Weekly build is live (0.3.26) - New melee weapons and achievements!
Hi guys, SURV1V3 fifth weekly build (0.3.26) is here!
We're currently focused on "trials mode" development, so this time just a couple of upgrades but... we managed to fix a couple of infamous bugs!!
Hope you'll enjoy it, see you next weekend!
To get in touch with us, just drop a line on discussions forum or join our discord server. Feedbacks are welcome!
New features & tweaks: - weapons: 2 new melee weapons Search for them in Santa Carla!
- weapons: melee weapons achievements - This... This is Lucille and she's awesome > Kill 250 zombies with Lucille
- Here's Johnny! > Kill 250 zombies with a fire axe
- The steel of Hanzo > Kill 250 zombies with a katana
- Curing the infection... one swing at a time > Kill 250 zombies with Lulu
- controls: weapons secondary grip auto detach
Just move your non-dominant hand away from weapon to detach secondary grip
Fixed bugs: - multiplayer: player's height was out of sync
- graphics: zombies are no more shifting before turning
- controls: no more random haptics feedbacks on Oculus Rift
- achievements: mission complete achievements are now unlocked also playing on sissy difficulty level
- sounds: player is no more repeating "no" too frequently when trying to attach a weapon attachment before having collected "weapons & ammo" journal
- minor bugs
Weekly build is live (0.3.25) - Difficulty levels, new arm swing locomotion, zombies perception and melee hit detection enhancements!
One month since early access launch and we're proud to announce SURV1V3 fourth weekly build (0.3.25).
New features but also a massive bug fixing effort! Hope you'll enjoy it, see you next weekend!
To get in touch with us, just drop a line on discussions forum or join our discord server. Feedbacks are welcome!
New features & tweaks: - gameplay: adjustable game difficulty levels and new achievements Choose difficulty level in options menu > game options > difficulty level:
- Sissy - Can I play, daddy? Zombies are less resistant, they're slower than usual and hopefully will not see/hear you until you're very close to them. This is perfect if you don't like getting frustrated with games, one shot one kill (as long as you aim for the head)
- Survivor - I’m not dying today Be warned: this is not an arcade game, so even at default level you may die, again and again... Act carefully, plan your moves and save ammo! (default)
- No Future - Don't try this at home This is the game as it should be: fu***ing hard and frustrating as hell. Zombies are damn resistant, faster then you and probabily will see/hear you before you'll see/hear them. Don't play it!
Playing game in coop will only increase spawned zombies quantity.
New achievements have been added to reward "No Future" thrill-seekers.
- locomotion: armswing locomotion Opt-in to armswing locomotion changing options menu > movements options > locomotion type.
To move just swing your arms while touching trackpad (vive) / moving thumbstick (oculus) in desired movement direction.
- gameplay: zombie perceptions enhancements Zombies now can:
- hear gun shoot sounds
- hear you talking
- see flashlights or lasers
- weapons: new melee hit detection system Completely redesigned melee system:
- augmented hit detection precision
- wider collision area on all melees
- now you can hit more than one zombie with a single sweep
- controls: configurable snap turn angle and smooth turn speed
Tweak turn controls through options menu > movements options > snap turn angle / smooth turn speed.
- controls: configurable grip button behavior
Settings can be changed through options menu > controls options > grip button method.
Grip button options:
- press > press to grab/drop (default)
- hold > hold for 0.5 secs to grab/drop
- double tap > quickly double tap to grab/drop
- realistic > hold to grab / release to drop to grab/drop
- gameplay: load times drop by about 50% and in many cases loading may be even faster
- gameplay: added red dot sights in motel office (to mount them you need to collect "weapons & ammo" magazine in "Bad Santa" mission!)
- gameplay: sprint speed tweaks, sprint is now 60% faster than normal walking (pls remember that weight, crouching and aiming can reduce overall speed)
Fixed bugs: - graphics: fixed random stuttering
- multiplayer: fixed bug causing clients to be unable to holster their weapons once joined an already started session
- graphics: legs won't get stuck anymore
- graphics: zombie stew camera effect is now visible also on Oculus Rift
- graphics: laser sight impact point is more visible at distance
- controls: enhanced trackpad (vive) / thumbstick (oculus) up and down detection
- gameplay: in mission Fight Together, quarantine's external door can be opened only if internal door is closed
- minor bugs
Hotfix released - Fixing a bug causing weapon to disappear when holstered and wrong recoil for double grip rifles
Once a new "Weapons & Ammo" magazine had been collected, holstering anything was causing the item in question to disappear.
Wrong recoil parameters were causing rifles to go down when shooting, while normally they should go up.
Thanks guys for reporting it!
Weekly build is live - Sprint, smooth turn and new controls layout!
We're glad to announce SURV1V3 third weekly build (0.3.24).
Hope you enjoy it, see you next weekend!
To get in touch with us, join our discord server[discord.me]
New features & tweaks: - locomotion: player can sprint for a limited amount of time In order to sprint press non-dominant hand touchpad (vive) / thumbstick (rift) (in locomotion mode) while moving.
- You can sprint up to 5 secs.
- Recovery time is double -> eg. in order to fully recover a full sprint you have to wait 10 secs.
- You can partial sprint
- Sprint will increase speed by 40%
- locomotion: smooth turn Activate smooth turn in options menu > controls options > turn method.
Snap turn angle and smooth turn speed settings will be added later on
- controls: new layout Common changes:
- toggle underbarrel light/laser operating it with your hand -> while holding weapon with dominant hand, raise your non dominant hand (in locomotion mode) towards mounted accessory and press trigger
HTC Vive:
- to change fire mode (single/burst) press touchpad up while holding weapon (controller in action mode)
- to snap/smooth turn just touch (no more need to press) touchpad left/right with dominant hand (in action mode)
Oculus Rift:
- to change controller mode (locomotion/action) hold B or Y button for 1 sec
- to change fire mode (single/burst) move thumbstick up and press it while holding weapon (controller in action mode)
- to release clips move thumbstick down and press it while holding weapon (controller in action mode)
- to snap/smooth turn just move thumbstick left/right with dominant hand (controller in action mode)
- to detach any weapon accessory, grab it pressing trigger with your non dominant hand, while pressing A or X button with dominant hand
- settings: toggle haptic/vibrations feedbacks while grabbing objects
If you want to feel controller feedback only when firing, set "weapons only" in options menu > controls options > vibrating feedback - settings: toggle ability to use grips buttons to grab clips/weapon attachments
To be more effective, grab clips and weapons attachments with trigger and use grip only to grab weapons and objects! Set "trigger only" in options menu > controls options > clips grip method. - settings: graphics detail setting (low/mid/high)
Fixed bugs: - multiplayer: fixed bug causing hands to point down on clients
- multiplayer: fixed holsters offset bug affecting clients
- gameplay: clips and small attachments don't fall through floor anymore
- gameplay: backpack items don't float anymore when player dies
- graphics: hands do not lag behind weapon anymore
- graphics: solved occasional stuttering in main menu map
- minor bugs