Sequel to the best-seller The Red Solstice. Plan your strategy and infiltrate a real-time tactical battlefield - alone or with up to 7 squad members. Can you demonstrate the combat prowess to survive and secure a future for humanity?
[h3]Red Solstice 2: Survivors [/h3]
Patch 2.8 (2022 October 25)
https://elpida.info/update-281.html
[b]UI[/b]
• Added new tooltip display to MoveHQ tooltip, to display about how long in game time it will take the HQ to reach that region's destination
• Added a new options setting for changing cursor sizes
• Fixed a lot of skill descriptions
• Fixed interaction wheel getting stuck visible on clients
• Fixes for monster health and armor text. Should now always display armor if there is any
• Marines will no longer involuntarily fire their weapons while confirming skill in manual firing mode
• Overall UI polishing and small details
• Added functionality to double click a widget to copy text to clipboard
• Added a new language selection display to main menu
• Removed large "community" text from session list
• Removed mission waypoint arrows from the Marine. Created a new actor that will follow the marine and display mission arrows
• Gamepad camera controls added to the main HUD
[b]OPTIMIZATION[/b]
• Network optimization
• Monster animation optimization
• General model optimization
• Optimized lights in some prefabs
• Body parts optimization
• Improved game loading times
• Optimized UI
• Minimap optimization
• Reduced hitches when saving and loading a game
[b]RECON[/b]
• Added new T2 sensors skill
• Added new Adaptive Concealment skill
• Reworked Orbital Targeting
• Reworked artillery
[b]RECON OVERHAUL[/b]
• Adaptive conceal - adds permanent visibility to recon as long as they stick near X range of team
• T2 sensors skill added > shows legendary and normal items
• Changed artillery skill
• Changed orbital skill
• Changed loot drone to have more items
[b]GAMEPAD[/b]
• Adjusted vehicle aiming and driving while using a gamepad
• Cursor can no longer move outside max range
• Directional skills (melee, buckshot) do not use cursor mod, they are now always in twinstick mode
• Fix for interactions - Left arrow selects previous interaction instead of next
• Fix for sliders in Options and Bestiary when using Analog Stick
• Vehicle - Removed autorotate toggle and instead placed camera controls to allow adjusting your view
• Vehicle - Fix for not being able to interact with vehicles after leaving them, without moving away and back to the vehicle
• Vehicle - Fix for gamepad cursor being always visible
• Vehicle - Fix for vehicle aiming - holding shoot no longer raises aim
• Interactions changed on WASD and controller [Experimental, Needs testing]
o Interactions change based on priority
o Vault has most priority, non-pickups next and pickups lowest priority
o If arrows are used to select an interaction that interaction is locked and won’t change until unselected or not available
[b]MONSTERS[/b]
• Improved damage simulation on health component to reduce number and amount of server corrections
• Boler - Fix for small Boler rotating in place after spawn on Mining Colony
• Boler - Fix for Boler Acid bypassing player immunity
• Bolers - Bolers should ignore invisible units now and should switch targets after current target goes invisible
• Door Hunter - Fix for Door Hunters not attacking players
• Fluffies - Fix for range spike attack not doing any damage and applying no debuffs
• Ghouler - Fix for Ghouler trying to respawn decomposed monsters
• Gore - Fixed an issue where Gore would stop moving and attacking when on low health
• Gore - Fix for Gore getting stuck being invisible
• Gore - Fix an issue with Gore teleport causing him to end up in some weird spots
• Hatchling - Fix for hatchling not entering buildings
• Holer - Fix for range poison attack not targeting players properly
• Hunter - Fix for hunter not having proper suppression stats in the bestiary
• Hunter - Fix for hunters being stuck trying to attack incapacitated follower
• Hunter Queen - Removed from boss group type
• Hunter Queen - Fix for Hunter Queen not being able to attack
• Ker / Sandworm - Adjusted damage so that they don’t destroy vehicles with 1 hit
• Mastermind and Babymastermind - Fix for wrong body parts being spawned after death
• Ripjaw - Fixed an issue where poison icon was constantly displayed under the mesh
• Ripjaw - Fix for Ripjaw not chasing and attacking players correctly
• Ripjaw - Fix for Ripjaw attacking even to there are no players around him
• Sargon - Fix for range poison attack not targeting players properly
• STROL Marine - Fix for Monster STROL Marine not being able to vault over barricade
• Zombie Fat - fix for zombie Ground Pound attack
• Zombie Fat - fix for zombie fat being able to knock down immune marines
• Fix for monsters not attacking Sentry Turrets
