NEW BUILD: Major fixes and optimizations this go-round!
This new build for you guys is a major one for you guys wondering about optimization and better gameplay. The team has been making a lot of headway with making the game a better all-round experience for you guys that have been with us from the start!
Here's your changelog!
Made the fast travel options list scrollable when it has enough entries.
Fixed issues with the Fast Travel menu text being weird
Fixed an issue preventing loot from working for the client player in multiplayer
The pink cubes on NPCs that sometimes showed up should be gone
Fixed an issue in multiplayer that could affect client saves
Fixed a bug with shooting for multiplayer
Added safehouse floors to all non-challenge mode dungeons.
Added a “final cell” to the top floor of every dungeon. “Final challenge” forthcoming.
Optimizations and fixes to cover in the city
Fixed bug with pressing start closing the online menu when trying to confirm soldiers to use.
Fixed major issue where enemy sight was sometimes blocked by objects that should be too low to block sight.
Refactored Assault Rifle, SMG, and LMG fire to use burst fire. Bursts are treated as single shots to help clarity and decrease the amount of noise that happens during combat.
The “Past Lives” lab entry quest can now be begun by either talking to Kelly first, or examining the lab door first.
Human Enemies can now flee from grenades thrown at them.
Fixed bug with controller not being responsive to first input after switching between soldiers.
When playing on PC in Command Mode, time is now played out while the space bar is held down by default, rather than it toggling between real time and pause. The toggling style can be turned back on through the options menu.
Highlighters now turn off during cutscenes.
North section of the residential district is now gated by quest progress.
“Lab Rats” quest now completes properly when returning to the safehouse.
Fixed issue with the signal flare being very ineffective. Improved the implementation to get better behavior - it will attract the infected unless they are already really close to their current target.
Fixed bug with Slow World tactic not working.
Fixed issue with the active soldier circle and command mode target circle not showing up on parachutes and miscellaneous other things.
Now player and enemy soldiers can fire from a crouched position rather than standing up to shoot from cover.
Callum vs. Cultists encounter regression fixed. They will no longer be able to kill each other before you intervene.
Removed more extraneous HUD elements during cutscenes.
Cover bonus is no longer granted when moving inside a cover volume.
Explosives now potentially cause stumble and/or knockback to characters damaged but not killed by them.
Added non-destroyed AA Humvee model to the AA placements on the boardwalk.
Burst fire fixed for mulitplayer
Fixed significant issue with aim assist - now the player should be able to target enemies much better in action mode.
Energy Drink now consumed when used and plays the correct animation.
Fixed issue with soldiers not letting go of their gun to throw a grenade.
Added reaction time to human enemies, so they don’t react immediately.
Soldiers properly heal for the client player when joining in a safehouse or safehouse floor of a dungeon in multiplayer
Fixed an issue in the sewer causing the entrance to the park to not exist on the client player
Fixed sending quest objectives that are partially completed for multiplayer
Fixed an issue that could allow encounters to trigger for the client player when they should be disabled
Fixed a bug where challenge mode would spawn you at the exit depending on your last dungeon visit in the campaign.
Replaced instances of SFC Benton with VERGIL ACTUAL.
Updated minimap for the Docks.
Fixed an issue where entering the Sewers from the Park would send you to the wrong floor.
Various optimizations to enemy pooling.
NEW BUILD: Another NEW Area to Explore! More enemy AI! Memory Leak FIXES!
Alrighty everyone! It's been two weeks, so that means we have yet another build for you to play with Breach & Clear: DEADline! The Mighty Rabbit guys have been working hard as hell to bring you yet another new area to explore: The Docks!
We've also pushed a major fix on memory leak with player pathing. You should all see a much-anticipated increase in performance to the game!
Here, you'll be facing off against even tougher enemies as they mean to eradicate you!
We've got a whole host of updates and tweaks as well as we continue to push through with balancing, loot drops and leveling systems! Be sure to check out the Scrap system to upgrade your weapons and armor!
