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Genre: Shooter, Tactical

Marauders

Retribution 1.0 Update Released!

Welcome, Marauders!

We are delighted to deliver the largest update to-date: RETRIBUTION! This is a content patch with a focus on delivering the last parts of the roadmap (with a new one in the works). Additional features will be coming at a later date. That being said It’s almost been 2 years since we launched Marauders into Early Access, with a main goal of growing the game to a scale our players deserve, resulting in over 12 Maps, 70 Weapons, 60 cosmetics and 400 items and we feel like we are only just getting started….

Outside the new content this update is taking a swing at general balance, we tried to keep nerfing to a minimum (since no one likes that, ourselves, the developers included) but instead increased the power of certain weapons and armor to maintain a healthy (slightly longer and consistent) time to kill for better armor. We hope you enjoy everything you discover so let's get into the details;



Rebel Base Raid Location

A brand new raid location and our biggest to date. We wanted to try something a little different from our traditional map design, something a little more grounded….. Introducing the Rebel Base! This is the home of the treacherous Raider Guild, a retrofitted mining colony turned into a living, breathing town where the lawless can reside. Complete with a market, bank and street to street housing, you will be learning this location for 70 years!

Due to the sheer scale of the level we will continue to improve its loot pool over the coming updates but for now we hope you enjoy its splendor.



Fortress Base Raid Location

A once devastating example of the Central Empire's military power, The Fortress, acted as a stronghold to the darker parts of the galaxy. Now they have had their supply lines cut and their interiors gutted by the mighty U.A. Marines, including their space commanders, an enemy with brand new cosmetics to unlock.



Asteroid Mine Extension
A rework and extension of the Asteroid mine. Increasing the size of the map and addressing some problems with rushing airlocks. It has brand new points of interests to explore like the enormous excavator. It has also been added to the raider mode map rotation alongside the Merchant ship (replacing the Terraformer and Planet killer base).



AC-14

A Mini 14 style weapon which is a bigger, stronger and harder hitting version of the M1 Para. a 5.56 weapon with a 30 round capacity makes it one of the best in class for semi automatics weapons. Can be found on the new U.A. Commander boss or within the vault.



MK4 Series

This is actually three new guns! MK4 Regular, MK4 Short, MK4 Special

  • The MK4 Regular is your bread and butter, it’s going to get the job done
  • The MK4 Short is less powerful but fits in your pistol slot
  • The MK4 Special is another variant that has a built-in suppressor to the barrel. Its for those of you who want to sneak around and be more stealthy (and hit a little harder)




Mosin Rework and Attachments

We reworked the Mosin to be mag-fed (5 rounds by default). We then went and added 2 new attachments for it to give you the possibility to make it even more beefy:

  • Barrel Extension - Which does 2 extra damage
  • Extended Mag - Which increases the mag capacity to 10




S.A.S Major

This new boss for the Navy Outpost, comes with their own squad of heavily armored bodyguards. How this new foe arrives is up to you to discover however when you do you will be rewarded with some of the best gear in the galaxy. You can also unlock their cosmetics if you can defeat them enough times.



Reload Animations Galore

We have continued chipping away at the animations for weapons in-game. Focusing on ensuring we have loaded and empty versions of reloads for every weapon (where needed). Loaded reloads will play if you still have a bullet in the chamber and are slightly quicker than a full reload. So be tactical when you next choose to reload, it might just save your life!


Italian Voices

We love having the native language voices in the game. So with this update, we added authentic Italian male and female voice lines!


Let's break down the patch notes in full!




  • WIPE (All progress is reset)
  • New Rebel Base raid area
  • New Fortress raid area
  • Extension and rework to the Asteroid mine raid area
  • New U.A. Commander boss (Can be found guarding the Fortress vault area)
  • New U.A. Commander boss head and body cosmetic unlock
  • New S.A.S Major boss (Can be triggered in the Navy Outpost)
  • New S.A.S Major boss head and body cosmetic unlock
  • MK4 Regular
  • MK4 Short
  • MK4 Suppressed
  • MK4 Extended Mag
  • New Heavy BA helmet
  • New Heavy BA vest
  • New AC-14 Rifle
  • Mosin Obrez Extended mag
  • Mosin Obrez Extended barrel
  • New Italian voice lines (male and female)
  • 25 new contract missions added (across all maps, bringing the total to 80 now)
  • Asteroid Mine v2 and Merchant Ship are the raider mode maps for this update
  • Vault Containers now spawn 1 item each, however we have increased the amount of containers throughout all maps.
  • New AA missile and cluster bomb scrapable items for hi-grade and standard gunpowder
  • Items such as cable spool, air compressor, tobacco pouch and the lubricator give various scrapable benefits
  • New CE Full Plate Rig, a level 10 storage armor





  • All weapons now have a similar walk speed whilst ADS
  • Certain cosmetics are less bright at distance (White, Yellow and Red)
  • Mines do 25% less damage
  • NPC raiders in raider mode have around a 40% chance to drop basic supply crates
  • The China Lake and Mini Thumper now both do around 50 damage (down from around 80 for the Mini Thumper) however they now both fire incendiary rounds causing additional fire damage over time
  • The Mini Thumper is removed from the pistol loot pool (remains in weapon boxes/containers)
  • STG44 fire rate has gone up from 440 to 480 rpm
  • The Delisle rifle damage has increased from 36 to 38
  • The DP28 has had an increase in damage from 34 to 35 and now has a 20% tighter hip firing spread
  • Johnson and the Mosin have had their damage reduced from 42 to 40. However, their barrel attachments now give +2 damage instead of +1
  • Heavy weapons: L1A1, Bar, Mas44, SVT40 have had their damage reduced by 1
  • Bar recipe now requires double the ingredients to craft
  • Planet Killer base and Colony Cruiser have had their chance of spawning increased, all raids should now have an equal chance.
  • Custom PSH and the Warden Riot Helmet now have an additional +1 head protection
  • The Custom PSH is no longer available through trades. It is now part of the vault loot pool
  • The 40 mm high explosive round is now a 40 mm explosive incendiary round
  • The Thompson special and the Delisle rifle are no longer in the Kingdom Alliance faction shop, they have been replaced with the Grease Gun and Grease Gun's Suppressor
  • The Light Stahlhelm and regular Red Stahlhelm now have the correct credit values (reversed)
  • Long Double Barrel Shotgun now has the tightest spread of all shotguns, reduced by 15%
  • Full Panzer Plate & Rig, Heavy Pilot Armour, Full Sherman Plate & Rig, Sherman Plate & Rig have had their armor protection increased by 1
  • All shotguns have had their damage increased from 16 to 18 per pellet, however, they now fire 10 pellets instead of 12. (This is to provide more damage against higher armored targets but still requiring shorter range)
  • The Klobb has damage increased from 18 to 19
  • The CE Full Plate Rig replaces the Full Panzer in Navy spawner locations
  • Reduced the chance of navy squads spawning on all locations by 5%






