Fix bug that could cause server to shutdown when changing mission from Deathmatch to Convoy.
Fix end-of-match award graphic.
Fix end-of-match kills stat not tracking.
Fix player being able to take damage during training.
Splash logo more spooky.
Control of FreePlay servers will now correctly prefer to transfer to one of the players the host set as a buddy, not the other way around.
Wormageddon draws Near...
Wormageddon Content Update
It’s that time of year once again, so Vox Machinae is back and spookier than ever with our wormageddon update! As some of you may recall, last year we debuted our spooky week content which added giant death-dealing worms in Blast Chamber and featured our skull achievement hat for a very limited time. Well let me tell ya, this year we’re taking things even further with the following appropriately spooky additions:
Worm Hunter, a new limited time offering:
We like to call it Skull 2.0, but essentially we’ve added a new way to get an even more exclusive spooky week hat, so get to unlocking before spooky week ends! Note that the original Skull hat achievement is once again enabled for the taking, so don’t miss it this time around.
Wormageddon remix mode
You asked for it (again and again, you know who you are!), so we went ahead and did the unthinkable. With the new wormageddon remix mode enabled, worms will now spawn on any level of your choosing and in any mode. What’s more, they come out even more often than before, sometimes several slithering around at the same time! So better brush up on your dodging skillz, because those worms are out to get you!
Dust ON those old cobwebs, plus green goop too
We thought our old spooky week decorations could use some more… spookiness. That’s why we spared no expense and imported only the finest earth spiders to populate your hangar with webs. Also, someone must have left the green smoke machine on for far too long and flooded the hangar with an eerie green glow.
Wait, where'd TT3 and Modules go?
I knew someone would ask us that, so here’s the long and short of it. We wanted to put in all sorts of crazy awesome new stuff for this update. As we piled on the features though, it became abundantly clear that we had too much stuff to lump together with the spooky content. So we split them up, with spooky content heading out the door very soon, and a much more ambitious update following at a later date.
Last but not least, the patch notes:
Wormageddon has arrived. This new Remix option will frequently spawn worms on any level.
Spooky Week runs from October 26 to November 2.
Spooky Week: Earn a spooky new hat for giving the worms a good thrashing.
Spooky Week: Dedicated servers will have Wormageddon enabled from October 29 to November 1.
Scramble Teams option is now more scramblier.
Fix some Index controller buttons stopping working after opening the Steam overlay.
Fix networking issue that could cause the master server to not return the server list in some rare cases.
Fix intermission length on dedicated servers being 75 seconds instead of the intended 60 seconds.
Add support for Thrustmaster Warthog HOTAS.
Add support for MFG Crosswind V2 pedals.
Fix incorrect lighting on worms.
Boo!
- Team Space Bullet
Patch Notes - 0.34.2 alpha
Show countdown timer on intermission.
Fix Overhaul having one stuck reticle quadrant.
Randomize teams now evenly distributes human players.
Fix performance issue related to tessellation quality setting.
Fix missing detail geometry on terrain.
Now do like Arnold says and stay cool!
Patch Notes - 0.34.1 alpha
Fixes compatibility with Windows 7.
Fixes bug that could prevent hosting an online game.
The Lots of Little Things Update
Greetings and salutations! Prepare for incoming patch... oh no too late, it's already here -- AAAGH *static*.
That's right, we've been tinkering away on lots of little fixes and changes. It's a real grab bag, so check out the patch notes below to find out all them lil bits. Also, get hyped for the next update that will have some Big Things™.
Vox Machinae's birthday is coming up, too. ːcleancakeː It's been almost a year in Early Access. We still have many things we want to jam in there before we let it escape, so don't think we're gonna leave you hanging; there are lots of updates to come.
0.34.0 alpha
Fix bug that caused projectiles to not hit Drill's upper leg, making them very difficult to destroy.
Fix Drill sometimes falling at extreme speeds when using the drill/downward jets.
Add support for CH Pro Pedals USB.
Voice chat screen shows correct reflections on pilot depending where they are instead of where you are.
