Update 0.6 - Virtual Self, Spectator Camera, Snap Turns, Merc Store BuyBack, more probably
IMPORTANT - Windows may give you a firewall pop-up when you launch this new build for the first time. This is because we have updated the game to a newer version of the Unreal Engine.
Thank you for your patience on this update! We’re excited to have you all try out our full-body avatar system “Virtual Self!” If you have the new Vive Trackers and a way to attach them to your body, you will be able to control your legs and hips in VR.
We’re still actively developing the VIrtual Self system, so it’s likely that you’ll encounter some bugs. Please be awesome and share them with us so we can try to get them resolved as soon as we can!
Virtual Self
Virtual Self Announce Video The game will now begin with a VS setup screen. If you choose not to use the VS system or would simply prefer to play the game as it’s always been, select “Skip Setup” at the bottom of the calibration screen. For everyone else, we hope you find the calibration process intuitive enough to figure out!
Full Screen Preview Window!
Finally! This was a big part of why we upgraded our version of Unreal. No more square preview screen!
Spectator Camera
From the VS Calibration menu, you can enable a follow camera for cooler looking gameplay footage while you play. We’re pretty excited about this, but...
WARNING - we don’t recommend using this unless you have a really powerful graphics card, as it’s essentially rendering the entire scene again for your preview window, and can be very expensive on your GPU.
The Spectator Camera settings can also be found in the pause menu under the “GAME” tab.
Snap Turns
We added this awhile back, and though it’s a simple thing, it’s an important comfort feature. We’ve replaced Bump Turns with Snap Turns as the default for Oculus users as well. A reminder that the “Turn Rate” option for this mode is the degrees at which you will turn and is completely customizable.
Merc Store Buyback System
Thanks to the community for this suggestion! You can now sell your excess loot to Kevin the Merchant for sweet sweet cash! He has a special of the day for which he’ll offer you double. Simply drop the item into his basket to see what it’s worth, and hit the button to sell your gear if the price is right. Finally you locker hoarders can cash in!
Other changes
We did some foliage swapping in the beach and valley maps in hopes of improving performance. Notably, we got rid of the really aliased grass in favor of bamboo. It seems to help a bit for performance so we’re leaving it for now.
Some gun orientations have been changed to work better with the VS system, so be prepared for them to feel a bit different than you’ve been used to. But if certain guns don’t feel right, please let us know.
Removed the “hand orientation” option from the Controls Settings menu for now. It didn’t work properly with the new VS system, but we’ll work to re-integrate it shortly.
Removed Survive the Night from the mission selection menu. Sorry for the tease. We might revisit it later, but it has mostly been replaced by the upcoming Survival Mode.
Known Issues
For “waist tracker only” users, there’s minor bug where your legs might get rotated weird. I think I can fix it by the end of the day though.
We need to add some back buttons to the calibration menu.
Restarting the calibration menu will cause it to get very messed up. You will need to quit the game and restart it from Steam for now.
VS MAY not be saving your profile’s character, we will double check that.
The preview window seems to be jumping to the second monitor for some reason.
0.5.3 - Big Hunt Bug Fixes
A quick patch to address some issues with the Stealth Rating in Big Hunt mode.
Completely rewrote the stealth rating system
Discovered why so few raptors and compies were spawning in Big Hunt - they now populate more normally and it's a lot more fun.
Fixed a bug where shooting guns causing dinos to spawn close to you
So the Stealth System still has the same general idea as it did before, but it's implemented better now. Playing through a few times, my score was always within about 5% of what I predicted would feel fair, so hopefully it works better.
Stealth Kills give you a good boost, proportional to how low your rating is, aka if you're at like 1%, a stealth kill might bump you up to 30%, whereas if you're already at 95%, a stealth kill might only bring you up to 97%, etc. Either way, it's worth it to pick off some raptors without them seeing you to boost your score! Compies affect your rating less than raptors.
Silencers seem to be doing their jobs as well, making it LESS LIKELY to alert dinos, but you will probably still get a terrible rating if you use nothing but guns with silencers in Big Hunt. And it will be pretty much a complete waste of time to use an un-silenced gun in Big Hunt, as your Stealth Rating will be completely tanked.
Anyway let us know what you think!