The changelog is below!
Fixed significant memory leak with player soldier pathing. Should improve performance a good deal.
Added cinematic black bars to the screen during cutscenes and dialogue, and removed extraneous HUD elements.
A sound effect is now played when an item cannot be picked up because of full inventory.
All gun shooters no longer open fire like crazy They much better consider shots before taking them
Fixed issue where inventory would show the description for the last selected item when all inventory items have been dropped.
Awareness perk has been removed from the skill tree and replaced with Knockback Reduction
Improvements to how soldiers follow the leader in combat.
Improved speed for changing the amount of scrap to convert ammo
Fixed incorrect scrap conversion rates.
Replaced the icon for scrap with a proper image of scrap.
Now when starting a new game for a second or later time, the user is prompted on whether he or she wants to skip the prologue.
Docks Hub Added. Residential Hub transitions to docks now.
Added option to set language to the main menu options. Current options include English, Russian, German, and Polish. There still is some untranslated text, though.
Multiplayer beta added. Available in the online menu on pause screen
Menu idles for pistols are now better looking
Better pathfinding in the Park
Fixed many collider issues in the Park. Added blockers to prevent the player from going places they shouldn’t be able to.
Fixed issue with human enemies sometimes not responding to being shot at.
Fixed bug that made human enemies rotate too slowly.
Fixed broken cover outside stadium in the city.
Fixed some broken cover in the park.
Fix for exploding barrels
Fixed issue with soldier positioned in the air at the start of the prologue
Overall improvements to multiplayer stability and usability
Fix so that cancel only closes the fast travel popup when it is up.
NEW BUILD: 4-24-15. FIXES AND MORE FIXES
A new build fixing has gone up and is now live on Steam. It fixes some issues the QA guys have been finding throughout the week and also some improvements/optimizations/additions.
Hope you enjoy and have fun in the Residential area, things are getting more challenging!
Some fixes to fading doors.
Cul-de-sac sidequest in the Residential District has been fixed.
Refactored the hideout info quest to use a collection quest type.
Refactor to dungeon enemy spawns to have much less fixed encounters and more ambient enemy spawns. More work on balancing these spawns pending.
Redid and added some dungeon enemy spawn groups.
Did some Garbage Collection related optimizations.
Fixed one of the heavy/breeder zombie’s attacks to actually be able to hit targets
Heavy now knocks down players when he hits them
Human shotgun enemy now has better sight
Made pathing through opened doors work better
Enemies now sometimes drop scrap pickups that are automatically picked up when moved through.
Work on refactoring how soldiers choose where to go when following the leader. Soldiers should be much less likely to end up in the same spot now.
Fixed bug that sometimes prevented progression in the tutorial when placing a flashbang.
Fixed gas station roof that wouldn’t hide in the Residential District.
NEW BUILD: New Hub! Achievements added! Changes to Challenges! Improved AI!
Hey everyone! It is build time, and we've got some more major updates for you!
Besides doing a major overhaul on human enemy AI, we've been tweaking balancing and gameplay feedback. You should see what we're going for as we get closer to full launch here!
Of course, the big addition is our third main hub area of the game; the Residential Section. More human enemy AI have been added, and you'll start to see the storyline and more challenges pop up as we continue development!
Enjoy!
Enemies should no longer be able to do melee attacks through walls and doors.
Drops collection quests are set up with multiple quest markers now.
Tweaked AI to ensure targets out of range are not shot at.
Fixed workbench values showing m after things besides range.
Fixed bug caused by attempting to open the map while the workbench is open.
Fixed an issue causing an area to be unwalkable by AI in the Urban scene
Improved the ability of player soldiers to shoot while following the leader.
The soldier equipment and workbench pages now display the ammo in reserve for the weapon currently looking at.
Fixed bug where some of the sounds were not affected by the volume settings.
Cleaned up weapons stats displayed on the storage chest menu.
Fixed noise display to show readable noise values.
