We have a fresh hotfix for you, with changes and bugs that surfaced from the Excavation update.
High level overview is that we have reduced the time it takes to heal (back to pre-excavation amount) and fixed a few bad bugs that arose: Being pulled into the wrong region in matchmaking, getting stuck in a death screen on breaching and falling into the void when spawning into a match.
We have heard all the feedback loud and clear and will be addressing them in a timely manner, in the meantime look forward to a hearty dev blog discussion about our intentions in the coming days.
FULL PATCH NOTES
Known Issues
It has come to our attention that the fix implemented for the Blowtorch in the Depot container did not work as we hoped. We will address this as soon as possible!
BALANCING
All consumables have had their "time to use/heal" reduced by around 40% to 60%. The same amount of health can now be healed in less time.
Morphine now heals 4 points every second for 4 seconds (over a 100% increase).
Players inside ships now take 5% of external damage (down from 7%)
The MG42 has been swapped with a commando bag at lvl 8 Central Empire faction shop.
The Flak Turret now has 4 ammo capacity before needing to reload.
Nuclear Launcher now does 1600 area damage (down from 3000).
The depot container (that can spawn the blowtorch) no longer has random durability or ammo amounts (always full condition). Note - this fix did not work, we will resolve this as soon as possible
SOUND
Lowered the drill sound in the Mining Frigate.
Tweaked the attenuation distance of a handful of sounds.
OPTIMISATION
Levels for ship interiors are now soft reference to drastically increase the speed of their loading (start of match).
FIXES
Fix for people getting pulled into USA East region instead of what they picked.
Fixes added to help any "slow loaders" and prevent people “falling into the void”.
Fix for the pod damage “You Died” screen coming up on breaching.
Attachments on weapons no longer give the incorrect value.
Weapons now update image/values more reliably when changing information e.g add removing attachments
Fixed a bug with space gate UI where it could overlap if you backfilled into a match.
Fixed ban appeal website links not working.
Thanks for reading, see you in space!
Marauders Update - Excavation
Greetings, Marauders!
Good day fellow Marauders, welcome to another large update! This time we’ve taken a focus on adding more layers to our current mechanics to push the intense hardcore aspect of the game, but we made sure to include a healthy amount of quality of life additions, kindly requested by our outstanding community (easily no.1). This included everything ranging from a new boss to a brand new matchmaking system.
The new map, the Mining Frigate, takes front and center of our update and the team can’t wait to see your reaction. If you enjoy a rush of fear and adrenaline…We can't say we didn't warn you, this is easily our most immersive raid location yet. This update marks a huge milestone for the team, and allows us to start delivering updates faster and more efficiently. We will discuss this more in an upcoming dev blog in the next few weeks. But until then, here are the Patch Notes! in full:
Known Issues
////////////////////
Steel Series Collab skin - There is currently an issue with the SteelSeries skin not registering. The Team is looking into this issue.
If you come across any issues, please submit them through the official channels! Discord has the Support channel for all of your bug reporting needs!
Main Additions
////////////////////
Region-select Matchmaking: Players can now select which region they want to matchmake into (from their best two regions based on their ping). Depending on feedback we may increase this to 3 however we feel this added flexibility with the removal of automatic ping selected matchmaking, resulting in shorter queue times. It should also provide a much more stable experience throughout the entire matchmaking process.
Mining Frigate Raid Area: A full rework of our first-ever map made internally during our pre-production phase. This is a breach-only location and features a frigate latching onto a valuable asteroid using its drill equipment to smash through to the core. A haunting mix of rock and steel, good luck surviving this labyrinth of death.
Escape Jump Gates: The jump gates used to extract from space in your ship (or pod) are now dynamic. They are no longer present at the start of the match, and you will either have to wait until they arrive, or reach the gate controls within any raid location to call them in immediately (including Merchant ship and Capital ship). Currently set to automatically arrive 15 minutes into a raid, you can trigger an early arrival by visiting any control room. Once again, we will listen to feedback and adjust if necessary, however, internally we feel this has created new and interesting combat scenarios giving all players a much more rewarding experience.
The Warden: A new boss has been added to the Penal Colony, taking harbor in the safe rooms during the lockdown triggered by the prisoner riots. As is tradition, you can also unlock the Warden's cosmetic if you can tally enough kills! Beware, he is wearing the strongest helmet in Marauders history! So what are you waiting for… Can you find a way to unleash the Warden and his crew of deadly guards?
SPP1: The first in a new weapon type, the SPP1 is a dart firing pistol. In Marauders these weapons will cause high damage and naturally be silent, but suffer from lower ammo capacity making them the ultimate risk/reward tool. We look forward to adding more to this devastating new category.
MAS 44: The MAS 44 is the United Allies new high powered standard issue rifle, and the first 10 round 7.62 ammo weapon. Much like its SVT-40 or Johnson counterpart what it makes up for being semi automatic, it clearly makes up for in stopping power! Keep an eye out for it the next time you visit the Colony Cruiser.
Weapon Attachments: Lots of new weapon attachments have been added to the game with the addition of a new feature that allows spawning of these attachments on any weapon within the vault. Will you get lucky and score the new deadly Bren drum mag and the spider web sights?
Healing Rework: Healing is now visually replicated with animation and sounds being able to be seen and heard by other players. We’ve also made it so you have to be more tactical when you choose to heal. You can no longer shoot, sprint jump, reload, or interact with items while healing but you can cancel out of healing at any time by (left clicking). We added new animations for using aspirin and morphine, and have a lot more planned; we will be expanding this mechanic to include health and stamina burn (pain and fatigue) to heal over time in the coming weeks.
