You can now return to Player Select from the Controller Disconnect menu (this solves soft-lock situations during Steam Remote Play sessions)
Can now go back in menus by holding B (Xbox) or Circle (Playstation)
Loading screen now has tips & tricks
Loading screen added between starting the game from the main menu and Player Select (this should greatly improve animated transitions on lower end systems)
Players on the same team can no longer choose the same face
Bug Fixes
Fixed an unfair spawning position on Pyro Plunge
Increased Billiards Brawl minimum camera distance
Improved Grappling Hook’s interactions with explosive barrels
Game time is now properly paused during Steam Remote Play disconnects
Fixed a bug preventing players from moving in the end-of-match screen after using the Propeller Hat
As I mentioned previously in our Dev Notes, this time I’d like to introduce a New Character who uses the Bow as their Main Weapon!
Last week, I introduced the Crossbowman, a class specialized in "Attack Power" from a distance, functioning somewhat like a sniper. The stability that comes with long-range attacks and the powerful damage they can inflict were their key characteristics.
More than just making simple long-range attacks, the Bow is one of the most "Versatile" weapons in Remore.
While the Crossbow is great, it's a bit limited in range despite being a long-distance weapon. The Bow, on the other hand, doesn't hit quite as hard as the crossbow, but it makes up for that with its precision. You can target and take out specific enemies from a distance. Unlike the crossbow, which needs the right conditions to deal maximum damage, the bow lets you pick off key targets or disable threats no matter how the enemies are positioned.
We really wanted to emphasize this versatility. The bow is meant to be a weapon that can attack reliably in almost any situation, and that's what makes it so unique. So, any class that uses the bow as their main weapon should be able to create favorable situations for their team and consistently land their shots, no matter what’s happening.
There are lots of ways to create advantages in battle. You can lure enemies into an ambush or position them perfectly for a Pincer attack, or you can adjust their formation to fit within an ally's attack range. But those strategies are better suited for other classes we’ve already designed, especially the close-range fighters. That’s why we needed to come up with a new way to make enemies vulnerable.
So, we needed a class that could create negative situations for the enemy, while still fitting the role of a long-range attacker. Instead of dealing massive damage, this class would focus on providing better attack opportunities for other characters, acting as a sort of "Jack-of-all-trades" support character.
That's how the new "Trap" mechanic was born.
A New Way to Control Enemies: Traps
Traps are a simple mechanism that pins enemies in a specific location. The most common use is to immobilize enemies, preventing them from moving on their turn or locking them in a vulnerable position for your allies to take advantage of.
We’ve added a unique tactical twist to these traps, specific to our game’s combat style. In Remore, “Surrounding” the enemy is a crucial mechanic, and achieving this often requires adjusting the enemy's position. With that in mind, we designed traps so that any enemy caught in one is treated as "terrain," meaning they can be used to efficiently surround other enemies.
During internal testing, we received a lot of feedback about the difficulty of surrounding enemies. While it's a highly advantageous tactic, creating the right conditions for it can be challenging. Specifically, players pointed out that when there are a lot of enemies, there often isn't enough "terrain" to fully surround them. But by making some enemies function as terrain through traps, it becomes much easier to set up a surround attack. So, not only do traps restrict enemy movement, but they also lay the groundwork for controlling other enemies.
Inspired by this idea, the Hunter is designed to be versatile ranged playmakers who can utilize traps and create favorable environments for their allies.
Bear Trap: "Walked Right Into My Trap!"
The Bear Trap is a skill that sets a trap to subdue enemies, as mentioned earlier. It activates when an enemy steps onto it, meaning you need to predict the enemy's movements. Where the enemy gets pinned can significantly disrupt their formation.
Just being able to control enemy positioning in a grid-based puzzle is a huge threat, but the most dangerous aspect of the Bear Trap is that enemies caught in it are treated as "terrain." This gives you a major advantage in making successful collision or surrounded attacks, allowing you to dominate the battlefield.
The Hunter predicts the enemy's formation, sets a Trap, and then moves to a safe position out of the enemy's reach. When the enemy steps on the trap, their formation collapses, leaving them exposed and vulnerable to the team's attacks. This is the essence of the "Hunter"—fully prepared and ready to unleash everything to take down their prey.
Prey Caught: "The Hunt Always Goes as Planned."
It’s not easy for an enemy to accidentally fall into a Trap set by the Hunter. However, when the hunter’s planning comes together, their power is formidable. The Prey Caught trait allows the hunter to recover some of their weapon stamina whenever an enemy steps into their trap.
As mentioned earlier, the Hunter specializes in using the Bow to attack enemies at any range. This means that any enemy caught in a Trap becomes a target for the Hunter. Thanks to the Prey Caught trait, the Hunter gains the opportunity to finish off trapped enemies with ease.
Knockback Shot: "The Enemy is Always Exactly Where I Want Them to Be."
The Hunter’s Traps won’t always catch every enemy. Sometimes, enemies may stop just short of the trap, or their formation might not be as advantageous for your team as you'd like. But the Hunter is a long-range specialist, a master at controlling the battlefield from afar.
Knockback Shot is a skill that disrupts enemy formations from a distance and creates favorable conditions for your allies. It pushes shot enemies to the sides, allowing you to force them into traps or adjust their positioning to benefit your team.
The Hunter’s primary goal isn’t just to eliminate enemies but to place them in even worse situations from a more advantageous position. Push Shot perfectly aligns with this goal, creating chaos for enemies and new opportunities for allies.