Tweaked workbench for guns and gear so that the helper buttons at the bottom for upgrading and scrapping weapons aren't big buttons. They now show scrap icons on the button now too.
Tweaked equipment workbench page to show the scrap value of the current item on the scrap item button.
Fixed issue with soldiers having problems shooting up or down at targets on different elevations.
Can now rotate the game camera in command mode with the controller's right stick.
Fixed issue where more tactics than allowed could be assigned when giving squad commands to target enemies.
Quest objects will no longer be highlighted after interacting with them.
Challenge mode now correctly bases class choices based on the seed
Each soldier now gets assigned tactics rather than getting skill points, which is also based on the seed
Challenge mode now uses a score system based on actions taken by the player
The HUD now displays the current score in the top right when in challenge mode.
Challenge mode leaderboard now has helper buttons at the bottom and the user can toggle between showing the top ten and showing scores around his or her own.
Fog of War now will update when an encounter is started - so now can see what opening a door revealed.
The game over screen no longer flickers when it comes up.
Andy, Lena, and Tyler now have unique character models.
Human enemies now correctly display level.
All rate of fire has been reduced by 30%.
Roamers now scale properly.
New encounter added to urban hub for gas station quest.
Achievements can now be achieved and unlocked (may require a new save file if you’ve already passed certain cheevo goals).
Steam Cloud now functions via Steam auto-cloud. Note that this does not work cross-platform.
Improved non-human enemy responsiveness to being shot at, as well as improvements to target selection.
Challenge mode now has a time limit of 10 minutes, that only elapses when time is playing out.
Fixed propane tanks to actually be able to be shot in scenes
Challenge mode adds more points to score on higher number floors.
Human enemies now sometimes drop ammo of their weapon type. Ammo drops auto pickup when walked through by a player soldier.
Human enemies now sometimes drop weapons or attachments.
Human enemies will now take shots when they have fully aimed if there is a low chance to hit.
Fix for guys that stand back up if killed by a thrown object by the Nightmare
New human cultist enemies added
Residential District added to the game post-Nightmare fight.
Utility Tunnels dungeon is now available via Challenge Mode and Residential District.
NEW BUILD: More Quests, More Customization, More Everything!
This week it's important to note that the Saves have been wiped since we've improved the Class skill trees, adding more depth by combining the General skills into one skill tree. Character Records have also been added.
Improvements to human enemy strafing, not as spazzy looking
Improvements to all zombies movement behavior
Improvements to human enemy sniper laser line
Revised the skill trees for soldiers. Now general skills are integrated into the class trees, so two menus are no longer needed. Each class is now separated into its own tab rather than being one long connected skill tree.
Refactored Quests Menu. Now splits out Main and Side Quests and has a revised look.
Map now displays Main Quest separately from the active side quest. Main
Quest is blue and side quest is green.
Fixed issue that made molotovs come back to your inventory
Fixed an issue with pathfinding in the Urban Scene at the police station gate
Now quest menu only shows objectives the player should know about, rather than showing future objectives.
Now the text above the minimap shows both the main quest and the active side quest. These are color coded to match the minimap icons.
Fixed bug with music volume resetting to max volume when the option menu is first opened in-game.
Fixed issue with positioning of elements after dividers in the workbench.
Fixed equipment page of inventory not changing viewed item on click.
Clicking on an already selected skill on the Skills Menu will no longer purchase it. Moved the purchase button to the bottom of the screen.
When switching soldiers, the skill menu now changes to the tab that has the last skill the soldier had added.
Fixed some colliders in an area nearby the first safehouse to not allow the player to get to non playable areas
Updated some objects and Nightmare AI to make his boss encounter better
Fixed a ramp in the pharmacy area of the urban hub for pathfinding
Soldiers (both human and enemy) will drop their tactic if the enemy for some reason is not legally allowed to be targeted anymore
Made it so Medpacks heal a lot more. Small restores 25% of health, medium restores 50% and large medpacks restore 80%.
Reduced intensity of certain dungeon spawn groups.
