The changelogs below lists the changes made to Interstellar Marines (most recent first). Please submit your ideas, feedback, bugs and support questions here.
FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
Update 28 - Engine Upgrade
Version: 0.5.28
Released: 19th of May, 2019
What's New
- ADDED: Basic lean mechanics with audio by Eduard
- ADDED: Unity's new Post Processing v1 stack to all cameras
- ADDED: Motion blur settings
- ADDED: Reflection probe intensity is linked to weather state
- ADDED: Reflection probes are eased in on forced weather system
- ADDED: Screen Space Reflections setting
- ADDED: Exhaustion and damage post-processing effects (Chromatic Aberration and Tonemapping)
- ADDED: Jump penalty added to exhaustion
- ADDED: Performance optimizations
- ADDED: ECSChat server host defined in command line arguments
- ADDED: [REDACTED] to Resort (first iteration)
Improvements
- UPDATED: Unity 5.1.3 (released August 2015) to 5.6.7 (released March 2019)
- UPDATED: Deferred renderer from legacy deferred renderer
- UPDATED: DirectX 9 to DirectX 11
- UPDATED: Metal on MacOS
- UPDATED: GUIDamageWarning made WARN flash 10x faster for better HUD immersion
- UPDATED: Settings on all audio clips to use "Compress on Load" and now only 2 large mp3 are still using "compress in memory"
- UPDATED: Operations Wargames so lights occlude correctly and reflection probes with adjusted values
- UPDATED: Intro Cinematic scene so IM logo is more lit and MEG spotlight shadows are adjusted correctly
- UPDATED: Option to LightHandler with be able to set emissive boot (glow output) on lights
- UPDATED: Sandbox added vending machine as emissive reference
- UPDATED: Starcrown and NGI with foliage fixes and adjusted location of door buttons
- UPDATED: General emissive materials
- UPDATED: Hell Guardians to be a bit faster and easier to kill
- UPDATED: Hell geysers to glow with orange lava
- UPDATED: Weapon sounds and sway
- UPDATED: Stamina recovery rate
Fixes
- FIXED: Players may sometimes fall through the floor of a map (Unity 5 bug) FINALLY!!
- FIXED: CP counter bug when player has more than 15 mill. points
- FIXED: Fire button exploit
- FIXED: AR being able to shoot through walls
Known Issues
- View jittering may occur when jumping on lossy networks
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- The gamepad implementation is early and experimental, so may cause issues (Disable Gamepad in menu if mouse/keyboard controls does work as intended)
- Standing in a doorway when the door closes may result in the player being pushed vertically
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
Update 27 - To Hell and Back
Version: 0.5.27
Released: 18th of Janaury, 2018
What's New
- ADDED: 64 Bit support for all platforms
- ADDED: "Access Orbital Dockning Bay" mission scenario to Wargames (Reward 8x1250 CP)
- ADDED: Satellite uplink towers to all Wargames primary zones (Reward 2x750 CP)
- ADDED: Gameloop linking access to Docking Bay with activating 3 satellite uplink towers
- ADDED: Tactical Reload
- ADDED: Lurch forward mechanism prototype ("fight the recoil" simulation)
- ADDED: Support for arrowkey keybindings and quality of life changes to the skin menu
- ADDED: Predator Spearhead tribute skin called "Hunter"
- ADDED: Desert (Salty Sandbox) Marine and weapon skins to TR-Rank 100
- ADDED: Wood (Boondock Greens) Marine and weapon skins to TR-Rank 100
- ADDED: "Under Construction" marine and weapon skin by Hexe
- ADDED: Weapon and extension materials and textures from TmsFin
- ADDED: Marine and weapon skins made by Daniel Kerr Spendlove (Carcharodon Giger and Interstellar Marshal)
- ADDED: "Best Clan" tribute screens to all MP maps and Welcome Mission
- ADDED: "Wargames Thursday Winners" tribute screens to all Wargames zones as well as Welcome Mission
- ADDED: Rank, badge and score to Mission Overview in Wargames
- ADDED: 2 light modes (dark/light) to GKBB controlled by a power box & other changes
- ADDED: New AR03 Firing sound
- ADDED: New OS-1 Pistol Firing sound
- ADDED: Support for arrow keys bindings and quality of life changes to the skin menu
- ADDED: 10 random Bullet Whiz sounds from Running Man into Marine 1P impact sound list, until we get a proper bullet whiz system implemented
- ADDED: New Suppressor_2_A model iteration 1, added materials and created Suppressor_2_A.prefab
- ADDED: Support for CTR's spotting targets with their flashlights
- ADDED: Easter Egg to Docking Bay in Wargames
- ADDED: 3x CTR Guardians to Hell in Wargames
- ADDED: Option to turn off weapon swap using the scroll wheel
- ADDED: Eduards awesome "Girl from Ipanema" elevator music tribute (file only, haven't added to any maps (yet))
Improvements
- UPDATED: Flashlight3p prefab with minor tweaks to the flare distances (visible from a bit further away and a tad more bright close up)
- UPDATED: CTR defective, SMG and AR with changes made by Tanner, they're much more reactive and precise now
- UPDATED: HP for defective (melee) decreased so all CTR's will die if hit in the head, and done some general normalization of the HP on the body parts
- UPDATED: Movements speed of CTR SMG and AR, so SMG is faster in patrol (walk) and assault (run) and the AR is a bit slower in patrol and assault
- UPDATED: Get Killed By Bots map with more accurate Navigation mesh and CTR teams 1 and 2 is now White vs Black (no political agenda intended), it was just the two CTR skins most different to each other ;)
- UPDATED: Industrial alternative route across bayarea
- UPDATED: InputManager.cs to fix the controller firing bug
- UPDATED: AR Aiming noise time increased from 0.75 to 0.8, equal with SMG
- UPDATED: SMG Recoil Aim scale reduced from 0.9 to 0.75, equal with AR
- UPDATED: SMG Breath/noise bob aim ratio lowered from 1 to 0.5, equal with AR
- UPDATED: Welcome Mission scene with adjusted suppressor pickup prefab and change so you only get one (to share between weapons)
- UPDATED: Sandbox scene with Arsenal locker + 3 suppressor pickup prefabs.
- UPDATED: All weapon prefabs to accept new Suppressor prefab
- UPDATED: Suppressor Pickup to present the Suppressor_2_A model
- UPDATED: CTR AR/SMG Accuracy values changed
- UPDATED: Fixed values related to spinning CTR, fixed reaction time
- UPDATED: Increased pistol ADS recoil scale
- UPDATED: Reduced AR reload speed to be more consistent with SMG
- UPDATED: AR and SMG prefab lurch values
- UPDATED: Made CTR's identification of targets less random and more consistent.
- UPDATED: CTR SMG/AR accuracy values making them more accurate.
- UPDATED: Increased SMG ammo capacity to 32 and SMG ammo pickups to 32.
- UPDATED: Increased SMG burst mode to 4 rounds.
- UPDATED: Get Killed By Bots with two different light settings to test CTR's new ability to "detect/see" players with their flashlight. (Cycle the light switch to re-illuminate red lights that get shot out).
- UPDATED: Skin menu with new quick select option (Select and stay in the menu or HOLD CTRL to exit as soon as you select a skin).
- UPDATED: SMG, AR and Pistol with slightly less FOV change for added realism (until we can simulate sight magnification)
- UPDATED: Recoil lurch V3 system.
- UPDATED: CTR's spotting targets with their flashlights
- UPDATED: SMG ammo capacity to 32, ammo pickups to 32.
- UPDATED: Minor tweaks in lens flare distance. (visible from a bit further away and close up)
- UPDATED: Lighter ammo and weapon crate interiors.
- UPDATED: Defective and Guard CTR damage values updated to correspond to player's.
- UPDATED: Defective CTR body and limb damage values halved, head shot now 1 hit kill.
- UPDATED: Weapon recoil values adjusted.
- UPDATED: Smaller camo patterns for purchasable ZPS created camo skins.
- UPDATED: Increased the length of the mouse setting scroll reticle so all options fit in all resolutions.
- UPDATED: NGI CTR medical cross to green, resolving a Geneva Convention compliance issue.
- UPDATED: Reload mechanics with CTR animation controller.
- UPDATED: Ammo counter sights optimization.
- UPDATED: Supply crate Pre-fab updated for more exact placement and new aligned pickup locations.
- UPDATED: Suit Systems to properly work with reload sound.
- UPDATED: Skin Manager with new Marine, SMG and AR skins from TmsFin and made 4 new skin packs
- OPTIMIZED: Recoil view rotation calculations by disabling them unless weapon is being fired.(except in semi-auto mode it always calculates when fire button is hold down)
- OPTIMIZED: Exhaustion view rotation calculations by disabling them when not needed
- OPTIMIZED: CheckIfMinAndMaxValuesMatch to IntelligenceBase to eliminate unnecessary calculations
Fixes
- FIXED: Mission Overview accurately shows icon of all player backpacks dropped in Wargames with +500 CP in them
- FIXED: Canceling suppressor attach, when quickly hitting the key multiple times
- FIXED: Ammo counter visible through everything
- FIXED: Client not knowing it had suppressors
- FIXED: Multiplayer suppressor bug when equipping and unequipping super-fast
- FIXED: Revive attachment poof bug
- FIXED: Semi-auto aim slow rise
- FIXED: Random no recoil bug on burst mode
- FIXED: Weapon swap with alpha keys
- FIXED: Weapon swap using d-pad on gamepad
- FIXED: UI not showing at certain resolution
Known Issues
- Players may sometimes fall through the floor of a map (Unity 5 bug)
- The game will stop updating when switching out of fullscreen in Windows. If you are on a moving elevator or platform, this will cause you to fall through it. If you are in a Party, this will disconnect you from the Party
- View jittering may occur when jumping on lossy networks
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- The gamepad implementation is early and experimental, so may cause issues
- When viewed up-close, some CTR heads may increase in size
- Standing in a doorway when the door closes may result in the player being pushed vertically
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
Update 26 - Breach Operations
Version: 0.5.26
Released: 16th of December, 2016
What's New
- ADDED: Operations mission instance to Wargames
- ADDED: System setup of mission crates, waypoints and access elevator platforms to gain access to Operations
- ADDED: Steam leaderboards to the Wargames server browser menu
- ADDED: Option for inviting players from chat lobby into Wargames (joining the same team and spawning close to each other)
- ADDED: Backpack icon in Mission Overview at location of backpacks dropped with +500 CPs
- ADDED: Chat announcement of CPs amount and zone location if player is killed with +500 CPs
- ADDED: Overhead icon for team members in different zones in Wargames
- ADDED: Revamped loot crates (model details, animation and textures) - Made by Hexe the Insane and Katrina the Insane (Thanks a million guys!)
