Another small hot fix here, posted urgently as i discovered a bug caused by the auto-equip on network clients.
Next patch should finally have the factory area replacement done (fingers crossed) along with a smaller deathmatch level based off it, and if all goes well i will implement a TDM mode as requested, and then eventually feed the work done from that into team modes for the other game modes! Thanks for the recent suggestions in both reviews and the forums, its very appreciated.
AI; Bots will now only use their pistols for the first 3 minutes AI; Bots will not attack other bots for the first 1 minute AI; Corrected damage on some of the AI weapons AI; Further improvements to bot pathing Player; Fixed new bug with Scopes on network clients Game Mode; Fixed bugs with Deathmatch mode Misc; Fixed bug with radiation hazard sounds effects
Fight or Flight - 0.61
Just a tiny patch to improve a couple of things.
AI; Further decreased chances of bots dying to the zone (WIP) Player; Added auto-equip for weapon scopes UI; Fixed small bug in spawn selection screen
Fight or Flight - 0.60 - Extraction
With this update comes a new game mode to replace the "Hunted" mode. It is a simple extraction-based game mode. To extract you must *harvest an artifact* from a monster, keep it in your inventory, then extract at one of the locations marked on the map. The extractions will only become active after the first 10 minutes of game play. Locations are slightly randomized for each match.
XP/Silver rewards have been adjusted to reward you better for artifacts, and safe extraction.
The UI has been substantially reworked to make it look nicer and make it more readable, particularly on lower resolutions for devices such as the Steam Deck.
There is also a little "Bodycam" mode i have added for fun, you can toggle this by pressing "DELETE"
*NOTE* If for some reason you keys or mouse no longer work, go into settings, input bindings and click "reset" this should fix up any issues
----FIX NOTES---- AI; Zombies can now open doors AI; Added more possible loot options for "Bots" to drop on death AI; Bots now carry flashlights at night time and use them when not sprinting AI; Bots now have varying armor levels based on skill setting (under 25 no armor, 26-50 level 1, 51-75 level 2, 76-100 bad ass (Helmets look different for bots to make it easier to spot them) Player; Fixed character eye height / 1p camera position Player; Fixed bug with zone damage not playing certain damage effects Player; Improved smoothness while using large scopes Player; Fixed bug with looting while crouching Weapons; MP5, Sounds replaced Weapons; Increased recoil on all weapons slightly Weapons; Dropped headshot damage down from 2x to 1.5x Game Mode; Changed starting loadout of "Special Forces" class to G18 and AR15 Game Mode; Increased XP reward for finishing the match while having an Artifact in your inventory, these are currently gained by killing Monsters Game Mode; Extraction game mode added, this is a replacement for the Hunted game mode General; Improved layout of various houses General; Bodycam mode added just for fun, can be toggled by pressing "DELETE" Level; Moved entire school into the sun a bit more, and reworked playground area to be much larger with a basketball court UI; Reworked UI to look better and function better including improving it at lower resolutions such as 720p and 800p for the Steam Deck
Enjoy! -Gozu
Fight or Flight - 0.50 - AI Fixes
A patch to finally address some of the pressing AI issues! This includes fixes to AI Bots, Zombies and most importantly the Monster attacks have been greatly improved so you can no longer so easily avoid being attacked!
-Enjoy!
----FIX NOTES---- AI; Improved bot behavior when not in safe zone, they will now sprint to the inside of the safe zone if they are not safe AI; Fixed issue with bots outside of zone some times not receiving correct damage AI; Improved bot pathing (WIP) AI; Improved bot door opening AI; Fixed bot spawn issues @ Factory and Mill Base AI; Reduced situations where bots will get stuck, it's not full proof, but better, this is a WIP AI; Fixed various bugs with Bot, Zombie and Monster behaviors AI; Improved Monster attack sequences AI; Fixed bugs with monster harvesting sequence AI; You can no longer walk through the bears head AI; Added camera shakes to monster attacks GameMode; Speed up timing of first and second zones in BR modes General; Fixed bug preventing use of Artifacts
Fight or Flight - 0.49 - Rewards, AI and Weapon Improvements
Gamemode; Increased XP to Silver reward to make skins easier to obtain AI; Reworked targeting system for AI, AI will now no longer just aim for your head. Most AI will aim for your chest, this will change with bot skill level in future patches Animations; Fixed up 3p Rifle and Pistol anims to line up more correctly with the characters aim, also added a small head movement when targeting Weapons; Improved and fixed bugs with weapon breathing bob and weapon bob Weapons; Weapons, Attachments, Player arms etc are all now at a fixed fov so they don't get stretched when using higher field of views Weapons; Complete weapon position and attachment overhaul, including adding rails to guns that did not have them (ie ru74s) Weapons; All irons Zero'd to 100m in a "center hold" position, ie the tip of the iron sight is where the bullet will land at 100m Weapons; All scopes Zero'd to 100m at the center dot, all 4,6,8 marks on each scope is 400m,600m,800m etc Weapons; AR15 and AK105 updated to correct scale, with new reload animations Weapons; Fixed some impact effects and improved reworked all bullet ricochet and penetration settings General; Further optimization for performance particulary around AI performance General; Removed OpenXR plugins to help a bit with the newly released UEVR injector (not something i recommend at this point, but we will see...)
Pay attention to this one;! ;) Weapons; 'SCAR-L' changed to be the correct 'SCAR-H' now called the MK17 like other games. Updated to use the correct 7.62mm ammo, with more damage , its now the most powerful gun in the game, have fun while it lasts because i think i will nerf it a bit next patch ;)
-note: some attachments don't suit certain weapons, for example the "micro dot" looks silly on some AR's and some Rifles. Ill work to improve this
Im pretty happy with a lot of these things like the weapons now :) My goals with the next patch will be to focus on reworking the buildings/houses, correcting the scale on the houses and populating everything with more props, larger areas, more buildings and hopefully redoing some of the larger POI's from scratch, and of course, continue to work on the AI.
