Update 119 Alpha 1 is now Live on The Alpha Branch!
Howdy folks!
I know we JUST finished an Update cycle, but we've got something sick for ya hot off the presses. A new Take & Hold Character (Stealthie Stevie) and a Take & Hold Level (Dark Hallways). Check out the devlog for more info!
Let me know if you run into any bugs, and I'll see y'all next week!
-Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha!
Full Changelog - Update 119 Alpha 1
Additions:
Added New Take & Hold Level: Dark Hallways
Added New Take & Hold Character: Stealthy Stevie (with a Night Vision Progression)
Added New Construct: Security Cameras
[TakeAndHold] Added New Pools for RMR Reflex Sights, Night Vision Goggles, Weapon Night Vision
Changes:
Updated Existing Equipment Progressions to Include New Pools where relevant
Tweaked IR Laser Intensity for Mk23 LAM
Update 118, The Reflex Sight Update, is now Live!!!
Howdy folks!
We have made it through the Update 118 cycle in one piece! To celebrate the conclusion of the massive Reflex Sight overhaul, we decided to pop a bit more Night Vision fun in the game, in the form of a very old, and a very modern head mounted unit.
The PNV57E, available in Head Mounted and Weapon Mounted configurations, is a Soviet Gen-1 Night Vision device from the 80s. It's... not great, but is thoroughly enjoyable given its many limitations are lovingly simulated here.
On the modern end of the Spectrum, the FNVG is in, fusing a third Thermal Camera into the Two Nightvision Cameras, and is our first headset implementing an actual UI drawn over the Thermal view, that even has special functionality when playing Take & Hold (check out the devlog for more details).
We also got a set of LPVOs in that were meant to go in many months ago, but had fallen by the wayside. Their addition means there are not proper 1-6 and 1-10x options in that form factor.
So with this update out the door, we'll be shifting gears to a short sprint to get a 4th of July update together for you folks, just 2 weeks away. We'll probably be pushing that update live a bit earlier in the day so those of you hanging out with family can drag them into VR for some meaty nonsense :-)
Anywho, as always let me know if you run into any issues with the update. We'll cya all soon!
Cheers, Anton
Full Changelog - Update 118
Additions:
Added new Head Mounted Night Vision: FNVG (Thermal camera in right eye)
Added new Head Mounted Night Vision: PNV57E (Soviet Tank Night Vision)
Added New Attachment: PNV57E Scope
Added New Attachment Set: ST6T LPVO (in Black and FDE)
Added new UI functionality for Thermals
Added New Attachment: VUH1 Reflex Sight
Added New Attachment: Holosight Long FDE
(Qualification Range) Added Range Attendee Config Panel
(Qualification Range) Added Further Scene Props
Added New Attachment: S2 Sight
Added New Attachment: Com4 Reflex
Added New Attachment: MT2
Added New Attachment: Carry Handle Carry Handle
Added New Attachments: ACOS TA31 Scope Pair (Picatinny and Carryhandle Mount)
Added New Attachments: ACOS ECOS TA31 Scope Pair (Picatinny and Carryhandle Mount)
Added New Attachment: OEG Reflex Sight
Added New Attachment: RMR to Picatinny Adapter (note this can have huge perf cost if you mount expensive attachments to moving pistol slides. You have been warned)
Added New System: Pipscope Fiberoptic display
Added New System: Reflex Sight Physical Controls
Added New Attachment: H507c RMR
Added New Attachments: RMR, SRO Pistol Sights
Added New Attachment Type: Pistol Sights
Added New Attachments: Picatinny to RMR Adapter Set (Low, High, SL)
