Hey folks! Here is our second post-release patch with some of your most-requested features & bugfixes, and then some.
Enjoy and cya in combat!
Pauseless late-join
Added change character in-game feature, accessed from the Escape menu
Late-join setting changeable for co-op by the host. Default off
Added new official Coop/Solo defense map “Cargo Station”
Matchmaking will now ignore rooms you were kicked from in that session. Clears after restarting the game.
Fixed maxplayers host setting
Fixed Territory score display showing x/0 on latejoin
Fixed no path errors when moving multiple units
Fixed explosions not damaging doors/barricades
Fixed unwanted trigger zone activation by nades
Fixed map name clipping on room list
Fixed valkyrie kick being slow
Added a special darkness floor tile that can be used to hide the different underground floors
Fixed a bug in late-join that made it fail. Added fail-safes to late-join in general
Fixed “Update required” dialog not working in matchmaking mode
Fixed roofpop-Trigger tiles not working
Fixed the “Loading” label on the map-selector
Maps are now sorted by descending rating order by default for new players
Added resolution change popup dialog and timed revert
Redesigned lobby UI. The “show rooms” button is now on the right, it´s big and red and hard to miss
Fixed AI mindlessly running to revive teammates
Fixed items getting stuck on the screen when someone else takes it
Fixed tutorial kick page
Fixed the ladder bug
Bunker slope tile collider fixed
More responsive input handling
Fixed knocked down units being harder to hit
Stinky effect is removed with the body
Fixed OP edible items
Hey folks, here come the first bugfixes! Enjoy!
Here is the bunch of angry bugs that we squashed for you this time:
“Can’t spawn” bugs (network IDs running out after extended playtime)
Fixed turned off lights playing particles after map load
Fixed pallet box tiles
Fixed dragged items getting stuck on screen on death
Fixed unit re-selection after revive
Fixed score display showing the previous games data during spawning
Fixed 999/999 alive units bug
Ctrl highlight now shows the names of dropped items
improved map display in room
Changed the dropped model of all healing items including consumables to Medkit for better visibility
Fixed Quick Arrow not being quick. Try it now!
Fixed .50 cal sniper and Streyfert rifles having the same dmg.
Valkyrie buff: Made Valkyrie blades one-handed (harder to cripple), Valkyrie Heavy attack new values: Dmg: 70, Cooldown: 3 sec / Valkyrie Fast attack Dmg: 25, Valkyrie Kick cooldown: 5sec, new Valkyrie Race Cost: 2k
A bunch of small improvements & fixes on official maps
Made co-op non-late-joinable, as it was supposed to be
You Save Extra Extra During Launch Week From Our Unexpected Pricing Glitch!
Our community and all players get an extra discount due to an unexpected pricing submission mishap on our end!
After our discounted release week, which was meant to be 20% off the regular Full Release price announced on our press wire as $24.99 USD (originally intending to make it 19.99 USD first-week sale price). Instead, the system held our 17.99 USD former early access rate pre-full release, and we noticed after we submitted the 20% discount week.
So, all in all… your reward for our glitch up is an extra savings first week at $14.39 USD! After this first sale week post-launch, our full release price will be $24.99 USD.
We apologize to any press who may have been confused on the price point showing lower than is reported now, this was very much an unexpected scenario on our end. Please feel free to link this as an official report and explanation from our camp!
THE FULL RELEASE IS OUT!!!!
Hi everyone! So we made it - the game is now officially out of early access and in FULL RELEASE! WOO-HOOO!!!
To celebrate, everyone is invited to play with the devs this evening, and also the days to come of course, it will be announced on Discord when we the devs plan to play. But it will be a couple of times for sure, so if you miss us today, cgeck out the updates on your own & get your ass kicked by someone else (or in Solo mode, some new maps are BRUTAL!!!!!), and come back tomorrow!
New Gamemode “Territory Killswitch”
Added progression: Some items will unlock as you level up.
Added New Items:
– Heavy Exosuit
– Light Flamer
– Quick Arrow
– .50cal CQBR Rifle
– Nade Launcher
– Auto Shotgun
– PR-15 Pulse Rifle
– Streyfert Sniper Rifle
– Machinegun
Added New Maps:
– 3 Brand-New Coop maps
– 3 New Solo maps
– 2 Territory Killswitch maps to start off the game mode
Added New Vehicles (can be used by mappers):
– Truck
– Van
– Muscle Car
– Junker
– Buggy
– Optimizations and improvements of the bots e.g. patrol behavior
– Improvements of the gameplay and of the map editor
Play with the Devs on 12th August at 18:00 CET!
And once again we will play together, just like last week.
We will try to win with all the players against hard bots (who kicked our human butts last time). Come join & have fun! :)
Play vs. the devs!
Come get rekt by the devs this Sunday, 5th August 2018, from 18:00 to 19:00 CET!
We will play some FFA to see who scores the most kills, and then whatever we feel like playing :)
Cya there, warriors!
Update May 2018
Coming back to you right from the wasteland with a TON of bigger & smaller fixes and improvements in this May update!
Here are some highlights:
- Added Incapacitation mechanic with an “Instant Death” server setting. When turned off, units will become incapacitated instead of dying immediately and can be revived by healing. By default, Instant Death is turned ON on PvP, and turned OFF on PvE.
- If a unit runs into a sneaking enemy, both will fall on their butts and the sneaking unit(s) will lose sneak.
- Added even more environment assets
- Re-worked pathfinding to improve overall stability & reduce the ammount of times characters get stuck in a wall & similar problems. Also baking a navmesh in the Map Editor is no longer required, a navmesh will be generated at map load automatically.
