Our first self-published patch is almost here, so we’re throwing a Double XP party weekend to celebrate!
We know many Super Animals are eager for more content (and we’re just as excited to get it into your paws), so we wanted to begin by letting you know that our first self-published patch (v1.9.4) is right around the corner. We’re finalizing a few items with the console makers behind the scenes, but the release is very close!
To set expectations, this patch primarily focuses on quality-of-life improvements and the Super (End of) Summer Royale event, as well as a couple of fun surprises we haven’t shared yet. The team is also still hard at work on Super Animal World and we’ll have some additional updates to share on its progress when v1.9.4 arrives. It’s a huge project so it’s taking us longer to build out and polish up than planned, but it’s shaping up really nicely so we can’t wait to share more of what it’s looking like with you soon.
We’ve already shared a few things to look forward to in v1.9.4 on our socials, and we’ve gathered the key details below in case you missed any of them:
Zip-and-Goes are being reworked! Super Animals automatically grab onto the zip-line as it's being thrown, and riding multiple in succession grants a stacking speed boost.
Bots de-prioritize downed targets. Bots will prioritize other actions such as resurrecting teammates and firing at standing targets rather than delivering the final blow to Super Animals.
The Super Dragonfruit Dragon will also be arriving to kick off the beginning of the Super End of Summer Royale event!
Double XP Weekend
From Friday, September 20th to Monday, September 23rd all XP from dailies, weeklies, and matches will be doubled! The Dragon’s Loot Pass will move into the Animal Pass Archive when v1.9.4 arrives, so if you have remaining tiers to earn or need a couple more levels, now’s a great chance.
Double XP also applies to account level and any pass from the Archive that you have activated on your second Animal Pass track. So even if you’ve already completed the Dragon’s Loot Animal Pass, you and your squadmates can make some gains on archived passes!
We also just announced last week that each one will come with their own respective in-game beanie, as seen in the image above, that’ll be sent out via e-mail when the plushies ship later this year.
In case you missed their initial announcement video, each Shoulder Rider plush has a magnet inside so you can stick them to their included fabric, magnetic disc (which you can slide under your shirt on your shoulder, hence the name) or magnet them directly to things like fridges, lamps, gaming PCs – you name it. Special thanks to Cheryl, Erika and our friends at Youtooz for designing and bringing these plushies to life.
That’s all for now, but we have so much more to share with you soon! Thank you for all the warm comments, support and your patience as we’ve made this big step to transition to self-publishing Super Animal Royale. This first patch took us longer than expected, but it’s a crucial milestone and lays the foundation for some really exciting updates to come that we’ll be able to publish ourselves! And the good news is, once we’ve gotten this first patch out the door, publishing future patches should be a whole lot smoother from here. A special thank you to Kaity, Clogg, and the incredible new teams handling porting, quality assurance, and release management for all the extra work they put into this patch’s release!
One of the key differences between Rift Riff and other tower defense games is that Juice, the build and upgrade resource in Rift Riff, is generated during waves and not simply granted to you after you complete a wave. Story-wise, the juice-generating towers are actually the very reason the enemies are attacking you... but I won't be going into the game's lore here. Because juice is generated during waves, you'll find yourself going into the wave with one plan but restrategize into another: more and more monsters enter the battlefield, more juice flows in, and you have more and more build options.
How much juice is generated each wave depends on how many juice-generating towers you have. Those kinds of towers can only be built on these different-looking tower bases that have a bit of energy flowing out of them. We're currently calling that class of towers 'Defensive towers' but that name may change before the game comes out.
Your Basecamp generates juice, as well as the towers with the fitting name 'Juicers'. There's a few more towers that generate juice, but we're still designing and improving those. One of those is an armored well that doubles as a bunker with a lot of health, but doesn't generate as much juice as its alternatives as a result.
One feature in Rift Riff that feels really good is that destroying towers fully refunds the costs of both building and upgrading that tower. This means that after barely surviving a wave, you can refund a bunch of towers and restrategize your defense based on the incoming enemies.
That should explain the main build resource in Rift Riff! If you have any questions, drop 'm in the comments.
This build doesn't contain anything "new", but fixes 1 problem that was in the game -- whoops! It was an oversight. I can't promise that it won't happen again, but hopefully we can prevent any future bugs like this.