Added New Option (under Optics & Night Vision): Reflex Reticle Color Override
LaserLight Attachments and Reflex Sights now ACTUALLY save their settings when vaulting
Added RMR Mount to M1911A1
Replaced Picatinny Mount SRO2 with new model
Updated Reflex sight shader system for greater physical accuracy
Added RMR sub-mounts to ACOS Scopes, GhostDR Scopes, and EVU 1-10x
Added Cursed RMR Mount to Luger P08
Remastered the Following Reflex Sights to New Systems: Arco, EG1, LCO
Removed integrated Pistol Sight from G17 Custom, and added Pistol Sight Attachment Mount
Removed integrated Pistol Sight from 1911a1 Tactical
Fixes:
Fixed Spectator Camera to use actual headset IPD for horizontal offset
Fixed Spectator Camera to update in the correct part of the frame
Fixed base color for all Holographic sights so that as they increase in luminance their core trends towards white and remains sharp
Fixed a couple broken Reflex Sights
Fixed a whole bunch of missing and incorrect Itemspawner images
Fixed Com4 interaction zone placement
Fixed EM5 front sight flipping not working
Fixed metadata on OEG
Fixed slide animation extents on Sosiggun Makarov
Fixed RG6 Grenade launcher auto-deleting its caseless rounds when manually extracting
Fixed Periscopescope not saving/loading
(T&H) Fixed some weapons errantly spawning with optic
(Rotwieners) Fixed some broken ammo tables
Removed some errant debug logs from the Reflex Sight system
Fixed .38 Special, .22WMR, .44-40, .455 Webley Speedloader not being manually reloadable
Removed:
Removed Old Holosight Short
Removed Old Holosight tall
Removed Old 3x Magnifier
Removed Red Dot Standard
Removed Red Dot Tall
Removed KDR Reflex Sight
Removed old SRS Reflex model
Removed Gamepoint Reflex
Removed MT1
Removed OKP7_OSA (will be replaced)
Update 118 Alpha 1 is now Live on The Alpha Branch!
[p]Howdy folks![/p][p][/p][p]We've finally reached the Alpha phase of the Update 118 cycle! All reflex sights have been migrated to modern systems (better rendering, consistent UI like Scopes, physical controls, wider zeroing ranges, overriden colors, more realistic reticles, and a bunch of other QOL improvements). Next week we'll be migrating to main branch along with some more Night Vision toys.[/p][p][/p][p]Let me know if you run into any bugs, and I'll see y'all next week![/p][p]-Anton[/p]
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
[p]Right click H3 in Steam[/p]
[p]Go to Properties[/p]
[p]Click Betas[/p]
[p]Click The Dropdown[/p]
[p]Select Alpha![/p]
[p][/p]
Full Changelog - Update 118 - Alpha 1
Additions:
[p]Added New Attachment: VUH1 Reflex Sight[/p]
[p]Added New Attachment: Holosight Long FDE[/p]
[p]\[Qualification Range] Added Range Attendee Config Panel[/p]
[p]\[Qualification Range] Added Further Scene Props[/p]
Changes:
[p]Sustenance Mp7 no longer has reflex sight built in, but spawns with an attachable version[/p]
[p]Replaced Models on Holosight Short & Long[/p]
[p]ACOS TA31 Set now has functional fiberoptic driven reticle brightness[/p]
[p]Ham Comboscope Aux Red Dot migrated to new Reflex Systems[/p]
[p]G36 and G36 comboscope Reflex module updated to new Reflex Systems[/p]
Fixes:
[p]Fixed a couple broken Reflex Sights[/p]
[p]Fixed a whole bunch of missing and incorrect Itemspawner images[/p]
[p]Fixed Com4 interaction zone placement[/p]
[p]Fixed EM5 front sight flipping not working[/p]
Removed:
[p]Removed Old Holosight Short[/p]
[p]Removed Old Holosight tall[/p]
[p]Removed Old 3x Magnifier[/p]
Update 118 Exp4 is now Live on The Experimental Branch!
