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  3. The new "Operations" update is ready for testing!

The new "Operations" update is ready for testing!



Calling all testers! The new operations mode is out on the test_interaction branch! It’s so experimental it’s not even on the experimental branch! Sit this one out if you’re not feeling so “experimental”.
(Note: Some people might have issues with bindings if they are going directly from the default branch. To fix this, use a custom Steam binding until the default branch is updated. Ask around in #testing-discussion Discord channel)

Check out a detailed discussion in the latest devlog!
https://youtu.be/sUDsj0L3CtQ

What’s the big deal?
It’s the first community testing of handmade levels, inventory persistence, multiple objectives, new attachments, economy, loot, and much more!

It’s not a matter of if something breaks, but what breaks. Breaking the build and updating the Nolt board is the only way the game gets better! Please send all testing feedback and bug reports here

For back and forth troubleshooting and general discussion of the new build, head on over to the Discord server!

High level plan
1. First, find out what breaks and fix those issues. Performance and enemies are known improvements and will be the highest priority fixes!
2. Once the major game-breaking stuff is fixed on the test_interaction branch, update the experimental branch and do even more comprehensive testing. After this, the experimental branch will be used for testing going forward.
3. Finally, update the default branch once everything is relatively stable and get back into the rhythm of frequent default branch updates!

Winter Roadmap
- Immediate fixes based on tester feedback
- Enemy performance + quality update (high priority)!
- Balancing economy based on feedback and adding difficulty parameters
- Dedicated moveable barricades
- More stages
- More attachments (and attachment balance)
- End of session stats
- Global progress (making guns, attachments, and challenge stages unlockable)
- Polish, polish, and polish!

Changelist (for the test_interaction branch)
Added Operations mode (persistence health and inventory)
Added recycler truck module for Operations mode
Added truck shop for Operations mode
Added credit system and transaction display in truck for Operations mode
Added loot spawning randomly in Operations levels
Added enemy loot drops in Operations
Added Stage 0
Added Stage 1
Added Stage 2
Added Stage 3
Added Stage 4
Added Stage 5
Added new props for Operations stages
Reimplemented procedural mode with settings for different biome selection
Added meal bar (first health item!)
Added red dot optic
Added reflex sight
Added iron sights option
Added espionage objective
Added sabotage objective
Added extermination objective
Added quick drop system for backpack (just drop items on your back)
Improved lighting performance
Added proximity voice chat with mute options and talking indicator
Added end of round screen placeholder where stats will be
Added objective complete and mission complete sounds and text effects
Added objective indicators
Added brick wall module type and paint variations
Fixed issue with AO settings not actually applying
Fixed issue with 40mm round collider, so now it reliably explodes on barricades
Fixed tile seaming issue that occurred with flashlights
Fixed issue with being able to hear many sounds when transitioning scenes
Fixed clanging sound bug with other players
Fixed rendering issue with bullet holes looking orange
Fixed issue with rare enemy muzzle flashes remaining after they have been killed
Updated remote player inventories to be visible
Updated holographic sight to be more visible
Updated wall charge to use clacker
Made props immovable (pending new moveable barricades)