A huge and sincere thank you to our fans for helping us track down these bugs. We’re very grateful for your support. As always, we are constantly listening to player feedback. If you stumble across other pesky bugs, please let us know on our Discord or Steam Forums.
FIXES
Fixed game not loading on Linux with Proton.
Fixed end of Round screen stealing the wrong players' input when in Splitscreen using Keyboard/Mouse + Controller.
Fixed some broken LODs on a few characters.
Fixed Stat Dioramas pages having a lower framerate in the menu.
Fixed end of Round Unlock previews from having a lower framerate.
Fixed Matchmaking not finding servers on the first attempt.
Fixed Server Browser list not being sorted correctly.
Fixed Dedicated Servers not having proper Player ID's registered.
Fixed some issues with footstep and landing sound FX.
Fixed Radar being blank after changing or restarting a level.
Fixed Steam Name not being shown as primary for some players.
Fixed empty main menu background being shown during load-screens.
Fixed Demolisher taking too much damage from Turret Rockets.
Fixed PowerNode's having the wrong health value on some difficulties.
Fixed optimised lighting in Kitchen map (no more dark objects)
Have a brilliant weekend ahead - Joe - Digital Cybercherries
Major Update #6 - Cyber T. Rex, Missile Truck, and Massive Improvements!
Action Figures,
To say we've been busy is an understatement. Honestly, the past few months have been non-stop. We've had our hands in many pots, doing our best to make Hypercharge be the best it can be. Remember, we're not a large team, we're five indie devs, so we sincerely appreciate your support and patience.
Right, let’s start first with what’s new in this update: We’re pleased to announce that major update 6 has arrived, and with it, an assortment of content, changes, fixes, and improvements. We’d also like to talk about a few other things we’ve been working on in the background, including moving over to a new version of the Unreal Engine, crossplay, and finally, the story campaign.
PATCH NOTES
ADDED
Added new CyberRex Boss!
Added new DAMBUSTER Boss! (Missile Truck)
Added new map THE FUNDERDOME (Shed Arena)
Added new Head, Skin and Material unlocks for the new level!
Added new secret unlock.
Added 5 new Music Tracks!
Added Join Friend button to Play Menu.
Added Invite Code to lobby screen.
Added new Coin pickup Sounds.
Added CyberRex and DAMBUSTER to dioramas page.
MOVED
Moved to Unreal Engine 4.26 to take advantage of new performance gains and platform stability improvements.
Moved to EOS for our multiplayer back-end. Servers are faster to load and instance. Dedicated server tool has also been updated to support private sessions.
Moved Party Modes to Extras menu.
IMPROVEMENTS
Improved handling of FX that cause motion sickness; lowered when adjusting Camera Shake or Weapon Sway scale.
Improved Pause/Unpause for all actor sounds in the world when toggling pause.
Improved multiplayer networking events.
Improved performance of many actors in the game by caching more sub-components.
Improved music track layout in certain maps/waves.
Improved Volume Slider to use more sensible and audible values.
Improved UI performance regarding text generation.
Improved balance of new bosses, waves on the garden map, shed waves difficulty.
Improved balance of game details related to health, weapons and enemies.
Improved performance of instance meshes for debris actors.
Improved prize machine (ATM) with new light animations and FX.
Improved many interaction animations and particle FX.
Improved nav and collisions around the sink in Bathroom.
FIXES
Fixes DLC unlocks not triggering because of the ordering of engine Init.
Fixes crash issue when travelling between levels.
Fixes crash issue related to some commands being referenced on the render thread.
Fixes glitch allowing clients to repair or build on a dead turret.
Fixes options menu asking to save when nothing changed.
Fixes build previews casting a shadow.
Fixes game stalling and freezing issue related to camera shakes being stopped when not playing.
Fixes being able to pick up a weapon at the same time as a bot.
Fixes bots stealing a pickup that you are about to collect.
Fixes accidentally buying multiple weapons and attachments when holding the purchase key.
Fixes some sounds not stopping properly between levels.
Fixes FOV issues for FP camera.
Fixes some issues with pickups not being removed properly.
Fixes camera clipping through the grass in third person.
