We kept at it over the weekend after releasing the Trapped Beta. There are several tweaks and bug fixes for y'all in this update.
BUGS
Multiple Jakes - In multiplayer, if someone selected Jake and then stayed near his spawn, they would see other players spawning in as Jake and then disappearing. This was due to the partially initialized player character object being allowed to render when it wasn't supposed to. This should now be fixed.
NPCs vs goo - These should now be correctly damaged when they make contact.
Goo rising endlessly - The termination condition for the rising of the goo was being evaluated incorrectly. This should now be fixed.
Friendly Fire - Friendly fire was broken and is now working as intended. Note that robots and turrets CAN damage you. It's not intentional. They're just not that up to speed on gun safety.
Objective lockouts - In multiplayer, personal objectives were not being properly locked out for other players as players made their selections. This is now fixed.
Single player mode - This was always intended to be a 'hardcore' mode in that death ended the game for that character. To reflect this, single player mode is now labeled 'hardcore' in the game settings menu.
Ranged AI - Movement of ranged AIs has been somewhat improved. Still more work to do but ranged AIs are definitely more dangerous now.
Fog / goo visual artifacts - The goo surface was rendering incorrectly at certain view angles because of a shader interaction with the fog. This has been fixed.
CONTENT
Capture objective thumbnails - The images presented in the personal objective screen are now updated to reflect changes to the map.
Weapon audio - The pistol shot cue has been replaced with one that has a more distinctive sound. The MP7A1 shot cue has been replaced with one that sounds much better and attenuates properly over distance. All shot cues have had their audible distance extended to make it easier to hear fights in progress.
Loading screen backgrounds - These have been replaced with higher resolution images.
At last, the Beta release of Trapped is here. There’s much more to come, but this is the new vision of the game that we’ve been working toward for so long.
BUGS
Duplicate player character objects - On respawn, players’ BP_PlayerCharacter objects were being disconnected from the player controllers, but not destroyed. Because the respawn code creates a fresh character for every respawn, this meant there were sometimes several copies of various player characters floating around in the game. While they weren’t connected to a controller they were still being processed by the main game loop which cause a huge range of bugs.
Sudden drops in both in-game and network performance - This was happening because all of the dead character objects were still being replicated. With enough respawns, this would eventually cause the network code to be overwhelmed leading to frame rate drops and even disconnects.
Player inventory bugs - This could manifest as missing items, items that acted as something other than what was shown in the inventory screen, disappearing items (or sometimes magically reappearing items).
Respawn bugs - Players would sometimes spawn in the wrong location or get stuck in a loop continuously respawning. Sometimes the host player would move suddenly during another player’s respawn sequence.
Degraded performance - The buildup of extra characters caused a large (and constantly growing) drain on CPU resources.
Enemy AI - Military AI would sometimes lose awareness of players, causing them to go into search mode, even when a player was right in front of them. This should now be fixed.
The Prison - The capture point at the Prison, on the western side of the map now functions as intended.
Lighting and atmospherics - Light shafts no longer penetrate distant mountains. A special fog layer has been added to complement the nanosludge. This fog becomes denser as time goes on. Sunlight is now set the correct color temperature.
Environment - Literally hundreds of small issues in the map have been corrected. These range from collision bugs to object positioning and terrain mesh cleanup.
Enemy damage - Sometimes NPCs would fail to do full damage to their targets. This has been fixed and NPCs are MUCH more lethal now.
Enemy accuracy - Enemy accuracy was being incorrectly computed. It’s now correct and ranged NPCs are much more dangerous now. Crouching and running will help considerably.
Air drops - Some capture point objectives would fail to generate an air drop. This should now work correctly.
Turrets and Robots - In PvP, turrets and robots would sometimes attack their owners. They should now correctly recognize their human overlords.
NPC goo damage - Goo was not correctly damaging NPCs. This should now work correctly.
NPC ranges - NPC ranges have been shortened for some classes. Turrets are still the longest range weapons in the game.
MP7A1 audio - This weapon has a new sound and now correctly attenuates with distance.
PvP damage - Players were not correctly damaging each other in PvP. This is now fixed.
