Water 3.0
Water is no longer a resource that drains real-time. It is now a currency that is used to access region entry points.
Region entry points have specific water costs that are in an RNG range. The RNG range changes daily.
The current water cost per region is on the region map and in the ready room
The host of the current game pays the water cost to enter the regions. BUT the other players can give water to the host (and other players in the game) to help with the cost.
To account for water 3.0, a rebalance of water drops in regions and rewards for quests was done.
Water barrels are now only stored in the Innard’s water supply. Any additional water brought back from regions is converted to currency.
When you update to water 3.0, only water that is in your innards water supply will remain. Your save game will also be marked with a special tag so we can reward you for your real-time water participation at a later time (don’t delete your save if you want this TBD reward in the future!)
NOTE! You can still be invaded by water thieves if:
You leave the game with 0 water in your innards.
Your water bots are followed back (if you have hired them).
Other in-battle reasons can also incur the ire of the Water Thieves, so be careful
More Base invasion triggers will occur in the future as we introduce additional enemies and objectives in the battlefield. The reward and risk will be high.
Water Trading
Players can now trade water with each other on the ready room screen.
Players receive notifications if a friend has given them water
Players cannot give water if the recipient is already full (the transaction will be aborted). Increase your innards water supply!
Gunplay 2.0
The core gunplay system for player used weaponry has been overhauled.
Recoil, dispersion, kick, swing (based on size / weight) and weapon handling are completely renovated and retuned
Weapon upgrades / mods have been adjusted for the new system.
The gun’s position in ADS has been adjusted for better sight picture
When in ADS, there is depth of field on the periphery to help focusing on the target
Reload Animations: The reload animations have been improved for the following weapons. The Old Man character has been used as the first to receive the new goodness. We will continue to expand this to all weapons and all characters as we release more updates.
The Grenade Launcher
The M60
The R8 Pistol
The M79 Sawed-off pistol
The P90
The TKB-0146
The S12 Shotgun (not to be confused with the SURPLUS shotgun)
Shotgun weaponry has been retuned for cone size, # of impact decals, etc.
This results in less damage when target is far away and more damage at danger close ranges
Enemy Detection Improvements
Enemy detection icons show up more reliably with the correct information on % of awareness / detection and state (??? for investigating, !!! for aware but not targeting YOU, and eyeball-icon for aware and targeting YOU)
Enemy detection icons now show up to 4 arrows showing which players they are detecting so you can more easily see if they are tracking you or an ally
This info only appears for the 3 closest in-view enemies to avoid a super noisy HUD
Enemy detection icons will not appear if the view of the enemy is blocked (if they are behind a wall or pillar, etc.). It will re-appear if they are in view.
Enemy sensors (hearing, vision, communication / “transference”, etc.) have been adjusted to improve chances of slipping by undetected if they are occupied with combat (unless the AI is specifically tasks to hunt players aka the Hunter-Killers)
Game Performance Improvements
Various low to mid-level gamethread and rendering improvements have been made to increase FPS.
Additional crash detection has been added to help prevent item loss if a crash occurs..
Help us help you, if you had a rough time, scope out the discord and leave a message with your hardware specs, we will do what we can!
Network Stability Improvements
Finding and joining games via session browser and friend invites should be much more stable now.
Searching for games and quick matching should be faster.
Additional tracking has been added for unexpected disconnections to allow us to improve networking in future updates.
AI spawning Improvements
All scenarios and encounters on all regions have been audited and adjusted to mitigate and hopefully completely remove:
Seeing enemies spawn right in front of you out of thin air
Having enemies spawn right on top of you or out of view
New Region: Stairway to Heaven
A new region has been added to explore and complete quests in
Night Mode for Frozen Swamp Region
The Frozen Swamp now has a night / horror mode that you may find yourself thrown into when you visit if the conditions are right
Looting Improvements
There are now HUD elements on screen indicating what object you will interact with / open / pick up and if you are close enough to do so.
It is now much easier to aim at and select the specific item you wish to pick up or open on the ground when there is a clutter of items in a pile or nearby.
There are options in the option menu to adjust this HUD feedback for more or less info depending on your tastes.
AI Melee Improvements
The system for how AI performs melee has been overhauled and made much more data driven.
The Orga has been improved using this system as well as Mother courage. Both these units will have additional surprises.
Additional Quests
Added quests that can be accomplished in both the new and existing regions
Faction Status Adjustments
Player damage to different factions will have a more deleterious effect on the faction relationship (i.e. it will go down quicker)
Quest faction influence has been adjusted per quest (completing quests will adjust the faction scores more or less depending on the quest)
Vendor faction thresholds have been adjusted so its more challenging and rewarding to gain and maintain maximum faction rating (i.e. “its more challenging to get the vendors to sell you the good stuff”)
And more!
Countless other bug fixes, tuning adjustments, and improvements
Maybe a surprise or three