Bleeding can now also occur based on walking into barbed wire, and the type of weapon you are shot with. The lower the caliber, the less chance of a bleed. However don’t fret, bandages and first aid kits can stop it in its tracks. Bleeding can not kill the player, only bring it down to a very low level.
Unique Interactions: We have continued our push for adding unique and interesting interactions into Marauders. With this update we have added a Jukebox, gramophones, steam trap, small elevator, cash registers, and our personal favourite, the slot machine (risk your hard earned silver coin for a chance to take home a bag full of gold). We have also added more secrets, but those you will have to find for yourself!
NEW ////////////////////
Hit registration failsafe (Server will backtrack client hit locations to ensure it’s registered).
Raiders can deploy mines at the start of the raid (Asteroid Mine, Spaceport, Terraformer and Mining frigate).
Jukebox (change for your favorite track).
Gramophone (shoot to keep it quiet).
Steam Pipe Trap.
SPP-1 Pistol.
MAS 44 Rifle.
Secrets (shhhh).
ADS animation no longer interrupted when firing (except for trench gun, Welrod and the Mosin).
Attachments spawning on weapons in containers (weapons in the vault have a chance to spawn with attachments).
Small elevator added to the Penal Colony central tower.
Mining Frigate (Breach only raid location).
Single P.O.I. (There is now a chance a single dockable raid location can spawn in the middle of space alongside multiple breach only locations).
Additional raid location combination Terraformer with the Navy Outpost or Asteroid Mine.
New Chocolate Spice Item.
New Heavy Riot Helmet item.
New Dart Ammo type.
Warden boss with Shield and Shotgun Crew.
2 additional airlocks for Colony Cruiser.
Escape gate arrives after 15 minutes but can be triggered at any time within any raid using the gate control panel.
Attachments for the Bren, SVT40, Krasa, M1 Para, M16 and Viper Mk1.
M712 suppressor now works on P08 luger.
Attachments now show on pickup meshes (dropping weapons).
Slot machine added to the spaceport bar.
Breach Damage (Players are now damaged more if breaching a frigate that scales with the ship’s health).
Cash Register (Loot for Silver Coin).
All locations now have a space gate control panel/room (for calling the space escape gate).
Security office added to Navy outpost.
Security office added to Merchant Ship.
Enemy Flak turret can now spawn in space.
Warden riot helmet item (level 13 armour).
Thompson special (a suppressed variant of the Thompson).
Welded vault door added inside the REDACTED.
3 raid missions for the Mining Frigate.
All weapons can now cause bleeding, bleeding does not kill the player (stops at 10% health) bleeding does 3 damage per second and lasts 60 seconds.
Uzi Metal Stock re-added.
All loot from lootables now has varying durability damage and ammo except for vault containers.
New cinematic hud UI option under the gameplay section of the options menu (turns off the entire hud as a player, in a ship and as a pod. you can still access the inventory menu and exit menu).
ART ////////////////////
Hut structures added to central terraformer farms (2 storage and 1 medical).
Leather basketball.
Warden appearance.
Scrap and flash bomb has a fuse effect to make them easier to track when thrown.
Suppressor for mp40 improved.
Johnson rifle magwell.
Riot Helmets (various types).
Collision updates on various meshes.
Steel Worker appearance (Steel Series partnership DLC).
BALANCING ////////////////////
Head hitbox scale is now more accurate to prevent false positives on hit registration (head collisions for both the player and NPCs).
Players now take around 65 damage when breaching a full health ship (and scales down), however if the player is 15 health or under it won't apply any damage.
Colony token has been removed from UA marines and placed on dead colonist.
Flak projectiles now have a 1.0 second fuse time, reducing the flak turret range by 30% and has 6 shots before reloading (down from 8) however reloads 1 second faster. (3 seconds down from 4).
25m dual turret now has 8 ammo instead of 6.
75mm turret now has 3 ammo instead of 1 and deals 120 damage per shot but has a 3 second reload time.
Doubled the amount of items that can spawn in a rare space salvage container.
Doubled the amount of containers in all vaults.
M16 fire rate reduced from 700 rpm to 600 rpm.
All Zero to Hero missions no longer require a specific raid (except for ship impoundment), for example the commando major mission now accepts any commando.
40mm ammo spawn rate reduced by 35%.
China lake damage has been reduced by 45%.
China lake firing speed has been decreased by 200%.
M50 reising now deals 30 damage down from 34.
There is no longer a short delay after a reload where you can’t fire.
Junkscrap can now spawn in common lootables.
M50 suppressor now does 1 extra damage instead of 2.
M50 compensator no longer deals damage only recoil reduction.
M50 reising no longer has an automatic fire mode (single fire only).
There is a new "uncommon" loot pool created for the green container, locker and loose spawns. This has less high tier items, reserving the best gear for the vault.
All weapons now have varying degrees of reduced walk speed whilst ADS. Pistols have 60%, SMGs have 50%, rifles have 40% some exceptions like the MG42 and China Lake have 35%. The Viper MK1 is the fastest with 65%.
Barbed wire causes bleeding.
All consumables (except for morphine, meth, aspirin and spice) have had their healing amount reduced by 50% but healing time doubled (heal the same amount but takes twice as long).
Shotguns and knives have around 50% chance to cause bleeding, pistols and SMGs are around 20% and rifles are 10%. The SPP-1 has a 35% chance.
Melee NPCs now "lunge" forward more when trying to stab.
Aspirin now unlocks instead of the bandage at level 6 Kingdom Alliance trader.
Brodie helmet for the Kingdom Alliance trader now unlocks at level 3.
