Here is the latest patch for The Fifth Day. I will continue to try and post smaller, but more periodic updates in order to keep the community engaged while I work on larger scale features in the background. Hopefully, this new method for pushing out updates will serve to benefit everyone. See a full list of changes for this version below:
Added item saving for power cells and capacitors placed at charging stations.
Added mountable blue pocket light.
Added rail mount for sights.
Added aluminum building material.
Added schematic drive vol. 04 that supports turret construction. NOTE: at this time the schematic drive supports limited constructions, but I will continue to add more items to the new drive in future updates.
Added automated rail gun turret.
Implemented turret maintenance which requires turrets to be powered by a power supply and store energy on a capacitor for proper operation. You will also need to reload turrets periodically, as they will run out of ammunition if fired for too long.
Improved construction placement algorithm to allow for easier placement of ceiling tiles.
Increased audio range on fired weapons.
Fixed bug in which charging stations would continue to build up charge even without a source of power.
Fixed bug that would cause too many containers to spawn in some areas.
Cheers,
-Touz
Update V0.0.6 Features Video
I have made a quick video showing off some of the exciting new features implemented in version 0.0.6 of The Fifth Day; feel free to check out the video here.
To see the full change list associated with the update click here.
Cheers,
-Touz
Update V0.0.6
Hello Everyone!
After several long months of hard work, the latest update for The Fifth Day is finally here! I would like to thank everybody for their patience during this update cycle; many hours have been put in redesigning some of the games core systems and framework for future releases. In addition to a new, more user friendly GUI design, the new update features exciting features such as weapon and item crafting, physics based construction, and a complete remodeling and redesigning of almost all of the old inventory.
While I was not able to attend to all of the desired fixes for this update, I am releasing the stable build 0.0.6 in hopes of adding on additional content and models in smaller weekly patches over the next few weeks. At the same time, I will be working on major patches, such as AI improvements, level design, etc. in the background in order to deliver a more steady stream of content updates. See a full list of changes below:
Added complete UI overhaul: After receiving much feedback about the inflexibility in everything from changing weapons to switching between menus, I have completely redesigned the interface for easier and more comprehensive navigation.
Added statistics break-down for all tools and items: Going along side with the UI overhaul, you will now be able to see descriptive statistics about every item, weapon, and tool you find in the world. This means no more guessing what the weight of that item you found was, or how accurate a certain weapon is.
Added craftable tools and weapons: Combine resources found in the wastes to craft items, weapons, and tools as you see fit.
Added procedural weapon generation: Given the flexibility of the new loot system, you can now find, dismantle and recombine procedural generated weapons and items into new inventory.
Added total arsenal overhaul: With the introduction of the new inventory, I have also introduced a huge selection of new loot and items that are designed with a more worn feel reflected through item quality grade.
Added physics based construction: All constructed buildings now react naturally to how they would in the real world with real physical forces and torques.
Added loot containers of various grades that can be found throughout the world.
Added significantly greater customization options for melee weapons.
Implemented faster serialization for both multiplayer syncing and singleplayer saving that has significantly reduced network traffic and increased frame rates in multiplayer matches.
Implemented more optimized multiplayer interpolation that gives better movement to characters, items, and constructions in multiplayer matches.
Implemented escape and submit hot keys to all menus that allow for faster GUI navigation.
Implemented new hacking system that will allow for more flexibility in hacking for future updates.
Changed and optimized the loot highlight system to provide easier viewing of items on the landscape.
Changed construction models and materials with a more realistic wear to their appearance.
Changed the distribution and balance of loot found throughout the world.
Changed rarity system to a quality grade system which gives a more realistic distribution of more rare items.
Changed NPC characters to now be able to run out of ammunition.
Tweaked damage dealt by certain weapons.
Tweaked damage dealt by hunters to be greater at shorter ranges.
IMPORTANT NOTE: Due to the complexity of the new changes and feature implementations, old saves from versions before 0.0.6 will no longer be supported. It is highly recommended to replay the tutorial level to get familiarized with some of the new systems. I will try to post a video with some of the key feature highlights in the next few days.
Cheers!
-Touz
Update V0.0.4
Hello everyone!
This is the latest patch for The Fifth Day. The primary focus for this update has been to rewrite the majority of the multiplayer end of the game in order to provide a more flexible and available multiplayer experience. Apart from fixing a variety of different multiplayer related bugs, I have added the ability to save your progression online, join freeplay matches in progress, and much more!
