Last night we released Patch 7 (Build 1880), quick on the heels of Patch 6. This is another small one, mostly to fix a serious multiplayer error caused by using a special version of Unity required for the Xbox One version.
New & Changed Features for Build 1880
Added a main menu button to join the Overload server on Discord.
Fixes for Build 1880
Fixed multiplayer disconnection issues introduced in Build 1875.
Removed code for restarting Dedicated Servers after each match because it seemed to have been causing troubles.
Fixed an issue with the HUD disappearing with custom loadouts in private matches.
Patch 6 Released
We have released Patch 6 (Build 1875) for Overload. This is a fairly small patch. See details below.
New & Changed Features for Build 1875
Added caching for leaderboard data.
Dedicated Servers will now restart after each match. This will eliminate the need to manually restart servers when they sometimes have problems.
Changed shadow settings so that they are no longer resource hogs
Fixes for Build 1875
Fixed "Jump to My Score" button on leaderboards.
Fixed a small error with some robot AI.
Fixed an issue with a few of the DLC levels having decal shadows on, which led to a
lot* more shadows than intended.
Fixed some small issues in the DLC levels.
Fixed some DLC text, including credits for Hendrik Martin 'Yinut' Hendrikson.
Overload Community Level Pack (plus Patch 5)
We are excited to announce the release of the Overload Community Level Pack, and Patch 5 (Build 1872) to Overload.
Later today we will launch the first Overload level pack, with levels created by members of the community. The nine-level single-player Eodem Sequitur mission is set in the same time frame as the original story. The campaign investigates another angle of Juno Offworld's malfunctioning Auto-Ops around Saturn's Moons. And there are 12 new challenge mode maps complete with leaderboard support. Play the levels created by some of the best Overload players in the world, who are receiving half the proceeds from this release. And get a look at what you can create using the free Overload Level Editor.
Join the discussion on Discord: http://discord.playoverload.com.
Also: Overload goes on sale this weekend, starting September 29. Got any friends thinking about buying the game? Now is the time!
New & Changed Features for Build 1872
A few small optimizations.
Changed lighting a bit, required by an update to a newer version of Unity.
LAN games can now play add-on multiplayer levels. The server and all players must all have the level. Note that you need the updated Level Editor to make these new levels.
Reduced the damage done by the Driller in Multiplayer.
Reduced the damage and range of the Flak in Multiplayer.
Reduced all MP XP requirements by ~90% to make it easier for new players to have access to all play options.
Added indicator icons to the Challenge Mode level select menu to differentiate between built-in, DLC, and user-made levels.
Added leaderboards support for DLC levels. There is a separate Combined leaderboard for the DLC levels.
Added a command to disable Time Cheating Detection to (hopefully) address the rare problem of hitches that occur at one-minute intervals during gameplay. Press Ctrl-Shift-T from the game menus to disable this feature. Achievements & leaderboard updates will also be disabled.
Slightly increased Reflex damage in Multiplayer.
Added new backer to Cryotubes in Mission 8 & credits.
Allow line break ("\n") in CM level descriptions.
Added support for Twitch tournaments. (Not yet usable; details coming soon.)
Fixes
Fixed some text & localization errors.
Added an error message if timed out when trying to join a private match. This can happen due to network connection errors or because the match is full.
Fixed a problem with robot variants appearing where they shouldn't.
Fixed a Challenge Mode problem where the "top" secondary weapon was not selected at level start.
Fixed a lighting problem with some parts of MP levels.
Fixed the problem of other players' ships not rendering properly in the rear view.
Removed the framerate dependency of Thunderbolt shake.
Fixed a problem where going into multiplayer could change mouse sensitivity in other modes.
Patch 4 (Build 1854)
We're pleased to release the latest & greatest version of Overload. Here's the list of changes for Patch 4, Build 1854.
New & Changed Features
Added a new multiplayer level: Terminal.
Added new graphics options (see second page of Advanced Graphics Options).
Added particle effects to make switches look more interactive.
Added platform identifier icons for MP.
Added some text to clarify successive NG+ runs.
Hacked "Just Practicing" achievement so it will be awarded for unlocking Insane+ on all CM levels.
Updated Rewired input manager to version 1.1.18.0. Provides support for 3Dconnexion SpaceMouse Compact and SpaceMouse Wireless.