[p]Howdy folks![/p][p][/p][p]It's time for another Experimental build, as we are ALMOST DONE rebuilding all of the Reflex sights in the game to use modern systems. We've only got a couple holos and the integrated reflex sights left, so our plan is to move this Update Cycle onto the Alpha Branch next week! As always, if you run into any bugs with this build please leave a bug report in the bug reports section of the Steam forum or our Discord. Thanks![/p][p][/p][p]Let me know if you run into any bugs, and I'll see y'all next week![/p][p]-Anton[/p]
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
[p]Right click H3 in Steam[/p]
[p]Go to Properties[/p]
[p]Click Betas[/p]
[p]Click The Dropdown[/p]
[p]Select Experimental![/p]
[p][/p]
Full Changelog - Update 118 - Experimental Build 4
Additions:
[p]Added New Attachment: S2 Sight[/p]
[p]Added New Attachment: Com4 Reflex[/p]
[p]Added New Attachment: MT2[/p]
[p]Added New Attachment: Carry Handle Carry Handle[/p]
[p]LaserLight Attachments and Reflex Sights now ACTUALLY save their settings when vaulting[/p]
[p]Added RMR Mount to M1911A1[/p]
[p]Replaced Picatinny Mount SRO2 with new model [/p]
Fixes:
[p]Fixed metadata on OEG[/p]
[p]Fixed slide animation extents on Sosiggun Makarov[/p]
[p]Fixed RG6 Grenade launcher auto-deleting its caseless rounds when manually extracting[/p]
[p]Fixed Periscopescope not saving/loading[/p]
[p]\[T&H] Fixed some weapons errantly spawning with optic[/p]
[p]\[Rotwieners] Fixed some broken ammo tables[/p]
Removed:
[p]Removed Red Dot Standard[/p]
[p]Removed Red Dot Tall[/p]
[p]Removed KDR Reflex Sight[/p]
[p]Removed old SRS Reflex model[/p]
[p]Removed Gamepoint Reflex[/p]
[p]Removed MT1[/p]
[p]Removed OKP7_OSA (will be replaced)[/p]
Update 118 Exp3 is now Live on The Experimental Branch!
Howdy folks!
Another week, another Experimental Build. This time we've gone some long-requested additions to the ACOS Scope set, the more common modern ones, along with their fancy visible fiberoptic that changes color with the scope reticle. We've got an OEG now, which is the historical predecessor to the Red Dots we all know and love, a new RMR adapter, and another Reflex sight migrated onto new systems.
Let me know if you run into any bugs, and I'll see y'all next week! -Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 118 - Experimental Build 3
Additions:
Added New Attachments: ACOS TA31 Scope Pair (Picatinny and Carryhandle Mount)
Added New Attachments: ACOS ECOS TA31 Scope Pair (Picatinny and Carryhandle Mount)
Added New Attachment: OEG Reflex Sight
Added New Attachment: RMR to Picatinny Adapter (note this can have huge perf cost if you mount expensive attachments to moving pistol slides. You have been warned)
Added New System: Pipscope Fiberoptic display
Added New System: Reflex Sight Physical Controls
Fixed:
Removed some errant debug logs from the Reflex Sight system
Update 118 Exp2 is now Live on The Experimental Branch!
Howdy folks!
Have another small experimental build for y'all this week. We've made some changes to the reflex lens shader to make it more physically accurate, and added RMR mount functionality onto a bunch of existing scopes in the game.
Let me know if you run into any bugs, and I'll see y'all next week! -Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 118 - Experimental Build 2
Additions:
Added New Attachment: H507c RMR
Changes:
Updated Reflex sight shader system for greater physical accuracy
Added RMR sub-mounts to ACOS Scopes, GhostDR Scopes, and EVU 1-10x
Added Cursed RMR Mount to Luger P08
Update 118 Exp1 is now Live on The Experimental Branch!
Howdy folks!
Have the first build of a new Update cycle for y'all this week! As I showed in last week's devlog, Update 118 is all about REFLEX SIGHTS. We're wholesale replacing the systems for them in game. New shaders, new reticle rendering, new reticles, new options, new sights. About 50% of the game's Reflex sight models are getting a replacement/facelift. We're adding at least a half dozen entirely new ones. And we've just added a new attachment type: Pistol RMRs.
Please note that the last have been something I've avoided in the past, because they're expensive (complex collision added to a moving part of the gun). I've tried to keep our RMRs super simple, but they have the equivalent perf hit of several attachments in practice. Just to be aware of if you run into issues putting eleventy bajillion things on your guns.