0.5.2 - Minor Bug Fixes
Just a quick update here to address a couple bugs.
Fixed a potential issue with Beach Loot Drops chopper not returning when you enter an LZ.
Fixed an issue with AI spawning too close to you
Fixed the water splash particle texture
I think that's it for this patch.
0.5.1b - Re-Balance, Mercenary Leaderboard Reset, Tons of Bug Fixes
We actually documented most of the changes for this one so here they are:
UPDATES
MERCENARY LEADERBOARDS ARE RESET - A lot has changed since we started these leaderboards, so to make things fair and keep the boards competitive, we’re giving them a wipe. We may do this more regularly in the future as we keep refining and balancing.
TUTORIAL MISSION FIXES - there were a lot of little ways to break the flow of the tutorial but I think we have most of the major offending issues pretty much resolved at this point. It should be much harder to unintentionally break.
Created better boundaries around the perimeter of the level
Better boundaries along fences so you shouldn't be able to squeeze or teleport through
Disabled basically all the cases and items along the way until their tutorials start (so you cant spawn ammo in a case and consume it before the tutorial starts, for example)
Made it nearly impossible to lose items now (tutorial only), if you drop something it should zip back into your hand.
The knife we always either zip back to your hand or drop closer to you for the backpack tutorial, as it was possible to have tossed the knife away before the backpack tutorial and you'd be stuck.
Added better collision to the Brontosaurus, at least now you can't teleport or trackpad through him (or get on top of him). I think you can still room-scale walk your way through him with Teleport or Sprint movement, so I need to check on that still, but it's better than it was.
Hid compys and raptors until their objective starts so you can't accidentally kill them and get stuck.
Added new landscape material to tutorial map
Added new OPTIONS to the SETTINGS menu:
HAND ORIENTATION SETTING - We’ve added an option to change the gun angle in your hand by using the “hand orientation” setting in the controls settings. It will rotate anything you pick up, not just guns. If you're not a fan of the default gun rotation, hopefully you can achieve something more comfortable for you now. I will warn it's not super intuitive - you’ll have to jump back and forth from the menu to check how the gun feels (assuming you're holding one).
TURN RATE - you can now adjust how quickly you rotate using FREE TURN MODE. Again, free turn mode isn't great. It rotates from the center of your volume and not your HMD center. I don't know how to fix this off hand, and I don't know how many people actually use this, so probably won't dig too deep into changing how this works until/unless there's requests for it.
DEMO MODE - added this to the GAME tab (replaced the Audio tab since there was only one option in there (Music Volume setting is still in the GAME tab)), but...
DEMO MODE is for VR ARCADES or party events specifically. With this enabled, you will always start with the Tutorial mission, but that's the only difference for now.
IMPORTANT: you may lose some saved inventory data with this mode. Since you're replaying the tutorial right away and can enter new missions from a contiguous tutorial play, it's possible that you may lose saved gear, including stored items AND your upgraded backpacks. Hopefully we can eliminate this risk in the future by utilizing profiles, but for now be warned that you could experience loss of inventory in this mode. Which again, shouldn't matter for Arcades, which is what it was added for.
BIG HUNT UPDATES
NEW BALANCE PASS - STEALTH is now the most valuable score you can aim for in Big Hunt. Collectibles and Dinos are now a solid 1000 credits each, then your difficulty level multiplier is applied, then your entire score is scaled by your stealth factor. If you stayed hidden, got a lot of stealth kills, and generally avoided detection, you’ll achieve a much higher score.
DINO AI HEARING - Dinos can hear your guns now in Big Hunt. The impact is lessened in Loot Drops (b/c you actually WANT dinos running to you in that one) but now using guns in Bug Hunt at least creates some consequences in the form of more “nuisance dinos” bombarding you and damaging your Stealth Rating significantly.
Disabled chopper returning until the mission is complete. It was possible to call the chopper back and board it and then get stuck (it wouldn't take off and you couldn't leave the chopper).
Gave TRex more health
Fixed materials on chopper glass that was making water look broken when inside chopper looking out.
Fixed exploit with rare metal respawning
Improved the water in the lakes/ocean. Teleport/Sprint should be blocked by the water so you can’t accidentally walk on water, but if you’re using Trackpad and find yourself in a lake or ocean, you can now “swim” (sorta), there’s proper visual and audio effects as well. It’s not amazing, but at least you shouldn’t get stuck anymore.
