ExoCorps cover
ExoCorps screenshot
Genre: Shooter, Indie

ExoCorps

Patch Notes

Report: 2041/6/22
”Search protocols on swarm munitions have been improved, resulting in more aggressive target tracking. HUD systems have been modified to allow user preset customizations to provide better useability for our operators with color-blindness.“
- Our first round of Steam Achievements
- Experimental color swaps of HUD to address various forms of color blindness (cycle using F5/F6 keys)
- Character model updates
- Increased homing aggression on the Missile Swarm
- Team nomenclature switched to Diamonds/Clubs
- HUD warning when ping is extremely high
- Player-hosted servers no longer kick their host when internet connectivity is lost, but will warn them on HUD
- Lock-on/Tracking visual tweaks
- Menu tweaks
- Decreased “Flag-reset” times to better handle edge cases when it gets stuck.
- Fixed GAT spindown SFX on vacuum maps
- Fixed issue where match clock disappears after playing tutorial

Patch Notes!

Report: 2041/5/26
”Confident that the recent production-level Multirifle logistics chain is meeting specifications, drone weapons protocols have undergone adjustment under the direction of the Triumvirate to favor non-solid firing modes in order to conserve munition stores. In order to improve HUD clarity during field exercises, HUD coloration has been altered to represent “hostile” vs. “friendly” over the former minimal team color paradigm. Manufacturing defects of the recently implemented, contractor-supplied RDF (Remote Detonation Flare) launch casings are being addressed by Tri-Com representatives, and improvements are expected.“

- Fixed Flares doing too much damage to their owners
- Reduced Flare Damage
- Increased Flare Blast Radius
- Fixes to Flare Replication
- Fixed issue where Flares would mistakenly detonate on neutralized missiles
- Fixed Flares firing when players really meant to manually detonate them
- Other tweaks to Flare movement and mechanics
- Air resistance sounds when moving at high speeds
- Bots fire more continuously rather than in bursts
- Bots now use lasers
- Bots have improved weapon choice
- New Main Menu presentation
- Going forward teams will be represented by their iconography (card suites)
- HUD colors now display relative to affiliation (i.e. Red is always hostile)
- Monospaced Font for various HUD elements
- Updates to weapon audio
- Updates to weapon animations
- Added Zoom sound effects
- Jammer enable/disable
- Additional server diagnostics
- Out-of-missiles/flares warnings
- Missile HUD iconography changes color when blocked by fire
- Various menu bug fixes
- Fixed occasional lag spike in tutorial maps
- Updated community game test schedule (consolidating Thursday and Saturday test times to single Friday time slot)
- Various other fixes and improvements

April Hotfix/Tuning Patch

Report: 2041/4/10
”Efficiencies brought to both the power-coupling system and the transmission network for the Multirifle have resulted in decreased power draw on the exosuit power supplies during engagement. Swarm munitions are being upgraded for increased velocity as contractor manufacturing facilities are meeting the new specifications brought on by co-Triumvirate R&D developments. Acquisition and tracking software has also been updated, partially in response to recent feedback resulting from our Saturnian void-ops exercise range.“

- Team iconography now displays on gun screen
- Reduced power costs for all weapon modes by varying amounts
- Increased Missile Swarm speed
- Lock-on area and tolerance increased
- Experimental lock-on prediction to compensate for problems in high-ping situations
- Fixed movement prediction problems with recoil velocity
- Fixed physics problems with landings
- Fixed a bug where servers wouldn’t update player counts properly
- Fixed a bug where kill notifications would not show up in team games
- Fixed a bug where enemies would appear to be available for lock on while out of range
- Fixed server menu error causing a ”soft-lock”
- Fixed a bug where player skin would be incorrect in first joined match
- Potential fix for invisible player bug
- Potential fix for “unfrozen” players at end of match
- Potential fix for no-player-just-weapon visible at end of match bug
- Other minor tweaks

Happy April First!


Report:2041/03/27
- Happy April 1st! . . .
- Updated 3rd person Multirifle to match first person multirifle
- More movement tuning
- Minor particle system optimizations
- The Strafe Left + Strafe Right combo is now treated as Walking when you're on the ground, just as it's treated as Stabilizing when you're in the air.
- Increased range of sound for GAT21 on vacuum maps
- Increased blast radius of Darts
- Added icon for Flare kills
- Fixed Stabilize not fully zeroing out velocity on dedicated servers when using the alternative shortcuts (i.e. A+D and Space+Ctrl).
- Fixed bug where the wrong material was being applied as camo in certain cases
- Fixed a problem with the skybox on Moon maps.
- Fixed a rare crash that occurred when joining servers
- Various other fixes

Our Biggest Patch Ever!