Missed Shot: "You Know I Didn’t Mean to Do That… Right?"
Even the most skilled Hunter can make mistakes. While it would be ideal for every shot to hit the intended target, the Hunter’s Missed Shot trait adds a small touch of unpredictability. Occasionally, the Hunter may end up shooting someone they didn't intend to.
Of course, the Hunter won’t shoot an arrow into the back of an ally’s head, but even the most carefully crafted strategy can sometimes have a small misstep. Just as there is no such thing as a flawless strategy, the Hunter, too, may slip up from time to time.
So that’s it for the Hunter introduction! We’re excited to show off all the new gameplay possibilities!
As always, we’ll be back next week with more updates.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
HOWDY all,
We've got another jam-packed Alpha build for you folks this week. Jam packed with NONSENSE that is. We sorta went a bit silly-bone this week and put in, not one, not two, but THREE utterly cursed guns to get this Spooky Season started. Inspired by various online memes and discord channel discussions, we know that you're love/hate these suckers!
We've also added a new Nighttime scene and some new gameplay with the Scene Fight panel. Make sure to check out this week's Devlog for details!
Hope y'all have a wonderful weekend!
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha!
Full Changelog - Update 114 - Alpha 2
Additions:
Added New Scene: Grillhouse At Night
Added New Firearm: BARbine [.3006 Springfield]
Added New Firearm: Mosin M38 Cursed Left-handed Version (Blame Zan)
Added New Firearm: Lee-Enfield Ruined (This one is RedSamus6’s fault)
Added New Attachment: AGRattle19 Thermal Scope
Added New Utility Item: Scene Fight Panel (Replaces panel in Grillhouse. This panel will eventually support more Sandbox scenes) This panel has dramatically more options, but interfaces with authored areas and points in a scene to allow for structured play. It is saved like any other item in a Scenario.
Added new Sosig Costumes to Sosig Spawner Panel (still working on these dudes)
Changes:
Changed how AI Entities perceive each other when guns are being fired (including the player). Muzzle flashes now render a target fully visible momentarily. Suppressed shots accrue a -small- amount of visibility that can build up if sustained full auto fire is done.
Altered Grillhouse Scenes Sosig Spawning to Randomize placement in a more satisfying way
Grillhouse scene now Supports the Toolbox and Scene Saving
Fixes:
Fixed incorrectly categorized Sosig Clothing in their metadata
Made Sosig weapons properly register ‘visibility events’ to the player’s AI entity
PVS7 now correctly cleaned up
Added baked lighting to thermal rendering systems
Fixed incorrect rendering of thermal subpixel displays when rotated
Tweaked thermal refresh rate behavior to be less smeary at higher refresh rates
Fixed a TON of ammo box scaling and cartridge presentation issues
Snag Sanger now has magazine insertion sound
TnH auto-cleanup should no longer delete case contents
Fixed muzzle attach point on Wasp Shotgun
Light Switch in Indoor range now SHOULD swap scene low light flag fully
Notes And Warnings:
CARTRIDGE BOXES DO NOT SAVE AND LOAD PROPERLY YET. DO NOT SAVE THEM IN SCENARIOS
Resetting Windows and Doors is temporarily unavailable from the Scene Fight panel (you will need to reload the scene). This will be migrating to a new place.
Notes To Modders:
Ammo/Cartridge Box system is NOT done yet. Do not begin any work related to it yet please. There are some major structural flaws to it I need to fix and didn’t have time to get to this week.
We are happy to announce another month of Polysseum! This month we are playing Hoodrick!
This month we will be reducing the number of players reaching the monthly final to just 8. If you want to participate in it, then make sure you play as much as you can!
How to join?
Open The Battle of Polytopia -> Multiplayer -> Tournaments. Once you find the tournament that suits you, click "Join".
Follow our Tournaments Hub on Challengermode and find your favourite tournaments.
Don't forget to confirm your participation 30 minutes before the tournament start. You can find more details on how to join in the FAQ.
This October
Schedule
Maps
Week 1
Continents
Week 2
Drylands
Week 3
Archipegalo
Leaderboard scoring
1st - 400 pt
2nd - 250 pt
3rd-4th - 125 pt
5-8th - 40 pt
9-16th - 10 pt
Tournament capacity Players will be split between up to 3 tournaments.
There will be a maximum of 16 players per tournament.
If there are any more on the waiting list, then a new tournament will be created for them (to a maximu m of 3 total tournaments)
Players will be distributed evenly based on their check-in time. So if 16 players confirm participation and 10 are on a waiting list, it will create 2 tournaments with 13 players in each.
All of this means that if you are on a waiting list, don't go too far from your device because you might have a tournament to play.
A reminder about Polysseum format
Daily tournaments
9 weekly tournaments - Monday, Wednesday, Thursday, Saturday, and Sunday. 27 tournaments per month.
Up to 48 players, split into a maximum of three 16-player tournaments.
1v1 Single elimination, finals Bo3.
Live games, Might, Small map.
Tribe of the Month.
Prize pool per tournament - €10.
Monthly Leaderboard Players will be automatically placed on the leaderboard once they participate in the tournament. The top 16 players will be invited to the Monthly tournament.
Monthly Finals
October Finals - November 2nd
8 players.
Live games, Might, Small map.
Prize pool - €200 and 4 spots in the Season Finals.