Early Access Update #10.5 - Small update to tweak explosives and muzzle flashes.
Changes
- Updated Explosions to have smoke naturally grow from fire instead of appearing instantly.
*Note - Mission 5 and 7 barrel explosions are not updated correctly. They'll be fixed in the next update.
- Reduced muzzle flash smoke time to linger less per shot
Ongoing work...
M9 and M10 in development - Still working towards 'Full Release' with the final 2 missions. Map build out and level development.
Early Access Update #10 - New Explosive Barrels and MSF vehicle. MSF soldier animations improved. See notes and video for details.
Additions
- Explosive barrels - Red barrels around level will explode when shot.
Explosion can kill MSF that are in the blast radius. Sound can attract MSF that are in range.
- MSF vehicle explodes and catches fire when engine is shot. Explosion can kill MSF that are in the blast radius. Sound can attract MSF that are in range.
Ongoing work...
M9 and M10 in development - Still working towards 'Full Release' with the final 2 missions. Map build out and level development.
Early Access Update #9 - 4 Difficulty levels now available. New Pistol - the PX4 Storm. New muzzle flash. See notes and video for details.
Additions
- Difficulty options now available - Set the Enemy skill level according to your experience level. 4 options to choose from for beginner to expert.
- New Pistol - PX4 Storm. Normal and Suppressed versions.
https://www.youtube.com/watch?v=s8rU0C4j4Aw
Changes
- Updated muzzle flash - Flame burst and smoke particles replace older flash. All weapons updated.
- Updated MK18 Black Edition - new fat flash hider
- Updated suppressors for AKM, SMG's and pistols.
- Menus now show unlockables - Names of unlockables are now displayed to see what is available to unlock. See Main Weapon, Pistol, Vest and Glove menus.
- Mission Debrief graphic updated to chalkboard notes. Replaces previous posters.
- Player "Mission Failed" message improved.
Ongoing work...
M9 and M10 in development - Still working towards 'Full Release' with the final 2 missions. Map build out and level development.
Early Access Update #8 - Mission 8 Now Available! - Venture into "The Zone" through this industrial district. New MK18 Black Edition and other updates. See notes and video for details.
Additions
- Mission 8 is now available through the story progression. This industrial district will give open sight lines from the mission start point, then provides close quarters work as you search for the objective in the tighter warehouse buildings. Lots of cover to move between and a higher number of MSF patrols must be taken into account for your strategy to find the objective and then make it to the evidence drop point. Unlocks after Mission 7 has been completed.
https://www.youtube.com/watch?v=Py3JmEuHWeE
- New MK18 Black Edition - Unlocked from beginning so everyone can use it, but will become an unlockable for full release. New full black edition with slant front grip. Front grabbing hand uses thumb over top to control recoil.
https://www.youtube.com/watch?v=G0WvIEnjo-Q
Changes
- Pistol two hand grip - Second(front) hand now auto attaches to main grip hand when placed in front of main hand for support. See 2nd half of MK18 B.E. video above for demonstration.
- Main Menu room refresh - Main room has been enlarged and rearranged to provide a better organization to the menus. Story background now plays out through newspaper stories.
- Doors updated across multiple levels - Opening direction reversed in cases where the door could be pushed open instead of grabbed and pulled which caused occasional issues with new MSF patrols being alerted.
Next update...
Difficulty levels for beginner through expert.
New pistol coming.
Ongoing work...
M9 and M10 in development - Working towards 'Full Release' with the final 2 missions. Map build out and level development.
Early Access Update #7 - Be a hero with the P-nine-zero. New SMG, the P90 is here, and other updates. See notes and video for details.
Additions
- P90 SMG added - unlocks late game. Has attachment rails for Holo sight, Acog scope and laser sight. 50 rounds of goodness!
- 3 new glove designs - All will unlock through the EA missions.
- Vest designs changed - 2 of the plain colored vests have been replaced with new designs. All will unlock through the EA missions.
https://youtu.be/r9i7vJCVG6k
Ongoing work...
M8 - Continuing map build out and level development.
Early Access Update #6 - Hands now grab onto mags, scopes, shield and tablets. Empty mags are now empty. See notes and video for details.
Changes
- Hands now attach more realistically to magazines, scopes/sights, shield and tablets when grabbed by either hand. Dominant hand doesn't matter, either hand can pick up a gun and manipulate it as usual.
- Empty magazines now show no bullets in them. Remaining bullets in mag will disappear after they are used. For example, if 3 rounds are shown in a full mag, when 2 rounds are left, 2 will be visible, when 1 round is left, 1 is visible, and it will show empty when all rounds are used.
- Magazine cleanup - Mags will completely disappear after a certain time, but only when they are empty and have been ejected from a gun. Partial mags can still be stored and used later.
Additions
- Enemy bullet trails are now available as an option from main menu. Turn On to be able to see enemy shots. Can be an aid if you are having problems locating where enemy is shooting from. Turn Off for more realistic shots.
Ongoing work...
M8 - Continuing map build out and level development.
Early Access Update #5 042918 - Hands now attach to weapon grips when grabbed and various changes and fixes, see notes for details
Early Access Update #5
Changes
- Hands now attach to weapon when grabbed - Now weapons will have hands attached to rear and front grips when grabbed by either left or right hand. No more floating hands that correlate to controllers position in world, now they stay on the weapon. This is something I've been wanting to get working for a long time and finally solved it. Hide Hands menu has been removed from Main Menu room. Hide Hands menu has been removed from Main Menu room since it was a workaround for those who didn't like the way the hands looked. If there is a preference for players to not see any hands, it can be added back. Give feedback on forums if you like no hands at all when weapon is grabbed.