Report:2041/03/27
”Inertia management subsystems are being tuned for the exosuit in light of data taken from void-ops trials. Operators can now auto-zero out their velocity in relation to the combat environment. The initial prototype Multirifle is being phased out for the Mk.1 production model replacements. This rollout has disrupted the exosuit micro-compensations learned through the initial phases of equipment pairing, prompting new instabilities caused by the weight of the new unit. However, exosuits are also now capable of “bracing”, increasing the accuracy when the suit is not actively powering itself at high acceleration rates. In other news, Flare subsystems are being replaced with a user-aimable munition that can provide defensive capabilities at a greater distance. Further updates to the Multirifle software are still pending.”

HIGHLIGHTS
- New Multirifle design built with an eye towards future customization and messaging opportunities.
- CTF-Orbit expanded
- COMBAT FLARES! Flare clusters are now dispatched via rocket propelled projectile with remote detonation capabilities. Both the detonation and flares themselves deal damage. Indeed, you can now get flare kills. The flares will auto-detonate when missiles are detected nearby, but this may not always be optimal. This also means you can aim your flares to protect teammates from oncoming missile swarms. Expect more missile/flare balancing tweaks in the future as we observe gameplay in our weekly tests.
- STABILIZE: Stabilizing your velocity while flying/falling is now possible! You no longer need to tap your movement keys to steady yourself. This only has an effect on axes of movement you are not currently using, however it does slow down your max flight speed. You can use it by either holding Strafe Left + Strafe Right, holding Move Up + Move Down, or holding the Walk key (now Left Alt by default). This also applies to drifting velocity in low/zero gravity maps.
- Walk (move slowly / stabilize) and Crouch (move extra slowly / fly down) are now separate concepts, and are bound to Left Alt and Left Ctrl respectively. We also wanted to open up the Left Shift key for some potential future uses.
- Bullet spread is now state-dependent. Bullet spread is reduced by varying degrees when crouching, walking, and stabilizing.
- Physical recoil on all weapon modes (except laser) and affects player velocity. Recoil velocity is reduced by varying degrees when crouching, walking, and stabilizing.
- Pressing the "move down" control can now enable/disable jets in the same way "move up" does. Pressing it while falling will auto-enable jets, and tapping it while flying will disable jets. This is for parity with the jump-to-enable/disable control scheme, useful in low gravity maps like Orbit. You can turn off this behavior in the new Jetpack Settings menu.
- Flying down is affected by gravity, which means you can dive faster than you can ascend on maps with gravity.
- Fall damage is now affected by angle of impact. This increases your chances of survival when you hit the ground at an angle.
- High speed landings now retain momentum as players transition to their running speed. You can slow to a stop faster by entering the Crouch or Walk state after you land.
- When the jammer is enabled, the detectability meter now shows what your normal un-jammed detectability would be.
- Many user settings are now persistent, and should no longer get reset on future updates (or at least less frequently). Over time more settings will become persistent but for now the main ones are Keybindings & Mouse settings, Resolution & Screen Mode, Armor Customization settings, HUD settings, and Jetpack settings. They are synced to Steam's cloud.


OTHER CHANGES
- Added a HUD Settings menu and added some settings that allow you to toggle some of the HUD warnings.
- Added a Jetpack Settings menu where you can tweak the jetpack behavior.
- Link to store page added to Community menu for players to leave a user review for the game.
- Altitude meter now displays INF (infinity) on void maps where altitude is meaningless
- You can now control where you drift on void maps more freely without flying. You can also stabilize your movement in the same way you can with flying.
- Vertical flight controls are now relative to aim direction on void maps where there is a less clear sense of up and down
- Log files now rotate out by age and file limit which should help control disk space usage.
- Changed running on moon to feel a bit less janky when starting movement and moving uphill
- Various HUD performance tweaks
- Character now animates to anticipate landings by pointing their feet in the direction they're expected to land.
- Animation tweaks to smooth out speed transitions
- Adjustments to automatic landings to reduce cases where jets disable when running up slopes.
- Some minor gamepad binding updates

BUG FIXES

- Fixed an occasional crash during map changes.
- Fixed "Environment Detail" setting not changing
- Fixed a problem where connections would fail when trying to join one server from another.
- Fixed HUD spacing setting not affecting certain HUD elements
- Fixed an issue where the mouse cursor would sometimes leave the game window on certain monitors.
- Fixed a rare bug where players sometimes got booted from a single player game with a connection error from a previous server connection attempt.
- Fixed rare bug where escape key presses would trigger twice, making menus unusable.
- Diagnostics and potential fixes to help address occasional server desync issues
- Fixed bots self-destructing under certain circumstances on void maps
- Fixed bug where players could double jump in certain cases
- Fixed glamcam mode preventing you from shooting in the direction you aimed.
- Fixed some issues with specifying server names containing spaces or question marks via command line options
- Fixed some keybinding display issues
- Various fixes to foot placement
- Various tutorial fixes
- Various other fixes and tweaks