Thanks a TON to all the folks who've jumped into the first WIP Competitive Take & Hold character and have gotten properly STOMPED by it. There's a lot to dial in to find the right ratio of hard-to-fun, but we're kicking off the changes NOW while we still have some weekend to play, to try to get the curve of equipment availability and threat introduction better.
There will be a MUCH more comprehensive update this coming friday that will address things like health and armor durability of the Sosigs, some of their perceptual stats, stunning behavior, as well as some of their weapons (like their grenades).
Thanks as always for your patience while we get this all dialed in. It is super DUPER appreciated.
Have a WONDERFUL rest of your weekend! -Anton
Balance Changelog 1:
Primary Goals:
Have more appropriate introduction of harder sosigs across the 5 hold sequence
Encourage secondary/tertiary weapon usage as well as usage of utility through cost reductions.
Encourage more varied loadout combos of weapon usage
General
Character now starts with 5 tokens
Encryption sequence temporarily changed to step around bug where Cascading Encryption can’t be completed (this will be fixed in next week’s build)
Sosig Spawning:
Hold 1 Enemy spawn cadence slowed from 20 to 25 seconds
Hold 2 and 3 Sosig Types changed to be smoother difficulty curve
Max population in Hold 1 and Hold 2 Wave 1 changed from 4 to 3
Hold wave warmup times changed from 6 to 7 seconds
Hold 4 max population changed from 6 to 5
Hold 1 Pools:
Anti material pistol pool cost dropped from 3 to 2
Derringer Table Removed
Hold 3 Pools:
DA Revolver cost dropped from 2 to 1
Semi Auto Pistol cost dropped from 3 to 2
Semi Auto Pistol Carbine cost dropped from 4 to 3
Semi Auto Tube Shotgun cost dropped from 3 to 2
Hold 4 Pools:
Machine Pistol cost dropped from 2 to 1
SMG cost dropped from 3 to 2
Single Shot Grenade Launcher cost dropped from 3/2 to 2/1
Hold 5 Pools:
Anti-Materiel Rifle cost dropped from 5 to 3
High Power Ordnance dropped from 4/2 to 2/1
Battle Rifle Auto dropped from 5 to 4
Powerup Pools:
Non-healing Powerups will now only appear from Hold 3 and onward (making grenades more common in Hold 2)
Locomotion Tools:
Grapple pool removed
GrappleGun cost dropped from 4 to 1
Weapon Pool Changes:
Pistol pool now has a minimum ammo amount of 9 (was not restricted before)
Semi Auto Tube Shotgun minimum capacity is not 5 (no more BFB)
Semi Auto Pistol Carbine Pool (Hold 3) has a min/max capacity of 20-30 rounds
Semi Auto Rifle Carbine Pool (Hold 3) has a min/max capacity of 10 rounds
IntermediateCombatRifle Pool (Hold 4) has a min/max capacity of 30 rounds
MachinePistol Pool (Hold 4) has a minimum capacity of 20 rounds
Mag Fed Shotgun Pool (Hold 4) has a minimum capacity of 8 rounds
SMG Pool (Hold 4) has a min/max capacity of 30-40 rounds
BattleRifle Auto pool (Hold 5) has a min/max capacity of 20-30 rounds
Update 111e7 is now Live on the Experimental Branch!
Howdy All!
Have an exciting Experimental Build for y'all this week. Namely the rough draft of the new Competitive Take & Hold character, that's been co-designed with some of the folks in the Take & Hold Competitive scene known as First2Wurst. This is the game at it's most brutally demanding, is likely WAY too hard right now, but it's our starting point for making what is essentially the ultimate challenge for the mode, as 'normal' Take & Hold has gotten just too gosh darn easy for some folks.
Beyond that, the scoring rubric for Take & Hold has been completely rebuilt, for all characters, and is designed to produce a more interesting range of scores based on how well you do, whether your priveledge aggressive play or stealthy play. Once we move out of Experimental global scoring will be re-enabled.