All traders now sell bandages at level 0 (zero).
Bandages, small and large first aid kits have had their value increase by around 50% to 100%.
Breacher Scout has had its cost increased by around 35%.
The Terminator and 12 gauge ammo for starting gear has been replaced with 4 Klobbs and stacks of 9mm ammo, the amount of sack bags has been reduced by 1.
The Johnson recoil is now closer to the value set, this was being overly reduced by a bug.
Default single turret damage is reduced by 12%.
Nuclear material and the gold bullion have had their spawn chance reduced by 50% but their value increased by over 300% (to be more rare and valuable).
Bandage recipe now requires disinfectant and synthetic scrap to craft.
Small first aid now requires fabric instead of synthetic scrap and 2 disinfectant to craft.
The BAR requires an additional toolkit to craft.
The BAR extended mag now requires a reinforced metal sheet.
The Uzi wooden stock does less vertical recoil control but horizontal remains the same (to allow the metal stock to provide the strongest vertical recoil control).
Loose pistol spawns do not have the random durability damage and ammo amount.
Interact distance for dead colonists has been shortened to 200 units (down from 300).
Nickel ore now has a 50% spawn chance.
Toolboxes don't effect the durability of spawning items such as the blowtorch.
Rustbucket/starter frigate starter gear (luger and pouch rig) not affected by random durability.
Increased the chance of large asteroids to spawn in space by around 20%.
SVT40 Scope zoom adjusted to be in line with the M16 Scope.
AI ////////////////////
NPCs no longer have their vision blocked by railings, glass or fences. They will now attempt to shoot the player through these objects.
NPCS spend less time calculating moves and spend less time looking for the player the wrong direction (this however can still occur, just more rare). This does result in them generally being more deadly.
UI ////////////////////
Main menu new matchmaking region select UI (press the cog button next to the launch button to open a drop-down of regions).
New UI in top right of the HUD to tell you when/if the escape gate has arrived.
In the main menu you can now remove all attachments or specific attachments from a weapon via the Right-click menu.
If bleeding you get an icon in the bottom right of the HUD and in the inventory screen.
In the controls options menu changed the UI side of the sensitivity options to give you more control (your sensitivity should be the same as when you last played).
Gameplay settings menu now has a cinematic HUD option available (shows no HUD at all when you play, but can still access inventory and exit menu).
Audio options menu now has the ability to select which microphone you want to use.
New UI for when a tournament is high stakes.
Stats menu updated with the new Warden AI type, also tweaked layout a bit.
Added new Warden cosmetics to the appearance menu.
In crafting menu if a weapon recipe does not use ammo, we no longer show n/a for ammo type e.g. shield, grenade
The guide now contains the new Mining Frigate raid area.
If you have the inbox open in the main menu it will now nicely fade out when you get sent to a match.
Tweaks to the in-game HUD to make it a bit cleaner.
Made the crosshair when in space stand out more.
Tweaked the way we do the build ID to work with the upcoming move to more frequent updates.
ANIMATION ////////////////////
Adjusted the animations for when you put attachments on weapons in the main menu workbench.
Updated animation for using a bandage.
New animation for using morphine.
New animation for using aspirin.
New reload for the M1 Para extended mag.
New reload anim for the SVT drum mag attachment.
Tweaks to Bren walk animation.
New animation for Bren drum mag reload.
Updated animation set for the Johnson (to go along with its visual rework).
Terminator shotgun now has a shorter equip animation.
M45 now has a shorter equip animation.
PPSH now has a shorter equip animation.
M1 Para now has a shorter equip animation.
Bren now has a shorter equip animation.
Flamethrower equip animation decreased by 10% (faster equip).
SOUND ////////////////////
New in-game ambient music (in multiple places e.g. spaceport bar and gramophones).
New sounds for when you remove attachments via the right click-menu (with reverb in workbench menu and without in the normal gear right-click menu).
Weapon attachment sounds are now per attachment instead of per weapon attachment slot (so can now do things like uzi wood stock and uzi metal stock sounding different).
Effort voice when you land from a larger fall.
Effort voice when you swing a melee weapon.
Effort voice when you vault/mantle.
Effort voice when you vault/mantle while running.
New sounds added for when you buy a ship from the hangar shop.
Selling ships now has a unique sound per ship type.
Added some subtle ambient background sound to the main menu.
Updated sounds for the Johnson reload.
Updated sound for the Johnson equip animation.
New ambient sounds and background soundscape added to Prison raid area.
Scrap Bomb has a fuze sound when you throw it (before it explodes), to help you identify its location.
Updated French male voice set so it uses the same post effect that the other voice sets have.
OPTIMISATIONS ////////////////////
Optimisations for the security cameras.
Optimisations for fire traps (e.g. in Capital Frigate and Penal Colony).
Optimized french male voice lines.
FIXES ////////////////////
Fixes for crashes.
Fixes for exploits.
Fixes for hit reg issues.
Fixes for collisions.
Fix for a bug where in non-english languages you couldn't switch between appearance category tabs.
Fixed bug with Red Baron where they would have a 20% chance of aiming at no bones of a target.
Fixed for a bug that would have weapons remain on screen when swapping between 3 weapons.
Fixed some smaller assets blocking sound.
Fixed spelling and grammar issues across the UI.
Mac 10 heavy barrel mesh is now rotated the correct way.
Fixed setting active on different ship types not playing the correct sound.
Fixed grenade recipes being in the weapon attachment tabs.
Fixed blowtorch spelling inconsistencies.
Fixed replication issues with the AP mine.
Fixed AP mine flesh SFX and VFX effects when shot at.