Pushed a bunch of trees down into the ground that were floating
Added some invisible wall boundaries to keep you crazy kids inside the map
Added more dino spawners to Beach Loot Drops to make it more exciting.
Disabled OSVR Plugin (wasn't actively being used anyway), seeing if that fixes the "the procedure entry point createdxgifactory2 could not be located in the dynamic link library dxgi.dll" error that some have experienced.
Fixed the game icon that has apparently been broken for like 9 months lol.
Gave more angular damping to doors. Basically the doors slow down now - there's some friction. Vehicle doors shouldn't clip through you as bad anymore.
Better Head collision detection - it should be harder to stick your head through things in the world now.
Fixed some text overlapping issues in the main menu and the weird text glitches with the lock icons in the Merc Store.
It turns out you could store big explosive barrels and stuff in your backpack, disabled that
Fixed a bunch of random interaction bugs, like the locker door handles highlighting weird, some changes to how bow/arrow/hands work, among other things
You will now definitely lose all the contents in your hands and backpack when you die in Mercenary Mode, so you know... don't die
Fixed some "Death Room" issues like menu height and orientation
Fixed a bug with bump turns while dying that would cause you to not re-locate to the death room
Spaced out cases on the loot drop crates to avoid case clipping
The more powerful guns (Mangus, AK, Falcon) are now more rare in loot drops, must get to higher levels to unlock.
Please let us know if you find any issues. There may be some weird dino spawning here and there that we're looking into, and I think a water splash material is broken in this build, but we'll get those updated soon. Thanks!
We actually documented most of the changes for this one so here they are:
UPDATES
MERCENARY LEADERBOARDS ARE RESET - A lot has changed since we started these leaderboards, so to make things fair and keep the boards competitive, we’re giving them a wipe. We may do this more regularly in the future as we keep refining and balancing.
TUTORIAL MISSION FIXES - there were a lot of little ways to break the flow of the tutorial but I think we have most of the major offending issues pretty much resolved at this point. It should be much harder to unintentionally break.
Created better boundaries around the perimeter of the level
Better boundaries along fences so you shouldn't be able to squeeze or teleport through
Disabled basically all the cases and items along the way until their tutorials start (so you cant spawn ammo in a case and consume it before the tutorial starts, for example)
Made it nearly impossible to lose items now (tutorial only), if you drop something it should zip back into your hand.
The knife we always either zip back to your hand or drop closer to you for the backpack tutorial, as it was possible to have tossed the knife away before the backpack tutorial and you'd be stuck.
Added better collision to the Brontosaurus, at least now you can't teleport or trackpad through him (or get on top of him). I think you can still room-scale walk your way through him with Teleport or Sprint movement, so I need to check on that still, but it's better than it was.
Hid compys and raptors until their objective starts so you can't accidentally kill them and get stuck.
Added new landscape material to tutorial map
Added new OPTIONS to the SETTINGS menu:
HAND ORIENTATION SETTING - We’ve added an option to change the gun angle in your hand by using the “hand orientation” setting in the controls settings. It will rotate anything you pick up, not just guns. If you're not a fan of the default gun rotation, hopefully you can achieve something more comfortable for you now. I will warn it's not super intuitive - you’ll have to jump back and forth from the menu to check how the gun feels (assuming you're holding one).
TURN RATE - you can now adjust how quickly you rotate using FREE TURN MODE. Again, free turn mode isn't great. It rotates from the center of your volume and not your HMD center. I don't know how to fix this off hand, and I don't know how many people actually use this, so probably won't dig too deep into changing how this works until/unless there's requests for it.
DEMO MODE - added this to the GAME tab (replaced the Audio tab since there was only one option in there (Music Volume setting is still in the GAME tab)), but...
DEMO MODE is for VR ARCADES or party events specifically. With this enabled, you will always start with the Tutorial mission, but that's the only difference for now.
IMPORTANT: you may lose some saved inventory data with this mode. Since you're replaying the tutorial right away and can enter new missions from a contiguous tutorial play, it's possible that you may lose saved gear, including stored items AND your upgraded backpacks. Hopefully we can eliminate this risk in the future by utilizing profiles, but for now be warned that you could experience loss of inventory in this mode. Which again, shouldn't matter for Arcades, which is what it was added for.
