v0.29 Changelog

Steel Hunters Alpha Test Playtest

[h2] [u]Hunters[/u] [/h2] [list] [*] VFX for reloading animations for Taurus, Razorside, Razor Old Guard, Trenchwalker, and Weaver. [/*] [*] For Trenchwalker a new melee animation and a new melee VFX, a new lobby animation and a VFX, redesigned locomotion, and added sound effects for new animations and VFXs were added. [/*] [*] Added new weapon animations for Fenris and Heartbreaker in the Hangar. [/*] [*] Added forced landing animation for all Hunters. [/*] [*] Redesigned the animation of Prophet's movement for a smoother switch between 'walking' and 'running' states. [/*] [*] Implemented balance changes to effects in some Ursus systems: [img]{STEAM_CLAN_IMAGE}/42049322/1a1f512e3ee152fed5cdd986b5effd02db3a06f8.png[/img] [/list] [h2] [u]Achievements [/u] [/h2] Added Achievements functionality and a corresponding tab in Player Profile. Two groups of Achievements are introduced: Type 1. One-time achievements are unique to the game mode, and they mark unusual/hardcore/lucky moments in battle. Type 2. Progressive achievements - items tied to Hunter's stats and reflecting the player's experience in the game. Progressive achievements have an initial value. The stage of an achievement is updated, once the player reaches a corresponding threshold. Below is the example of a mock Progressive achievement grades: [list][*]1st stage Progressive achievement is given for 100 enemy Hunters eliminated; [*]2nd stage Progressive achievement is given for 200 enemy Hunters eliminated, including the result of the previous challenge.[/*] [/list] The following achievements are introduced in v0.29: [table] [tr] [th] [b]Type of achievement[/b] [/th] [td] [b]Name[/b] [/td] [td] [b]Description[/b] [/td] [/tr] [tr] [th] One-time [/th] [td] Survivor [/td] [td] Given to a player who survives the longest in a match. [/td] [/tr] [tr] [th] One-time [/th] [td] Reaper [/td] [td] Given to a player who eliminates the most Hunters in a match. [/td] [/tr] [tr] [th] One-time [/th] [td] Giant Slayer [/td] [td] Given to a player who kills Colossus in a match. [/td] [/tr] [tr] [th] One-time [/th] [td] Finders Keepers [/td] [td] Given to a player who gets the key and unlocks the highest-grade Supply Pod in a match. [/td] [/tr] [tr] [th] One-time [/th] [td] Double Trouble [/td] [td] Given to a player who eliminates the most Hunters together with their squad mate. [/td] [/tr] [tr] [th] One-time [/th] [td] Exterminator [/td] [td] Given to a player who causes the most damage to enemy Hunters. [/td] [/tr] [tr] [th] Progressive [/th] [td] Jack of all Trades [/td] [td] Given to a player who becomes the MVP of a match. [/td] [/tr] [/table] [h2] [u] Game Mode [/u] [/h2] [list] [*] Players will now be kicked from Tutorial if they are AFK for more than 5 minutes. [/*] [*] Introduced a new Teleport feature to the maps, along with corresponding VFX, SFX, and UI functionality. [/*] [/list] Teleport mechanics: [list] [*]There are pairs of linked teleports on the map and two-way traffic between the pairs of teleports A1, A2 and B1, B2.[/*] [*]The teleport is a circular zone with the Terminal in the middle.[/*] [*]Terminals are activated 30 seconds after a Level 2 Supply Pod has landed on the map, and their activation is accompanied by an announcement. [/*]In order to teleport a player needs to have a short interaction with the Terminal by pressing and holding E, after which a teleportation countdown (10,9,8...) is activated. [/*] [*]After a Terminal is activated, any Hunter standing in the teleportation zone when the countdown is over will be teleported to the linked Terminal. If a Hunter exits the teleportation zone at the moment the countdown finishes, the teleportation won't happen for this Hunter. [/*] [*]Once the Teleport is activated through a Terminal, exiting the zone does not stop the countdown for teleportation.[/*] [*]If a Hunter has just teleported one-way, this Hunter can use the Terminal to teleport back only after a 15-second cooldown period is over. If a Hunter exits the zone and is not teleported, no cooldown is applied, and this Hunter can activate the Terminal again. [/*] [*]Once the teleportation process is started via the Terminal, it cannot be interrupted.[/*] [*]Hunters gain invulnerability and cannot move for 2 seconds after teleporting.[/*] [/list] Players can see Terminals on the mini-map teleporters in two display states: [olist] [*]Inactive - a grey circle around the Terminal name (A1, A2, B1, B2) before the Teleport is activated by the Lvl 2 Supply Pod. [/*] [*]Active - a blue circle around the Terminal name (A1, A2, B1, B2).[/*] [/olist] [h2] [u]Maps[/u] [/h2] [list] [*]Supply Pod mini-map marker is now visible at any time. Supply Pod landing zone can now be pinged. [/*] [*]Updated trees visuals and added wind to the maps.