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Update 0.8.0: Carnage on Planet X-11 Patch Notes

Update 0.8.0 will be available for troopers to download on June 24th, 2024 at 10:00 AM PT (GMT-7).

This patch is a collection of content, performance, and optimization improvements and numerous bug fixes. If you'd like to discuss Update 0.8.0 with your fellow troopers, please feel free to join the Starship Troopers: Extermination Community Discord!



[h3]Client Performance Improvements[/h3]
  • Gradually Improved Performance of UI across the game
  • Gradually Improved Memory overhead across the game.
  • Gradually Improved Performance of Physics based actions.
  • Improved Performance regarding input fetching.
  • Improved Performance for Trooper Animations.
  • Improved Performance for Arachnids.
  • Add a system to dynamically adjust tick rates based on their significance to the player.
  • Reduced ticking across the game.
  • Improved Performance for Skeletal Mesh Components.
  • Fix an issue where the HUD was getting created each time you respawned.
  • Fix an issue where Name Tags were more costly than they should be.
  • Fix an issue where 3D Widgets were more costly than they should be.
  • Improved performance of Bug movement component that reduced CPU load on client and server.
[h3]Map Performance Improvements[/h3]
  • Improve GPU Performance on Planet Valaka
  • Improved performance of the Drop Ship.
  • Optimization pass on Agni Prime.
  • Optimization pass on Valaka.
[h3]Server Performance Improvements[/h3]
  • Improvements to spawn logic.
  • Improvements to character movement overhead
[h3]Other Improvements[/h3]
  • Added Aim Assist for Gamepads.


[h3]Planet X-11[/h3]
Planet X-11 is located within the Tibannis system but lies deep within the Arachnid Quarantine Zone and is designated a mining planet for the federation. It also serves a more important role as it is the home of the Teefang Array Deep Space Listening post. The planet has been discovered by the bugs and is now under constant attack and must be defended. Planet X-11 will launch with:
  • 2 ARC Locations
  • 2 Horde Locations
  • 8 AAS Main Missions
  • 4 Hive Hunt Main Missions
[h3]Weak Points[/h3]
Introduce a new set of systems to expand the depth of our shooting mechanics. The goal is to try and make shooting the Arachnids more interesting, and it requires player knowledge to make sure that you are either using the right gun for the job or have a good enough aim to avoid hitting the armor. Add depth to our gameplay by providing each enemy with an armor class and each gun with an armor-piercing value. Allow players to use either knowledge (What guns have what AP value) or skill (Just aim for the weak points) when killing bugs

[h3]The Carnage System[/h3]
Carnage is the new in-house system we’ve created that will let troopers have a true Starship Troopers experience with Persistent Bug Bodies. As you fight the Arachnids, their Bug corpses stay in the game until they are destroyed. Corpses will stack and be traversable by both friend and foe alike, and if sightlines are an issue, Troopers will be able to use their hands to melee or explosives to clear a path if needed.

[h3]Demolition Damage Type[/h3]
Demolition damage-type classified weapons and utility will excel at removing bug corpses.
  • Switched Thermo Charge to Demolitions damage type.
  • Switched Nuke Det Pack to Demolitions damage type.
  • Switched Hi-Ex Grenade to Demolitions damage type.
[h3]Ammo Types[/h3]
The Federation is introducing two new ammo types which we hope aids your mission in wiping out the Bug menace! These ammo types come with their own benefits and tradeoffs and we'll look to add more as we develop ST:E!
  • Added FMJ Ammo which sets AP Rating to 4, but decreases weak point damage to 1.25x.
  • Added Hollow Point ammo which increases weak point damage to 2x, but decreases AP Rating to 2.
[h2]Quality-of-Life[/h2][h3]New First-Time User Experience[/h3]
Troopers will now be able to choose Language, Server Location, and whether to run the Tutorial right from the beginning of their first initial playthrough. [h3]New Language Support[/h3]
We have added Language support to the following languages:
  • Italian
  • Spanish
  • Portuguese
  • French
[h3]Controller Adjustments[/h3]
Moving ping temporarily to Aim Down Sight + Up on the D-Pad for players on controller
  • The end goal is to move Ping to its own binding (Up on D-Pad), move Cycle Utilites to the Right on the D-Pad, and all Voice Chat Functions will be moved to the Left on the D-Pad.
  • We are moving to this system to give both Abilities and Ping their own buttons on the controller instead of sharing the same one.
  • If you play with a controller, please reset to defaults in the controls menu in settings to fix any issues you see around this.
[h3]Weapon Stat Display[/h3]Weapon Stats have been adjusted to display as numbers instead of bars, giving more accurate readouts for players.