- ADDED: Dynamic thumbnails in Wargames server browser menu
- ADDED: Support from streaming text and images from URL into menu
- ADDED: Simple "falling out of map" trigger pickup setup to all zones in Wargames
- ADDED: Cull groups and cull group triggers to all zones in Wargames except Jungle (20% boost in performance)
- ADDED: Backpack beacon light and sounds to dropped backpacks
- ADDED: Support for instantiating different waypoint icons
- ADDED: SARA helmet announcements 60 seconds before a drop crate lands in Wargames
- ADDED: SARA globally announces power state of Operations in Wargames
- ADDED: Waypoints and power system to loot crates
- ADDED: Defective CTR spawnbox to Sandbox
- ADDED: Simple cardboard target setup to Sandbox
- ADDED: Mission crate and small Operations access elevators system setup to Sandbox
- ADDED: Containment field to Sandbox (good for testing suit system shutdowns)
- ADDED: Respawn protection from CTRs in Wargames
- ADDED: Main menu now shows how many achievements you have out of all
- ADDED: Best Clan is now WaR-IM (Congrats guys!)
Improvements
- UPDATED: Trees and foliage shader to work with Unity 5 (Removing black edges and receiving correct lighting)
- UPDATED: Trees and foliage billboard shader to work with Unity 5 (removing ugly edge in fog)
- UPDATED: Global chat log is kept when switching zones in Wargames
- UPDATED: Increased player revive-able timer to 60 seconds (from 30 seconds)
- UPDATED: HUD revive messages is only displayed for teams in Wargames, everyone else see them in the chat
- UPDATED: Kill messages removed from HUD, except from team players in same zone in Wargames
- UPDATED: HUD correctly shut downs all intended elements when suit is offline or helmet is open
- UPDATED: Restyled Mission Overview and added Operations access icons to the map of each zone
- UPDATED: Replaced Hell Week with Wargames theme across the game (screens, audio, text and UI
- UPDATED: Stamina is regained 150% faster when fully exhausted
- UPDATED: Lowered breath audio volume when fully exhausted by 25%
- UPDATED: Increased HUD compass width by 20%
- UPDATED: Wetlands night moonlight and ambience light color 50% more bright
- UPDATED: Jungle dusk weather mode is now more viberant and red in tones
- UPDATED: Removed windows from 90% of all buildings in Wargames
- UPDATED: Rebaked navmesh in all zones for more accurate pathfinding
- UPDATED: Retry count in mission/challenges menu selection
- UPDATED: Playing Lone Wolf the HUD scoreboard says DELTA instead of Player
- UPDATED: Backpack pickup speed 2x faster
- UPDATED: Loot crate unlock speed 2x faster
- UPDATED: Weapon pickup speed 2x faster
- UPDATED: CTR and Marine 3p walk sounds 2x volume
- UPDATED: Restyled global chat UI so chat messages is shown against the dark edge of the helmet for better clarity
- UPDATED: Increased brightness of flashlights 1p/3p (from 1.6 to 2.5)
- UPDATED: Drop crates in Wargames drops every 5 minutes in one random zone
- UPDATED: Tweaked the vignetting image effect to be more realistic and darker edges when aiming weapon for increased immersion
- UPDATED: Simplified emmisive mask (shown on combat suit of team players)
- UPDATED: Removed low pass muffling of suit audio system (SARA and audio logs)
Fixes
- FIXED: Invert mouse/gamepad Y-axis in input settings
- FIXED: HUD Interaction brackets not showing when suit system was offline
- FIXED: HUD WARN message was not turned off if opening the helmet when the suit is offline
- FIXED: CTR reload sound radius
- FIXED: Rocks in zone connection tunnels where not blocking "sunlight" flares
- FIXED: Waypoints staying in Welcome to Project IM introduction mission
Known Issues
- Players may sometimes fall through the floor of a map (Unity 5 bug)
- The game will stop updating when switching out of fullscreen in Windows. If you are on a moving elevator or platform, this will cause you to fall through it. If you are in a Party, this will disconnect you from the Party
- View jittering may occur when jumping on lossy networks
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- The gamepad implementation is early and experimental, so may cause issues
- When viewed up-close, some CTR heads may increase in size
- Standing in a doorway when the door closes may result in the player being pushed vertically
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
Update 25 - Chameleon
Version: 0.5.25
Released: 18th of March, 2016
What's New
- ADDED: Skin customization system and menu for using/unlocking different suit and weapons textures
- ADDED: Support for unlocking and changing skins while playing
- ADDED: 16 rank/unlockable skins created by the community, a big thanks to everybody for submitting (keep em coming)
- ADDED: 10 rank/unlockable skins
- ADDED: 3 tribute skins for Spearheads
- ADDED: Complete Menu UI remake/redesign using Unity 5's new UI system (Excluding spectator scoreboards and lobby UI)
- ADDED: Enhanced remake of Introduction mission to provide new/old players with a better and more consistent first/second impression
- ADDED: Voting system and menu allowing players to democratically vote for change to mission, map, gamemode and difficulty on Co-op and Multiplayer servers
- ADDED: Support for servers to switch map, gamemode and difficulty
- ADDED: Support for rewarding CPs from Missions, Challenges, Co-op and Multiplayer
- ADDED: Support for picking up CPs in other gamemodes than Wargames
- ADDED: Fancy sci-fi ammo counters to the Red Dots of the CE-6 and the AR3
- ADDED: [WARN] message when targeted for elimination in Wargames
- ADDED: Reload [WARN] messages
- ADDED: Ammo depleted [WARN] messages
- ADDED: 16 CTRs in each zone in Wargames (8 before)
- ADDED: AI relevancy SectR grids to all zones in Wargames to support additional CTRs performance
- ADDED: CTRAgitator to manipulate CTR behavior. Guards within it's radius move to investigate and Defectives flip out and charge at the player closest to the agitator
- ADDED: Disable all CTRs when Wargames ends (so they can't kill players)
- ADDED: Motion blur image effect and customization options
- ADDED: WeaponPickupObject can be set to autoEquip when a player picks it up
- ADDED: Option to set if weaponPickups have ammo or not
- ADDED: When picking up a new weapon and equipped weapon has no ammo (in its clip) the new weapon is automatically equipped
- ADDED: New type of health modifier zone that modifies health in percentage instead of fixed numbers
- ADDED: Support for players to keeping their inventory when they respawn in Introduction mission (tutorial gamemode)
- ADDED: OnHit trigger method that triggers when fired on, by the player
- ADDED: BookKeepingManager to sync state of triggers/power boxes/switches etc. when new player join a server
- ADDED: New secret to The NeuroGen Incident
- ADDED: Prototype DR-1 drone
Improvements
- UPDATED: Weapon flashlights and laser flares with more realistic behavior, at distance and up close
- UPDATED: Introduction mission to support different difficulties again
- UPDATED: Introduction mission starts with a pistol with no ammo
- UPDATED: HUD info to show CP rewarded at mission complete
- UPDATED: Supply drop rate in Wargames to every 10 mins (5 mins before)
- UPDATED: Increased pickup/interact speeds (ammo, weapons and crates)
- UPDATED: Weapons damage curves back to U22 settings (more damage at distance)
- UPDATED: CTRs to face the +Z direction of the AISpawner gameobject transform
- UPDATED: Audio compression to certain long audio files, for decrease in file size
- UPDATED: CorpseTracker only keeps the essential stuff and destroys AI-components and other stuff not needed to display a CTR corpseTracker
- UPDATED: Removed TP-rewards for completing missions and challenges
- UPDATED: Lobby system to be able to temporarily coexist with new menu UI
- UPDATED: Co-op poster Playground scene so the marines using our new skin textures
- UPDATED: Co-op and Standalone show CP-reward instead of regular "Score" in GUIScoreBoard
- UPDATED: CP rewards values for completing matches, missions and challenges defined by difficulty settings
- UPDATED: TP rewards for eliminating player/CTRs to 10 TP and revive a player to 20 TP
- UPDATED: No more ZPS names for CTRs because setup was relying on keeping marine controllers in the scene
Fixes
- FIXED: Fort Knox achievement (Exit Wargames with +10,000 CPs)
- FIXED: Reporting for Duty achievement (Complete Introduction mission)
- FIXED: Broken doors and more than 50 other small bugs/errors in Introduction mission
- FIXED: Introduction mission auto-start now actually use the correct tutorial gamemode
- FIXED: GameEventKillAllAIs work on Standalone now (no more #if SERVER)
- FIXED: GUI on servers (but still works in editor)
- FIXED: Suit system volume not affected by listener effects
- FIXED: Servers send updated info to masterserver when map/gamemode are changed
- FIXED: Audio volume is set correctly from saved settings when starting the game
- FIXED: MarineControllers never getting removed from Standalone and servers
- FIXED: CTRs with no marineController could still get "shot", causing errors
- FIXED: RelevancyEnabledSectorMember so it doesn't try to send RPCs from disabled objects
- FIXED:
Known Issues
- Players/CTRs are invisible in spectator (something we've missed adding skins)
- The gamepad implementation is early and experimental, so may cause issues
- When viewed up-close, some CTR heads may increase in size
- Some vegetation appears to have black edges
- The number of players in the Friends Lobby may not update until the lobby tab is clicked on
- Players may sometimes fall through the floor of a map (Unity 5 bug)
- Standing in a doorway when the door closes may result in the player being pushed vertically
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows. If you are on a moving elevator or platform, this will cause you to fall through it. If you are in a Party, this will disconnect you from the Party
- View jittering may occur when jumping on lossy networks
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
Update 24b
Version: 0.5.24
Released: 6th of January, 2016
What's New
- REMOVED: Annual XMayhem TIM-101 gamemode
- REMOVED: Other Christmas themed elements
Update 24 - Merry XMayhem
Version: 0.5.24
Released: 18th December, 2015
What's New
- ADDED: Winter XMayhem Game Mode on Mainline Winter
- ADDED: New Evacuation 2 map to multiplayer
- ADDED: Ability to add variable skins to CTRs. This is a major step to in-game player skins
- ADDED: Nine CTR skins. CTRs now have map-specific skins, with many of them camouflaged
- ADDED: Party system to team up with friends, audio/visual invite notifications, chat room + additional features
- ADDED: Inviting friends into a Hell Week game will spawn them close to you in the same zone, and in your team
- ADDED: Chat system to menu view when in-game (press ESC to access)
- ADDED: Kill confirmed and Zone captured messages are stacked on top of each other
- ADDED: Mission successful +XP message when completing a single player/coop/multiplayer mission/match
- ADDED: Revive successful message when player is revived
- ADDED: Warning messages for low health, team kill warning and revive needed
- ADDED: Variable delay to TP popup messages
Improvements
- UPDATED: The NeuroGen Incident with new spawn points for players joining mid-game. Joining during end game will place joining player as a spectator
- UPDATED: Nucleus with additional check point spawns for players joining mid-game
- UPDATED: Chat system with Spearhead, Best Clan, Dev icons, UI improvements, message notification improvements, button to open/close etc
- UPDATED: Clicking a player name in chat will bring up the Steam overlay with their profile (need Steam overlay enabled to work)
- UPDATED: In Hell Week, when players up for elimination have the same score, decision of who to eliminate is random rather than player-name based
- UPDATED: XMayhem game mode to be compatible with the new additions from 2015
- UPDATED: T-IM101 has 8 x health, and does 4 x damage, compared to regular Marine
- UPDATED: Xmayhem gift announcer loop
- UPDATED: If a revive is halted, player's bleedout timer is set to percentage of revive completed, if higher than bleedout timer
- UPDATED: In Hell Week, if a player is eliminated by any means other than the elimination timer, bleedout timer is reset
- UPDATED: Nucleus elevator with all onboard elevator trigger to prevent players being stuck, and grid to stop players falling off
- UPDATED: Nucleus with cull groups, rather than disabling the sub level, when player reaches top level
- UPDATED: Hit markers are accurate to the hit location
- UPDATED: UI icons scale according to resolution instead of being a fixed size
- UPDATED: UI icons counter-scale when zooming in
- UPDATED: Changed neutral zone colour to be more visible, and best team colour to be light purple
- UPDATED: Match Completed +XP shown at the end of a match, Match Won +XP shown for the winners
- UPDATED: End of game horn + win/lose music play at end of Team Domination and Team Deathmatch games
- UPDATED: Hell Week shows Survived Hell Week +XP message for surviving players at game end
- UPDATED: Revive TP score is 25XP
- UPDATED: Size of Team Domination corners increased for greater visibility
- UPDATED: Deadlock capture zones have different capture/finishing beeps for clarity
- UPDATED: Resort map with cull groups and new nav mesh
- UPDATED: Multiplayer thumbnail in main menu for some Christmas cheer!