As I have stated earlier, I do intend to carry out this project to its final release. While I do apologize for the delay in releasing V0.0.4, please keep this in mind for future releases. That said, I will try to post updates on a more regular basis in the future.
As always, please continue posting your bug reports and suggestions in the designated forums, or send them directly to me at thefifthdaydev@gmail.com.
NOTE: Saved profiles for versions less than V0.0.3 are no longer supported. V0.0.3 profiles will still work, but a new game is recommended. You can find a full list of changes for this update below:
Added option to join sessions in progress for the freeplay online game mode.
Added option to save progress in online freeplay.
Added option to play online with unlimited days.
Added invert mouse control option.
Added notification when there are not enough players to award skill points in multiplayer.
Added option to ready up in multiplayer lobby.
Changed jump charge to display jump height in meters.
Replaced respawn option box from match creation with automatic respawns in online freeplay, and no respawning in competitive Loners or COOP.
Fixed bug that caused time to not sync properly online.
Fixed bug where npcs would levitate in multiplayer.
Fixed bug where container contents would not sync correctly in multiplayer.
Fixed bug that caused items to disappear when dropped in underground areas.
Fixed bug where dropped items would spawn behind the player or under the player's feet.
Fixed bug that caused player shading to appear too bright in underground areas.
Fixed bug which caused power sources to not sync correctly in multiplayer.
Fixed bug that caused doors to not open or close in multiplayer.
Fixed bug that removed inventory prior to constructing an object.
Fixed bug that caused players to not recieve alert of other players leaving the game.
Fixed bug where RFIDs were not synced correctly in multiplayer.
Improved construction system to allow placing multiple structures without having to continuously reopen the menu.
Improved movement for npcs in multiplayer.
Improved performance for syncing charging stations in multiplayer.
Improved performance with RFID tracking.
Tweaked image saturation for the players view.
Tweaked turret armor to be slightly weaker.
Tweaked swarm health to be slightly less.
The next update will be focused on a new physics based construction system, additional hacking options, new inventory, and continuing to resolve bugs and fixes.
Cheers!
-Touz
Update V0.0.3
Hello everybody!
Here is the latest patch for The Fifth Day, focusing primarily on reworking and producing a better baseline for the AI. I was able to address some of the key concerns expressed by the community, but I still have plenty of interesting ideas for producing more dynamic AI behavior in the future.
I greatly appreciate everybody's help in offering suggestions and posting bug reports in the designated forums; your support is extremely valuable to both myself and the development of a community behind the project, so thank you for being such an awesome group of people!
In other news, the development team is expanding! Over the past couple of weeks, I have spoken to and added a second developer to the project in hopes of adding new ideas and content to future updates.
Below you can find a full change list for this update:
Completely rewrote the logic behind npc AI in order to provide more modular functionality and room for expansion on future behavior.
Added dynamic pathfinding for AI.
Added AI avoidance for steep drop offs and cliffs.
Added ability for hunters to shoot targets above or below them.
Added the ability for hunters to predict the enemy's movement and attempt to fire at the predicted destination.
Added a small chance for hunters and detonators to drop loot upon being destroyed.
Added lock on sound for hunter.
Added the behavior for swarm to hover around and protect their master by default.
Added command to lock swarm patrol area.
Added command to unlock swarm patrol area.
Added trails to swarm flight paths.
Changed command line interface to be case insensitive.
Fixed issue that caused AI to walk through solid walls.
Fixed issue that caused harvesters to become trapped in trees.
Fixed bug where disabling a harvester prior to payload drop off would result in an empty resource pod.
Fixed bug where harvester would idly hover in one location.
Fixed bug that caused items that were left in containers to be lost after loading a game.
Fixed bug that caused hacked AI to be lost after loading a game.
Fixed bug that caused a loss in connection to hacked harvesters after loading a game.
Fixed bug with turret not working properly after loading a game.
Fixed issue with turret attacking its master after loading a game.
Fixed bug that caused negative health and player invincibility to occur in multiplayer.
Fixed bug that caused sound to not scale properly when using the in-game master volume slider.
Increased the size of radiation fields given off by nuclear cells.
Increased field of view for hunters.