  • Viper - New empty mag reload animation
  • Viper - New loaded mag reload animation
  • Viper - Improved screen position of the walking animations
  • Viper - Bolt will now be in the correct position across animations based on if the weapon is empty or loaded
  • MP40 - New empty mag full reload animation
  • MP40 - Tweaked some anims for better screen position
  • MP40 - New simple equip, with no bolt pull
  • MP40 - Bolt is now in the correct location while doing the equip
  • MP40 - Updated loaded mag reload animation
  • MP40 - Can now see the bullet in the mag if still has ammo when reloading
  • Mosin - New shoot animation
  • Mosin - New empty mag full reload animation
  • Mosin - New loaded mag reload animation
  • China Lake - New loaded mag quicker reload animation
  • M16 - Has a new loaded reload animation
  • M16 - Tweaked anims to have better screen space
  • M16 - Now has a simple equip, with no bolt pull
  • STG44 - Tweaked some anims for better screen position
  • STG44 - Now has a loaded mag reload animation
  • Stoner64 - Tweaked screen position of walk animation
  • Stoner64 - New loaded mag reload animation
  • Stoner64 - Bullet now shows in the mag if still has ammo when reloading
  • UZI - Tweaked holding weapon hand position and some screen positions of other anims
  • UZI - Removed equip bolt pull, so now a more simple equip anim
  • UZI - New loaded mag reload animation
  • PPSH - New loaded mag reload animation
  • Sten - New simple equip, with no bolt pull
  • Sten - Bolt now is in the correct place across anims (e.g. before when equipping it could be in the wrong position for if the gun was loaded or empty)
  • Sten - Tweak to walking anim play rate and screen space for a better feel and transitions
  • Sten - New loaded mag reload animation
  • Sten - Bullet now shows in the mag if still has ammo when reloading
  • Bren - New empty mag full reload animation
  • DP28 - New empty mag full reload animation
  • DP28 - Bullet now shows in the mag if still has ammo when reloading
  • K1 - New loaded mag reload animation
  • K1 - Remove bolt pull from the equip animation
  • K1 - Tweaks to anims screen position and play rates for better feel and transitions
  • K1 - Bullet now shows in the mag if still has ammo when reloading
  • Johnson - Tweaks to anims screen position and play rates for better feel and transitions
  • Klobb - New more simplified equip animation
  • Liberator - New reload animation
  • Jackhammer - New empty mag full reload animation
  • Jackhammer - New loaded mag reload animation
  • Jackhammer - Tweaks to anims screen position and play rates for better feel and transitions
  • Sawed-off - New reload animation
  • SVT40 - New loaded mag reload animation
  • SVT40 - New simple equip, with no bolt pull
  • SVT40 - Bolt is now in the correct position when equipping based on if you have ammo remaining
  • SVT40 - Bullet now shows in the mag if still has ammo when reloading
  • M1 Para - New empty mag full reload animation
  • M1 Para - Bullet now shows in the mag if still has ammo when reloading
  • EM2 - Now shows ammo in the mag only when you have ammo remaining
  • EM2 - New empty mag full reload animation
  • Thompson - New empty mag full reload animation
  • Thompson - New simple equip, with no bolt pull
  • Thompson - Bolt is now in the correct position across different anims
  • Thompson - Tweaks to walk anim screen position and play rate for better feel and transitions
  • Mauser712 & special - New simple equip, with no bolt pull





  • Asteroid mine sound improvement pass (further ambience and spot sounds, improvement sound locations and attenuation falloff)
  • Asteroid mine audio occlusion improvement pass





  • Fixed misc crashes (client and server)
  • Fixed a bug where one of the secrets in the prison caused weapon blocking to be triggered
  • Fixes added for footstep audio exploits
  • Fixed-up project redirectors
  • STG44 - stopped thumb clipping in the equip anim
  • Fixed skinning issue on heavy liberator
  • Fixes for some items having the incorrect repair sounds
  • Fixes for some items having the incorrect scrapping sounds


We hope you enjoy this update and as always if you encounter any issues/bugs or have any suggestions, please let us know in Discord. We always appreciate any feedback and reporting issues helps us find and fix them!

Dash or Die, Marauders!

The SIG team

RETRIBUTION is coming......Launches August!

Calling all Marauders....the wait is almost over.



I'm pleased to announce our largest content update is heading your way this month:


  • New Maps (Fortress, Rebel Base, Asteroid Mine V2)
  • New Guns (AC-14, Mk4 series, Mosin attachments and more)
  • New Bosses ( S.A.S Squad and the U.A. Commander)
  • New Missions (Dozens of Raid Contracts)


As previously mentioned this update became a lot larger than intended so required extra time to break up into several updates, the rest will soon be revealed.......

This update will include a full progression WIPE, so be ready when it deploys.

We hope to see you among the stars in the coming weeks.

S.I.G.

Retribution Update Delayed News

Good Day Marauders!

First we wanted to apologize on recent radio silence regarding the progress of the latest update. Your passion for more updates is not wasted on us.

As you have probably guessed there has been an delay to this major update, RETRIBUTION, which we are making the official statement now, we however do not have a solid date for you, we are sorry for the inconvenience this causes but we wanted to get into some reasons why;

The sheer scale of the content has been challenging which may require us to pivot and break up the update into more manageable chunks/patches instead, Content has always been fun to develop for you and this time there is a lot of it... however! We also wanted to spend some time on reviewing retention and looking for ways to entertain players for longer (variety is the spice for life after all) so we can get a update cycle lasting months rather than weeks (Core loop mechanics, fixing issues and balance).

We love a new update and seeing our players dive in again but its time to look at more longevity! We feel this combined with hot content will help new players "breach" in also.

We look forward to explaining further in the future but we feel another public playtest (or even a few) is best before deploying our new update so we can garner your feedback but unfortunately no date for that either until internally we are happy with the progress.

Anyway we hope this makes sense and we appreciate you all for playing (we can't believe its been 2 years since the Alpha) but here is some cool screenshots of one of many new locations coming soon....REBEL BASE (pesky raider home turf).













We thank everyone for their patience and look forward to fighting you among the stars once again

S.I.G.

Guilds 1.0 - Patch #001

Welcome, Marauders!

This is primarily a small patch to attempt to fix the “Black Screen” issue that is occuring for some players when joining a match. We thank the community again for their patience and help with this issue and encourage anyone to reach out via our Discord if they are still experiencing it, this will be our main focus until our next large update “Retribution”.

Known Issue:-


  • The SAS Major cosmetic is in the appearance menu UI, but you are currently unable to unlock it as this enemy is not included in this patch.





  • Iron sights for the Grease gun have been improved





  • Joining late raids/instant join has been disabled, matchmaking now tries to start a lobby at the same time.
  • Players walkable slope angle has been increase from 44 to 45
  • SPP1 dart pistol added to pistol loot pool
  • M712 20 round extended mag added to central empire shop from level 1
  • M712 pistol has had around a 35% reduction in cost






  • NPCs when alerted to sound now have a larger view angle (from 120 degrees to 200s) to simulate them searching (rather than idling too long when in danger)






  1. Shooting turret UI now has less delays before it visually changes (is more reactive, don’t see 0 seconds etc. Removed the can’t shoot warning as now sounds are used to tell state)





