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Sword of the Stars: The Pit 2 News

Touchbase Tuesday: When you're a Smilodon, the whole world Smilodons with you.

Hallooo!

It's weekly update time - as mentioned last week, this week was fleshing things out week, versus focusing on larger, specific systems and a lot got added; the amount of level tiles continue to increase the overall visual options for different floors, we added a LOT of new feedback, from the soothing computer telling you to eat and stop bleeding to your armor condition displaying properly to highlighting categories of items in your inventory and so much more! and that's just the stuff we added! Lost of fixes and tweaks as usual.

We'll get into this more as well as go over what the week to come will bring in tomorrow's Touchbase Tuesday, but in he meantime, here's the changelog for your perusal.

As always, keep playing, keep feedbacking. Yes, it's a verb. If you haven't noticed, we make a point of doing a hotfix ASAP, and then short of something really bad interfering with gameplay, we roll any additional feedback into the next update, so if you're able to try our updates on Monday, we can usually address most bug reports and feedback by Tuesday. We're not saying you have to, but the faster the feedback, the handier it is for us (and with the hotfix, for you guys!)

If you haven't already, help us help new players discover this game by taking a moment to give us a thumbs up on Steam. Thanks, gang.

NEXT WEEK! Monster Mash (aka we're working on the Monster Manager. It's a big system, it's not a day or two of effort, but the results will be big for the game in the long run, so, keep the feedback coming, we'll get to everything we can for next update while we put a push on our Monster Mash.


Update 1.0.4

Added
  • Zoom controls for Mini-Map.
  • Desert Tyrant and Sand Stalker added.
  • Smilodon added.
  • Additional level tile content added.
  • Feedback when enemy killed.
  • Feedback when weapon is destroyed.
  • “Helmet” voice feedback for hunger, health, conditions, and trap detection.
  • Med Bay set up.
  • Killing Damage numbers display.
  • Device List added to repair station.
  • Initial Inventory Class Filter (mouse over category icons in Inventory to highlight items).
  • Might bonus to inventory
  • "Records" Scoreboard
  • Data Lists of deciphered messages and unlocked recipes (access thru Menu Screen of the I key).


Changed
  • Unload ammo removed from energy weapons.
  • Updated Purifier / Laser Pistol / Energy Backpack inventory size.
  • Grid options moved to Game Options tab.
  • Additional feedback info for video settings and reset buttons for video sliders.
  • Discovered Trap types saved and displayed
  • Disabled movement when crafting / repairing items.
  • Retooled Device List.


Fixed
  • Under certain circumstances ammo count was incorrect.
  • Armor feedback updates correctly in all situations.
  • Range issues with attacking doors addressed.
  • Fixed equipment feedback display bug.
  • Visible tool-tips on hidden enemies fixed.
  • Negative charger cooker exploit fixed.
  • Quick slots now block mouse input, leading to accidental moving / attacking.
  • Possible invisible mine trap fix (please report is still found).
    NOTE: Some traps are under floor dirt and pipes – these don’t count as invisible.


HOTFIX 1.0.4b
  • Repair Station / door lock-out fixed.
  • Stat and Skill points properly reload from saves.
  • Display icon and camera offset adjustments.

Touchbase Tuesday: If You See A Scorpion, You've Gone Too Far!

Hi! How'd your week go? We had a tornado. In Vancouver. Our city motto is "Ha ha! We don't get tornadoes and you do!" So, suffice to say it was a strange week for us.

Besides the usual fixes and tweaks, we've also added some more variety to rooms and levels. The biggest change we made, to go along with the room work and new tile art we've done, we also made some big changes to how floors are dynamically created - if you got used to floors the way they were, don't get too complacent, we've made it so you can get some unique, dynamic, floor layouts! So pay attention to your mini-map!

Oh, and we added a few crawly surprises for you. Because at the end of the day, we're trying to kill you in the game AS WELL as giving you more tools to try and survive. You all know what you signed up for!

Here is this week's changelog. As is usual, post your feedback and bugs and questions and so forth!

For this coming week we are making it a Fleshing-It-Out week.

