Breach & Clear: DEADline has been a labor of love for the entire Mighty Rabbit team, and a lot of blood, sweat and tears has gone to make this game as good as it could possibly be. Tons of issues to fix, lots of tweaks and a lot of sleepless nights, but through working with the community this game has turned into something special!
While normal price will be $19.99, you can get a double pack (that's right, free extra copy for CO-OP with friends) right now until the 27th of July!
We can't wait to see what more we can do!
Our changelog for Gold Master release!
Fixed bug where sometimes the player couldn't properly navigate the attachments list on the workbench.
Improvements to the breeder's attack and revive animations.
Fixes to encounter retry points in the Parks.
Fixed some pathing and collision issues in the Utility Tunnels.
Fixed certain enemies incorrectly not drawing with shadows.
Various fixes in the Docks.
Fixes and improvements and cover stuff in the residential, fixed insane cover volumes on the open door cars, changed some human skin materials to not be transparent anymore.
Workbench gun menu popups can now be closed with the start button as expected.
The gun workbench will now inform the user that scrapping a gun will unequip any attachments when scrapping the gun.
Fixed an issue where the XM-25 wasn't working on particular enemies.
Added the ability to shortcut to previously found dungeon safehouse floors, from the entrance or the elevator/ladder.
Fixed preview soldier floating a little off the ground when setting movement in command mode.
Fixed issues with trying to target crates in command mode.
A message is now displayed to inform the user when they can’t enter the safehouse because they are in combat.
Fixed a pathing issue in the docks.
Further tweaks to enemy spawn groups in dungeons.
Upgraded the MacOS binary to 64-bit for drastically improved stability.
Added New Game Plus, which lets you carry over a squad with levels/skills/gear intact in a new campaign with tougher enemies.
Added some sick loot to the bottom of every dungeon.
Increased the variety of battle music across the entire campaign.
Fixed an issue where saving was sometimes possible during encounters.
Added medical and explosives crates to dungeons. (
FULL LAUNCH: July 21st!
Check out the trailer!: https://www.youtube.com/watch?v=MogisVd9mC4&feature=youtu.be
Good news everyone! You're work and dedication to helping us has turned out to be a big part of getting us to where we needed to be!
Breach & Clear: DEADline will launch to Steam Full Access on July 21st!
Apocalyptic aficionados at Mighty Rabbit Studios and Gun Media, in association with Gambitious Digital Entertainment and platonic life partner and co-publisher Devolver Digital, collectively announce that the tactical top-down shooter, Breach & Clear: Deadline, emerges from its Early Access incubation on July 21st for $19.99. Breach & Clear: Deadline sweeps its way onto PCs featuring a new, robust co-op mode created at the behest of Early Access fans who love dropping zombies in pairs, because who doesn't?
NEW BUILD: Community lead the way on this one!
You guys are stupid awesome, we can't thank you enough! We're in the final stretch here; a full release to Steam is coming very soon and the team has been working night and day to get this game as sexy and awesome as possible. We're a small team, we don't have the resources you get at the big studios, sure...but what we do have is a very dedicated group of fans that have been helping out since the very beginning!
You guys have been instrumental in making this Early Access run a positive one. We know the connotations with Early Access, and we're proud to be a team that is going to full launch. Without you guys, this would have been a much tougher road, and we are sincerely grateful for your help!
Today's build is a reflection of your bug reports, comments on the discussion pages and through our Facebook and Twitter pages. This was all about focusing on the things you've been asking for.
Hope you enjoy! We're almost there!
Fixed flashbang stun particles not showing over top of enemies.
Fixed bug when choosing none as a vest option when a soldier already has no vest.
Grenade throws now come from soldier's hands.
Fixed issue with the Use Item/Tactic screen sometimes not navigating correctly with moving between elements.
Some progression fixes for urban district quests.
Fixed regression where human enemies occasionally couldn't shoot.
Removed unnecessary LOD models.
Cutscenes are now set up to reset camera angles if necessary, placed in some bad spots already.
Fixed the host game popup disappearing when trying to type in a custom port number.