  • Colt 1911 has a new loaded reload animation (when mag still has ammo in)
  • When equipping the Colt if the mag is empty the bolt will now be in the correct position while equipping
  • M712 has a new loaded reload animation for the (when mag still has ammo in)
  • On M712 empty mag reload the bolt now stays back when reloading till the player pulls it
  • On M712 reloads the bullet now shows in the mag if there is still ammo when reloading
  • When equipping the M712 if the mag is empty the bolt and hammer will now be in the correct position while equipping
  • APS rifle has a new loaded reload animation (when mag still has ammo in)
  • BAR rifle has a new loaded reload animation (when mag still has ammo in)
  • BAR rifle now shows ammo in the mag if you are reloading and the mag isn’t empty
  • Johnson has a new loaded reload animation (when mag still has ammo in)
  • New loaded mag reload animation for the M50 reising
  • Tweaked and improved the playrate and screen position of the walk animations for the M50 reising
  • M45 has a new loaded reload animation (when mag still has ammo in)
  • Tweaked and improved the playrate and screen position of the walk animations for the M45
  • Klobb has a new loaded reload animation (when mag still has ammo in)
  • Mat-49 has a new loaded reload animation (when mag still has ammo in)
  • Tweaks to the Mat-49 anim set to be smoother better screen aligned when moving around
  • Removed the bolt pull from the Mat-49 equip animation so now its quicker
  • Mas44 has a new loaded reload animation (when mag still has ammo in)
  • Tweaks to animset for the Mas44 for better blends, playrates to match movement
  • Mas44 empty mag reload now has the bolt in the correct position in the reload anim
  • When equipping a Mas44 if it is empty the bolt will now be in the correct place
  • L1A1 has a new loaded reload animation (when mag still has ammo in)
  • L1A1 tweaks to animation set for better screen positions, blend outs and play rates and sound trigger positions
  • Krasa has a new loaded reload animation (when mag still has ammo in)
  • Fixed bug for Krasa where bullet wouldn’t show when reloading if you still had ammo
  • Mac-10 has a new loaded reload animation (when mag still has ammo in)
  • The Mac-10 weapon bolt is now in the correct across its different animations






  • Added a bit more bass to the train in the Planet Killer raid
  • New foley sound for when bodies hit floor on being killed
  • Updating turrets sounds, Rustbucket default turret shooting but also reloading stuff (this will be unique per turret type in the future)
  • New sounds added to the Guild menu (guild: create, leave, disband, kick, promote, demote)
  • New sound for changing patch in the guild menu





  • APS weapon now has LODs
  • Meshes in the Planet Killer raid area have had their GPU cost reduced by 50%






  • Fixes added for the Black Screen problem
  • Fixes for exploits
  • Put in a fix to stop double creating the same guild
  • Removed collision on safe door when it opens to stop people getting stuck
  • Potential fix added for the leave button being locked when going in and out of a match as a crewmember
  • Tried a fix for clicking cancel matchmaking issues
  • Fixes added to the end screen to help with some peoples resolution issues (death screen resolution scaling incorrectly)
  • Put a blocker check in so you cant try to go to a guild hideout when you are already matchmaking
  • Tweak to turret shooting concurrency limits to stop sounds getting cut off
  • Fixed a bug where the M712 shooting sounds would cut out if you mag dumped an entire extended mag
  • Fixed a bug where the APS shooting sound would cut out if you mag dumpped a whole mag
  • Turret info corrected
  • Catwalk stairs now have smooth collision to prevent navigation issues when running on them
  • Collision has been added to the guild patch badge so it can be dropped and picked up
  • Fixes added for bug where sidebar could disappears if player clicks 'exit game' too fast
  • Fixed misc spelling mistakes




We hope

Dash or Die, Marauders!

The SIG team

Dev Blog #009 Retribution

Welcome to the 9th dev blog! We hope you are enjoying the new guilds feature and planet killer base.

Firstly, we wanted to take the opportunity to assure our community that we are still investigating the black screen bug but is difficult to reproduce it from our side so please keep sending us clips and an as detailed as possible description in case you run into it, that being said we are deep into the next big update in terms of production, which is named “Retribution” and is roughly scheduled for March/April.



We are aware parts of the community were happy with the 2 week update cadence however this became extremely difficult to maintain (and unfortunately wasn’t as effective as we hoped) but mainly didn’t allow us to make larger content changes and additions which the next update will certainly be! After this next update we will evaluate what sort of schedule we want to deliver but most importantly a updated roadmap since we made great headway already on the current one.

As a side note we loved how the community came together and thoroughly tested the Guild P.T.E. branch with us, this was extremely effective and something we definitely want to do again in the future.

Now let’s get into what’s coming to Marauders….





Rebel Base

This update will contain multiple map additions including the previously teased new U.A. boss location “Fortress”, a giant breachable space turret, however, “Rebel base” as shown above is our largest new dock location to date. This asteroid colony was once a hot destination for trade, now raiders and wannabe pirates live there, protecting a bank full of their ill-gotten loot. We wanted to provide a fresh and unique "street to street" engagement style play-space for Marauders, “Rebel base” is designed like a small town with all the trimmings you’d expect to see. This will also be the next location for raider mode, effectively replacing the terraformer map in the rotation.





S.A.S Elite

Navy outpost will be receiving it’s very own boss, the S.A.S Major, somewhat similar to how the penal colony warden boss functions, there will be a secret task to complete that will enable the engagement but we won’t spoil how it plays out of course…. All we can say is look forward to a tough fight, hot cosmetics to unlock and a new series of weapons to loot.

The S.A.S Major will be utilizing the Sterling MK4 including some interesting variants. It will be the “hardest” hitting 9mm weapon however the smallest variant “MK4 Mini” will be a pistol slot gun rivalling the Klobb in terms of size versus power

The Merchant ship might be receiving a long awaited security boss too…. So watch this space.





Collectables

One of the larger features we are adding is steam inventory items we call “collectables”. We wish to add rare items such as cosmetics that can be found in raid that are automatically unlocked (even after a wipe) when they are added to your steam inventory. We already have dozens of variants ready to go with some of them being planned to be “ultra” rare. We hope the exciting element will be once finding a cosmetic package in raid you will not know which specific cosmetic is inside until you extract, a really intense experience.



Map Extension

Asteroid Mine and Spaceport are going through a “refurbishment”. Whilst we address maps that have airlocks that are too close to each other we thought we would take the opportunity to update the smaller maps so there’s more room to fight in. These images show extensions to asteroid mine and it’s perimeter, this allows more space between airlocks but also exciting new POIs to explore in the map. This is not scheduled for the next update but shouldn't be long afterwards. We are looking to also tweak how airlock selection works to also prevent too much overlap (such as instances where players are entering an airlock that was just used)





Greasy Gun

Some small QoL edits will be happening to the game including the newly added grease gun’s iron sights, we received a lot of feedback that players enjoy the weapon however the cramped rear sight made it harder to see clearly whilst aiming down sights. This has been addressed for the next update, marauders have taken a saw to the top of it and fixed the problem… we hopefully see this weapons becoming a lot stronger in the meta after this implementation.



That wraps up today's dev blog but we do appreciate all the players that came back for the guilds update and we look forward to delivering you an even larger update in the coming weeks. There's lots more to talk about next time including the re-designing of ship combat, audio system changes and even more content so we look forward to speaking with you soon.

Take care Marauders!

Guilds 1.0 Hotfix #01

Good Day Marauders!



We have a small patch/hotfix to deal with new issues that came from our recent major update "GUILDS 1.0".

It's been great seeing everyone jump in and take full advantage of the new features we added and the feedback has been invaluable that being said we hope you all have a wonderful Christmas break!