BIG HUNT UPDATES
NEW BALANCE PASS - STEALTH is now the most valuable score you can aim for in Big Hunt. Collectibles and Dinos are now a solid 1000 credits each, then your difficulty level multiplier is applied, then your entire score is scaled by your stealth factor. If you stayed hidden, got a lot of stealth kills, and generally avoided detection, you’ll achieve a much higher score.
DINO AI HEARING - Dinos can hear your guns now in Big Hunt. The impact is lessened in Loot Drops (b/c you actually WANT dinos running to you in that one) but now using guns in Bug Hunt at least creates some consequences in the form of more “nuisance dinos” bombarding you and damaging your Stealth Rating significantly.
Disabled chopper returning until the mission is complete. It was possible to call the chopper back and board it and then get stuck (it wouldn't take off and you couldn't leave the chopper).
Gave TRex more health
Fixed materials on chopper glass that was making water look broken when inside chopper looking out.
Fixed exploit with rare metal respawning
Improved the water in the lakes/ocean. Teleport/Sprint should be blocked by the water so you can’t accidentally walk on water, but if you’re using Trackpad and find yourself in a lake or ocean, you can now “swim” (sorta), there’s proper visual and audio effects as well. It’s not amazing, but at least you shouldn’t get stuck anymore.
Pushed a bunch of trees down into the ground that were floating
Added some invisible wall boundaries to keep you crazy kids inside the map
Added more dino spawners to Beach Loot Drops to make it more exciting.
Disabled OSVR Plugin (wasn't actively being used anyway), seeing if that fixes the "the procedure entry point createdxgifactory2 could not be located in the dynamic link library dxgi.dll" error that some have experienced.
Fixed the game icon that has apparently been broken for like 9 months lol.
Gave more angular damping to doors. Basically the doors slow down now - there's some friction. Vehicle doors shouldn't clip through you as bad anymore.
Better Head collision detection - it should be harder to stick your head through things in the world now.
Fixed some text overlapping issues in the main menu and the weird text glitches with the lock icons in the Merc Store.
It turns out you could store big explosive barrels and stuff in your backpack, disabled that
Fixed a bunch of random interaction bugs, like the locker door handles highlighting weird, some changes to how bow/arrow/hands work, among other things
You will now definitely lose all the contents in your hands and backpack when you die in Mercenary Mode, so you know... don't die
Fixed some "Death Room" issues like menu height and orientation
Fixed a bug with bump turns while dying that would cause you to not re-locate to the death room
Spaced out cases on the loot drop crates to avoid case clipping
More powerful guns are now more rare in loot drops, must get to higher levels to unlock.
Please let us know if you find any issues with the new Tutorial Mission - is it clear, is it fun, is anything broken? Let us know!
Update 0.5 - Tutorial Mission, Searchable Vehicles, Storage Lockers, Mercenary Credits Store, and Much More!
Hi everyone! This is a pretty big update for us and we’re excited to see what you think!
The flow of the game has been significantly changed in this update.
NEW FEATURES:
NEW TUTORIAL MISSION - We really wanted to find an exciting way to let everyone, even first time VR users pick up the game, understand it, and have fun, and we think this new Tutorial Mission will accomplish that.
The old tutorial has been completely discarded in favor of a more “story-based” mission where your goal is to find the new base. Everyone will get to play through this one time, or if you really don't want to try it (you should) you can skip it by pausing and going to the main menu.
NEW MAIN MENU BASE CAMP - When you complete the tutorial, you will have reached your new home base! We have some cool plans for this area, but we’re open suggestions for other cool things we could add here.
We’ve gone back to our original idea of “boarding the chopper to start the missions” which we feel adds some cool immersion to the game. Now when you confirm your mission selection, you just board the chopper and take off to your mission. Let’s talk about some of the other cool features in the base.
MERCENARY CREDITS STORE - We’ve added the start of what will be the Mercenary Credits Store! It’s pretty limited right now, but this is to make sure that there are no massive widespread errors in the system (it’s still early access after all) as we don’t want you to lose your hard-earned credits for no reason!