Fixed some issues with quests in Residential for multiplayer
Fixed an issue with the client player trying to enter some dungeons
Added random spawns that replace encounters a short while after they've been beaten.
Fixed some issues with encounter checkpoints not loading additional scene assets.
Fixed issues with dead bodies teleporting in multiplayer
Fixed an issue that when using fast travel dead dudes would be in their idle animation if you went back to their death point
Elements in gun lists now show an icon for the gun on the left side.
Lists of guns are now sorted by gun type and damage per second.
Fixed cover icon showing up in Command Mode at a little too far from actual cover.
Fixed issue where sometimes cover icons would be stuck on the screen after scene transitions.
Flashbang isn't blocked by half-cover anymore.
Increased cooldown time for Satchel Charge.
Fixed Tag Enemies not having a cooldown.
Fixed cooldown times not being shown below the HUD soldier cards.
Gear armor now increases your health
Fix pathfinding in the docks
Tweaks to the final nightmare boss
Fixed some colliders in the docks
Fixed a potential issue with having multiple main quests
Fixed an issue with muzzle flashes appearing during a reload animation.
Improved readability of the map for residential district.
Numerous fixes to the urban and residential districts.
Fixed an issue that soldiers sometimes wouldn’t follow after issuing tactics
Fixed bug with some dropped items not working to pick up again.
General fix that should prevent enemies from getting stuck in place.
Item rarity is now reflected in menus with color changes to labels, as well as rarity info shown on the inventory screen.
Tag enemies now displays some FX
Animations on the player characters are smoother
Exploding barrels now show target info similar to enemies.
Can now travel between dungeon floors using Command Mode
Fix some objects’ highlights and some bad colliders in the urban scene
Gear weight now has some effect on your soldiers speed while they are not following you
Fixes for parks and residential districts.
Added The Philosopher somewhere in the game... good luck finding this wise man.
Additional achievements are now functional and unlockable.
Raised object culling distance to prevent collision issues during encounters.
IT'S THE FINAL COUNTDOWN!!!! Help us on the big push to launch!
We are drawing ever closer to launching out of Early Access for Deadline. The teams at Mighty Rabbit, Gambitious, Gun and Devolver are all both excited & anxious about this. We could use your assistance, and we would love for everyone to help us in our next big push on the game.
THE GOAL: Make Deadline the best it can be!
We want everyone to enjoy the game as much as possible once it launches. please play the game, try to break it, explore, try crazy stuff and have fun. While doing all that, also report any and all issues that you come across. It's that simple. Blow the forums up. Hell, rope your friends into playing some Co-Op with you, and let us know what you think. Basically overwhelm us with bugs and feedback! We're seriously asking for this... Right here. Right now.
For all you lapsed players, we would love to hear your thoughts as well. Come back, play, then tell us what has improved and what still needs work.
Thanks so much for all your support. If you enjoy the game and everything we've put into it, please tell your friends to consider joining the push in helping us launch out of Early Access as strongly as possible.
Changelog for this major update!:
Trying to scrap weapons or gear now brings up a popup to confirm scrapping it, rather than immediately scrapping.
Fixes for some multiplayer online menu related issues (
Fixed issue with supplies for the safehouse mission in multiplayer
Fixed the dropped item object size that was too large
Skill Menu input revised to be much easier to navigate without a mouse.
Revisions of gun stats and damage calculations.
Fixed some pathing issues in Cave cells.
Wood breaking SFX now consistently plays when the first reveal rusher breaks out of the building.
Added limitation on certain spawn groups in dungeon cells.
Added option to change the camera angle in command mode [Right stick click on controller, V by default on keyboard].
Fixed an issue for the client player if the enemy was already dead when joining; was an issue for non-encounter enemies
When equipping attachments, the preview stats now show before and after.
Fixed smoke grenade not blocking vision.
Increment and decrements options for dropping inventory options now only show when they can be used.
AI no longer shoots at a perfect fire rate for non-automatic weapons. There is a delay to simulate the time a real person would take to think to pull the trigger.
Grenades can no longer be targeted in command mode.
Thrown grenades now rotate while traveling.
Credits now can be closed by hitting confirm button, not just ESC or cancel button.