• Fix for Fluffy, Thanatos and Specimen not attacking players when they use their skill while low HP
• Fix for monsters with negative destructive resistance gain resistance on debuffs for that resistance
• Fix for monsters with negative kinetic resistance gain resistance after using Designate
• Fix for Lyganesh and Behemoth monsters being pulled by Reality Mixer skills inside of buildings
• Fix for monster armory information not being displayed on the main monster widget
• Fix for issues with burrowers not showing particle on some maps
• Fix for suppression and stun being applied to dead monsters
• Fix for monsters running into walls and getting stuck
• Fix for issues on doors where navmesh was broken and monsters never attacked it
• Killing STROL Substance gives global XP now
[b]MISC[/b]
• Added a loadout export/import functions in the armory so players can copy and paste other player builds
• Added detailed description to some engineering items that were lacking it in campaigns
• Added a tooltip to all interactable Turrets saying that they can be refilled
• Added a Hatchling monsters to the player statistics list - Kills and captures
• Added Leviathan and Mastermind into the bestiary and player stat kills and captures
• Fix for engineering mission items UI showing wrong equipped numbers in the mission setup tab
• Fix for skill descriptions being duplicated
• Fix for dialogues not being displayed on the screen during cinematic sequences
• Fix for campaign cinematics not finishing correctly
• Fix for reload times and ammo size are not being colored correctly
• Fix for debuffs ticking while using an UBAS
• Fix for clients not being able to see Vivian's head during certain missions
• Fix for Infinite shell casings falling from weapons after changing graphic settings which causes lower FPS
• Fix for blank lines in monsters wave profile
• Fix for a lot of issues with Abilities / items / guns / vehicles / interactions with controller
• Fix for players not being able to skip Elysium tutorial cutscene while using gamepad
• Fix for player being unable navigate on the tutorial widget with gamepad (Widget removed if gamepad is used)
• Fix for M.E.R.C.S. campaign difficulty skulls not being symmetric
• Fix for buff tooltips staying on the screen while hovering over it and using alt tab
• Fix for Fat Zombie being able to knockdown marine with a crusader in hand
• Fix for incorrect medal rank being displayed to other players
• Fix for weapon colour and skin not being imported after copying another players loadout
• Fix for players not gaining correct region deployment bonuses (deployment, will work with new campaigns only)
• Fix for an issue where there were two MERCS campaign on the new campaign tab
• Fix for EVAC not working at times (any evac)
• Fix for Demolition skill mines being placed on top of objects like flame pipes
o Leaper, seismic, magnetic pulse, directional charge, cryo, shrapnel, chain explosives
• Fix for recon getting adaptive concealment invisibility from friendly A.I. (test with Defcon alpha)
• Fix for alt fire weapon mods mouseover in armory showing gar stats
• Fix for M.E.R.C.S. skin head was appearing on the side of default recon skin.
• Fix for client players getting no reward for completing tasks
• Fix for secondary weapons having broken models in the weapon workbench tab
• Fix for weapon mods and skills having an executor class displayed while hovering over them
• Fix for weapon mods character bonus stacking issues after equipping 2 same mods and unequipping one of them, on both weapons
• Fix for stats calculation that can show capacitors to have 0 energy after equipping and unequipping them
• Fix for equipping Mods with the same name result in subsequent penalties not being applied (Related to the two above)
• Fix for mission setup for client’s desyncs making clients unable to see the wave profile, map and other parameters
• Fix for players being able to aim lock on dead target when the monster was targeted at the moment of death
• Fix for client desync - where he appears as if he is firing his weapon. Happens after switching between two-barrel targets
• Fix for client desync - where player appears as if he is holding secondary weapon after leaving UBAS, instead of primary
• Fix for the supply box that would flatten vehicles if a player is able to park their car under the location of the drop zone
• Fix for reloading Reaper Turret - where it did not adjust remaining primary mags properly (Client)
• Fix for hotbar skills being re-ordered randomly after deploying to a match and/or rehosting a session
• Fix for saving and loading a loadout build where a non-proper loadout would be loaded, after load
• Fix for UBAS not being able to shoot after someone rams it with a vehicle
• Fix for enemy marines being unable to run towards at a player that is in a vehicle. They would shoot but won’t go towards it