There is a limited supply of items to purchase, including larger backpacks and a couple of more powerful machetes. Eventually we will be adding in some new weapons, stat boosts, and potentially other valuable upgrades and gear to help you earn higher scores in the field. We are, once again, open to suggestions for cool upgrades you’d like to see added!
STORAGE LOCKERS - A game-changer for the leaderboards and a necessary addition for the upcoming “Survival Mode,” storage lockers will allow you to bring back those weapons you’ve upgraded during Mercenary Missions and keep them in your locker. You can also now take those weapons back into Mercenary Missions with you. The Base Camp and Mercenary Missions should feel like persistent worlds now. Arcade mode is still separate - bow or automatics only for the time being, and shouldn’t impact your saved items.
Keep in mind - if you die on a Mercenary Mission, you lose ALL your gear and ALL the credits you would have earned on that mission, so the risk/reward system gets another layer added.
SEARCHABLE VEHICLES - Everyone loves looting for gear, and we really felt like this was missing in the game, so you can now open the doors (and sometimes the trunk) of the green Humvees in the game, and may or may not find some random gear inside! Now that the tech is fairly proven for this system, we’ll be able to expand it to other vehicles in the game.
SEATED MODE - Not everyone can, or wants, to stand up to play VR all the time, so we added the ability to play in “Seated Mode,” where the right trackpad/joystick allows you to toggle standing/crouching as well as….
ADJUSTABLE FLOOR OFFSETS - A big weakness we’ve been dealing with is losing items that you drop and being unable to pick them up again. The ability to change your floor height in-game was a much requested feature and we’ve finally added it to the options menu. The game will save different floor offsets for both seated and standing modes.
NEW GUN EFFECTS - We amped up the gun firing effects a bit, and while it’s a little more graphically expensive, it looks really cool… so… we’ll work on optimizing this going forward, but we think it makes the guns feel a lot better.
TONS OF BUG FIXES - We got to squash a lot of little bugs this time around as well, some things you’d probably never see or notice, but as we near the end of early access, we’re trying to polish as much as possible.
We’re getting closer to the finish line, but the game is still very much Early Access and we’re interested in your feedback as the game develops.
Please let us know if you find any issues with the new Tutorial Mission - is it clear, is it fun, is anything broken? Let us know!
Beta Updated (again)!!! 0.5b Update Almost Ready for Release!
If you'd like to give the beta another whirl, now's your chance! We've polished up a ton in the last week or so, but we need your help finding all the little bugs that are hiding!
To access beta, right click on Island 359 in your library, go to Properties, the click the beta tab and enter the code "i359beta2017" then click "check code"
It's been mostly bug fixes and improving animations since the last beta update, so our main focus now is stability and ease of use. We want to make sure that the Tutorial mission especially makes sense to new players, so if you have anyone around who hasn't tried the game before, let the play the tutorial mission and let us know how they do!
Survival Mode Preview
Steve showing off some of the new features in the upcoming Survival Mode!
Lots more to come! And if you want an endless stream of random development updates, follow Steve on the twitters.
Beta Updated! NEED TESTERS! - New Tutorial, New Main Menu, lots more!
PLEASE READ THIS ENTIRE POST BEFORE OPTING INTO THE BETA
Hi everyone!
We've finally got this mostly playable, albeit rough around the edges, but we need your help to polish this thing up!!!
While playing, please do your best to take good mental notes when you experience a bug, and if possible, go back and try to reproduce the bug again. Detailed notes help us squash bugs super fast!
First let’s talk about what’s new and then we’ll cover known issues:
What's New:
There’s now a logo screen when you start up the game so we can show off our company and ue4 logo.
When you load into the game, you'll start playing the new tutorial mission. It'll be a mandatory first mission for all players.
The end of the tutorial mission is the new Main Menu base camp. You can move around, explore the base, etc. It leaves a lot of room to grow into some cool features/locations in the base camp that we're excited to try. Once you’ve completed the tutorial once, you’ll load directly into the main menu from then on.
There's now a Mercenary Credits store in the base camp where you can spend your credits. The items are fairly limited right now, but they include new bags and machetes. We’ve left room to expand this, and we’re open to ideas for cool gear to buy!
To start a mission, we’ve gone back to “getting on the chopper” and flying away, so when you make your menu selection, you have to jump on the chopper to start. Small change but worth noting.