Lastly, a bunch of the foundation went in for testing this week, of Sosig 'alertness' which will be the foundation for some unique mechanics in the coming Institution level. Make sure to watch the devlog above if you'd like to know more!
Anywho, hope y'all have a WONDERFUL weekend and I'll cya here as always next week.
Peace, 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 111e7
Additions:
[TnH] Added New Take & Hold Character (WIP): Tournament Toby
[TnH] Added New System for Sosig ‘Alertness’ in TnH that impacts scoring. 1 second unimpaired in Skirmish State with the player will trigger ‘alert’. This will cause a transition to an ‘Alert Phase’ in the upcoming Take & Hold map while in the Take Phase as well.
Operator Sosig outfits added to Spectator Panel
Added New Destructible Set: Cryo Squylinders (Large and Small)
Changes:
[TnH] Replaced Item Spawner in native and modded Take & Hold scenes with modern one (note this will require mod frameworks to update first)
[TnH] Completely Rewrote Scoring Rubric for Take & Hold, and inflated scores so that new high scores will tend to supplant old ones when played, especially on maximum difficulty.
[TnH] Tweaked Main menu spacing and added space for more characters
Reworked destruction logic and texture for Gas Cuboids and Renamed them to Squylinders (thanks community!)
Fixes:
Fixed some random Squylinders bugs.
Known Issues:
Game Crashes on Close on many systems. THIS IS A STEAMVR BUG. I'm waiting on the fix to hit the main branch.
Update 111e6 is now Live on the Experimental Branch!
Howdy folks!
Have an explosive little experimental build for y'all this week. Hope you enjoy playing with the new Squarrel types and the Gas Cuboids. We are nearly completion of the actual build out of the new level, which means we'll have some actual gameplay for y'all to test in the coming weeks. EXCITING.
Have a WONDERFUL weekend.
Peace, 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 111e6
Additions:
Added New Destructible Prop Set: Squarrels (Normal, Explosive, Mustard, Toxic, Hot Dog, Cryo)
Added New Destructible Prop Set: Gas Cuboids (Small, Large)
Added New Destructibles to Institution Preview Scene
Added New Destructibles to Sosig Spawning Panel
Changes:
Tweaked value ranges on a number of status effects for player and sosigs
Fixes:
Fixed Math error that was causing regeneration anti-buff applied to Sosigs to near insta-kill them.
Fixed Clipping issue on Deagle44 Magazine
Fixed incorrect Pose Posture for Tulyak
Fixed issue where player Status Effects were not clearing upon death.
Fixed ForceCasingDespawn option being turned on in the Grillhouse 2Story scene
Known Issues:
Game Crashes on Close on many systems. THIS IS A STEAMVR BUG. I'm waiting on the fix to hit the main branch.
Update 111e5 is now Live on the Experimental Branch!
Howdy folks!
We've got another small incremental testing build for y'all this week. This is mostly for iterating on a bunch of the constructs that will be showing up in the new Take & Hold level, while we continue working on the actual environment.
Things go well and we're at the 95% mark on actual level geometry & lighting setup. Next up is visual effects, more props, and getting the mode specific game logic in, which means we're in spitting distance of actually being able to have you folks test it! Looking like mid-October, assuming everything keeps going well.
Anywho, if you're running the Experimental build I'd love it if you could play around with the new Constructs in the Institution Preview scene and let me know what you think so far!
Have a WONDERFUL weekend.