- UPDATED: Browser ping and quick join systems temporarily removed
- UPDATED: Supply crate icons updated and improved
Fixes
- FIXED: "Crashing to desktop with no error log"
- FIXED: "Negative HW score when collecting CPs just as the game ends"
- FIXED: "Resetting of items in a Hell Week server now occurs correctly"
- FIXED: "Map settings for correct ahievement progress on Colony, Nucleus and Operations"
- FIXED: "Treasure Hunter and Fort Knox achievements"
- FIXED: "Late-joining players seeing already-used waypoints"
- FIXED: "Team scores in TDOM/TDM showing in wrong colour/wrong position"
- FIXED: "Disconnected players no longer shown as connected in Mission Overview when moving to another zone"
- FIXED: "Player icons randomly flashing on screen when player is joining"
- FIXED: "Kill confirmed icons show when enemies kill each other"
- FIXED: "Screen flashing white when entering a match"
- FIXED: "Press space to spawn is no longer displayed when a player has been eliminated in Hell Week"
- FIXED: "Reviving a player pauses the bleed out time"
- FIXED: "Spectator mode correctly shows players, kill markers and zones"
- FIXED: "Removed HUD instantiation from dedicated servers"
- FIXED: "Two Deathmatch spawns in Mainline Winter"
- FIXED: "Chat correctly scrolls to bottom when Player Joined Server, and You Have An Invitation messages are added"
- FIXED: "Light handler issue, which caused the light handler intensity contribution to be overridden"
- FIXED: "Nav mesh in Operations - Survival A"
Known Issues
- The Welcome Tutorial achievement is not working (due to an incorrect setting in the map)
- The gamepad implementation is early and experimental, so may cause issues
- When viewed up-close, some CTR heads may increase in size
- Some vegetation appears to have black edges
- The number of players in the Friends Lobby may not update until the lobby tab is clicked on
- Players may sometimes fall through the floor of a map
- Standing in a doorway when the door closes may result in the player being pushed vertically
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows. If you are on a moving elevator or platform, this will cause you to fall through it. If you are in a Party, this will disconnect you from the Party
- View jittering may occur when jumping on lossy networks
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
Update 23.1 Hotfix 1
Version: 0.5.23
Released: 11th November, 2015
What's New
- ADDED: Last 20 messages and message of the day to global chat
- ADDED: Join button to global chat. When a player joins a server, a blue join button appears in the chat. Client-side only, and limited to max 3 at a time
- ADDED: On/off button for XBOX controller added to menu settings
- ADDED: Run/walk when strafing with an XBOX controller
- ADDED: Chat log to global chat
Improvements
- UPDATED: Industrial Hell Week map with restrictions to roof access
- UPDATED: Weapons handling updated and tweaked
- UPDATED: Removed CTR killed messages from Hell Week
- UPDATED: Player colour in global chat to match in-game chat colour
Fixes
- FIXED: "Steam leaderboards not updating"
- FIXED: "Steam achievements not working"
- FIXED: "New steam achievements"
- FIXED: "Back packs not being correctly removed in Hell Week"
- FIXED: "All aboard trigger not working in several coop missions when a player leaves the server when dead but not bled out"
- FIXED: "Framerate drops caused by CTRs going into a loop which caused them to attempt to rotate at an infinite speed"
- FIXED: "Assault on Starcrown Aerospace"
- FIXED: "Excessively large servers logs which could cause server crashes"
- FIXED: "Negative player scores in Hell Week"
- FIXED: "Several HUD elements not visible in different resolutions"
- FIXED: "Capturing a zone audio notification only audible when looking at the centre of the zone"
- FIXED: "Max chat server clients set too low"
- FIXED: "Chat server requesting unavailable RPC from client"
- FIXED: "Audio notifications when firing at a friendly or enemy"
- FIXED: "Number keys not switching weapons when XBOX controller plugged in"
- FIXED: "Zoom not working correctly when XBOX controller plugged in"
- FIXED: "Stuck in bleed out"
- FIXED: "Randomly moving between players when spectating when dead in multiplayer. NOTE: this is untested"
Update 23 - Coop In Hell Week
Version: 0.5.23
Released: 30th October, 2015
What's New
- ADDED: Ability to revive players in Hell Week
- ADDED: VOIP to Hell Week teams, when in same zone as other team members
- ADDED: Hell Week ends when 3 teams are left. Note: a lone wolf player counts as a team
- ADDED: Teams in Hell Week now share points between players
- ADDED: Players respawn in new zone when killed during grace period in Hell Week
- ADDED: Huge HUD update including a number of new icons, sprites and changes
- ADDED: Three new Hell Week-related Steam Achievements
- ADDED: Initial, very early, support for Xbox gamepad. This is experimental and likely contains issues/bugs
- ADDED: TPs and TR info to right hand side of main menu (need to be over 1280 width resolution to see)
- ADDED: Ability for coop servers to run the same game mode and game type on the same server
- ADDED: Global chat in main menu. By default, press T to toggle
- ADDED: Can no longer aim when crouched if blocked by an object
- ADDED: Weapon settings are remembered after death, and on collected CTR weapons
- ADDED: Speedtrees to Rupture
- ADDED: AR CTRs use a laser when aiming, AR+SMG CTRs use laser when shooting
- ADDED: List of team mates in the HUD when teamed up in Hell Week
- ADDED: Numeric input for sensitivity sliders
Improvements
- UPDATED: Weapons' FOV, recoil, damage, handling, dropoff, magnification etc. have been tweaked
- UPDATED: Hell Week teams to have a max of 4 members
- UPDATED: Spawn protection to all multiplayer maps
- UPDATED: Quick join to add confirmation pop up showing game mode, and high ping if it is enabled in the settings
- UPDATED: Operations audio with reverb in spawn tunnels
- UPDATED: On-death fade-to-black screen
- UPDATED: Respawn time in Hell Week grace period is now 5 seconds
- UPDATED: Nav mesh on all Challenge maps
- UPDATED: Several server stability fixes, especially on Starcrown
- UPDATED: Wetlands with new nav mesh and other tweaks
- UPDATED: Starcrown with several fixes
- UPDATED: Operations Survival and MP maps with new modules and various fixes
- UPDATED: Hell Week server browser now shows 'Server starting...' instead of join button when there is a time desync between server and client
- UPDATED: Resolution screenshot with different sizes, plus button to open screenshot folder
- UPDATED: Removed completing The NeuroGen Incident Steam Achievements on easy, normal and hard difficulties
Fixes
- FIXED: "VOIP in Coop"
- FIXED: "Picking items up in Hell Week should work first time the majority of the time"
- FIXED: "Changed max number of players coop quick join looks for to 2 from 1"
- FIXED: "CTRs to minimise them being stuck on items or terrain"
- FIXED: "Most instances of server browser returning to the wrong server browser page"
- FIXED: "Footstep audio looping when stood still"
- FIXED: "Nucleus so the escape door is not locked by default"
- FIXED: "Light handler and light intensity issues which were causing performance losses"
- FIXED: "Crates which were in, or on, water in Hell Week have been fixed"
- FIXED: "Games no longer return to the incorrect server browser"
- FIXED: "Spawn bug in Team Domination"
- FIXED: "Flashing flashlights no longer flash improperly"
Known Issues
- The gamepad implementation is early and experimental, so may cause issues
- When viewed up-close, some CTR heads may increase in size
- Some vegetation appears to have black edges
- Players may sometimes fall through the floor of a map
- Standing in a doorway when the door closes may result in the player being pushed vertically
- Screenshots may not show HUD
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows. If you are on a moving elevator or platform, this will cause you to fall through it
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
- Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
Update 22 - Face Hell Together
Version: 0.5.22
Released: 1st October, 2015
What's New
- ADDED: Ability to team up with friends in Hell Week. Press M by default to access
- ADDED: Ability to invite Steam friends into a Hell Week. Press F1 by default to access
- ADDED: Combat Training Robots to Subarctic, Canyon, Industrial, Jungle, Mountain, Resort, Wetlands and Lunar Hell Week maps
- ADDED: Supply drops to Hell Week, each drop contains 1,250 combat points and is visible across the map
- ADDED: List of all players in the current Hell Week to mission overview
- ADDED: Elimination warning message to HUD in Hell Week when you are the next player up for elimination
- ADDED: Quick Join system for coop and multiplayer games to enable players to join a game faster
- ADDED: Message on joining multiplayer and coop games, and button to quickly open friends tab (press F1 by default to open), to make it easier to invite a friend to join you on a server
- ADDED: Compass to top of HUD
- ADDED: Accurate pings to browser
- ADDED: News pane to the left of the main menu, displays dynamic content and notifications of events and other info. Not visible for resolutions under 1024 wide
- ADDED: Pane to the right side of the main menu, displays your next 4 Steam achievements. Not visible for resolutions under 1280 wide
- ADDED: Quick tips and hints when Quick Joining a server
- ADDED: CTRs now use flashlights in certain situations when hunting players
- ADDED: CTRs now remain in their dead ragdoll position, minus physics effects, after death
- ADDED: CTRs that are engaging, pursuing or repelling only reload if the magazine is empty
- ADDED: Ability for CTRs to carry an inventory
- ADDED: Performance tracker to manage the number of CTR corpses and flashlights left after CTR death
- ADDED: In-game ping to debug menu for coop and multiplayer games. Press U by default to access
- ADDED: Numeric representation on mouse sliders in main menu
Improvements
- UPDATED: Significantly re-worked weapons shooting, recoil, damage and aiming mechanics
- UPDATED: Converted in-game HUD to Unity 5
- UPDATED: Mission overview in Hell Week with many new features. Press M by default to access
- UPDATED: Several prefabs with correct shadow and static settings
- UPDATED: CTR soil footsteps
- UPDATED: Steam friends now updates every 2 seconds
- UPDATED: Spectating is disabled for Hell Week and Deathmatch game modes
- UPDATED: Mission overview visible when HUD is down
- UPDATED: Stronghold with new nav mesh and CTR patrol paths
Fixes
- FIXED: "Hell Week wins and CPs not recording in Leaderboards"
- FIXED: "Cause of frequent crash when exiting the game"
- FIXED: "NGI elevators killing players"
- FIXED: "Parasol collision on Resort map"
- FIXED: "Steam friends list not updating after client has been started"
- FIXED: "Server sorting now works"
- FIXED: "Server memory leak, may also increase performance and stability"
Known Issues
- When viewed up-close, some CTR heads may increase in size
- Some vegetation appears to have black edges
- Some crates in Hell Week may require several attempts to open
- Players may sometimes fall through the floor of a map
- VOIP does not work on coop
- Standing in a doorway when the door closes may result in the player being pushed vertically
- Players joining within a few seconds of a Hell Week starting may get an error that they cannot join. This is due to out-of-sync clocks. Please wait a few seconds and rejoin
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows. If you are on a moving elevator or platform, this will cause you to fall through it
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
- Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
Update 21 - Falling Damage
Version: 0.5.21
Released: 4th September, 2015
What's New
- ADDED: Grace period to Hell Week. If you die within the grace period you will respawn with an empty backpack
- ADDED: Game now pauses in Single player when in the main menu (thanks Keavon! :))
- ADDED: First version of falling damage, we'll tweak this as we receive feedback from the community. Note, exhaustion level and impact angle affect amount of damage sustained
- ADDED: Jump pads to several maps to ensure players dropping out of spawns do not take falling damage
- ADDED: Initial functionality to Mission Overview in Hell Week (press M to access by default)
- ADDED: Backpack is not dropped in Hell Week if the player has not collected anything
- ADDED: Zone markers in Deadlock have been reset back to their original versions
- ADDED: Button to reset keybinds to default in Settings menu
- ADDED: Debug info to Help menu (press U to access by default)
- ADDED: Screenshot button which takes hi-rez screenshots. Note, this will cause a pause in your gameplay (press numpad * by default)
- ADDED: Randomised exit point to Starcrown
- ADDED: Randomised entry spawn point to Starcrown
- ADDED: Chat in Hell Week now appears across all servers
- ADDED: Error message to the log if something goes wrong recording your TPs