A STORAGE LOCKER is now available in the tent next to the Merc Store. On the outside of the locker, there’s a number displaying how many items are stored inside. The locker ONLY SAVES the contents inside when you close both doors!! “We are not responsible for lost or stolen goods if you don’t close your locker!”
You can now take weapons and gear with you into Mercenary missions (NOT ARCADE… yet) and bring them back as well. So now an added benefit of playing a lot of Merc Missions is getting more sweet gear to bring back and save in your locker for later use.
We’re going back and forth on whether this means we should also limit or get rid of the starter guns (stuff you grab right off the chopper) if you enter a mission with your own gear. I think it seems a little more balanced to do that, but we’ll gather your inputs on it and see what people think.
Humvees are now SEARCHABLE! This is included in the new tutorial, but doors (and trunk sometimes) are able to be opened and may possibly contain random loot.
Pteranodon and Brontosaurus make an appearance but not in gameplay, we wanted to show them in some capacity at least.
KNOWN ISSUES
Axes do not travel between levels properly in the backpack
should be fixed now
Teleportation to get onto the main menu chopper is broken, use sprint to enter that chopper.
should be fixed now
The tutorial mission is not totally finished. A lot of it is first pass or placeholder. The “chopper cinematic” is on first pass, some VO needs the radio effect on it, and the “Tower Guy” needs some actual animation.
We’re noticing some occasional weirdness when traveling between the Main Menu to Merc Missions or (replaying) Tutorial mission and back. We’re saving and loading your gear when you do that, and I’ve noticed a couple times I’ve lost gun attachments in the process. This is a big issue I’m trying to track down, but if you discover specific steps to making this happen it’ll help!
The main menu map SHOULD load in every time, but occasionally the big hangar and other set pieces for the main menu are late to load in, if you see this let us know, but I think it was fixed in the latest build.
When you confirm a mission, the chopper needs better startup animations and sound effects, not super exciting currently.
We’re going to actually add a chopper pilot soon.
There may be some performance issues in some of the levels. Not totally sure when or how this happened, but it’s on the list of things to look into.
I’ll update this list if I notice anything else.
Please report bugs in this forum:
http://steamcommunity.com/app/476700/discussions/4/
IT'S HIGHLY RECOMMENDED THAT YOU BACK UP YOUR SAVES FOLDER BEFORE TRYING THIS BETA!!!
Your save folder should be located here:
C:\Users\[your username]\AppData\Local\Island359\Saved\SaveGames
Copy that SaveGames folder and put it somewhere for safe keeping if you need to restore things.
The code to access the beta is: i359beta2017
UPDATE: 8/11 15:40 CDT - Build updated with fix for chopper entry via normal teleport
UPDATE: 8/13 00:03 CDT - Fixed issue with axes not traveling across levels, fixed melee weapon sound effects, made chopper startup/takeoff better
Update 0.4.2 is Live - Stegosaurus and Mercenary Credits
Hi everyone,
We've set the beta build to live today. Please let us know if you have any issues with the update and we'll do our best to remedy them as soon as possible.
New Features:
Stegosaurus! - He's pretty fun, still needs to be a bit smarter about which side he attacks from, but still a lot of fun to see and fight against. His tail attack should kill other dinosaurs if they're in his way!
Mercenary Credits - Mercenary missions now earn you a new currency type! This currency will be use to purchase gear upgrades in the near future. Examples include a six and eight slot backpack, new machetes, stat boosting upgrades, and weapons.
Better hand registration and tracking on Oculus Touch - we realized the hands were pretty off on Touch after the initial release. They should match up better now, as well as feel less jittery, as we've smoothed the rotations on them a bit.
Other work being done:
Survival mode save system - we have storage lockers working to save your gear in various places in the level.
Searchable Vehicles and Doors - figuring out a good way to do doors let us create openable vehicle doors to let you search through things and find new gear there. We'll also be putting these doors on buildings as well. This opens up a lot of new gameplay elements.
Mercenary Credits store is coming along. This is the vendor with whom you'll spend your Merc Credits.
As always let us know if there's any issues.
The Summer Sale price continues for another week, and we're out on Oculus Home today as well!
We made a sweet new trailer for that, check it out!