Zero Caliber - QoL and AI improvements, and a quick poll
Hey everyone,
Happy belated New Year! After a short break we're now back on track - let's open 2023 with an update powered by community feedback! We've been monitoring your feedback both here on Steam and on our Discord ever since our "GRAND" Update dropped - the following fixes and improvements are all based on y'alls' findings.
In the previous build, the enemy AI could be quite annoying at times: spawing behind you or out of thin air in front of you - that should happen less often now (if at all), thus making the gameplay much much better! (And the same goes for peculiar enemy behaviour, like running into doors or sinking into the ground.)
In the last update we added an option to switch between the grip/trigger buttons to grab smaller items (like mags), and now we've made further improvements to make it even more user friendly. We've also improved the holster system to avoid misgrabs and the "clunkiness". Another popular request was the music- it could get a bit repetitive before, so we've added quite a few extra combat/gameplay tracks to spice up the OST.
(The HP Reverb G2 controller binding issue should also be fixed in theory, but we currently don't have a working unit so we definitely need feedback on that one.)
Now, before you get to the full changelog, please consider answering this 10-sec poll for us - it's just a short survey on what would you like to see more of in Zero Cal: [StrawPoll link]
FULL CHANGELOG
GAMEPLAY | AI
Improved friendly AI: they will now try to avoid you at certain areas instead of running through you/your weapon (it's approximately 60% better now)
Significantly improved AI spawning: in-the-face and behind-you enemy spawning should occur less often (if at all)
Significantly improved AI behaviour: enemies will not run into doors or sink into the ground anymore
Significantly improved holster usage: grabbing different items from weapon slots/holsters should now be more comfortable/easier
Fixed a rare issue where more than 4 friendly AI teammates could spawn at the same time
Improved small item handling: grabbing small items should feel even better now
Fixed a rare tutorial issue where players could get stuck in the first shooting booth
Tweaked gameplay balance here and there
Improved dedicated server stability
GRAPHICS
Fixed an SG 552 graphical issue (magazines were popping out of the weapon model)
Fixed POI visibility on several maps
Fixed story descriptions in the main lobby world map UI (some of them were clipped before)
Improved object/environment colliders on several maps
Improved water textures/effects on several maps
Minor visual improvements on several maps that no one will notice (probably)
SOUND
Added moooore combat/gameplay music: it shouldn't feel that repetitive now
Improved music volume balance
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As always, thank you so much for providing feedback (be it positive or negative), Zero Caliber couldn't be what it is without your help! Please keep them coming under this news post so we can keep track of everything. And if you like what you see/enjoy the game, or just would like to help us out even more, please consider leaving a review on the game's store page. It'd mean the world to us <3
You can also stalk us on our social channels, great things are coming in 2023!
Thank you so much for the continuous support and for sticking around, we appretiate all of you!
See you on the battlefield, -Dan & the whole XREAL Games Team-
Zero Caliber - GRAND Update Hotfix #2 + mod support news
Hey everyone,
We've been monitoring community feedback non-stop after dropping the extremely important GRAND update - thank you all for the tremendous amount of feedback, you're all awesome!
We've already pushed a hotfix out, and now here's the second one!
HOTFIX #2 CHANGELOG
Added a grabbing method setting for smaller items (magazines, attachments) - you can now set it to 'trigger'
Fixed and improved Index controller keybinding
Improved weapon grabbing from holsters
Improved weapon- and melee holster positions
Improved/rebalanced overall game difficulty
Fixed an issue where bullets were displayed even in empty mags
Fixed broken NPC eye texture
Friendly AI is now turned off by default in both single- and Co-op
Fixed a texture issue on the 'MERPTV' scope
Fixed several 'out of combat zone' issues that could potentially hinder the gameplay
Fixed a few POI issues that could potentially hinder the gameplay in single player
Fixed a texture issue on some military vehicles
Fixed flash suppressor hand position
Fixed grip attachment grabbing spheres
Fixed an issue on Night Shift that could result in a freeze/crash
Fixed missing input actions for WMR controllers (except for the Reverb G2*)
*We're working on a fix for HP's Reverb G2 controllers as well - in the meantime, you can use one of our community member's, Leb's awesome custom key binding.