Fix voice chat screen incorrect pilot shoulder poses when more than one person is talking.
Balanced the difficulty on Convoy co-op mode.
Turning jets now have their own unique sound effect and do not trigger the regular jump jet effects and vibration.
Objective screen now shows up to 4 player/team scores and has a new layout.
Fix bug which could cause effects to not appear if they were in the zoom scope view, but not the main/eye view. This mainly occurred when using the Hammer missile cam.
Improved "commit" effect for Hammer missile.
Network bandwidth optimizations.
Improved smoothness of rotations on GDRs.
Added support for UPNP protocol on the server, improving the odds of successfully connecting to a player-hosted game if the host's router supports the feature.
Improve networking ability to handle corrupted or invalid messages.
Four new hats added. A new matching achievement exists for each hat.
Cooling geysers have erupted on Cryptic Tundra. Jump in and beat the heat!
Reduced CPU load by approximately 10%, improving framerates on CPU-bound systems and reducing the chance of missed frames in VR.
Added "Scramble Teams" option under the Teams menu in the match config.
Grinders now have different radar ranges, with lighter classes having higher range than before, and heavier classes having lower range than before. The radar range is shown on the radar monitor.
Fixed hands being rendered with one frame of delay. This fixes problems such as the jumpjet stick intersecting the hand and makes the hands feel more responsive in VR.
Greased lightning! No one is going to make you drive 55, because being struck by lightning now refills your fuel.
Added different briefing for deathmatch with no teams (free-for-all).
Fix bug that caused starting a training mission to fail if you are currently hosting a match.
New sound effect when hammer commits to its target, audible to those around it.
Stockpile scoring system changed to award points after holding for specific amounts of times, capping off once full. Points are also awarded for neutralizing an enemy factory.
Salvage spawning location rebalanced for more fair locations.
Salvage respawn penalty to defending team now reset once new Salvage has spawned.
Increased health on Hopper's arms to be able to survive one railgun hit.
Fix bug which caused Drill's main weapon aim to be very slightly off target.
Fix bug which prevented FreePlay dedicated servers from restarting themselves automatically and causing server performance issues.
Fix hand pose when grabbing the throttle.
Drill downward jets now have no fuel cost and propel straight down instead of trying to assist towards the nearest enemy.
Fix controller vibration playing when a detached limb impacts something.
Fix controller vibration playing when an enemy shoots your detached limb.
Add "-platformmic" launch argument to use experimental platform-provided mic input. Oculus Store = Oculus SDK. Steam = Oculus SDK for Oculus VR Mode, otherwise Steam SDK.
Reduced respawn time in Convoy mission.
Remix options can now be used on Convoy mode. Beware, enemies can benefit too!
Fix glowing paint on Grinder cockpits on some video cards.
Fix microphone cutting out after switching audio output while the game is running.
Lasers now count a hit if the laser touches an enemy at any point of the beam's duration instead of only at the start. (for accuracy tracking purposes)
Enemy factories that show up in Convoy mode now capture by proximity, consistent with Stockpile mode.
"What's Coming Up" and Minor Patch Notes (0.33.6 alpha)
Here are just some of the features we are currently hard at work on:
Terrain Tech 3 Work Marches On
Work continues on taking our terrain visuals to the next level. We’ve just recently gotten it to a stage where the artists can start converting all assets over to the new system. This is a months-long task, as we’re taking the time to also expand/improve our levels in meaningful ways while they’re under the knife. For a sneak-peak at the current state of Serpent Plains using TT3, check out the video.
https://www.youtube.com/watch?v=rw7ylN6lQSU
Grinder Modules
We're just getting started on the journey to getting our much-anticipated grinder mods shipped out to you all. That is to say, we got a few of them working to the point where we can play around with their functionality and start tweaking/balancing their gameplay. After that we’ll start doing an art pass on presentation, along with any special case stuff to make sure players understand what the mod will do once equipped. While we’re still a ways off from shipping this feature, it is already showing a lot of promise, shaping up to be another great addition to the game.