Rescaled the boost given from the luck skill.
NOTE: Keep in mind that some of these changes will not take immediate effect on old save games.
In the next update, I will work on further optimizing in-game performance as well as hopefully adding some new features and items to the gameplay.
Cheers!
-Touz
Update V0.0.2
Hello everyone!
V0.0.2 is up and ready to download! I spent the last couple of weeks primarily working on improving UI flexibility, match making, and bug fixes. I was not able to finish redesigning the AI related issues in this update, so inorder to avoid releasing a rushed version of the AI, I decided to make this the prime focus for the next update. I hope you enjoy some of the new features and changes I made in 0.0.2, let me know what you like, or would like to see changed in the future.
Thank you for being such an awesome and supportive community! I greatly appreciate everyone's help in participating in the early access development of this project. You can find a full change log for this update below. :)
Complete overhaul of all GUI related aspects of the game.
Improved performance when rendering and updating GUI.
Added ability to create custom matches for online play.
Added option to select game mode for created matches.
Added option to specify player limit for created matches.
Added option to change day count for created matches.
Added option to change day length for created matches.
Added option to allow respawns in online play.
Added option to create online private matches.
Added freeplay online game mode. (Currently, freeplay online is very similar to "Loners", but I will look to add persistant features to this mode in a future update)
Added the option to create a match upon failing to connect to any present matches.
Added lobby chat to multiplayer lobby.
Added separate indicator for closed and open rooms in the "Find Server" window.
Added descriptions for all skills
Combined chat and lobby windows into one interface during gameplay.
Changed Vsync option display to be either "enabled" or "disabled".
Fixed bug that didn't allow for binding certain keys in the key binding menu.
Fixed bug that caused binding control to any action to also call the fire action.
Fixed bug that caused binding alt to any action to also cause zooming.
Fixed bug that forced zoom whenever Alt-Tab was used during gameplay.
Fixed awkward opacity issue when rendering certain previews in the preview window.
Fixed bug that did not allow for removing or taking capacitors.
Fixed bug which caused changing chat channel to not work in certain cases.
Fixed bug that caused previews to stutter when an item was selected or dropped from the inventory.
Fixed bug in RFID options window that caused user to be locked in the window when the selected AI was destroyed.
Fixed incorrect description for the MC 10.
Improved tutorial for jumping.
Added description for enemy relations into hacking tutorial.
Added smooth fade transitions to all tutorial menus.
Combined RFID relations and commands menu into one window.
Slightly decreased weapon spawn probability.
Slightly increased detonator movement speed.
Cheers!
-Touz
Update 0.0.1a
Hello Everyone!
Over the weekend I received a lot of useful feedback through email and from the forums. While I was unable to address all of the concerns in this first update, I did try to work out at least some of the more prominent issues. That said, I did read through all of your suggestions, and will work on incorporating more features and fixes in the future. Thanks to everybody who is helping in the early access process, you feedback is always appreciated :)
Below is a list of changes for this update:
Added basic interiors to 10 different building models. (I will work on expanding on this in the future)
Added customizable key bindings.
Added option to control master volume.
Added option to control grass draw distance.
Added option to control grass density.
Added option to control terrain basemap distance.
Added option to control tree draw distance.
Added option to control tree billboard start distance.
Fixed bug with ladders not working.
Fixed bug with day being added every time a game is loaded in freeplay.
Rescaled loot spawn probability.
Reduced visible effect of radiation accumulation.
Made warehouses by the NPP less overgrown with grass.
Slightly reduced radioactive field size of nuclear power cells.
Enemies should no longer spawn too close to the player.
Slightly reduced probability of encountering the hunter npc.
Decreased the hunter's accuracy.
Decreased the hunter's damage inflicted.
Slightly rescaled transmission efficiency. (e.g. you should move slightly faster when running only on power)
Increased radius of influence on hack tool.
Thanks again, and let me know how you feel about these changes.
Cheers!
-Touz
The Fifth Day V0.0.1 is now live!!!
V0.0.1 of The Fifth Day early access is now available for purchase on the Steam store!
Please keep in mind that the current early access build of the game may contain bugs, locked off content, and possible interruptions to game play. It is advised that you only purchase the game at this stage if you are willing to actively support the development of the future title.
I look forward to hearing your first impressions as well as feedback and suggestions for future game development.