Here are the patch notes in full:





  • Attempted fix for the fade in during the start of match not ending resulting in a black screen
  • fixed an issue that was preventing the colony cruiser from spawning
  • Addressed a problem that would have members of a crew lose their equipped ship when going in with someone else as a captain
  • Mac-10's recoil was hard set lower than other SMGs causing it to be extremely low with attachments this is now more in-line with other SMGs (with and without attachments).
  • The commando major now has the correct german voice lines
  • Addressed an issue that would provide high stamina regain with blowtorches and fire extinguishers





  • Planet killer raider mode now has a better distribution of player spawn points
  • Commando Major now always spawns inside the capital ship
  • All high rate of fire weaponry (700 or above) now have larger hip firing spread over time/per shot, this has affected the PPSH, Mac-10, Klobb and Krasa. (We always want to resist from making weapons weaker and make them more rare instead but we felt this was a good middle ground since these weapons keep their effectiveness whilst ADS)
  • Up to 4 Raider bosses can now spawn on NPC ships, the scout and interceptor. (these are now classed as raider ships)
  • NPC Ships (raiders) now target pods approaching (you have been warned!) and the raiders inside can remain healed during bombardments requiring breaching to kill the crew
  • Higher tier weapons have been reduced in the common loot pool
  • 2 new additional raider bosses added, the china lake and trenchgun variants. (only on raider ships)

Guilds 1.0 Update Released!

The day is finally here Marauders!

Thanks for hanging in there with us whilst we deal with some major restructuring. This required us to re-organise how we deliver updates in the future… but the good news is Guilds 1.0 is finally here! The first of many updates to establish a new social system built around competing player created pirate factions! aka guilds. If you are not aware we refined this feature with the help of the players using our new P.T.E. branch and via our Discord feedback and bug report channel. Make sure to look out for announcements regarding more P.T.Es in the future. That being said, let's crack straight into the patch notes!



WARNING! This update requires a full progress wipe

Side note:- The colonist head cosmetic, body cosmetic and the Pilot voice pack (previously twitch drops) will be available to claim through the gift tab for the first two weeks only, so make sure to grab it while you can!



GUILDS
We consider this a first pass on this game changing feature. You can create a guild if you have the requirements: be level 10 and have 100k credits. Players can join guilds for free at any level. Guild Captains (the creator) can provide a name, and select which guild patch design they want. Patches are visible in the main menu on banners and on the player themselves on certain parts of cosmetics and gear for all guild members.

You will also have access to a guild chat, guild trader and of course, the hideout (of which some of these features are tied to progression when extracting with an enemy guild’s patch).

You will have a “Freebooter” status if you are not from a guild or have mixed guild members within your crew. This means you will not bring in a lootable guild patch and any enemy guild patches extracted will be void. Each patch is worth 1 point for your guild. Raider mode currently assigns the “Freebooter” status. Put simply, if you want to build XP towards progressing your guild, make sure you are in a guild and that all members of your current crew are in the same guild when going into a match!

GUILD HIDEOUT
You and your guild members will have unlimited access to your private base: “The Guild Hideout”. This is tied to the progression of your guild and more areas will unlock as you progress to a higher level. Through the guild tab in the main menu, you can choose which region you wish to launch or join. Once inside you can use the firing range, drink from the bar or most importantly; practice with your teammates in the killhouse!



Planet Killer Base

A brand new raid location has been added! This nuclear weapons facility can not only build warheads but it can also launch them from orbit, turning any planet to glass. However, they are extremely vulnerable to pirate attacks including this one. You will discover the United Allies have lost control and raiders have broken loose.

This is a ship docking only station, which has defensive turrets protecting it, so be careful when navigating your ship past its defenses. Notable landmarks include a railway system, industrial workshops and of course…. a nuclear missile launcher!

Main Menu UI Rework

We have reworked a good chunk of the main menu UI to incorporate the new mechanics that are coming with this Guilds update. Some of the notable larger changes include:

  • Reorganising things to help make the menu more unified and flow better
  • Implementing the new UI for the Guilds and friends systems
  • Changing the way you crew up to be more simple and require less going into and out of menus
  • Adding crew text chat
  • Expanding the shopkeeper UI so you can now access multiple shops

You will see the UI still has placeholder and work in progress elements in places. We want to make sure we get the flow and feel right first and then we will phase out the placeholders over future updates. We are looking forward to getting these changes into your hands and hearing your thoughts to help us feel out any pain points, issues and help make it all around more sturdy.




Trader Rework
Faction traders are no longer on rotation and are always available. However the C.E., U.A. and K.A. traders require your faction XP to be level 1, in order to access. The Pirate faction is unlocked from the start and has a 40% reduction in cost. The guild trader is unlocked whilst you are part of a guild.

Available items in these shops have been re-shuffled with certain items removed, this is not final but each faction trader will have their inventory belonging to a theme, such as Captain Wolff (C.E.) being high damage and armor, Major Rosie (U.A.) being medical and military supplies and Overlord (K.A.) being special weapons.

XP Revisited
Issues became clear during that first Public Test Environment that the XP requirements per level were definitely not as intended and were in fact “broken”. This resulted in very small differences between the early levels and flatter amounts later on, when they were supposed to be exponential.

We addressed this problem and tested out the changes in our second PTE and things were feeling much better. To prevent it feeling like we just increased the amount of XP needed we wanted to make sure the player has several methods to gain XP to compensate. For example: You can now gain XP from completing trades (with certain ones having extremely high XP amounts). Done a huge rebalancing for certain NPC kills (Like the Warden giving over 1000 XP) and larger gains from completing missions in the Zero to Hero campaign.

We hope this results in a more consistent experience with opportunities for exciting revelations!



New Weapon: The Grease Gun
A submachine gun chambered in .45 that deals higher damage than its other SMG counterparts and has a tighter hip firing spread however it does suffer from a slower fire rate so make sure you have the drop on someone before “letting it rip”. This weapon can be found in most locations including its stock and suppressor however and is standard issue among U.A. Marines.

Raid Attachments
14 additional attachments have been added, alongside a large rebalance to the amount of attachments that can be found in raid. We also added a new feature! Adding and removing attachments while in-raid. This allows you to put on and take off attachments while the weapon is equipped in your hands. This can give a breath of fresh air to looting and allows you to improve your weapon during the process of a raid.



Shotgun BUFF
We wanted to put these weapons into the Meta to see how it lands. Currently they all deal the same amount of damage (firing 12 pellets) but only vary in spread. We personally really enjoy their new power (especially against low tier armored targets). Let us know what you think! This also gives us a perfect chance to introduce you to the new Heavy liberator, which can be found in vaults.

A.I. Adjustments
NPCs have been a topic of discussion since the very beginning! We wanted to implement some changes that prevented them from being so aggressive and highly sensitive (sight and sound) which would allow them to have a wider range of behavior. This may result in them seeming “unaware” sometimes but it allows for them to patrol, camp and even loot! Rather than them constantly charging targets. This will still happen, but at least not all instances.

Internally this has led to interesting new playstyles like sneaking up behind them and even following NPCs to nearby loot stashes. We will continue to monitor the situation as we know they can just seem clueless at times but we are excited for what this change brings!



Raider Mode V2.0
The new map Planet Killer Base and Terraformer are replacing the Mining Frigate and Merchant Ship as the new Raider Mode maps in rotation. This mode now has an increased player count (from 6 to 8) and has NPCs added. This edit is to provide players with a larger playspace and opportunity to “win big” by going for NPCs kits.

Lets breakdown the patch notes in full, we have a lot to go through!