We have a number of additions we want to make to expand existing systems, like adding a new floor and tile art set, as well as more feedback from the game, including your... uh... OK, look, a small aside; Airplanes have long had alert systems using a woman's voice and way back when, pilots nicknamed that system a Bitching Betty. Not only is that straight up offensive, it's unfair! The nice lady voice is just trying to keep you from flying into a mountain! Don't be a jerk about it! Anyhow, we are adding a similar system, and we'll call her... Informative Ira? Gretchen Gotyourback? The point is, she's coming soon and she wants to help keep you alive.

And we'll likely toss in a couple more bitey things. We'll ALWAYS be tossing in more bitey things.


Update 1.0.3

Added
  • New floor generation algorithm!
  • Also, more lighting adjustments made and tile set content added.
  • Two more monsters add, the Stinger and the Ghost Maker Psider.
  • New pause and alert cues for when a floor trap is detected.
  • Improved feedback when your inventory is full.
  • Additional weapon abilities for enemies enabled.
  • Unlocked recipe reward in searchable areas such as desks.
  • You can now unload ammo from weapons.
  • Grav boots enabled.


Changed
  • Pathfinding optimizations made.
  • Grenade target code updated.
  • Option for expanded action list.
  • Door health modified by floor.
  • Device list limited to one of each type.


Fixed
  • No more invisible enemies. (Not accidental ones, at least. Bwah-ah-aaaah. Just kidding. There are no deliberate ones either. Yet.)
  • Breaching charge enabled.
  • Hinge spike enabled.
  • Door spike enabled.
  • Glitch that allowed walking through walls.
  • Potential fix for flicker glitch some players encountered.
  • Charge Hub now works as intended.
  • You can no longer zoom the recipe list in a crafting window. (Because why would you want to?)
  • Envirosuit is now immune to radiation.
  • Single-charge devices (i.e. improvised lockpick) use case fixed, additional devices in stack should no longer disappear.

Hotfix 1.0.2b! Because every day we're bug-stompin'!

We're not going to make you wait a week for the big update just to fix that little annoying bug you ran into or try out that simple ease-of-use suggestion you made, not if we can help it! That's right, it's our first official HOT-FIX! There will be more, but this is the first. Hat's off, hands on hearts, please...

BEST BUG! As weird as it was that sometimes monsters would faceplant thanks to an orientation bug, the winner for this update has to be that the game was trying to launch Steam VR for anybody that had Steam VR. We didn't set it that way, it was just in there by default. Imagine hunting a bug that's actually a switch you didn't know was on...


1.0.2b changelog
Fixed
  • Right click XP farming with damaged cookers.
  • Monsters getting a free attack after doing their full movement.
  • Can now target "blocked" Enemies. Most helpful targeting ranged enemies while also fighting close-quarter enemies.
  • Moving through door check (stop a door from closing if something is blocking the door).
  • Unhooked Unreal VR default that was launching Steam VR for some people.
  • Blocking doors for AI pathfinding.
  • Monster rotating sideways. Or planking. They were planking.


Changed
  • Lighting Adjustment.
  • Adjusted Interaction points for the doors.
  • Sec-bot alarm response adjusted.
  • Durability equations adjusted.

Touchbase Tuesday: Farewell Arbuda IV

Welcome to the second Touchbase Tuesday and boy is there a lot to talk about this past week!

For starters, we're giving you your first taste of where the story of The Pit 2 takes place... and it's not Arbuda IV. More and more of the story of the sequel will be infused into the game, but the introduction has been added and there's a lot there, including a menace from the earliest days of the Sword of the Stars universe of games.

Lots of chewy game options for have been added, letting you play with the movement tiling markers, framerate, brightness and contrast, plus new keys - someone requested arrow keys handle movement like WASD, so, we did it. A good example of player feedback in action!

But we're pretty bloodthirsty about changes and additions we've made to implement Stealth. Characters now have a Stealth skill, which determines how much the sounds players make - like moving around and shooting - is likely to attract attention. Hand in hand with this is the enemy's ability to sense these sounds.

Sound can alert enemies that a player is there, but it can also attract attention from enemies elsewhere in The Pit and they will now wander, looking for the source. And just to keep things interesting, hurt enemies may now make a run for it, which can be handy if you need a breather, but less handy when they jump you at a later time for some payback.