[h2]Tuning[/h2]
[h3]The New Vanguard[/h3]
Mission XP Adjustments
XP from various missions has been reduced.
  • ARC Victory Easy: 500 XP → 250 XP
  • ARC Victory Hard: 1150 XP→ 1000 XP
  • AAS Victory Easy : 250 XP → 150 XP
  • Horde Victory Easy: 500 XP→ 200 XP
Demolisher
  • Increased Health by 100%.
  • A second charge for Barrage was added.
  • Increased Barrage cooldown to 60 seconds per charge.
  • While holding and firing Barrage, Demolisher will now take reduced range and melee damage.
Medic
  • Medic UAVs will now only lock onto downed troopers.
  • Medic UAVs will be less affected by structures, terrain, or bugs when attempting to aim it.
  • When aiming the medic UAV, the circle will now change color from yellow to green if a trooper is in the area where it's being deployed.
  • Medic UAV will now emergency deploy if you go down and revive you at the cost of all remaining charges.
[h3]Federation Armory[/h3]

First Aid Stim Dart
  • Updated Equip animation so it can be used more easily in urgent situations.
Scan Dart
  • Updated Equip animation so it can be used more easily in urgent situations.
  • Improved consistency of Scanning; Removed Line of Sight check on Scanning.
  • Increased Scan duration from 3 seconds → 15 seconds
  • Increased Scan frequency from 1.5 seconds → 0.5 seconds
  • Darts now deal 1 damage (to gets assists).
  • Range Increased from 10,000m to 20,000m
  • First XP Event only requires 3 targets, every future XP event requires 5.
Scan Pulse
  • Scanning Bugs will now provide XP. For every 5 Bugs Highlighted trooper will gain +2 XP.
  • Removed XP on Activate.
Scan Grenades
  • Improve consistency of Scanning; Removed Line of Sight check on Scanning.
  • Scanning Bugs will now provide XP. For every 5 Bugs Highlighted troopers will gain +2 XP.
First Aid Fab & Speed Stim Fab
  • Adjusted XP for Resupplying Allies from +10 XP → +5 XP.
  • Using a Speed Stim on an Ally will give +5 XP.
Heal Beacon
  • Heal Beacons now provide XP when healing Allies. +5 XP after 5 Heal ticks (15 sec).
Morita MK1
  • Damage Increased from 5052.5.
  • Stagger Increased from 2545.
  • RPM Increased from 642706.
  • Armor Piercing (AP Rating) set to 3.
  • Weakpoint Damage multiplier set to 1.5.
  • Added FMJ ammo type at Level 3.
  • Added Hollow Point ammo type at level 8.
Morita MK3 SAW
  • Damage Increased from 5065.
  • Armor Piercing (AP Rating) set to 4.
  • Weakpoint Damage multiplier set to 1.25.
  • Added Hollow Point ammo type at level 8.
Morita XXX Sniper Rifle
  • Max Mags Increased from 45.
  • Damage Reduced from 15001100. This is to account for the warriors' reduced health. You should still be able to one-shot them on normal and hard.
  • Armor Piercing (AP Rating) set to 5.
  • Weakpoint Damage multiplier set to 2.5.
Morita MK1 Carbine
  • Armor Piercing (AP Rating) set to 2.
  • Weakpoint Damage multiplier set to 2.
  • Added FMJ ammo type at Level 3.
TDW-99 Morita Tactical SMG
  • Damage Increased from 4045.
  • Range Increased from 10m to 20m (This is the point where damage falloff starts).
  • Increased Stagger Damage from 2530.
  • Armor Piercing (AP Rating) set to 1.
  • Weakpoint Damage multiplier set to 3.
  • Added FMJ ammo type at Level 3.
TW-102-s Peacemaker
  • Armor Piercing (AP Rating) set to 3.
  • Weakpoint Damage multiplier set to 1.5.
  • Added FMJ ammo type at Level 4.
  • Added Hollow Point ammo type at level 8.
TW-109-e Emancipator
  • Damage Increased from 150175.
  • Armor Piercing (AP Rating) set to 2.
  • Weakpoint Damage multiplier set to 2x.
  • Added FMJ ammo type at Level 4.
E-Pulse Pistol A1
  • Armor Piercing (AP Rating) set to 5.
  • Weakpoint Damage multiplier set to 1.1.
E-Pulse 88 CSW
  • Damage Increased from 200250.
  • Armor Piercing (AP Rating) set to 5.
  • Weakpoint Damage multiplier set to 1.1.
E-Pulse 44 A2
  • Increased Stagger from 100120.
  • Armor Piercing (AP Rating) set to 5.
  • Weakpoint Damage multiplier set to 1.1.
TW-2 SP.L.I.T Shotgun
  • Range Increased from 5m to 20m (This is the point where damage falloff starts).
  • Armor Piercing (AP Rating) set to 1.
  • Weakpoint Damage multiplier set to 3.
TW-2 SP.L.I.T Shotgun (Auto)
  • Range Increased from 5m to 20m (This is the point where damage falloff starts).
  • Damage Increased from 300325.
  • Armor Piercing (AP Rating) set to 1.
  • Weakpoint Damage multiplier set to 3.
TW-2 SP.L.I.T Shotgun (Slug)
  • Range Increased from 10m to 25m (This is the point where damage falloff starts).
  • Armor Piercing (AP Rating) set to 2.
  • Weakpoint Damage multiplier set to 2.
C-32 Chi-Hong Grenade Launcher
  • Armor Piercing (AP Rating) set to 3.
  • Weakpoint Damage multiplier set to 1.
FU-17 Flamethrower
  • Damage increased from 15 → 25 - Damage-Over-Time remains the same. This is just damage while in the cone of fire.
  • Armor Piercing (AP Rating) set to 5.
  • Weakpoint Damage multiplier set to 1.
TW 202-L Morita Hawkeye
  • Armor Piercing (AP Rating) set to 3.
  • Weakpoint Damage multiplier set to 2.5.
Guardian UAV
  • Armor Piercing (AP Rating) set to 3.
  • Weakpoint Damage multiplier set to 1.
Deployable Turret
  • Armor Piercing (AP Rating) set to 4.
  • Weakpoint Damage multiplier set to 1.
Twin MG Emplacement (Both Engineer and Base Structure)
  • Armor Piercing (AP Rating) set to 4.
  • Weakpoint Damage multiplier set to 1.
  • Adjusted XP for Rearming Turrets; +10 XP → +5 XP.
Auto Sentries (Both base and on the Valkyrie)
  • Armor Piercing (AP Rating) set to 4.
  • Weakpoint Damage multiplier set to 1.
  • Adjusted XP for Rearming Turrets; +10 XP → +5 XP.
[h3]Arachnid Tuning[/h3]