  • WIPE (All progress is reset)
  • New Planet Killer Map
  • Guild Hideout Map
  • Raider mode maps rotation to now use The Planet Killer and Terraformer Map
  • NPCs added to Raider Mode
  • New Zero to Hero main menu character, known as Greybeard
  • You can now design your own guild patch (if you are in a guild and its creator) with 36 badge designs with 48 colour options to choose from
  • Guild patches now show on Raider, Nomad and Outlaw body cosmetics
  • Guild patches now show on most armour pieces
  • Guild banners in the main menu (dynamically changes based on guild patch)
  • New unlockable cosmetics: Bandit head and body
  • Piles of loot within the Guild Hideout are free to use (infinite items, cannot be taken out the map)
  • Central Empire Chest Plate Rig
  • Guild Beret (has a patch)
  • Guild Helmet (has a patch)
  • Heavy Liberator (shielded)
  • Silver bullion (high value item)
  • Grease Gun, Suppressor and Stock attachments
  • Klobb Drum Mag recipe blueprint
  • M45K Drum Mag recipe blueprint
  • Mat49 Suppressor recipe blueprint
  • Mat49 Extended Magazine recipe blueprint
  • Item "ale" for the guild map beer tap
  • Blue Pirate Helmet variant for the guild hideout map (to help distinguish teams)
  • Industrial toolbox lootables added in-raid
  • Hanging pressure suit lootables added in-raid
  • Large locker lootables (armour only) added in-raid
  • Klobb now has a suppressor (+2 damage), extended mag (30 round capacity) and drum mag (42 round capacity)
  • Mat49 now has a suppressor (+2 damage), extended mag (45 round capacity) and wooden stock (reduced horizontal and vertical recoil)
  • M45k now has a suppressor (+2 damage), drum mag (52 round capacity) and compensator (reduced horizontal recoil)
  • Johnson now has a compensator (reduced horizontal recoil and +1 damage) and a extended mag (20 round capacity)
  • Trenchgun now has a drum mag (12 shell capacity)
  • Starter Basic supply drop (low tier weapons and armour) 3x3.
  • Options menu has a Social tab where you can set preferences for the social stuff e.g. Allow Friend Requests, Chat Settings etc





  • Navy Outpost raid area updated - added pods and signage etc
  • Spaceport raid area art tweaks
  • If you are in a guild, you can now see your guild patch on your main menu character
  • If you are in a guild, you can now see your guild patch on your characters shoulders in-raid
  • Graybeard is now the Pirate faction trader. Calico is now the Guild trader
  • Shopkeepers are now hidden in the shadows if you are not the correct faction level to use them
  • Enhanced the in-ship console CRT screens
  • Asteroid Mine raid area improvements and additional areas added
  • Guide has been updated
  • Edited head cosmetics so theres less clipping across all helmets and berets
  • Hunter Head cosmetic proportions improved
  • Balanced the brightness of warbond and ammo icons
  • New icons for certain magazines and weapon stock items, brighter icons were rebalanced, certain icons are less noisy and are no longer too sharp
  • Bank Notes now have a unique pick up mesh





  • The exit jump gate now spawns after 5 minutes (down from 10 minutes)
  • Bandit head and body can now be unlocked
  • Multiple shopkeepers each selling items of a different theme
  • You can now vault 40% further from the railing
  • Trader items have now been changed to fit their new themes:
  • Pirate (affordable starter kits)
  • Central Empire (armour and power)
  • Kingdom Alliance (special ops)
  • United Allies (supplies)
  • Light Bag is now a level 1 recipe and requires an additional leather strip
  • The Sack Bag has been removed from crafting (since it's now in the Pirate trader level 0)
  • M50 Suppressor removed from shop but has been added to the U.A supply Crate loot pool (also still remains in the vault)
  • M1 Flak Vest has had around a 30% reduction in cost
  • Briefcase has less valuables however maps have a overall increase in valuable lootables to compensate
  • Vault red crate lootable now only has weapons with attachments
  • Green military crate now only has weapons (no armour)
  • Locker lootable now has armour only
  • Uzi and its attachments have around a 30% reduction in cost
  • PPSh is now craftable instead of the MP40
  • Hunting Knife is reduced by around 50% in cost
  • Market trade for M5 helmet is now a Light Bag instead of a Sack Bag
  • New weapon loot table for green container and red container (vault)
  • New armour and helmet loot table for locker container (varied durability and common armour) and new large locker container (full durability and rare armour)
  • MAC10 and the M50 have been replaced with the Mat49 and M1 Para within the Prisoner NPC loot pool
  • Klobb is now a .32 acp weapon
  • You can now craft .32 acp instead of 9mm at early levels
  • Klobb attachments such as the suppressor and extended mag are now craftable instead of Sten attachments
  • Klobb durability is now 75 (up from 40)
  • M45k fire rate increased from 400 to 500
  • All shotguns now fire 12 projectiles/pellets (increase from around 8) and all do 16 damage per pellet (up from around 14). Shotguns now only vary in terms of ammo capacity and spread. However, the spread has been decreased across the board (around 30%, terminator being the smallest and the sawed off being the largest still)
  • Scrappable objects now produce 20% less items
  • M16 no longer has different firing modes and is now burst only. However it has now a 12.5% reduction in recoil
  • MAC10 no longer has different firing modes and is now an automatic weapon only
  • Recipe blueprints can now spawn in red vault weapon containers/lootables and with full durability
  • Attachments can now spawn "loose" in green weapon containers/lootables
  • Container overhaul: all maps now have a considerable increase in the amount of lootables across the entire playspace. The intention is to have vaults remain the hotspot for valuable loot however we see its best to reward the player for also exploring the map, this is also to help newer players discover loot more naturally
  • M45k, MAT49, PPSh, Klobb, Sten, Uzi and the new Grease Gun now spawn on loose pistol/grenade spawner locations
  • Bandages now heal around 20 (up from around 12) over 4 seconds
  • Pirate bandages now heal around 25 (up from around 15) over 4 seconds
  • Small First Aid Kits now heal around 45 (up from around 35)
  • Pirate First Aid Kits now heal around 55 (up from around 40)
  • Large First Aid now heals 10 pain and around 80 health over 8 seconds
  • Players now start with 1 "Basic Supply Drop" which can contain a variation of low tier weapons and armour. Players also start with 32 acp ammo instead of 9 mm since that is the new ammo type for the Klobb. Starter Sack Bags have been replaced by Light Bags and there is also been an increase in ammo for both types
  • XP amount per level is the correct exponential value, we have rebalanced elements across the board, there are now much greater rewards for killing bosses/special NPCs. Player XP rewards for Zero To Hero missions is also a lot greater. We have also introduced player XP rewards from trades and added new trades that give extremely large XP rewards for the later levels (between 1000 and 3000 XP in some cases)
  • Bleeding has been reduced from 3 damage tick per tick down to 2 damage per tick for all SMGs and pistols also the chance of a bleed has been reduced from 20% to 10%. Rifles are still 3 damage per tick however their chance of bleed is down to 5%. Dart weapons remain the higher value of 3 damage per tick and around a 30% chance. Shotguns remain a 10% chance of bleed with a 3 damage per tick
  • M16 miner NPC now has a SVT40 rifle
  • Stamina recharge is now at its fastest when not holding a weapon (similar to previous recharge rates when holding a weapon), knives and grenades are 5% slower, pistols are 10%, shotguns are 15% and rifles are 20%
  • Players now start with Mat49s instead of MP40s
  • Players start with Hunting Knives that give a higher chance of junk to help with the first Zero To Hero mission
  • Players start with Brodie Helmets instead of Civilian Helmets
  • Small Container now unlocks at level 4 for crafting (down from 8)
  • Players now start with additional Mat49 wooden stocks and a Small Container
  • Faction XP takes 50% less XP overall for all factions to get to level 10
  • Certain faction raid missions (especially longer hold position/guard ones) give around 200% more xp
  • End match, raider mode no longer gives XP based on the length of time you were in a match, this was a bug, now only from kills
  • Npcs now have a wider range for the maximum and minimum respawn time (extra 100 seconds) to prevent instances of them immediately respawning