- ADDED: Tutorial map is now locked to Normal difficulty
Improvements
- UPDATED: To Unity version 5.1.3p1
- UPDATED: Coop poster scene to include missing items
- UPDATED: Water across all levels to work properly
- UPDATED: CTR default names to CTR from Unnamed. Added 1 in 20 chance of the name being a dev, and 1 in 1000 chance of killing ZPS.Hicks
- UPDATED: Slope height on stairs throughout most maps to ensure smooth movement
- UPDATED: Mainline spawns raised to stop players from jumping into them
- UPDATED: SMG, AR, Marine and other local sound reverb
- UPDATED: Small amount of red in the red dot glass
- UPDATED: Burst and Auto fire now use the single shot sound for the first sound
- UPDATED: Arch to fix occlusion errors on railing cover plates
- UPDATED: Assault Rifle mag to hold 21 rounds to accomdate burst fire
Fixes
- FIXED: "Stamina being affected by ping time"
- FIXED: "Jump to help smooth-out jumping on dynamic platforms"
- FIXED: "Combat Points not recording after Hell Week matches"
- FIXED: "Hell Week wins not recording after Hell Week matches"
- FIXED: "If a player has collected pistol ammo in Hell Week, the ammo will be included in his dropped backpack"
- FIXED: "Vertical bouncing on moving elevators and platforms"
- FIXED: "Exploding ragdoll on Marines and CTRs"
- FIXED: "Rock shader"
- FIXED: "Particles disappearing when looking towards the ground"
- FIXED: "Certain stairs on Rupture not working"
- FIXED: "Server browser not sorting Multiplayer servers correctly after viewing Hell Week servers"
- FIXED: "Survival challenges not correctly recording data to Steam achievements"
- FIXED: "Multiple fixes across Starcrown, including AI, navmesh, stairs etc."
- FIXED: "Meshes missing colliders on Lunar"
- FIXED: "Tree missing textures in Welcome to IM"
Known Issues
- When viewed up-close, some CTR heads may increase in size
- Some vegetation is not affected by fog, which can lead to it looking black from a distance
- Some crates may require several attempts to open
- Players may sometimes fall through the floor of a map
- VOIP does not work on coop
- Server browser does not sort by grouping
- Game may temporarily freeze when players join the server
- Standing in a doorway when the door closes may result in the player being pushed vertically
- Players joining within a few seconds of a Hell Week starting may get an error that they cannot join. This is due to out-of-sync clocks. Please wait a few seconds and rejoin
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows. If you are on a moving elevator or platform, this will cause you to fall through it
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
- Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
Update 20 - Unity 5
Version: 0.5.20
Released: 24th July, 2015
What's New
- ADDED: Updated code base to Unity 5 from Unity 4
- ADDED: OSM are now the number 1 clan after winning season 1 of the competitive league
Improvements
- UPDATED: Nucleus map has been fixed, and coop servers are up
- UPDATED: Enlisted profile name has been changed to Frontlinter
- UPDATED: Hell Week main menu button moved to below multiplayer button
Fixes
- FIXED: "Linux players can join password protected servers"
- FIXED: "Dropped backpacks are now properly destroyed between Hell Week games"
- FIXED: "Crates from earlier Hell Week games are now properly destroyed between games"
Known Issues
**SPECIAL NOTE** This update contains the upgrade from Unity 4 to Unity 5. We have fixed most of the bugs, and need your help to find any more. Please let us know of any bugs you find via our support email:
support@zeropointsoft.com. Thank you!
- The mission overview is currently a place-holder, and will be completed in a later update
- When viewed up-close, some CTR heads may increase in size
- Rag doll physics, and CTR dismemberment on death, need fine tuning
- Water and some vegetation are not affected by fog, which can lead to them looking black from a distance
- When looking down, snow particles may disappear
- Hell Week combat points are currently not recorded in Steam leaderboards
- Some crates may require several attempts to open
- Players may sometimes fall through the floor of a map
- VOIP does not work on coop
- Game may temporarily freeze when players join the server
- Players joining within a few seconds of a Hell Week starting may get an error that they cannot join. This is due to out-of-sync clocks. Please wait a few seconds and rejoin
- Some new achievements and TP rewards may not work. We're investigating
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows. If you are on a moving elevator or platform, this will cause you to fall through it
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
- Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
Update 19c - Hotfix 3
Version: 0.5.19c
Released: 26th June, 2015
What's New
- ADDED: If a player leaves a Hell Week server, and has not been killed by another player or suicided, he can rejoin the game during the late join period
- ADDED: Additional AI SARA announcements
Improvements
- UPDATED: When elevators start to move up, any players spawning in will spawn next to the top of the elevator
- UPDATED: Adjusted the join time and late join time for Hell Week clusters
- UPDATED: The 'You are up for elimination' message to only appear once the elimination phase starts
- UPDATED: In spectator mode dead players are greyed out
- UPDATED: In spectator mode, the name for all players appear when in freecam
- UPDATED: Numerous additional small changes and fixes to all Hell Week maps
Fixes
- FIXED: "Inability for some players to connect to a Hell Week game when the join button is active"
Known Issues
- The mission overview is currently a place-holder, and will be completed in a later update
- Some crates may require several attempts to open
- Players joining within a few seconds of a Hell Week starting may get an error that they cannot join. This is due to out-of-sync clocks. Please wait a few seconds and rejoin
- Players may occasionally lose their inventory when moving between servers
- Some new achievements and TP rewards may not work. We're investigating
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4). If you are on a moving elevator or platform, this will cause you to fall through it
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
- When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
- Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
Update 19b - Hotfix 2
Version: 0.5.19b
Released:18th June, 2015
What's New
- ADDED: Combat points for Hell Week winners are recorded in the Steam Leaderboard
- ADDED: Name and score to HUD
- ADDED: Elimination warning to HUD
- ADDED: Elimination warning to scoreboard
- ADDED: Announcement by SARA when zone is full
- ADDED: Elimination phase initiated message to helmet, and message over in-game PA to explain how the eliminations work
Improvements
- UPDATED: Crates that have been opened in another zone are now seen as open by the player (fixes the "crate does not open" bug)
- UPDATED: Scoreboard now shows full 64 players
- UPDATED: Maps have had a graphics pass, with several hundred small fixes and improvements
- UPDATED: Hell Week server button moved to top of server browser tab
- UPDATED: Name of the map you are loading into when you join a Hell Week has been removed
- UPDATED: Collision has been removed from bushes in Hell Week
- UPDATED: Eliminations have been altered so after the first 30 minutes 1 person is eliminated every 2 minutes
- UPDATED: AI SARA player elimination messages moved from helmet to in-game PA system
Fixes
- FIXED: "Adjusted elevator spawn-in delay to ensure players do not spawn on a moving elevator"
- FIXED: "Welcome tutorial door which did not open"
- FIXED: "Suit HUD deactivates on 50% damage"
- FIXED: "Dummy crates removed from Mountains"
- FIXED: "HUD HP bug which indicated the player's HP was 12"
- FIXED: "No weapon showing when playin another game mode after Hell Week"
- FIXED: "Collider adjusted on crates in Hell Week to ensure players are not involuntarily catapulted out of the map"
- FIXED: "Spawn elevator z-flickering and collision to prevent looking through the elevator walls"
Known Issues
- The mission overview is currently a place holder, and will be completed in a later update
- Some crates may require several attempts to open
- Players joining within a few seconds of a Hell Week starting may get an error that they cannot join. This is due to out-of-sync clocks. Please wait a few seconds and rejoin
- Some new achievements and TP rewards may not work. We're investigating
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4). If you are on a moving elevator or platform, this will cause you to fall through it
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
- When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
- Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
Update 19a - Hotfix 1
Version: 0.5.19a
Released:16th June, 2015
What's New
- ADDED: Servers now start countdown to next Hell Week instead of showing "game in progress" when a Hell Week is complete
- ADDED: Players joining when the elevators are rising at the start of a Hell Week will be paused and then added when the elevators have finished moving
- ADDED: Several underlying fixes which will be added in a future client/server update
Improvements
- UPDATED: Hell Week start times changed to ensure clusters are up more often, especially around peak times
Fixes
- FIXED: "Correct number of player now spawn in per server node i.e. no more multiple players spawning in an elevator"
- FIXED: "Message showing Hell Week is full when it is not"
Known Issues
- The mission overview is currently a place holder, and will be completed in a later update
- Some crates may not open, or require several attempts to open
- Players joining within a few seconds of a Hell Week starting may get an error that they cannot join. This is due to out-of-sync clocks. Please wait a few seconds and rejoin
- Combat points are not currently permanently recorded after a game of Hell Week. This will be fixed shortly
- On some occasions you may respawn with 12 health. You still have the correct health, it is just represented incorrectly in the HUD. This can be cleared by restarting the game
- Some new achievements and TP rewards may not work. We're investigating
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
- When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
- Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
Update 19 - Hell Week: Survival Wargame
Version: 0.5.19
Released:13th June, 2015
What's New
- ADDED: Hell Week: Survival Wargame game mode
- ADDED: Nine brand new maps, each one 400 mtrs x 400 mtrs, for Hell Week
- ADDED: Cluster master to run a Hell Week cluster
- ADDED: Brand new server architecture to host and run the Hell Week cluster in a 3x3 server configuration
- ADDED: Ability to move between servers whilst retaining inventory for Hell Week
- ADDED: Three types of loot crates: combat points, ammo and weapons
- ADDED: Inventory system. Initially for use in Hell Week, but will be expanded to other parts of Interstellar Marines
- ADDED: Limited ammo in Hell Week (will be added to other maps and game modes in the future)
- ADDED: Initial version of new pistol using a stripped-down CE-6 SMG as an initial model
- ADDED: Health-altering areas, which can be used to remove health (e.g. kill trigger when jumping into a pit) or add health
- ADDED: Hell Week scoreboard, press TAB to access
- ADDED: Hell Week server browser
- ADDED: Cross-cluster global events
- ADDED: Player loot drop on death in Hell Week
- ADDED: SO2 (stamina) and HP (health points) indicators in HUD
- ADDED: Hell Week button to the main menu
- ADDED: Several hundred small additions and tweaks
Improvements
- UPDATED: Removed player join notifications
Known Issues
- The mission overview is currently a place holder, and will be completed in a later update
- Some crates may not open, or require several attempts to open
- Players joining within a few seconds of a Hell Week starting may get an error that they cannot join. This is due to out-of-sync clocks. Please wait a few seconds and rejoin
- Combat points are not currently permanently recorded after a game of Hell Week. This will be fixed shortly
- On some occasions you may respawn with 12 health. You still have the correct health, it is just represented incorrectly in the HUD. This can be cleared by restarting the game
- Some new achievements and TP rewards may not work. We're investigating
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
- When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
- Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
Fixes
- FIXED: "Deceleration bug"
- FIXED: "Incorrect health points in HUD"
- FIXED: "Incorrect health under certain conditions when spawning in coop"
Update 18a - Hotfix 1
Version: 0.5.18a
Released: 5th May, 2015
What's New
- ADDED: Rate of Fire to SMG and AR
Improvements
- UPDATED: Deathmatch and Team Deathmatch spawns
Known Issues
- When revived, player may be put into spectator mode. Killing and reviving the affected player corrects this.