Drone Bug
  • Armor Value (AV) Set to 1.
Bombardier Bug
  • Armor Value (AV) Set to 1.
Warrior Bug
  • Armor Value (AV) Set to 3.
  • Warriors no longer leap to the side when you fire at them - The jump didn't add much to the gameplay when encountering Warriors, and we found instead of a fun mechanic that you have to play around, it became more of an annoyance.
Tiger Bug
  • Health Increased from 60008000.
  • Stagger Threshold Increased from 10002000.
  • Armor Value (AV) Set to 4.
Plasma Grenadier Bug
  • Armor Value (AV) Set to 4.
Gunner Bug
  • Armor Value (AV) Set to 2.
Inferno Bug
  • Health Increased from 30006000 - The inferno bug's old form of armor is gone and now uses the same system as the rest. The inferno also now has weak points, so this should result in an overall increase to the damage that is dealt to the inferno, hence the increase in health.
  • Armor Value (AV) Set to 5.
Royal Guard Bug
  • Health Increased from 1800024000.
  • Stagger Threshold Increased from 15004000.
  • Reduced Stagger Recovery from 500400 per second.
  • Armor Value (AV) Set to 5.
Fire Warriors
  • Will now explode into fire when killed by explosive weapons.
All Bugs
  • Hard health reduced from +50%+10%.

[h3]Known Issues[/h3]
  • Troopers may find themselves stuck in spectator view after being revived from the incapacitated state. The current workaround is to ask fellow troopers to incapacitate and revive you again. We will be adjusting our friendly fire systems until this is fixed to prevent troopers from being erroneously marked as Federation Traitors til this issue is resolved.
  • Team Voice Chat sometimes stops working during a match. We are working with our Voice Chat provider for a solution.

[h3]Highlights[/h3]
  • Bunkers can now kill troopers again should they be dropped on them.
  • Reinforcements should no longer deplete when a Trooper leaves the match.
  • Fixed an issue with AMD FSR Image Upscaling that would lead to no change in performance.
  • Fixed the Engineer's inability to use their Mobile Build Tool if in a turret when it comes off cooldown.
  • Fixed an issue where the High Ground Perk did not deal additional damage to enemies while the trooper was in a high-ground position.
  • Fixed an issue where the Pilum Rocket Launcher did not deal any damage to the eggs in the Hive Hunt mission.