Game Mode Scoring Changes
As many of you may have noticed in discussions with us over on our Discord server, we’d like to tweak some of the way scoring works on both our Stockpile and Salvage game modes. Specifically, stockpile is currently undergoing some tweaks internally, with the goal of rewarding more strategic teamplay. We’d like to move towards rewarding prolonged control of factories as opposed to just getting a point every X seconds of control. Additionally, we’d also like to create some more interesting point distributions for taking over enemy-controlled factories to encourage comebacks. We’re hoping we can get it finalised for inclusion in our next update, fingers crossed.
Status (Objectives) Screen Update
What once was an objectives screen, will soon become a status screen. Why the change of heart(name)? Well since we shipped our game, we introduced game mode briefings at the start of matches, so it’s no longer a mystery about how the current mode you’re playing works. With that, the status screen can then be cleaned up a bit, leaving room for more important status information that’s key to your team’s strategy towards winning. This is a mockup of the direction we may take for future revisions of the Status screen’s presentation (in this case showing Stockpile mode).
UPNP Support
UPNP is a feature of many home routers that can help prevent some connection problems when one player tries to join a server being hosted by another player. It allows the game to request that the router reserve a specific port for game traffic and not be so strict! If you've ever tried to join someone's game and gotten the Server not responding error message, there is a good chance this will help you out!
Platform Mic Support
Vox currently uses the microphone support built into the Unity game engine. While this works for most people, a few had issues. We are working on hooking into the microphone input available in Steam and Oculus Platform which will hopefully provide a better experience. This will also help simplify things for us since we use the Wwise audio system for speaker output, and removing the dependence on Unity for mic input allows us to disable Unity's audio system completely. We're just testing the new mic input and sorting through some bugs, hope to have it in there soon.
In Summary... So there you have it, TT3 work continues, grinder modules are taking shape, game mode scoring will improve soon-ish, and misc stuff is also happening! All this to say, we’re continuing to work our butts off in making Vox Machinae better and better, even if sometimes that means doing less exciting stuff along the way.
Patch Notes - 0.33.6 alpha
Add support for Logitech-branded X52 Pro HOTAS joysticks.
Add deadzone for joystick-type controllers to prevent drift.
Add "-avatar" launch option to force showing the pilot customization screen.
Valve Index Controller - Update and Important Info
:summer2019cone:
We've just published a patch that improves Valve Index controller support. This update uses the finger sensors to grab objects instead of the force sensor and results in a much more comfortable experience. It also enables use of the A buttons and thumbsticks, which previously were not mappable.
If you have modified the controller mapping using the Steam VR mapping editor, it is VERY IMPORTANT that you switch to the official mapping in order to be able to use the grip properly. You can then make any modifications you like to this new mapping (you are also able to edit the mapping using the in-game menu). For new players and those who have not edited the mapping this should (hopefully) happen automatically.
The default controls for Index controllers have changed a little bit. The menu is now operated with the Left Thumbstick and Right A/B buttons for Select/Back. Aiming on the scope is now mapped to Right Thumbstick by default. All other inputs remain the same.
Tutorials and weapon grouping prompts now also feature graphics specifically for the Index controllers.
This update does not add full finger tracking, which we do hope to incorporate in the future.
Also, due to a game engine upgrade this patch is unfortunately fairly large, and we do apologize for the inconvenience this might cause.
If your grip is NOT working after the update, please follow these instructions:
- open Steam VR
- click the menu symbol in the top left corner
- Pick Devices > Configure Controller
- click Vox Machinae
- under Current Controller, ensure Index Controller is selected
- under Current Binding, ensure Vox Machinae Index Controller Mapping is selected
- if not currently selected, find it in the list underneath and click View, then Select This Binding
See below for the full patch notes:
0.33.2 alpha
Fix controller prompt for left trackpad press incorrectly showing left thumbstick press.
Valve Index: Add controller graphics for Valve Index controllers.
Valve Index: Added custom Steam VR controller profile for Valve Index controllers. Now able to use A buttons and thumbsticks. Grip has been changed from force sensor to capacitive touch sensor for more natural grabbing.