Sound settings - Many sounds in the game were being ignored by the sound settings. This is now fixed.
CONTENT
Supply Crates - A large number of new lootable supply crates have been added to the map.
Enemy spawns - Several new enemy spawns have been added to the map to improve overall game flow.
Audio - Many fixes, tweaks and additions have been made to the soundscape.
FEATURES
Nanosludge - All bodies of water have now been replaced with a rising tide of toxic sludge that applies a DOT on contact. The damage caused by the debuff is modest and it’s possible to wade through the sludge for a few seconds. This will become increasingly important later in the game since the rising sludge will eventually cause parts of the map to be unreachable on dry ground. Monsters are immune to the sludge. Players, animals and military are not.
New control points - There are two new control points on the map, the Mine in the far southeast and the Motel in the far north. Two new player objectives have been added as well.
New ambient audio - Improved music and ambient audio have been added to many parts of the game.
As many of you know, Steam accidentally released Trapped with a free commercial license a few days ago. This sparked a huge surge of downloads and led to a peak of over 61,000 simultaneous players. If we had felt that the game was ready for a general release we might have been excited about this. After all, Trapped made it to #4 on Steam DB. But from our perspective this was a very unfortunate situation. The last thing we wanted to do was bomb a couple of hundred thousand unsuspecting gamers with an unfinished title.
We have been working behind the scenes for months now to improve the game. This build contains a large number of fixes and some expansions to existing features. But think of it as an interim build. Under the circumstances, we wanted to get some of these fixes to our users, but there are many more changes coming and we intend to push as hard as we can to get those to all of you as quickly as we can.
Thanks to all of you who have been so patient. To those of you who got the last build, bare with us. We have promised to finish this and we are!
LIMITED CHANGE LOG
Moved the Airport
Added new suburbs
Optimized tree performance
Added new small scale hotel are
TONS of bug fixes
Many other new areas
A FEW UPCOMING CHANGES
New Scenarios
Fix Enemy AI
Fix Performance Near Town Center
Apply new world lighting
SILENTLY HAMMERING AWAY
Greetings everyone!
We know it has been a while since an update has been released for TRAPPED, but we are actively working on the project and wanted to let everyone know where things currently are. In the coming weeks, we will be releasing new content on the map, lots of new locations and even moving around some of the original locations to new places on the map. New game modes will follow shortly after the major map update
.
Thanks again for everyone's feedback, patience, and communication!
We had hoped to be making weekly updates to the Alpha build starting with 2.0 but that turned out to be a bit more ambitious than we'd expected. Still, we're working hard and making headway.
This build showcases the great work being done by our environment artist who has been sweeping through the map, cleaning things up, adding new lighting and making a ton of improvements to the world.
Look for a much bigger update in the next week or two. Meanwhile, thanks to all of you guys for hanging in there with us!
ALPHA 2.3.2 HOTFIX
An erroneous build setting caused all but a few procedural grass maps to disappear from the game. This hotfix puts the grass back where it belongs.
ALPHA 2.3.2 HAS RELEASED!
GENERAL
Starting with this release, we will be pushing a new build live every Saturday between 8AM and 10AM PST.
BUGS
Player character initialization was extremely sensitive to latency. That should now be greatly improved.
Robots follow range has been increased to 150 meters. They can now be commanded from clients, not just the host.
Many stability and performance improvements.
Mutant fog should now spawn on clients as well as the host.
Placeables now auto-ready if you have more of them in your inventory.
Reload sounds for all characters were playing on all other characters. You should now only hear your reload sound and those of players nearby.
Weapons would sometimes ready but not be able to fire. This was most common on client machines with higher latency and should now be fixed.
CONTENT
Numerous improvements/fixes have been made to the environment.
There is now a small hill with a tunnel passing through it near the landslide on the road west of the dam.
The Slaughterhouse has been given some new love. Go check it out.
All capture points have now been moved into a streamable map which loads as part of the TAKE IT BACK! scenario (see below).
There are 10 capture points in the TAKE IT BACK! Scenario (see below), each associated with a particular area or landmark on the map.
