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Hotfix 0.8.53

A lovely afternoon everyone,
Further optimizations have just been pushed into main, focusing on the larger alien structures which could drain performance. In some cases (late game with many alien structures) this could be up to 20 FPS.
Thank you everyone and have a wonderful weekend.
See you on Baltarus!

Silica V0.8.53

Technical:
Optimized: Alien Spawning Cyst colliders no longer scale with animation, which caused massive physics CPU usage
Optimized: Alien Spawning Cyst glow spheres share materials in animation, which caused high GPU usage
Changed: Console command 'Team' now supports 'None'
Fixed: Memory leak when reloading AI navigation mesh
Fixed: Level load issue where client reported to server it completed loading earlier than it should have

Hotfix 0.8.52 patch notes

A wonderful Tuesday afternoon to you all!

A new build of Silica has just been released, this one primarily focusing on addressing a new memory leak that led to the game utilizing a massive amount of RAM over time.
In addition to this, a plethora of balancing changes have been made, lowering the health of many units and structures, while at the same time increasing health regeneration of smaller alien units. The Headquarters has also received formidable defenses, in the form of heavy turrets, that ward off most early base rushes.
Another welcome addition is the introduction of improved friendly fire avoidance, where a weapon will not shoot at an enemy if it risks inflicting a decent amount of damage on a friend. This will certainly go through multiple iterations into the future, but means that Rocket Launchers will no longer try to take out that one Crab on the Harvester.
So, please give the new changes a try and as always, feedback is very much appreciated.
Thank you for your support and see you on the surface!

Silica V0.8.52:
Technical:
Fixed: Growing RAM usage over time
Added: Vehicles and turrets do not fire (per weapon) at enemy targets if they are likely to cause friendly fire above a tolerance
Added: Culling of structures/units when off screen
Fixed: Queen could be instructed to nest in a dead Nest

Balance:
Added: Heavy Turrets to Headquarters
Changed: Increased health regen for all small alien units
Changed: Rifleman cost changed from 60 to 30
Changed: Rifleman build time changed from 15s to 10s
Changed: Scout cost changed from 30 to 5
Changed: Scout build time changed from 10s to 5s
Changed: Headquarters cost changed from 4000 to 9000
Changed: Heavy Turret cost changed from 2000 to 1500
Changed: Turret cost changed from 1000 to 750
Changed: Crab health changed from 500 to 300
Changed: Horned Crab health changed from 700 to 500
Changed: Dragonfly health changed from 300 to 200
Changed: Firebug health changed from 9000 to 5000
Changed: Hunter health changed from 6000 to 5000
Changed: Shocker health changed from 500 to 400
Changed: Shrimp health changed from 300 to 150
Changed: Bio Cache health changed from 4000 to 3000
Changed: Colossal Spawning Cyst health changed from 120000 to 80000
Changed: Grand Spawning Cyst health changed from 60000 to 40000
Changed: Greater Spawning Cyst health changed from 30000 to 20000
Changed: Lesser Spawning Cyst health changed from 10000 to 8000
Changed: Hive Spire health changed from 5000 to 3000
Changed: Thorn Spire health changed from 5000 to 3000
Changed: Nest health changed from 60000 to 50000
Changed: Node health changed from 500 to 300
Changed: Air Factory health changed from 300000 to 200000
Changed: Barracks health changed from 100000 to 80000
Changed: Headquarters health changed from 200000 to 150000
Changed: Heavy Vehicle Factory health changed from 300000 to 200000
Changed: Light Vehicle Factory health changed from 100000 to 80000
Changed: Radar Station health changed from 100000 to 80000
Changed: Refinery health changed from 300000 to 200000
Changed: AA Rocket Turret health changed from 8000 to 10000
Changed: Heavy Turret health changed from 12000 to 14000
Changed: Turret health changed from 8000 to 10000
Changed: Bomber health changed from 24000 to 15000
Changed: Dropship health changed from 12000 to 8000
Changed: Fighter health changed from 7000 to 3500
Changed: Gunship health changed from 5000 to 2500
Changed: Bunker 01 health changed from 10000 to 40000
Changed: Bunker 02 health changed from 5000 to 20000
Changed: Bunker 03 health changed from 7500 to 30000
Changed: Bunker 04 health changed from 5000 to 20000

[Hotfix] Silica V0.8.50 Patch Notes

Wonderful people of Baltarus!

A hotfix has just gone live, addressing a hit registration issue that occured in the 0.8.49 build.
Thank you for both your understanding, and support.

Take care and see you on the surface!

[Patch] Silica V0.8.49 Patch Notes

"The Queen calls to her spawn, an inaudible link of the mind. She nests, interfacing with the biotic mass using her tendrils. They listen to her every command, yet, migrating leaves her vulnerable - an opportune moment for her elimination..."
-- Elite Captain Brenn of the Heavy Ordnance Unit


A wonderful spring day to you all!

Today's update introduces the Alien Queen to the Strategy game mode, whose elimination results in a loss for the Aliens, previously tied to the Nest. As an added bonus there are a multitude of performance optimizations, primarily improving late game performance with tons of units, as well as a plethora of fixes and improvements. Not forgotten are improvements and fixes to voice chat, which suffered from occasional looping.

The Queen herself is a formidable opponent, capable of defending herself should the need arise, though given her importance to the success of the Alien swarm, it is best to keep her safe and protected in a Nest.