  • NPCs are now better at prioritizing targets that are closer (if they move or make noise)
  • NPCs, especially ones equipped with a pistol, shout less when in combat (they still will shout if they see a target before they engage)
  • NPCs now have shorter vision, a realistic sight cone (around 90 degrees forward) and less powerful hearing so they can patrol, loot and hide until they have a closer/definitive target (more natural)
  • Player's footsteps A.I triggers have been rebalanced for NPCs so you can "sneak up" on them/get closer if you are stalking them or sneak away without alerting them
  • When shots land near NPCs they will look around and have better vision to find targets
  • Pistol NPCs no longer headshot targets by accident when aiming for their shoulder and the target is in ADS (head is covering the intended shoulder target)
  • NPCs now spend around 30 seconds looking for a lost target (down from around 90 seconds)
  • NPCs will look at the player when shouting (rather than afterwards)
  • NPCs "shout" less when charging the player





  • Big UI rework of the main menu to incorporate the new mechanics, be more unified and help create a better flow
  • New Guild menus under the “SOCIAL” core main menu tab
  • My stats menu has moved. Now you get to it in the main menu by clicking your Steam profile icon in the top left
  • You can now click the “Profile” button on other players to see info about them
  • You can now switch between multiple shopkeepers in the Trader menu
  • Bandit cosmetics added to the appearance menu
  • Implemented a new more visual way of displaying weapon ammo on your HUD. We wanted it to feel more diegetic and analogue
  • HUD ammo counter for the flamethrower, fire extinguisher and blow torch is now a bar that goes down
  • HUD turret ammo UI was tweaked to have a more visual analoge feel (images instead of simply numbers)
  • New UI for the terminals in game e.g. airlock, ship engines etc
  • Now showing less info on each item to try and reduce noise. However, if you hover over items it will show all the info like it used to. Items equipped to your characters slots e.g. helmet, weapons armour etc will continue to show info all the time
  • Weapon items will now show a little gold “A” if they have any attachments on to make it easier to quick read if they do/don’t
  • If you have a weapon equipped in-raid you can now use the right-click menu to remove the attachement (The weapon must be in your hand/equipped to do this)
  • When looking at items in-raid, there is now a black backgrounf behind the text to help make words easier to read
  • Removed the vessle: part of the HUD intro (bottom left), to make it quicker and cleaner
  • Main menu now has control prompts at the bottom, which switch out depending on what part of the menu you are on
  • Buttons have a new style to help make it more clear whats a button
  • Weapon bench weapons attachment icons now show if a weapon can have attachments and also shows if you have attachments equipped
  • Tweaked the look and placement of some of the HUD bottom right elements (healing/bleeding, ammo count, firemode type etc)
  • Added “Drop Here To Scrap”, to the crafting menu to try to help make it more understandable
  • Removed the right-click menu remove all attachments option as it was causing issues
  • Tweaks to the end screen menu to make it more relevant to the game mode you just played. E.g. standard mode to raider mode. We also added a small section at the bottom which shows how many guild badges from other guilds you extracted with
  • The in-game are you sure you want to exit menu now shows relevant info based on what mode you are in, Standard, Raider or Guild area. Telling you how to safely extract
  • A new Social tab in the Options menu contains settings relating to: friend requests, chat, being searched for etc
  • Updated the look of Ship Storage UI in-raid inventory (Had older UI look so unified it with current look)
  • Misc tweaks across the entire UI





  • Grenade pins physics now turns on at the start of equipping a grenade so you get that jiggle, jiggle while equipping
  • Tweaked some anim tech stuff relating to switching weapons, to make the transition look a bit smoother particularly from third person
  • BAR equip animation is shorter (It no longer has a bolt pull)
  • Tweaked playrate of the BAR rifle walk and sprint anim to better fit character movement
  • BAR rifle has a new main menu holding weapon animation
  • Bren has a new main menu holding weapon animation





  • America female voice added
  • New shooting sounds for the PPSh-41
  • New reload weapon handling sounds for the PPSh-41
  • New shoot sound for the Uzi
  • New reload gun handling sounds for the Uzi
  • New shoot sound for the Thompson
  • New reload gun handling sounds for the Thompson
  • Updated the shooting sound for the Light Turret (Rustbuckets default turret)
  • Tweaked the generic suppressed shoot sound (temp tweak will come back later when get chance to do proper gun sound pass)
  • New HUD sounds when you first spawn into a match
  • New in-game open close exit menu sounds
  • Added sounds to when popup notifications appear in the in-game UI
  • Updated sounds for the airlock terminals
  • Updated sounds for doing and completing missions in-raid
  • New radar ping sound effect when the ship HUD UI changes for when able to breach or interact with salvage
  • Improved Fire Grenade pin pull sound and added more variations of it
  • More variations added for the Fire Grenade throw sound
  • Tweaked the sound that plays when a Sticky Grenade sticks to something. Also added more versions of the sound for variety
  • Updated grenade pin pull sound on the Sticky Grenade
  • Tweaks and more variety added to the Sticky Grenade explode and the Impact Grenade explode
  • Added a voice effort sound to throwing grenades which is based of the voice set you have selected
  • Grenade distance sounds are now mono for better spatialisation
  • New sounds for equipping grenades
  • Debris sounds based on material type added to explosions for grenades, explodable barrels and gas cans
  • New inventory pick up put down sounds for the grenades
  • Scrap bomb throw now has foley and effort sounds in it
  • Improved sounds on the vertical opening door in the mine
  • Improved doors sound blocking and timing of the blocking changing
  • While sprinting we now play quiet clothing moving foley sounds
  • Updated the ADS clothing foley sounds to be more subtle and have more variety
  • Vaulting now has some subtle clothing foley sounds
  • New crouch to stand and stand to crouch foley sounds
  • Added subtle clothing foley sound when you reach out to interact with things and when you reach out to pick stuff up
  • Stepping up onto ledges now has a small amount of clothing foley sound (2 set, fast and normal speed versions)
  • Added clothing foley sounds to heavy lands and light lands
  • Small clothing foley sound added when you start a jump
  • Small foley sound when the player opens and closes their inventory while in match (not hearable by other players)
  • Sounds added to the hanging meat and punchbag when you knock into them





  • Unhooked and deleted sounds from the player / bots that were no longer used
  • All pistol skelmeshes now have LODs
  • Cleaning and optimising out menus (removing older systems while implementing the newer UI)
  • Optimisations added to the hanging meat
  • Optimised the player character skeletal meshes in the main menu
  • Reduce the amount of lights generated by the Fire Bomb
  • Optimisation to Navy Outpost, now has less expensive VFX/Particles and lights that cast shadows
  • Optimised airlock dust particles to run 75% faster
  • Weapon pick up meshes now all have LODs
  • Optimised fire textures
  • Optimised reflection cube maps that were unnecessarily large
  • All raid location levels have had their texture streaming built to help improve GPU performance