[h3]UI[/h3]
  • Corrected numerous spelling mistakes throughout the UI.
  • Corrected the tooltip for “Accuracy”.
  • Corrected the description of the “Quick Reload Magazines” to be more consistent.
  • Corrected the 2x and 4x Scope assets not displaying on the Loadout of the E-Pulse 44 A2 weapon.
  • Corrected inconsistent arrangements in Trooper skill details on the Loadout menu.
  • Corrected icon warping when displayed as the favorite weapon if not sized to 218 x 73.
  • Corrected the Grenade counter displaying zero when the user throws a Grenade and then respawns after dying.
  • Corrected the ore count display, which showed in the thousands after placing a building using the Engineer's skill "Mobile Build Tool.".
  • Restored missing backgrounds for the “Select Squad” and “Edit Loadout” screens.
  • Adjusted the re-enlistment screen to remove the word “Challenge” as it was a typo.
  • Adjusted the naming of the FU-17 Flamer to FU-17 Flamethrower.
  • Adjusted loading screens to display “E” as the default interact key instead of “F.”
  • Adjusted Headers on the scoreboard to align with player stats.
  • Adjusted the "Quit to Desktop" text to "Quit out of Game."
  • Adjusted outdated descriptions for Scan-related Perks, Utilities, and Grenades in the Loadout.
  • Adjusted text spacing for the timer cooldown between the “Return to the Battlefield” text.
  • Adjusted the crit stats of the Chi-Hong Grenade Launcher to match the intended value.
  • Fixed an issue causing player names to not appear above players correctly with altered resolution.
  • Fixed an issue where players were unable to navigate the Build Tool Menu when being revived after dying while the menu was displayed.
  • Fixed an issue causing Text Chat to overlap with other parts of the UI.
  • Fixed an issue causing multiple 'Respawn at' texts to show on the screen when respawning.
  • Fixed an issue causing Cosmetic Unlocks to appear in the End Game Progression screen after Prestige.
  • Fixed the missing 2x scope of the E-Pulse 44 weapon at Level 0 on the Progression screen.
  • Fixed the issue where pressing the “ESC” button in the Mutator list screen prompted the Exit Game menu.
  • Addressed an issue where some trooper utility/weapon assets appeared super small in the Loadout screen.
  • Addressed the hidden button on the Change Class screen.
  • Addressed duplicated icons for some weapons on the Sniper's loadout screen.
  • Addressed the issue where some building ghost structures were not shown when the user used the build tool.
  • Addressed the issue of the mouse cursor disappearing when accessing chat in the Squad and Loadout selection.

[h3]Audio [/h3]
  • Shooting an incapacitated or dead trooper should no longer produce voice lines.
  • Pilot speech content will now play correctly in ARC and AAS missions.
  • The Regenerative Matrix SFX should no longer play for all players.
  • Hitting rock and concrete with the shovel should no longer cause incorrect impact audio to play
  • Fixed an issue where Inferno Bug projectile explosions sometimes didn't play.
  • Fixed an issue where speech stopped playing in horde mode.
  • Fixed an issue where VO sometimes stopped playing partway through a match.
  • Fixed an issue causing a lack of ragdoll SFX when killing an Inferno bug.

[h3]Animation[/h3]
  • Corrected hit reactions animations on the Tiger, Warrior, and Gunner Bugs.
  • Fixed an issue where the Morita Tactical SMG reload animation played when the player used the knife while holding the gun.
  • Fixed an issue where Trooper directional Jog and Sprint animations would break.

[h3]Art[/h3]
  • Fixed an issue that caused 3D model previews for weapons and utilities on the Ranger and Medic class not to display correctly.
  • Fixed flickering ground textures near the Dropship and AO Command structure on the Valaka fuel depot map.
  • Fixed various broken textures on the Main Menu screen.
  • Fixed various collision issues in Valaka, causing players and bugs to float or hit invisible walls.
  • Fixed grey square placeholder textures for fabric/tarp in Valaka.
  • Fixed missing textures on the tarpaulin for the Agni Prime and Broken Command maps.
  • Fixed smudged landing zone marker with the C-3 structure's texture on the Valaka Fuel Depot.
  • Fixed broken texture display of the Hi-Ex grenade while the trooper is holding it without throwing it.
  • Fixed missing textures on some posts in Valaka.
  • Fixed flickering and incorrect ground textures in Valaka Plateau and Central Garrison Victor.
  • Fixed inconsistent blood color of the Tiger Elite when being shot and during an explosion.
  • Fixed a visible backface mesh near the dropship on Valaka Fuel Depot.
  • Fixed a broken shed structure LOD on Valaka Fuel Depot
  • Fixed an issue causing flickering assets on the MHQ when joining a Horde map.
  • Restored missing burning VFX for Bugs when using the FU-17 Flamethrower
  • Fixed terrain holes and backface mesh visibility on Agni Prime/Broken Command.
  • Fixed a collision issue with a rock in a small crevice on the “Valaka” map.