• Fix for enemy UBAS not going towards players after spawn, instead they were wandering around the map
• Fix for Iron Hawk Enemy Marines not firing on STROL
• Fix for strategy layer where traveling to a mission and ignoring it will result in time being accelerated
• Fix for players not being able to switch between interactable actors in WASD mode
• Fix for loadout menu, when a player selects a vehicle and changes combat suits after that, vehicle will not spawn on map
• Fix for various taunt issues
• Fix for UBAS being difficult to aim with while in RTS mode
• Fix for UBAS not being able to step over barricades
• Fix for infinite shell casings spawning and falling from weapons after changing graphic settings which causes lower FPS
• Fix for Elysium cars flickering after changing graphic settings
• Fix for Fire Immunity skills not overwriting existing duration
• Fix for Stun particle effect showing up on dead bodies
• Fix for player being unable to pick up items while in WASD mode
• Fix for client players being unable to hear some interaction sounds like picking up items
• Fix for players being able to shoot while using an ability
• Fix for train wagons not getting destroyed with the locomotive
• Fix for game starting text going under 0
• Fix for stationary powernode where energy widget was not hidden while in FOW
• Fix for follower mech randomly meleeing
• Fix for biomass not being respawned correctly
• Fix for Chemical bomb being able to damage players while they are inside of a vehicle
• Fix for M.E.R.C.S. HQ not granting initial region's colony bonus
• Fix for coercing ability target location into max range while the character is rooted
• Fix for WASD camera lerp, will no longer be always at maximum, interpolation should always correspond to the mouse distance on the screen
• Fix for players not being able to use MERC skin after purchase
• Fix for campaign save not applying the loadout you had at the time of saving when loaded
• Fix for hero ammo counter not updating correctly when reloading a turret
• Fix for some engineering buffs not being displayed correctly
• Fix for interaction item pickup sounds between server and client
• Fix for interaction target not clearing properly from hero controller in certain cases.
• Reduced destructible vehicle hitbox size
• Removed Hunter Queen from fixed waves
• Removed unnecessary empty spaces in Medals widget
[b]ITEMS[/b]
• Antivenom - Fix for antivenom not removing Boler Acid
• Artillery - Added missing armor shred description
• Breach Shotgun System - Added range increase description to the item tooltip
• Explosive Turret - Fix for name now showing when hovering over the pickup item
• Explosive Turret - Fix for popup tooltip not opening correctly
• Nyx System - Fix for damage not being displayed when blast hits enemy units
• HASTAC - Fix for HASTAC being unable to target biomass centre
• Repair Station - Increased the size of the repair area
• Repair Station - Descriptions on pickup actor and inventory widget should match now
• Revive stick - Should be easier to place now
• Savage Burners - Fix for Savage Burners displaying incorrect buff information
• Seismic Thumper - Added missing suppression description
• Smoke Artillery - Fix for skill not slowing down enemy units
• STROL Lure - Added missing duration description
• Fix for Vehicle Batteries item spawn on the map no matter if there is a vehicle present or not
• Fix for Leaper Mine, Emergency Evac and GED Elipda tooltip descriptions
• Fix for mission items being able to be destroyed
[b]VEHICLES[/b]
• Added an energy bar above the vehicle
• Added simultaneous interaction mode used by vehicles where each instigator can complete interaction separately
• Adjusted vehicle interactions - Interaction with vehicles will now abort if the vehicle drives out of range
• Fix for vehicles moving in a specific direction even though they have no energy
• Fix for players not being able to enter the vehicle right after ejecting from it while using controller
• Fix for where exiting a vehicle would reset skill cooldowns
• Fix for upon leaving / re-entering the vehicle or changing seats the players get massive cooldowns
• Fix for vehicle pilots names not being displayed for hot joined players
• Fix for vehicle's not having artillery turret visual appearance on the tank
• Fix for players being unable to deploy with a vehicle on levels where players spawns in VLAK
• Fix for tank turret not being attached to the tank for client players
• Fix for Breaker Turret description that said it fires 2 projectiles that trigger 2 AoE effects but, you only trigger 1 AoE
• Fix for vehicle's having less energy consumption while driving in reverse. Should be the same as going forwards now
• Fix for vehicle's local file being edited to get conflicting mods and read normally.
• Fix for Hot joined clients not rendering existing players who were inside vehicles at time of join.