( Bug-Fixes )
Fixed a bug that prevented the Hex Editor to work within the Makeup Creator.
Additional Notes
If you notice that when using the pitch feature in the Islander Creator that the makeup linked to your islander's mouths do not move, then you're correct. It's not a bug, as the pitch speech function is only there to test out the pitch of your islander's voice! I'll look into allowing makeup to enable/disable for this feature soon.
Hi all, this hotfix addresses some major issues and I hope it will make your experience much better! Also, I wanted to let you know that I am currently working on the Halloween update that should be very exciting! There will not be another hotfix until the update is released as I do not want to put too much on my plate.
Updates
Hatchling Base health (pre-scaling) reduced from 60 to 50.
Small Oceopada damage has been reduced from 25 to 20.
Doppleganger pickaxe Base health (pre-scaling) reduced from 300 to 250.
Doppleganger shovel Base health (pre-scaling) reduced from 225 to 200.
Fixes
Fixed an issue where Voice Chat Proximity was not Attenuating Player voices. Voice Proximity Chat should work properly again.
Fixed an issue where Loot Mimics were not being hit by clients.
Fixed an issue causing enemies to leave combat mid-fight and restore health to full.
Fixed an issue causing enemies to not properly switch targets when its current target becomes undetectable/dead.
Fixed an issue where setting friends only to ON with private OFF, was preventing friends from pressing the join button.
Fixed an issue where debug spheres were sometimes appearing for certain lootables in the ship.
Fixed an area in Treasure Island where O2 was not declining on exit.
Fixed an area in Port Ragnar where O2 was not declining on exit.
Fixed an issue where hovering over Weak/Strong Oxygenated herbs was not displaying the “requires hedge knife” message if a hedge knife was not equipped.
Fixed an issue where the background audio option was not saving.
Fixed an issue allowing Aquariums at Sketchy’s orbit to be moved around.
After spending a couple of days searching for and possibly fixing various bugs, we simultaneously added second type of demand in a large number of locations in this patch. This means that gaining reputation in settlements will become even easier. Of course, we hope we tested everything well enough, but you can never be sure! ːchkː Well, that's all for now. Please report more bugs!
changelog v 0.310 : - New body morph customization (fat, muscular, height, gender) - Map vote system fully implemented - New icons in serverlist to show if servers allow map rotation and use mechanical guns - New ref sounds when Calling player out (thanks SPITFIRE! for the sounds) - Prone to crouch animation system changed - Dorito collision changed again (should fix last update's falling bug) - More widgets have been optimized for gamepad use - Kill feed alignement changed - Spectator free view freezing between points : fixed - + many little corrections
Added a new open area – the forest. This map is much larger than the previous two, so its size is limited in the first two raids.
Added a new enemy type – wolves.
Added a new skinning mechanic (for wolves and demons).
Added a new weapon – crossbow, along with a pack of bolts (bolts are available in the store; to unlock the crossbow you need to complete the new questline).
Added a new character and their questline, which becomes available at reputation level two.
Added new weapon attachments: offset foregrip, canted sight, and 6x scope (all found only during raids).
New character sound system: arm-swinging sounds, new backpack sounds depending on its load. Combined with whether you're sneaking, walking, or running, these now affect stealth and how enemies detect you.
Added water physics for the canteen.
New dialogue lines for scientists and military personnel at the base (starting corridor).
A new belt position adjustment feature added to the settings (distance control).
Added avatar body rotation settings (instant – follows head movement exactly, or smart – allows some head rotation without body turning).
New animations for attaching suppressors and loading revolver rounds.
When enemy bodies disappear, their loot no longer vanishes with them, but falls to the ground from their pockets.
Cigarettes can now be pulled out of the pack by hand, not just by bringing the pack to your mouth.
Optimized many scripts that previously had a heavy CPU load. Performance on older locations has improved.
Small improvements to bandit AI, which, combined with bug fixes, make fights against them, especially stealth encounters, more engaging (more details below).
New competitive season. Previous leaderboard results have been reset – grab the chance to climb to the top (this doesn’t affect earned rewards; unlocked knife and revolver will remain).
Changes:
Progress reset has been removed from the in-game menu and is now in the main menu under "New Game".