- Some new achievements and TP rewards may not work. We're investigating
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
- When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
- Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
- There may be an intermittent bug in Team Domination where one team always seems to have a player in the zone
Fixes
- FIXED: "No ammo bug"
- FIXED: "Unlimited ammo bug"
- FIXED: "Being pushed under the first elevator in the tutorial"
- FIXED: "First power box in the tutorial mission so it can no longer be destroyed"
- FIXED: "Player states are no longer kept after respawn and between rounds"
Update 18 - Multiplayer Madness
Version: 0.5.18
Released:22nd April, 2015
What's New
- ADDED: Team Domination, Team Deathmatch and Deathmatch game modes to all multiplayer maps
- ADDED: Admins can now change multiplayer mode from within the game
- ADDED: Server browser can now filter by region, game mode and server type
- ADDED: Sprint strafe
- ADDED: Crouch sliding
- ADDED: Sprint jump weapon animations
- ADDED: Sounds are muffled when AI SARA speaks
- ADDED: Additional AI SARA speaks to The NeuroGen Incident
- ADDED: Steam achievements from Update 17 to in-game Profile tab
- ADDED: Option to turn off auto-refresh for server browser and refresh using a manual button
- ADDED: Check added to ensure TPs are not lost during a match
- ADDED: Breath on inside of helmet visor when exhausted and HUD is offline
- ADDED: Flashlight and laser are now toggleable per weapon
- ADDED: New Spearhead bonus content, including 78 new images, audio logs and OTTO speaks from The NeuroGen Incident, and additional items
Improvements
- UPDATED: Mainline now compatible with Team Domination and Deadlock
- UPDATED: Mainline Winter now compatible with Team Domination and Deadlock
- UPDATED: Dynacore now compatible with Team Domination, Team Deathmatch and Deathmatch
- UPDATED: Sprint sliding toned down
- UPDATED: Walk and run speeds now affected when exhausted
- UPDATED: Jump height when exhausted adjusted to always allow jumping onto a railing
- UPDATED: Sprint acceleration increased
- UPDATED: Keep arms in correct position when sprinting up/down stairs
- UPDATED: Head bobbing
- UPDATED: Overall tweaks to Accuracy, Sprint and Stamina
- UPDATED: Updated SMG, Assault Rifle and suppressor textures
- UPDATED: Server sorting defaults to sorting by the number of players per server
- UPDATED: Join button colour in the server browser has been changed for clarity
Known Issues
- When revived, player may be put into spectator mode. Killing and reviving the affected player corrects this.
- Some new achievements and TP rewards may not work. We're investigating
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
- When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
- Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
- There may be an intermittent bug in Team Domination where one team always seems to have a player in the zone
Fixes
- FIXED: "TPs should no longer be lost"
- FIXED: "Keycard in crew quarters in NGI sometimes not appearing"
- FIXED: "NGI servers crashing due to excessive logging"
- FIXED: "Possible fix to Starcrown servers crashing excessively"
- FIXED: "Weapon accuracy / recoil error (many thanks to Guilty for his work on this)"
- FIXED: "No longer a 15 second wait to spawn in Playground maps"
- FIXED: "Falling through hatch in crashed Megalodon on tutorial level"
- FIXED: "Falling through hatch in Megalodon in the Megalodon level in the playground"
- FIXED: "Being pushed through elevator floor at the start of the tutorial mission"
- FIXED: "Missing glass panes in several locations in the tutorial mission"
- FIXED: "Removed access to the separate training areas in the tutorial level"
- FIXED: "Location of several occluders in the tutorial level"
- FIXED: "Adjusted bounding box in tutorial level"
- FIXED: "Boxes near start of tutorial level so players do not get stuck in them"
- FIXED: "Spot in Starcrown where a player could exit the map"
- FIXED: "Spot in the Mainline maps where a player could exit the map"
- FIXED: "Patrol route on top of Mainline coop spawn building to ensure that CTR does not hide at the back where it cannot be shot"
- FIXED: "Elimination challenges now rewarding TPs"
Update 17 - Welcome On Board
Version: 0.5.17
Released: 6th February, 2015
What's New
- ADDED: New Introduction Mission: Welcome To Project IM
- ADDED: Early iteration of the Accuracy, Stamina and Sprint changes. These changes will be completed in Update 18
- ADDED: Hell Week introduction video and sign up form to main menu
- ADDED: Admins can now change multiplayer map from in-game
- ADDED: Spawn locations of power boxes in Operations are now completely randomised
- ADDED: Server browser is split into Coop and Multiplayer servers for easier and quicker browsing
- ADDED: Chat is now logged on a per-server basis
- ADDED: Warning message given to players joining a high-ping server
- ADDED: New hit detection is default on servers
- ADDED: Spearhead icon now shows for Spearhead players on singleplayer scoreboards
- ADDED: Several new Steam achievements
- ADDED: Several new TP rewards
- ADDED: List of TP rewards in the Profile tab, removed outdated list from levelcam view
Improvements
- UPDATED: The NeuroGen Incident re-built as version 3. Improved map, resolved several issues, improved performance, added mercenary bots to different team, reworked several areas of the map
- UPDATED: Server browser filters are now expanded by default
- UPDATED: In-game chat function now allows multiple lines
- UPDATED: Several additions to stats tracking
- UPDATED: Arch to ensure players cannot glitch out of the map
- UPDATED: New reticule for the Assault Rifle
Known Issues
- Some new achievements and TP rewards may not work. We're investigating
- Not all new achievements have icons, we'll add next week
- New achievements do not show up within the in-game Profile tab. We will add these soon
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
Fixes
- FIXED: "Keycard in crew quarter in NGI sometimes not appearing"
- FIXED: "Inability to revive in multiplayer maps other than Dynacore"
- FIXED: "Logs can only be played once in NGI"
- FIXED: "Death skull now shows for bots in Playground maps"
- FIXED: "No more floating bots at the start of Stronghold Coop"
- FIXED: "Incorrect collision on tunnels near NGI research mainframe"
- FIXED: "No extraction marker on Starcrown"
- FIXED: "No extraction marker on Colony if you leave and rejoin during a match"
- FIXED: "Bots sometimes not appearing in single player"
- FIXED: "The 'no run/crouch' triggers occationally cause permanant 'no run/crouch'"
- FIXED: "Multiplayer scoreboard styling"
- FIXED: "Difficulty in single player somtimes incorrect after playing co-op"
- FIXED: "Revived players experiencing black screens'"
- FIXED: "Cargo elevators in NGI have crate shadows above them"
- FIXED: "HUD difficulty text not going offline when HUD goes down"
- FIXED: "Bots spawning and instantly dying in NGI research"
- FIXED: "Exiting the coop poster now works"
- FIXED: "Revive no longer completes if reviving player is killed"
- FIXED: "Spawn time is now accurate when waiting to spawn in Deadlock"
- FIXED: "Players not correctly first person spectating other players when dead"
Update 16a
Version: 0.5.16a
Released: 9th of Janaury 2015
Improvements
- UPDATED: Physics performance enhancements
- UPDATED: Revive time in co-op depends on mode and difficulty setting
- UPDATED: Xmayhem game mode put back in Santa's Christmas box, and Mainline Winter reverted to original version
Fixes
- FIXED: "Incorrect Unity build setting creating issues with resizing screens and vsync"
- FIXED: "Issue in The NeuroGen Incident (NGI servers are back up)"
- FIXED: "Not being able to find the last bot in Elimination game mode"
- FIXED: "Online stats are now being recorded. Some further work to be done for edge cases. Stats will be reset in future"
- FIXED: "Occlusion bugs on Starcrown and Mainline"
- FIXED: "Blocker added to Mainline to ensure players cannot leave the map"
- FIXED: "Crate occlusion on Stronghold"
Known Issues
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
- Sometimes bots will not appear in single player maps. Restart the game and they will appear
- Sometimes the first series of bots on Stronghold Elimination A will spawn mid-air
- Revive does not work on multiplayer maps except Dynacore
- Scoreboard sometimes goes out of alignment
Update 16 - Assault On Starcrown Aerospace
Version: 0.5.16
Released: 17th December, 2014
What's New
- ADDED: New Co-Op Mission Map: Assault On Starcrown Aerospace
- ADDED: New Dynamic Multiplayer Map based on the Astrodome framework: Dynacore
- ADDED: Revive 2.0 to Multiplayer and Co-op
- ADDED: First iteration of Stats viewable through the Profile tab. Note, we will need to reset this several times as we develop
- ADDED: New hit detection system
- ADDED: Ability for players to be admins with the ability to kick or ban
- ADDED: LoD for crates
- ADDED: Several AI game events
- ADDED: Physics-based performance improvements
Improvements
- UPDATED: Revive now has a timer
- UPDATED: Xmayhem game mode to accomodate changes during the last 12 months
- UPDATED: Crates and other props across several existing levels
- UPDATED: TPs are now shared between players who are capturing a capture zone in Deadlock
Known Issues
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
- Sometimes bots will not appear in single player maps. Restart the game and they will appear
Fixes
- FIXED: "Remove Team Kill penalty in co-op"
- FIXED: "#1 Clan logo now shows"
- FIXED: "Difficulty now shows in Get Killed By Bots"
- FIXED: "Chat and kill messages now show when suit HUD down"
- FIXED: "After suiciding, spawn as a spectator in the next round"
- FIXED: "Railings in each map to ensure they have colliders and do not double-cast shadows"
- FIXED: "Reload sound continues to play when cancelled by silencer animation"
- FIXED: "Dynamic platforms in Elevation now work"
- FIXED: "Numerous additional bug and performance fixes and updates"
Update 15 - Stealth Supressed
Version: 0.5.15
Released: 20th November, 2014
What's New
- ADDED: Sound-supressor for both SMG and Assault Rifle. Sound and damage curves have been adjusted
- ADDED: Survival B game mode to Colony for co-op and singleplayer gameplay
- ADDED: Elimination B game mode to Mainline for co-op and singleplayer gameplay
- ADDED: Ability for AI to sense how much light is falling on a Marine
- ADDED: Numerous AI upgrades to enhance the AI's intelligence
- ADDED: New weather state to Colony
Improvements
- UPDATED: AI balance has been tweaked around the ability to see light levels
- UPDATED: AI tweaked and upgraded for Defective and Guards
- UPDATED: Nucleus, Stronghold and Operations to support new AI light vision
- UPDATED: Mainline to make it more AI friendly and add extra cover for AI bots
- UPDATED: Colony to add more cover for AI bots
- UPDATED: Non-supressed sounds for the SMG and AR
- UPDATED: Difficulty level is now shown in playground and Get Killed By Bots
Known Issues
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
- Sometimes bots will not appear in single player maps. Restart the game and they will appear
- Number 1 clan logo does not show up in the scoreboard. Current number 1 clan is -TEK-
Fixes
- FIXED: "Chat not working under certain conditions"
- FIXED: "Scoreboard not disappearing when HUD is down"
- FIXED: "Waypoint not reappearing if you turn off a powerbox in Survival A"
- FIXED: "Joining as a spectator in a Nucleus server"
Update 14 - Tactical Incursion
Version: 0.5.14
Released: 22nd of October 2014
What's New
- ADDED: Escape game mode to Nucleus for co-op and singleplayer. Nucleus is the new name for the PAX demo map.