These were, once again, fixes and improvements that could be done quickly and without taking too many risks before the Holiday Season - more fixes are coming in January! We're still collecting feedback btw in this pinned topic: https://steamcommunity.com/app/877200/discussions/0/3720567164487211951/ and on our Discord, where we're also collecting suggestions and ideas!
MODDING SNEAK PEEK
This hotfix isn't the only thing we've been working on - the modding toolkit is almost ready, and the 1st batch of modders have already started making maps for Zero Cal! Alltime favorites, brand new environments - we're seeing some pretty wild ideas!
We'll be letting more and more modders in on the action as we're getting closer to the mod support update, so when it happens, y'all be swimming in custom maps!
If you'd like to join the early modder team, join our Discord and send me [Dan. | CM-PR] a DM!
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Developing games WITH our community has always been our jam, and that's not gonna change in 2023 either - with your help Zero Caliber will become the ultimate all-in-one VR shooter out there!
Thank you all for the continuous support, we wish you all a Happy and Safe Holiday Season! - The XREAL Games Team
Zero Caliber - Grand Update Hotfix #1
Hey everyone!
Thank you so much for providing so much valuable feedback about the recent megagigaGRAND update! We're really glad to see you're enjoying the "new" Zero Cal. :)
We knew there were bound to be issues remaining here and there, and we were ready - we've just pushed out a hotfix based on y'alls feedback:
*HOTFIX*
Tweaked Index controller grip sensitivity when picking something up
Tweaked Index controller grip sensitivity while holding weapons
Fixed hand angle for Index and VIVE controllers
Difficulty rebalance - the AI now has less HP in 'easy' and 'normal' difficulties
Frienldy AI is now turned off by default (you can still turn it on when selecting a mission)
Moved the melee holster a bit further away from the ammo pouch
Fixed a few issues that could potentially break the game flow
The issue where Valve Index users' controllers were unresponsive during the Benchmark test. Just go to the SteamVR settings and change the Keybindings from Custom to Default.
Improved server stability
We're happy when you're happy - we've always kept community feedback at the top of our priority list, and that hasn't changed.
Please leave your feedback in this discussion, and what's MORE important, send us your suggestions as well! What feature/addition/change/polish would you like to see in the game?
Also, this hotfix contains only stuff that could be fixed easily and quickly, more fixes and improvements ( especially keybind customization, holster and ammo belt fixes) are coming based on your feedback - and of course, mod support is happening soon!
We love y'all! <3
Zero Caliber - the GRAND update is now LIVE!
Hey everyone,
The day has come... Zero Caliber just got infinitely better! The weapon handling, the vastly improved AI, new weapons, new melee feature, dedicated servers for Co-op, built-in voice chat and a TON more - you HAVE to try it to believe it!
The GRAND update is now LIVE!
The game has changed a lot. A LOT. We strongly believe that the gameplay got 120% better, 140 smoother and 200% more fun! We've done all this to prepare the game for the upcoming mod support update - soon anyone will be able to make single player/Co-op missions and PvP maps for our beloved shooter! (Yes, PvP is still on the table!)
Now, given how many things got changed, fixed, finetuned and added, you'll have a lot to go through and get accustomed to (including new control schemes with the added jumping and crouching features). If you've played Zero Cal before this update, we strongly recommend you to replay the whole game as you'll encounter new and smarter enemies, better combat scenarios and revamped gameplay all around!
Dedicated servers and built-in voice chat are making a debut as well. We've got quite a few reports of peeps not being able to connect to each others' games in the past - now with dedicated servers, we hope this is fixed for good. We might need to adjust server locations or their capacities as we go, so if you experience any connection issues, please let us know!