  • Fixed misc crashes (client and server)
  • Fixed an issue which caused problems with XP required for the next level
  • Fixed stamina recharge being slower when not holding a weapon
  • Fixes added to grenades to prevent them sometimes going invisible when thrown
  • Fixed a bug where you could hear the impact grenade fuze sound from really far away, making it hard to tell where it was
  • Fixed a bug where the grenade fuze hiss would continue to play after the explosion
  • Fixed a bug where if you click while throwing a grenade or AP mine it would play a trigger pulled sound
  • Fixed items missing pick up / put down sounds
  • Fixed a bug where some doors would stop blocking sounds occlusion all together after they were used once
  • Fixes added to the scrap bomb damage system so it should produce more consistent results
  • Fixed a bug where the guide menu in-game would not load data correctly when first opening, leaving you with a bunch of default values
  • Fixed bug where the end screen would show MG42 instead of Heavy MG42 if killed by heavy one
  • Fixes added to help stop shooting audio cutting off when mag dumping large mag sizes
  • Fixed truck engine spot ambience flipping between ears when you are close to it
  • Fix so hand now doesn't reach out for drop pod extracts in raids, interfering with the full body using animation
  • Fixed bug where the wrong attach and detatch sounds were getting played on a bunch of the new attachments
  • Heavy Liberator now has stats
  • Fixed a bug with melee weapon animation sets where if you ADS while moving it could switch to a gun holding pose
  • Fixed misc spelling mistakes
  • Certain 2x1 magazine items were horizontal rather than vertical, this is now fixed
  • Required item/ingredients for crafting recipes no longer have sqaushed icons (for example Toolkit and Fuel)
  • Weapon icons now have the correct brightness (matching other icon types)
  • Fixed a bug where if you draw a Luger while it was empty the weapon toggle wouldn’t look correct until after the equip anim had finished
  • Fixed the hover over other players to see their name in the main menu not working anymore
  • Fixes added for an issue that would effect stacks of starting ammo and bandages after one raid
  • NPCs will spend less time looking through the floor when search for loot
  • Fixed an iso container in the merchant ship which caused the players weapon to be blocked


We hope you enjoy this update and as always if you encounter any issues/bugs or have any suggestions, please let us know in Discord. We always appreciate any feedback and reporting issues helps us find and fix them!

Dash or Die, Marauders!

The SIG team



Guilds Update Announcement / P.T.E 2.0 Activity

Good day Marauders!

We have great news, the GUILDS update will be launching this coming Thursday! (14/12/2023) This is due to the recent P.T.E only revealing a few issues that we are already in the process of fixing.



We can't thank all the players enough for their reports including the moderators and vanguards who joined in to help process it. It has resulted in a much smoother update and we can't wait for everyone to play! (really cool to see hundreds of guilds already!).

This does mean we will be taking the Guilds P.T.E. 2.0 down over the next hour but you won't have long until you can build your guild, officially!.

We will take this opportunity to highlight whats coming in the GUILDS update (full patch notes will be on the day of launch)


  • Guild Creation (up to 50 players)

  • Guild Hideout (Level up your private base by collecting enemy guild patches for you and your members)

  • Planet Killer Base (new standard and raider mode nuclear weapons facility location)

  • Full Wipe (all progress is reset, this is necessary for all the new features)

  • U.I. Overhaul (Create crews and join guilds through our new overlay system)

  • Grease gun and Heavy liberator

  • Shop Refactor (All traders are always available, no longer on rotation with new shop items.)

  • Shotgun Re-balance (a far more dangerous weapon type)

  • XP Overhaul (exponential levelling with more ways to gain XP)


We hope to see you in this coming update and we look forward to delivering more content in the immediate future.

GUILDS P.T.E. 2.0 (Public test) Launched!

Hello again Marauders!

We found that first P.T.E incredibly useful and are extremely happy as a development team with the results. We see a bright future as we continue to do more PTEs in the future. We really appreciate everyone trying out GUILDS P.T.E 1.0 as it exposed important issues that needed fixing. We have spent this last week refining the upcoming update, addressing the reported issues and adding some quality of life.



We think it's important to run a second public test (for a few days depending on it's success) to see how these recent changes have worked, check the remaining bugs and confirm any stability fixes. You will probably still encounter bugs and have suggestions, which you can let us know about in our Official Discord, under the pte-guilds channels.

If you wish to join in make sure to right click on "Marauders" in your steam library and pick the P.T.E in the "betas" tab that will begin downloading this version. (anyone is eligible).

There’s a lot to cover so let's get into the patch notes of GUILDS P.T.E. 2.0 (Changes since P.T.E. 1.0) :



XP Revisited
Issues became clear during that first Public Test Environment that the XP requirements per level were definitely not as intended and were in fact “broken”. This resulted in very small differences between the early levels and flatter amounts later on, when they were supposed to be exponential.

This has now been addressed. However, to prevent it feeling like we have just increased the amount of XP needed we wanted to make sure the player has several methods to gain XP to compensate. For example: You can now gain XP from completing trades (with certain ones having high XP amounts). Done a huge rebalancing for certain NPC kills (Like the Warden giving over 1000 XP) and larger gains from completing missions in the Zero to Hero campaign.

We hope this results in a more consistent experience with opportunities for exciting revelations!
(Please note; we will be revising faction XP requirements in the near future so it has the same potential)


A.I. Adjustments
NPCs have been a topic of discussion since the very beginning! We wanted to implement some changes that prevented them from being so aggressive and highly sensitive (sight and sound) which would allow them to have a wider range of behavior. This may result in them seeming “unaware” but it allows for them to patrol, camp and even loot! Rather than them constantly charging targets, this will still happen but at least not all instances. Internally this has led to interesting new playstyles like sneaking up behind them and even following NPCs to nearby loot stashes. We will continue to monitor the situation as we know they can just seem clueless at times but we are excited for what this change brings!

Return of Region Select
We re-enabled the ability to choose your region for Standard and Raider mode and increased the efficiency of our backend. With the increase in speed in Europe we decided to merge EU East & EU West into one region EU Central (You should get the same if not better ping). We also added a new region selection for the Guild Hideout. Allowing you to pick which region you want to launch the guild hideout in, letting you to choose a region that give the best ping for the guild members that are going to be playing.