[h3]Gameplay & General Fixes[/h3]
  • Hive Hunt checkpoints should now display the correct flag.
  • The LV Visor HUD display should now be restored after being revived.
  • The TW 202-L Morita Hawkeye should now have a scope when picked up from M.I. caches on the Hive Hunt mission.
  • The Medical drone should no longer return to the Medic when deploying it and then pressing the skill button again.
  • Resolved an issue where a trooper class could keep changing when spamming the left-click button.
  • Resolved an issue where structures placed above other structures would not be destroyed if the lower structure was destroyed.
  • Resolved a bug where the ore refinery progress did not match the timer during the slam while using the Refined Perk.
  • Resolved a bug where the Engineer skill did not go on cooldown and was unable to be used after exiting the Twin MG.
  • Resolved an issue where the Build tool's place mode would not display the build list if the user repeatedly pressed the “B” key.
  • Resolved melee bugs' attacks clipping through the walls of the Dropship.
  • Fixed a delay in the results screen and transition when the last trooper alive redeploys during a Horde mission.
  • Fixed a missing preview for the Build and Dismantle buttons in Repair mode on the build tool.
  • Fixed a bug where the Morita XXX Sniper Rifle Scope showed a map reflection on the upper part while in use.
  • Fixed a bug where the Medical Drone received world decals.
  • Fixed an issue so that scoped weapons will have scopes when viewed by other players.
  • Fixed an issue causing all Secondary Weapons for all Troopers to float behind their 3D Models on the Loadout Menu.
  • Fixed an issue where the color of the Ranger's Suit and Visor did not change when the user tried to change them.
  • Fixed an issue causing troopers to be stuck in a respawn state after respawning during an AAS mission.
  • Fixed an issue causing troopers to be unable to capture the zone on an AAS mission when mounting a Twin MG built using the Engineer's ability.
  • Fixed an issue where the Medical UAV owner's name was not visible when being revived by the UAV itself.
  • Fixed an issue causing melee bugs not to attack the ARC.
  • Fixed an issue that would cause erroneous inputs in the settings menu when using a controller during gameplay.
  • Fixed an issue causing build zone tiles not to spawn.
  • Fixed an issue where troopers incapacitated while affected by the Medic’s Triage ability would not have the option to “Give Up” even after leaving the Triage ability area of effect.
  • Fixed an issue where no objective zones would appear on the Tac Map during AAS missions.
  • Fixed an issue where a utility ghost could be seen using the Twin MG Emplacement.
  • Fixed an issue causing mismatched Usernames and Levels in the Party, Main Menu, and Profile screens.
  • Fixed an issue where troopers were unable to move after entering the MG Twin and exiting while holding the Demolisher's skill "Barrage."
  • Fixed an issue where troopers were invulnerable to lava when mounting a Twin MG built on the lava.
  • Corrected an issue where troopers could build over the allowable structure limit using the Mobile Build Tool.
  • Fixed an issue where the Twin MG built using the Engineer's ability could not be overcharged with the Overcharge Module utility.
  • Fixed an issue causing Trooper ability cooldown timers to reach -0.
  • Fixed an issue where the Royal Guard could get stuck and clip into the mountain on Agni Prime after digging.
  • Fixed an issue where the Troopers could walk through trees on the map.
  • Fixed an issue where the Normal and Slug TW-2 SP.L.I.T Shotguns did not change weapon skins.
  • Fixed an issue causing Troopers to receive continuous burning damage after leaving the lava pool.
  • Fixed an issue causing the Hi-Ex Grenade to enlarge when it sticks to the bodies of Bugs.
  • Fixed an issue where the preview ghost of the buildable FOB was visible from inside the FOB.
  • Fixed an issue where Engineers could build structures on lava using his ability.
  • Fixed an issue where the Plasma Bombardment area would not display on the TacMap.
  • Fixed the issue of the FOB not having a pre-built asset on Planet X-11.
  • Fixed an issue causing canisters to not have collision with buildings/emplacements/ARC/MBU.
  • Fixed an issue causing AI Troopers to be immune to lava and Inferno Bug damage.
  • Fixed an issue where AI Troopers killed would float when revived.
  • Fixed an issue preventing Troopers from walking or running through the small ramp inside the cave on Valaka
  • Fixed an issue where old user game saves would cause the game to crash on launch.
  • Fixed an issue where the Mobile Build Tool's ore capacity would drop below zero when repeatedly clicking the left mouse button to build the Ammo Stockpile structure.
  • Fixed an issue causing inconsistent deployment of the Medic Drone when using a controller.
  • Fixed an issue that would cause client crashes when loading into Hive Hunt.
  • Fixed an issue causing Bugs to get stuck on a small tank in the Central Garrison Victor.
  • Fixed an issue causing Troopers to use the FU-17 Flamethrower while also using the Twin MG Emplacement.


