Just some more bug fixing and quality of life improvements.
Change Lock
The aptitude test will now reset properly if you log out and re-enter.
Fixed a bug that was spawning the hacking UI, hidden in the home level. Couldn't reproduce the program-firing-in-oracle bug, but this was most likely the cause.
Reworked the way the Analyze effect is terminated to prevent it from getting 'stuck on'.
Fixed a bug where the password UVP window didn't close after running a BruteForceAttack. I actually caused this bug with my tinkering for the last patch =).
Fixed a bug with the repair SpyNet operation that wouldn't recognize your install command, and then flag the operation successful.
Selling programs will no longer wipe your hotbar. Instead it will only remove the sold program.
Fixed a different issue with the darn Wall of Static IC, preventing it from spawning. This would cause the 'empty combat' situation.
Reworked combat start mechanics. You can no longer be stuck in the air at the start of combat if you jump at the node before triggering IC.
Removed the combat action pop-ups in the center screen. They were redundant, hard to read, and cluttered the UI.
The Operations list now rolls for new operations whenever you return home from the net, or finish a rest instead of based on the passage of time.
Fixed a bug in the Frame the Traitor operation preventing the next level from showing up in your address book.
Fixed a bug with Hunter IC. It had it's Trace and Fortify animations backwards.
Fixed a bug with where the Hunter IC could mess with the system-crash timer.
Patch #52
Just some quick bug fixing!
Change Log
Fixed an bug causing the traffic summary to be blank.
Internal reports are now sorted chronologically.
Added the Key Emulator to the shop in Haven
Fixed a bug with BruteForceAttack sometimes preventing it from working.
Fixed a bug with one of the IC (Wall of Static) where it would not spawn, locking the player in combat with nothing.
Fixed a bug preventing Dataminer from working properly.
Changed the Programmer starting package to start with a higher Programming skill.
Patch #51
This patch is focused on bug fixing and balance.
Change Log
Fixed a bug causing you to have to flash your credentials twice when passing through a checkpoint
Fixed a bug where firing an empty hotbar slot would lock up your animation and your que.
Rebuilt the way the game saves/loads your hotbar, and your program library. NOTE: YOUR EXISTING PROGRAMS WILL LOSE THEIR ICONS. They will still work as normal. The game used to generate the icon everytime the program library was populated, now it does when the program is created.
Added a catch to remove Invulnerability after the Aptitude Test is over.
Fixed a bug that would cause an infinite loading screen if you exited back to the main menu and tried to start a new game or continue.
Fixed a bug preventing players from gaining Combat XP.
Fixed a bug where the first time you entered the User Information node, all the files had a 0GB size.
Fixed a bug where the contract to upload false patient records, wasn't generating an upload file.
Fixed a bug where upload contracts for certain nodes wouldn't complete. Now it simply checks if the node you started the transfer in, is the target node for the run, and if the file you are transfering is the target file for the run. If both conditions are true, the job will be flagged complete when the transfer is complete.
Fixed a bug in Oracle where information wouldn't be cleared after creating a program.
Fixed a bug in Oracle where blank subroutines were built into the final program.
Fixed a bug in Oracle that prevented programs from being built if they had a very low complexity (Such as a rank 1 Analyze program).
Fixed a bug in Oracle where time didn't pass if you failed your programming.
Fixed a bug where Haven could run a global trace against you.
Increased the system crash time from 20 seconds to 45 seconds.
Fixed the Operations missions. They weren't generating proper systems initially, or during the mission when traveling between multiple systems.
Fixed a bug with Operations preventing the HUD from appearing.
Added a collision-wall so you can't walk past the UVP display when approaching a node.
Root Access now closes after enter the RebootSystem command, saving valuable seconds.
The storage window now refreshes when deleting a file, proplerly updating the amount of storage used.
Combat subroutines will no longer fire outside of combat.
Tweaked the level transitions to and from The Net level. They are much smoother now.
Removed some invisible cubes that could have been causing some collision issues.
Tweaked the window layout when selling programs to cause less overlap.