Fixed some issues in docks involving dialogue and encounters for multiplayer.
Added placeable enemy corpses for revival purposes. The Breeder is pleased.
Fixed erroneously repeating gas station encounter.
Fixed bugs that had to do with viewing a weapon that had less than 3 attachment slots.
Grenade throw for soldier now doesn't move the soldier forward to do the throw.
Moved over the dungeon floor UI elements on the loading screen to not overlap with the logo.
The circle for selected non-tactic perks is now bloody.
Defibrillator consumable added to the game. This consumable revives soldiers, similar to the Stabilize tactic.
Now when soldiers die, a skull will appear over the soldier and fill with red.
Once fully red, the skull disappears and the soldier can no longer be revived with Stabilize or a Defibrillator. They will still be revived when returning to the safehouse.
Cover icon for the cursor doesn't show so far above the circle when at an angled view in command mode.
Improvements to the docks for multiplayer, fixed some quests
Improved the Reinforcements quest and made the trigger not able to be passed without triggering
Fixed an area in the docks that could be fallen off of into the water
Changed pistol idle and run animations
Workbench now shows portrait on the list elements for equipped guns for the person equipped to.
Item pickups now show the name in a color corresponding to the rarity.
Fixed discrepancies with various explosives' damage.
Fixed incorrect DPS readout for weapons on the workbench.
Small fixes to Docks and Residential district.
New Build: Improvements, Fixes and Text Chat added to Multiplayer
Hey guys!
It's that time again, the Mighty Rabbit guys have a new major build out for all of you to play around with. Lots of improvements and tweaks have been implemented. You'll see better and better gaming experiences as we get closer to launch!
As always, let us know with feedback! We're loving hearing from you guys!
Multiplayer stability improvements
Fixed several encounters throughout Urban and Parks that had some issues in multiplayer
Fixed layers on bridge in parks so the command mode cursor and character selection circle would show correctly
Fixed several dungeon quest interactables to be able to be used in command mode
Fixed issues with the client player triggering certain interactables
Fixed an issue that could lead to invisible enemies for the client player
Fixed some encounters in residential that did not work correctly in multiplayer
Text chat system introduced for multiplayer! Press ‘T’ to bring up text entry, type your text and press Enter to send!
Made wormpods collision box smaller to prevent them from spawning at the corners of walls.
Simplified scrap to ammo conversion screen.
Fixed possible issue with the first residential district quest where an objective may complete early.
Fixed bug where exploding barrels and anti-aircraft placements weren't shootable.
Fixed an issue with the multiplayer chat window displaying in single player.
AI soldiers now rotate to follow the player when walking and aiming without a target.
Cover icon is now offset if enemy becomes stunned, so you can see the swirl around the enemy's head.
Fixed issue where "Purchase" would show over top of "Owned" for skills already owned on the skill menu.
The Breach and Clear logo no longer shows when looking at options in the main menu.
Fixed issue during the cemetery quest in Residential and police station quest in Urban that could cause the client player to get stuck in dialogue
Movement line color now depends on soldier class, so it is easier to identify who a planned path belongs to.
Made the LT and RT buttons not show when scrapping equipment while under keyboard controls.
The start button now shows the appropriate icon for XBox One when viewing the popups for introducing the Workbench and Locker.
Tweaked the look of selected hexagons and the stars in the After Action Report.
Fixed Playstation controls that were showing XBox buttons when in Playstation settings.
When using the keyboard, hitting E or Enter while a text input is selected goes into editing that text rather than showing a virtual keyboard.
When typing text into an input field, pressing Enter now confirms the given input.
Added more support and visual feedback for custom keybinding.
The version information now fades back in correctly when leaving the credits on the main menu.
Increased pick-up radius for scrap, so the player doesn't have to get as close to it.
The camera now pans while choosing a direction for a soldier to look in command mode.
Added a delay before setting a vision angle can be triggered by mouse/controller movement, so the player is less likely to accidentally do a sweep action.
Fixed a major memory leak that was happening during scene transitions
Fixes for more issues with some specific quests on multiplayer
Tweaked the look of the main menu buttons to show the blood smear on the currently selected element, and to highlight buttons hovered on.