Speaking of which... FEEDBACK. We need it. Our QA team tested the hell out of this build, but with so many changes there are bound to be bugs we had missed. To make our life easier and feedback more organized, please put ALL your feedback into this pinned thread: https://steamcommunity.com/app/877200/discussions/0/3720567164487211951/ The same goes for progress - we made sure there would be no progress loss, but if there is, please let us know in the same thread!
And finally, here's the full changelog. Well, most of it anyway, if you notice anything in the game that's not in here, please let us know in the comments. o7
Added 7 new melee weapons (Tactical knife, Bayonet that can be equipped as attachment, Machete, Small axe, Crowbar, Baseball bat & Baton) - they're available scattered around on all maps
Added a new melee holster where your tactical knife will hang out at all times
Pump action shotguns can now be pumped by one hand
AI
Improved enemy behaviour: they're more sharp and they react/switch targets much faster
Improved cover usage: enemies can now shoot from different sides and angles when behind a cover
Enhanced decision making - AIs now prioritize targets based on 'danger level' (weapons used, distance etc,)
More realistic head movement: enemies now look at their target
Improved existing- and added new NPC animations
Enemies now get to cover much faster by sprinting
Enemies are actively looking for targets, they patrol and move tactical in combat
Enemies now have a melee ability (kicking and smashing), if you get too close to them
Improved aiming (more accurate and quicker)
Added range dependent attack modes
MULTIPLAYER
Switched from P2P connections to dedicated servers for Co-op (better sync and perf)
Added native voice chat with a muting option
Fixed countless connection issues
Vastly improved netcode and stability
GAMEPLAY | CONTROLS
Added a melee feature (including throwing, stabbing & cutting)
Vastly improved weapon handling and more intuitive weapon, item and interactables highlight system
Polished body IK that can now be turned off optionally (leaving you with hands only)
Improved climbing mechanics (it's much more polished now)
Improved 'step up' to the top of climbable objects
Added single handed “akimbo” reload for pistols
Vastly improved magazine grabbing
Added a much more intuitive weapon-, item- and interactables highlight system
Added a height measurement system (auto calibration & sitting mode)
Added holster position calibration
Added controller offset calibration
Improved weapon balance
Improved left hand mode
Locomotion side selection added to settings menu
CAMPAIGN MISSIONS
Reworked and improved combat on all missions - 200% more fun!
Overhauled gameplay all around
New objectives on several missions
Rebalanced difficulties
Added more VR interactions to make the game more immersive and fun
GRAPHICS | UI
Reworked and greatly improved environment on several maps
Improved VFX effects
Improved hand model - byebye balloon hands!
Added a better, more precise self-hit indicator system
Added a region selector popup window to make selecting the appropriate server region easier
Replaced the world map with a new mission selector in the lobby
SOUND
Improved bullet flyby sounds
Improved bullet impact sounds
Added more ambient sounds on open maps
Improved headshot audio feedback
Added different, satisfying sound effects for headshot hits and kills
MISC
Fixed and improved so many things we've honestly lost count
Vastly improved performance all around
POSSIBLE BUGS
Index controller misalignment: if you see any peculiar behaviour, please delete the 'Options' (and only the Options!) save file in C:\Users\[username]\AppData\Local\ZeroCaliber\Saved\SaveGames
Height issue: if your height is off, please recalibrate your height in the settings
A few enemies might get stuck on the 1st Forest mission - just blast them from a distance if it happens
POIs might be missing on the 2nd Forest mission
Enemies might get too afraid and might not come out to play at the end of 'Lockup'
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We could've called the update 'Zero Caliber 2.0', but since we want to include mod support AND PvP before thinking about pressing the full release button (1.0) we went with 'GRAND' instead. We hope you'll enjoy this version of ZC - we're really curious about what you think, so please don't hesitate to send your feedback our way either in the comment section below, in the dedicated feedback thread linked above or directly on Discord .