FEATURES
ROBOTS - Robot commands have also been limited to “Follow” and “Guard”. If a robot is following you then no other player can give it commands. If you tell a robot to guard an area other players can tell it to follow them. Robot accuracy has been improved slightly.
SCENARIOS - The game now uses a system of scenarios which offer unique situations and objectives to challenge players. In this release, the only available scenario is similar to the ‘capture the control points’ of the original game. However, in future releases, we will be adding several new scenarios that will change up gameplay considerably.
OBJECTIVES - These are goals that the players need to complete as a team in order to win the current scenario. A new objective tracker has been added to the upper right portion of the HUD and each objective has a progress bar to help you see how close you are to victory.
PLAYER OBJECTIVES - These are functionally similar to team objectives and will show their progress in the objective tracker. However, each player chooses one personal objective when they enter the game. Each objective can only be chosen once, so act quickly to get the objective you want. Each type of player objective offers an in-game reward that will help you and your teammates against the mutant and military onslaught.
SUPPLY DROPS - Whenever you complete your player objective, a cargo aircraft will fly over your position and drop a supply crate. The contents of the crate will depend on which objective you completed. Note that anyone can loot the supply crate but it will drop within 50 meters of the player who just completed their personal objective.
HOTBAR - The hotbar UI has been completely revamped, both for simplicity and to accommodate an upcoming batch of UI improvements for gamepads. This includes several changes:
There are 7 hotbuttons now, instead of 10. Buttons 1-3 are reserved. Currently, Buttons 1 and 2 are used for Primary and Secondary weapons. The remainder of the hotbuttons are permanently assigned to placeables and consumables used in the game.
The hotbuttons now show how many of the item they represent you have in your inventory.
When you use a consumable from the hotbar, an icon will appear just above the button, showing the consumable’s effect. This icon also includes a progress bar to give an indication of the time remaining on the effect.
BUFFS - Food items now confer buffs which can affect your Max Health, Max Stamina, Carry Capacity or Speed, or possibly a combination of stats. Buffs are shown on the right hand side of the screen and, like the hotbar icons, include a progress bar which indicates how much time is remaining on the buff. Buff durations currently range between 5 and 10 minutes.
READYING/USING ITEMS - Consumables and placeables can be used directly from the hotbar if you have them. Weapons and food have to be readied or used from inside your inventory.
COMING SOON
PERSISTENT PROGRESSION - In the next build, we’ll be adding player progression for each character. Depending on how you play, and how successful you are, you can improve several important stats for each of the eight characters in the game. These improvements are associated with your Steam account and are saved automatically.
NEW SCENARIOS - We plan to add at least two to three more scenarios to the game. When you host a game, you’ll be able to choose a specific scenario or play one at random.
NEW OBJECTIVES - We plan to add a lengthy list of new player objectives in the next few releases.
Hotfix 3
Hello everyone!
So more patches based on your feedback! We really appreciate all of the feedback both positive and negative. As you can see, we really are listening to your feedback and trying to fix as many of the issues as you are finding! As always, please join our Discord Channel and get involved there as well. We, of course, have our Steam forum that we also regularly check. Thanks everyone for supporting us and the game. It has come a LONG way since we took over and we are even more excited about upcoming locations and features!
Discord Link
https://discord.gg/QWewdBy
PATCH NOTES
<*> Placeable items like mines and turrets now stay readied as long as you have more of them in your inventory.
<*> You can now place an item with either the spacebar or the left mouse button.
<*> Hit indicators now give an approximate indication of the percentage of your max health you took. The larger the blood spatter, the bigger the percentage.
<*>The MP7A1 no longer ends up with negative ammo in the magazine.
Hotfix 2
Patch Notes
Mutants no longer attack each other.
Clearing a weapon from the hotbar now also clears it from the relevant slot.
Readying a weapon from the hotbar no longer clears the weapon in the opposite slot.
Readying a rifle when you have a pistol readied no longer causes you to display the rifle using pistol animations.
Hotfix 1
Hey everyone,
Just a small patch based on feedback from the Alpha 2.0 update.
HOTFIXES
[LIST]
<*>Players now respawn after death at the nearest control point.
<*>Respawning client players should no longer see the character selection screen.
[/LIST]