Greetings and happy new year gangsters! todays update is not a huge one but it comes with a couple of important changes and fixes a few really annoying longstanding bugs
Drop pod raiders
NPC raids now arrive from the sky in drop pods delivered by a heavy cargo drone keep your eyes peeled for these airborne menaces to stay prepared for raiders! This was done both to vary
Old weapons reanimated
The krag 10mm pistol and kalash neo 20 have both been reanimated courtesy of my good friend DuckierMocha29! These weapons had some of the oldest and jankiest animations in the game and were in need of a bit of polish
Options menu improvements
The options menu is still a pretty rough placeholder but the visuals tab has been improved to use UGameUserSettings instead of console command overrides. What does this mean to the average joe? the resolution settings should now work properly and better yet, options you choose should now save and remain for your next playthrough! You can also now access it from the main menu instead of having to be in game.
New construction pieces
I started on a construction overhaul but that won't make it to this patch, a couple of the new construction pieces did make it though! most of the existing wall pieces have been updated to newer models and there is now an openable 1x1 hatch and a buildable 3x3 standard wall. The 2x2 door has also been made taller and is now a 2x3 door, this should fix issues with people getting stuck and having to crouch through any door that was placed on a slope.
Balance and misc
The RTG generator now provides 5 power instead of 3
Added a new extended mag mod to the 10mm SMG
Breaching charges no longer deal passthrough damage to base cores, this stops people being able to instantly win a battle just by chucking a breaching charge in the right place
Gun and equipment factories now have a glowing button showing you where to interact with them
Bug fixes
Fixed being unable to pick up advanced resource vaults Gun factories now properly check your personal restrictions instead of basing them off who built the structure Added options slider for voice chat volume & master volume Added option to enable/disable VSync Finally properly fixed factions not promoting a new leader when their current one leaves Revamped the "use object" prompt to be much easier to see
Alpha 1.10 "Dialling It In"
Greetings gangsters! First things first, we now have a discord at: https://discord.gg/7QtP7QJArd
The Servers
The biggest one is I put on my software developer hat and made a frontend wrapper for the dedicated server software: Previously the servers had to be manually restarted every week or so which became a problem if I was away on holiday or just forgot, this extra program runs on top of the dedicated server and automatically restarts it every 24 hours or if the server has crashed. If you were previously having problems with seeing the official servers and being unable to join them this was the cause
Voice Chat!
That's right, I finally got voice chat working! talking over voice will make you heard to everybody on your team as well as anybody within 10m of you (so you can talk mad smack while dunking on someone's base) The voice chat key has been bound to V by default, replacing the Recall to Base control which has been moved to B instead
Admin Mode
Dedicated servers now allow you to make yourself admin by adding your 64 bit SteamID into the server config file You can press P to open the admin menu and use your powers to remove troublemakers, cheat in resources, fly, teleport or frustrate your friends by triggering constant NPC raids on their base
New Enemies
The mainframe raiders have noticed how inadequate their standard units can be and have stepped up their game another notch! At higher hostility levels you will now start to encounter Bombers and Grenadiers Bombers just rush and explode themselves into your walls to open a hole for the rest of the squad Grenadiers will set up a mortar launcher and lob bombs at your base from long range
Boring Stuff
AI bases now have a red sky beam to help you find them more easily Added control bindings for voice chat, admin menu and team text chat (whoops!) Base core info window now shows when you have a repair gun or harvesters out, not only when in your territory Fixed NPCs having targeting issues when told to attack certain player buildings Fixed NPCs developing permanent brain damage when told to attack an enemy they can't find a path to Breaching charge now detonates after 20 seconds instead of 30
Alpha 1.092
Sup gangsters! I finally cracked the shits with the SQLite data saving plugin I was using before and all the constant problems it was having with data not saving/loading properly It wasn't particularly important when the only persistent data was the player's level but now with a progression system any malfunctions in the data backend will be seriously frustrating for players
As a result I've swapped the dedicated server over to use file I/O data saving instead of SQLite which so far works a lot better. I'm also working on a proper MySQL save mode so that community owners can have multiple servers that all share player progress between them
Oh also, as a small bonus I fixed a long standing bug where players would sometimes be tilted on their side when exiting a dropship :D
Also because it didn't post before here is the patch notes from the previous hotfix Alpha 1.091:
lowered default resource delivery timer to 20mins from 30
fixed player data not saving properly
factories no longer stop building when out of resources
fixed some menus bugging out after the player leaves their base then teleports back
made base core collision shorter so you can build them indoors again
fixed weirdness in how NPC hostility scaling worked
fixed visual bugs with the construction drones
fixed being unable to collect resources from dropped faction vaults
fixed point defense turrets trying to shoot down bullets (again lol)
possibly fixed NPCs developing brain damage when told to attack base cores located in certain places
fixed NPC death messages not triggering when players are killed by them
fixed more weirdness in the player XP/levelling system
using the jetpack while swimming no longer bugs out and kills you
fixed 1 spot in the map where it was possible to get stuck
disabled steamVR launching with the game
Alpha 1.09 "Assemble for War"
Progression!