Announcing Update 0.8.0: Carnage on Planet X-11

Troopers, we’re happy to announce that Update 0.8.0: Carnage on Planet X-11 will be set to launch for troopers to experience June 24th, 2024 at 10:00 AM PT (GMT-7).

Remember to keep yourself in one piece out there. We will be releasing the full patch notes soon, but you can find below a summary of what Troopers can expect in Update 0.8.0.



[h2]Weak Points[/h2]
We introduce the much-anticipated Weak Points and Armor system, impacting all Bugs and Federation weaponry. Choose the right tool for the task and strike where it counts—right in the nerve stem! We're thrilled to finally bring this feature to the game, enabling you to serve the Federation with greater efficiency! So brush up on your aim, Troopers, and make use of what we taught you! For more details, click on the Weak Point System title above!

[h2]Planet X-11[/h2]
Welcome to a new locale for the Deep Space Vanguard to explore, set in the Tibannis system within an Arachnid Quarantine Zone. This is our first major venture into blending interior and exterior settings. The area is shrouded in mystery, but for those eager to investigate, you might piece together what transpired here while fending off those pesky Bugs who have discovered the Listening Post! For more details on Planet X-11, click on the title above!

[h2]Carnage[/h2]
We're thrilled to introduce the Persistent Body System, which we've dubbed "Carnage," in Starship Troopers: Extermination. Bug bodies will no longer vanish after being slain, so it's up to you to hack them apart with your hands or blow them to smithereens with explosives. Kill them all, but beware: while a pile of dead bugs is a Trooper's greatest honor, the Bugs will also utilize their fallen comrades just as you use them for sightlines. For more details on Carnage, click on the title above!

[h2]Ammo Types[/h2]
In Update 0.8.0, Federation R&D is introducing two new ammo types: FMJ and Hollow Points. These additions aim to enhance your effectiveness in exterminating Arachnids. Load them up and let R&D know how they perform. We'll continue researching and expanding your armory!

───

Besides that, Update 0.8.0 will include numerous quality-of-life changes, optimizations, and improvements we've been working on behind the scenes. We will share the patch notes soon, so hang tight, Troopers!

0.8.0 is a big leap into bringing the Starship Troopers experience into Extermination, and we hope all troopers will enjoy the content we're introducing. We can't wait for you to experience this update and look forward to your feedback as we continue to develop during this Early Access period.

If you haven’t yet, please feel free to join the Starship Troopers: Extermination Community Discord! Here, you can chat all things ST:E in general.

With Update 0.8.0, Federation Command leaves you a simple message:

[h2]Embrace the Carnage Troopers.[/h2]

Federation Dossier: Embrace the Carnage


Greetings, Troopers!

Today, we’re thrilled to announce a groundbreaking new feature that’s set to revolutionize your gameplay experience in Starship Troopers: Extermination. Get ready for Carnage!

[h2]What is Carnage?[/h2]

Carnage is our latest groundbreaking innovation in battlefield dynamics. With Carnage, the aftermath of your battles against the Bug menace becomes an enduring part of the landscape. Gone are the days when fallen enemies vanish into thin air; now, countless Bug corpses can remain scattered across the terrain and persist until you and your fellow troopers choose to obliterate them.


But that’s just the beginning. Blood decals will now permanently stain various areas of the map, serving as a stark and visceral reminder of the intense and brutal conflicts that have transpired. Every skirmish will leave its mark, ensuring that with each battle fought, the sacrifices made are immortalized in the blood-soaked grounds of war.