Fixes
- M6 - Collider improvements to give better wall shape on player body contact and also prevent accidental out of bounds teleport when teleporting to edge of wall.
- M3 - Slopes added to sidewalks in some areas to allow smoother incline from the road.
- Teleport Only - Direction arrow now in correct orientation to where player will be facing after teleport in M1, M2, M5, M7.
- M4 - Player start height set to ground level, was a few feet in air.
- Sniper scopes now enable on weapon being first grabbed and disable on weapon being fully released. There was a previous issue with scope activate/deact on front grip being grabbed. Timer was put in to workaround that, but this is a better solution.
Additions
- Enemies now react to missed shots landing in their vicinity. When shots hit around them they will investigate, if you are in their visibility range, they will attack.
Coming soon and ongoing work...
M8 - Under development. I will be focusing more time on Mission 8 and building out the level. It will be more of a mixed range style of engagement, with a longer range approach to the objective areas, and closer range combat once near objective.
Early Access Update #4 - The "Laser" and various changes and fixes, see notes for details
EA update #4 out now.
Changes
- Step height - Adjustment to reduce chances of hopping up on top of low objects. Added slopes to most steps and building entrances to allow smoother transition when step height changes.
- Left Hand Dominant Inventory slots - Pistol and Evidence slots switched for Left Hand dominant control schemes. Pistol now on left, evidence on right. Main weapon slot now has weapon grip facing left.
Gun unlocks- Adjusted unlocks so all guns will be unlocked by end of mission 7. Will be changed to unlock later once additional levels are released.
- M2 - Trees updated to pine trees to match mountain setting.
- M2 - Adjusted MSF patrols to prevent some soldiers getting stuck during routes
- M3 - Town ground level changed to cover outside of sidewalk, which was open, and allow smoother movement over it.
Fixes
- Assault Rifles and UMP45 charging handle couldn't be pulled after gun was empty and bolt was open to load first round of new mag. Now both reload options work, either Slide Release (press up trackpad/stick) or pull charging handle to release bolt.
- Guns that were equipped with scope/sight would fall strangely when dropped. Now gravity affects them normally.
- Main Menu - Collider improvements to give better wall shape on player body contact and also prevent accidental out of bounds teleport when teleporting to edge of wall.
Additions
- New Laser sight attachment, attachable to front rails of pistols, Smgs and ARs. For pistols with under barrel rails. For SMGs and ARs, it can be attached on left or right side of barrel at most forward open rail point. To activate, touch with hand and pull trigger.
- New 'Hide Chest Rig' - Toggle option added to Watch menu to hide chest rig to allow full view of inventory if needed. Updated Watch menu 'FPS on/off' button which is now a toggle, press same button to turn on and off.
Coming soon and ongoing work...
M6 - Collider improvements to give better wall shape on player body contact and also prevent accidental out of bounds teleport when teleporting to edge of wall and moving through it.
Known bug - 'Teleport Only' control scheme directional arrow can point wrong direction on certain maps. The direction of the teleport will follow where your finger is on the trackpad/stick, but the direction arrow is not facing that direction. Use the direction that you are touching as your guide instead of the arrow. Will be fixed in next update.
M8 - Continuing development of mission map.
Early Access Update #3 040518 - Fun with a Shield! Smooth Turn speed increase and various changes and fixes. See notes for what's new.
EA Update #3
Changes:
- Smooth Turn speed increased x2,
press to increase base turn speed
- Teleport blink time reduced to minimize black screen flash during teleports
- Teleport maximum distance increased
- Sniper Scope fix for shutting off when front grip ungrabbed. Previous behavior (for optimization), disabled scope once ungrabbed. Now will remain on for period of time (3mins) after it is ungrabbed before disabling. If regrabbed, it will reset the timer and stay on for another 3 mins.
- Menu graphics update
Fixes:
- White sphere around guns no longer appears after SteamVR button is used while holding a gun
- Pistol slide accidental grabs - now pistol slide is not grabbable until picked up
- Player hopping when crouched or prone, player no longer bounces when in contact with some areas of terrain and joints in building floors. Uneven points where rocks cause an incline where they meet the ground can still be an issue.
- Mission 6 - Smooth turn player controller wasn't activating correctly causing black screen on mission launch. Now launching correctly for Smooth Turn users. Thanks to zpridgen75 for troubleshooting help.
Additions:
- Added scope attach to AKM - holo or ACOG attachable to rear sight. Just for fun, cause why not, even if not realistic.
- New Bulletproof Riot Shield - Great for pistol runs. Unlocks mid-game.
- Holster Height option added - You can now raise or lower height of pistol
and evidence inventory slots at hip location. Should help fit different arm/torso sizes.
Early Access Update #2 - Smooth Turn addition
Early Access Update 2
Update -
Smooth Turn control option added - same as Snap Turn control scheme.
Small updates-
Fix for wall out of line in M0
Tablet map buttons glow green when pointer is on them
This update was for the requests for smooth turn. I am not comfortable using it so I'm not sure how the speed feels for those that use it in other games. Leave feedback on the Steam forum and let me know if it is too fast or too slow.