The Fire Support Update - Artillery Mech, Custom Skirmish and Visual Upgrade

OVRLRD

OVRLRD is a mech combat simulator built from the ground up for Virtual Reality. Take the real, physical controls of a 50-foot bipedal weapons platform as you carry out complex operations across a challenging single-player campaign.

It's been a while! Welcome new and old OVRLRD operators! Our discord has been revamped and is much more usable now - [url=https://discord.gg/invite/zZuhjBgau3]join our burgeoning community[/url] to chat about OVRLRD, mechs, VR games or get some pointers if you've been having trouble piloting your platform. There's a lot of changes in this update. The full patch notes are below, but here's the short version: [list] [*]Remodelled cockpit interiors! [*]New 'Albatross' fire support mech with super heavy weaponry for striking targets at >1km range. [*]Better support and weapons for long-range engagements. [*]New configurable procedurally-generated skirmish missions with multiple gamemodes. [*]Hundreds of bugfixes, AI and performance improvements. [*]Dynamic time-of-day system. [*]Torso and arms for player avatar (you can toggle this off). [*]Quest 3 SteamVR support. [/list] If you've previously tried to give OVRLRD a go but got stuck behind a weird bug, this is a great time to try again! As you know, OVRLRD is a solo project and the community is helping guide development through the demo in advance of Early Access. This means it has a bit more jank and a few more bugs than more polished indie projects, but I think it's worth it to try and get the definitive VR mech simulator experience up and running. If you run into bugs, or you have an idea for how OVRLRD could be better, join the [url=https://discord.gg/invite/zZuhjBgau3]discord[/url]! We have forums for reporting bugs and making suggestions, as well as discussion areas where operator can share piloting tips, squad strategies and just hang out talking about big robots. Thanks again for all your support, and for giving OVRLRD a go! Full changelog follows: [h1]CHANGELOG 29 MARCH 2024[/h1] [h2]ADDITIONS[/h2] [list] [*] Added a skirmish menu to allow you to configure your own free missions. [*] Currently-supported mission types are: [*] 4v4 mech combat (team deathmatch) [*] Holdout (infinite wave survival) [*] Search and Destroy (destroy marked buildings) [*] Battlefield (territory control) [*] Added the Albatross, a heavy-duty mech dedicated to fire support roles. [*] Added HILDA and TRISHA, two heavy modules that can only be used with the Albatross. [*] HILDA is a heavy artillery piece. TRISHA is a tv-guided missile. [*] Added 'Scenarios' [*] while the campaign is in progress, try these missions designed to teach you specific styles of play. [*] Added a true time-of-day system, with improved lighting and performance. [*] Added HMMWV NPCs: fast-moving and agile 4x4 vehicles with mounted machine guns. [*] Player now has a torso and arms with full IK. [*] You can toggle this off and return to hands-only in the settings menu. [*] Addded a profile editing system with custom avatar colours. [*] Added basic stat tracking on a per-profile basis. [*] Spectator cam is now visible so you can pose for selfies! [*] Take high-res screenshots using the Menu button on your controller. [*] Post-death mode will now show an indicator of who shot you and where from. [*] Added Quest 3 SteamVR support. [/list] [h2]CHANGES[/h2] [list] [*] Cockpit interiors have been completely remodelled by a 3D artist. [*] Significantly improved cockpit rendering performance. [*] Using jump jets will now build heat in the locomotor system. [*] The TGP display now dynamically calculates bullet drop per-weapon and adjusts the reticule to help you compensate for it. [*] Previously these markings were estimates and did not help to hit targets at range. [*] Random skirmish maps now have more detailed and interesting terrain. [*] Chunked splatmap overlays to improve detail and performance of terrain decals. [*] Added better effects for mech footprints and weapon impacts on terrain. [*] Cliffs now use triplanar mapped textures to avoid stretching. [/list] [h2]FIXES[/h2] [list] [*] Fixed ground vehicles getting stuck on sloped terrain. [*] Fixed post-death mode not rendering player ragdoll. [*] Fixed post-death mode not rendering laser pointers properly. [*] Fixed many issues with NPC navigation AI. [*] Fixed an issue where NPC OVRLRDs would constantly attempt to flank enemies by running straight through them. [*] Fixed an issue where NPCs were not properly prioritising roads when calculating a navigation path. [/list] [h2]KNOWN ISSUES (Working on it!)[/h2] [list] [*] Sometimes, very rarely, the shaders will be completely broken on startup, with invisible terrain. [*] Restarting the game fixes this. [*] Having a gamepad plugged in may suppress VR controller input. Unplug your gamepad if you get stuck in the menus! [*] Knuckles controllers can only pinch-grip controls when the hand is otherwise fully open. [*] Grouped weapons must all be aimed independently before activating group-fire. [*] Vive controllers may not allow you to change weapons. [*] Resupply helicopters will sometimes drop crates just out of reach of immobilised mechs, to taunt them [*] If you die, the post-death spectator mode places your hands slightly too far away from your IRL wrists. [/list] That's all for now, operators. Enjoy the update, and tell your friends and favourite streamers about OVRLRD!