[h2]A Realistic Battlefield[/h2]

We believe that the addition of Carnage will provide troopers with a more realistic and immersive experience that fans expect from a Starship Troopers game. Witnessing the aftermath of your skirmishes offers tangible evidence of your impact in the ongoing war against the Arachnid menace. With every fallen foe, you’ll feel the weight of your actions and the relentless intensification of the conflict. Carnage ensures that the consequences of each battle are vividly etched into the world around you, enhancing the depth and authenticity of your gameplay experience.


[h2]More Than Visuals[/h2]

As you watch the Carnage unfold, troopers will realize this feature is more than just a visual enhancement. Bug corpses will now have full-body collisions, creating new paths and obstacles that can alter the course of a battle.


Troopers need to keep in mind that living Bugs will adapt to these changes, as they will update their navigation dynamically to take advantage of the new terrain created by their fallen brethren. This allows those pesky Bugs to reach previously inaccessible areas, adding an extra layer of tactics and unpredictability to each encounter.

With an ever-evolving environment now in play, every action has more meaning, and troopers must be more vigilant in their mission to exterminate the Bug menace.
Thanks to this cutting-edge technology, with Update 0.8.0, we invite troopers to plunge into increasingly chaotic landscapes filled with mountains of Bugs. We’re confident this will provide a unique gaming experience you won’t find anywhere else.


This is just the beginning for Carnage, as this is a system we’re committed to improving and expanding upon to bring you even more unique gameplay opportunities. We can’t wait to see how you tackle the enhanced challenges and strategize your way through the Bug-infested terrains.

With Carnage, every battle is a step into the unknown, every sacrifice will be remembered, and every victory is a testament to your skill and courage.

───

We’d love to hear your thoughts on this new system. If Carnage has got you scratching to exterminate some bugs, you can find fellow troopers to aid your mission in the ST:E Community Discord!

We leave you with some unsealed photos from our development on Carnage but remember troopers when the time comes... Kill ’em all!

Federation Dossier: Mystery of X-11



With Update 0.8.0, we will introduce a new location that the Federation has tasked the Deep Space Vanguard with uncovering new developments on: Planet X-11. First conceived as a listening outpost, Planet X-11 was born of the team's desire to explore a new biome with a heavy emphasis on space.

[h2]Inspiration and Focus[/h2]

A goal in enhancing our maps in Starship Troopers: Extermination has been to significantly improve the vistas and skyboxes, allowing us to convey a greater sense of scale and depth. The concept of delivering an epic sense of scale to the player ignited our creativity, driving us to craft an environment that seamlessly blends high-tech elements with the nostalgic feel of Lunar Expeditions.

Imagine traversing a desolate, alien landscape and being able to look up and see a colossal neighboring planet looming just beyond the horizon. We aim to provide this visual experience and instill troopers with a sense of awe and wonder. Creating a new environment where troopers playing on a planet and being able to see another massive one right around the corner and the feeling of seeing hordes of Bugs coming across a moon-like crater were some of the first grounding elements we set out to explore.


It was important that we established contrasting shapes between Federation technology and the barren, unexplored environment to highlight the Federation’s advanced tech against X-11’s rugged landscape. The massive planet and asteroid field visible from the main crater emphasize X-11’s dynamic motion.

Lore-wise, Federation troopers are on a mission to uncover data from a Bug Meteor strike. Setting up a mining operation to retrieve meteor fragments crucial to helping the Deep Space Vanguard (DSV) regain territory. We hope this dynamic setting deepens players' immersion and encourages exploration in uncovering what happened on X-11.


Later on in development, we realized it would make sense for the Federation to dig tunnels around the area, and that would offer a nice counterbalance between outdoor and indoor spaces for this map. In the interior Federation areas, we wanted to tell the story of the Troopers fighting the Bug menace to expand the DSV’s informational network. Lots of mining equipment, drills, and construction tools dress the interior of X-11– with a few key rooms filled with Easter Eggs for our players to check out!


To communicate that intent to the player, the environment team worked on the Antenna, which relays important information to fleet leadership and is the main Point of Interest for X-11. If they can hop onto the right places, Snipers will be able to use this structure in combat, and if they take the time to inspect it closely, they may find some interesting details


Artistically, the team felt a desire to move away from the earth tones predominant on Valaka and Agni Prime and instead embrace more primary and secondary colors in purples and yellows. The atmosphere of X-11 is tinted with a hint of gray-purple so that color would bounce on the shadows and nicely contrast the yellow rings of the planet in the vista. Just because the planet is a rocky asteroid doesn’t mean it should be devoid of color!

