Build 0.2.8.5 is now live, this version includes a bunch of hotfixes and improvements to the game. The main points are:
-Capital Ship Defense mode should now pay out correctly -There is now a $200 DIS reward for destroying enemy AI drones in space. -The glitch with not receiving payouts for completing multiple mining runs in one session should be fixed. -Improved the AI for enemy and allied space craft. hopefully they are more intelligent now. -Various small tweaks and fixes.
Dissolution Overhaul
Dissolution Overhaul is Live!
Our overhaul relaunch is now live! CTO Adam Macdonald is here to give more details as to what players can expect to find inside the Dissolution universe!
To sum things up: Dissolution has been completely overhauled. Instead of being a multiplayer FPS, we’re focusing on a solo experience. However, there is a new overarching metagame, and it allows players to interact with each other in a whole new way. Essentially, there are corporations that fight over territory, which can give players money in the form of tax revenue. Players are now fighting to capture territory so they can capturing tax revenue from players asteroid mining in their territory.
The two main benefits of being a faction are the tax breaks you receive when you operate and mine in an area that you control, and the dividend payout you receive as a part of the faction (similar to a salary). These dividends are paid out based on merit, meaning if you work hard to gain your faction a lot of control, you will be rewarded fairly. If you do not do anything to help your faction, you will receive a zero dollar payout. We have created a totally equitable situation.
More info on developmental updates in Dissolution: https://twitter.com/DissolutionGame
Version 0.1.5.1 Is Live
We've been busy here working away on the latest update for Dissolution. Our biggest new feature addition is Singleplayer. Only the Prologue chapter is currently released, and we'll develop more if there is demand for it! The singleplayer mode should help players get into the game and learn the basic mechanics, as well as shed some light on the backstory of Dissolution.
We also have the usual slew of bug fixes and tweaks. See below for the full change log:
Change Log
Added the Singleplayer game mode and first chapter (Prologue) to the game.
Reduced the zombie speed and health by about 10%.
Reduced zombie wave complete payouts.
Fixed a bug where the Origin Gold skin showed as purchasable in the Armory screen.
Reduced the waves you can skip through, the highest wave you can start at now is 3.
When you start on a later wave you should now start with the proper amount of zombies instead of it always being 20.
Redesigned Reactors Zombies so its much more challenging and on par with other Zombies maps.
Turrets should no longer try to shoot zombies through walls.
Added zombie blood splatters to the Decal Lifetime variable.
Fixed a bug that caused the round end and round start displays to not appear in zombie mode.
Build 0.1.4.6 Is Now Live
Hello everyone, and happy holidays! From everyone at the studio here, we hope your holiday is going well. We've just set the latest version of Dissolution live as an early Christmas present, so go check it out!
Check out the change log below and have a great holiday season. Cheers!
Change Log
Reworked the Origin model and included Bronze skins as available for purchase in the Armory screen.
Added in the new Silver and Gold skins for P1 Pistol, Origin, MAR-4, and Surge.
Added decals and bullet holes to the list of decals that are affected by BrassLifetime. There is now a Decal Lifetime slider in the main menu that lets you customize the lifetime of these effects.
Flashbangs no longer blind you when you're dead.
Skins now show in third person for other people (replication issues solved).
Fixed a bug with the specator HUD where Oxygen didn't work and the grenade indicator appeared even when the player died.
Reduce Origin and Scorpion magazine sizes from 20 to 15.
Reduced the frequency heavy Drones use rockets, and reduce the rocket damage and radius.
Fixed the MAR-4 and Surge RMA texture to be non-SRGB.
Tweaked some item descriptions and names.
Added in the new Surge model and Skins for it. The handling of the weapon has also be reworked.
Zombie mode intermission timer should now only count down if players are present in game.
Moved the first person reload animations to the DefaultSlot section so they should play when the gun is tucked too.
You can now shoot while you sprint.
Reduced explosion decal lifetime from 600s to 180s.
Added in a much better HUD for spectator mode with info about the game mode, player name, weapon info, etc.
Added voices to characters in deathmatch game mode.
Optimized the bullet spawn so it should hopefully reduce load on the server when lots of people are shooting.
Added in a config command to the Game.ini under the GameOptions settings you can add in "BrassLifetime=X" where X is how long bullet holes, blood splats, and bullet casings should last.
Tweaked flashbang code and weight. Also halved the fuze times for flashbangs and reduced it by 25% for smoke grenades.
Halved the volume of the music in the main menu.
Did some optimization for the Surge Pistol and ZQB-50.
Fixed a bug that caused skinned MAR-4's to start in semi auto.
Changed the damage prevention channel for explosives to the Projectiles channel instead of visibility.
Smoke grenades now affect AI.