You can also stalk us on our social channels, great things are coming in 2023!
Thank you so much for the continuous support and for sticking around despite the scarce updates, we appretiate all of you!
See you on the battlefield, -Dan & the whole XREAL Games Team-
Zero Caliber - Update on the update
Hey gang,
It's the 1st of December, and, well, the end of Fall. We promised that THE update would be dropping in November, which is.. not quite what's happening. (Although astronomically Fall lasts until 20-22 December, soooo 🙈)
Jokes aside, we caught an anomaly with the save files - we don't want anyone to lose any progress or weapons, but since the new build is fundamentally different from the current live version, there were bound to be save file incompatibilities. Well, we just caught one last minute, so we're currently trying to negate its effect on any existing progress.
Earlier this week it still looked like we're on track, hence why we didn't feel the need for a status update. Well, we were wrong, hence this status update. 🤡 We fixed one thing and broke a few other things (missing lighting/textures, disappearing AI, y'know, the usual). Our QA team is testing the build 24/7 making sure nothing breaks with the save files.
That said, we know how crucial this update is, and we want it to go smooooth, so we're testing the hell out of it. Currently it looks like it's gonna be next week though - we're really really sorry for the delay, we'll update y'all once we locked down the RC build.
To get more frequent updates on updates, please consider joining our Discord server: https://discord.gg/xrealgames where we'll also be sharing early insider info about the upcoming mod support. ;)
Cheerios, - Dan & the XREAL team
Zero Caliber - Preliminary patch notes of the next update
How's it going y'all?
In our latest "State of Dev", I've more or less layed down the basics of what you can expect from us in the coming weeks. Just to recap:
Code- and feature merge, bringing all the new fancy features and optimization of the standalone version back to PC without sacrificing graphics
PvP(with cross-play if everything goes as planned)
UGC/Mod support(for PvP maps at first, and potentially single player/co-op missions later)
Graphical- and gameplay enhancements on a good chunk of the existing maps
The 1st part of this huge update pack will contain 1) and 4), and it's still scheduled for November (so it's coming within weeks, whoopwhoop)! While testing the RC build, 2 blocking issues popped up out of the blue: one of the overhauled maps started to crash 2/5 times in Co-op, and there's something fishy with the save files. These are the only major things that we have to fix, but since we've changed so much stuff under the hood, debugging them takes a bit more time than usual - we have a few leads though, so no worries!
Once the update is out and you start to get used to the improved mechanics and new weapons and their rebalance, we'll jump right into testing the PvP- and mod support builds.
Speaking of mods: WE NEED MODDERS! If you, or someone you know would like to experiment with PvP- and/or Single/Co-op missions for Zero Cal, shoot me (Dan.) a DM on Discord, or leave a comment in this topic: https://steamcommunity.com/app/877200/discussions/0/3495383439599909937/ so we can get back to you once the time comes! You might be able to get your hands on the mod support build early on so you can start realizing your wildest Zero Cal dreams before the update drops. ;)
Now, I compiled a far-from-complete, PRELIMINARY patch notes so you can feast your eyes upon what's coming!