Fixed a bug in character creation where the displayed values might not be what you actually started the game with
Re-balanced character creation.
Reworked Response. IC now always act every 2-5 seconds (depending on IC type). How fast the player acts is now relative to the IC effective Response, vs. the player's Response. If equal, the player can act once every 2 seconds. If your Response is twice as high as the IC, you will act every 1 seconds. If it's half as high and you will act once every 4 seconds, and so on.
Related to the Response rework. Spam tags slows down how fast an IC acts as a % of the spam Tags relative to their max Response. So an IC with a Response of 8, with 4 Spam tags will act 50% slower. Spam tags still lower the IC effective Response, so by extension, bogging down the IC with SPAM subroutines speeds up the player while slowing the IC.
Re-balanced IC subroutine strength to start weaker, and increase slower.
Reworked the IC Fortify subroutine to repair a static amount of Breach tags instead of a percentage of the current Firewall rating.
Lowered the strength of Hagans Wall's Firewall rating, and increased how often they are able to repair their Firewall. They are much easier to deal with.
Significantly bolstered starting Firewall values for new characters.
Fixed a bug where the a Hunter IC running a trace would override the crash timer, possibly preventing the system from crashing, or even the avatar from being 'destroyed' if the Hunter IC was defeated before the crash timer hit 0.
Fixed a bug with Hunter IC where the Trace was being blocked by your shield. It now hits 100% of the time, and you must defeat the IC or reduce it's Sensors to 0 before the timer runs out.
Fixed a bug where IC Breach subroutines didn't weaken the player's Firewall if they don't exceed it, effectively making the player unbeatable with a high enough Firewall.
Slowed down how often Code Tagger IC acted in combat.
Blaster IC, Guardians, and Analyzers have had their subroutines broken down into two different attacks. First they will focus on Breaching your Firewall before following up with the dangerous subroutines.
Re-balanced Passbreaker % of tripping IC. The odds of tripping the IC have been significantly reduced.
You can no longer suffer a Global Trace from the Aptitude Test level.
Tweaked the top of the UI to make the system information more visible.
Fixed some errors in the Root Access tutorial.
Patch #50
Here's a patch for all those bugs you guys were able to dig up since yesterday's update. There were a couple other things mentioned I haven't tackled yet, but this patch will make the update much better. Note the changes to the tutorial won't appear in existing games, but if you have an questions, just ask!
Change Log
Removed the hacking hud from the net-transition level.
Updated the material used for the floors and stairs making it a touch darker and less opaque. It's provided a much better contrast to the background.
Added an extra blurb to the combat tutorial that explains the interaction between your skill, the subroutine rating, and the IC Firewall.
Fixed a bug in the checkpoint tutorial where it was only showing page 1.
Fixed a bug giving players a second breach program. It's supposed to be a static program for dealing with Sentry IC.
Fixed a bug preventing players from using the SpoofUser command.
Added a handle to data files to make them easier to grab.
Fixed a bug where you would fall when trying to enter Haven.
Added a tutorial for the Global Trace, and how to cover your tracks.
Added a tutorial for the Code Key UVP. Note you do not start the game with the required subroutine, and if you encounter the Code Key in the aptitude test you will ned to use a BruteForceAttack instead.
Fixed the bug with hotbar retention between levels.
Fixed a bug preventing checkpoints from being deleted when logging out of a system.
Fixed a bug where the UVP window would not close after tripping IC.
Rebalanced some IC. Hagans Wall has a weaker Firewall, and the Sentry-type IC have a weaker Firewall but a significanty stronger Core rating.
Fixed a bug with the Natural Hardening perk that was causing your Neural Stress to be all over the place.
If a program cost $0 to make, you can now build it even with a negative account balance.
Shields are now working properly
UVP windows now close when you walk away from the node.
Updated the Root Access command, Log_editor, to be LogEditor to match the tutorial/knowledge base.
Fixed a bug where the subroutine descritions in Oracle wouldn't change if you changed the subroutine.