Added 30 Hz option to V-Sync setting.
Private Matches now show password in the lobby now (unless it's hidden).
Fixes
Fixed an issue with warpers and chunked-out areas.
Fixed count-based Achievements on GOG Galaxy.
Fixed issue in CM where a robot could be a Variant
AND* a Super.
Fixed an issue with fabricated bots being invisible in some cases.
Alien secret doors no longer trigger when Flak 'targets' them.
Fixed a graphical glitch with Super Powerups after save/load.
Fixed an issue where completing Ymirus on NG+ wouldn't properly update saved NG+ values.
Fixed an issue where the Super Op warning message could block a the final message in a Secret Level.
Fixed a problem with some bots not activating properly after loading a saved game.
Added translations for cheat messages and other text.
Fixed a couple of minor text issues, including the spelling of "Initiated."
Updates/Fixes in Level Editor Build 34:
User level [format] improvements
Automatic chunking is now controlled by a export-time flag and not an ifdef
Support for reference_guid in Entities of an .overload for overriding with inline prefabs. Use "$INTERNAL$:" as a reference to the entity internally to the overload file
Bumped user level version number to 4
Added LocalPosition and LocalRotation to the ITransformComponent interface
Added UnityEngine.BoneWeight as a native serialized type
Added CreateInlinePrefab as a new command for user level files
User level support for loading asset bundles for OSX and Linux platforms (in addition to the existing Windows)
Updated UnityEngine.Mesh support for colors32, boneWeights, and bindposes
More emulated Unity matrix4x4 support and BoneWeight
PAX 10 + Three-day Sale
We are super-excited to announce that Overload has been honored as one of the PAX 10 for 2018! This means we've been judged as one of "the ten best indie games in regard to gameplay and overall fun-factor." Thanks, PAX!
We'll be exhibiting at PAX West Aug. 31 through Sept. 3, so stop by the PAX 10 booth if you're at the show. Or attend our PAX 10 panel on Friday at 7:30pm in the Wyvern Theatre (in the Westin).
To celebrate being selected for the PAX 10 (and for achieving an "Overwhelmingly Positive" rating on Steam) Overload will be on a 20% discount for three days only.
Patch 3, Build 1839 is Live!
First off, we are excited to announce our official Wiki from Gamepedia! Please visit the page to learn more and share what you know on Overload.
Also, we are happy to provide a series of tutorial videos on our level editor by Designer Luke Schneider. He covers the basics and gives you the information to take your maps to the next level.
Now the list of changes and fixes for this patch!
Changes: Two changes were made to data saved for NG+ after completing the game:
Level 2 upgrades (Super Upgrade points) are undone and the upgrade
points are refunded. This allows the player to choose different
Level 2 upgrades when starting the NG+ game.
Values will only be updated if they are better than the values saved
from the player's previous run(s).
Updated Rewired input manager, providing support for 3Dconnexion devices
such as Space Mouse, Space Explorer, Space Navigator, etc.
Fixes
Fixed the problem with user levels not working on Linux.
NG+ now works add-on missions.
Add-on levels are ignored if they have the same name as an existing level.
The correct ending is now played for Cronus NG+.
Fixed survivor pickup error when there was no story text (which could
happen in an add-on level).
Removed anti-cheat detector warning messages that in certain cases caused performance issues.
Fix Save/Load issue with Flak range finder.
Player is no longer warned about skipping upgrades if all upgrades have been applied.
Fixed the orange sky in Phoebe Complex.
Fixed the flickering light at the start of Level 6.
Fixed problem of upgrades disappearing in add-on missions.
