We have a small update for you this week. Mostly iterations and improvements to what was added last week. We think this version of the Regenerative, Cascading and Orthogonal Encryption is far better tuned, but would of course love you folks to continue testing them in the Proving Ground this week.
As for the Operator Sosigs, we've made them a little more multi-faceted in terms of weakness. Accurate shots to the visor and to the rear can now more easily penetrate, and the new concussive damage system should allow you to keep them momentarily at bay, even when you can't get a clean shot.
Our goal is to move this all onto Main Branch next week, so they we can begin another cycle on the Experimental Branch for the larger systemic changes to Take & Hold coming with the new level (and to allow me to make some riskier changes without breaking mods for you folks).
Hope you all have a wonderful weekend and we'll see you here again next Friday as usual :-)
Peace, 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 110 Alpha 6
Additions:
Added New AI Feature: Concussive damage - Sosigs can now be knocked into their confused state by damage, even damage that does not penetrate their armor, to the torso and head link. This confusion damage can accrue but is capped at 4 seconds worth. While in the confused state the Sosig cannot acquire new targets, track properly, and has a tendency to panic fire. In addition, they can be grabbed while in this state.
Changes:
Replaced Cartridge Models for 6.5x52mm, 7.5x54mm, 7.92x33mm Kurz and 7.92x57mm
Significantly reworked Heavy Operator Sosig to allow for a wider
[TnH] Regenerating Encryption significantly reworked. Now regenerates inward to out, and cannot regenerate when center cell isn’t present.
[TnH] Cascading Encryption modified to no longer have 3rd set of target splits (is now a total of 15 sub-targets instead of 25)
[TnH] Orthogonal Encryption significantly reworked. Now rotates as part of its movement step. Also changed distance parsing behavior that determined movement step prioritization and magnitude
MTS255 is now metadata associated with a speedloader.
Fixed incorrect ID preventing Triple Regret pistol from being Vaulted
Fixed lack of trigger animation on Tec9 SuperDuper Illegal Version
Fixed incorrect shell mesh on .300 Blackout subsonic variants
Fixed incorrect bullet materials on objects in Wurstwurld scene.
Update 110a5 is now Live on the Alpha Branch!
Howdy folks!
Hope you're all doing well! We've got an exciting Alpha Branch update for y'all this week, with a new tier of Sosig Combatant (designed for the Competitive Take&Hold scene), and some new Take & Hold encryptions. The best way to try these out is to jump into the Proving Ground scene, grab the blue Sosig Spawner device in the corner, and poke around at things.
Make sure to watch the latest devlog so you can see what the design intent with someone of these are (extreme challenge). We'll be integrating them into a new Take & Hold character very soon, and iterating on these as we take feedback from you folk as always.
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 Alpha!
Full Changelog - Update 110 Alpha 5
Additions:
Added New Sosig Enemy Set: Operator (Available in Sosig Spawner, currently being tested for Competitive play)
[TNH] Added New Encryption Types: Polymorphic, Cascading, Orthogonal
Added Operator Sosigs to Sosig Spawning Panel
Added All Take & Hold Encryptions to Sosig Spawning Panel
Changes:
[TNH] Completely Replaced Regenerative Encryption with a new concept
Added JHP, AP, APIncendiary and Incendiary variants to 5.8x42mm
Teleport & Dash Locomotion Valid Point Selection rewritten. Now SIGNIFICANTLY more stairs-friendly
Added New Option: Toggle Visibility of Playspace extent when teleporting/dashing
Ignition incidence on API/Incendiary Rounds has been adjusted
Update 110a4 is now Live on the Alpha Branch!
Howdy folks!
Hope you're all managing to stay cool! The heat wave has finally reached us here in Sunny SoCal), and we are roasting like wieners on the grill.
Have got a little gen-centric update for you folks while we continue to grind away on the new Take & Hold level. Enjoy!