Added with these are some global options for color override, so if you have a visual preference or impairment that makes certain hues difficult to see, you can now (in the Optics & NV section of the Options Panel), override the reticle color of all reflex sights in the game. Hope this helps!
As always, if you run into bugs or have feedback, I'd always love to see them in the bug reports section of our Steam Forum or Discord!
Have a WONDERFUL weekend! -Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 118 - Experimental Build 1
Additions:
Added New Attachments: RMR, SRO Pistol Sights
Added New Attachment Type: Pistol Sights
Added New Attachments: Picatinny to RMR Adapter Set (Low, High, SL)
Added New Option (under Optics & Night Vision): Reflex Reticle Color Override
Remastered the Following Reflex Sights to New Systems: Arco, EG1, LCO
Removed integrated Pistol Sight from G17 Custom, and added Pistol Sight Attachment Mount
Removed integrated Pistol Sight from 1911a1 Tactical
Fixes:
Fixed .38 Special, .22WMR, .44-40, .455 Webley Speedloader not being manually reloadable
Update 117 Experimental 4 is now Live on the Experimental Branch!
Howdy all!
Have a quick patch for y'all in this week in advance of the First2Wurst Take & Hold tournament starting tonight! As always let me know if you run into any problems!
Peace, Anton
Full Changelog - Update 117 - Patch 4
Changes:
Sosig Grenade Damage buffed
Fixes:
Fixed a number of Sosig Pathing issues in the Qualification Range
Fixed broken Door Resets in Grillhouse Night
Fixed incorrect metadata on P90s
Fixed collision on Sterling Bullpup Mockup
Fixed broken pose on HR Handygun
Fixed some assorted metadata issues
Update 117 Patch 2 is now Live!
Howdy folks!
I've got a small patch for y'all this week. (Sorry for the large download, I had to change files in a whole bunch of bundles in the game). This week's work was mainly about doing a bunch of tuneups, fixing assorted bugs, and tweaking some things in advance of a Take & Hold tournament being run by the WONDERFUL First2Wurst Community.
As always, if you run into any issues with the update, make sure to post in our Bug Reports section!
Cheers, Anton
Full Changelog - Update 117 - Patch 2
Additions
Added New Magazine: Mac 11 72rnd Drum
Changes:
Major Balance Change: Kinetic Damage hits of 100 and fewer points are now discarded. In a sense these now bounce off your casing without concern. This is partially to prevent folks losing 1-hit bonuses from trivial energy ricochets that can sometimes happen, as well as super-low velocity melee weapon collisions when items are falling off a Sosig in a chaotic situation. Feedback is welcomed from the T&H tourney community on this change.
All Sosig Grenades have been updated to the more modern explosion system, damage should now no longer occur through
Mac11 Ripcord now can fire an entire drum on a single pull
Mac11 Ripcord now only baaaarely retracts when the player is impacted by infinite ammo (yup)
Fixes:
Fixed misc issues with Mac 11 Ripcord
[T&H] RPC7615 can no longer appear in pool choices it shouldn’t have (metadata error)
Fixed Mk23 safety behavior (no longer auto-decocks)
Fixed incorrect 1873 itemspawner image
Fixed physics geometry on Ferryman Magazine to allow it to actually be reloaded
Fixed Quickbelt pose for Quackenbush Rifle
Fixed Civilian ARs not having proper Picatinny flag set for T&H spawning
Fixed Tactical Super Shorty Shotgun not having proper Picatinny flag set for T&H spawning
Fixed New Item Manifest to correctly contain Sterling Bullpup Mockup
Fixed fire selector trigger volume on BP15 so it works on both sides of the rifle
Fixed Sling Swivel behavior (broken pivot) on the EM-5
Update 117 - APRIL FOOLS BULLPUP NONSENSE - is now Live!!!
HOWDY FOLKS,
It's that special time of the year, once again, April Fools' Day, and what would that day be without some UTTERLY CURSED for H3. It's almost Meatmas 2 for us in fact. I have for y'all today a bunch of utterly cursed Bullpupped AND Unbullpupped firearms for y'all. A mixture of model kitbashes and totally original models for you.