Fixed bug where if an in-game inbox message had no image it would scale weirdly.
Fixed an issue where the Central Empire trader at level 10 wouldn’t sell a SVT40.
Fixed Flashbangs not being able to passthrough gratings/windows to trigger flash effect.
M16 iron sights are no longer misaligned when leaning.
Fixed bug where some rifles had the wrong empty ammo pull trigger sound.
Fix for visually grenades and mines getting stuck in your hand sometimes.
Fixed bug with weapon attachments being visible when you are using the pilot seat.
Fixed bug with weapon attachments being visible when you are using the gunner seat.
Fixed bug with weapon attachments being visible when you are using the camera stations in ship.
The heavy MG42 shield no longer blocks A.I. vision.
Fixed Flak cannon's name overlapping the above turret description in the raider dreadnought stats info, in the hangar tab.
Fix bug where ship stash wouldn’t be correct UI in main menu for crew members after being disbanded or leaving a crew.
Keep an eye out for upcoming announcements for our next Dev Blog where we are going to talk about our development plans and new schedule. It’s going to get SPICY!
And that’s it for today’s patch notes! Get out there and take out the Warden, battle in the Mining Frigate, and loot EVERYTHING!
Marauders: Excavation Update - Date Announcement & Pre-Patch Notes!
Attention all Marauders!
The Excavation Update is coming July 4th! Check out the Trailer HERE!
Board the Mining Frigate, a breach only location known for its riches to be found at the bottom of the mine! But be warned, the fight for this loot will be deadly and you may not make it out alive.
The Mining Frigate is not the only location you will want to loot! Return to the Penal Colony to hunt the Warden, our newest Raid Boss. The prisoners locked away their captors in their revolt, but now it’s time to release them! But beware, the Warden will not discriminate you from the Prisoners that locked him away.
Before we get into the “Pre-Patch Notes” we have a few statements we would like to make.
“We know we teased a ‘Solo Queue’ system last time we spoke, but we have had to delay that feature. We are sorry for anyone looking forward to it, but we are focused on establishing a more robust matchmaker before making a big adjustment like this. It is currently still on the development path, so once we are happier with Matchmaking overall, we will introduce Solo queue options.
We also took some time to look at the original vision of Marauders and realised we were stumbling into too much of a “Movement Shooter”, making it much less hardcore than we originally wanted. We are looking to make changes to combat and engagements to make things more tense and far more tactical. You’ll see the beginning of these changes in the Excavation update, coming July 4th.
To wrap this up, we have some big updates to announce regarding our Development process! We’ve heard you when you let us know that the longer gaps between updates can feel a bit too spaced out. So we are switching things up. From here on out we will be releasing smaller updates every 2 weeks, with our major beats still happening every 8 weeks. This means a couple of things will be changing. More balancing, bug fixing, small adjustments to features and weapons will be coming more often in the smaller updates, with larger features and maps etc. coming in the major beats. More on this to come!” - Mac
Below is a list of some of the features and changes coming to Marauders in the Excavation Update!
Mini Mine/Mining Frigate - Breach only map location.
Region Select & Matchmaking refactor (solving those cursed long search times!)
Warden Penal Colony Boss and Unlock-able cosmetic.
2 Additional airlocks for Colony Cruiser.
Jump Gate Spawning (Gates are delayed until later into the match however can be called in any time inside raid locations).
Slot Machine (Spaceport Bar Area, risk your silver coins for gold!)
New Healing system (more hardcore).
Healing Replication (see and hear others healing).
Bleeding (shotguns and dart weapons cause it the most).
Zero to Hero re-balance (less missions require specific raids, less context sensitive, navy majors are needed no more for example).
15+ New Weapon Attachments.
Chance of single central POIs. For example, just the Navy Outpost, but still has chances for breaching raids around it.
Attachments have chance to spawn on Weapons in the Vault.
Vault Buff.
ADS movement balancing (lighter weapons allow faster aim walking, larger weapons are slower).
More Unique Actors/Puzzles/Hidden locations.
SPP-1 Pistol using the new dart ammo (pistol spawns).
MAS-44 7.62 Semi Automatic rifle (U.A. Marines and Vault drops).
Thompson Special (integrated suppressor).
We will see you on July 4th for the Excavation Update and the full Patch Notes!
Dash or Die, Marauders!
- The SIG Team
Marauders Merch Store is Live!
Hey Marauders!
Get geared up and Maraud in style! The Trader is now taking orders for your very own Marauders merch!
The Marauders Merch Store is up and running. We've been keen to make some cool designs to celebrate the game for some time, and we're thrilled to finally have a store up and running for you.
Plant your Marauders flag wherever you go and add some serious attire to your wardrobe.
Check out our Hoodies, Interceptor t-shirts and more!
Welcome to our Fourth Dev Blog! We hope you enjoyed our first twitch drop campaign being released alongside our United Allies update! This will be the first of many, and we are pleasantly surprised by the reception with over 120,000 people taking part, amazing….. We look forward to delivering you more in the near future.
June Update - Mining Frigate
We are looking to drop another content patch in June, as we believe keeping a fast pace with development will earn our community's trust with solid progress. This update will include the Mini Mine (officially known as the Mining Frigate), a breach only P.O.I. near the Colony Cruiser raid location. We are also happy to announce this will include the first pass of a solo queue feature (solos only). This is something that is highly requested and we can’t wait to see how it influences the game. For balancing reasons this will most likely be a single P.O.I raid system (rather than the current double) but we will be experimenting with it until it’s right.