Larger icons for consumables on the workbench equipment screen.
Made the white lines for the category dividers sized to not overlap with the category title text on the workbench.
Fixed a problem that now allows less enemies to be kept in memory at launch and supports much larger encounters
Fixed an issue that prevented the police gate from being breached
Refactored quest markers. The best goal point will now be visible regardless of scene the player is in, and suggests fast travel between hubs.
Attachments now show correct values and trade offs on the workbench screen.
Fixed an issue where some objects were being destroyed on scene changes when they shouldn’t be
If a quest goal is distant, fast travel points will point to the best possible option.
Added full support for attachments to the workbench.
Fixed pathfinding issues around gas station area in Urban scene
Character Record page is now fleshed out. In addition to the attribute diamond shows the unlocked skills for the selected soldier, as well as some statistics like shots fired and enemies defeated.
Fixed an issue that the medic zombie would not always play a death animation
Fixed bug with Switch Weapon tactic that prevented soldiers from shooting.
Fixed max ammo message to not say "1 round at max capacity".
Fixed ammo amount not showing up properly when the player have a large amount of ammo.
Guns in the workbench can now be rotated to a different view with the right analog stick or clicking and dragging with the mouse.
Pass on cover volumes in the urban hub and parks.
Added an option for terrain quality to the settings menu. Set it to low if you’re having performance problems in the Outskirts (intro area) or the Parks.
Fixed a bug on highlighted objects that would cause them to not work after scene transitions.
Fixed a bug where story floors in the Caves would sometimes not work at all on certain seeds.
Pass on pathing in Parks.
Populated the Nightmare encounter area
Fixed the last 2 mainline quests in parks to make them completable again.
Refined the collector quest in the Parks.
Adjusted the Park camera to reduce AO artifacts.
Added human encounter to the Visitor Center
Pass on cover in the Parks
Populated the Ranger Station encounter area.
Fixed door issues in the motel, diner, and Ranger Station
Fixed multiple areas in the park that players could leave the playable space.
Fixed issues with roofs not disappearing when blocking sight.
Fixed pathing and collision issues in the caves dungeon
Fixed many problem enemy spawns with encounters.
Added an additional fast travel point at the former base.
USER FEEDBACK: Are you having fun?
Breach & Clear: DEADline early access players, we're at a major turning point in development and it is time to get your thoughts and opinions on what you've played, seen and experienced. This is one of the last points in development where we can safely assure your feedback is heard and potentially implemented. As a team, we are pretty confident in our trajectory on what DEADline should be for full release in the near future!
In order to implement your feedback, we need to ask you some very specific questions that will help us hit this goal!
1. Are you having fun? If not, why?
2. Are you enjoying the gameplay mechanics?
3. Are you liking the RPG-esque character management?
4. Are the enemies challenging and what do you think about their AI?
5. Are you enjoying the story so far?
6. What do you like or dislike about the user interface?
7. Is the game easy to grasp?
Right now, we're having major discussions on what this game is going to look like at full launch. There is a lot of work yet to be done, but this thread, right here, is going to be part of those discussions. Thanks for your awesome feedback so far, we truly appreciate the feedback and taking the time to answer these additional questions!
Hot Fix and a few new features!
Hey everyone!
So we've pushed out a quick hotfix to unstick a few quests that were having some issues for users. You should be able to play most of the quests in Hub 1 without much issue.
On top of getting that fix out though, the team has added a couple of features to the mix to help get things get even more immersive; a new gore and de-limbing system has gone live. Enjoy blowing things up even more!
Changelog time!
Vision cones, grenade AOE and possible throw locations have been refactored to use projectors. They will now display correctly on uneven terrain found in areas like the Parks.
Added support for required cells on a dungeon cell.
Fixed scrap and upgrade values being swapped on workbench.
Fixes for zombies to determine whether or not they are in melee range of their target
Gore system, zombie de-limbing+gibs galore.
Fixed an issue that was preventing the quest Burning Man from completing.
