Early Access Update 47 is Live!
Author: [RUST]Grumplestiltskin,
published 7 years ago,
[img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/18966105/b47ca99c42068f37e654b6ee2e07cdf5fafbff21.png[/img]
Howdy Folks!
https://www.youtube.com/watch?v=fuKd9nPIoG4
HAAAAAAAAAPPY HALLOWEEEEEEEN
We've got some extra spoopy goodness for you today, along with all the new features, items and systems we've been battle-testing all month! This month was a challenging one, what with the Upgrade to Unity 5.6. Having the beta branch (and all of you dedicated testers) was tremendously helpful, so I wanted to start out by thanking all of you who’ve provided feedback, filed bug reports, sent me logs and more this past month. Your help has truly helped make H3 better.
As for our SPOOKY new mode, this scene grew out of what was originally a very simple idea. I _was_ going to just do an outdoor, more sand-boxy scene with some zombie-hot-dogs initially. But after seeing how much fun folks have been having with the new Mini-arena, and the ability to fight-as-long-as-you-can with automatic spawning bots, alongside folk’s requests for more opportunities for using random equipment, I came up with the idea of giving you a starting ‘character’ with a themed loadout, and proc-genning other equipment placement. Everything sort of scope-creep spiralled from there, to dozens of characters, random in-game events, voice recording for intros and in-game events, a large level, etc. and phew…. It’s been a blast but this mode has been the most photo-finish moment of the game’s development thus far.
Just so you know, even though all 36 unlockable characters are _done_, there are still like 5 of them that don’t have their unlock code activated yet, as I ran out of time creating the special circumstances that allow for it. This will be patched in in the next couple days. Hopefully the other 30 or so will keep you busy :-) I also intend to add more items into the mode’s proc-gen tables, once I get some more data back from folks about how easy/hard the mode it. The usual tuning and such, so please feel free to leave feedback (just plz make sure to put ANYTHING about unlockable characters behind spoiler tags, where-ever you post).
In terms of the damage system, things finally feel as though they are in order. Rifles hit like rifles, pistols hit like pistols, and the wrenches hit like wrenches. There still might be a few odd items/objects in the game that don’t respond as desired/expected to melee damage. If you run into any of these, please let me know!
Anywho, with that, it’s time to move onto the _massive_ changelog.
Enjoy!
-Anton
[b]Update #47 Changelog:[/b]
[b]Visual Enhancements and New Quality Matrix:[/b]
- New Visual Enhancements have come with the update to Unity 5.6.
- These included HDR Color Correction, Bloom and SSAO.
- Each effect if individually toggleable in the quality options (only Color correction is on by default)
[b]Single-Pass Stereo:[/b]
- The game is now running in single-pass stereo mode, which in laymans terms is a setup that allows some work to be ‘shared’ in drawing the view for each of your eyes, instead of having to do everything twice. This results in a big cost savings on the CPU at the cost of a minor increase in GPU cost.
[b]Damage System Rebuild:[/b]
- Significantly more accurate to real-world muzzle energy scaling while still retaining the affordances of an abstraction (doesn’t have some of the weird behavior that the data-driven terminal ballistics outputs).
- The result is pistols feel like they do about a pistol’s worth of damage, as to shotguns, rifles, and shrapnel.
- Note this means certain really old timey or small calibers (8mm Bergmann and .25acp) are pretty much hot garbage in combat contexts.
[b]Additions:[/b]
[list]
[*]Added New Game!: RISE OF THE ROTWIENERS
[*]Added New Firearm: M1 Garand (.30-06 w. En-Bloc Clip)
[*]Added New Firearm: P08 Luger (9x19mm)
[*]Added New Firearm: Nagant Revolver (Single Action, 7.62x38mmr)
[*]Added New Firearm: Webley Revolver (Double Action, .454 Webley)
[*]Added New Attachment: Nagant Suppressor
[*]Added New Melee Weapon Subcategories: Farming Tools, Garage Tools, Goofy, Improvised, Medieval, Shields
[*]Added 10 New Farming Tool Melee Weapons : Broom, Garden Shovel, Hand Rake, Hoe, Pitchfork, Rake, Shovel Flat, Sickle, Trowel, Wood Axe
[*]Added 11 New Garage Tool Melee Weapons: Dustpan, Flathead Screwdriver, Hammer 2, Hammer Old, Hand Axe, Mallet Round, Mallet Square, SledgeHammer, SledgeHammerOld, Utility Knife, Wrench Two Sided
[*]Added 8 New Improvised Melee Weapons: Baseball Bat, Billhook Machete, Cleaver, Cleaver Old, Fire Axe, Machete, Pickaxe, Pipe Bent
[*]Added 4 New Medieval Melee Weapons: Claymore, Mace 1, Mace 2, Warhammer
[*]Added 2 New Shields: Riot Shield, House Hand Grenade Heater Shield
[*]Added 1 New Tactical Melee Weapon: Brass Knuckles
[*]Added New Options: Independent On/Off Settings for HDR Color Correction, Bloom, SSAO
[*]Added New System Functionality: Power-up support (for Rise of the RotWieners)
[/list]
[b]Changes:[/b]
[list]
[*](Main Menu) Made it clearer in panel text when game was still loading vs. finished.
[*]All two-hand objects can now be grabbed from a holding hand by _either_ their fore or rear grip.
[*]All Projectiles have been given new damage values.
[*]Flags for ignition, freezing and emp added to damage struct for future use.
[*]Melee weapons given new damage flags, multipliers and velocity curve
[*]Single-Handed Melee Weapons now Cycle Poses via left and right click on touchpad!
[*]Tactical Knife now has same Pose Sequence as Combat Knife (Normal, Inverted, Throw-pose)
[*]Lighting rebuilt for Gunnasium Scene (required due to 5.6 update)
[*]Lighting rebuilt for Arena Scene (required due to 5.6 update)
[*](M.E.A.T.S.) Changed Armored Disc Damage Behavior
[*](MeatGrinder) Tweaked Amount Of Life For Burning Meatballs
[*](MeatGrinder) Tweaked Amount Of Life For -redacted-
[*](Wurstwurld) Tweaked Amount Of Life For All Bots
[*](Arenas) Tweaked Amount of Life All 3 Tiers of Bots Have
[*]Made the SWAG-12 FA Shell useful
[*]Made the SWAG-12 HE Shell useful
[*]Increased Maximum Projectile Range/Die time parameters for 50bmg, 54mmR, .30-06, .308 Winchester because DragonFrost is a madman.
[/list]
[b]Fixes:[/b]
[list]
[*]Player can no longer accidentally shoot themself in the hand with short-barreled firearms
[*]Fixed Camera Quality Settings Initialization issue
[*]Fixed incorrect placement of objects in quickbelt slots
[*]Fixed incorrect Locomotion mode cycling in wrist menu when using Joystick Teleport
[*]Fixed inability to cycle TO Joystick teleport in wrist menu
[*]Pose Orientation of Crowbar Fixed
[*]Pose Orientation of Big Pipe Wrench Fixed
[*]Pose Orientation of Hammer Wrench Fixed
[*]Pose Orientation of Hatched Fixed
[*]Pose Orientation of Combat Knife Fixed
[/list]