Weapons
The June update will also include new weaponry such as the MAS-44, a 10 round capacity 5.56 semi-automatic rifle, and the SPP-1, a silent but deadly 4 chamber dart pistol which will include a new ammo type, darts. The MAS-44 will replace the M16 as the U.A. Marine high damage weapon and the SPP-1 will be a rare gem to find throughout all raids. The dart ammo type will open the game to more weapons in this category such as the awesome APS underwater rifle and a mysterious SMG variant.
Planet Killer Base
After June we will moving onto development of a brand new docking raid, codenamed: Planet Killer Base. A United Allies Nuclear Missile Launch facility, usually deployed just out of range of their enemy target and firing multiple warheads until the job is done. Here is some progress that our art team has been making on this beast of a structure.
Tournaments
New Tournaments have just dropped, the Fallen Empire and the Blood Nomad. Fallen Empire tasks you with killing commandos in short intervals (6 hour resets), for a chance to earn ammo and medical supplies. The Blood Nomad is a weekly challenge where you can earn a brand new head cosmetic, and a large supply drop. The Blood Nomad requires the purging of raiders, which typically patrol in the Asteroid Mine, Terraformer and Space Port.
Merchandise Store
We are also happy to reveal that our Merch store has just launched! We know you have been waiting patiently for it, so thanks for holding on. We are hoping to continue to add new goodies regularly for the foreseeable future, so don’t be afraid to request new products with our Community team on Discord.
Bonus Experiment: Slot Machine
We have enjoyed all the positive feedback around our implementation of “unique actors” that provide various interactions throughout the maps, such as the vending machines or hidden locations. We will continue to add new variants with every raid including this; Spaceport slot machine, where you can risk it all in a chance to obtain a gold rush. Just make sure the coast is clear first….
We have received a ton of feedback regarding the Colony Cruiser. This raid was intended to be a “hot” location for PVP, and this is something we don’t want to mess with too much. However, we will be adding 2 more additional airlocks, and an easier flow around the sewer to prevent too much congestion. This, with the inclusion of the Mining Frigate raid nearby, should put the Colony Cruiser in a much better place for everyone.
- The SIG Team
Marauders Gun Insider | Stoner 63 | Royal Armouries
Hey Mauauders!
We're back with another game insider video at Royal Armouries!
The Stoner 63A made its Marauders debut with the United Allies update.
This assault rifle fires 5.56 calibre rounds, boasts 28 damage, 14 recoil, and a capacity of 30 rounds.
Check out the full video for some key insight on this brutal piece of your arsenal
Marauders Update - United Allies - Hotfix #03
Greetings, Marauders!
We’ve deployed a patch addressing the following issue which surfaced with Hotfix #02:
VOIP stops working after one match
We’ve identified a small bug in Hotfix #03 – causing 'All Crews' window not showing any open crews, however, players can still create and also search for crews by name as intended – but we feel it's prudent to remedy the VOIP problem as soon as possible.
We’ll work to fix this over the weekend, and will push a new build live early next week.
Thank you!
Marauders Update - United Allies - Hotfix #02
Greetings, Marauders!
We have been experimenting with trace weapon logic in recent months to greatly reduce hit registration issues. We are now satisfied with its results, and are releasing it into the wild so you can all try it for yourselves! Other notable changes include a much more enjoyable hip firing spread for all weapons, however, SMGs definitely have the edge in this fight. The Red baron is also a deadly pilot once again with his turret firing bug being fixed, tread carefully….
And now, on to the Hotfix Notes!
Known Issues
////////////////////
Flaregun doesn't deal damage to players (but still does to NPCs)
Hot swapping of Helmets, Armour and Weapons has been temporarily disabled due to its instability.
NEW
////////////////////
Trace weapon logic and network optimisations on all weapons except for grenades, mines, and grenade launchers. This includes server correction to greatly reduce any hit registration issues.
BALANCING ////////////////////
PPSH damage reduced from 24 to 23. Recoil increased by 15%.
All SMGs now have a max hip firing spread that does not increase over time/per shot, making the spread more reliable/tighter.
All SMGs have had their hip firing spread reduced by 15%.
All rifles have had their max hip firing spread reduced by 20%, however they still have an increasing spread over time/per shot.
Mosin damage reduced from 44 to 42 (in line with the Johnson).
The Star Interceptor is now 5% faster (inline with the Marauder Interceptor).
Flamethrower damage and fire rate increased by 30%.
Player collision when crouching is now more accurate, preventing head clipping.
The amount of M16 rifles that spawn on U.A. Marines have been reduced by 50%.
Respawn timers for U.A. Marines have been increased.
Rare loot pool has been reduced by 40%.
Vault loot pool max spawn is now 2 items instead of 1 (displayed by a red crate).
Navy outpost has had 2 rare loot containers removed but all other maps have had the amount of rare containers/rare spawns increased.
Hidden stash loot pool max spawn item amount has decreased from 3 to 2.
VOIP hearing others is now on by default (will only affect new accounts and when you reset audio settings to default, can still be disabled via the audio options menu).
First prestige gives 3 prestige points, every prestige after that will provide 2 prestige points.
UI
////////////////////
The Sherman rig now has centered pockets.
Crew lock state is now consistent and does not flip back to open when you return from a match.
Crew searching/joining is now more sturdy (with popups and warning to inform the player what's happening).
When you try to join a crew that requires a password, we set the focus to the password input, so you can start typing straight away without having to click on it.
Suspended screen UI now shows date more clearly as UK format e.g. day, month, year.
New popup if you lose connection to steam or the internet while playing.
New popup after unlocking a cosmetic from a Twitch Drop to say you can now access it via the appearance menu.
New warning popup for when you try to unlock a cosmetic from a Twitch Drop that you have already unlocked before.