Valve Index: The menu is now operated with the Left Thumbstick to navigate and Right A/B buttons for select/back.
Valve Index: If you have made your own Steam VR controller mapping, we recommend using the new default mapping for the best experience and to ensure you have access to all controller buttons.
Valve Index: Default controller mapping has changed. Aiming now defaults to right thumbstick. If you have edited the controller mapping using the in-game menu, we recommend resetting the mapping for each controller.
0.33.3 alpha
Fix some errors that could occur during Convoy mode.
Fix error that could occur when Oculus Touch controller runs out of battery.
Adjust grabbing thresholds. Grabs when 80% depressed, releases when 20% depressed.
0.33.4 alpha
Add settings for motion control grip grab and release threshold.
Add setting to disable hand tracking.
Hands will no longer snap to default position when an untracked controller is moved/pressed. Please use the "hand tracking" setting if you have tracked controllers that cannot easily be turned off and want to use traditional inputs.
Summer Stylin'
With just a few days into summer, we at Space Bullet felt it was prime time to get things really heated up in Vox Machinae. Say hello to our Summer Update, jam-packed with new content to unload and lay digital waste on your fellow grinder pilots.
Introducing Convoy CO-OP Mode
To get things started, we’re proud to finally unveil our first ever Co-op gameplay mode, Convoy. As the title suggests, you and up to 3 other fellow pilots are tasked with protecting 3 mining trucks making their way through our treacherous battlefields. Along the way you’ll be greeted by the gunfire of enemy scavenger trucks and grinders, so stay sharp and protect those piggies. What’s more, you’ll have to keep a keen eye out for bigger foes and even competing enemy convoys attempting to cross your path as they chart their own course. Fear not though, as you may encounter optional opportunities in the form of dormant grinders and factories to capture and benefit from along your journey to the goal.
Overhaul, The Flying Grinder
People are always tell us that our signature jumpjet gameplay is one of the most compelling aspects of Vox Machinae. That got us to thinking, what if there was a grinder that could FLY? Well that’s just what we did! Sort of. Introducing Overhaul, the double fixed-mount medium class grinder featuring hummingbird propulsion jets. What’s hummingbird you say? It allows Overhaul to hover effortlessly over the terrain, surveying the battlefield below. With those 2 fixed weapon mounts, he can unleash a unique combo of weaponry on those poor pilots below.
Pulse and Hammer your Foes into Submission
Speaking of weaponry, the summer update once again delivers with our two new guns, Pulsar and Hammer. Pulsar adds to our roster of small weapons, doling out a triple shot of magnetically-charged projectiles that proximity explode near enemies to deliver splashy damage goodness. Meanwhile, Hammer delivers the goods in a dramatically different way. Available to grinder pilots in fixed-mount form, this giant homing missile can be guided by the pilot’s cursor for targeted explosive glory. What’s more, once a player commits to a target and lets go of the fire button, the missile sheds its casing and accelerates to expedite delivery of its payload. Oh and did we mention that it can be controlled via your scope monitor? Because it totally can!
So to sum things up, hovering grinder, guns, and co-op glory is the name of THIS game with our summer update, available NOW!
Here are the patch notes that list some other fixes, etc:
0.33.0 alpha
New improved textures for grinders with more detail and paint decals and so on.
New Grinder: Overhaul. Float like a butterfly, and sting like a missile-tossing nightmare.
New co-op game mode: Convoy. Team up with your pals and see how high you can crank the difficulty!
Enabled Remix options are displayed in the lobby for all to see.
New small mount weapon: Pulsar. Toss some quarks or whatever at the enemy and make them Pul-sore!
New fixed mount weapon: Hammer. When you've got a giant guided missile, you can really nail those baddies!
Pressing any button on a controller (even if unmapped) will now cause that controller to become the active controller.
Picking up/moving a motion controller will now cause that controller to become the active controller.
When switching from motion controllers to an untracked controller (like mouse/gamepad), the hands will now snap to a default position.
Fix training mission saying "there is no input mapped" to aim when using a mouse.
