We've uploaded a very tiny patch that allows Left and Right arrow keys to be assignable in the input menu.
Thanks again for all the bug reports.
-FBS Team
Retchid Medium Sized Patch #01 - Now Live
Hello everyone,
Today we have a medium sized patch that is now live (you may need to restart your steam client if it's not detecting an update) which introduces some fixes and additional features based on your feedback:
6-8 Flinch animations were added for each of the enemies in Episode 1, enemies now flinch from projectile impact. There are 3 layers of hit feedback now, along side the Flinch animations we also have physical bones that jitter on projectile impact, then if you accumulate enough damage within a time frame the enemy will stagger which interrupts any action they were doing at the time.
Here you can see a before and after with this patch:
Here are some additional things in the patch:
Increased the projectile speed and reduced the spread for the Corrupted Human Officers, TEC-Sec Sergeant and TEC-Sec Captains.
Reduced the chance to stagger all enemies in Episode 1, this is to balance out that when the enemy is shot, it will affect their accuracy when the shoot at you.
Tweaked SMG and Shotgun gun mechanic recoils.
Added recoil for the Tec-Nade Launcher, it was missing.
Made new sounds for the SMG Alt Fire.
First pass of the Player Character casting shadows in the world is enabled. BUT this is a simple implementation, the state of the Player and the shadow will not match what you're doing except running and jumping. Later on we plan to update it so it crouches, reloads, has the correct weapon held etc. We just wanted to get something going for those players who like this sort of feature.
Decal growth textures were not streaming in properly.
Corrupted Human Officers had the wrong mask for the torso damage skin.
E1M7 final boss spawns homing projectiles more often.
Tweaked the leap attack animations for Destructor and Chaos Mutant, so they have more readability.
The options menu now displays the actual values for resolution, FOV, etc (previously it was remembering your options in the back end but if you went back to the video settings it was displaying the wrong values).
We hope you enjoy the patch. We're still working on other feedback items that we'll deploy in a patch in the future. Please let us know what you think of the changes.
Thanks for your time.
-FBS Team
Retchid Post Launch Update
Hello everyone,
A big thanks from the 3 of us on the dev team to everyone who has joined us on this journey with the release of Retchid. We are overwhelmed with how much people are enjoying the game. The team has been enjoying reading all your comments and watching your Videos and Streams.
Working on Feedback
Everyone on the team has been scouring the internet, and reading every ounce of feedback we can find across all the various social media sites like Youtube, Twitter, Reddit, Discord, and the Steam forums.
After discussing and sorting through the feedback, we found that Enemy hit feedback and weapon sounds were pretty unanimously stated as something we could focus on improving. We're currently working on the tech today to improve hit feedback, and we'll have it in a patch as soon as we can.
We also read that people wished for a Flash Light, having a map to assist with navigation, and a brightness slider. The brightness slider was added in on Monday the 21st of August, and we're looking into the map and flash light systems.
Other feedback like some rooms seem a little empty or some animations could use some work are items we'll focus on over the duration of early access.
We're also being as active as possible and fixing the bugs as soon as they come in.
Monthly Updates
We'll have a regular monthly update where we'll compile every thing we're working on so you all know exactly what's going on with the project.
Thanks again to everyone in the community for checking out the game, please keep the feedback coming. Everyone on the team is more motivated than ever and are working hard to make the game as good as we can. Stay tuned for our fist monthly update.
Cheers,
-FBS Team
Small Patch #07
Hello all,
We've uploaded a very small patch that fixes a collision issue with props and a door that should've been locked
Physics props collide correctly with grates
The door at the end of the transfer room in E1M2 wasn't locked. No more sky box viewing.
Thanks again for all the bug reports.
-FBS Team
Small Patch #06
Hello all,
We've uploaded a very small patch that fixes some missing collision and the mining laser projectile trail
Updated the projectile trail of the mining laser, it was using an older version.
Added some collision to the Sky-Rail track doors.
-FBS Team
Small Patch #05
Hello all,
We've pushed out a small patch that adds a brightness slider, and fixes right thumb stick on gamepads so sensitivity can be adjusted.
Brightness slider has been added to the video options
Horizontal sensitivity now affects the right thumb stick for game pads/Steam Deck - NOTE: you will need to assign Right Thumb stick to turn in the input menu if you have custom bindings already.
Fixed dead bodies not remembering their pose under certain scripting conditions when loading a save
In E1M5 some extra pallets have been placed to make the jumping more forgiving in the storage area
Adjusted the compression ratio for some music tracks and various sound effects
We have a minor issue where the video settings display their default values, but in fact will remember what you set last time, this is just a visual problem. We're looking in to that.
-FBS Team
Small Patch #04
Hello all,
We've pushed out a small patch that focuses on improving the Abyss Stalker and the projectiles for ballistic weapons:
Abyss Stalker It has been adjusted to be more reactive and over all more aggressive There was a small bug where the Abyss Stalker was outside the minimum distance based on player location and was cycling through behaviors that had higher values than the minimum range so it would appear it wasn't doing anything.
Due to being more aggressive, projectile damage and splash damage has been reduced.
The Abyss Stalker will no longer avert its gaze and will look in your general location during combat.
Projectiles The speed of ballistic projectiles (SMG/Shotgun/Mining Laser) has been almost tripled to create a tighter feeling when you shoot. Projectiles land on targets more reliably without a feeling of delay.
Thank you for continuing to give us feedback, while we may not comment on all feedback we are reading and evaluating it.
-FBS Team
Small Patch #03
Hello all,
We've pushed out a small patch that fixes the following:
Fixed a gap in the outside model in e1m2
Added missing offset material for the weapon FOV slider
Fixed a place the player can get stuck, in e1m4 service room below the Rec-Room
Thank you
-FBS Team
Small Patch #02
Hello all,
We've pushed out a small patch this morning that fixes the following:
- Weapon FOV can be changed in the video menu. - 240FPS option added to the video options
We're still working on fixing the gamepad joy stick sensitivity options, stay tuned for an update.
Thank you
-FBS Team
Small Patch #01
Hello all,
We've pushed out a small patch that fixes the following:
- Can now rebind the right stick to be inverted in the input menu (a proper fix for inverting gamepads will come later) - removed some secret weapons and ammo behind a non-solid wall in e1m6 - oops.