- ADDED: Survival game mode to Operations for co-op and singleplayer gameplay
- ADDED: Elimination game mode to Stronghold for co-op and singleplayer gameplay
- ADDED: Hotfix 1 and 2 from Update 13
- ADDED: AI can no longer see through foliage (specifically added for the Stronghold map)
- ADDED: AI Guards can now spawn with either SMG or AR
Improvements
- UPDATED: Get Killed By Bots has been updated with iteration 1 of the War mode
- UPDATED: AI for Defective and Guards tweaked and upgraded
- UPDATED: Killing a CTR now rewards you with 5 TPs
- UPDATED: Stronghold to make it more compatible with the Elimination game mode and CTRs
Known Issues
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Mainline and Mainline Winter maps have been temporarily removed from the multiplayer map rotation
- Team Domination has been removed until issues can be fixed
- Potential to fall through elevator when moving
- Sometimes bots will not appear in single player maps. Restart the game and they will appear
- When joining Nucleus you may be in spectator mode. Have a team mate TK the player you are spectating, and then rejoin the server
- Number 1 clan logo does not show up in the scoreboard. Current number 1 clan is -TEK-
Fixes
- FIXED: "Audio log progress for The NeuroGen Incident not showing on Steam achievement page"
- FIXED: "Keycard not spawning in the crew area of The NeuroGen Incident"
- FIXED: "Achievements show up in the Profile tab"
Update 13c - The NeuroGen Incident v2
Version: 0.5.13c
Released: 17th of October 2014
What's New
- ADDED: Three new Steam achievements (removed a broken achievement)
- ADDED: Revised main menu (iteration 1)
- ADDED: Place holder images for new maps in Update 14
- ADDED: Support for additional game modes coming in Update 14
Improvements
- UPDATED: AI spawns
- UPDATED: Fixed drop in FPS when a teammate is killed in co-op
- UPDATED: Afflicted and Guard AI heavily tweaked and improved
- UPDATED: Removed z-fighting in certain areas
- UPDATED: Killing a CTR results in 5 TPs rather than 15
Known Issues
- The HUD names and kill messages will be clipped on aspect ratios that are wider than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
- 32 bit operating systems may run out of memory when trying to play The NeuroGen Incident map, causing the game to crash
- The scoreboard on both singleplayer and co-op versions of The NeuroGen Incident currently show the wrong score.
- There may be occlusion issues in some rooms in the Research section of The NeuroGen Incident.
Fixes
- FIXED: "Waypoints"
- FIXED: "Elevators, with more work to ensure players do not fall through the last elevator"
- FIXED: "Door not working properly in some places"
- FIXED: "Objects clipping into each other"
- FIXED: "Audio fixes"
- FIXED: "Certain objects missing collision"
- FIXED: "Enemies de-spawning in some cases"
- FIXED: "Fake keycard location waypoints show correctly"
- FIXED: "Audio log Steam achievement"
- FIXED: "Grey floating box in Ronnie's Garden"
- FIXED: "Numerous other tweaks and fixes"
Update 13b - The NeuroGen Incident v2
Version: 0.5.13b
Released: 6th of October 2014
What's New
- ADDED: Additional AI OTTO speaks
Improvements
- UPDATED: Performance tweaks
- UPDATED: Difficulty settings for bots updated
- UPDATED: Bots now zig-zag when running towards the player
- UPDATED: Waypoints have been overhauled and improved
- UPDATED: Additional AI SARA speaks and clearer announcements
- UPDATED: Reverb in rooms updated and improved
Known Issues
- The HUD names and kill messages will be clipped on aspect ratios that are wider than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Mainline and Mainline Winter maps have been temporarily removed from menu
- Potential to fall through elevator when moving
- Audio log and All CTR Killed Steam achievements may not work
- 32 bit operating systems may run out of memory, causing the game to crash
Fixes
- FIXED: "Players should no longer drop through the end elevator"
- FIXED: "Docking bay cargo elevator now works"
- FIXED: "Steam achievements work"
- FIXED: "Multiplayer servers work properly in both game modes"
- FIXED: "GKBB bots now respawn"
- FIXED: "Going into ADS and looking down in the Meg does not blank the screen"
- FIXED: "Audio log spawning in an inaccessable position"
- FIXED: "Deadlock respawn time is now at the original 120 seconds"
- FIXED: "Incorrectly placed door button in toilet near to control room power button"
Update 13 - The NeuroGen Incident
Version: 0.5.13
Released: 26th of September 2014
What's New
- ADDED: First iteration of co-op, "The NeuroGen Incident"
- ADDED: First iteration of revive
- ADDED: Guard AI, animations, audio and revised CTR model
- ADDED: Afflicted AI, animations, audio and revised CTR model
- ADDED: Ability to add electrical systems to levels, including power boxes and switches
- ADDED: Ability to add door locks to levels
- ADDED: Ability to add key cards to levels
- ADDED: Ability to add audio logs to levels
- ADDED: Ability to add waypoints to levels
- ADDED: Ability to invite friends to servers from within the game
- ADDED: Ability to randomly spawn co-op items (CTR, key cards etc.)
- ADDED: VOIP for co-op, including in-game VOIP tab (press ESC to access)
- ADDED: ZPS admin ability to kick/ban players on a server
- ADDED: Central ban register
- ADDED: Round score logging
- ADDED: Ability to add multiple difficulty levels for AI
- ADDED: Ability for the AI to patrol
- ADDED: Ability for the Afflicted AI to melee attack
- ADDED: Massive new range of props
- ADDED: Large number of new modules
- ADDED: Best team in Interstellar Marines icon
- ADDED: Additional server browser filters
- ADDED: Ability for first player to pick public, friends-only or private server in co-op
- ADDED: Ability for first player to choose difficulty level of server in co-op
- ADDED: Show difficulty level in HUD
- ADDED: First iteration of co-op game mode
- ADDED: Sector-based CTR relevancy
- ADDED: 100+ audio recordings
Improvements
- UPDATED: Megalodon model and sounds
- UPDATED: Glass windows now have a new shader
- UPDATED: Force player into walk-crouch to avoid clipping in vents
- UPDATED: Announcer manager to buffer audio announcements
- UPDATED: Reflections use cube maps
- UPDATED: CTR model
- UPDATED: Build tools to speed up Linux builds
Known Issues
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Mainline and Mainline Winter maps have been temporarily removed from menu
- Potential to fall through elevator when moving
Fixes
- FIXED: "TP stealing when more than one player is capturing a zone"
Update 12c
Version: 0.5.12c
Released: 16th of July 2014
What's New
- ADDED: Get Killed By Bots! released to all players. Available in the Bonus / Get Killed By Bots folder.
Update 12b
Version: 0.5.12b
Released: 9th of July 2014
What's New
- ADDED: Early singleplayer AI test map Get Killed By Bots! added for Spearheads.
Update 12a
Version: 0.5.12a
Released: 8th of July 2014
Improvements
- UPDATED: Unity to 4.5.1p4
Fixes
- FIXED: "Mouse stuttering in Linux clients"
Update 12
Version: 0.5.12
Released: 6th of June 2014
What's New
- ADDED: Linux client
- ADDED: New first person spectator mode when waiting for respawn in Deadlock
- ADDED: Immediate spawning into Deadlock when first joining a server (120s delay if player leaves and returns before match end)
- ADDED: Round logic. Matches are now first side to three rounds, with the winner required to win by 2 rounds.