Fixed some A* pathing issues in dungeons.
Detect Enemies now no longer sometimes causes the whole screen to black out when the timer expires.
Minor tweaks to UI to improve readability.
More audio feedback for buttons when using a mouse.
Fixed skull caps to show the correct icon.
Fixed bug with workbench gear menu with headgear.
Map screen can now be moved by clicking and dragging with the mouse.incorrect amount of separation between items in the list.
Co-op games can now be hosted or joined from the main menu
Map screen can now be moved by clicking and dragging with the mouse.
Soldiers are now revived when using Fast Travel
Fixed soldier portraits in squad creation appearing to be hovered over when they were not sometimes.
Fixed an issue that a save starting in a safehouse could potentially not have fully healed soldiers on load
Fixed some issues with sweeping/sprinting. It now works much smoother to sprint
Tweaks to the tutorial.
More achievements are unlockable.
Steamworks now works correctly on OSX.
NEW BUILD: Tons of fixes. Tons of fixes, everywhere!
Alright everyone, we're ramping up even more on the bug fixes and a couple of hot patches have gone out over the past few hours. This is your complete patch note list for the weekend! You'll see a general improvement overall in performance, gameplay and feedback!
Tell us how you like the improvements in the comments and keep those posts coming! You're feedback and interaction with the team is being put to work and we're monitoring the forum every single day!
Getting close!
NEW BUILD: Bug Fixes. Bug Fixes, everywhere!
Over 200 bug fixes this week to get things playing even more smoothly for you guys. Here's the rundown!
Human enemies now react and try to run from thrown molotovs and satchel charges.
Fixed issue where player could tab between soldiers when selecting items to equip to a soldier.
Made the inventory no longer show the stat bar to be consistent with the other menus.
Fixed a problem that enemies sometimes wouldn’t play their run animations anymore in multiplayer
Fixed issues with Nightmare Zombie, Heavy Zombie and Roamer Zombie movement syncing
Boost critical no longer shows up as a tactic, since it is a passive perk.
Fixed the final nightmare encounter to trigger teleporting all players in multiplayer
Loot crates and ammo crates properly affect pathfinding
Fix crawling enemies on multiplayer
Fixed human enemies getting stuck sometimes and not moving because they are trying to rotate to follow their path while aiming.
Fixed a bug that would render a dungeon floor unplayable if a wormpod spawned on it.
Suppression issues resolved.
Dungeons no longer display redundant floor objective.
Fixed a bug that caused ambient enemy spawns to respawn much more frequently than intended.
Can no longer name squads and soldiers using just spaces.
Fixed an issue where the cursor wasn't visible if entering workbench/storage in command mode with keyboard and mouse.
Soldiers are no longer considered in cover if they are teleported while in a cover volume.
Minimap elements no longer shift around when panning the camera.
Fast travel points are listed on the proper column now.
Tabs on the pause menu now display correctly on non 16:9 resolutions.
Fixed cover icon showing for invisible enemies
Fixed cover icon showing for dead soldiers
Popup buttons now darken when hovered over.
Added the second round of French and German localization.
Upgraded weapons and gear are now more valuable to scrap.
The equipment screen now properly updates to reflect changes made from the shortcut skills menu.
Tweaked visuals for helper text popup in tutorial so it won't obscure radial menu elements completely when on near-square resolutions.
Fixed issue where soldiers would teleport in the tutorial.
Inventory Menu now shows inventory count and limit.
Fixed blank text when language is set to French.
Exit To Main Menu text no longer extends out of the button in the pause menu under some languages.
Fixed issue where sometimes pause menu would show soldier holding his sidearm when he should be holding his primary weapon.
Fixed font sizes for soldier options on the soldier overview screen.
Spitter vomit balls now play a correct sound
Fixed shooting explosive barrels in the parks
Satchel charge and frag grenades deal more damage to player characters and can hurt enemies behind half cover
Soldiers don’t get stuck in the stairs in Jupiter Enterprises
No more spammy quest accepting when joining multiplayer; only shows mainline quest get accepted
Command mode now opens properly at the beginning of an encounter for multiplayer
Fixed floating vomit pools
Fixed broken stairs in the caves
Opening a door while in action mode no longer causes your soldier to become AI controlled thus allowing him to trigger a reload
The list of games to load is now scrollable if it gets too big.