Fixed some issues with erratic ragdolls.
Timeouts on enemy de-spawns have been tweaked to be more appropriate.
Improvements to aggression on Human Foot Soldiers and Heavies
Human Cover Guys and Snipers now run to cover better on spawns
Human snipers do not show their targeting line through obstacles when their target is out of sight
Major Update for March 20! - New Dungeon, More Equipment.MORE EVERYTHING!
You didn't think you were only going to be shooting at monsters, did you? Well, we've got more human enemies added this update. Besides more content in just about every regard, we've been doing some fixes here and there. You should be seeing a way smoother experience!
As a heads up; we're transitioning from weekly to every-other-week updates. Why? We want to test internally and provide more substantial updates rather than a couple things here and there. Grant it, should users run into something major, we will of course be pushing hotfixes in as best as possible.
So...changelog time, it's a doozy!
Fixed issue with enemies sometimes getting stuck and moving into an obstacle or at least reduced the chance of it happening.
Fixed input validation so spaces and hyphens work when naming things.
Fixed picked up guns and gear to not have blank names.
Items can be dropped from your inventory into the world to be picked back up again
Polished menu idle animations to give the gun more weight and be less jerky.
Added roamer visual variations.
Revised workbench menu for weapons - now always shows the list of guns and scrap and upgrade options are tied to keys/buttons shown at the bottom of the screen.
Revised workbench menu for gear - now always shows the list of gear and scrap and upgrade options are tied to keys/buttons shown at the bottom of the screen.
The selected tab in menus now shows a blood splatter behind it.
Fixed major astar issues in sewer and fog of war
Fixed explosions for thrown items at elevated positions
Now volume arrow buttons can trigger multiple times while being held down.
Now can modify volume settings by clicking on the arrows without bringing up the pop-up.
Healing aura particles now actually work correctly!
Fixed an issue in the pharmacy area that caused an area to be unwalkable
Shotguns no longer do 7 times as much damage as they were supposed to.
Some gates in the urban scene can be kicked down; not perfect bet, but improvement
Fixed some issues with text input fields such as showing the old name again when a field becomes blank.
Fixed issues with loot crates.
Fixes to some Rusher behavior. They are much better at trying to attack.
Fixed the door in the wall in the office
Doors in the office and the sewer now get kicked and broken off the hinge
Fixed some areas for streaming in parts of the urban scene
Suppression is now more useful. It does not use the gun’s actual ammo so it does not need to reload first.
Healing aura on a dead medic does not cause healing to occur anymore
Fixed a bug that would cause handguns to break if you switched handguns right after firing.
The tutorial now ends properly if the squad gets killed.
Fixed M1014 not using the right ammo type.
The map is now part of the pause menu
Fixed issue where the player could change tabs from the options menu during the tutorial.
Fixed a pathfinding bug that on occasion would cause pathfinding to totally break on loading levels
Nightmare now knocks back the soldiers he hits and then they fall
Made it so the ammo for a gun is remembered even as the gun is unequipped rather than refilling to max ammo count when the gun is equipped.
New human enemy models added.
Camera once again has clamped bounds so the player can’t move it way off in the distance.
Switched a lot of interactions to be checking for button up rather than button down. This resolves conflict with interactables and holding mouse to move.
Made the space bar put the player in command mode if pressed from action mode.
Human enemies will ALWAYS respond to provoke now
Player soldiers can now continue to follow the leader when regrouped in an encounter. This lasts until a command is issued.
Fixed rotation speed for player soldiers acquiring targets.
Fixed issue where sometimes the screen would scroll in command mode when the cursor was offscreen.
Added exclamation marks to the NPCs to indicate when they have side-missions available.
Added exclamation marks to Elizabeth for when she is required to be interacted with to advance the last two main story missions in the Urban Hub.
Fixed issues with pub and pharmacy roofs.
Removed temporary tornado capsule teleporter things that were floating around.
Fixed an issue that caused encounter states to not be saved.