Fixed a bug where the key-rebind window from the main menu, was created in a window too small, so it couldn't be closed.
It's Update Time!
It's been 2 years now since this game first went into early access. Wow, how the time flies. So this update is a big one. It started with what seemed like a small change, but in order to change that one thing, I needed to update a couple other things. Each one of those changes rippled out and affected something else, and so on and so on. I did my best to keep patch notes as I went, but I'm sure I missed something. Almost everything got tweaked, changed, or rebuilt in this update.
Biggest thing you may notice is an overhaul of the graphics. I added new particle effects to the different subroutines, an animation for executing programs, updated the Avatar model and every single IC. The real world model was swapped out, and the bunker got some new furniture and a small renovation.
Some bad news... The update shouldn't exactly break your existing saved game, except for your programs won't work, but you can still sell them and make new ones. The new tutorials will also not show up in an existing save.
I spend an extra week just playing and bug-fixing this update to try and make it as stable as possible, but as always there's a good chance some bugs slipped through or something is out-of-balance and needs tweaking. If anything catches your eye let me know!
Change Log
Redesigned the random system generator. There are now more possible permutations of system layouts, however there is only a single style (for now).
Thanks to the new generator, there are now wandering IC patrols in higher security areas. Patrols are effectively mobile checkpoints that demand authorizations to be bypassed normally; or you can try and deceive them via a Root Access command that forces a Masking + Stealth test.
Checkpoints now stop the player. If you want to sneak through you can attempt it using the "BypassCheckpoint" command, or breakthrough and trigger the IC with "CrashCheckpoint".
Root Access window now closes after using the log_editor command.
Root Access commands no longer require [ ] brackets, and many commands have been trimmed. For example, "Run [SystemReboot]" is now "RebootSystem".
Passbreaker now shows a maximum of 6 previous entries, up from 5. If you can't crack the password within 6 tries, you're doing it wrong.
Passbreaker no longer gives static chances, but has a % chance per try that IC will be triggered.
Ravencore now offers (2+ Network Rating) contracts at a time. This means there will be a minimum of 3 contracts to choose from in the beginning, with a maximum of 7 when Network is fully upgraded.
Redesigned the contract generator. Job distribution is determined by the difficulty of the system, and the difficulty of the contract type. A medium-level contract could be a difficult job (such as crashing a CPU) in an easy system (such as a storage system); or an easy job (such as downloading system logs) in a difficult system (such as a bank).
Added 12 new node types. Some are specific to system types making them feel more unique, such as the "Traffic Summary" node in a web-store system. While others are more general, such as the "Fire Suppression Slave" encountered in any system associated with a large building.
Added 9 new contracts to generated pool.
Every new rank in Ravencore will now unlock possible system targets, such as web-stores, real-world businesses, hospitals, factories, corporate headquarters, etc. New ranks will also unlock more difficult objectives in already unlocked system types (see above).
Files in the Internal Reports and Traffic Summary nodes are now sorted chronologically.
Added a prototype version of 3rd person. Toggle view with "T" key by default. Only works in the Net.
Utilized some AAA Paragon Assets, swapping out the player Avatar and some NPC's.
Replaced the real world player-character model, and updated it's animations.
Updated the bunker environment. Moved things around, changed out some assets, and closed of some sections.
Updated the logging in cut-scene and the waking up cut-scene.
Updated program execution animations and special effects.
Updated several misc. animations.
Replaced all of the current IC with 9 new varients, from 3 broad groups; Destroyers, Sentries, and Barriers. Each IC type is easier to defeat if handled in certain ways.
Added the KeyCode UVP, along with a new mini-game and subroutine. KeyCode UVP only appear in high security nodes in place of the normal password UVP.
Nerfed the Dataminer subroutine so it will trigger one time only at the end of combat.
BruteForceAttack no longer stuns IC.
Reworked program execution. Programs no longer have a rating. Instead each subroutine has an individual rating, and is tested individually when the program is executed.