Improved command mode cursor syncing for when both players are in command mode - multiplayer
Sewer B20 fixed!
Cover shields no longer display during cutscenes.
Added checkpoint before the final boss fight.
Fixed misc bugs in the parks!
Soldiers no longer start floating in the air in dungeons.
Fixed an issue that would break updating to the new save format if you had two squads named the same.
LMG icons are now LMGs instead of SMGs.
Neighborhood labels no longer appear for old scenes after going to a new one.
Added neighborhood labels to the parks.
Reloads are now cancelled upon opening a door, fixing a strange animation bug.
Shortcut menu no longer stays on screen when the button is not being held.
Fixed tabbing between skills not working on certain resolutions.
When a gun is scrapped, any attachments on that gun are now returned to inventory.
Shortcut tactics can now be used when in command mode.
Fixed issue where sometimes when placing squad movement in the tutorial, the circles would show red, even when in a valid location.
Fixed issue where clicking on the popup confirm button for dropping an inventory item while the popup is already closing would lead to no item selected.
When playing challenge mode, the character record now shows attributes that correctly reflect the stats for each soldier's class.
Fixed animation glitches caused by reloading guns during other animations including opening doors, throwing grenades, satchel charge, etc
Fixed issue where enemies and soldiers could see through parts of doors.
Fixed issue where spitters would shoot at targets they can't see.
Fixed issues with enemies not losing targets they can't see.
Fixed issue where soldiers would stop following the leader after they take damage from a vomit pool.
Fixed an issue with canceling the attempt to join a multiplayer game
Multiplayer optimizations
Fixed issue where the Breeder would try to run off to revive a zombie that didn't exist anymore.
Fixed issue with grenades not being able to be thrown everywhere indicated valid, when trying to throw on a slope in the parks.
Fixed issue where sometimes loot in dungeons would appear as a gun, even though it wasn't.
Scrap will now disappear over time if not picked up.
Fixed an issue that the teleports in dungeons to go to a new scene did not trigger correctly if the client player pressed them
Reworked encounter for “Fear they neighbors” quest to not have distant waves of enemies.
Fixed many level bugs in the urban hub (collisions, graphical issues, etc)
Fixed many level bugs in the park hub (collisions, graphical issues, etc.)
Fixed issue where camera could be moved off the world in the parks.
Fixed a timescale issue in multiplayer if a player lost his characters while in command mode
Fixed truncated outskirts quest.
You are now freely available to manual save anywhere in the outskirts.
Detect Enemies now works correctly.
New Build: Better Enemy AI and More Improvements in Co-Op Multiplayer
Hey everyone!
Smaller build to get some tweaks were added this week, want to give you a small changelog that includes more fixes to the maps, more user interface updates and better AI pathing and awareness. You've got even more attentive and dangerous enemies to face ;).
Here's your changelog!
Enemies can now hear and react to sound - this was broken before.
Fixed some pathfinding calculation to better prevent getting stuck on corners
Crawling zombies get up quicker and don’t turn around unnecessarily
Cycling through soldiers now works correctly in multiplayer
Nightmare should no longer be able to run off the cliff
Strafing and aiming works significantly better
Fixed some issues in the Parks and Residential hubs.
Fixed an issue where occasionally non-localized strings would show up in the Load Game dialog.
Changed object culling routine to ignore areas with a squad member present.
Mouse wheel now scrolls the right direction on the equipment screen for squad members.
Critical hits now show up in yellow text above the enemies
Fixed issues remaining in retry from game over on multiplayer
Fixed an issue that sometimes left the host player not gaining back control of soldiers after stopping hosting
Fixed an issue that would cause enemies to not be able to spawn on the client after a retry in some situations
Multiplayer no longer requires both players to be in command mode at the same time.
When a single player is in command mode the other player may continue in action mode, but they both are playing at a slowed speed. If both players enter command mode time will pause.
Fixed bug where sometimes human enemies would shoot at each other.