Fixes various muzzle flash location issues on NPC weapons.
Fixes Controllers on desktop not always falling back to custom controller binds unless overwritten by base-players binds.
Fixes many deprecation warnings and stability issues from the engine change.
Fixes breakable components ignoring damage to an already broken group of break slots.
Fixes emissive and lights being enabled on actors that die.
Fixes motion blur not working properly.
Fixes missing damage flashes in networking environments.
Fixes Disable Prize Machine and Disable Charger game options.
Fixes localisation issues in some areas.
Fixes HUD sometimes not appearing when restarting the round.
Fixes shield FX not reporting damage values to other FX related events.
Fixes missed network message for disconnecting from a lobby.
Fixes indicators being lagged by one frame when turning the camera quickly.
Fixes players not being given stats for boss kills.
Fixes offset on weapon and attachments pickups so they rotate correctly.
Fixes invisible wave hud text.
Fixes cancel find session not working properly.
Fixes Play Menu issues and Find Game menu missing dialogs.
Fixes Customisation menu not having focus when opening, fixed loadout menu random button causing buildables to random instead of just cosmetics.
Fixes wave not starting when the boss is the only enemy in the list.
Fixes in-game menu button being incorrect when in single player.
Fixes Wave ending early if only boss is remaining.
Fixes stages not being properly in the locked state.
Fixes player highlight on DLC characters not working properly.
Fixes LODs on Nebulon characters being stretched from far away.
Fixes keys being held down when entering/exiting pause menu.
Fixes for blurry end of round unlock previews.
Fixes input platform not applying when changed in the options menu.
Fixes stuck spot on Kitchen and closed the Super Secret Extractor Vent Clubhouse
Fixes Player Lobby missing physics on DLC characters.Fixed Turret rockets knocking out batteries.
Fixes Turrets targeting Missile Trucks and other enemies they can’t normally target.
Missile Truck
This boss appears in Garden of Evil, replacing the T. Rex. We made this decision because the T. Rex would often find itself stuck on objects, which would take away the fun and danger that we initially intended. We did our best to improve its pathfinding, but overall, it became frustrating for players, and for us. In the end, that type of enemy just wasn’t suited for that type of environment. However, this lead on to the idea of the Missile Truck!
So, how does this enemy work? Well, it’s pretty neat. And.. uh… explosive! Once activated, it will begin its launch sequence. Soon after, you will notice a beacon deployed from the sky, which will navigate its way to a random HYPER-CORE. This is where the danger really begins. You must make your way to the beacon in a hasty fashion, pick it up, and depending on how good your arm is; throw it towards the Missile Truck. The missile will follow the tracker and… boom! But, if you cannot grab it in time, well… the HYPER-CORE is in trouble!
Cyber T. Rex
Don’t worry, we didn’t remove the T. Rex from the game. Instead, we improved it! Remember when Thor fought The Hulk in Ragnarok? Well, it inspired us to create this arena (no more T. Rex getting stuck). Welcome to the Funderdome! Surrounded by Army Men who want nothing more than to witness a good chomping, it’s your job to outmaneuver and out damage the Cyber T. Rex.
But how exactly can you do that? Covered in highly durable armor designed by Major Evil himself, the Cyber T. Rex is a mighty adversary. You must destroy its armor, piece by piece, all whilst trying to evade not only its huge, plastic teeth, but also its missile launcher! As soon as you destroy its armor, rain fire and hope for the best. To earn the highest medal, you must avoid dying a specific number of times.
Unlock the latest Character Skins
Includes Two New Character Heads and Two New Skins with matching Weapons!
Story Campaign
The story is coming a long great! With that said, we’d like to clarify a few things. The story campaign is not a standalone story mode (we’re too small of a team to make that happen). We’re adding an actual story to the existing wave-based mode. For example, when you start a level, you'll be greeted with a ‘90s style visual comic with amazing narration and art. The story will be linear, meaning that with each level you complete (for example, Dawn of the Toys all the way to Garden of Evil and further), you will learn more and more about Major Evil and Max Ammo, as well as the lore of Hypercharge, and why exactly you’re defending the HYPER-CORE. Essentially, the further you progress, the more the story will fall into place. Oh, and you will eventually… face Major Evil, head to head!