PRELIMINARY PATCH NOTES
MULTIPLAYER
Switched from P2P connections to dedicated servers for Co-op (better sync and perf)
Added 7 new melee weapons (Tactical knife, Bayonet as an attachment, Machete, Small axe, Crowbar, Baseball bat & Baton)
Added a new melee holster where your tactical knife will hang out at all times
GAMEPLAY | CONTROLS
Added a melee feature (including throwing, stabbing & cutting)
Vastly improved weapon handling
Polished body IK that can now be turned off optionally (leaving you with hands only)
Improved climbing mechanics (it's much more polished now)
Improved 'step up' to the top of climbable objects
Added single handed “akimbo” reload for pistols
Vastly improved magazine grabbing
Added a much more intuitive weapon-, item- and interactables highlight system
Added a height measurement system (auto calibration & sitting mode)
Added holster position calibration
Added controller offset calibration
Improved weapon balance
Improved left hand mode
Locomotion side selection added to settings menu
AI
Improved enemy behaviour: they're more sharp and they react/switch targets much faster
Improved cover usage: enemies can now shoot from different sides and angles when behind a cover
More realistic head movement: enemies now look at their target
Improved existing- and added new NPC animations
Enemies now get to cover much faster by sprinting
Enemies are actively looking for targets, they patrol and move tactical in combat
Enemies now have a melee ability (kicking and smashing), if you get too close to them
Improved aiming (more accurate and quicker)
Enhanced decision making
Added range dependent attack modes
CAMPAIGN MISSIONS
Reworked and improved combat on all missions, by a lot
Overhauled gameplay all around
New objectives on several missions
Rebalanced difficulties
Added more VR interactions
GRAPHICS | UI
Reworked and greatly improved environment on several maps
Improved VFX effects
Added a better, more precise self-hit indicator system
Added a region selector popup window to make selecting the appropriate server region easier
Replaced the world map with a new mission selector in the lobby
SOUND
Improved bullet flyby sounds
Improved bullet impact sounds
Added more ambient sounds on open maps
Improved headshet audio feedback
Headshot feedback improvement
Added different, satisfying sound effects for headshot hits and kills
MISC
Fixed and improved so many things we've honestly lost count
Vastly improved performance all around
(I'll update this list and spice things up with pics and gifs once the update goes live.)
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It's happening boys! Thank you all for bearing with us, we appreciate all your support and patience! <3
Cheers, -Dan & the XREAL Games Team-
Zero Caliber - State of Dev #1
Hey everyone,
We're getting closer and closer to the long awaited huuuge update - and we're still aiming for a fall release! We now have a -more or less- stable and playable build, so we can start showing you stuff!
As you may be aware, we have 4 major things we're working on:
Code- and feature merge, bringing all the new fancy features and optimization of the standalone version back to PC without sacrificing graphics
PvP(with cross-play if everything goes as planned)
UGC/Mod support(for PvP maps at first, and potentially single player/co-op missions later)
Graphical- and gameplay enhancements on a good chunk of the existing maps
To avoid introducing unexpected bugs (and to let you all get accustomed to all the changes, new mechanics and improved gun handling), we might split these into several updates - we'll probably release 1. and 4. together first, then 2. after that and 3. at last.* This will also speed up the process as we'll have more time to thoroughly test things out.
*Disclaimer: the order might change if unforeseen technical issues start popping up along the way.
Not gonna lie, we're a tad bit afraid as these updates will be huge (thus not void of risks), but we're extremely excited at the same time to push our beloved Zero Caliber to the next level!
Now, to show you some gameplay: one of those new feature will be the melee, which comes with a bunch of melee weapons, like the machete...
...or the knife which will be your trusty companion at all times:
As part of the spiced up gameplay, you'll encounter new scenarios...
...and new hoops to go through in order to advance in missions:
And btw, don't worry about the missing full body, it will be optional. ;) We're also touching up a few maps - we're about to start the final performance tests so the final look may vary, but we're doing our best to make them prettier:
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It feels sooo good to finally be able to show you all these cool stuff, we can't wait to release the update(s)! We're going to show you even more sneak peeks as our build gets more and more polished, so stay tuned!
And thank you for bearing with us, we appreciate all your support and patience! <3
Cheers, -Dan & the XREAL Games Team-
Zero Caliber progress update & survey
Hey everyone,
Just a quick update on the huge update coming this fall - we're testing cross-play stability between the PCVR and the standalone PvP!
We still have a few glaring issues to fix so we can guarantee the smoothest of gameplays, but the code merge is more or less done. We're now in the process of fine-tuning the maps and combat so new gameplay elements can be incorporated into the campaign maps we all know and love. That, and we're working on the PvP maps so we can keep the PCVR-grade visuals once it drops.