In addition to that, we've implemented a bunch of community fixes related to serialization (gun cases) as well as making the process of loading vault files a bit more forgiving for modders.
While the Qualification Range scene is in the update, please note that it's still Work in Progress! I still have work to do on it, but wanted to go main branch with today's update so everyone could experience the Holiday nonsense :-) I'll have more info next week on what we're doing next!
Hope you all have a WONDERFUL day of Foolery.
Peace, Anton
REMEMBER! IF YOU ARE RUNNING MODDED AND HAVE INCOMPATIBILITIES WITH THIS VERSION, YOU CAN SET YOUR INSTALL TO U116 (or older) IN THE BETAS TAB UNDER PROPERTIES IN STEAM. We keep fully compatible versions available going back to U110.
Full Changelog - Update 117
Additions
Added New Firearm: BP15 (Bullpup AR-15)
Added New Firearm: Sterling Bullpup Mockup (5.56x45mm)
Added New Firearm: Cursed L85A2 (5.56x45mm)
Added New Firearm: EM-5 “Ferguson” (.280 British)
Added New Firearm: Quadruple Tap Derringer (Thanks for the sick model Coin!)
Added Functionality to Item Spawner: Functional Favorites Buttons (finally)
Added New WIP Scene: Qualification Range
Added New Melee Weapon: Brown Bess Bayonet
Added 8 Door Keys to the Item Spawner
Added the last six Dynamic Furniture items that’d been in the queue (Clothesracks, Shopping Cart, Table with Casters)
(re)Added Over 60 Destructible pieces of Furniture
Changes:
Mac11 Ripcord now fires when not held
Mac11 Ripcord switched to ‘Grab Hold’ type so it is easier to throw on some controllers (as it doesn’t need the trigger lol)
H51k can now mount the Mp5k Prototype Foregrip
Options Panel, Ammo Panel, Scene Fight Panel and Outdoor Sosig Fight Panel all now have visually toggling lock/unlock buttons
Destructible Doors now spawn Initialized to a set of lock-key types determined by the scene (4 currently in Grillhouse 2 Story)
Sosigs Set to Guard & Patrol in a scene that uses the ScenePointController now randomly drop valid door keys when their torso links are popped.
Sosigs in “Idle” and “Pathto” states will now actually talk.
All Pipscope internal settings are now serialized when saving them as attachments.
Changed Hierarchy handling for attachments that SHOULD increase performance in some cases for large numbers of attachments.
Reset Windows & Doors buttons are back on the Scene Fight Panel!
When a door initializes, it now initializes to a random key-type if it has a lock
Stevens 124c now has a suppressor mount.
Brown Bess now has bespoke mount for its Bayonet
Brown Bess now has large foregrip volume allowing for grabbing it closer to the muzzle
Ammo Boxes now have their type property serialized, and are now configured at the correct moment (hopefully) in the load process to make them spawn correctly. PLEASE LET ME KNOW IF THEY BREAK FOR YOU
Fixes:
Fixed chamber positions on Doubledown Derringer
Fixed SaveableGunCases getting bricked when saved when open (Thanks Dr. Dog!)
Fixed broken T&H laser proc-gen tables
Fixed M16a2 and a3 rear sights not being elevation adjustable
Fixed Brown Bess Bayonet so it doesn’t block the barrel
Fixed some other Brown Bess Bayonet issues
Fixed Breadcrab IFF issues (i think)
Flintlocks now properly detach their attachments when they explode
Fixed incorrect generation params for Laser attachments in Take & Hold. Those pools will now only return picatinny attachments.
Fixed edge-cases where a held object in a Slingshot could become invalid and break the slingshot.
Fixed Point To Teleport map on Scene Panel (i think?)
Fixed some oddities with serialization order
Modding Notes:
Implemented a Community fix designed to -try- to make vault files load even when the content saved in them is no longer found. NOTE that this fix necessarily scrambles indices when objects/elements are removed, and thus can/will bork containers and attachments. User beware.