today we have a small patch for you that includes several bug fixes and some performance improvements.
Meanwhile we are currently working on the much requested mission briefings and more. Here is a short sneak peek of the mission briefings coming with a future patch.
Here are the patch notes:
- Fixed outside of Mission 03
- Fixed mine disarming animation not continuing when unpausing through resume click
- Fixed Mission 06 not triggering the next wave under certain circumstances
- Fixed shield regeneration stopping when switching stances
- Fixed camera settings widget getting stuck when pausing with controller
- Fixed being able to melee charge enemies behind the player
- Fixed Valiant fight BGM not playing on mission restart
- Fixed BGM restarting when too many sounds play at once
- General performance improvements
- Optimized MKII Missile for better overall performance
- Fixed being able to pause just before the credits
- Fixed loss of detail on mechs with low graphics settings
- Rebalanced MKII Missiles
- Improved collisions
- Added new Armored Warspite melee animation
Patch 0.4.3
Hi everybody,
We have been working on new weapon balancing and gameplay changes all week, we hope this patch fixes a lot of the issues that you have had with the gameplay. Thank you for your patience.
Here are some highlights:
Hit Marker
Targets hit by the player now display a blue hit mark over their HUD icon.
Effective Range Marker
We have added a new Effective Range Marker. This red cross will show up over a target’s HUD icon when the selected weapon is in the optimal range to guarantee the most hits.
Lock Target Marker
Lock targets can now leave the player’s field of view without lock on canceling. In order to help keep track of the lock target’s position we have added a new, yellow, 3D Lock Target Marker to indicate the current lock target’s position. In addition the radar also shows the lock target with a white circle around it.
As always we are still reading the forums, comments and reviews to get a picture of what you would like us to improve, change, or add. We are also starting production on the next campaign mission to deliver some new content to you and Mission Briefings for the existing missions to provide you with better story context. We will have more updates about that in the coming weeks. In the meantime we're looking forward to your feedback and will continue to provide you with regular updates and fixes.
Here are the patch notes:
- Added HIT indicator to provide better feedback when the player deals damage with projectiles
- Player weapons no longer have individual lock on ranges
- Replaced Weapon Range information in Hangar with Effective Range information
- Target Lock no longer releases when the target leaves the field of view
- Target Lock now automatically jumps to the next target when the current target is destroyed
- Added Effective Range Marker to the UI to help find the best engagement distance for each weapon
- The Radar now also shows the locked on target
- The Radar now zooms in and out smoothly
- The Radar now zooms out when the target is far away
- Added new Lock Target Marker to help find the active Lock Target when it moves behind the player
- The markers around the player now render when in front of the player
- Improved player projectile accuracy
- Rebalanced all weapons for a more consistent gameplay experience
- Slightly adjusted Warspite's movement to feel more responsive
- The cross hair now moves to the target while inside the Aim Circle
- Fixed boost not draining when switching stances while in Travel Mode until quick boosting
- Fixed shield incrementally increasing when switching stances
- Fixed Funnels not deploying when cycling stances fast
- Fixed being able to walk while going to a new room on the Akatsuki Deck
- Fixed Mission 02 and Mission 03 not showing launch sequence when restarting on the Akatsuki Deck
- Fixed Mission 03 not resuming when restarting right after take off
- Enemy and Ally unit amount changes in several Missions
- Several AI bug fixes
- Fixed out of range unit marker rotation on Radar
- Added marker to Warspite on Akatsuki Deck
- Fixed Battle Frame UI showing up during Mission 01 Crash Site moment under specific circumstances
Hotfix 0.4.2
Hello everyone,
thank you for all the feedback regarding the aim system over the past few days. We have been discussing it and are working on a patch for next week. Today we have a small hotfix for you guys.
- Optimized GPU and memory usage in Mission 01 (More optimization coming later)
- Improved several cutscenes
- Fixed rare crash when certain units spawn
- Fixed crash when releasing multi lock-on while dying
- Fixed collision on many props
- Fixed Selected weapon name not showing initially
- Fixed some weapons not displaying a name
- Adjusted Player and NPC missiles
- Fixed Mission Area warning showing in cutscenes
- Tweaked aim assist to hit targets a little easier (more substantial improvement coming with patch next week)
- Added 3440x1440 Resolution support
Message from the Infinity Devs
Hi everyone,
First of all we would like to thank you for your honest feedback and helpful bug reports. We truly appreciate your support this early on.
We have been watching the forums and reading through reviews. We understand that Nimbus INFINITY has not been able to meet your expectations and we want to change that.
Gameplay Patch Coming Over the coming weeks we will be working on a patch that addresses core gameplay improvements, to make sure that we have a solid base gameplay system that you guys enjoy. We will still be providing hotfixes for bugs as well.
Aiming System The aiming system appears to be one of the largest issues with the game right now and in order to improve it in a satisfying way we would like to encourage you to give us feedback on it over the weekend, so we can review your feedback and start working on a larger patch that improves the system.
The Nimbus community is made up of fans that have supported the game since the Kickstarter days, to players who joined the community with the release of the Complete Edition, as well as newcomers only now joining with the Early Access release of Nimbus INFINITY. We would like to hear all of your voices to make sure we have a clear understanding of where our community stands on the aiming system.
Auto Aim vs Current System As we see it, older fans would like to return to the full auto aiming system of the original and Complete Edition, while others are more open to the current system, but want improvements to it that make it easier to hit targets and also more feedback on hits.
We also believe that our lack of a proper tutorial has caused confusion among some players about how the current aiming system works, we apologize for that.
In case there is some doubt, the game is not completely free-aim. Locking on to a unit within range brings up a larger circle that will facilitate hitting the target as long as the target is kept within the circle. However, placement and distance towards the unit is also a factor in whether and how easily you hit your target. We understand that this system needs better balancing and may require light projectile homing on the player side to feel more fun.
In the current system you can observe the 3 UI states for targets.
The orange circle signifies a target that is too far or out of view to be locked on to.
The static white circle signifies a target that is close enough and in view to be locked on to. When in this state press the lock on button (Default: Right Mouse Button, Gamepad Right Shoulder Button) to enter the lock on state.
In lock on state you will see a large aim circle. As long as you keep the target within that circle your bullets will automatically fly in the direction of the target. If no target is in the aim circle, your bullets will fly towards the center of the aim circle.
The sword icon at the bottom right of the lock on circle signifies that you are in range to perform a melee charge. In this state press the melee button (Default: Middle Mouse Button, Gamepad Right Face Button) to peform a melee charge.
Let Us Know! Let us know whether you would like to see the current system improved, or rather return to the original full lock-on of Project Nimbus and the Complete Edition.
And let us know if there are other features you would like to see return.
With this being the second game in the Nimbus series we want to define what the core pillars of a Nimbus game are and for that we would like to hear your voices. We’re making this game for you to play and enjoy.
Once again thank you for your early support and your feedback.
While in Early Access, the game will be receiving periodic updates that add new story missions, features, and fixes until full completion of the game. Here's our roadmap for Nimbus INFINITY, as a general overview what's planned ahead:
The current goal is the complete the full game by the end of 2022, though the exact details may change depending on development.
Player feedback is very valuable, so please let us know about any bugs, issues, and suggestions to improve the game experience!
Steam Winter Sale!
Winter's Greetings and Happy Holidays!
Project Nimbus and Ballistic Craft are both on sale for 50% off for the Steam Winter Sale!
The sale will be running from Dec 22nd to Jan 5th- a great time to gift some games for friends, family, or yourself!