Peace, 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 111e5
Additions:
Added Floater, Iris and Blister Constructs to Sosig Spawner
Changes:
[TnH] Tweaked Floater explosion rate to be much faster and tweaked physics behavior
[TnH] Made Floater explosion radius larger and added further VFX
[TnH] Replaced Floater Sound FX
[TnH] Node projectiles now spawn a trio of Vaporizing Energy bullets
[TnH] Blister now has far more transparent detection beams, uses an ambient sound, and has multiple speeds
Tweaked Vaporizing Energy Bullet
Fixes:
[TnH] Fixed Floater node not detecting player
[TnH] Blister scan beams now properly disable on destruction
[TnH] Fixed damage multipliers on a number of destructibles
[TnH] Fixed destructibles that function like environment objects not receiving explosive damage
API Changes:
Added FVRLoopedAudioEntity class. NOTE THIS IS STILL IN PROGRESS and a bunch of its features are just stubbed in.
Known Issues:
Vaporizing Energy Bullets do not do ‘normal’ damage, and only invoke the Vaporize effect on Sosigs. This will be amended soon.
Update 111e4 is now Live on the Experimental Branch!
Howdy folks!
Have another experimental build for y'all this week, focused on new entities and entity spawning logic in the Institution Preview scene. Please note that these are all WIP, some have missing sounds, as this is a first pass to ensure they actually spawn and move about the scene correctly. If you run into any unusual behavior, especially varied from the devlog above, please file a bug report!
Peace, 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 111e4
Additions:
Added New Construct To Institution Preview Scene: Floater (A hovering contact-mine)
Added New Construct To Institution Preview Scene: Sentinel (A mobile security entity)
Added New Construct To Institution Preview Scene: Node (A static slingshot ‘turret’ for the player)
Added New Construct To Institution Preview Scene: Blister (A static security entity)
Added New Prop Set: Squarrel and Exploding Squarrel
Added Assorted New Destructible Props to Institution Preview
Changes:
Entities in the Institution Preview Scene are now spawned using a more generative logic. Please report any truly bizarre spawning behavior observed to the Steam Forum Bug Reports Section
Fixes:
Attempted to make flashlight to Muzzle particle effect behavior actually consistent.
Update 111e3 is now Live on the Experimental Branch!
Howdy folks!
Have a JAM PACKED update for you this week. We're nearly the end of our ammo asset replacement project, with this week bringing you shotgun shells. In addition to the upgraded assets, we've got a bunch of new sub-types for calibers that didn't have exotic shells, another 23x75mmR shell (so we have Shrap 10 and 25 now), and to celebrate that we've got 4!! new shotguns, in a spread of cartridge types to make best use of them.
Beyond that there's some new attachments, new sound for 1911s (long requested) and some new destructible scenery in testing in the Institution Level Preview. We're still cranking away on that level, and the plan over the next two weeks is to start testing some of the systemic changes to Take & Hold, and bring the Competitive Character online for testing finally.
Hope y'all have a wonderful weekend and we'll see you next friday.
Peace, 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 111e3
Additions:
Added New Firearm: B1301 (12 gauge)
Added New Firearm: Sawnoff-16 (16 gauge)
Added New Firearm: OutbackDouble (20 gauge)
Added New Firearm: Tulyak (23x75mmR)
Added New Attachments: CompactFlashlight 1 & 2, Scout Flashlight
Added New Ammo Subtypes for 16g and 20g shell: Cannonball, Flechette, No.2, No.4, Flare, Triple Hit
Added New Ammo Subtypes for 12g Short: No.4, Slug, Freedomfetti
Added New Ammo Subtypes for 23x75mmR: Shrap-25
[TNH] Added Several New Random-Spawn Destructible Prop/Obstructions to Institution Preview
Flashlight range and intensity increased to make them more useful. FOV slightly reduced.
Flashlight shadows are enabled by default. If this incurs unacceptable perf hit, please disable shadows in your quality options
1911 Pistol family sound set replaced
[TNH] Updated and changed materials and collision in Atrium hold room in Institution Preview Scene
Fixes:
Fixed missing/hidden bolt on SVT-40
Fixed Whizzbangadinger no longer correctly generating state from destructible objects
Fixed Palmed spacing on a number of ammo types
Fixed top rail collision on Spas-15 Tactical
Fixed ammo metadata for AmagII
Fixed incorrect texture application for 50bmg AP/API rounds
API Changes:
BreakActionWeapon class now have extra specifiable latch piece list.