Options misc menu now permanently has a connect to Twitch account button, even when twitch drops are not on. (only available in the main menu, disabled in-raid)
Stopped you being able to collect a crafted ship if your hangar was already full (so you don't get forced to delete a ship straight away).
ANIMATION
////////////////////
Tweaked the unarmed tactical walk animation speed to make feet contact timing better.
Tweaked the holding weapon tactical walk animation speed to make feet contact timing better.
SOUND
////////////////////
Small positive sound when you successfully join a crew.
OPTIMISATIONS
////////////////////
Network optimisations for players.
Network optimisations for A.I.
Network optimisations for Unique Actors.
Network optimisations for Lootables.
Network optimisations for contract interaction areas.
LOCALISATION
////////////////////
Updated localisation for German.
Updated localisation for Spanish.
Updated localisation for French.
Updated localisation for Italian.
Updated localisation for Korean.
Updated localisation for Portuguese.
Updated localisation for Russian.
Updated localisation for Chinese Simplified.
Updated localisation for Chinese Traditional.
Removed some strings that didn’t need to be localised.
FIXES
////////////////////
Various Exploit fixes.
Fixes for inventory issues.
Fixes for spinning hands happening sometimes when you come off the periscopes.
Rocket turret is no longer for sale in the Pirate Trader.
Fix for Romanian voice pack UI name spelling error.
Red Baron Strike Frigate now targets the player's ships and pods again (be afraid!).
Red Baron Strike Frigate now has accurate collision (for projectiles).
Fixed a bug with main menu stats KD not filling in correctly if you have 0 deaths.
Adjusted the entry points on the colony cruiser exterior for frigates entering the ship to be more central to help stop clipping.
Fixed a bug which could cause you to get the incorrect number of prestige points at level 2, and not give prestige points at level 3.
Light/Default Interceptor now shows the correct speed in the hangar.
Fixed a bug which stopped tactical walking from having a reduced volume.
Fix put in for main menu solo/crew UI sometimes both showing and overlapping when you come back from a match.
Contract interactable areas no longer block projectiles.
Fixed misc server log errors.
Fixed misc backend log errors.
The player's camera now has default exposure settings to prevent a bright pop when loading/breaching into raids.
Flare no longer spawns multiple smokes (causing large performance issues).
Thanks for coming on this journey with us! We hope you enjoy some of today’s changes/fixes! Our next goal is now in front of us, and we can’t wait to share more about what is coming, in the next few weeks! Stay tuned in Discord for the latest updates!
^ The SIG team
UNITED ALLIES | HOTFIX 01
Marauders!
We've just deployed Hotfix 01 for United Allies! It's been incredible to see you all jumping in to raid the Colony Cruiser and face off against an unprecedented number of squads. Embrace the carnage that ensues and reap the rewards when you pull off a successful escape!
FIXES
[FIXED] - After killing a Marauder, the pick up items can duplicate in the Inventory
[FIXED] - Players can be shot and killed through doors on the Colony Cruiser
[FIXED] - Marauder kills are not counted on the leaderboard when leaving Raids
[FIXED] - If a player who has breached onto the ship attempts to purge Salvage, the Salvage room will break
[FIXED] - A.I. are not affected by Smoke bombs
Thank you for taking part and continuing to support us on our Early Access journey. We're monitoring feedback closely, so please don't hesitate to share your thoughts.
Happy looting!
Marauders Update - The United Allies
Greetings, Marauders!
It has been a while since our last update, but we have been working hard, creating what has become our BIGGEST content update yet! Welcome to the United Allies Update! We had many focus points that we wanted to address this time around, including creating more “space” mechanics to keep the ship to ship combat spicy, as well as rewarding. We also wanted to transform how you play Marauders over a longer period of time, allowing us to add a wealth of content like ‘Tournaments’, which you will learn about later in this document. With all of this, AND adding new faction enemies, The United Allies, and their Colony Cruiser, we are confident that you will have more content to keep you entertained on those cold lonely nights among the stars.
Before I send you on this journey of discovery through the Patch Notes, a quick update on our Anti-Cheat!
We’ve been having a lot of success with our new Anti-Cheat implementations, catching and reporting with a high success rate. So now, it’s time to turn on the Auto Ban feature of this tool. For the last few months throughout testing, we were manually banning those caught, but with full confidence, we believe it’s time to move forward with Auto Banning. - Mac
And now, on to the Patch Notes!
Known Issues
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You may have to manually use the “reset keybinds to default” button if keybinds don't set or have “Any Key” text on them.
In the options gameplay menu language selection drop down menu Japanese is written in English instead of in Japanese (like the other languages are written in their native language).
United Allies Patch Notes:
ACCOUNT WIPE
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The United Allies Update includes a complete account "Wipe". This means that any inventory, cosmetics (excluding preorder Cosmetics), and progress will be reset. This is a tool that we only intend on using during Early Access, and only when we need to for new systems and features. Thank you for your understanding!
NEW
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Colony Cruiser
Introducing our first new POI to Marauders since our Early Access release! This Raid location is unlike the others as it is heavily fortified from the outside with deadly turrets. The Colony Cruiser also moves throughout the map, making this moving fortress a challenge for all who try to enter, whether via Breach Pod, or Ship.
U.A. Marine enemies (Marines and Medics)
U.A. Marine cosmetic unlock set (3 heads and 3 bodies)
Heavy M1 Helmet Item
Sherman Rig and Plate Armour Items
Tournament System
Engage in deadly combat to reach the top of a new Tournaments system, where you can win prizes like Supply drops and even Cosmetics, exclusive to the Tournaments!