This is the one you've all been waiting for! A full progression system has been added to the game. Build advanced factory structures and deliver the resources they make to upgrade your guns and equipment. There's now finally a good reason to come online and keep the fight going!
5 New Structures
Alloy Smelter
Molycircuit Printer
Exotics Factory
Launch Pad
Shop Terminal
UI
HUD now shows NPC hostility level towards your faction
added a HUD element that shows when your player data is being saved
The base core display on your HUD now only pops in when you are inside your own territory
Updated the HUD tutorial to explain new game mechanics
Map
Added a new nightclub interior across the road from red venus
Added a small shopping centre with roof access across the road from the large construction site
Minor tweaks and additions to various areas
Guns
added Krag CX11 SMG
added 3 sniper rifle mods
added a sniper rifle skin
added a krag 10mm skin
AK ergonomics mod now has a visual model
combat shotgun new mod: slugs
krag 10mm new mod: laser sight
reworked how the 40mm grenade launcher works, grenades now bounce and explode shortly after impact
- 40mm grenade launcher now has a mod that allows it to fire smoke grenades
Changes
Your base core now spawns builder drones that build your structures (they popped out of thin air previously)
redid how player levelling works, level scaling is now much flatter meaning later levels don't take forever to acquire
solar panels & launch pads will now block you from building them if they have no sky access
the gun factory now tells you what mods actually do
radar grenades will now ping turrets
magnum rate of fire slightly reduced
AK74 & LMG both have increased bullet velocity by 25%
AK74 & LMG both have more recoil when aiming down sights
combat shotgun damage increase from 88 -> 92
total overhaul of how water works in game, players have been forced to take swimming lessons and will now swim on the surface instead of drowning
turrets can now see you through smoke if you get close enough (within 1.5m)
pusher turrets now push with more force
resource harvesters trickle rate halved (when resource nodes have <1% value they will trickle income really slowly)
grenades now have colored trails to show what type they are
radar grenades now have a different effect that makes it much more obvious when they've been thrown
radar grenades last 1s longer
Fixes
added a second layer of failsafe to the faction system so players leaving the game should always register properly and promote a new faction leader
player equipped weapon is now always networked, should fix inconsistent/buggy muzzle flash and tracers from other players
fixed inconsistent structure collision detection on the build gun
gunner NPCs now stagger correctly when damaged
disconnecting from the server now actually waits for the logout to complete instead of instantly dumping you back to the menu
fixed NPC turrets having slightly buggy behaviour from being classed as a map object
fixed a lamp post prop having weird collisions
fixed krag 10mm pistol having too much recoil when in ironsights
fixed an AI bug where enemies would sometimes get brain damage and stop moving when trying to attack a structure
fixed XP and levels bugging out and becoming disconnected if the server host changes the XP gain rate
First Developer Diary
Sup gangsters! I've decided to start doing developer diaries! these will mostly just be random thoughts, things I've been working on and updates to where the game is going overall Check out the first one here:
Alpha 1.085 Feature Merge
Greetings gangsters!, it's been a long time since there was an update! I've still been working away at the game, I wanted to do the next release with 3 new major features but they are taking much longer than I thought (one is finished, one is about 80% and the last is barely started yet)
I figured I'd throw you guys a bone and do a feature merge of a bunch of the smaller fixes and changes that were going to be included with alpha 1.09
General Additions
spawning in the street now makes you be dropped off in a dropship
base cores now drop all of their stored materials when destroyed
added feedback messages for when your base core is taking damage and when its running out of CPU
recall pads now show how to use them on their screen
added 2 new skins to the combat shotgun
added 1 new skin and 1 new mod to the LMG
added 1 new skin to sniper rifle
all previously locked promotional gun skins are now available for use
NPC Improvements
NPC raids now eventually scale up to tier 2 raiders which are significantly stronger
gunner NPCs now do more damage to player built structures
gunner NPCs now have a unique helmet to differentiate them
NPC guard posts now spawn t2 melee guards by default
NPC turrets are a bit easier to destroy
NPC raid heat now scales up 25% slower, meaning they take longer to start sending their strongest raids
Fixes & Improvements
the blowtorch now does 50% more damage to flesh targets
missile launcher missiles fly more slowly
rebalanced some structure costs a bit
harvesters now sync their ammo count to the bottom right hud
point defense turret doesn't attempt to lock onto bullets anymore, resulting in horrible sound spam
point defense turret now fully vaporizes projectiles instead of exploding them
you now generate a splash effect when falling into water
Stay in tune, alpha 1.09 is still on the way and it's gonna be big!