We intend to add optional objectives to each level, which are completed when in the exploration/build phase. Such objectives will be simple yet rewarding, giving players another reason to further explore every nook and cranny in each level. This also means environments will feel more alive, in terms of what the player can interact with. To recap, the story/campaign is not a separate mode, it’s implemented into the current wave-based mode. We truly believe it’ll make that mode feel super polished, and be worthy of the title “story campaign”.
Major Evil In The Flesh Plastic
Every toy is at his beck and call, and every action figure knows his name. Finally, Max Ammo’s arch nemesis, Major Evil, has revealed himself to all. Cunning, fearsome, and relentless, can you stop him from obliterating the HYPER-CORE’S and put an end to his reign of chaos? Perhaps you can. Sgt. Max Ammo is depending on you. We all are.
Unreal Engine Move Over
I will give Dec the microphone and let him go through exactly why this engine move has been extremely time-consuming, and what it means for Hypercharge:
Dec Doyle (Lead Programmer) Moving to a new version of the engine after thousands of our own custom changes to Unreal is a challenge. Hundreds of community fixes for the engine, strange merges between multiple versions of files from different engine versions is how we strung together everything we needed for Hypercharge. After enough time had passed since we started working on this game, so many new features, performance improvements, new platforms and new technology have been added to this engine that we need to take advantage of. Some of these are just general all-around improvements to performance or how the engine handles a certain job. Others are almost necessary for us to ensure Hypercharge can run efficiently on all other platforms.
This is not the flashiest list of improvements for the average viewer, but for the team and the hardcore fans of Hypercharge, this will be a very welcomed update and allows us to really take this game to wherever we want it to go.
So after months of hard work, we’ve moved our game to one of the latest versions of Unreal Engine, and brought with it plenty of new fixes and improvements (and some great new bugs). This all goes hand-in-hand with new content for the game, of course.
Crossplay
Crossplay is something that's constantly requested by the community, and understandly so. Moving over to the latest version of Unreal Engine has allowed us to dive deeper into cross-platform support. What was once not possible for us now is. This means Switch and PC players can defend the HYPER-CORE, together, if we get it properly working. And who knows, maybe down the line, other consoles, too? Rest assured, we’ll do our very best to make it happen!
Thanks again for your support, it means a great deal to us! - Digital Cybercherries
Mental Health Matters Last year, we posted a message about mental health, and why it matters. This year is no different. Just know that if you're feeling low this holiday season, you are loved and you are amazing. If you're struggling with mental health, please do not feel embarrassed or ashamed to talk about it. Reach out to a family member, a friend, or heck, even me. I've created a Steam group; Hypercharge Defence Corps. If you are alone on this holiday season, be sure to join up, leave a comment, and we'll try to get a game scheduled. Also, feel free to add me to friends. Us small soldiers must stick together! But honestly, it's okay not to be okay. Just please, please, reach out to someone and take the first step with whatever it is you're going through. You've got this. ❤️
Small Soldiers,
From all of us at DCC, we wish you a very happy and festive holiday ahead! From the bottom of our hearts, thank you so much for your support over the years. It truly means a lot to us. We wouldn’t be where we are now without you, and we mean that.
Next update? So, we tried our best to launch a major update in time for the holidays, but unfortunately, we didn’t feel comfortable pushing it live without giving it the extra polish it deserves. Seriously, we've been working super hard, it's been non-stop. All I’ll say is, keep your eyes peeled for next week. ;)
A gift from Sgt. Max Ammo I received intel from Max Ammo that he wishes to spread some holiday joy by giving away four Steam and Nintendo Switch keys! It’s a first come, first served basis. Good luck!
What are you waiting for? It's time todefend the HYPER-COREopen your presents! - Joe - Digital Cybercherries
Dev Blog #5 - Buckle up, Soldiers! Hypercharge is coming to the Steam Deck.
