The Riftbreaker™ is a base-building, survival game with Action-RPG elements. You are an elite scientist/commando inside an advanced Mecha-Suit capable of dimensional rift travel. Hack & slash countless enemies. Build up your base, collect samples and research new inventions to survive.
[h1]Hello Riftbreakers![/h1]
After quite a lengthy break caused by technical issues, we are back with another update for The Riftbreaker Closed Co-Op Beta test. The list of changes in this build is quite extensive. We tried to improve on many issues reported by our community. You can find the full changelog below.
[h2]The Riftbreaker Closed Co-Op Beta, November 6th, EXE: 9710 DATA:74 Changelog:[/h2]
[h2]Changes[/h2]
[h3]Minimap[/h3]
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[*] Added a symbols legend to the map screen.
[*] Added a player list to the full map screen. You can click on a name to teleport to the chosen player.
[*] Added new Minimap icons for significant buildings (Armory, Comms Hub), resource deposits and creatures.
[*] Removed most of the decorations (buildings) from the minimap to reduce clutter and improve performance.
[*] Changed the minimap icon for Mech wreckage.
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[h3]Visibility[/h3]
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[*] Elemental Trail effects for Omega creatures density has been reduced to improve visual clarity during battles.
[*] Effects for Mech shield destruction and teleporting now have a weaker light effect to improve visual clarity.
[*] Reduced the light size in Fire Trail items.
[*] Removed shadow-casting lights in Volcanic Rock Rain event projectiles.
[*] Removed big fire trail effects from all meteors and comets.
[*] The visual effects for Immolator have been reduced in size.
[*] Changed the tornado effects from particle-based to a new mesh with a shader.
[*] Decreased the number of drones spawned by Omega creatures and increased their damage output to compensate. This was done to reduce the onscreen chaos, but maintain similar DPS.
[*] Removed lights from projectiles fired by high rate-of-fire weapons, such as the SMG or minigun. Their particles have also been reworked. As a result the effects these weapons generate are more visible, don't contribute to overexposure, and consume less system resources.
[*] Reduced the amount, size, and intensity of lights in many effects. This includes the Mech's skills, consumables, weapons, as well as enemy projectiles. Some particles also fade away more quickly. This has been done to increase visual clarity.
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[h3]Survival rules[/h3]
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[*] Added minimum spawn radiuses to enemy attack waves in the Tropical Zone and Volcanic Area biomes on all difficulty levels. This will limit the possibility of attack waves starting too close to the HQ, allowing you more time to mount a defense.
[*] Added temporary placeholder voiceover lines to Kermon, Phirian and Shegret attacks. We also added more voice lines to some other side objectives, like Investigate the Unusually Large Creature and Acidic Yeast Invasion.
[*] Added an on-screen objective for Phirian attack side objective.
[*] Omega creature comet event now spawns a REAL Omega creature. With skills and increased HP.
[*] Added new abilities to Omega creatures - Lightning and Bomb Cascades.
[*] Removed old boss creatures from the final waves on all survival difficulties and replaced them with Omega creatures. Added one more Omega on hard difficulty and two more on brutal.
[*] Modified survival jungle final wave to always wait until all Omega creatures are killed before it can be finished.
[*] Added a new difficulty mode - Co-Op - Easy. We intend this setting to be viable for all players, so please let us know if you encounter any significant obstacles.
[*] Creature Nests have been given additional offensive skills and an HP boost, similar to Omega creatures. The rewards for defeating the Nests have been increased.
[*] Omega creatures should adhere to spawn distance rules, which should prevent them from spawning from a completely different direction than the rest of the wave.
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[h3]Balance[/h3]
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[*] Reduced the range for Power Rod Tower and HCM Launcher. It now falls between the ranges of Heavy Artillery and regular Artillery Towers.
[*] Projectiles in the Volcanic Rock Rain event now have a smaller damage radius.
[*] Magmoth Omega will no longer receive the Canceroth Swarm skill.
[*] The Hammer hit will no longer bounce off Stregaros shield.
[*] Our trio of Superweapon Towers - HCM, Power Rod and Floating Piercer Tower - now have increased building costs.
[*] Small inaccuracy factor has been added to all artillery towers and sentries, which will prevent many projectiles from always hitting the exact same spot.
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[h3]General[/h3]
[list]
[*] Short Range Radar has been moved to the first page of the defensive buildings build menu.
[*] Flammable Gas Vents now have a smaller fire spread radius.
[*] Helping a downed co-op partner reconstruct their mech now has a more prominent effect.
[*] Loading screens have been updated to use the new artwork.
[*] Visual effects for Bio-Containers (small bioanomalies) are now more visible.
[*] Added new mesh-based effects - ice shard and fireball. They are used by Omega creatures.
[*] Camera Culler component has been moved from the mech to a separate blueprint. It should now work in multiplayer.
[*] The server will now wait for all players to finish loading the game before starting the mission. You will see a message on the loading screen during that time.
[*] Added a scroll bar to research descriptions on the Research screen.
[*] Magnetic Rocks now generate a gravity grenade effect upon destruction. This is still work in progress - they will implode in the final version.
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[h2]Fixes[/h2]
[h3]Transfer[/h3]
[list]
[*] Reduced the amount of data needed to be replicated by objectives.
[*] Reduced the amount of data needed to be replicated by the loot system.
[*] Reduced the amount of data needed to be replicated by BuildingStatusComponent.
[*] Reduced the amount of data needed to be replicated by the TimeOfDaySystem.
[*] Reduced the amount of data needed to be replicated by the energy system.
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[h3]Performance[/h3]
[list]
[*] General improvements to the entity delta generation sent to players.
[*] General performance improvements for component changes detection.
[*] General performance improvements for the pipes system.
[*] General game performance improvements when doing spatial queries.
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[h3]Other[/h3]
[list]
[*] Fixed quadrupled light and sound effects in Dash and Power Jump skills.
[*] Fixed an issue that prevented players from reconfiguring their left and right analog sticks when using a gamepad.
[*] Fixed some issues with closing the pause menu with the ESC key.
[*] Only one server can now be selected at the same time on the server browser list.
[*] Fix some issues with the network replication of resource economy.
[*] Fixed the light flickering chaos caused by multiple comets with TimeOfDayEmitterComponent.
[*] Fixed missing game screenshots when the game host saves the game.
[*] Clients should now hear sounds from sources that are not yet visible for them.
[*] Prevent the player from teleporting when the player is in the 'downed' state.
[*] The game will now fetch Steam avatars from all players connected to the game.
[*] Fixed the minimap jittering when playing as a client.
[*] Disconnected players will now respawn in their last known position after reconnecting to the server.
[*] Fixed issues with interact actions fighting for the player's input. We have set a new priority list for all interact options to accommodate the new entries.
[*] Fixed double-player pawn spawn where the player could control more than one mech at the same time.
[*] Fixed an issue that caused players not to receive items that have been researched already when joining a session mid-game.
[*] Fixed problems with the shield after the mech is reactivated by other players.
[*] A whole lot of stability fixes - too many to list.
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