We've been collecting and using user feedback over the years to make the game better, and have a pretty good list of fixes and improvements already. That said, we'd like to hear YOUR feedback once again - what should be fixed, improved or added to the game? Please let us know in the comments below! We're reading EVERYTHING, even if we can't get back to everyone.
Even though your, and our list of fixes and improvements are probably pretty similar, we'd still like to catch a few extra ideas, forgotten bugs and other things - we might be able to squeeze some of them into the update. ;)
Thank you guys and gals! We'll soon be back with more details about the update itself.
Cheers, -XREAL Games Team-
Zero Caliber progress update - Giga Update soon!
Hey everyone,
Just wanted to let you all now where we currently are with the gargantuan task of merging our projects together and bringing Zero Cal to the level we want it to be on. First of all, sorry for the lagging updates regarding our progress concerning Zero Cal's next update - we wanted to make sure that what we promise now we can 100% deliver later on.
You might be aware that after Zero Cal's standalone release, we've started to dissect the game's code to pieces in order to merge the two projects together and bring all the goodies back to the OG version. All our efforts, blood, sweat and tears are starting to yield tangible results - we now see the light at the end of the tunnel!
Due to the delicate nature of the process, we've decided to compile all the progress into a big steaming pile of a giga update - we're expecting it to be ready for release towards the end of fall, 2022.
What's gonna be in it you ask?
Well, where to start... Besides all the optimization and under the hood changes, we're going to add:
Melee weapons: a knife, a bayonet attachment, a machete, a crowbar, a baton, a baseball bat and an axe
Cross-play PvP with plenty of maps
UGC (mod) support for PvP maps
Rebalanced and spiced up combat on all maps
These are only the most eye-candy additions but rest assured, there will be many more! There's a reason we're referring to it as a "giga update". ;) Oh, one more thing: the PCVR-level graphics won't be affected.
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That's it for this super-quick update. We're going to show you sneak peeks and provide you with consistent updates as we get closer to the giga update - watch this space!
Cheers, - XREAL Games Team -
Road to THE update - Zero Caliber devblog I.
Hey folks,
As you might be aware, we took it upon ourselves to get Zero Caliber in shape a while back (quite a while back actually). I've talked about it in past devblog posts, hell, even sounded like a broken record at times (and I still do I know), but I'm gonna repeat myself anyway:
We're currently working on the dreaded code merge to bring all code optimization and most of the new features from the game's standalone version back to PC. As it turned out the merge is a one-man show, meaning that the task can't be parallelized (is that even a word?) - only one person can work on it at the same time. This greatly increases the time that has to be dedicated to the process. Merging something, making sure it clicks with the rest of the code, testing, fixing, testing again then moving onto the next thing.
Current estimates show that the merge itself will be concluded in 1.5-2 months, then our GD and GFX teams are going to fix up the maps/weapons and then we'll be good to go! 🤞
As we're getting closer and closer to THE update, we thought it'd be a good idea to go through ALL the stuff that is going to change to refresh our enthusiasm. ;)
#1 - HANDS | WEAPON HANDLING
One of the not-so-perfect parts of the current version is the hand model and the weapon handling. The new weapon priority system and the new hand model will make everything so much better! Different as night day I tell ya. The game will predict what you want to grab or interact with on your weapon. No more “clunky” controls!
#2 - 4.24 -> 4.27
If the code merge wasn't enough, we're also upgrading the game's engine version. This mostly affects background processes, but you'll also notice its effects, mostly on the performance side of things.
[TO BE CONTINUED...]
Stay tuned for the next part of this EPIC devblog series leading up to THE update of all updates!
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We had internal discussions about the closed PvP build we have lying around on a private branch. We were thinking about opening it up while we piece THE update together - is that something y'all would enjoy? Should we do it? Let us know!
Thank you all for sticking around! <3
On behalf of the whole XREAL Games Team, Daniel Nyirfa lvl100 Chief Comms Officer