I hope the new year has started well for everyone, enjoy and bring on 2024!~
A small patch here but with some major technical features. Firstly, the engine has been upgraded to Unreal Engine 4.27.2, this had to be done in order to get DLSS going.
I have implemented DLSS and XeSS upscaling to go along with FSR2. These features only work correctly in DX12 mode, and will be disabled unless in DX12 (note: after you enable DX12 you must close and reopen the game)
It has been tested on AMD, Nvidia and Intel GPU's, please keep in mind the game will not run on an older intergrated card such as an Intel HD 4000. I have heard it does run on the Steam Deck though! Please read the required specs. My recommendation is XeSS for non Nvidia cards, and DLSS for Nvidia cards.
Now that i have these major features out of the way i will start to focus on content, gameplay and AI features.
----FIX NOTES---- Weapons; Added more effective and efficient grenade path tracers Weapons; Tweaked the vignette effect when aiming, this will now no longer happen with no scope, or with simple sights, it will only happen with actual zoomed scopes Weapons; Fixed bug with flare when switching camera modes Vehicles; Fixed incorrect wheel radius on Buggy and Golf cart, Fixed incorrect wheel position on Quad bike Vehicles; Increased general stability on vehicles particularly while mid air, this should reduce the amount of the buggy looking crashes Graphics; Improved how cube maps are handled with certain reflections on things like weapons, and dark area's of buildings looking greatly improved now Loot; Improved performance for how loot objects are loaded UI; Fixed HUD issues causing health bar to not come back on when health bar was set to auto-hide and weapon bar was set to always on UI; Fixed but causing the map "mark" function to not work UI; Added an extra "News" and "Guide" section to the menu to help people understand the gameplay Player; Fixed small issue with indoor/outdoor detection to make it perform better Gamemode; Vision mode defaulted back to on as some people where struggling to find monsters Gamemode; Monsters increased to 4 per match Gamemode; Default zombie rate increased to 4x, have also added an 8x option and increased the max zombie count Gamemode; Increased initial zone speed to speed up the early stage of the game
I have also added a "FAQ" in the Forums with some small troubleshooting steps, if you are having issues starting the game.
Enjoy and have fun! -Gozu
Fight or Flight - 0.47 - DirectX 12 and FSR2
Hey guys!
In this patch i have implemented both DirectX-12 and AMD's FSR 2.2 up-scaling tech. I highly recommend DX12 as this will in time become the default setting. *note* FSR requires the use of DX12.
On my test systems i have noticed a 10-30% performance improvement with both features enabled and i suspect DX12 will improve performance quite nicely on lower end systems. As soon as possible i will implement the new FSR 3 which will include frame generation to further boost frame rates.
If you have any issues with the DX12 or the FSR modes, please include your video card model and make in the bug report, thank you!
*Extra notes* I understand that the UI in the Menu has become quite cluttered now, i will work to reduce this! I also will be working to improve the smoothness when you are scoped in with a sniper rifle, as i do not feel this is currently up to par!
System; Added DX12 and FSR options in menu Vehicle; Fixed vehicle reset function Vehicle; Camera now moves back when in turbo to make it feel faster... Environment; Made "night time" and "morning" times darker Misc; Various collision fixes Misc; Various UI tweaks
Remember "T" is the default button for your torch, if you are finding Night Time too dark, let me know...
Thanks to all the new players this week, it is nice to see new people discovering the game!
Cheers guys, and have fun. -Gozu.
Fight or Flight - 0.46
Hey guys, just a small patch here to fix a few things and fix a multiplayer crash bug that was reported today. Cheers!
Zombies/Monsters; Will no longer chase you if you go inside and close the door, they will hang around outside for a bit, then walk away. Vehicles; Fixed bug causing you to exit the vehicle while entering if you accidentally double press the button. Misc; Fixed bug with rebinding keys while in a match Misc; Improved LOD transitions on foliage Misc; Fix multiplayer crash bug
Fight or Flight - 0.40.9 - Hotfix
Small patch to fix some bugs i have found over the last few weeks :)
Level; Rework to some of the factory area Level; Improvements to texturing in various area's along with optimization Air Drop; Fixed bug where the airdrop vehicle would sometimes spawn in incorrect location on clients Warm-up; Fixed bug with warm-up pawn not getting destroyed correctly at end of warm up Vehicles; Increased Max Rpm of all vehicles, increased "weight" of buggy UI; Fixed bug that let you change the minimum players required, then switch back to offline mode causing it to bug out UI; Fixed bug that was causing game to sometimes report as "offline" when it was not, also improved this function and the one that gets your player name to work on all platforms not just Steam, also added fail-safes encase of Steam network congestion Misc; Optimizations of textures and all AI functions
Cheers! Enjoy the game!
Fight or Flight - 0.40.85 - Gamemode changes!
Hiya!
Just a small patch to add a requested feature. I have made some changes to the game modes and the way they are named, DropZone is now "BattleRoyale Training" and Hunted has a "Hunted Training" mode, which will give you loadout selection, and limited respawns.
I wanted to push this out today (so soon!) so i can focus on a few big things for the next patch, which should be a new game mode Extraction! I've tested it as it was a simple change it seems good, but please let me know if you notice anything funky.
-edit: I have also just posted a small guide on how to start a local dedicated server, https://steamcommunity.com/sharedfiles/filedetails/?id=2865621279
This can allow the game to be played at LAN's, *or* if you are playing single player it is another way to start a server that runs a bit better than the normal way.