Explosive Barrels and Cans
Penal Colony Camera System
Space Salvaging
Blow up a Breach Pod as it's trying to escape or breach you? Now you can use the new Salvage system to scoop up that loot that you would have previously missed out on! This was an update to the game that was heavily player influenced!
Breakable Barriers
Weapon Detectors
Operating Furnace
Barbed Wire Traps
Electric Cables Traps
Fire Traps
Flash, Smoke and Scrap Bombs
Grenade Box Supply Crate
6 New Linear Missions (Zero to Hero)
Ship Recipes/Craftables
8 New Trades and 2 New Characters
Ration and Medkit Vending Machines
China Lake GL
Mini Thumper GL
40mm Ammo Type
Stoner 63 Rifle
20 Ship Variants with “hard set” turrets, customisation disabled.
Duel 25mm Turret, Daul Large Rocket Turret and the 75mm Turret
Ship Trader
Proximity chat “VOIP” (Marauder to Marauder and Ship to Ship Default Keybind : V) Note - VOIP will be deactivated by default, you will need to go into your audio settings to turn it on!
Unlockable Voice Packs
Inbox Message System
Tactical Walk (Default Keybind: Left Alt)
Spice - New item that temporarily blocks stamina use.
Secret Locations added
Full Panzer Rig Armour Item
MK3 Rig Armour Item
Medic bag item
Twitch Drop Implementation
Svt40 scope attachment item
Asteroid mine furnace now burns the player
M16 scope craftable item
ART
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Visor effects and reflections are now limited to the surrounding edge of the mask
Drug Stimulant Camera FX (Spice and Methamphetamine)
“Spaced” Ejected Marauder Cinematic
Commando backpack static/pickup mesh
Updated Spaceport middle underground tunnel to include shops/revamped
40mm Projectile FX
Methamphetamine and the Large first aid kit now have icons
Airlock post process and brightness is now closer to raid location settings
Icon for heavy Stahlhelm
Salvage Airlock ship interiors
New M1 helmet Art (previous version is now the Heavy M1 Helmet)
BALANCING
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Hip firing recoil disabled, now causes spread and camera shake.
Navy Commando squads in all raids except Capital Ship no longer spawn the Commando Major, new variants added instead.
You can no longer ADS with a broken weapon.
Crouch, Walking and Sprint now have different spatial and distance volume settings.
Faction trader no longer sells turrets but instead sells the K1 stock and the Riot Helmet.
The default supply crate (normal and large) now has a chance to spawn a wider range of items, medical, valuables and armour etc.
Overlord now sells a leather cap instead of a scout at level 1.
Svt40 scope is in the Central Empire, Captain Wolff level 4 unlock.
L1A1 Rifle now has increased recoil (20%) and now fires 400 RPM rather than 440 RPM.
L1A1 Rifle compensator now reduces recoil by 15% instead of 20%.
BAR fire rate increased from 390 rpm to 425 rpm. recoil reduced by 10%.
Bar camera is now further back when ADS.
MP40 suppressor now requires metal sheet and metal scrap to craft.
All ships have a critical hit area (x2 damage, engine area).
Svt40 rifle now unlocks at level 3.
VZ Klobb is now fully automatic again but does 18 damage, down from 20. Now has a 20 round capacity magazine.
VZ Klobb now requires 3 junk and 3 metal scrap to craft.
Players now receive 7% of the damage from external ship damage (after being disabled) relating to the turret used rather than a flat 4 damage.
Flak turrets now have a 1.5 second fuse (up from 0.5 seconds, now longer range).
Nuclear mines now do 1000 base damage down from 3000 (but will damage inside crewmates).
Nuclear mine now has 200% larger damage radius.
Headshot multiplier is now x3.25 (up from x3).
Run dry mission now gives 1 med crate and 2 meth rather than 2 med crates.
All SMGs have had a further reduction to firing spread when non-ads shooting. around 20% to 30%.
Security Teams can now wear mk1, mk2, mk3 and mk1 rig armours.
A.P. mine now does around 80 damage rather than 150.
S.A.S. are now 100 health down from 150 (except for leader is now 150 down from 200).
Red baron is now 250 health, down from 300.
All shotguns have had their hip firing spread reduced by 20% but their ads spread increased by 20% bringing them closer together in spread.
Johnson rifle is now 42 damage down from 44.
Civilian, Pirate and leather cap/helmets now negates 1 blast damage.
The L1A1 trade "spy disguise" now requires 5 B.A. berets instead of 3.
The L1A1 trade "spy disguise" now provides 300. Magnum ammo instead of the extended mag.
K.A. supply drop can now contain Brens and biscuit tins.
U.A. supply drop now has the chance to spawn the China Lake, Full Sherman Armour, Full Sherman Rig.
B.A. Vest now has a blast damage rating of 1.
Player acceleration/Sprint is now 1200 units per second (rather than instant).
Methamphetamine now blocks stamina use but for a shorter time over “Spice”.
Blast armour now protects you (times by 10) from all explosion damage types (barrel, grenade, mine, 40mm launchers).
Prestige now gives 3 points on the first, then 2 on the second then 1 on the third, then 2 on the 4th then 3 indefinitely.
AI
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AI should now have different voice/languages per ai type (when they shout insults).
UI
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New tournament menu accessible from the bottom bar of the main menu.
New UI for the in-game inbox system.
Updated the main appearance UI (Category tabs now more consistent with tabs in the rest of the UI and reworked the voice selection).
New camera movement closer to the characters head when on voice tab.
Updated the hangar UI to include a the new ship shop.
Added the ships class to the ship management screen.