-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 110 Alpha 4
Additions:
Added New Firearm: RK95TP (7.62x39mm)
Added New Firearm: M78 (7.62x51mm) with 20 and 30rnd magazines
Changes:
Replaced Cartridge models for .35 Remington, 4.6x30mm and 5.7x28mm
Changed vent lighting in Institution Technical Preview to make dead ends more legible
Fixes:
Fixed assorting culling bugs in Institution Technical Preview
Update 110a3 is now Live on the Alpha Branch!
Howdy Everyone,
Hope you're all having a fine week! We've got another small Alpha build this week. Mainly bug fixes and small updates to the current level Technical Preview. If you'd like to know more details, check out this week's devlog!
Cheers, 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 110 Alpha 3
Additions:
Added New Testing Supply Rooms to Institution Technical Preview Scene
Added New Secondary Hallway to test (Metal Vents)
Fixes:
Fixed incorrect text display for 20x82mm HE round on Ammo Spawner
Fixed incorrect thumbnail on HPoint 10rnd Magazine
Fixed Incorrect collision in T-Section halls of North Quadrant Service Corridor kit
Fixed numerous culling errors in Institution Technical Preview Scene
Fixed several out-of-bounds collision errors in Institution Technical Preview Scene
Happy 4th of July (Silly Small Alpha Branch Update)
Howdy Everyone!
Hope y'all are having a pleasant Holiday (or just an all round wonderful Tuesday). We decided to do a little goofy update this year to fix a GREIVOUS error in the game, which was the lack of the ability to grill tiny wieners on the grill in game and eat them so.... there ya go. *snort* Available in the Arizona Range.
Peace, 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 110 - Alpha 2
Additions:
Added New Melee Weapon: BBQ Rapier
Added New Misc Object: Tiny BBQable Wiener
Changes:
Charcoal Bag & Lighter Fluid now in the Item Spawner
Grill now has improved detection radius for cooking and erm... doing Thermal Damage to... things.
Update 110 Alpha 1 Patchbuild 1 is now Live on the Alpha Branch
Howdy all,
Just posted a quick iterative patch build on the new Institution Preview scene. This should? resolve a majority of the current issues with collision and culling. Keep the bug reports coming though for continued issues y'all find!
Cheers, Anton
Fixes:
Fixed several collision issues in Institution Preview
Tried to fix Occlusion issues in Institution Preview
Tweaked Navigation colliders in Main hallway in Institution Preview
Fixed error in computation of bounding spheres for Reflection probes causing errant culling
Update 110a1 is now Live on the Alpha Branch!
Howdy All!
It's been a while since we did a build for the game, as we've been heads-down busy building new levels for the game. This project has been going WONDERFULLY, and this week we've decided to pop our first technical test onto the Alpha branch, in a scene called 'Institution Preview'.
This scene is purely level geo, and represents the structural assets for about 1/5th of the coming Take & Hold level. We're doing this test to identify problems in lighting approach, collision, performance and navmesh early, so they can inform the process in building the level proper.
PLEASE NOTE, this level is temporary, and will be regularly changing as we swap in different assets to test, try fixes, and play around. The plan is to first launch a Take & Hold level with this content, which we're currently aiming to do in June, and then in late summer/early fall release a set of sandbox levels that use the same assets but in different smaller configurations.
If you decide to check it out, please share any issues you run into the bug reports section. We deeply appreciate it!
Hope you all have yourselves a wonderful weekend, and we'll have more for you soon.
-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 110 - Alpha 1
Additions:
Added New Level: Institution Technical Preview
Changes:
Replaced Cartridge Models on 9x39mm, 5.45x39mm, 7.62x39mm, and 7.62x54mmR
Rebalanced Object Appearance in the Object Spawner. Families now have presence within an object table equal to the Square root of the total number of weapons in that family. Thus, for example, instead of one MP5 family weapon appearing in a pool, 4 will due to there being 16 in the family.
Fixes:
Changed lighting path on Shaders to prevent certain categories of lightmapping artifacts from occuring
Fixed Missing .50RemBP JHP cartridge model
Fixed placement of .45LC shell
Fixed dimensions on 22lr, 22long, 22short ammunition
Fixed HPoint Follower and Spring animation
Fixed Display spelling of Dragunov
Fixed wall collision in Warehouse Range
Fixed Geometry holes on MP5SFA3 and MP5Shadow
Fixed errant XM500 barrel reciprocation
Update 110e3 is now Live on the Experimental Branch!