• Fix for skirmish menu if you select vehicle in loadout and click host, vehicle setup disappears, and slot is empty
• Fix for vehicles not recovering to the edge after destroying a bridge that they are on instead of pushing them up into the air instead
• Fix for an issue where ramming into the extraction bridges would explode the vehicle
• Fix for client player that were able to interact with any vehicle from a long-distance during gameplay
• Fix for multiple players trying to enter a vehicle that would cause anomalous behaviour, fix for regular entering
• Adjusted aiming and driving while using a gamepad
• Fix for missing brake control option
[b]SKILLS[/b]
• Agility Exhaust - Fix for skill not giving proper movement speed % on max stacks
• Ammo Generator - Fix for skill description
• Ammo Link + Ammo Saver - Fix for skill combination giving semi-infinite ammo.
• Ammo Link - Fix for player being able to generate infinite ammo while deleveling the skill
• Apportation - Fix for where skill would take players health after selecting a monster, instead of after teleporting
• Artillery - Fixed artillery damage description and armor shred description
• Assault Banner - Fix for skill only giving buff to the instigator instead of every player in skill radius
• Assault Drones - Fix for skill description
• Battle Drone - Fix for skill tooltip
• Bilocation - Fix for skill dealing wrong type of damage. Should deal energy damage now
• Buckshot - Aiming with the controller should be easier now
• Buckshot - Fix where marine would rotate after using the skill as a client causing it to be inaccurate
• Buckshot - Fix for Buckshot range
• Bond - Updated skill description. It now shows resistance info
• Charged Bash - Fix for skill not stunning suppressed enemy units
• Cohesion - Fix for cohesion skill duration
• Communications - Fix for clients not seeing circles under enemies when skill is active unless that enemy is shot by someone
• Conceal - Fix for players being concealed after entering a vehicle
• Conceal - Fix for conceal skill not working at times
• Consumption - Fix for automatically switching to secondary aim mode after using all secondary ammo with the skill
• Decoy - Fix for skill not applying correct amount of resistance reduction
• Designate - Fix for skill tooltip
• Directional Charge - Will now display damage numbers
• Disarm - fix for skill not being able to disarm mines placed by vehicles
• Dropship - Fix for players being unable to move dropship to a new location after entering Dropship using WASD Controls
• Ensnare - Fix for skill not ensnaring enemy units
• Flame Burst - Fix for skill not matching its range cone
• Flare gun - Added missing taunt description
• Flare - Fix for not being able to target biomass centre
• Forcewall - Added missing description
• Gunship - Fix for gunship targeting issue
• Gunship Drone - Fixed visuals
• Harpoon Trap - Adjusted grab range so it matches its description
• Harpoon (System skill) - Fix where harpoon skill would only deal damage and not pull enemies
• Heal Drone – Cleansing aliments fix (every 10 seconds instead of 15)
• Hellfire Clinch - Fix for clinch duration
• Hellfire Clinch - Fix for not taunting monsters properly
• Hellfire Guardian - Fix for skill not showing resilience in the description and max stacks description
• Hellfire Guardian - Fix for not taunting monsters properly
• Hellfire Harpoon - Fix for where monsters would stop moving when a player uses Hellfire Harpoon and Thrusters
• Hellfire Harpoon- Fix for harpoon duration and skill description
• Hellfire Thruster - Fix for not taunting monsters properly
• Hellfire Thruster - Added missing armor shred description
• Kinetic Spear - Fix for visual indicator staying on screen after explosion
• Kinetic Spear - Fix for missing description while hovering over the spear after placing it on the ground
• Magnetic Pulse Mine - Added missing description regarding activation range and radius
• Maelstorm - Fix for Maelstorm not firing correct numbers of lightning strikes
• Melee - Fix for melee skill not damaging monsters in range
• Nanite Stick - Fix for skill spawning dead sticks that wouldn’t revive players
• Orbital Autocannon - Added missing description regarding firing radius
• Orbital Autocannon - Added missing description regarding sight radius
• Orbital Targeting - Added missing description regarding sight radius
• Personal Flare - Added missing description regarding sight radius
• Phase Reaper - Removed movement speed cap
• Plasma Discharge - Fix for plasma discharge not shredding armor on levels 3-5
• Pull and Throw - Added missing description
• Pulse - Fix for skill tooltip description
• Rapid Fire - Fix for skill not refilling ammo while shooting enemy marines
• Revive stick - Revive stick should be easier to place now