Added inventory count, capacity and storage count values to be displayed on the storage chest menu.
Out with a bang perk now has a cooldown
The minimap now isn’t shown when in the safehouse
The icons for offscreen enemies now look different for human enemies than for monsters.
Fixed issue where pickups that land next to the Leader don't show the prompt to pick up until the player moves.
All interactable quest objects in the urban hub will now highlight when approached, in the same fashion as the loot chests.
Fixed a bug with the gas barrels for the supply runner collection mission that was preventing them from being interacted with.
Explosions are less overpowered against large groups. Damage now decays as more enemies further from the epicenter are hit.
Fixed an occasional bug with rushers.
Tracers no longer get left in the scene upon exiting to the main menu.
Fixed a bug where fast travel points and map fog state would carry over between saves on the same session.
Fixed issue where soldiers wouldn't rotate to their assigned angle if you set their angle without moving them.
All issues with head accessories clipping with soldier heads has been fixed.
Nightmare fight has multiple outcomes for how to finish it
Fixed a broken gate in the Urban Scene
All the interactable doors and gates and dungeon entrances in the Urban Hub now highlight in the same fashion as other interactable objects
Changing your view cone while standing still is now fixed.
Added correct encounter grading.
Fixed a thing where going from the outskirts to the urban hub safehouse wouldn't revive your mans.
Fixed a hella bad bug that would cause the game to completely break sometimes when changing quest state.
Fixed doors to turn off their triggers if they were saved as open in the save file
Fixed bug with wrong amount of starting ammo when starting a game.
Fixed a crazy amount of quest bugs in the Urban Hub.
Added gear to loot crates in hubs and dungeons. Players can now find and equip new gear items.
Added attachments to loot crates in hubs and dungeons. Players can now find attachments (they do not fully function at the workbench yet).
Defined proper loot tables for all dungeons and hubs.
Increased health for Stalkers, Roamers, and Rushers in order to better scale with expected player DPS.
Fixed a missing trigger for the human enemy encounter behind the pharmacy.
Added new sound effects for several weapons.
Added a proper grading system for encounters based on damage taken and time to complete.
Ammo crates should now guarantee ammo if any of your bros have 0 of an ammo type.
Update for 3-8-2015 - Post-PAX fixes and a Thank You!
To those of you that stopped by and checked out Breach & Clear: DEADline this past weekend at PAX East, thank you very much for stopping on by! We were glad you checked us out! (Team is going to go to sleep for a couple hours now!)
Pretty light on the content side this week cause of GDC + PAX, we mostly focused on bugs and stability here. Should be a LOT better in some areas though!
Fixed the direction your dude faces when he kicks the Pegram Pub Door
Fixed path lines being drawn outside command mode
Fixed a potential issue with placing mines near each other
Normalized DPS display to account for reload times.
The overpass in the stadium area now culls correctly.
Your dead homies no longer come along for the ride when you use a fast travel point.
Various scene fixes in the urban hub.
Doors in hubs now stay open after saving and coming back.
Fixed a bug where the game would break if using TNET when opening a loot crate from command mode.
Fixed a bug that would reset your button prompt graphics choice after closing the game.
The stadium door in the outskirts now animates open correctly.
Some doors now fly open when you kick 'em.
Probably fixed a major issue where some parts of the hub would either load twice, or not at all.
Fixed a bug where manually changing the active quest wouldn't reflect on the
HUD immediately.
The game now saves your selected active quest.
Sewer floors are no longer truncated at the start.
Grenades shouldn’t linger around turned off in the scene anymore
GDC, PAX East and Breach & Clear: DEADline!
Are you currently attending GDC? Will you be attending PAX East? The Mighty Rabbit Team is going to be present at both to show off Breach & Clear: DEADline!
The team will be with the Gambitious booth in the heart of Indie Mega Booth at PAX East.
And just in case you thought they weren't busy working, here's a pic of the guys over in San Francisco this week sitting in their hotel room getting some hotfixes done for you guys!