Fix leg of Grinders kicking backwards after landing, resulting in getting moving again more quickly.
0.33.1 alpha
Possible fix for some rare controller detection errors.
:summerskull:
Tweaking the Graphics on Level 3...
On the path towards shipping any product, a development team will iterate countless times on assets/gameplay/code/pipelines for the game with the goal of increasing quality and fun while simultaneously improving their internal processes. So it’s only natural that at a certain point we run out of iterations we can cram in, and some aspects ship with room for improvement past Early Access release. Here are two examples of the things we always wanted to come back to, and how we are now working to improve them since our EA release.
Terrain Tech 3 (TT3 for short) (click to biggie-size it)
This one is a doozie. For starters, internally we have gone through many more than 2 versions of the terrain system of our game. There was a time when everything was going to be procedural, then everything was going to have unique textures everywhere, and finally we landed on a combination of the two. We went with procedurally designed textures that get tiled and combined at runtime to give the illusion of uniqueness. Ultimately the solution we chose, while serviceable, came at the cost of video memory.
The terrain solution at launch was working, but ultimately push came to shove when we started running out of memory and file size to cram new content the game as we patched and improved it. So the lion’s share of memory use, which was still taken up by our terrain system, needed to be readdressed in order for us to improve the game further. Enter TT3.
Taking cues from megatextures along with our own Space Bullet innovations, TT3 is being built to shave down on memory use and drawcalls (# of objects displaying to the player) while also boosting texture fidelity. And heck, while we’re at it let's fix our long-standing terrain seam/gap issues and throw in support for new stuff like ambient occlusion textures and glowing objects. It’s a tall order, and one that needs time in order to get it looking just right. So while it’s still several months from its debut, on the screenshot you can see the kinds of improvements to expect when its done (distant visuals are not yet working atm).
Grinder Visual Improvements (click to biggie-size it)
While our grinders have always had a unique look to them, one element that didn't make the EA release was armour panelling on grinders. Now you’re probably thinking we’re being nit-picky, and you’d be right! But, when 95% of the grinder’s surface area IS panelling, wouldn’t it make sense to give it the love that it deserves? We’re talkin’ bolts, little hatches, lettering/numbering, logos, markings, and of course, more rust. Also new with this update are dynamically paintable accents, which can be used by the game to give the grinders some added colour variety. Click the thumbnail below to check it out, oh and it’s coming in our next content update.
So there you have it, some deep under-the-hood work being done to elevate our visuals as we continue to work feverishly to take VOX closer to Version 1 release, one element at a time.
We're also working on finishing up a new content update for y'all and there will be more info to share about that very soon.
:lunar2019piginablanket:
Patch Notes - 0.32.0 alpha
Hello, Pilots!
Today's patch brings you a bunch of improvements to hosting matches, tweaking your cockpit, and some weapon adjustments. Be on the lookout for a future article to learn about some of the new content coming up in the next major update.
Host can adjust Match Config settings such as Duration and Remix toggles after match has started.
Dedicated Server launched without a playlist will become a player-controlled server. The first player to join will become host. Look for servers labelled "FreePlay" to take advantage of this new feature.
Add support for CH Fighterstick.
Add support for CH Pro Throttle.
Add support for Saitek X45 Flight Control Stick.
Hands will no longer fly into the air when tracking is lost on some motion controller types.
Revamped explosive weapon damage. New method takes into account surface area of the component, volume of the explosion, and other factors when calculating damage. In general, smaller components take less damage, and larger ones more damage.
Reticle can now be offset both horizontally and vertically. It can also be offset in smaller increments.
Head-tracked aiming on the scope for VR users. (Default is the old manual aiming. Look in the menu under Controls > Aiming to change to the new style.)
Eject handle position can now can be offset forward/back and up/down.
Fix JOIN menu freezing when trying to connect to a server you are already connected to.
Fix some cases of radial menus not fading out properly.
Fix Space Bullet splash screen timing and fading issues.
Skyjacker requires targets to be moving slightly faster than before to detonate. Damage dealt is much more consistent per shot.