[previewyoutube="ll8ARE024go;full"]
Hi everyone,
We’re very proud to announce that Hypercharge is launching on the Steam Deck. Valve was kind enough to send us over a Dev Kit, and we’d like to thank them again for considering us. So, what does this mean for you? Well, it means you can enjoy kicking toy-butt, on the go, wherever you go! I’ve put together a little FAQ that should hopefully answer most of your questions:
What FPS will it run at?
60fps with an option to run 30fps in battery saver mode.
What Graphic settings can I play on?
Graphic settings are automatically set for the Steam Deck and will be lowered automatically in optional battery saver mode. Some advanced effects will remain optional (Motion Blur, Ambient Occlusion etc.)
Will it have full Controller support?
Of course.
Will it have full Gyro support?
You bet.
Will configuration be required to run the game?
No, it will be optimized to run and look the best by default.
Will it have full Split screen support when connected to the dock?
Definitely.
When will Hypercharge Launch on the Steam Deck?
According to Valve, the Steam Deck starts shipping December 2021. More info on that here.
In a nutshell, Hypercharge will run and look amazing on the Steam Deck! If you have any further questions, please let us know. :)
Stay safe and have a great weekend ahead! - Joe - Digital Cybercherries
Since we fully launched Hypercharge back in 2020, we've constantly received requests from players asking for some sort of story to be added into the game. A vast amount of you have fallen in love with the premise of the game, eagerly wanting to know more about Max Ammo and why he wants you to defend the HYPER-CORE. Well, we’re proud to announce that we’re developing a campaign that will be incorporated into the current PvE mode, and players will finally understand the lore and world of Hypercharge, as well as the history of Sgt. Max Ammo.
What can we expect? Following a linear story through a ‘90s inspired visual comic, players must complete each mission of Sgt. Max Ammo, complete new objectives, fight new bosses and go head to head against your nemesis at the end of the game. That is, if you make it that far!
Explore the history and lore of Hypercharge through a ‘90s inspired visual comic.
Learn more about Max Ammo’s past and find out what, or who… is trying to destroy the HYPER-CORE.
Complete ‘90s inspired objectives that focus on platforming and secret hunting. Who knows what you’ll unlock!
Defeat bosses that are out of this world (literally) and be careful not to wander too far outside the garden
What this means gameplay wise is that each environment will feel more alive and interactable via the objectives you can choose to complete. Each level will make sense in terms of story/narrative. You will finally feel you are working towards something and even get to fight new and improved bosses along the way. And of course, with this major update, there will be additional improvements, fixes and changes based on player feedback. Overall, this update will tie the whole game together and give it a fresh feel.
Cool, what's the release date? No ETA just yet, but we're working very hard to bring it to you!
Is it free? Of course it will be. And it'll also be our sixth free content major update!
What about Switch? Don't worry, we plan to keep the Nintendo Switch version just as up-to-date.
Finally, we would like to say thank you to our amazing fans who have supported us throughout the years. We are very lucky to have you! Initially, we never planned to implement any story into Hypercharge because of how big of a task it is, but we feel we owe it to you, the fans, to show our appreciation. So this next update is for you!
Right, that's it for now. I hope you have a lovely weekend! - Joe - Digital Cybercherries
We'd like to thank our community for helping us track down these bugs. Seriously, they were pretty nasty! Hopefully, we fixed a lot of crashing many of you were experiencing.
Thanks for your patience and please let us know on the Steam Forums or Discord should you experience further crashes.
FIXES
Fixed a Null Texture crash involving the Ice Gun.
Fixed a rare crash relating to some UI components.
Fixed Pony stats - they should now be properly tracked by their diorama.
Removed an errant staticly spawned battery from Operation Alley.
Improved Attic and Toy Palace lighting.
Improved Airhockey Shuffle and Shed of the Dead should now have more time between waves.
Have an awesome weekend ahead - Joe - Digital Cybercherries
Major Update #5 - New Weapons, Enemies, Attachments, and many Improvements!
Small Soldiers,
Major Update #5 is here, bringing a wealth of improvements, fixes and new content, all based on player feedback. It’s been an extremely tough year and a half for everyone, but we’re incredibly proud of how far we’ve come with Hypercharge. Thank you for your support and for sticking with us. It truly means a lot. I may sound like a broken record, but you, the fans, are an integral part of the development-process. Developing a game is a team effort, and we most definitely make a great team!
