[h1]Hello Riftbreakers![/h1] We have just published a new update for the experimental branch of The Riftbreaker. Apart from fixing many bugs, it also adds one much-requested feature - revamped building menu! This is most likely one of the last updates before the official launch of the Metal Terror World Expansion. If you want us to make some last-minute changes, now is the time! [b]This is a remastered package. All the data zip packs have been repackaged back to pack 0. This is important information for modders, and also saves you 800MB of disk space.[/b] Looking forward to your feedback! [h3]How to join the experimental branch:[/h3] [olist] [*] create a backup copy of your save folder (Documents/The Riftbreaker) [*] disable Steam Cloud save backup [*] go to your Steam Library [*] right-click on The Riftbreaker [*] select 'Properties,’ then 'Betas,’ and use the following password: [b]IknowWhatImDoing[/b] [/olist] After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback. [b]EXTREMELY IMPORTANT:[/b] Saves that you create on the Experimental Branch WILL NOT be compatible with older versions of the game like the current, default branch of the game. They will be compatible with future versions of the game. Please manually backup your save files if you plan on reverting to the default branch of the game. [h2]The Riftbreaker Experimental Update, July 7th, 2022. Package #163, Binaries #549. Changelog:[/h2] [img]https://clan.cloudflare.steamstatic.com/images//34659267/8798207a2ab9c291f2718f76a6b02cd522503d84.jpg[/img] [h3]FEATURES:[/h3] [list] [*] The new building menu is here! You are now able to select the building level for each structure individually by using the ALT-toggle. Simply highlight the building you want and press alt to switch to the desired level. Not only does this help with building max-level buildings, but also allows you to place 'intermediate' structures - for example, you can't always afford a level 5 Communications Hub, but you can switch to any lower level at any time. Thanks to this feature we also grouped decorative buildings, such as floors and lamps together, shortening the building menu by a lot. This was one of the most requested features from the community. We refactored the entire “build menu system” to make it happen. Feedback towards this feature is especially welcome! [img]https://clan.cloudflare.steamstatic.com/images//34659267/e0ae5b703ae6b03e0b555b6d4cc23dbe6c971562.png[/img] [*] Added cheat_unlock_award command that can help you test modding flow. Or fill your inventory. Your choice. Although I don't know how you will be able to carry on living like that. [/list] [img]https://clan.cloudflare.steamstatic.com/images//34659267/d2b27a24aa06ce749eae38e64b545801a55a9ce1.jpg[/img] [h3]CHANGES:[/h3] [list] [*] Player drones received new effects. They also spawn at a randomized position, so they spread out more when you equip several upgrades with drones simultaneously. [*] Attack Drones now only attack aggressive units. [*] The repair drone should now be able to heal Mr. Riggs if there are no other damaged structures in the vicinity. [*] The building menu sorting order for Liquid Compressors and Decompressors has been changed to be more logical. [*] Sword slash trails now change color according to the quality level of the item. [*] Loot collector drone no longer collects resources that go over storage capacity. [*] Arachnoids and Hedroners are no longer hostile to each other to prevent them from entering endless fights (they resist each other's damage). [*] Slightly tweaked the ruleset for enabling the 'battle' playlist. [*] Added stagger and stun cooldowns to Kermons to prevent them from getting stun locked in melee combat against the player. [*] Added Kermon Metallic and Hedroner Morphium specimens. [*] Updated new creatures and foliage loot drops. You can now get advanced and rare resources from them, which should help in Survival Mode significantly. [*] Added a new Metallic biome prefab with new fungus species. [*] Introduced many changes to Metallic biome tiles to prevent resources from spawning too close to rocks. [*] All Mini-miner levels now have an updated model. [*] Added 2 skins for crystals metal and fungus metallic. [*] Fixed awards for Metallic Biome Survival - now you should unlock a skin for completing a Survival Run. [*] Hedroner Morphium was added to the Sandbox Menu Panel. [*] A warning effect now spawns when you activate a Bioanomaly to let you know that you're in trouble. [*] Added a crosshair effect to the orbital laser and the orbital bombardment items. [/list] [img]https://clan.cloudflare.steamstatic.com/images//34659267/d9919bbe0da635e352100f0691d93f1429a6512e.jpg[/img] [h3]FIXES:[/h3] [list] [*] Fixed a crash in objective_if_progress_status.lua script. [*] Fixed a crash related to extractor.lua script. [*] Added missing floor_metallic_2x2_01 textures. [*] Fixed missing and mixed up floor icons in the Decorations tab of the Building Menu. [*] Selector: fix for gamepad ghosts not working properly 100% of the time. [*] Attack drones will now choose a new target if the old one is lost. [*] Bradrons will no longer attack you when you become invisible [*] Orbital Bombardment should no longer be able to team-kill you or your buildings. [*] Chainsaw no longer one-shots the entire game. RIP. [*] Fixed a crash in base_drone.lua that occurred when a save game was patched to a newer version. [*] Fixed a crash in DroneStateMachineDef that occurred when trying to create a state machine for old modded drone blueprints. [*] Fixed creature navigation on liquid pools. They should get stuck a lot less often now. [/list] EXOR Studios