Thank you all for being a part of our public Pre-Alpha! We've received many good suggestions, bug reports, feedback, memes, etc. Moving forward, we will be temporarily disabling new downloads of Dissolution until we feel that there is enough content to support a larger player base. Seeing that you are all an integral part of our game development, we will be distributing the game through steam keys, meaning that ANYONE WITH A STEAM KEY CAN STILL PLAY. We'll also be hosting dedicated play-test sessions every Monday and Saturday from 4pm to 6pm PST. If you'd like to get involved in closed testing, please join our Discord server and reach out to us: https://discord.gg/NBuzgar
Build 0.0.9.0 Is Uploaded!
Hello everyone. Apologies for the delays on getting this one live for you. I've been trying to wrangle the annoying "kick on round restart" bug, but have yet to get the best of it. That being said, I fixed a slew of other issues, so test it out and let me know what you think. Check out the full change log below:
-The cap zone for barracks was way too small, fixed now.
-Added a developer only feature that allows customizing the amount of AI drones present in the level and the spawn rate. This will be exposed to average players after more testing.
-Fixed the tilt on the way your player holds the VEC-45.
-Greatly reduced the brightness of the weapon-mounted flashlights.
-Upped the light mapping quality significantly.
-Fixed an issue where the door UI popups didn't appear for two outer doors on L2.
-Fixed a bug where you could pistol whip people through objects.
-Fixed some small geometry errors in the level.
-Replaced quite a few first person animations.
-Fixed a bug where melee attacking drones spawned a blood effect.
-Fixed some of the tilt the M1911 had in the player's hands.
-Fixed a bug that caused the intro splash screens not to play.
-Fixed a bug where getting revived would forgive your TK penalty.
Build 0.0.8.9 Is Uploaded
Hello everyone, I have a new patch live now. We had some trouble getting the servers setup for this one, so apologies for the longer than normal down time. Check out the change log below:
-Attempted to allow players to create more than one server per region.
-Added a new feature where you can now melee attack enemies (default binding is E, but you can customize this). More damage is dealt the faster you're running. The animations are placeholder and will be improved later.
-Lowered the volume on the start videos by 50%.
-Added 4 more controls to the key binding page so you can customize them easily to your liking. This should now cover the majority of the controls.
-Added some new first person animations into the game for locomotion.
-Added a sound effect for the defibs being used.
-Tweaked the background images of the inventory and main menu so they stretch to fill the screen properly.
-Fixed some bugs with the capture SFX and elevator movement SFX, they were assigned to the wrong SFX class and were not affected by the SFX volume slider.
Build 0.0.8.5 Is Live!
Hello everyone, I hope ya'll have had a good week! Build 0.0.8.5 is now uploaded and ready to roll! This one has quite a lot of tweaks, fixes, and updates to make the game feel like a more solid experience. Also, there is now a defib item issued to every player in team based modes that allows you to revive a dead team-mate. Use them! Check out the change log below:
-Attempted to hide the "Texture Streaming Pool" over limit message.
-Made it so you no longer have to manually rejoin servers after a game ends, it should reconnect players properly.
-Attempted to fix a bug where if the IPDF lose in Assault, the game doesn't actually end.
-Nerfed the drones so they have about 30% less health, 40% worse accuracy, and slightly worse target acquisition times.
-Added a new item to the game that can spawn in the world. Also you spawn with two of them: Defibs. These allow you to revive a fallen comrade in the field of battle. Simply walk within 2 meters of a fallen ally and use the item from your inventory. Remember if you're revived your weapon in hand is dropped, so be sure to pick it up.
-Made another attempt to make the energy weapons useful, also as an added bonus, they now do +80% damage to mechanical adversaries.
-Fixed a bug where the players name tag could stop bullets.
-Changed the behavior of Kamikaze drones, this should cut down on the Allahu Akbar spam.
-Halved the rate at which drones spawn in Assault mode.
-Started players in Assault off with an extra two medkits (total of 4).
-Added a light to the muzzle flash (previously it didn't emit light and was hard to see).
-Fixed a bug that always gave you a full mag for unloading a gun, regardless of how much ammo the weapon actually had.
-IPDF troops in Assault now start with 2 more mags to help deal with the drones.
-Fixed a bug where the player damage protection mult was actually referencing the energy weapons protection variable.
Build 0.0.8.4 Is Uploaded!
Hello everyone, a new build is live! This build has many tweaks and changes to increase the polish of the Assault game mode, check them out below:
-Killing your teammates with doors will now punish you with a TK penalty.
-The Assault level has been overhauled and has a much darker theme, following the backstory of the ship being attacked by AI, and your IPDF squad being the backup.
-AI couldn't capture or defend points previously, but they can now.
-Drones now display damage by emitting smoke or lighting on fire as their health gets low.
-Customized the Assault map to have more enemy spawns near the airlocks.
-Tried to fix the collision on the door frames in the elevator. Hopefully players won't be knocked off as easily anymore.
-Attempted to change the spawn system for the AI so the last few objectives shouldn't be so impossible to cap.
-You can now switch weapons and sprint at the same time.
-Changed the capture zones for the barracks and hangar in the Assault game mode.
-Using a medkit before you died would allow it to keep healing you on respawn, but no longer!
Hotfix 0.0.8.1 Is Uploaded!
Hello all, I've uploaded a hotfix to address several glaring issues. The change log is below!
-Attempted a fix for the crash that happens in assault mode quite frequently.
-Made it so you can't hear the drone alert SFX no matter where you are in the level, it's not spatialized.