BreakActionWeapon class now has specifiable axis for latch
Update 111e2 is now Live on the Experimental Branch!
Howdy folks!
We've got another iterative experimental build this week. Behind the scenes I've been working on tons of Take & Hold stuff related to scoring, event tracking, and the foundation of the new 'alert' system that will be present in the new Institution Level. In terms of new things for y'all to PLAY with though, there's a new Swedish WW2 Battle Rifle, the AG42B, which has a very unique manual of arms (make sure to watch the latest devlog to see how to operate it), as well as a bunch of cartridge replacements, and some new subtypes for .50 BMG (SLAP and SLAP-T).
Do note that score submission is disabled on the Experimental Branch for Take & Hold as we're doing a bunch of changes that might result in odd scores until we have everything finished.
Hope y'all have a pleasant weekend!
Peace, 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 111 - Experimental 2
Additions:
Added New Firearm: AG42B [6.5x55m]
Added New Cartridge: 6.5x55mm Swedish in Ball, FMH, Tracer & AP
Added New Stripper Clip: 6.5x55mm 5-round
Added New Ammo Subtypes: M903SLAP and M965SLAPT to .50bmg
[TNH] When manually selecting a Seed, all timing variables that can impact scoring during a Hold phase are no longer random, but instead set to their shortest interval within the random range, to ensure even upper bounds for scoring
[Sosig] Added Parameter to Sosig Config Template which is the amount of time in Skirmish state til they have been ‘alerted’
Modified ClosedBoltWeapon system to accommodate AG42B style top covers that can grab the bolt and pull it back. This system still likely has some edge cases and thus I DO NOT recommend using it to make a modded gun until U111 is full release.
Fixes:
Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now
R700 Magazine round clipping fixed
FAL 10,20,30rnd Magazine round clipping fixed
Fixed Geo holes in SVT-40
Fixed edgecase round clipping issue in Frontier model B
Fixed INSANE edgecase that can only occur when loading the OTS38 at light speed (Jesus Spanners)
Fixed incorrect trigger placement for ejector fro B600
[TNH] Fixed Sosigs being counted as Melee kills for the player in situations where they’re not
[Sosig] Fixed incorrect IFF transmission on damage events that occur through armor
[Sosig] Fixed player IFF event handling when damaging a Sosig via collision damage while holding it
[Sosig] Fixed incorrect filtering of ‘last damaged by class’ events in Sosig damage tree causing errant melee kill tracking
API Changes:
Changed IFFCode to only be changed after OnSosigKill Message Sent
Added Sosig Alert Tracking utilizing Alert time parameter from their config. These Alert events are fired globally, and the TNH Manager subscribes to them (to utilize conditionally for patrol spawning)
Untitled
Howdy folks!
We've got another iterative experimental build this week. Behind the scenes I've been working on tons of Take & Hold stuff related to scoring, event tracking, and the foundation of the new 'alert' system that will be present in the new Institution Level. In terms of new things for y'all to PLAY with though, there's a new Swedish WW2 Battle Rifle, the AG42B, which has a very unique manual of arms (make sure to watch the latest devlog to see how to operate it), as well as a bunch of cartridge replacements, and some new subtypes for .50 BMG (SLAP and SLAP-T).
Do note that score submission is disabled on the Experimental Branch for Take & Hold as we're doing a bunch of changes that might result in odd scores until we have everything finished.
Hope y'all have a pleasant weekend!