- ADDED: New levelcam overlay which shows Team Point rewards for various actions
- ADDED: Ability to create Spearhead-only servers to allow Spearheads to test early versions of new updates
- ADDED: Additional reflection effect to helmet
Improvements
- UPDATED: Changed scoring to reflect the number of rounds won per side
- UPDATED: Helmet closes when a player spawns in to enhance immersion
- UPDATED: Several additional messages to provide more information to the player
- UPDATED: Updated to Unity 4.5
- UPDATED: Music plays on match end
- UPDATED: Several map fixes
- UPDATED: New tutorials added to the YouTube playlist
Known Issues
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- Footstep audio and FX does not work on terrain (known bug in Unity 4.3)
- Third-person jump animations does not work correctly yet
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4.3)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Mainline and Mainline Winter maps have been temporarily removed from menu
- TPs are not awarded for winning or finishing a match
Fixes
- FIXED: "TP stealing when more than one player is capturing a zone"
- FIXED: "Pressing space to join bug"
- FIXED: "Flashlight and laser indicators not working on AR 03 Assault Rifle"
Update 11
Version: 0.5.11
Released: 20th of May 2014
What's New
- ADDED: New game mode titled Deadlock added based on taking and holding 7 control zones
- ADDED: New AR 03 Assault Rifle with 4x ACOG scope
- ADDED: New map titled Stronghold available in both Multiplayer and Playground. Stronghold is based on the same Astrodome framework as Colony
- ADDED: New modules and new textures across several environmental assets
- ADDED: New SARA audio announcements
- ADDED: Base suit work in progress images added to Spearhead folder
Improvements
- UPDATED: CE-6 SMG has been rebalanced to compliment the AR 03 Assault Rifle
- UPDATED: Colony map has received numerous improvements, including new spawn tunnels
- UPDATED: Capturing capture zones now rewards the player with Training Points
- UPDATED: Evacuation map has been adjusted to work better with the new Deadlock game mode
- UPDATED: Number of kill messages has been increased to 5 to provide space for the additional Deadlock game messages
- UPDATED: Arch and Operations lighting have been updated
- UPDATED: Arch spawns have been updated
- UPDATED: CE-6 SMG reload animation has been changed and RDS sight slightly adjusted
- UPDATED: Kill messages
Known Issues
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- Footstep audio and FX does not work on terrain (known bug in Unity 4.3)
- Third-person jump animations does not work correctly yet
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4.3)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Mainline and Mainline Winter maps have been temporarily removed
Update 10
Version: 0.5.10
Released: 26th of February 2014
What's New
- ADDED: New crouch feature with peek and "peek over cover" ability
- ADDED: New HUD prototype
- ADDED: Weapon retraction when close to obstacles (prevents shooting)
- ADDED: Colony (formerly known as Astrodome) with new weather states and added it to multiplayer
- ADDED: New cover modules on Rupture and Colony
- ADDED: New SMG weapon model
- ADDED: Audio pool support for impact effects
- ADDED: New audio ambience system
- ADDED: New sprinkler and wind effects on Colony
- ADDED: "Shadow quality" setting to settings menu
- ADDED: New SARA audio announcements
- ADDED: Emissive team color on marine's backback
- ADDED: More capture areas to Rupture
- ADDED: HUD prototype images, base suit art direction sketches and high-poly test renders of the SMG to the Spearhead content folder
Improvements
- UPDATED: Dynamic bobbing (helmet, body, breath, weapon)
- UPDATED: Hit damage on stomach, backpack and arms
- UPDATED: Rupture/Arch/Evacuation with complete light overhaul
- UPDATED: Spectator mode so first-person follow view is the same as the spectated player's (aiming, fire shaking, bobbing, FX etc.)
- UPDATED: All impact audio: new samples, smaller memory print, max playbacks
- UPDATED: Soundscapes on Colony and Arch to use the new audio ambience system
- UPDATED: Camera shakes to enhance HUD feel
- UPDATED: Sandbox to be situated in the Astrodome
- UPDATED: All walk animations
- UPDATED: SMG offset for third-person marines
- UPDATED: Most particle effects to use soft particles
- UPDATED: Network replication code (~5% less bandwidth usage)
- UPDATED: Capture corner icons and behaviour so they work better with HUD prototype (temporary solution)
- UPDATED: Tonemapping and bloom postprocess effect to always on
- UPDATED: Team capture start tickets to 1000 (previously 750)
- UPDATED: Friendly Fire off
- UPDATED: Suicide message
Fixes
- FIXED: "Select previous target in follow cam switches betwen player 1 and 2 even when more players on server"
- FIXED: "Weapon reload animation continues when owner is killed"
- FIXED: "Spectator camera doesn't trigger reverb/rain audio"
- FIXED: Aiming network replication
- FIXED: Casing ejections in first-person spectating
- FIXED: Switching between 1p/3p muzzle flashes in spectator mode
- FIXED: "Helmet shaking does not work in spectator"
- FIXED: "Rain on helmet does work in first-person spectating
- FIXED: "Connecting with spectator pass doesn't work on password-protected servers"
Known Issues
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- Footstep audio and FX does not work on terrain (known bug in Unity 4.3)
- Third-person jump animations does not work correctly yet
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4.3)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
Update 9
Version: 0.5.9
Released: 10th of February 2014
What's New
- ADDED: A new character rig with support for advanced animation blending
- ADDED: New walk and run forward/backward, strafe left/right, jump and reload animations
- ADDED: Fully dynamic and physically-based weapon swaying/bobbing
- ADDED: New spectator mode:
- Works when joining as spectator in Multiplayer or in Playground mode
- Toggle between camera modes on keys 1, 2, 3 (rebindable in settings)
- Level camera: Cycle next/previous camera on LMB/RMB (left/right mouse button). CONTROL toggles autocycle/hold mode
- Free camera: Use keys forward/backward/strafe left/strafe right to move and left/right mouse button to move up/down. MSW (Mouse Scroll Wheel) controls move speed. CONTROL toggles steady/fly mode
- Follow camera: Click LMB/RMB to switch to next/previous player. MSW zooms in/out in thirdperson. CONTROL toggles viewing in third-person/first-person
- ADDED: New map "Astrodome" to Playground. The map is to be used as a multi-purpose training arena that can be customized realtime to different tactical combat scenarios
- ADDED: "Movie Mode" user setting that toggles all in-game UI off (except Chat window)
- ADDED: Kill icon over head on dead marines
- ADDED: ZPS icon to developers on names/scoreboard UI
Improvements
- UPDATED: To Unity 4.3
- UPDATED: All maps to distribute CPU/GPU load more evenly
- UPDATED: Terrain and vegetation on applicable maps (better performance)
- UPDATED: Slow helmet shader (50% better performance)
- UPDATED: All audio files/settings (150% better performance and smaller memory usage)
- UPDATED: "Pitch black" modes to actually be completely dark (bug fixed in Unity 4.3)
- UPDATED: Lens flares on weather crane so they fade in/out faster
- UPDATED: SMG 1p/3p firing sounds
- UPDATED: SMG reload and aim sounds
- UPDATED: Jump and land sounds
- UPDATED: Helmet sounds
- UPDATED: Lasers so they are less visible (1p/3p)
- UPDATED: SSAO to work better with fog
- UPDATED: The Suit System to muffle audio instantly when it is disabled
- UPDATED: DOF to work better with new marine in hip/aim as well as spectator camera
- UPDATED: Missing level geometry colliders on all maps
- ADDED: Collision to trees and bigger vegetation
- ADDED: More level cameras to all maps
- ADDED: Wind to trees and vegetation
- ADDED: Rain ambience sounds to crates
- ADDED: "Confirmed kill" sound
- ADDED: Level camera toggle sound
- REMOVED: Audio occlusion effect when helmet down and Suit System is online
Fixes
- FIXED: "when moving, the aim shifts upward in first-person"
- FIXED: "laser/flashlight doesn't consistently turn on/off when viewed from certain angles"
- FIXED: "flares render through the weapon in first-person"
Known Issues
- Footstep audio and FX does not work on terrain (known bug in Unity 4.3)
- Third-person jump animations does not work correctly yet
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4.3)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
Update 8
Version: 0.5.8
Released: 18th of December 2013
What's New
- ADDED: Support for tracking Stats and Achievements
- ADDED: Training Points (TP) gained for kills (other ways of gaining will be added later)
- ADDED: Training Ranks based on TP that unlocks achievements
- ADDED: Merry Xmayhem surprise game mode (includes seasonal achievements - get them while you can!)
- ADDED: Training Point info to in-game UI
- ADDED: SARA speak when Suit System is enabled/disabled
- ADDED: Kill message area (no more kill messages in the chat)
- ADDED: Win/lose music to round end
- ADDED: Jump and Land sounds
- ADDED: Weapon aiming sounds
- ADDED: SMG Xmas decoration
- ADDED: T-IM101 gift/spawn/pain/idle/kill sounds
- ADDED: Christmas hat to T-IM101
- ADDED: T-IM101 (increased shoot damage and armor)
Improvements
- UPDATED: Mainline Winter with xmas theme
- UPDATED: Profile page in main menu with Training Points/Rank
- UPDATED: Relevant UI with player Training Rank
- UPDATED: All SARA sounds
- UPDATED: Emissive strips always visible on teammates
Fixes
- FIXED: Existing players won't be auto-assigned to teams on new rounds
- FIXED: "Profile button not selected after clicking it"
Known Issues
- Names UI is capped at 8 players in Xmayhem game mode
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
Update 7
Version: 0.5.7
Released: 6th of December 2013
What's New
- ADDED: New Stamina Model that affects exhaustion level, breathing, fog in helmet, weapon bobbing and recoil
- ADDED: New Suit System that controls the HUD, rebreather and audio occlusion/enhancements
- ADDED: Component-based damage model on the Marines that affect the Suit System
- ADDED: Breath System
- ADDED: Projectile force impacts to ragdolls
- ADDED: Jump prototype (hold to time your jump)
- ADDED: Dynamic weapon bobbing
- ADDED: Wind-in-ear sound at high velocities
- ADDED: HUD notifications on confirmed kills, team kills and domination zones
- ADDED: Red Dot Scope mark II
- ADDED: Emissive strips on teammates when helmet is open
- ADDED: Different muzzle flash effects in 1p/3p
- ADDED: Support for password-protected servers
Improvements
- UPDATED: Weapon accuracy and recoil model
- UPDATED: Marine running speeds
- UPDATED: Helmet to turn off HUD when opened
- UPDATED: GUI to toggle on/off when HUD enabled/disabled
- UPDATED: Helmet dirt texture
- UPDATED: Difference between 1p and 3p SMG sounds
- UPDATED: 1p/3p death sounds
- UPDATED: 1p/3p impact sounds
- UPDATED: All movement sounds
- UPDATED: "Sandbox" with new physical materials (water, snow) and marines
- UPDATED: "Dawn" environmental sounds (got rid of the birds!)