Reworked how combat works, minimizing RNG and focusing on static numbers. For example: when using a Disruption subroutine, you will inflict a number of Tags equal to (Virtual Combat + Subroutine Rating) - IC Firewall. With that number capped at the subroutine rating. Virtual Combat helps overcome the Firewall, but doesn't increase the effect of the program.
Reworked ORACLE to use the new system. Functionally it remains very similar, but with the new system all costs (Heat, CPU, complexity, and $$$) now increase exponentially instead of linearly. A rating 4 subroutine will cost twice as much as a rating 3 subroutine, and a rating 5 subroutine will cost twice as much as a rating 4 subroutine.
You are currently unable to pay off your million dollar debt to Monarch. I will address it in a future update.
Updated the Mods.
Updated all the Perks.
Updated the tutorials.
Fixed a bug where the out-of-combat sound effect volume wasn't affected by the setting in the option menu.
Fixed the RootAccess not opening with the Enter key shortcut.
Fixed a bug with certain Slave node "files" being downloadable
Fixed a bug where Valentino's chatbox wouldn't reappear if you logged out of the aptitude test and re-entered.
The next update will be focused on player motivation. I'll be introducing "the Gauntlet", a weekly activity in Haven where you can compete to earn creds and recognition. The update will also allow you to sink creds into you bunker to clean it up, expand it, and add furniture (for aesthetics and tangible effects).
After that I'll be overhauling the company management functions, adding more content, introducing side-quests, and rolling out the main story.
Dev Log #3
Hey there everyone! As usual I have not kept up on my communications, so as I wait for the engine to fire up I thought I would play catch-up.
As you may know I originally slated my next update to include a library of pre-constructed levels I would draw from. Well I got to talking with a member of my community, Zothen, and they really sold me on expanding the level generator instead to include the level of detail I wanted, and to accommodate the extra features. I was hesitant about doing it because it would push back the update, but then I remembered one of my favorite sayings "anything worth doing is worth doing right", and I don't have a solid deadline to get the game finished. So I started tinkering.
Turns out I couldn't re-use the current generator. It was too basic, and handled things differently than I would need. So I built a new generator from scratch. It's working great. I'm able to set which layout I use for each security level in the system, as well as customize the trappings and decorations for each level. One thing I was nervous about was getting the AI to navigate a spawned mesh properly, but the IC patrols also seem to be working good (after some tweaking).
I have also designed the new contract generator which handles things completely different. This will go hand in hand with the new career progression, where harder contract types and target system types are unlocked with promotions or new handlers.
The compromise I have made due to deciding to use procedural level generation is that I will be focusing on one style for now, and the content won't be as robust as I was hoping when the update drops. However I will be fleshing out the content pool in future updates. That being said, that one style I have worked on is pretty stellar and in my opinion, really captures the feeling of cyberspace. I'm excited for everyone to try it!
I've had the opportunity to focus exclusively System.Hack again, so I've been putting in full days for the last couple weeks. The new update will be dropping soon, but it's always difficult to pin down specifics.
Dev Log #2
Hey there fellow hackers. So since my last post I have made some good progress.
I have been tinkering with the idea of layered security, where if you mess up cracking the password you are just locked out, but no IC is triggered until you mess with the lock. In practice it's actually less fun, so I went in a different direction. Now when you interact with a node you will be prompted to manually type in a valid password. While this window is open you can run the Passbreaker program as normal to try and hack it. By extension this means that valid passwords for nodes do exist in the world! Every system will have a dedicated password list, with each node being assigned one. Right now the functionality is limited, but in the future this will allow me to expand upon the groundwork built by the Overwatch missions, where you could track down employees and hack their personal devices for mission intel (uin this case their password).
I also have added a new UVP type called PassKey, and an associated mini-game. When interacting with nodes requiring a PassKey you will be prompted to drag the passkey from your storage into the window. If you do not have the passkey, a new program call KeyEmulator will open up the new mini-game to try and hack it!
I have also begun the task of converting my original batch of pre-made systems that were used before I introduced the system generator.
I have a couple more things on my to-do list before the update will be ready, including some bug-fixes but I'm shooting for next week!
