Hello Riftbreakers! We have just pushed a patch to the experimental branch of The Riftbreaker Beta. As usual, it contains lots of small fixes and optimizations, as well as a couple of bigger ones. You can read all about them in the changelog below. The patch will first be available on the experimental branch. In order to access it, you have to right-click The Riftbreaker in your Steam Library, select 'Properties', 'Betas' and then choose 'experimental' from the drop-down menu. If everything goes according to our plan, we are going to push this package to the default branch a couple of days later. Here are the contents of the patch: [h2]The Riftbreaker Beta Changelog 2021/09/29[/h2] [h3]Gameplay changes:[/h3] [list] [*] The HQ upgrade attack mechanics have been changed. The strength of the attack is now based on the current difficulty factor of your game. The stronger you are, the stronger the attack will be. [*] Chances for weather effects have been tweaked, they should appear more often now. [*] The tile randomization system has been improved and new props have been added to the mix, which should noticeably change the way the maps look. New shiny things! [*] We added Steam Cloud support for our save system. [*] A working version of the Shockwave Tower has been added. [*] ADDITIONAL, BUT IMPORTANT: Saves from the previous version of the game should be compatible with the new one. However, this is still being tested, which is why this patch is being pushed to experimental first. If you notice anything weird, let us know. We like weird. [/list] We fixed the system that decreases the volume of other sound effects when a dialogue is being played. These are the changes that made it possible: [list] [*] Sound: added 'sound_submix_ducking' config variable [*] Sound: decreased 'sfx' and 'music' bus volume during dialogs ("sound/mixer/dialog_mod", ducking ratio changed from 0.5 to 0.2) [*] Sound: decreased 'sfx' and 'music' bus volume during announcements ("sound/mixer/announcement_mod", ducking ratio changed from 0.5 to 0.2) [*] Sound: changed mixer snapshot (mod) default attack time from 1.0 to 0.5 sec. [/list] In other news, several improvements have been made to the building menu: [list] [*] After selecting an item from the build menu, closing it and reopening it again, the last chosen item will be selected automatically. [*] Menus with a larger number of items now scroll by pages, not as a continuous list. [*] We added a deadzone underneath the building menu - it is no longer possible to accidentally select a building while choosing an item from the menu. [/list] Other changes: [list] [*] Reward System: The system now awards floors of all sizes after finding one in a bioanomaly (or getting one some other way, wink, wink) [*] Reward System: Added a reward popup and a reward sound. I still can't believe we did not choose a fanfare for that. [*] Very short light effects are now stronger. [*] Cryo damage effect has been tweaked. [*] Fixed a crash in the settings menu that prevented users from changing raytracing settings. [*] Replaced a bad " sign with a proper one to prevent bugs in key icon display in text. Yes, there are ways to make a mistake there. [*] Fixed the display of the "build" action in loading tooltips. [*] Survival: mission names in the menu screen are now localized. [*] Saved games now have a localized title and subtitle. [*] Saved games now properly display the map name. [*] All decorations and rewards now have proper names. [*] A couple of fixes for Chinese, Japanese and Polish texts. [/list] ...plus a ton of fixes and optimizations that you won't notice, but you certainly would if they weren't there :) Cheers! EXOR Studios