With all that said, we are a tad behind schedule on certain features/updates, such as, Survival, and although we’re working as hard as we can, there’s only so much we can reasonably achieve, especially given our team size of five indie devs. The key thing is that we’re all well and healthy. We want to make sure we polish development and avoid rushing out content for the sake of it.
As always, we're constantly monitoring your feedback and ideas. If you'd like to help us further improve Hypercharge, feel free to share your thoughts on our Discord server or Steam Forums.
Honestly, there are a ton of fixes that we’ve likely forgotten to include, and probably some improvements. Anyway, have a look what’s in store for you below:
ADDED
Added NinjaJoe enemy
Added Tiny Trotters enemy
Added new Freeze Ray weapon.
Added new Radar weapon attachment to help get a sense of incoming danger.
Added menu option for players who only want the Radar on the HUD and not physical
Added Namepack icons and unlock page to better represent what packs are collected.
Added Boss’ health bar to the top of the screen when fighting a particular boss enemy.
Added new icons to the Play menu that better represent their function.
Added new VFX to weapons and enemies.
Added new VFX to the enemy-breaking system. Springs, screws and sounds are emitted when enemies (even destroyed ones) break apart when damaged.
Added crosshair-scale option to the menu for players who wish to change the scale of the crosshair elements for different resolutions.
Added icon for bonus maps in map selection.
Added many improved footstep SFX materials to the environments. (Keyboard in the first level, for example)
Added new name stickers end of round UI element to replace text version.
IMPROVEMENTS
Improved gameplay for KidsBedroom, Bathroom, Hallway, Garage, Kitchen
Improved gameplay for Plague game mode to now be zone-based instead of ‘who can find the best camp spot’
Improved pathfinding and navigation jump areas in many levels to improve bots and new enemies.
Improved ArmyMen enemies with fun new character identifier sound.
Improved performance of many background tasks that the game runs, to help reduce stutters.
Improved performance of many VFX in the game without affecting visual quality.
Improved performance of the VFX system by doing more aggressive pre-culling of quick-offscreen particles.
Improved performance of animations of off-screen players and NPCs.
Improved Chopper SFX when idle and fixed the bomb trail cleanup.
Improved Lightmap optimization in multiple levels to decrease load times.
Improved Bot pathfinding and decision making in some areas.
Improved UI flow by moving the Max Bots option to the Game Rules menu.
Improved Difficulty icons.
Improved animation system by using better animation compression settings for more complex animations.
FIXES
Fixes for BroBot and Ninja pathfinding.
Fixed memory leak related to UFO pathfinding (fixes crash on level load for people with <=8GB RAM)
Fixed motion blur not enabling on some levels.
Fixed some game stats not being cleared out for bots when changing levels.
Fixed lots of reported player-stuck areas in many levels.
Fixed lots of pathfinding issues and areas where bots became trapped.
Fixed break particles and breaking system bugs for experiments and Meanbots.
Fixed glitch with players first person weapon sometimes being invisible.
Fixed dead cores sometimes counting incorrectly for stat tracking.
Fixed missing footstep sounds on Soldiers and Experiments.
Fixed muzzle-flash angle on Grenade launcher and Minigun.
Fixed missing Point of Interest locations on maps so bots want to travel to new areas more often.
Fixed missing move-target points so that some AI can better navigate some areas.
Fixed camera shake and animations happening to Spectators or EndOfRound cameras.
Fixed falling radial blur FX affecting the Weapon and Player.
Fixed broken tutorial achievement.
Fixed certain sounds happening after enemies are dissolved or frozen.
Fixed crash related to small tanks falling out of the world and being destroyed.
Fixed power node particles not clearing up properly after battery insert.
Fixed Radar, Build Cards and FirstPerson weapon offset when playing in different split-screen modes.
Fixed TryMe button being able to be activated on locked stat pages when using a controller.
Fixed bots stealing certain pickups if players are too nearby.