Peace, 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 111 - Experimental 2
Additions:
Added New Firearm: AG42B [6.5x55m]
Added New Cartridge: 6.5x55mm Swedish in Ball, FMH, Tracer & AP
Added New Stripper Clip: 6.5x55mm 5-round
Added New Ammo Subtypes: M903SLAP and M965SLAPT to .50bmg
[TNH] When manually selecting a Seed, all timing variables that can impact scoring during a Hold phase are no longer random, but instead set to their shortest interval within the random range, to ensure even upper bounds for scoring
[Sosig] Added Parameter to Sosig Config Template which is the amount of time in Skirmish state til they have been ‘alerted’
Modified ClosedBoltWeapon system to accommodate AG42B style top covers that can grab the bolt and pull it back. This system still likely has some edge cases and thus I DO NOT recommend using it to make a modded gun until U111 is full release.
Fixes:
Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now
R700 Magazine round clipping fixed
FAL 10,20,30rnd Magazine round clipping fixed
Fixed Geo holes in SVT-40
Fixed edgecase round clipping issue in Frontier model B
Fixed INSANE edgecase that can only occur when loading the OTS38 at light speed (Jesus Spanners)
Fixed incorrect trigger placement for ejector fro B600
[TNH] Fixed Sosigs being counted as Melee kills for the player in situations where they’re not
[Sosig] Fixed incorrect IFF transmission on damage events that occur through armor
[Sosig] Fixed player IFF event handling when damaging a Sosig via collision damage while holding it
[Sosig] Fixed incorrect filtering of ‘last damaged by class’ events in Sosig damage tree causing errant melee kill tracking
API Changes:
Changed IFFCode to only be changed after OnSosigKill Message Sent
Added Sosig Alert Tracking utilizing Alert time parameter from their config. These Alert events are fired globally, and the TNH Manager subscribes to them (to utilize conditionally for patrol spawning)
Update 111e1 is now Live on the Experimental Branch!
Howdy folks!
We've got the small start to the Update 111 cycle this week. Apologies for the lack of a Steam post for U110 going live last week. I must admit I was so fixated on Baldur's Gate 3 I totally forgot to make one to go with the build....
This next cycle is all going to be about Take & Hold as we ramp up to the new Level's launch. We jumped back to the Experimental branch as I need to make some breaking changes to scoring, and other state tracking that will at times make top-scoring on the boards in the Hallway level impossible (while I work on things) and so didn't want folks to be stuck with that until its done.
Until then though, enjoy the new set of toys this week, and hopefully we'll have some of the new Take & Hold encryption challenges migrated into character for you all to field test next Friday!
Peace, 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 111 - Experimental 1
Additions:
Added New Firearm: P210-1 (9x19mm)
Added New Firearm: P210-5 (9x19mm) (Target Shooting Variant)
Added New Firearm: P210-6 (22lr) (Training Variant)
Changes:
Restructured some Take & Hold code for future modification. This should NOT have resulted in any behavior changes yet. (if it has, please report it as a bug)
Fixes:
Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now
Update 110e1 is now Live on the Experimental Branch!
Howdy folks!
We've got the small start to the Update 111 cycle this week. Apologies for the lack of a Steam post for U110 going live last week. I must admit I was so fixated on Baldur's Gate 3 I totally forgot to make one to go with the build....
This next cycle is all going to be about Take & Hold as we ramp up to the new Level's launch. We jumped back to the Experimental branch as I need to make some breaking changes to scoring, and other state tracking that will at times make top-scoring on the boards in the Hallway level impossible (while I work on things) and so didn't want folks to be stuck with that until its done.
Until then though, enjoy the new set of toys this week, and hopefully we'll have some of the new Take & Hold encryption challenges migrated into character for you all to field test next Friday!
Peace, 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 111 - Experimental 1
Additions:
Added New Firearm: P210-1 (9x19mm)
Added New Firearm: P210-5 (9x19mm) (Target Shooting Variant)
Added New Firearm: P210-6 (22lr) (Training Variant)
Changes:
Restructured some Take & Hold code for future modification. This should NOT have resulted in any behavior changes yet. (if it has, please report it as a bug)
Fixes:
Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now