Changed the way the shotgun and other iterative weapons fire rounds, hopefully it reduces latency and load on the server.
Fixed a bug where if you were in page two of the control bindings and went to another menu, it'd be superimposed over it.
Build 0.1.4.1 Is Live Now
Over the weekend I've uploaded two updates, one was 0.1.4.0 and today I released 0.1.4.1, a hotfix that fixed an issue some people were having where they would spawn without their VEC-45. Check out the full change log below!
Change Log
Fixed a bug where equipping the VEC-45 or 1911 could cause you to spawn with no weapons.
Rebalanced the Scorpion and Origin to be more useful, their penetration power and mag sizes have been increased.
Added MAR-4 bronze skins in
New feature: lockable servers. Players with 500 or more DFT's, or admins can now lock servers with a password.
Overhauled the spotting system so it is more easy to spot enemies and you can spot multiple at once. You can also spot through shields now.
Reworked the way flashbangs detect if you're looking at them or not.
Fixed the collision box on SS lucidity in the stairs over the vacuum.
Fixed a bug in Arena where you could spam space by the window and go into zero G.
Fixed a bug where slow reloading the P1 pistol wouldn't update the ammo counter.
Removed the objective indicators when you die.
You now hear your own hurt SFX in the vacuum when you take damage.
Added in some basic anti cheat to prevent people spawning in weapons.
Shields no longer stop bots from shooting at you.
You can no longer spawn in the vacuum in deathmatch.
Added 45% more energy to the shield regen.
Burst weapons now reset when you run out of ammo or reload.
Fixed a bug that caused your shoulder position to change in third person if you crouched or uncrouched.
If you throw a grenade from inside a vacuum to outside one, or the other way around, the grenade collision now changes properly.
Increased the recovery time for your player's stamina.
Players now ragdoll when killed by grenades instead of playing animations.
Flashbang and smoke grenade detonations should no longer be heard from anywhere in the map.
Fixed the firemode change sound effect for the P1.
Build 0.1.3.5 Released
The latest version of Dissolution brings a whole host of new gameplay tweaks and updates. A lot of focus was put into general stability, performance, and optimization. This build should run noticeably better and provide a smoother experience to our users. Also, we have Bronze skins for 2 of our items, the P1 Pistol and Beowulf armor now have 6 bronze skins each that players can purchase with in-game currency. These can also be ascended to the blockchain if desired! Check out the full change log below.
Change Log
Added SFX for live frag grenades to make them more noticeable in combat.
Fire from friendly forces no longer adds suppression to your character.
Added a third person firing animation into the game.
You can no longer sprint in reverse and strafe speed is reduced when sprinting.
Fixed a lot of zombie exploit spots.
Worked on the replication code for landmines and grenades, they should now move a lot more smoothly.
Fixed a minor animation bug with walking in zero G that caused the TP character model to always aim straight ahead.
Fixed a physics replication issue that caused grenades and mines to stutter, particularly in zero gravity.
Added a sound to the Frag Grenade so it is now a lot more noticeable.
Fixed a bug with the Arena map that didn't allow players to capture the center point.
Put in some fixes to reduce rubber banding and improve performance.
Fixed a bug where sometimes if you died, no death animation would play.
Fixed a very odd bug where shooting at the ground could propel you up a few centimeters because of the recoil force.
Fixed the max players clamp for the DM and TDM game modes.
Fixed a bug where if you signed in with your email address, it'd be your username in game.
Rebalanced the landmines so that their light now blinks faster and is more noticeable, you can no longer spawn on top of mines, and after you die your mines will be removed from the game.
Fixed the DFT bonus display bug on the match stats screen.
Fixed a bug that made you unable to cap zones when you first respawned in them.
Map name indicator on server browser fixed to include Arena.
Fixed an exploit in Arena Zombie mode that allowed players to stand on the side wall and exploit zombies.
Fixed the team select screen in TDM mode.
Fixed a bug that caused a player to take some damage when they first spawned in a vacuum.
Game mode indicator on server browser fixed to include TDM and DM game modes.
Removed loading screen widget.
Fixed an audio bug with the explosive barrels in the vacuum in Arena.
You can no longer revive dead enemies in DM mode.
You can now change teams in TDM game mode.
Bots now appear on the scoreboard in DM mode.
Coming soon we're gonna have more info on ship combat and single player, so stay tuned everyone!
Build Version 0.1.3.0 Is Live!
Hey all!
After over a month of work, I'm proud to give you all the latest version of Dissolution. 0.1.3.0 introduces two new game modes (Team Deathmatch and Deathmatch), as well as a new frantic CQB map "Arena". There is also a remodeled version of the MHI P1 pistol. Of course the usual slew of tweaks and fixes are also present.