-Made the engines much louder on the Kamikaze drone.
-Made some changes to the drone spawn rate, it should now be easier to capture the last few points.
-Added a warning sound to the Kamikaze drone just before it gets in detonation range.
-Change the redistribution of enemy AI, should be less camping on the Bridge now.
-Fixed a bug where you couldn't spawn on the Outer Deck as IPDF when playing Raid game mode.
-AI should be able to shoot through glass now, hopefully!
-Allowed more server instances in a region than just 1.
-Fixed a bug where you could no longer change teams in Raid game mode.
Build 0.0.8.0 Is Live!
Hello everyone, I know it's been a while since the last update, but we've been busy at work hunting down a few of the biggest bugs and also most importantly, adding a new PvE gameplay mode in where players battle against AI drones. This mode is still a work in progress and can be activated by clicking the Mode select button in the middle of the lobby screen before you create a lobby. A better system and new map will be coming soon. For the full change log, see below!
-Added a new game mode where you have to capture the ship back from AI drones. It's still a work in progress and I'm sure there will be bugs, also the AI are not very smart. However, it should allow players to have fun even if there is only 1 or 2 other players online.
-Attempted yet another fix with the bug that kicks you out of a server as soon as you join. Let me know if you guys see it any more. If it happens you should now spawn in the hangar and get a debug message, please lemme know what it says.
-Greatly increased the core damage of the grenade launcher and increased the explosion radius by 1 meter, also made the grenades 60% faster.
-Fixed a bug where if you died while aiming down the sights in third person, you got stuck in some glitchy helmet cam looking mode on respawn.
-You probably can't stand on fans anymore, sorry Shara.
-Greatly decreased the amount of bloom and screen distortion caused by the pain post process effect, slightly increased the bloom effect for the suppressed effect.
-Fixed a few bugs with areas you could clip through and troll people.
-Fixed a bug where you could continue firing an automatic rifle while sprinting.
Build 0.0.7.2 Is Live!
Hello everyone, got a new build for ya'll! Lots of big bugs have been patched this round, so hopefully everyone has a smoother experience.
-Redid the animation for firing rifles, it has much less vertical kick now and should hopefully be useful to aim down sights.
-Increased the weapon switch speed by 50%.
-Fixed a bug that allowed you to change teams regardless of the current amount of players on either team.
-Worked on the autobalancer system further, it should now account for players appropriately and balance properly.
-Fixed a bug where binding certain input to jump wouldn't let you jump (such as mousewheel). You're welcome, Shara.
-Fixed a bug which would show your first person arm set in third person if you respawned after dying while in third person mode.
-Overhauled the way all energy weapons work, the Scorpion and Origin should now actually be decent. Mag sizes, fire rates, fire modes, and damage have all been tweaked.
-Patched an issue where weapons were only unloaded on client side, this meant you essentially couldn't remove the magazines from a weapon.
-Attempted a fix where you could double tap reload in a high latency game and skip the reload sequence.
-Heartbeat BPM now resets on respawn.
-Fixed a bug where switching to your previous weapon popped the new weapon into your hand before the animation played.
-Fixed a bug where the climate zone protruded into the Maintenance hallway airlock.
-Fixed a bug that caused Merc players to spawn with 10 rounds in their M1911 and it's mags.
-Fixed a bug when all the points were lost for a team.
-Attempted a fix for the "PlayerName" has entered the game bug.
-Attempted to fix a bug where you could fire until a weapon had negative ammo.
-Increased the VEC-45 fire rate up to 800 RPM from 700.
-Fixed the placement of the "Key Already Bound" text, it was offset to the top left.
Build 0.0.7.1 Is Uploaded
Hello everyone, welcome to 2019 and the latest build of Dissolution. Check out the change log below for all the details! Have a great new year.
-Changed it so that if a team has no capture points they lose 25 points for tick so the game ends quickly.
-You can no longer use you shield when you're dead.
-Killing an enemy now subtracts a point from their score.
-Fixed a typo in the main menu.
-Muzzle flashes are now attached to the muzzle of a gun instead of being detached. Not particularly realistic, but looks better, particularly if you have high latency.
-Applied character limits to the player name tags so that you can't have more than 15 characters displayed (RIP Shara).
-Reworked all the muzzle flashes to be much more realistic and less annoying.
-Tried to fix a bug where fall damage would count as TK damage to your team mates.
-Attempted a fix for a bug where you could "surf" on grenades.
-Changed the zoom levels of the origin to be significantly less zoomed in.
-Increased the damage of the MGL-62 by 30%, no longer will you survive direct impacts.
-Set the round limit for the M1911 back down to 7.
-Fixed a bug where reloading the P1 pistol in a vacuum made some sound.
Build 0.0.7.0 Is Now Live!
Hey everyone, got a new build here with a few important tweaks and changes. Check out the readme below and I hope everyone has a great new years celebration!
-Fixed a bug where the two side airlocks were pressurized even though the door was open, this was kind of goofy.
-Fixed a bug where you had two white boxes showing in your inventory on spawn as IPDF.
-Changed the autoshield hotkey to a button the will use a medkit from your inventory if you're injured and have at least one in your inventory.
-Gave the M1911 an extended mag so it now has 10 rounds instead of 7.
-Added sidearms to the loadouts for both IPDF and Mercs. IPDF get P1 pistols and the Mercs get M1911s.
-Made the glass on the outside of the ship bulletproof, but any glass inside the pressurized areas should be easily penetrated by small arms fire.
-Fixed several issues in the level where doors could clip through walls, you could see into space, etc.