NEW
Options menu has a Social tab where you can set preferences for the social stuff e.g. Allow Friend Requests, Chat Settings etc


ART
New icons for certain magazines and weapon stock items, brighter icons were rebalanced, certain icons are less noisy and are no longer too sharp


BALANCING

  • XP amount per level is the correct exponential value, we have rebalanced elements across the board, there are now much greater rewards for killing bosses/special NPCs. player xp rewards for zero to hero missions is also a lot greater. we have also introduced player xp rewards from trades and added new trades that give extremely large xp rewards for the later levels (between 1000 and 3000 xp in some cases)
  • Guild beret now only scraps junk. guild helmet only provides metal scrap or junk
  • NPCs (especially ones equipped with a pistol) shout less when in combat (they still will shout if they see a target before they engage)
  • Bleeding has been reduced from 3 damage tick per tick down to 2 damage per tick for all SMGs and pistols also the chance of a bleed has been reduced from 20% to 10%. rifles are still 3 damage per tick however their chance of bleed is down to 5%. dart weapons remain the higher value of 3 damage per tick and around a 30% chance. shotguns remain a 10% chance of bleed with a 3 damage per tick.
  • M16 miner NPC now has a SVT40 rifle
  • Stamina recharge is now at its fastest when not holding a weapon (similar to previous recharge rates when holding a weapon), knives and grenades are 5% slower, pistols are 10%, shotguns are 15% and rifles are 20%.
  • Players now start with mat49s instead of mp40s
  • Players start with hunting knives that give a higher chance of junk to help with the first zero to hero mission
  • Players start with brodie helmets instead of civilian helmets



AI

  • NPCs are now better at prioritizing targets that are closer(if they move or make noise)
  • NPCs now have shorter vision, a realistic sight cone (around 90 degrees forward) and less powerful hearing so they can patrol, loot and hide until they have a closer/definitive target (more natural)
  • Player's footsteps have been rebalanced for NPCs so you can "sneak up" on them/get closer if you are stalking them or sneak away without alerting them
  • When shots land near NPCs they will look around and have better vision to find targets
  • Pistol NPCs no longer headshot targets by accident when aiming for their shoulder and the target is in ADS (head is covering the intended shoulder target)
  • NPCs now spend around 30 seconds looking for a lost target (down from around 90 seconds)



UI

  • Changed “Play” (login) and “Exit” buttons back round to what they were like in live
  • Region selection is now enabled in the main menu for Normal and Raider mode
  • Region selection is now available in the guild menu so you can pick where you want to launch your guild hideout
  • Tweaked the look of the is ready button when a crewmember to make it more obvious
  • When switching pages on guild search, now auto scrolls back up to the top of the list
  • As Raider mode doesn’t have missions or guild badges in it, we removed those elements from the end screen on completing a Raider mode match
  • New social tab in options menn, ontaining settings relating to chat: e.g being searched for etc
  • In the Guild Edit menu no longer need to press the confim buttons for changing “Is Public” and “Invite Type”, also tried to make it more clear that you do need to press the Apply button for changing guild patches and tag
  • Updated the look of Ship Storage UI in-raid inventory (Had older UI look so unified it with current look)
  • Misc tweaks across the UI



SOUND

  • Added hover over sounds to the buttons in the left bar (friends, chat etc)
  • New radar ping sound effect when the ship HUD UI changes for when able to breach or interact with salvage






  • Fixed bugs relating to inventory items getting wiped
  • Fix for a timed out matchmaking state causing problems where the start / cancel match buttons would part cancel out and not work anymore
  • Fixed a bug where Guild / Freebooter wouldn’t be detected correctly if your guild was set to not public (This would have caused you to not get guild points when you left a match with other guilds patches)
  • An issue with XP balancing has been addressed so it’s now the intended exponential value
  • Fixed a bug where a “Message” button would show up on yourself in the guild members and it would cause you to crash if you used it
  • Fixed stamina recharge being slower when not holding a weapon
  • Fixed a bug where you could get into a guild even if it currently full
  • Fixed a bug where in the guild search results, the join type could fail to load, causing a bunch of join problems
  • Fixed a bug where leaving the guild hideout using the exit menu button would trigger the wrong end match screen
  • Fixed a bug where money would be taken but the UI wouldn’t update (For example when repairing items, buying appearance unlocks etc)
  • Fixed a bug where the friends list black background could get stuck up if you went to a match while it was open
  • Fixes added for a bug where crewmembers would retrigger their Raidermode cooldown if they went into another match as a crewmember after having done a Raider mode by them self the match before
  • Fixes for the crew timers for going to match issues (showing when they shouldn’t have, continuing when they should have stopped etc)
  • Fixes added for a bug where when you first join a crew you cannot see other crewmembers in your background
  • Fixed bug where you could unlock American female voice when you shouldn't have been able to
  • Fixed M45 compensator not attaching to the M45
  • Fixed bug where the wrong attach and detatch sounds were getting played on a bunch of the new attachments
  • Klobb wielding NPCs now have .32 acp ammo instead of 9mm in thier pockets
  • Heavy Liberator now has stats
  • Fixed camera positions for the Klobb attachments in the weapon viewer
  • Fixed camera positions for the M45 attachments in the weapon viewer
  • Fixed camera positions for the Trench shotgun attachments in the weapon viewer
  • Fixed camera positions for the Jhonson attachments in the weapon viewer
  • Fixed camera positions for the Mat-49 attachments in the weapon viewer
  • Fixed camera positions for the Delisle attachments in the weapon viewer
  • Removed the stock attachment category for the Klobb in the weapon viewer as we don’t currently have any stock attachments for it
  • Fixed a bug with melee weapon animation sets where if you ADS for a while while moving it would do a gun holding pose
  • Fixed a bug where other players icon would get stuck in your top left if they or you left a crew
  • Fixed bug where sometimes the name wouldn't fill in the notification part of the UI e.g. sending invites to people
  • Fix for crew members still being set as “ready” when they come back to the main menu after a match
  • Fixes for not being able to get a 4th person into your crew, when you try to invite them through the friends menu and not the guild menu or profile
  • Fixed a bug where the friends menu tabs wouldn’t visually set as selected correctly
  • Fixed a bug on a persons profile where their head and body appearance slots could show as as “none”
  • Fixed buttons on the bar on the left getting stuck in a selected looking state
  • Fixed misc spelling mistakes
  • Fixed the rotation of weapons in the background Guild menu characters being wonkey
  • Fixed a bug where in the main menu if you updated your guild patch design, it wouldn't update on your character in the menu until you came back from a match
  • Certain 2x1 magazine items were horizontal rather than vertical, this is now fixed
  • Required item/ingredients for crafting recipes no longer has squashed icons (for example Toolkit and Fuel)
  • Weapon icons now have the correct brightness (matching other icon types)
  • Fixed a bug where when you draw your Luger if it was empty the weapon toggle wouldn’t look correct until after the equip anim had finished
  • Fixed a bug where if you joined a crew for a standard game and you were on Raider mode when you accepted an invite into a crew, none of the player slots at the bottom would show for you
  • Fixed the hover over other players to see their name in the main menu not working anymore
  • Fixes added for an issue that would effect stacks of starting ammo and bandages after one raid
  • Found an issue where the badges required for leveling up guild's was not the correct value
  • Npcs will spend less time looking through the floor when search for loot



Again big thanks for all your help, we hope this new P.T.E will be a lot more stable and bug free than the previous one and it take us one step closer towards the GUILDs launch to live branch. We will let you know of any activity in regards the the P.T.E. including when it will shut down.

Remember you can submit bugs and suggestions through out Official Discord! (look for the pte-guilds channels)

See you space pirates…

S.I.G.


GUILDS P.T.E 1.0 Status

Good day Marauders!



We are extremely thankful for the amount of players jumping into the public test already and the feedback so far has been invaluable, however we will have to end this test sooner than expected so we focus on the issues that have already become apparent.

The current P.T.E will be disabled tomorrow (Sunday 3rd December) around 13:00 G.M.T. with a plan of having Guilds P.T.E. 2.0 up in the coming days.

Thanks again for everyone's patience and we will make sure to inform you of any P.T.E activity.

S.I.G.