Fixed many issues with enemy pathing and paths not updating.
Human enemies will now move into the encounter during the ambush on the city safehouse
When player soldiers are hit, they now display damage tickers.
Added shield HUD icon above characters currently in cover.
Fixed bug where some guns could fire with 0 ammo in the magazine.
Can no longer save during challenge mode.
Some environment fixes in the Residential district.
Fixed miscellaneous issues with AI. They should be a lot less finicky now.
Fixed a pathfinding issue that occurred in some rare instances that could prevent further pathing until a new scene is loaded
Fixed a bug preventing some packets from being sent correctly on the network
The join game screen now shows the connection speed to the server associated with the object
Reload animations play for the correct amount of time for very fast and very slow reloads
Fixed regression where XP wasn't being displayed properly and level-ups weren't being awarded correctly.
Fixed numerous Docks related issues.
Fixed a bug where mines and other placeables were not usable in Parks and possibly other areas.
Added icon to the executable.
NEW BUILD: 5-29-2015 - Camera tweaks (360 degree rotation!)
Hey everyone!
A few major tweaks this week along with the slew of new fixes! We're playing around with the camera and the control the user has (especially with our new 360 degree rotating camera system!) and should have some more big changes down the road as we continue to playtest!
You'll also see a few improvements here and there with overall control and user feedback. Basically, we're adding more and more to make sure you have as much information and ease of access as possible when playing!
Here's the full changelog:
Tweaks to reduce wonkiness in squad AI movement.
Fixed some bugs with suppression tactic.
Fixed bug in tutorial with the localization for how to advance time and made its text depend on what settings the player has for how to toggle time.
Fixed bug with cover where enemies were not getting the bonus from cover.
Fixed animation issues with player death and reloading
Fixed part of dialogue where "quite" was used instead of "quiet".
Fixed dialogue that had a slash symbol instead of a question mark.
Fixed bug where clicking the close menu button on the options menu wouldn't leave the options menu.
Fixed bug where player could get stuck in command mode during the tutorial.
Fixed issues with bad colliders and pathing in the tutorial scene.
Fixed bug which would cause the player to spend the next scrap upgrade cost instead of the current upgrade cost when upgrading gear.
Mouse scroll bar can now scroll the skill trees during squad creation.
Human enemies will now show a reload icon when they are reloading.
Player can now rotate the camera in command mode with the mouse by holding down the scroll button and moving the mouse. Panning the camera with Keyboard and Mouse is still possible with ASDW and hovering over the edge of the screen.
Added keybinding menu to the title screen options.
Squad members will no longer take cover when in a safehouse.
Action and Command Mode camera tweaks.
Reduced FOV in Command Mode.
Full 360 camera rotation now.
Hold Position tactic now sometimes shows Follow Leader tactic option instead in the radial menu. Hold Position sets the soldier to stay in place and
Follow Leader tactic can be used to have a soldier start following the leader. No longer do all soldiers need to be regrouped to regroup them all.
Fixed issue where the Leaderboards for challenge mode wouldn’t show
Fixed issue where scrap couldn't be picked up when the inventory is full.
Can no longer trade 1 scrap for 0 ammo at the ammo conversion screen - must scrap at least enough for 1 ammo.
Fixed bug where sometimes enemies couldn’t see the player soldiers through half cover.
Fixed bug where human enemies wouldn’t rotate to shoot at a target if they were moving.
Fixed issue where sometimes on game over, a really bad stuttering noise occurs
Made loot crates spit out visuals that will match attachments and gear, rather than always showing a gun model to pick up.
Skullcap icon is now correctly showing the Skullcap and not a Boonie Hat.
Moved prologue pop up text to top right corner instead of top left.
Polished up camera transitions in prologue to be much cleaner.
Added more head gear items. Balaclava, Shemagh, Goggles, and the Skullmask.
Fixed the Supplies for the Safehouse quest.
Fixed an exploit in the None Shall Pass quest.
Updated map image for the residential district, fixed some issues with quest stars not being in the right places.
When on the map menu, pressing Xbox 360 back button now prompts to return to the main menu rather than closing the pause menu.