With the above complete, our focus now shifts to improved respawn mechanics, AI collision avoidance, and the introduction of control points to all maps, providing additional objectives to capture and hold. Further performance improvements will continue to be worked on throughout the year.
Thank you all for your support, your feedback, and your patience.

Please take care and see you on Baltarus!"

Silica V0.8.49 Change Log:
Performance:
  • Improved: Network position/rotation synchronization significantly optimized on clients
  • Improved: Wheeled vehicles' raycasts are now batched, improving performance
  • Improved: Soldiers' AI evaluation raycasts are now batched, improving performance
  • Improved: Hovered vehicles' raycasts are now batched, improving performance
  • Changed: Loading of levels first unloads current level, then loads the new one, reducing memory usage

Gameplay:
  • Added: Queen as critical lose condition in Strategy
  • Added: Queen spawns with initial alien Nest
  • Added: General 'Special Action' support (such as 'Migrate Queen', or 'Deploy Units') including MP synch
  • Added: Aliens begin with 3 Shrimp
  • Added: If Queen is not nested, aliens cannot produce new units nor construct new structures
  • Changed: Queen now spits molten projectiles
  • Changed: Queen heals much quicker than other alien units
  • Changed: Queen is ejected when Nest is killed
  • Changed: Nest may be built right after BioCache, no tech required
  • Changed: Nest cost from 4000 to 2000
  • Removed: BioCache starting with free Shrimp
  • Fixed: Technological tier construction sites can no longer be obstructed

Visual:
  • Added: Display of voice chat icon for audible enemy proximity chat
  • Added: Coloring and icon of team for voice chat
  • Added: Name of player above icon in map

Technical:
  • Added: 'VoiceDebug' command in console to print out which players' voice chats are currently audible
  • Added: Waiting for server hint when the client needs to wait for the server
  • Added: Countdown to server disconnect when waiting for it
  • Added: Logging of friendly kills
  • Added: More logging for tech tier requests etc
  • Added: Drawing of damage grid debug info via 'DamageGrid' console command
  • Changed: Advanced video options always visible in options menu
  • Improved: Logging of issues and errors in network data write/read with associated ID and function name
  • Improved: Server/client connection timeout doubled when loading a map to ensure each has enough time
  • Fixed: Looping of voice chat in lower framerates
  • Fixed: Target detection system could sometimes break, causing wrong detection of enemy targets
  • Fixed: On level change, server sometimes instructed the client to delete network objects after they were deleted, potentially breaking the game for the client
  • Fixed: When HQ or Queen were deleted (not destroyed), the game did not register the loss/win
  • Fixed: Nest had tendrils which connected to Queen visible all the time
  • Fixed: When a unit boarded another and then ejected, its AI was stopped permanently
  • Fixed: Possible null reference in UnitAimAt component
  • Fixed: Possible null player reference in Strategy game mode
  • Fixed: Asynchronous loading of levels now ensures network objects are locally invalidated
  • Fixed: Vehicles shooting when destroyed
  • Fixed: AI Commander did not pause when AI was disabled
  • Fixed: Network heartbeats used scaled delta time, resulting in a disconnect when time was stopped
  • Fixed: Unit/Tech tier construction site progress time was not synchronized
  • Fixed: Unit/Tech tier construction site completion was rarely not correctly synchronized
  • Fixed: TimeScale console command was not correctly synchronized
  • Fixed: Potential NULL reference in IdleHarvesters UI
  • Fixed: Potential NULL reference in Structure for unit/tech tier construction site
  • Fixed: Sometimes team data was incorrectly sent/read

[Patch] Silica V0.8.40 Patch Notes

Dear Silica community,

After a period of radio silence regarding updates, we are introducing a new batch of additions, changes, and fixes to enhance your experience with update 0.8.40.

The most significant addition is the long-awaited voice chat and proximity chat, enabling you to easily communicate with all the players on the battlefield. To speak in the game, simply press and hold "V" on the keyboard or button 4 on your mouse.

But remember, with great power comes great responsibility, so always be respectful to your fellow players and refrain from offensive behavior.

As always, the full changelog is listed below.

See you on Baltarus.

Full changelog:
  • Added: Voice chat including proximity (hold V key or Mouse 4)
  • Added: Voice chat volume slider
  • Added: Microphone input volume slider
  • Added: Toggle between proximity and team voice chat (X key)
  • Added: Server Steam ID copied to clipboard on host
  • Added: UI indicators for voice chat
  • Added: Automatic mic gain
  • Changed: Aliens start without Shrimp in Strategy mode
  • Changed: BioCache comes with a free Shrimp
  • Changed: Humans start with an additional Heavy Quad
  • Changed: Increased damage by players in Prospector game mode
  • Changed: Decreased enemy damage to players in Prospector game mode
  • Changed: Tuned proximity voice FX to be less garbled
  • Improved: Overall performance with a number of optimizations
  • Fixed: Flak Truck was missing from Light Vehicle Factory
  • Fixed: Proximity voice was always played from the first unit
  • Fixed: Arena game mode did not have correct processing FX for proximity voice
  • Fixed: Fog of War revealed large area around detected targets, where it should have only revealed the immediate surrounding
  • Fixed: Research Facility and Quantum Cortex upgrades were not visible
  • Fixed: Potential null reference in Voice chat UI
  • Fixed: AI sensor system issues resulting in undetected units