The update is rather large in size because it also contains the foundation for our new ship combat and also singleplayer content. None of that is playable at the moment, but the next update will probably contain at least one of the two. As always, let us know what you think in the comments! If you want to, check out the change log below for the full scoop!
Change Log
Added a new close quarters combat map; Arena
Added a Deathmatch game mode where players fight in a free for all until one player hits the set kill count and wins the match.
Added in a Team Deathmatch game mode that pits the IPDF vs the Mercenary forces in a race for who can score the most kills.
Remodeled the MHI P1 Pistol with a much improved models and fast reload animations.
Tweaked and re-balanced the weapon prices, damage, and spread.
Added in a Password Reset button to the sign in page.
Fixed some minor UI issues and errors, especially with the communication wheel.
Implemented the foundations for singleplayer mode and the ship combat systems. Both are functioning fairly well, but need to be more fleshed out before they're available to the public.
General stability fixes.
We're Public Again! Build 0.1.2.1 Released
We're back, baby!
Due to the early state of the game and the community reaction, we moved Dissolution to a closed alpha at the start of this year. Now we're comfortable that the project has matured to the point where there is enough content for the community to enjoy, we're moving back to a public alpha.
The game is still early in development, and the end goal of an awesome MMO is still far away, so do keep in mind there will be lots of bugs, crashes, placeholder content, and the usual early access fun. We're a small team of five people, and only 3 of them are core development staff, so we can only do so much. That being said, I think most people will be pleased with the progress. Without further ado, here is the change log for the latest build. We hope to see you online!
Added in radial menus that allow you to select your equipment (hold 3), select grenades (hold h), and also for verbal commands (hold q).
Added a leaderboard in the Armory screen.
Added Turrets to zombie mode, you can pay $200 to activate them for a round.
Added a game end screen that displays your end of match stats (Still a very big WIP for visuals).
Heavily reduce the AI human rotation times, they shouldn't be able to aim as fast anymore.
Tried to fix the ammo box sometimes not working bug.
Reduced the spread of the P1 pistol by ~30%
Fixed the empty ammo box screen to be colored correctly.
Added an appear sound effect for when the ammo resupply screen appears.
Added the DFT tracker and description to the Armory screen.
Added in EMP Grenades, which only deal damage to AI drones and zombies, but will knock out your shields.
Put in a fix to update your credentials once you leave a game, so players can instantly see their earnings without having to exit the game and restart.
Tweaked the bots to reload more frequently, and to use more verbal commands/requests.
Added the ability to use the escape key to go back in the main menus.
Fixed the Surge reload sound so its now affected by Master volume.
Rebalanced the shield energy of suits to have around 55% to 60% less energy than before.
Fixed a bug with the friendly fire dev tag chat message.
Added vertical weapon lag as well.
Added more SFX into the armory screen for selecting items.
Fixed a bug that caused your first person arms to disappear if you dropped equipped armor.
Gave human bots the ability to rifle whip enemy players.
Fixed a bug that let you still use shields after you unequipped a set of armor with energy shields.
Added the dynamic HUD feature in, so the ammo and health displays should tuck away when unused if this is enabled.
Solved the issue where landmine indicator lights would have the incorrect color.
Added a highlight into the armory screen to inform the player which item they have equipped.
Changed the behavior of the armory item highlight so it removes the preview on un-hover of the item.
Fixed a bug where if you signed out and back in with a different account, the money balance might not update.
Added in a hot-fix to save the fire mode selected when a weapon is dropped or switched.
Empty ammo magazines now no longer have bullets in them, and energy based ones lose their glow when empty.
Added 3D models into the armory screen for displaying items on the player's body for grenades and equipment.
Fixed an issue with friendly fire notices displaying the player who was attacked, not the aggressor.
Fixed the loading screen when you sign in so it actually stays around until the sign in process is finished.
Fixed an issue that prevented you from opening the main menu in spectator mode.
There is now a splash effect when players walk through water.
Build 0.0.9.4 Released!
-New feature: you can now cancel reloading by melee attacking, throwing a grenade, or switching weapon.
-Removed the bug/unintended feature that allowed you to fly around zero gravity in the inside portions of the ship.
-Fixed an issue where you'd get a new inventory when you were revived, and your armor would be reset.
-Reduce the recoil significantly, and made it a lot less cancerous.
-Added weapon lag in.
-Fixed a bug where the character in the Armory would lock up and refused to turn.
-Added a green tint for your name on the scoreboard, so it's easier to see your ranking on the fly.
-Removed the ability to spot enemies through walls and objects, sorry Shara.
-Fixed the spawning in the vacuum bugs that were so annoying.
-Fixed a bug where you couldn't spawn at Processing on the Reactor level.
-Made it so that guns dropped on death disappear from the game world after 1.5 minutes.