Weekly Log
Hey everyone! I'll be trying to release a short blog every week to let everyone know what I'm working on, what's going on, what's coming up, ETA's on future releases and so on. So without further ado.
The next update is going to be a breath of fresh air for our veteran players, adding more interactive options and diversity. Note this update is not ready yet, so don't get too excited! First what I have currently built and ready to go.
Checkpoints are now interactive. Players are stopped when they enter one and are prompted to present authorization, or back away. While the menu is open players can open the Root Access enter “Run CrashCp” to crash the Checkpoint or “Run BypassCp” to try and trick the Checkpoint into allowing the player through.
There are random patrols or “sweeps” that can be seen and avoided. If the player get's too close to a sweep it will trigger the Checkpoint dialogue with the same options. Once engaged with a sweep, players can access to the Root Access command “Run Deception”, which uses the players Masking + Stealth to fool the sweep temporarily.
Hacking now runs the risk of triggering a global trace. The base chance is equal to (3% x system level). Triggering IC or Uploading/Downloading a file will increase the odds of a global by 10%. If players take the time to cover their tracks by editing their access information in the system log they can lower to the chance of a trace by 50%. If you work for Ravencore, every rank of Ravencore Support lowers to chance of a global trace by 10%. If you are traced it can result in a fine (if working for Ravencore) or your active account being drained to $0.
Now for what is planned for the rest of the update,
Node security is now layered. The first layer is the UVP, such as password input. If you fail to input or break the password than you will be locked out and the host will mark you with a tracking tag. The second layer of security is a Lock. Locks are either time sensitive, or prevent the same user from attempting twice in the same session. Locks can be reset, allowing more cracks at the UVP. Finally, if you fail the reset the Lock, it will trigger an Intrusion Counter measure that will attempt to remove the intruder from the system.
Level specific security. On the low-sec level (where things like the System Log are housed) you will not encounter certain types of IC, no sweeps, and many nodes will not have IC nested within their locks. On the high-sec level (such as where the CPU is housed) you will encounter frequent sweeps,
System Access Node. All systems will now have a node that must be accessed before entry into the system. Open-access systems will not have a lock, while high-sec systems will require a proper keychip installed on the user's rig in order to gain access. Skilled hackers can spoof this keychip with the use of a Dynamic Key Emulator (DKE, or Duck), and by copying the key from the device of an authorized user. This means the player will need to purchase the Duck and hack an authorized user ahead of time. These contracts will pay more to balance out the extra time cost.
Doing away with the current method of spawning random levels based on templates, and instead building a library of dedicated levels. This not only allows for the individual levels to have more detail, but will allow persistent changes to those levels. For example: If you install a backdoor into a specific system, you can utilize it in the future for ease of access.
Alternate level layouts. In addition to the current “tiered system”, there will be a walled-in “dungeon system” and a single story “nested system”.
Additional obstacles. Certain systems will possess collapsible floors, hidden portals, teleporters or drawbridges into high-sec areas that must be hacked open.
As stated elsewhere, I'm currently not able to dedicate full-time hours due to one of those real-world jobs but I'll be making steady onward progress. I'm hoping to get this update out in the next few weeks.
-Happy Hacking!
Patch #49
Change Log
Fixed a bug with an infinite loading screen on the mysterious email levels.
Sped up how soon you are able to leave Ravencore, and perform Overwatch missions. These features unlock at Rank 3 instead of Rank 5. If you are currently rank 3 or 4, these will be unlocked on your next promotion.
Added a title display to every node so they can be identified from a distance.
Patch #48
Change Log
Added a check at the Main Menu to fix a bug causing a perpetual loading screen. If there was an issue with saving the previous location, it will load you into the home level by default.
Fixed a bug preventing audio settings from saving between levels.
Redesigned the System Access, fixing a bug causing it to not work properly sometimes.
Updated the Ravencore Operations to use the new system generation, which I totally missed and broke with my last update.
Updated the displayed values for Gateways in the shop.