Alpha 1.082
NPCs should stop getting stuck in a big ball in front of a door they just knocked down
fixed NPC raid captains sometimes spawning with their legs fused into the ground
NPC gunners will now use their rifles on any structure that blocks their path to your core instead of just standing there and waiting for a raider to beat it down for them
NPCs cannot damage other NPCs from the same faction as them
Alpha 1.081
Fixed music system hitching after first battle music and never playing again Fixed messed up pathfinding under the blue skyscraper Most NPCs now give XP when killed, raid captains give XP to your whole faction Raiding NPC bases now gives a bit more XP Killing other players gives you 100XP up from 75 previously Fixed one particular NPC base spawning raid captains stuck inside its own core so they could never escape
Alpha 1.08 "Quantum Express"
Greetings gangsters!
Its been a very productive few weeks for me so without further ado here's a big fat game update. This version adds the ability to teleport back to your base by building a recall pad then pressing V, a much needed feature since alpha 1.07 made you have to search and scavenge around for resource nodes. Along with that we also now have a dynamic music system! no more being bored out of your mind while listening to the wind blowing through empty streets. Those are the two major things but there has also been a ton of rebalancing, fixing and quality of life improvements to sand off a bunch more of the rough edges that have been plaguing the game for a while.
Additions
The phoenix class now has impact detonated concussion grenades instead of frags
Added a dynamic music system that reacts to what's happening around you
Added the recall pad structure and the ability to teleport back to your base at any time by pressing V
Added a separate notification system above chat so your chat doesn't get spammed with red errors
Added options menu control bindings for 4, 5 and recall keys
The build menu now shows whether or not you can actually build each structure
The build gun now has options to copy angles from a structure and to reset all angles and settings to default
Fixes & Changes
The gun crusher is now much more user friendly, no more wrestling with that awful laggy menu it had before
Teleporting now has nicer sounds and particle effects
NPC raid captains now have a unique model instead of just being a regular dude with a backpack added
NPC gunners won't try shoot you through a raid captains shield
Fixed oppressor turret aim not pitching up and down properly
Teleporters now automatically find themselves a teleport exit if they don't have one selected
Balance Changes
Most turrets now cost more
Diesel generators last about ~25% longer on a full tank of fuel
Solar panels now cost more voltics
Slowed down rocket launcher rockets by ~30% so they aren't just an explosive sniper rifle
Rocket launcher now requires a small amount of fissiles to build
Tweaked most weapon costs a bit
The Kalash had too little recoil by default , added some back in and also added an "Improved Ergonomics" mod that resets it back to its old state
Map Stuff
Polished up the area under the freeway intersection
Made garbage bag props destructible
Fixed the red warehouse building in chinatown having messed up collisions in its windows
The Harvest Phase 2
Added Features
NPC raid sizes now scale not just with base value but also how many of them you've killed and how often you've raided their bases. Endgame raids can scale to pretty extreme levels so make sure you keep expanding and improving your defenses.
NPC raids will now include riflemen that will shoot at you and your turrets
Radar Turrets and Radar Grenades can now detect NPCs
Radar Grenades now release 3 radar pulses over time instead of just 1
Tweaks and Fixes
reduced the amount of resources produced by nodes
improved melee sound effects from Raider NPCs
NPCs are now more CPU efficient and cause less lag
turrets now have improved aim when shooting at NPCs