-Fixed an issue that allowed flashbangs to blind people through walls or thick objects.
-Resolved an issue where if you died in the vacuum you'd respawn and instantly die again.
-Fixed the switching weapon system to be a lot less glitchy, and more useable.
-Fixed a bug that caused bullet casings to never despawn.
-Fixed a bug on Lucidity where the service airlock didn't work.
-You can no longer tag dead enemies.
-Reduced the Origin and Scorpion ammo counts from 30 to 10, and reduced the ammo capacity for railgun pistols down to 15 from 20.
-Increased the railgun weapons damage, but decreased the fire rates significantly.
-Decreased the time for item popups to disappear from 1 second to 0.25 second to try and make it more obvious.
-Reduce bullet whiz sound in volume by 33%.
-Also related to this, fixed a bug that caused you to be able to fly around on respawning after dying in space.
-Changing teams now works properly again.
-Reduced railgun vs drone damage buff from +80% down to +45%
-Halved the size of the impact blood splatter decal.
-Fixed a bug that would cause you to die a second time if you died in certain death zones.
-Fixed a bug that allowed you to fire your weapon during the animation of you racking your slide if you emptied out a magazine and reloaded.
-The objective indicators now disappear when you're aiming down sights.
-Fixed a bug that caused high value actors to spawn in placed of low value ones.
-Tweaked the game end code so it should now update your account balance display in the main menu after a round.
-Rebalanced many weapons damage, recoil, etc.
-Fixed a bug that caused some loadouts to spawn with no ammo in the magazine.
-Made the recoil much smoother and interpolated over several frames.
-Attempted a fix for a bug where sometimes drone explosions wouldn't play on their deaths.
-Capture beep now plays even in vacuums.
-Reduced blood decal, bullet hole effects, and bullet casing lifetime from 500 to 180 seconds.
-If an elevator has only 2 stops then you no longer need to hold F to move it, a tap will do.
-Weapon in hand meshes no longer receive decals, so they shouldn't have glitchy blood stains on them.
-Reduced player jump height by 20%
-Patched an issue that caused players to hear suicide drone warning beeps no matter where they were in the map in relation to the drone.
-Fixed an issue with the pistol third person anim blendspace when walking.
-Fixed a bug with error messages appearing on the lobby screen.
-Added elevator call buttons into the reactor levels.
-Increased Type 77 vertical recoil slightly.
-Made the Raid version of the Reactor level a lot less blue and more brightly lit.
-Adjusted the intro order so that the early access warning shows first.
Build 0.0.9.2 Released!
We’ve just released build 0.0.9.2 which adds several customization features as well as minor bug fixes and more prototype mechanics.
Special thanks to our very dedicated testers for helping us find new game breaking bugs, and for everyone following and supporting our development: we couldn’t have done it without you. If you haven't done so already, please join our discord community: https://discord.gg/NBuzgar
For anyone who is in the San
Francisco area, we are going to be attending GDC from March 18th to 22nd. Look for us at booth NR3225 in the GDC play area, we look forward to seeing you there!
Patch Notes:
-Added a lobby customization tool in to allow players to customize their game lobby when hosting.
-Removed collision from lights in the elevator shaft. This should stop you from getting knocked through the elevator floor if you stand to close.
-Fixed the revive spawn bug where reviving a player spawned them wherever they died, instead of where their body was.
-Improved several first person weapon animations.
-Attempted a fix for the "grenade surfing" bug.
-Added an icon in to replace the base UE4 icon.
-Improved the pistol first person hip fire animation.
-Added defibs to the Merc starting loadout in Raid.
-Added a new animation in for the rifle melee attack.
-Added a immersion effects for things such as explosions, getting shot, falling, melee attacks, etc.
-Added a weapon tuck system that moves your long guns to the side if there is an obstacle in front of you, instead of clipping through.
-Also added the ability to hold your gun at the low and ready instead of at the shoulder. The default toggle key for this is H. This feature will be more relevant in the future.
-AI can now go through open doorways, before they would tend to avoid traversing open doors.
-Overhauled the weapon lights.
-Attempted a fix for the negative ammo glitch that happens on high latency.
-Fixed a bug where dying from lack of oxygen wasn't replicated or handled by the server in any way.
-Fixed a bug where the capture point holo spheres could lack color when the game first started.
-Lowered the volume of the mask breathing SFX by half.
-Added animations for firing and weapon handling.
-Changed the bullet casing lifespan from 10 to 5 minutes for performance.
-Removed debug text from the server setup screen.
-Increased Melee attack frequency and damage timing
-You can no longer shoot or reload when melee attacking.
-Attempted to fix the airlock glitch which depressurized the map
Thank you again for the feedback and support! Please report all bugs and suggestions to our Discord channel, your submissions are critical for us to improve our game!