Level Editor Updates/Fixes:
Challenge mode data is removed from the Editor, and now is located next to the CM Level, in the format "challenge_mode_LEVELFILENAME.txt" to be right next to LEVELFILENAME.cm (loose or in a zip file)
CM maps can now use built-in music
Add "N0000_" to enums that don't work for entities
Removed texturing TEST button
Change Avg UD and Avg LR buttons to Seg (Average is mostly useless)
Added Reset button to reset decal settings (rotation/offset/repeat)
Add new option to only copy decals from the side you're inserting on (or none)
Make inserting decals refresh decals (for relevant segments only)
Lights draw their shape (when selected)
Diamonds drawn on linked objects (when scripts/triggers selected)
Shortcut key popup in Help menu
Add trigger entity for lava sparks (alien and normal) like energy center - use RptDelay to scale amount of particles
Fixed side count in Total is not showing anything
Changed the SliderLabel to support resetting with MMB in the future (too much work for now, 40+ things to update)
Added custom level info pane (alien levels/exit timing/etc)
Sorry for the late patch notes on this one. Had some people out on Friday, so we're a bit slow posting info. Build 1834 is the latest build. Here are the changes:
New & Changed Features
----------------------
Added 17 new cheat codes (total is now 20). We'll probably do something like announce one new code each day in Discord.
Pause menu and end level menu shows 'Cheater' if cheat code used.
Added Valkyrie to some CM levels, and added Phantom to more CM levels.
Made [Backspace] act like [Delete] on Mac.
Post-level and post-mission results show times in line with the speedrun timer.
Added stars in the sky in 4 CM levels, 3 MP levels, and 5 SP levels.
FIXES
-----
Fixed an issue in NG+ with reactors doubling their health after each save/load.
Fixed an issue with doors getting erroneously locked after save/load.
Fixed a mixup with black/grey decals.
Fixed missing boss music in NG+ level 15.
Fixed issue with 'last' weapon available in CM not being randomly chosen.
Fixed Vortex and Lancer (and Timebomb in some situations) not spawning in CM.
Fixed an issue with not dying in certain situations on Linux in non-English after loading a saved game.
Fixed invisible weapons in MP.
Thanks for reading. Here's a new cheat for reaching the end of the patch notes: "inflation"
First Patch is Up!
We have a new build up (1829) with the below changes/fixes. We are aiming for another update in a couple weeks.
Changes:
First 4 modifiers for MP are unlocked by default
Clean up Ping display on HUD in MP
Show level image when voting
Added Purple & White to HUD color option
Upgrade Points gained a small audio cue to help players find them
Reduced frequency of robot teleportation, especially on Trainee & Rookie
Robot eyes flicker when they are damaged
Updated Europa (music in Mission 7)
Added Camera shake & Screen flicker options (so they can be lowered)
Markers now have an SFX for activating/deactivating, and they try harder to be placed validly
Changed Matchmaking screen a little, including adding a Discord button for quick link to 'Play together' channel
'Unlock weapons' cheat now also give you the last missile & weapon
Added a new 'Mouse Limiting' Option & tweaked Strong/Very Strong/Max(new)
Fixes:
FULL GAME LAUNCH!!
We are happy to announce the launch of OVERLOAD on Steam!
The FULL game includes single player campaign, challenge mode with leaderboards, and online multiplayer all in one convenient package.
As we indicated previously, the price is going up at launch and is set at $29.99 for now.
To celebrate the launch, we have a 12-hour live stream on Twitch! Join us for multiplayer, a view of the editor, connecting with other streamers, a Reddit AMA, and more!
We also wanted to take this time to say how grateful we are for such an amazing community. This project wouldn't be what it is without your feedback and support. We are really proud of Overload and think you will enjoy it. Thanks for sticking with us through Early Access!
A Release Date!
We have some great news for you! Overload will move out of Early Access for release on May 31. The game will have the entire 15-level single-player campaign, challenge mode with everything unlockable, and full multiplayer support. We are proud of the progress we accomplished through Early Access, and are excited for you to play the entire game.
Today also marks the start of Overload’s press push leading up to launch, and we’ve got a brand-new action-packed trailer to celebrate. Check it out on our YouTube channel.
Our PR push is not limited to the press release and trailer. We have a great group of streamers who will be playing Overload over the next couple weeks. We’ll announce those as the time nears. We’ll also begin streaming from our office each Tuesday and Saturday at 2:00 PM CT, with our first broadcast on April 24th. If you stop by our Twitch channel , you’ll be able to check out us playing Overload, and in future streams you may even catch a glimpse of the first five levels with story elements included.
In addition to Twitch, another great way to stay in touch with Revival and find out what’s going on with Overload is to join our Discord channel .
We even updated the playable teaser. With many people going there to see how Overload looks and plays on their system, we didn’t want something a year old. You can get it off Steam or download from our site.