• Rapid Response - Fix for skill not giving the correct suppression debuff duration
• Rapid Response - Fix for where skill didn’t increase turret damage
• Repair - Fix for skill description
• Repeller - Fix for "no build" area not displaying properly
• Road Flare - Added skill description regarding sight radius
• Safeguard - Fix for skill not granting any RPM at any level
• Scan Area - Added missing description regarding skill duration
• Scan Area - Fixed the range of the skill to match the description
• Seeker Mines - Fix for skill not applying full debuff stacks on hit
• Sentry Turret - Fix for firing particle not being in correct place
• Sentry Turret - Fix for turret not being attacked after being placed
• Sentry Turret - Fix for Flame Turret not showing damage to owning player or counting towards owning player's damage stats
• Shocktroopers - Fix for Shocktrooper not spawning while using the skill inside of VLAK
• Shocktroopers - Added missing description
• Shoulder Turret - Fix for shoulder turret losing RMB while marine is moving left and right
• Smokewall - Fix for smokewall not applying suppression
• Spike Strip - Updated tooltip description to make it more clear
• Stalker - Fix for skill stealth timer description
• Team Thrusters - Fix for player being unable to use team thrusters while target landing area is near an ally or monster
• Tissue Scanner - Fix for buff not applying stacks correctly
• Tracker Pulsar - Fix for pulsar not designating targets for the first 5 seconds after activation
• T2 Sensors - Fix for AoE indicators persisting if the skill is used multiple times
• T2 Sensors - Fix for T2 not revealing any items in FOW
• T2 Sensors - Fix for skill not unburrowing burrowed monsters and not giving them debuff while they are burrowed
• UBAS - Fix for UBAS infinite energy regeneration after instantly destroying the charger
• UBAS - Fix for players being able to move while entering UBAS
• UBAS - Fix for skill description
• UBAS - Fix for client players being able to hit themselves after leaving UBAS
• Wall Breaker - Fixed tooltip description
[b]LEVEL[/b]
• All levels - Fix for building windows being rendered as closed but are open
• All levels - Fix for window mesh not removed after destruction
• All levels - Fix for Red Storms not properly syncing with clients
• All levels - Added Missing Power Relay top of lot_square_mining_administration
• All levels - Resolved a lot of issue with door terminals on multiple levels
• All levels - PF_lot_central_paradise fixed a spot that could be abused by fortify and rebuild skill
• All levels - Fix for Firebase prefab not providing the adaptive system buff when you are inside the building
• All levels - Fix for PF_lot_central_firebase where sometimes a vehicle would spawn underneath it
• All levels - Fix for bridges being partly transparent if got infected by biomass
• All levels - PF_lot_square_whale_biomass, PF_lot_square_whale_biomass_02 fix for navmesh being under the pref.
• All levels - Fixed various map border issues
• All levels - Fix for roof collision on warehouse and shield generator prefabs
• All levels - Fix for tree collision
• All levels - Fix for Colony Door not updating animation when needed
• All levels - Adjusted lights on almost all prefabs
• Arcadio - Fix for various texture bugs
• Big City - Fix for invalid navigation mesh patches on the roads around central prefab and various texture bugs
• Big City - Fix for mission blocker where convoy took a wrong path
• Big city - Fix for Howell marines not being on the correct team by adding correct team ID number
• Broken Oath - Fix for player being able to place 'Safety zone' inside a particular building
• Commercial sector - Fix for various texture bugs
• Campaign levels - Fix for players spawning in a wrong location, caused by deploying with vehicles
• Facility - Fix for UBAS actors being unusable (Probably spawned by mission)
• Facility - Fix for enemy UBAS being unable to open doors resulting them in being stuck
• Facility - Fix for various texture bugs
• Facility - Fixed various door terminals that weren’t opening doors
• Mining Colony - Fix for various texture bugs and invisible walls
• New War - Fix for invisible walls
• Night shift - Fix for some textures being wrong , fixed invisible walls
• Shadow War - Fix for friendly UBAS being unable to shoot at enemy
• Shattered Home - Fix for various texture bugs and invisible walls
• Snow Colony - Fix for various texture bugs
• Wasteland - Fix for monster not attacking the blast doors on some locations
• Underground maps - Fix for lots of loot spawning at the evac zones
[h3]Part 2 of the 2.8 Patch Notes available [url=https://store.steampowered.com/news/app/768520/view/3408688498584808433]here[/url][/h3]