[/*] [*]Updated the spaceport area with new vehicles and facilities. [/*] [/list] [h2] [u]Audio [/u] [/h2] [list] [*]The flying state SFX was improved for Prophet's water-interaction.[/*] [*]Added a new SFX for Razorside's Frag Grenade - the player will hear the sound of a prominent water splash when an explosion occurs in water. [/*] [*]Updated SFX for Trenchwalker's Leech Gun.[/*] [*]Added new music battle tracks 'Reeft', 'Esgyr', 'Rayzex', and 'Sandosc'.[/*] [*]Added new engine sounds for new Guard and Scout drones.[/*] [*][Remasered Login Screen music track.[/*] [*]Reworked SFX for Hunter's footsteps on soft surfaces like grass or sand.[/*] [*]Added SFX for Energy Dome destruction. [/*] [*]Added and implemented mechanical SFX for state changes, such as Start ability, End ability, and Transformation animations. [/*] [/list] [h2]Bug Fixes and General Improvements[/h2] [*]Co-op mode button will be inactive for players joining the battle in squad.[/*] [*]Fixed a bug where the wrong value for the player's in-game XP was displayed after leaving the Colossus state.[/*] [*]Fixed a bug where a player couldn't see the Cancel hint while using the Refill Ammo Storage ability. [/*] [*]Fixed a bug where Heartbreaker's engine VFX was visible while Stealth ability was applied. [/*] [*]Fixed a bug where Fenris' Blink VFX rotated in certain cases.[/*] [*]Fixed a bug where Fenris' and Weaver's abilities were blocked for some time after dashing or jumping. [/*] [*]Fixed a bug where some of Hunter's critical zones were not highlighted. [/*] [*]Fixed a bug where players could see ping tips in Tutorial HUD and Tutorial fullscreen map. [/*] [*]Fixed a bug where players couldn't see the Cancel button on the matchmaking line widget if they opened Trophy Vault or Social from the interaction panel. [/*] [*]Fixed a bug where players saw shortcuts that were not aligned with the buttons they referred to. [/*] [*]Fixed a bug where the in-game scenario would freeze after the Hunting Ground is announced. [/*] [*]Fixed a bug where the server would freeze after the Rogue Drone was killed. [/*] [*]Fixed a bug where the game would freeze after the Supply Pod landed on Maryland Heights or Crimson Ridge. [/*] [*]Fixed a bug where the Legendary key wasn't marked with a yellow circle on the mini-map. [/*] [*]Fixed markers' sizes on the mini-map and the radar. [/*] [*]Fixed a bug where players could see incorrect Hunting Ground zone boundaries on the mini-map and the radar. [/*] [*]Fixed a bug where bots would respond negatively to a ping, but would still go to a waypoint. [/*] [*]Fixed a bug where bot allies would ping the player about the consumables the player was not able to pick up.[/*] [*]Fixed a bug where there was no outline of an enemy Hunter being aimed at after this Hunter respawned. [/*] [*]Fixed a bug where Weaver's Hellfire cannon would only use one barrel. [/*] [*]Fixed a bug where Hunters' abilities prediction zone stuck. [/*] [*]Fixed a bug where players couldn't see the same decal effects upon hitting turrets and drones as they could see after hitting Hunters. [/*] [*]Fixed a bug where the Supersprint FX was still visible even if Ursus was eliminated while sprinting. [/*] [*]Fixed a bug where Ursus' Freejack Mod debuff didn't work. [/*] [*]Fixed a bug where Ursus' Bastion Mainframe effect didn't work. [/*] [*]Fixed a bug where Ursus' target mark didn't work if Rocket ability was not activated. [/*] [*]Fixed a bug where multiple messages appeared on the screen upon Commandos Mod activation for Ursus. [/*] [*]Fixed a bug where Ursus' animation didn't work correctly in the running state. [/*] [*]Fixed a bug where Ursus' front left paw would twitch in the targeting state while using the F.A.N.G. rocket ability. [/*] [*]Fixed a bug where Glacial Armour ability VFX would display incorrect behavior for Ursus in the running or jogging state. [/*] [*]Fixed a bug where Ursus would glide after the running state had stopped. [/*] [*]Fixed a bug where Glacial Armour ability animation wouldn't display upon ability activation. [/*] [*]Fixed a bug where a warning would appear in the shooting state for Ursus.[/*] [*]Fixed a number of localization inaccuracies. [/*] [*] Fixed a bug where a Pylon wouldn't spawn behind Weaver after Energy Barrier is placed in lvl 4 and 5 of Stalwart and Stinger mods. [/*] [*]Fixed a bug where the notifications Match Found and Players Online overlapped in the Hangar. [/*] [*]Fixed a bug with overlaying UI of Consumables and Structure points bar in battle. [/*] [*]Fixed a bug where Match Found notification was not centered.[/*] [*]Changed UI for Ursus' Bastion effect to an hourglass icon. [/*] [*]Changed UI indicators for Ursus' rockets in the flying state. [/*] [*]Removed some landscape artifacts from the maps. Visible quality degradation in landscape texturing on Medium + Low presets can now be seen by players. [/*] [*]Added borders for the Crimson Ridge mini-map.[/*]