Fixed issue where sometimes buttons would be clicked by mistake when enter or A was pressed.
Cleaned up the legend on the map menu to not show things that don’t show on the map.
Made it so safehouses show up on the map.
When scrapping gear or guns, an adjacent item in the list is selected rather than the first element in the list of gear or guns.
Now, when exiting to desktop, the player goes through a confirmation pop-up first before leaving the game.
Enemies are now more likely to go after a stationary target
Soldiers are no longer considered in AI mode after opening a door in action mode and not moving.
Updated quest icon to make it not a blurry mess.
Achievement for fully upgrading a gun no longer unlocks when out of scrap.
Fixed some buttons not working when using an Xbone or PS4 controller.
Fixed a pathfinding issue near the Sewer entrance in the urban district.
General multiplayer stability fixes
NEW BUILD: Gameplay Fixes, User Experience Fixes and CO-OP MULTIPLAYER
Alright everyone!
Big news this week; we've been putting a lot of time and effort into getting co-op multiplayer online, and you should now be able to really get in there and have some fun with a friend! We've been tweaking with the settings for a while, but this build should really start to show you some fun.
Also present in this build is a lot of user experience tweaks. Stuff like getting more visual cues for reloading, NPC identification and other small additions to make your experience more fun/efficient have been added into the game.
Again; we've spent a lot of time on optimization this build. You should see some better performance this go-round.
Here's you're full changelog
Fixed issues causing retry after a game over to not always work correctly for multiplayer
Throwable items get thrown significantly faster
Extended fixes to gunfire and cover.
Removed all instances of automatic move-into-cover paths at beginnings of encounters.
Removed redundant green squares for quest locations.
Miscellaneous improvements to the tutorial. There are a lot more pointers indicating what to interact with.
Fixed issue where the start button would close the pause menu when trying to confirm soldiers for online play.
Fixed issue with renaming soldier on the class selection page in squad creation where the soldier’s new name wouldn’t be shown differently after closing the popup.
The information on the right for games to join when playing online now shows the average soldier level and current location of the game to join.
Removed whitebox assets in the Medlab.
Fixed numerous scene bugs with collision and pathfinding in the Park.
The vehicles with doors open can again be used as cover.
Fixed stuttering audio from happening on Game Over Screen and fixed localization for that screen.
Chosen language is now properly loaded in subsequent playthroughs.
Anti-aliasing setting now loads correctly.
Removed extra squad member minimap elements present after getting a specific quest.
Added new tutorialization to scrap and safehouse elements.
Fixed pathfinding issue for the back door of the Docks pool hall.
Nightmare's throwables are no longer targetable in command mode.
Refactored the document finding quest in the Park, and fixed the missing localization.
Moving the command mode camera over hilly terrain is now snappier.
Fixed broken behaviors with the Spitter enemy type.
Fixed issues with Human enemy responsiveness and choosing targets.
Major fixes to the online menu including stability and new information for joining games
Joining an online game can now require a password
You now can see the server player’s character classes before joining a match to better help you choose which of your squad members you want to bring along
Human enemies should find cover more easily in the urban district now.
Added shootable CEO portrait to Office floor 20 final room with associated chievo.
NPCs now display names above their heads when nearby or in command mode.
Added option to spawn assorted enemies in place of a finished encounter.
Removed unnecessary quest exclamations on Parks NPCs.
Added rubberbanding to distant squadmates outside of encounters.
Damage Over Time attacks (Molotov, Phosphorus) now do damage at random start periods.
Added nametags to NPCs when nearby or in command mode.
Fixed some bugs with shooting calculations.
Improvements to squad ai when following the leader
Fixed an issue with unfindable cover.
Refactored the save game format. Saves are no longer tied to MasterSave.lord and can be shared independently.
Fixed friendly fire issue with human enemies
Fixed soldier equipment menu not showing the correct number of attachment slots for guns with less than 3 slots.
Soldiers now show reload progress circle over their heads when reloading.
Added ability to filter online games by game name or user name
Updates to zombies being synced over the network
Updates overall to reduce data being sent to increase efficiency
Fixed some scene issues in the Residential District and Docks.