Howdy everyone!
Have another small experimental build for you this week. If you'd like to check out some of the progress for the upcoming Take & Hold level, make sure to watch the devlog above!
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 110 - Experimental 3
Additions:
Added New Firearm: Lahti L35 Pistol (9x19mm)
Added New Utility Script: Handgun Short Recoil Action (Modders: Follow example of how LahtiL35 is setup to use yourself)
Changed Detective Special 38 to Postwar era tag (so it shows up in Soldier of Fortune Franky in T&H)
Fixes:
Fixed Lee Enfield rifles to properly cock upon having the bolt handle pushed to the fore, instead of when it is closed.
Update 110e2 is now Live on the Experimental Branch!
Howdy everyone!
Just a small experimental build this week. API changes for modders, Item Spawner migration for a bunch of scenes so things can be tested. 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 110 - Experimental 2
Additions:
Added Internal Script For Modders: UniversalMagGrabTrigger (allows for magazine removal on all weapon types, including belt box support)
Added Internal Script For Modders: FVRFireArmTopCoverAdvanced (allows for creation of a Top Cover for belted gun that can rotated arbitrary amounts on arbitrary axes)
Added Internal Option For Modders: “AutoMountsBeltOnAttach” on FVRFirearmMagazine (allows for belts to autoattach when magazine is mounted, allowing for implementing exotic fictional weapons. ‘CanBeTornOut’ can be used to tear belt boxes back out without unmounting belt. This might require further testing)
Added Internal Option For Modders: “Engagement Delay” on ClosedBoltWeapon, OpenBoltReceiver and Handgun scripts (allows for any firing mode to have an engagement delay after the trigger is pulled before the trigger is able to be pulled again. Useful for balancing fictional weapons, simulating incredibly chunky trigger reset mechanisms, or making something terrible for funsies)
Added Internal Option For Modders: “SuppressCaselessDeletion” on FVRFirearmChamber (allows for weapons that use caseless rounds to actually eject them without auto-destroying the round. This behavior is necessary due to legacy stupid decisions Anton made that I’m sure made sense to him 5 years ago but it’s been too long/too many hot dogs since them to even remember why this all worked this way in the first place)
Added Internal Option For Modders (and my future work): Open Bolt Receivers can now have traditional burst fire
Changes:
Modern Item Spawner Installed in Cappocolosseum, Winter Wasteland, Meat Grinder, Arcade Proto, Meat Fortress
Made Derringer directional inputs on touchpad more forgiving to make them easier to actuate on Index controllers
Fixes:
Fixed Medigun being missing from Modern Item Spawner.
Fixed assorted spawning bugs in Return of the Rotwieners
Fixed missing Metadata for .410 cartridges that was preventing them from being saved
Fixed pivot and scaling issues on .38 Special, .45 Long Colt and 10.6x25mm rounds
Fixed mag palming to take into account whether a magazine is dropinloadable
Update 110e1 is now Live on the Experimental Branch!
Howdy everyone!
After a month of non-stop travel we are back! Have a super small, but still very important experimental branch build for you folks this week. The critical thing this week to test, for those of you running this branch, are the loot changes to Return of the Rotwieners. Basically any place a random gun can appear, the pool system now functions parametrically, and now draws from a much larger range of guns in the game (included ones loaded from mods). Hope y'all have a wonderful weekend!
All AR-15 pattern firearms that can mount an M203 now have their iron sights able to flip up and down.
Return of the Rotwieners weapon spawn pool systems rebuilt to function more similarly to Take & Hold. Spawns are parametrically defined (instead of a manual list), and so drawn from a wider set of the game’s guns, including content added via mods.
Modern Item Spawner now present in Return of the Rotwieners
Tweaked damage falloff relative to barrel length curves for .357 magnum, .454 Casull, .45 Long Colt