Hello Riftbreakers!
We've just updated the co-op beta playtest version of the game. The latest build features the foundations for a suture patch, which should reduce the game's data transfer requirements. It also features many bug fixes and improvements.
[h3]The Riftbreaker Closed Co-Op Beta Update, December 10th, 2024. EXE 748 DATA 23 Changelog:[/h3]
[list]
[*] High Caliber Rifle and Burst Rifle projectiles now have more glow to improve their visibility.
[*] The effects for deactivated mechs in Multiplayer are now more visible.
[*] 2D collisions have been turned off. This matters mainly when it comes to projectiles hitting enemy hitboxes. To compensate for that, most projectiles now have an invisible, artificial 1-meter diameter.
[*] The visual effect for Gnerot's stomp is now shorter.
[*] Improved Sonic Shockwave effect. It now has a shorter lifetime, and a better matching damage cone. The sound has also been made louder.
[*] Added animated minimap icons for unique rewards.
[*] Added NetAlwaysRelevantComponent to Omega creatures to ensure their status is always up-to-date between the client and the server.
[*] Added the missing missing `Connection to server...` progress message for the loading screen.
[*] Added new, dedicated models for Level 1 and Level 3 AI Hubs.
[*] Added new, dedicated models for Level 1 and Level 3 Liquid Material Storages.
[*] Added some of the missing minimap legend localizations.
[*] Updated the 'weapon dropped' minimap icon.
[*] Reduced the opacity of the 'inactive' visibility filter icon in the map screen.
[*] Added support for throttling entity update generation, so that clients are not overwhelmed with the data amount ( `server_max_delta_relevant_entities` )
[*] Reduced the amount of data transferred by the AttackTargetSystem.
[*] Introduced optimizations for spatial queries.
[*] Added ServerEntityDeltaBuilder - an entity component delta customization tool for Riftbreaker that allows us to do more custom logic for transfer/prediction optimizations in the future.
[*] Added damaged/upgradable/ruins buiulding status filter for the map screen.
[*] Added support for navmesh navigation information on client side (will be used for units/mech prediction in the future).
[*] Refactored the mech movement mechanics to support prediction algorithms in the future.
[*] Implemented NetReplicateIgnoreOwnerComponent, so that you don't have to send information about your own entities to yourself.
[*] Reduced the amount of data transferred by the NetReplicationSystem.
[*] NetConnectionGNS: added the `debug_gns_fake_send_rate_limit` variable to test gameplay in limited connection bandwidth.
[*] Reduced the amount of data transferred by the HealthComponent.
[*] NetWorld: replaced DetachEntity with removal of ParentComponent (DetachEntity modifies local transform which silently breaks entity transform delta flow and causes entities to appear in wrong places).
[*] Added the debug_gns_fake_latency_variation_ms config variable to test gameplay in various ping situations.
[*] Added a dedicated server checkbox to the multiplayer loading screen.
[*] Added a `debug_client_update_extra_overhead_ms` to test gameplay with extra overhead costs.
[*] AdaptiveMusicSystem: separated the client/server implementation so every client can decide which playlist to choose at any given time.
[*] Dialogs: reduced silence gaps when playing multiple dialogs in a row.
[*] Build Menu: fixed 3rd level menu controls ('alt') and last selection storage.
[*] The client gameplay state now runs at 33ms intervals.
[*] Decreased the gameplay 'choppiness' of clients with higher latency values.
[*] Implemented the `server_max_delta_ack_delay_ms` and delta ACK timeout support.
[*] Start skipping delta generation when we have detected timed out delta ACK's
[*] The 'M' button is no longer hardcoded to the map screen.
[*] Fixed an issue that caused Crystal Gun projectiles to hit the ground after shattering into pieces.
[*] Fixed an issue that caused an error icon to appear in the first frame of visibility of the interactive popup.
[*] Fixed a couple of crashes related to the Detector.
[*] Fixed a typo in the Ping Wheel that made the 'cheers' action not work.
[*] Fixed multiple issues related to Headquarters upgrades.
[*] Fixed an issue that caused melee attack sounds to get desynchronized with the visuals.
[*] Optimized and reduced performance spikes generated by the EnergyLineSystem.
[*] Fixed some issues where the game would not wait for assets to load before entering the game, resulting in big stutters during gameplay.
[*] Normalized the 'empty_explosive_weapon.wav' sound volume.
[*] Fixed item mesh visibility when entering inventory while the mech is invisible.
[*] Fixed issues with artillery units disappearing from the minimap view.
[*] Fixed text display errors on ultrawide resolution screens.
[/list]
EXOR Studios