Fixed bots teleporting randomly back to the spawn area in Airhockey Shuffle.
Fixed potential crash in Garden with bots trying to pick up collectibles.
Fixed potential crash related to generating a suitable spawn point in PvP.
Fixed chopper getting too many perfect headshots on players.
Fixed matchmaking errors dialogs not returning focus for players using controllers.
Fixed it so that when a Boss enemy is killed, the kill-stat is given to all players in the game.
Fixed SimpleAI controllers binding to expensive pathfinding event calls with the potential to crash on cleanup of enemies like Tanks.
Fixed Shed not having Bonus Map text in its description. (No buildables allowed, similar to AirHockey Shuffle)
Fixed missing physical material FX on certain meshes in the world.
Fixed hard Meanbots spawning on levels in lower difficulties.
Fixed issues with plague timers and logic when lots of network players join at once.
Fixed Lawnmower collision and associated nav proxies on Garden, Garage, and Shed
Fixed collision issues with experiments.
Fixed decals and VFX being created after the game has ended.
Fixed HUD indicators being on-screen during death and scoreboard.
Ninja Joe Their home world destroyed by Hypercore tech, the elite Ninja Assassins, the Joe’s, have joined forces with Major Evil to rid every planet of the untameable power that obliterated their people.
Tiny Trotters Healing their friends with love! In his efforts to keep army morale alive, Major Evil picked up the trade of stableman, and raised his cute and adorable Trotters. Fed on an endless supply of AA batteries, they love their master’s creations with their whole hearts and will do anything necessary to keep them alive.
bRobot After the first Hyper-War, Max Ammo feared the eventual return of Major Evil. Max created a trainer to keep his Defence Corps sharp and ready for combat, the bRobot! Skilled in Rugby and multi-purpose armament, the bRobot was an agile companion amongst Max and his squad. The bRobots have recently disappeared from their barracks and are now attacking their former allies!
Freeze Ray A deadly weapon if used in the right hands. It's able to freeze and shatter multiple enemies, helping you stop them in their tracks before they can reach the HYPERC-CORE!
Radar Attachment This high-tech gadget attaches to your weapon and helps display which angles enemies will attack from. It spawns in the environment and is purchasable via the shop. (Be sure to take a look at the bottom right of the second image to see what the radar looks like when you want it to show only in the HUD)
Improved Plague-mode. We've listened to your feedback and realised the main problem with the previous version of Plague was 'campers'. It became very difficult for the first infected to track down and infect others players. Now, players must earn points by carefully making their way towards randomly activated zones and firmly hold their ground. The player who evades the enemy and accumulates the most points wins! What this means for the Infected, is that players can't camp in ridiculously hard to reach spots.(Please let us know your thoughts about this change)
Thanks again and and have a lovely weekend ahead! - Joe
Hypercharge won Best Multiplayer at Brazil’s Independent Games (BIG) Festival!
Action Heroes,
We’re incredibly proud to announce that Hypercharge won Best Multiplayer at Brazil’s Independent Games (BIG) Festival, the largest independent games festival in Latin America! We could not have won this award without the continued support of our amazing fans. From the bottom of our hearts, thank you!
And as always, we're listening to your ideas and suggestions, so please keep them coming! We've noticed a lot of you have been requesting a... Freeze Ray, 👀
Have a wonderful weekend ahead. - Joe -Digita Cybercherries
One-Year Anniversary Update!
[previewyoutube="eZSklqh9YXs;full"]
Welcome, Small Soldiers!
Live Stream (We're handing out keys every hour when live!) https://steamcommunity.com/broadcast/watch/76561197989243780
Wow. What a year it has been! Honestly, it’s been tough. And not just for us, but for everyone. I truly hope you’re all coping well. It’s likely there are a lot of new eyeballs on this announcement, so I'd like to start by posting a previous message about Mental Health. It’s something that’s very important to us. You can read more about that here.