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We're very excited for troopers to get their hands on Planet X-11 and if you like what you see and want to discuss it with like-minded troopers. We welcome you to join our ST:E Community Discord!

The development on the new Federation science outpost took many months, but we at Offworld are extremely proud to bring you Planet X-11 in update 0.8.0 – Please enjoy these unsealed images and videos from Terran Command, troopers!

Federation Dossier: Weak Points



Troopers, when fighting Bugs, here is a tip: aim for the nerve stem!

As part of developing Starship Troopers: Extermination, many troopers in our community have been highly anticipating and requesting this feature, which we can now happily say will be included in Update 0.8.0 alongside a slew of additional content. Troopers will now be able to hone in on their abilities and face the Armor and Weak Points system for Arachnids!

[h2]What are Weak Points and Armor?[/h2]

The new Armor and Weak Points feature will enhance and add additional depth to the gunplay within ST:E. Troopers can no longer blindly put rounds down range, as these pesky Bugs are now armored and more resistant to damage. That said, if troopers bring the right tools, capitalize on a given opportunity and make use of what they have learned in training, they can hit the Bugs where it hurts the most -- in the nerve stem!

[h3]Weakpoint Effects and Hitmarker [/h3]
[h3]
Armor Hitmarker[/h3]

[h2]How Does It Work?[/h2][h3]Most Bugs will feature a Weak Point somewhere on their body.[/h3]
  • Hitting a Bug at its Weak Point will deal bonus damage based on the weapon used.
[h3]All Bugs will now have an Armor Rating and feature areas with and without armor on their carapace.[/h3]
  • Armor Rating scales from 1 to 5 (1 being the lowest, with 5 being the most armored of foes).
[h3]All weapons will now feature an Armor Penetration rating.[/h3]
  • Armor Penetration scales from 1 to 5 (1 being the lowest, with 5 being the highest Armor Penetration the Federation can provide.)
[h3]Hitting a Bug in an Armored area will do the following[/h3]
  • If your weapon has an Armor Penetration Rating equal to or greater than the Bugs Armor Rating, you will deal regular weapon damage.
  • If your weapon has an Armor Penetration Rating that is less than the Bug’s Armor Rating, you will deal reduced weapon damage based on the difference in Rating. On Normal and below difficulty for every one-point difference between Armor Penetration and Bug Armor Rating, your damage will be decreased by 25% from 100%. Going against a heavily armored opponent with the wrong weaponry, troopers can expect to deal only 25% of your total weapon damage. (On hard difficulty, this scaling is more drastic)
[h3]Hitting a Bug in an Unarmored area will deal regular weapon damage.[/h3]

[h2]The Design Intent[/h2]

[h3]Add Depth to the Shoot Mechanics[/h3]
  • Currently, as a trooper, you can simply fire into the Bugs, and that is perfectly fine if that is what you enjoy. However, some troopers might seek a more challenging and immersive experience, and the goal here is to address both player types
  • Troopers who prefer to fire into hordes of Bugs relentlessly might benefit from using weapons with higher Armor Penetration ratings, allowing them to bypass the need for precise Weak Point targeting. On the other hand, troopers looking to test their skills will likely opt for a low Armor Penetration weapon that deals higher damage to Weak Points. While the damage potential is significantly greater, so is the risk, as bullets may glance off the Bugs’ carapaces if you don’t take the time to line up your shot.
[h3]A New Way to Address Difficulty[/h3]
  • Currently, the hard mode experience suffers as Bugs feel overly spongy, with no real solution to this issue. This is because, on hard mode, Bugs have a flat 50% increase in health, making it difficult to balance weapons for two dramatically different health populations.
  • With the introduction of Armor Rating, Bugs in hard mode will receive a smaller health buff (much less than the previous 50% flat increase). Instead, they will gain increased damage resistance when you fail to penetrate their armor.
  • For example, a Morita Mk1 with an Armor Penetration Rating of 3 will only be slightly slower to kill a Warrior Bug on hard mode but significantly slower to kill a Tiger Bug in hard mode compared to normal difficulty.
  • This new system aims to require players to either know which weapons are effective against which Bugs or develop the skill to consistently hit the Weak Points.
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We hope troopers can look forward to honing their skills against the Bug menace with the new Armor and Weak Points system. If you wish to discuss with fellow troopers this exciting addition coming to Update 0.8.0. Please feel free to join the ST:E Community Discord!

Til next time, troopers!