Oh, and if you fail to unlock security doors and alarmed props, make sure your gun is reloaded. Security bots will be with you shortly.

All our fixes, changes, and additions are outlined below, please check them out and as always, drop by the boards and let us know what you're digging, anything broken, and anything you'd like to see in the game!

COMING UP!
As always we have our plate full, but in particular this week we are going to be doing some work on the floor generation algorithm and room tuning. You've been playing with the initial floors for awhile now, time to dial things up a bit.


All games on Steam get noticed by a number of factors, including reviews, so be sure to give the games a thumbs up when you have a moment. All Early Access reviews are marked as such, so you don't need to be Roger Ebert, just let people know you're enjoying the game and looking forward to where it's going. Thanks everyone! Keep the feedback coming!


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Update 1.0.2

ADDED
  • Beginning of new original story line and plot for the new Pit in intro screen.
  • First kill bonus for enemies.
  • Options screen now has tile grid color controls.
  • Video Options now have limit frames choices of 75, 100, 120 140 and custom.
  • Video Options now have Added brightness / contrast sliders.
  • New recipes added and initial implementation of alternate ways to procure recipes (hint: search desks).
  • Player sound creation and Stealth skill affect enemy ability to be alerted to player.
  • Also added are flee and wander behaviors for enemies, to keep things unpredictable.
  • Alarmed props now trigger a Security Bot response with a failed skill check.
  • X key to interact with prop you are facing.
  • Arrow keys for moving, like WASD keys.
  • Shift G toggles grid view.
  • Ruined crate obstacles.


FIXED
  • Bed functionality for player to rest and heal.
  • Armor loading bug on start (watching).
  • Repair station uses charges.
  • Various prop interface / feedback issues.
  • Gas trap details (blank button).
  • Opening / closing screens hides feedback.
  • Corrected typo for Q, E, & R keys in Options.
  • Infinite Cooker right click use.
  • Level lighting profiles.
  • Addressed pursue behavior issues.
  • Fixed adjacent-to-prop bug.
  • Now able to click to move to tiles with non-obstructing props.
  • Various repair and loading bugs.
  • Grenade loading bug.
  • Player loading outside bounds on rare occasions.
  • Repairing should reduce an item's max durability.


Changed
  • Loot displays name tag all the time.
  • Lock out mouse zoom when in menu mode.
  • Exit / Start points invulnerable.


Note
Preliminary Controller support (basic functionality) added.
This is not feature complete, some keyboard support still required for full functionality.
Added here for curious players only.

Touchbase Tuesday

Sword of the Stars: The Pit 2 launched Friday and we did as we always do, and kept an eye on our game as it had its first contact with the public. Below is the list of the things we fixed, tweaked, and added thanks to the feedback of players. Keep the feedback coming!

But first, a quick overview of one of the bigger things we are focusing on this coming week. We will be adding a new skill to the game, one that will bring a new challenge to the game;
STEALTH
(shhhhh)
sorry, sorry.
stealth

Originally posted by Cirulis
The Pit 2 adds deep stealth tactics with a skill dedicated to that mechanic. This week a refined sensor / reaction system will be added to enemy AI's that will make them more or less likely to come investigate what the player is doing outside of the monsters visual range.

With this system you will be much more aware of the difference between using a knife, rifle, shotgun or tossing a grenade! Now a characters Stealth skill will affect how easily a monster can hear you coming when you are trying to be quiet. High stealth characters will be able to reduce their walking or melee sounds to whispers. Whereas poor gunny? It will become very clear that being sneaky is not the man's strong point.


======================================================
Update 1.0.1

Fixed
  • Invalid resolution issue fixed (more user confirmation welcome).
  • Missing items from inventory on load game.
  • Right click door exploit has been closed.
  • Level loading fix.
  • Issue with Utility Belt when reloaded addressed.


Changed
  • Click to move improvements.
  • Attach all adjacent tiles.


Added
  • Enemy attacks included in the left-side action log
  • Camera resets on player moving
  • Click to move option (set in options menu)
  • Auto reload option (set in options menu)
  • Tile click will attack enemy on the tile



See you next week! Or drop by the boards to join the various discussions about The Pit 2!