Hangar menu now shows info on current ships turret(s) in the bottom right description area.
Updated the ship icons used in the shop, ship management & crews.
UI for Twitch Drops.
Added ‘Report Abuse’ button to the in-game exit menu.
Main menu weapon workbench now has a graph to help you compare weapons (hover over other weapons to compare with your current selected).
Updated the scope icon on the workbench.
Updated the main menu stats menu to include the new marine AI type.
Added ‘Tactical Walk’ to the keybinds menu.
Added new VOIP section the keybinds menu (Push-To-Talk & Toggle Mute Others).
Voip keybind can be changed in the options keybinds menu.
Updated the Audio options menu to include VOIP settings: My Mic (Off, Push-To-Talk, Open), My Mic Volume, Hear Other Players (Enable, Disabled), Other Player Volume.
HUD now shows a little icon top left when you are VOIP talking.
Updated the global kills leaderboard menu (including making your row highlight more obviously).
Updated UI for maintenance, versioning, banning.
Updated the guide info.
Gift menu now can be scrolled in case the player has too many gifts to fit in the original screen size.
Reduced the size of the recycle icon for scrapping in the crafting menu.
Recipe reward element (in unlocked core contracts) now has a bigger image and the text is split over 2 lines to stop overlap.
ANIMATION
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All pistols except the Webley and Mosin (already quick) now have a quicker, less elaborate animation (for a quicker draw time) so that's Welrod, Colt variations, P08 Luger, M712 Pistol, Flare Pistol.
Animations for the Mini Thumper.
Animations for the China Lake.
Animations for the Stoner 63.
Tweak to the unarmed idle animation to help reduce jolt on stopping.
SOUND
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New sounds for near miss projectiles whizzing past you when you are a ship or a pod.
New voicelines set: Australian male
New voicelines set: French female
New voicelines set: German male
New voicelines set: German female
New voicelines set: Romanian male
New voicelines set: Hungarian male
New voicelines set: American male
New Streamer voice pack for Twitch Drops.
Updated original English, French and Polish voice lines with new post effect for consistency with new voicelines.
Updated the impact effects of the shell hitting things for the flare gun projectile.
New airlock door/open and close sounds.
Updated pickup/putdown item sounds.
Adjusted footsteps to occlude better when footsteps are further away.
Removed sound blocking from smaller assets to help with occlusion.
Better sound occlusion on the Asteroid Mine raid area.
Better sound occlusion on the Spaceport raid area.
Better sound occlusion on the Navy Outpost raid area.
Better sound occlusion on the Merchant Ship raid area.
Better occlusion on the Penal Colony raid area.
Better occlusion on the Terraformer raid area.
Better sound occlusion on Rustbucket ship interior.
Reduced the volume of the MG42 shooting sound.
Sounds for the new unique interactions (explodable barrels, barbed wire, fires, eclectic cables, vending machines, breakable barriers, weapon detectors, furnace, security cameras).
Sounds for being ejected into space (I’ll let you figure out how to get that sound to play).
OPTIMISATIONS
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Removed ‘whizz’ looping audio components from space projectiles as now done in the ‘player’ instead.
Fixed main menu hitch when you switch between ships in the hangar.
Fixed up redirectors.
Reduced the amount of impact sounds that can play at one time for the flare gun projectile.
LOCALISATION
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Added Japanese localisation option to the gameplay options menu.
Added Korean localisation option to the gameplay options menu.
Misc localisation fixes (overlapping text, cut off text).
FIXES
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Exploit fixes (No we won’t be listing all of them, we fixed A LOT)
When a server is “downed” players will now be returned to the main menu with the current loot/gear and progress in raid at the point the server was shut down.
Crash fixes
Fixed a bug that stopped body armour from working for NPCs.
Fixed a bug where Spaceport meat shop receipt mission had the wrong name when you looked at the quest interactable (previously said "cargo report").
Fixes for misc spelling and grammar mistakes across the game.
Fixed some text signs in Terraformer not using the correct font.
Fixed text render in Spaceport not using the correct font.
Fire extinguisher capacity now shows correct value in the workbench.
Fixed some sounds missing sound class settings.
Fixed bug with Global Leaderboard.
Fixed missing icon on the weapon attachment scopes throughout the UI in the main menu.
Fix for some sounds being affected by UI slider instead of effects slider.
Increased max bullet impact sound concurrency that is allowed to play to stop sounds getting cut off.
Fix for leaderboard not filling in unless you have a score on it.
Fix for not getting "warning pods can't enter" warning not present on Terraformer raid area.
Fixed a bug where ‘whisper’ AI action node would never do a whisper voice.
Fixed a dodgy hand position on the PPSH in the main menu animation pose since we changed to the new ‘dirty gun’ version.
Fixed a bug where some gun shooting sounds were not using the correct spatialisation asset.
Collision update for bunk bed mesh.
Fixed some bad vaulting over object locations.
Fixed a collision issue that would allow the A.P. mine to pass through certain surfaces.
Fixed chains not connecting to the ceiling in Asteroid Mine.
Pirate Trader no longer sells a supply crate at level 15 instead of a machete.
To celebrate the United Allies Update, Marauders is currently on SALE on Steam (20% off!), so if you haven’t joined us yet, now is the time!
That was a lot to get through. You’ll probably have to go read it again to catch everything, or you know, go play Marauders! Get out there and start earning your loot, Space Pirates! As always, if you encounter any issues/bugs after the update is live, please use the Support section in our Discord or the in-game Bug report option to get in touch with our team. We appreciate you taking the time to report issues as it helps us find and fix them as fast as possible.
Thanks for coming on this journey with us! See you out there!