Right. So, there’s a second ‘wow’. IGN Full Exclusive! Can you believe it? We can’t…. This next bit gets a bit wordy, so bear with me. From a failed Early Access Launch in 2017, to rebuilding the game from scratch with the community which we dubbed ‘Early Access 2.0 in 2018, to then leaving Early Access in 2020 and becoming a Top Seller on Steam. And now look where we are. The front page of Steam with an IGN Full Exclusive. For those of you who do not know, we’re a team of five indie devs. Anything is possible with hard work and determination. We have huge plans for the future of Hypercharge, including a Survival mode coming later this year.
Please note: If you encounter any bugs when playing, please let us know on our Steam Forums or Discord. We will do our very best to iron them out, ASAP.
Available now, past and current players of Hypercharge will be able to enjoy the following:
Notable changes:
Player Bots to Cooperative Waves mode and Deathmatch
Third-Person Camera Modes
New PvP Game Mode
Two New Maps (Shed of the Dead and The Missing Isile)
New Weapon (Plasma Cannon)
New Play Menu UI
New Unlockable Action Figures
Vastly improved player movement and animations
New DLC Pack (Two Action Figure Sets)
And so much more!
New Content & Improvements
Added unlockable Nebulon character from Shed map.
Added new Stat-Based unlocks for new Nebulon character skins.
Added new secret Bobble heads in various maps for Nebulon heads.
Adjusted player movement responsiveness slightly to try reduce motion sickness for some players. Adjusted Air Control to match and feel a bit less sluggish.
Disabled some expensive animation blending and tracing if they're not onscreen.
Fixes for navigation meshes for Bots and AI in lots of maps.
Optimised dust particles on a few maps to improve performance.
Fixed bots using Prize Machine too much in some levels.
Fixed flashlight attachment not updating if socket has changed.
Fixed some animations events triggering after enemies and players had died.
Added interpolated movement to Tanks, Big Tanks and UFOs to fix networking snappiness in dedicated servers.
Localization fixes and updates.
As always, thank you so much for your support! - Joe
- Digital Cybercherries
(BIG) Hotfix #4 - Added An Entire New Play Menu Layout + Many Improvements!
Small Soldiers,
I know, I know... This is quite a beefy Hotfix. Nonetheless, it contains a lot of well welcomed improvements! The major highlight being the new Play Menu Layout. It's now way more intuitive and easier to navigate. We still have further tweaks and visual improvements to apply, but thanks to your feedback, we're heading in the right direction. Oh, and we fixed that pesky Tutorial bug that was preventing players from accessing certain secret areas. Right, that's it for now. As always, thanks for your support and patience.
<*>Added new Play menu layout to improve game functionality and consistency between game modes. <*>Added new menu garden map. <*>Added change Camera prompt to Tutorial - automatically changes camera to demonstrate. <*>Added listing the number of bots in a server. <*>Added menu background darkness to help readability on sub-menus. <*>Added new menu game-mode sound FX to seporate each game mode. <*>Added missing Shed powernode cable. <*>Added HUD message if the player has not sprinted in a while.
FIXES
<*>Fixed common crash bug related to pickup cleanup. <*>Fixed crash issue related to enemy ragdolls. <*>Fixed tutorial, missing props and broken lighting. <*>Fixed tutorial localization issues. <*>Fixed Map Selection screen showing incorrect text/icons for Charger and Slot machine. <*>Fixed incorrect UI bind button when being told how to build. <*>Fixed collectable and secret power node location in Tutorial. <*>Fixed 'A' Key being displayed for Walk Forward in tutorial. <*>Fixed missing pickup event function that could result in a double-battery pickup. <*>Fixed server List not listing servers by player count. <*>Fixed server list not filtering servers from the wrong Game Type (Cooperative vs PvP filtering) <*>Fixed lobby showing incorrect server player counts. <*>Fixed cargo plane diorama missing frame holder meshes. <*>Fixed stuck spots in shed and broken collision boundaries. <*>Changed Singleplayer to Offline in non-coop modes. <*>Disabled weapon choice in online Plague servers.
IMPROVEMENTS
<*>Improved server browser layout to show more servers. <*>Improved menu focus functionality and snappiness of animations. <*>Improved Thirdperson to Firstperson camera change, keeps rotation relative to last aiming target.
Thanks again and hold on a little longer, it's nearly Friday! - Joe