We're crushing bugs right through the Free Weekend. Thanks to those of you who've already let us know about the problems you've run into.
BUGS
Disappearing hangar - The drone hangar at the airfield would disappear at any effects setting below Ultra Fresh. This has been fixed.
Dropping weapons from the inventory - If you dropped the last instance of a weapon from your inventory while it was readied, it would not be removed from readied status. This has been fixed.
UX
Help screen during loading - The keyboard reference is now always the first loading screen in the game.
Steam Free To Play Weekend
We're excited that Steam is giving us a Free To Play weekend and we appreciate you giving our game a try. TRAPPED is being developed by an extremely small team. There are only three of us plus, of course, we have our amazing community manager Deny_Others! We have just rolled into Beta, so please be patient with us as we continue to work on bugs, performance and gameplay. We have an active Discord channel and would love to have you join us. Your feedback is the best tool we have for making Trapped great.
We hope you'll stay with us as we continue to make Trapped into something you all enjoy.
This build fixes a few important bugs and cleans up several minor issues. Our focus right now is on stability and performance but please post here or on Discord if you spot anything major.
BUGS
Goo replication - Clients were experiencing desyncs in goo height relative to the server. This should now be definitively fixed.
Night lighting - A bug in the dynamic sky system was causing sun and moon incident angles to fall out of sync with their visual positions in the sky. This was leading to what appeared to be light shining through the world at night. Night lighting and far shadowing should now be correct.
Disappearing players - Client players were sometimes unable to see other players after spawning in. This was due to a lag related timing issue. Spawn code was rewritten to remove the potential for spawn timing desyncs on clients and this should now be fixed.
Goo haze - Some players found the haze that appears near the goo too aggressive and this effect has been significantly reduced.
Buffs after respawning - Players who died while a buff was in effect would still have the buff indication on their UI after respawn. However the buff was not really active. Buff indications are now cleared on respawn.
Pistol shot audio - Sounded distant to the owning player. This has been fixed.
UI
Numerous tweaks and fixes have been made to the UI to accommodate a wider range of aspect ratios and languages.
LOCALIZATION
The game has now been localized for the following languages:
Chinese (simplified)
French
German
Indonesian
Italian
Korean
Polish
Portuguese
Russian
Spanish
Turkish
Ukrainian
BETA 1.3.1 HAS BEEN RELEASED
GENERAL
This build adds first pass localization for the following languages:
Chinese (simplified)
French
German
Italian
Polish
Russian
Spanish
UX
HUD scaling for smaller screens has been improved.
The F1 help screen is now localized.
Loading screens now properly respond to the aspect ratio of the screen.
BETA 1.2.2 HAS BEEN RELEASED
GENERAL
More bug fixes and improvements.
BUGS
Remote clients unable to loot - A bug in the inventory code was preventing players connected to someone else's game from looting. This has been fixed.
Startup sounds not playing - A bug in player startup code was preventing startup sounds from playing. This has been fixed.
SOUND
Ambient audio - Additional ambient sounds have been placed in the game.
UX
In-game map - A legend has been added to the in-game map.
Help screen - Pressing F1 will now display the game's default keyboard layout as long as you hold down the key.
VISUALS
<*> Z-fighting - More fixes to z-fighting in the roads have been implemented.
<*> LOD tweaks - More instanced object LODs have been adjusted to improve the overall look of the game.
BETA 1.2.1 HAS BEEN RELEASED
GENERAL
We have several visual and gameplay improvements and bug fixes for you in this update.
BUGS
Capture point status - The status of capture points was not being displayed to players with radios in the All In! scenario. This has been fixed.
GAMEPLAY
Goo rise rate - The rate at which the goo rises has now been tied to the number of players in the game. Solo players will find they have much more time to get to the capture points.
Capture point loot - The loot boxes in capture points now yield random loot, including Antitoxin.
Antitoxin - This consumable can be used to gain immunity to damage from the goo for 10 minutes. You can find it on soldiers and at capture points.
VISUALS
Night lighting - This has been significantly improved. Moonlight is now correctly aligned to the moon's position and casts proper shadows. Ambient night time lighting is somewhat darker now. Make sure you listen carefully for marauding mutants.
Goo aura effects - The vignetting and bloom for this effect have been slightly reduced to make night fighting a little easier.
Road z-fighting - Snow was breaking through roads in several places. These have been fixed. We will continue to fix them as we find them.
White birch LODs - The lowest resolution LOD for white birches has been pushed much farther out to reduce popping.
BETA 1.2 HAS BEEN RELEASED!
GENERAL
Beta 1.2 is now live on the default branch. This version includes several improvements to the look of the game as well as some important bug fixes.
BUGS
Environment LODs - Several environment objects had their LODs set far too aggressively which was causing severe popping. This was especially noticeable with some types of trees. Also, distant terrain mesh reduction was causing visible anomalies (trees floating in the air, etc.). These have been fixed with no measurable loss in performance.
Invisible characters in multiplayer - The fix for the duplicate Jake characters at spawn time caused players with high ping times to the host to have their 3rd person model get stuck in an invisible state. This should now be fixed.
Goo damage desync - Non host players in multiplayer reported situations where they would be taking damage from the goo but, on their screen, they were standing on safe ground. The host would see them positioned correctly. This should now be fixed.
Goo height - The goo surface height was not being correctly limited and players could end up under the surface all over the map. This has been fixed.
Fog effects - Exponential height fog has been replaced with atmospheric fog.
HUD element positioning - Some minor tweaks have been made to the positioning of the health/stamina bars and the damage indicators.
Stability - Several improvements have been made to overall stability of the game.
FEATURES
Achievements - 12 normal and 10 hidden achievements have been added to the game.
Goo aura - Players will now experience a visual effect when they are close to the goo. This serves both to heighten the goo's overall importance in the game and to serve as a warning system.
Ping meter - A ping time meter has been added to the HUD. This will never appear on the host player's HUD since their ping time will always be zero.
We are pleased to announce that TRAPPED now has 20+ achievements for you to complete, including a few hidden achievements! We know this is something that many of you have been desiring to see, and so we gladly deliver these for you!
Our next update will be coming very soon and will include some bug fixes as well as quality of life improvements.
Thank you all for continuing to support the game as we move closer to a completed product!
We've received some reports that the the shader fix in Beta 1.1 is causing intermittent crashes on systems with Nvidia graphics cards. We have narrowed the problem down to an interaction between the shader and per-pixel fog effects. This appears to be either an Unreal or a driver issue.
This hotfix temporarily disables fog until we can find a workaround or implement a proper fix.