The threshold for earning the NKVD knife from the raid leaderboard has been lowered from 12,000 to 10,000 points.
Slightly increased the speed of transferring ammo between boxes and magazines, and similar actions.
No more need to open an ammo box first to take out rounds one at a time using the button.
On maximum graphics settings, the headlamp now also casts shadows.
Increased the time before enemy bodies disappear on high and maximum settings.
The Stechkin pistol now defaults to automatic fire mode when purchased, rather than single shot (you can still toggle modes).
You can no longer drink, eat, smoke, or whistle while wearing a gas mask (hazmat suit).
PSO scope is now called 4x Scope.
You no longer need to hold the PDA before scanning an item. You can now pick up the item first, then the PDA.
The yellow sticky-note about the base shop has been updated to better explain mechanics for new players.
The yellow stash sticky-note now also indicates where weapons can be stored.
The increased demand feature has been moved from the first tab of the PDA to the third.
PPSh two-handed grip has been adjusted to be less realistic but less buggy and more convenient.
For the missing hunter quest, you now have to go to the Garage Cooperative location.
For the stash quest, you now have to visit the Underground Facility location.
Quests now show which location they need to be completed in.
Instead of abstract difficulty levels, enemy types are now listed on the location cards.
Muzzle flash effects no longer include distortion.
Bandits in combat no longer sprint recklessly toward the player but cautiously approach when they lose contact.
Bandits can now retreat slightly when hit in melee to maintain distance.
Procedural hit reactions from gunfire have been slightly enhanced for better shooting impact.
Dispatcher messages now play a little less frequently.
Fixes:
Fixed a bug where bandits could detect the player while facing away.
Fixed a bug where stealth only worked on the first bandit, and all subsequent enemies immediately engaged in combat, skipping the alert phase.
Fixed a bug where a lone bandit would mistake a dog for an ally and speak lines as if another bandit were nearby during combat XD
Fixed a bug where bandits could sometimes shoot through walls (though not guaranteed).
Fixed numerous bugs related to combat music playing.
Fixed an issue where controls would break on Pico and Valve Index when taking a screenshot or when any other SteamVR overlay notification appeared.
Fixed incorrect position and rotation in the car when loading to a raid.
Fixed incorrect headlamp angle during raids.
Fixed a bug with the misaligned TT pistol sight.
Fixed overlapping quest descriptions in the PDA.
Fixed a bug preventing revolver ammo boxes from being refilled from a speed loader.
Fixed a bug where some loot items displayed a yellow box collider.
Fixed incorrect display of the progress bar (reputation quests) on the trader's screen.
Fixed a bug where the UV flashlight couldn’t be used while held in the left hand due to the menu opening on the HTC Vive. Prioritized contextual actions over opening the menu in all similar actions (e.g., taking a bullet out from a box).
Fixed a bug with stuck activation/deactivation animations for night vision goggles.
Fixed a bug with a whistling sound when lighting a cigarette.
Fixed a bug where empty ammo boxes would still make noise when shaken.
Fixed a bug where quest item collection wouldn’t register, even if more items than needed were brought.
Fixed a bug where the revolver could appear on the gun wall in the room instead of in the holster after death in a raid.
Fixed navigation issue where AI could walk through a wall instead of the gap in the garage wall.
Fixed a bug with the simultaneous selling and holstering of an item.
Fixed many dog animation bugs and getting stuck in one animation.
Fixed floating biomass spawn.
Fixed a bug allowing two weapons to be stored over the shoulder when exiting a raid.
Fixed several raid generation bugs.
Fixed an issue preventing item sales in the shop with non-standard date/time formats (e.g., Thai).
Fixed stuttering of certain sounds on first playback.
Just a quick extra patch this time to fix a few more bugs:
Caused by v2.5.1: - Crashes when using transmutation abilities (sorry!) - Shard of Oblivion description not using its new bonus loot rate
Caused by v2.5.0: - Dark floors sometimes giving 1/2 vision instead of the new value of 5/8 - drop and throw actions not working on Shard of Oblivion - Some flying characters visually falling into pits when they die that shouldn't (e.g. ghosts) - Various minor textual errors
Existed Prior to v2.5.0: - Various minor visual bugs with stealthy mimics