- UPDATED: Water now reflects Marines
- UPDATED: Team Domination start team tickets to 750
- UPDATED: Playground mode to spawn "real" Marines
- UPDATED: Respawning so players are added/removed to spawn queue on key input
- UPDATED: Depth-of-Field settings to match new FOV/helmet clipping
Fixes
- FIXED: Pingtimes to servers now display correctly
- FIXED: So you can spawn instantly in Playground mode
- FIXED: Weapon inaccuracy is the same in Playground as online
- FIXED: "Weapons stay after marine is destroyed in Playground"
Known Issues
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
Update 6
Version: 0.5.6
Released: 30th of October 2013
What's New
- ADDED: New "Domination" capture game mode:
- The team that has most presence in a Domination zone takes tickets away from the enemy
- Tickets are distributed evenly between the dominating players in the zone
- The team that ends on 0 tickets OR has the fewest tickets left when the time runs out loses
- Only one Domination zone is active at a time
- ADDED: Domination zones to all existing maps
- ADDED: Global team score thats always visible
- ADDED: Support for in-world UI overlays (currently used to outline the Domination zones)
- ADDED: 1st iteration of queued SARA announcements to local player
- ADDED: Network capability to dynamic platforms
- ADDED: Taser light to marine's impact effect
- ADDED: Ville-Valtteri Kinnunen's combat suit concept art to the Spearhead content folder
Improvements
- UPDATED: Elevation map with improved bunkers, markers, reverb zones etc.
- UPDATED: Alternate routes to Arch and Rupture to support new Team Domination game mode
- UPDATED: Dynamic platforms now performs better and works with physics (ragdolls)
- UPDATED: Marine run speed and weapon bobbing to be a bit slower
- UPDATED: Team colors are now always the same for friends (blue) and enemies (red)
- UPDATED: Player names over friends now positions correctly with distance
- UPDATED: There's now a small wait period after dying before respawn is possible
- UPDATED: Marine spawning now takes enemy vicinity and respawn point occupation into account
- UPDATED: Spawning is now always "grounded"
- UPDATED: It's now possible to switch team during countdown regardless of team sizes
- UPDATED: Initial countdown increased from 10 to 20 seconds
- UPDATED: Tracking color and label markers on all maps
- UPDATED: Impact effects now spawn more persistently and accurately on client-side
- UPDATED: All image effects to the latest from Unity 4.2
Fixes
- FIXED: "Tapped keys stay on after dying/loading level"
- FIXED: "Camera shaking becomes unstable with low FPS"
- FIXED: "Cannot switch team"
- FIXED: "Join game friend info is not cleared on disconnect"
- REMOVED: Corrupted shader that made flashlight cones pink (possibly fixes black screen bug for systems with Intel HD graphics cards)
Known Issues
- Player scores does not always sort correctly
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
Update 5
Version: 0.5.5
Released: 9th of October 2013
What's New
- ADDED: New playground map "Elevation" - this is the first iteration of Martin Jonsson's winner entry in the community map making contest. Modes: Power online, emergency power, fire alarm, power offline and shut down.
- ADDED: First iteration of dynamic platforms for the new Elevation map
- ADDED: Support for "join game" on Steam friends
- ADDED: Louie Ishii's work-in-progress concept models to the Spearhead content folder
- ADDED: Tap/Hold key functionality to Run, Aim, Flashlight and Laser
- ADDED: Camera shakes on weapon firing
- ADDED: Basic bobbing animation to the weapon
- ADDED: Separate mouse sensitivity for zoom and hip
- ADDED: Ability to sort servers by name, map, players or ping
- ADDED: Ability to set the speaker setup (Stereo, 5.1, 7.1 etc.)
- ADDED: Basic HUD concept
Improvements
- UPDATED: The Evacuation map with new "capture" areas (tower and platform area)
- UPDATED: Muzzle flash particle fx and lighting to be a bit less obscuring in aim and added shadow casting
- UPDATED: Network system with improvements in CPU usage and data throughput
Fixes
- FIXED: "network smoothing isn't saved when quitting"
Known Issues
- Camera shaking becomes unstable with low FPS
- The team switching feature is currently unavailable
Update 4
Version: 0.5.4
Released: 16th of August 2013
What's New
- ADDED: New map "Evacuation" - a full size combat range with a staged crash site evacuation zone situated in a wet and moist swamp
- ADDED: Spearhead avatar icons to scoreboards and names
- ADDED: Support for installing Spearhead content such as soundtracks, art books and secret bonuses
- ADDED: The original "Interstellar Marines: The Beginning" soundtrack to the Spearhead folder
- ADDED: Profile section to the menu
- ADDED: Support for layer-based reflections (advanced user options coming in the future)
- ADDED: Water movement sounds (impact effects are still placeholders from "concrete")
Fixes
- FIXED: "object flicker bug when light is close to pitch black" (Unity 4.2 bug). This currently prevents us from having complete pitch black lighting.
Update 3
Version: 0.5.3 (maintenance update)
Released: 7th of August 2013
Improvements
- UPDATED: game engine to Unity 4.2 (overall better performance)
- UPDATED: team with 2 new members (Reese and Necrosonic) and increased office map size
- UPDATED: game to default to fullscreen native resolution on first startup (possibly fixes "black screen on startup" bug?)
- UPDATED: OpenGL shadow filtering so shadows on OSX are just as pretty as Windows
- UPDATED: better shadow casting performance
Fixes
- FIXED: GetThreadContext crash occurring on some Windows PCs
- REMOVED: temporary "game crashes on quit" hotfix
Update 2
Version: 0.5.2 (minor update)
Released: 12th of July 2013
New Features
- ADDED: walk/run movement (affects sounds and weapon accuracy)
- UPDATED: weapon gun model is affected by hip aiming, zooming and movement speeds (multiplayer)
- ADDED: casing and ejection smoke effects to weapon
- ADDED: post-processing effects to settings
- ADDED: "v-sync" toggle option to settings
- ADDED: audio volume and mute option to settings
- ADDED: light flashes on metal impact effects
- ADDED: subconscious impulse
Improvements
- UPDATED: short wait period (0.5s) after spawn before you can shoot
- UPDATED: mouse sensitivity in settings to a broader selectable range
- UPDATED: so only the tonemapping and bloom post-process effects are on by default (performance)
- UPDATED: the red dot to be slightly smaller
- UPDATED: the IM logo in menu to include the Early Access update number
- UPDATED: level camera so it respects the post-processing effects from settings
- UPDATED: level camera to change positions in half the time
Fixes
- FIXED: "game crashes when using FRAPS and starting game"
- FIXED: Steam exception thrown on quit
- FIXED: "ODD warning doesn't show in OSX"
- FIXED: "cannot bind Shift and other modifier keys"
- FIXED: so bindings are not overwritten if already bound during load
- FIXED: "bindings are reset to default when not bound"
- FIXED: "sometimes weapon fires a bunch of bullets on spawn"
- FIXED: "if firing while going to a menu, the weapon doesn't stop firing"
- FIXED: "if holding fire while reloading the weapon doesn't start firing when reloading ends"
- FIXED: "settings button still selected when going from intro to menu"
- DISABLED: the buggy helmet occlusion prototype
Update 1
Version: 0.5.1 (minor update)
Released: 5th of July 2013
New Features
- ADDED: support for custom key/mouse bindings in menu
- ADDED: support for multiplayer games with up to 16 players
- ADDED: support for toggling rain in environmental states
- UPDATED: so 5:4 and 4:3 screen resolutions are available in the video settings
- ADDED: sprinkler prototype to Sandbox
Improvements
- UPDATED: all input help to reflect the key/mouse bindings
- UPDATED: the master server listing to refresh more often
- UPDATED: the rain-detection on the marine (helmet + sounds) to be much more accurate
- UPDATED: Arch, Rupture and Mainline with rain
- UPDATED: rain FX on helmet with smaller droplets to make it more realistic
- UPDATED: rain environment sounds on Rupture (thunder and foggy/grey environment states)
- UPDATED: the Quit button so it's slightly more visible
Fixes
- FIXED: "you can aim/suicide/toggle helmet while in menu"
Launch on Steam Early Access
Version: 0.5.0
Released: 2nd of July 2013
New Features
- UPDATED: entire project to support standalone builds for Steam
- ADDED: a new and improved marine network smoothing model
- ADDED: physics-based extrapolation of players when net updates exhausted
- ADDED: momentum transfer of velocity on marine death to ragdolls
- ADDED: new main menu system with support for arbitrary maps/modes
- ADDED: support for "presentation" mode (co-op poster)
- ADDED: support for cycling environment modes in singleplayer with [N]
- ADDED: "co-op poster" scene from Steam marketing campaign
- ADDED: command line option for connecting to specific server (connect=<ip>)
- ADDED: social/feedback buttons to main menu
Improvements
- UPDATED: network with major refactor overhaul (data throughput down by 25-30%)
- UPDATED: so marines do not collide with "debris" objects (ragdolls, weapons)
- UPDATED: so all menus are skipable with [ESCAPE]
- UPDATED: toggle scores in multiplayer with [TAB]
- UPDATED: and changed all references from "Deadlock" to "Interstellar Marines"
- ADDED: new IM logo icon to executable
- UPDATED: entire development pipeline to facilitate easy and painless building to Steam
- UPDATED: so servers gracefully kick idling users
- UPDATED: entire marine networking code to facilitate new futures in near future
- UPDATED: so marine physics starts updating as soon as they are spawned
- UPDATED: entire project to better handle floating point inaccuracies on long-running instances
- UPDATED: so "early access" warning is skipped if command line options was specified
- UPDATED: intro cinematic and menus with the new logo
- UPDATED: so [U] also hides watermark
- UPDATED: UI help to correctly reflect current game mode
- ADDED: a few more spawnpoints to Megalodon
- ADDED: normal maps to all terrains
- UPDATED: spawnpoints and door collisions on all maps
- RENAMED: "Combat Range 01" to Rupture
- UPDATED: image effects with more realistic bloom and lensflares
- UPDATED: Mainline with major vegetation overhaul and terrain texturing
- UPDATED: Operations with new sublevels and tunnels to create alternate routes
- UPDATED: weather crane with stadium-like artificial lensflares
- ADDED: specular maps to concrete floors
- ADDED: level camera overlay to match intro cinematic look and feel
- UPDATED: so marine isn't automatically spawned in singleplayer (spectator)
- ADDED: reverb to all buildings on Mainline and Mainline Winter
Fixes
- FIXED: "marine physics is not updated while in menu"
- FIXED: marine movement stutter after initial spawning
- FIXED: so teammates are displayed after the player have received a controller
- FIXED: slow performance bug in singleplayer that made the game run approximately 10 times slower than in multiplayer
- FIXED: "application crashes on exit in Windows"
- FIXED: bug where players would see newly spawned marines for a split-second before moved to correct location
- FIXED: so the player can't shoot self
- FIXED: "lights not on" Operations in Intro Cinematic
- FIXED: so marines are not smoothed when dead (ragdoll takes over)
- FIXED: so marine animations are updated eventhough a weapon hasn't been instantiated yet
- FIXED: bug where weapon firing would fire all bullets
- FIXED: so UI shows error if failed to connect to clicked server
- ADDED: blocking volumes to prevent marines from getting stuck on Mainline and Mainline Winter
- REMOVED: [ALT]+[F] (toggled fullscreen). Use [ALT]+[ENTER] (Windows) or [CMD]+[F] (Mac)