade treasure chests or other unique item giving objects, unique items may become insufficient past level 50-55. So there are 26 new unique items increasing the unique item count from 73 to 99.
The new incident is a haunted lake with variable enemies and an iron or a bronze chest. Potion of levitation may come handy crossing the lake and escaping the enemies if needed.
See below the details of the update:
ADDITIONS
3 unique rings added.
4 unique amulets added.
3 new unique shortswords added.
5 unique greatswords added.
4 unique warhammers added.
4 unique staves added.
3 unique bows added.
Added a new overworld incident called "Haunted Lake".
CHANGES
Reduced the price of shields that give melee damage.
Second perk of 2-handed weapons now reduces stamina consumption of two handed weapons by 50% instead of 25%.
Slightly reduced weapons' stamina consumption for attacking.
FIXES
Fixed watcher of things amulet.
Fixed a bug about amulets with elemental damages. Sometimes they were not calculating correctly, resulting hero giving less damage.
- Fort bug fixed in Waterloo AM and PM - Fixed La Haye Sainte fire animation - Fixed Major Victory text in WL11 scenario
2024-07-26
#define VERSION_NUM "1.0107"
We've began beta testing. Found some bugs, fixed them, still testing. This is how it works:
MP button will bring you right into the lobby screen. You have to join or create a room in order to see anyone Who ever created the room is the server If the creator leaves, next person becomes the owner Room disappears when everyone leaves
Owner hits the "enter staging room" button everyone is notified that the server has started just wait and when it's up you will join the game once the server starts, the room is locked down (can't join again so don't leave) once you are connected, you leave the lobby
now you are on the regular MP setup screen and all should work as it has in the past
This is the ONLY way to do MP now. Sorry if you like direct IP, but it really sucks with firewalls. This way will work to allow you to play with ANYONE connected to Steam. It's very cool how easy it is to connect. All packets are routed through the Steam client, so there's no worries.
It's probably buggy, but it does work.
- Updates on graphics of Waterloo AM and Waterloo PM maps
- Fixed unit "flying" over a bridge in the north-east of the Die Huegel map
- New Staging Room layout to better see commander's names
- Fixed Guard/Screen button of Grog Toolbar x64
- Major part of sdk now included in game/sdk folder
Hello. This is a small update fixing some bugs and tweaking the balance. If all goes well the next one will be a long due content update!
FYI I'm putting the weekly challenge gift card on hold for the time being (starting from the upcoming week). There's been some exploit issues and generally not enough interest to keep it going but it will return at some point. With that said the weekly leaderboards will still go on of course.
General
New: Disable super ability mode for +10% weapon damage
Fire mission radius goes smaller a bit faster
Challenge mode enemies are once again buffed further as time goes by
Enemy air units have faster top speed by the same rate they are faster initially (25%)
Sorcerer Elite pentagram damage increased by 100% as time goes by
Difficulty multiplier weights changed. Previously all options (enemy health, damage, speed and amount) were equal, now speed and amount increase the multiplier more
Some minor performance improvements
Bugs
Some maxed out weapons had a critical upgrade costing 0 after using forge or sun stone
Player invincibility did not work inside the mine
Leaderboard character weapon and ability mode were not displaying properly
Consumable inventory navigation could get mixed up when buying many at the same time
Hit numbers would get displayed in wrong places with huge number of enemies
Sacrifice altar's damage is blocked by Energy Shield item
Banker power-up is selectable on forest maps (which don't have a bank)