Important note for mappers: since the updated pathfinding system is not identic with the old one, we advise you to check the paths on your maps (especially in tighter spots) with the updated system.
- Updated turrets: they no longer rotate when idle (better performance), and they now have a limited firing angle (more tactical gameplay).
More fixes in this update:
Updated to Unity 2017.3.1p4
Fixed switching hands while climbing ladders
Fixed units getting stuck off-navmesh
Fixed dead robot body shader
Fixed server settings saving to disk for clients
Fixed invisible units
Fixed player balance on auto assign
Limited max fps to 240
Fixed traversing multiple ladders on one path
Dog attacks are now one-handed
Character editor usability: selecting a new decoration will remove other decorations of the same type
Map editor: improved armory popup window
Map editor: added missing turret variations
Fixed amount counter on barricade/turret UI widgets
Fixed robot model to work better with animations
Turrets/barricades can no longer be built near ladders to prevent game-breaking pathfinding bugs
Moving a vehicle no longer interrupts the driver units shooting action
Overhead chat messages are now displayed in the same color as the units indicator circle
Map editor: placement raycast will no longer collide with the temporary instances
Fixed a bug with applying volume settings at startup
Fixed a visual bug in soloplay UI
Fixed a number of bugs in the tutorial
Removed some repetitive tutorial pages
Pushkick can now also be activated by clicking on the skill button on the UI
Units will no longer stand on the mine they planted when they had to move there first
When building an item is blocked by something, the blocking item´s name is shown
Dropped items are now always visible (no LOS calculations)
AI no longer gets stuck on traps
Added a new zonetype: minefield
Respawn time server config is editable again, with restrictions to prevent game breaking settings
Added UI click sounds
Clicking on a ladder several times now only queues one climb action
Added gamemode/map display to squad picker
Fixed tactical pause movement lines
Added "contest winner" banner to map list
Map editor: fixed special editor objects being visible in the preview snapshot
ATTENTION, WARRIORS!! We bring you new cool features & fixes!
March 2018 update is now LIVE and it has some great stuff in it, so check it out!
Added Solo mode with tactical pause - you can now easily play PvE maps alone. Just open the game and hit the big "SOLO-PLAY" button. While in Solo mode, use your Spacebar to pause the game and give orders to your units.
Added improved script tools to the map editor. The scripting UI is way more streamlined now, and - unlike originally anticipated - does NOT require replacing scripts on older maps - of which we already count around a hundred, by the way, because you guys rule! So if you´re a mapper, there is only one thing to do: enjoy the updated scripting system. But wait, there is more..
Added new environment props and tileset color variations. Rejoice at the variety of colors! Our favorite are the pink bunker tiles :)
Added "playtest" feature to the map editor, due to popular request. Now you can test your maps without uploading to steam workshop. Comes especially handy with all those updated scripts you will be using!
Smaller updates:
Added some new icons for map editor
Added missing armor-genders
Added manual navmesh-cut entities to map editor
Added loading map thumbnail texture
Added new official PvE map “Base Defense 1”
Fixed AI spazzing when trying to open doors
Fixed AI removing weapon unnecessarily
Fixed kicking bots also kicking a player
Fixed highlighted unit names not showing
Fixed map editor breaking if you delete a used role
Fixed missing LTS filter in server list
Fixed selecting 0 characters in custom server settings
Fixed editor camera not working after playing a match
Fixed weapon not being shown and failing to reload when equipping directly from a dead body
Fixed spawn points not checking if target location is walkable
Fixed character point limit overflow vulnerability
Fixed buggy grenades
Fixed static decals
Fixed invisible guns bug
Fixed map editor placement height offset not resetting after placing something
Updated map selector screen
Update 4 is now live - check it out!
Hey there fellow dystopian warriors! This time we have 3 big improvements for you, as well as a bunch of smaller ones:
- Added bots (mainly for PvP)
- Added matchmaking
- Added a new playable cyborg race: the Valkyrie
Improved AI
Fixed long room name clipping
Fixed achievements not progressing after the first game
Fixed sliding dog from nade throw spam
Fixed dogs being able to equip weapons with double click in inventory
Fixed get-up transitions
Fixed cursor remaining locked if you build something while still holding the right mouse button
Fixed AI target switching not working
Fixed Rocky ridge ramp gate and cave entrance pathing issues
Fixed highlight name-tag colors
Fixed nade slipperiness
Fixed large blast gate pathfinding bug
Fixed steam join when the game is not running
Added invert camera pan setting
Added ‘move to team’ function for room host
Added new item models for flamer/energy ammo and dropped armor
Removed launch button, game starts automatically once everyone is ready
Removed lobby chat. Use the official discord to connect with the community: https://discordapp.com/invite/bZRQrzB
Map editor: added ability to reset map workshop ID and upload as a new item when changing game-mode on a published map
Map editor: capture resource automatically sets the correct tagname when changing its team
Map editor: capture resource automatically sets its TagName when its team changes
Robot Balance: increased starting & maximum Kinetic Resistance, reduced max. HP, reduced max. Explosion resistance, reduced movement speed
Reduced Explosive Arrow damage
Added +10% Knockdown Damage to Plunger when it is used as bow ammo
Decreased CTF round duration on official maps to 5 mintes per round
2nd Official Tournament on Jan. 21st 2018! Sign up now!
Sign up for the tournament here: http://steamcommunity.com/app/600460/discussions/0/1693785035814748723/
Have fun, play fair, and may you not get exploded by like two Blasthammers at once :)