Early Access Update 48 is Live!
Author: [RUST]Grumplestiltskin,
published 7 years ago,
[img]http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/18966105/78dd1a653f1121248b1894e09b2e8e130cd44c21.png[/img]
Howdy Folks!
https://www.youtube.com/watch?v=-XbC7FJ_aE4
It’s that time again! Hope you’ve all recovered from your turkey-comas (I sure haven’t) and are ready to play some Take And Hold (now with way more firearm options, and varied spawn tables)! I’ve also spent a bunch of time tuning the spawn pathing, so agents should press their advantage a bit more aggresively instead of getting caught around corners and such. There’ now multiple ways to attentuate the difficulty and length of experience you want, with Health, Difficulty Progression, Loot Progression and whether or not you want to equip yourself from the item spawner to start being available. With those options, you should be able to tune your experience from shooting gallery to a desperate survival challenge. There are still a couple tweaks that I intend to do for the mode, that will occur in bits and pieces as I continue to get feedback from folks on the mode :-).
This update also drops all of the WW2 firearms showed off this week (M1/M2 Carbines and a the StG), alongside a beautiful pair of brand new M4 rifles (yes one of them actually for lefties!!). There’s also a 75 round drum for AKMs, and a bunch of Quality-of-life tweaks for a variety of other arms, including a full rebuild of revolver speed-loaders (check the devlog for details).
Lastly, this update is the first (on the main branch) to include the experimental change to the Front-Facing Joystick teleport. Now, pushing the joystick forward initiates the teleport ray, while tapping the joystick left or right will do a snap-turn. This should hopefully help front-facing Rift users be a bit more agile in the tense/fast modes like Take and Hold and Rotwieners.
Anywho, that’s enough for now, I must jump back to making sure this update finishes uploading! Let me know as always, whatcha think.
Peace!
-Anton
[b]Update #48 Changelog:[/b]
[b]Take and Hold Changes Since Beta Version:[/b]
[list]
[*]Added new option for Music (on, off),
[*]Added new option for Loot Progression (Generous, Standard, HardMode)
[*]Added new option for Item Spawner (on, off)
[*]Rebuilt Loot tables into far more interesting and varied firearm progression
[*]Gear now spawns in weapon-cases which must be open.
[*]Cases which are not ‘opened’ are not wasted, but remain closed with items inside until player opens them.
[*]A bit more cover added
[*]Agent pathing to hold point improved
[/list]
[b]Additions:[/b]
[list]
[*]Added New Gameplay Mode: Take And Hold (Prototype)
[*]Added New Firearm: M4A1 v2 (a Modern model that’s properly scaled, with rails for days)
[*]Added New Firearm: M4A1 v2 Left Hook (A version of the same rifle, setup for lefties!!)
[*]Added New Firearm: StG-44 Assault Rifle (7.92x33mm Kurz)
[*]Added New Firearm: M1 Carbine (.30 Carbine)
[*]Added New Firearm: M2 Carbine (.30 Carbine)
[*]Added New Magazine: AKM 75-round Drum
[*]Added New System: Floating Health Readout (just look up), In Arenas, Rotwieners and MeatGrinder
[*](Agents) Added New Cinematic Hit VFX for Bot Meat and Armor
[*](RotWieners) Added New Cinematic Hit VFX for Rot Meat
[*](RotWieners) Added Option to disable random events
[*](RotWieners) Added Giant Tower… thing
[/list]
[b]Changes:[/b]
[list]
[*]Revolver Speed-loader system entirely rebuilt. They are much easier to load now (just line them up and touch to cylinder), and should no longer cause [*]PhysX crashes all the the freaking time. The system will continue to get upgrades, eventually allowing for manual loading of them, and spawnlocking with custom loads.
[*]Improved P90 Loading game-feel (by changing trigger zones)
[*]M9 and M9 Cleric, PX4 and CX4 magazines now cross-compatible
[*]Front-Facing Joystick Teleport Locomotion mode now has lateral 45 degree snap turn built in
[*]AKM Magazine Pose (on Vive) adjusted
[*]Optimized Hit VFX generation and pooling system
[*]Major elevation-resolution changes in touchpad and armswing locomotion that should help prevent interpenetration with ceilings, and make resolving banisters and such cleaner.
[*]SVT-40 sound fx improved
[/list]
[b]Fixes:[/b]
[list]
[*]Hollow-points no longer stick out front of Browning High Power Mag
[*]AKS-74U magazine is no longer incorrectly seated in magazine well
[*]Fixed inverted options buttons for Post FX in options panel quality section
[*]Drill now no longer engages immediatelly upon pickup on vive
[*]Fixed certain Environment tiles not being tagged to environment layer causing numerous problems
[*]User can no longer move through Navblock layer objects when in TP loco or Armswinger (don’t know how this ever broke)
[*]Two-handed revolvers (eg. MTS-255) how properly have haptic buzz on foregrip hand when fired
[*]Fixed 7.63x25mm Mauser JHP and Tracer rounds displaying incorrectly and causing downstream data corruption
[*]Fixed Bipod+Harnessing glitch (harnessed guns can no longer have bipod unfolded)
[*](Wurstwurld) Fixed Bonanza Bots Spawning in the wrong place
[*](Wurstwulrd) Fixed Certain destructible objects (like TNT) chain-respawning at scene origin in out of control chain reaction
[*](Meatmas Snowglobe) Fixed Pepperronnies spawning in the wrong spot
[*](Warehouse Range) Fixed Broken Graviton beamer
[/list]