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DEV BLOG - #004 - Planet Killer Base

[h2]Welcome back, Marauders. [/h2]

Welcome to our Fourth Dev Blog! We hope you enjoyed our first twitch drop campaign being released alongside our United Allies update! This will be the first of many, and we are pleasantly surprised by the reception with over 120,000 people taking part, amazing….. We look forward to delivering you more in the near future.

[h3]June Update - Mining Frigate[/h3]



We are looking to drop another content patch in June, as we believe keeping a fast pace with development will earn our community's trust with solid progress. This update will include the Mini Mine (officially known as the Mining Frigate), a breach only P.O.I. near the Colony Cruiser raid location. We are also happy to announce this will include the first pass of a solo queue feature (solos only). This is something that is highly requested and we can’t wait to see how it influences the game. For balancing reasons this will most likely be a single P.O.I raid system (rather than the current double) but we will be experimenting with it until it’s right.





[h3]Weapons[/h3]

The June update will also include new weaponry such as the MAS-44, a 10 round capacity 5.56 semi-automatic rifle, and the SPP-1, a silent but deadly 4 chamber dart pistol which will include a new ammo type, darts. The MAS-44 will replace the M16 as the U.A. Marine high damage weapon and the SPP-1 will be a rare gem to find throughout all raids. The dart ammo type will open the game to more weapons in this category such as the awesome APS underwater rifle and a mysterious SMG variant.





[h3]Planet Killer Base[/h3]

After June we will moving onto development of a brand new docking raid, codenamed: Planet Killer Base. A United Allies Nuclear Missile Launch facility, usually deployed just out of range of their enemy target and firing multiple warheads until the job is done. Here is some progress that our art team has been making on this beast of a structure.







[h3]Tournaments[/h3]

New Tournaments have just dropped, the Fallen Empire and the Blood Nomad. Fallen Empire tasks you with killing commandos in short intervals (6 hour resets), for a chance to earn ammo and medical supplies. The Blood Nomad is a weekly challenge where you can earn a brand new head cosmetic, and a large supply drop. The Blood Nomad requires the purging of raiders, which typically patrol in the Asteroid Mine, Terraformer and Space Port.



[h3]Merchandise Store[/h3]

We are also happy to reveal that our Merch store has just launched! We know you have been waiting patiently for it, so thanks for holding on. We are hoping to continue to add new goodies regularly for the foreseeable future, so don’t be afraid to request new products with our Community team on Discord.



[h3]Bonus Experiment: Slot Machine[/h3]

We have enjoyed all the positive feedback around our implementation of “unique actors” that provide various interactions throughout the maps, such as the vending machines or hidden locations. We will continue to add new variants with every raid including this; Spaceport slot machine, where you can risk it all in a chance to obtain a gold rush. Just make sure the coast is clear first….

Click to Spin!

[h3]Any last words?[/h3]

We have received a ton of feedback regarding the Colony Cruiser. This raid was intended to be a “hot” location for PVP, and this is something we don’t want to mess with too much. However, we will be adding 2 more additional airlocks, and an easier flow around the sewer to prevent too much congestion. This, with the inclusion of the Mining Frigate raid nearby, should put the Colony Cruiser in a much better place for everyone.

- The SIG Team

Marauders Gun Insider | Stoner 63 | Royal Armouries

Hey Marauders!

We're back with another game insider video at Royal Armouries!

The Stoner 63A made its Marauders debut with the United Allies update.

This assault rifle fires 5.56 calibre rounds, boasts 28 damage, 14 recoil, and a capacity of 30 rounds.

Check out the full video for some key insight on this brutal piece of your arsenal
[previewyoutube][/previewyoutube]

Marauders Update - United Allies - Hotfix #03

[h2]Greetings, Marauders![/h2]

We’ve deployed a patch addressing the following issue which surfaced with Hotfix #02:

  • VOIP stops working after one match


We’ve identified a small bug in Hotfix #03 – causing 'All Crews' window not showing any open crews, however, players can still create and also search for crews by name as intended – but we feel it's prudent to remedy the VOIP problem as soon as possible.

We’ll work to fix this over the weekend, and will push a new build live early next week.

Thank you!

[hr][/hr]

Marauders Update - United Allies - Hotfix #02

[h2]Greetings, Marauders![/h2]

We have been experimenting with trace weapon logic in recent months to greatly reduce hit registration issues. We are now satisfied with its results, and are releasing it into the wild so you can all try it for yourselves! Other notable changes include a much more enjoyable hip firing spread for all weapons, however, SMGs definitely have the edge in this fight. The Red baron is also a deadly pilot once again with his turret firing bug being fixed, tread carefully….

And now, on to the Hotfix Notes!

[hr][/hr]

[h3]Known Issues[/h3]
////////////////////
  • Flaregun doesn't deal damage to players (but still does to NPCs)
  • Hot swapping of Helmets, Armour and Weapons has been temporarily disabled due to its instability.


[hr][/hr]

[h3]NEW[/h3]
////////////////////
  • Trace weapon logic and network optimisations on all weapons except for grenades, mines, and grenade launchers. This includes server correction to greatly reduce any hit registration issues.


BALANCING
////////////////////
  • PPSH damage reduced from 24 to 23. Recoil increased by 15%.
  • All SMGs now have a max hip firing spread that does not increase over time/per shot, making the spread more reliable/tighter.
  • All SMGs have had their hip firing spread reduced by 15%.
  • All rifles have had their max hip firing spread reduced by 20%, however they still have an increasing spread over time/per shot.
  • Mosin damage reduced from 44 to 42 (in line with the Johnson).
  • The Star Interceptor is now 5% faster (inline with the Marauder Interceptor).
  • Flamethrower damage and fire rate increased by 30%.
  • Player collision when crouching is now more accurate, preventing head clipping.
  • The amount of M16 rifles that spawn on U.A. Marines have been reduced by 50%.
  • Respawn timers for U.A. Marines have been increased.
  • Rare loot pool has been reduced by 40%.
  • Vault loot pool max spawn is now 2 items instead of 1 (displayed by a red crate).
  • Navy outpost has had 2 rare loot containers removed but all other maps have had the amount of rare containers/rare spawns increased.
  • Hidden stash loot pool max spawn item amount has decreased from 3 to 2.
  • VOIP hearing others is now on by default (will only affect new accounts and when you reset audio settings to default, can still be disabled via the audio options menu).
  • First prestige gives 3 prestige points, every prestige after that will provide 2 prestige points.


[h3]UI[/h3]
////////////////////

  • The Sherman rig now has centered pockets.
  • Crew lock state is now consistent and does not flip back to open when you return from a match.
  • Crew searching/joining is now more sturdy (with popups and warning to inform the player what's happening).
  • When you try to join a crew that requires a password, we set the focus to the password input, so you can start typing straight away without having to click on it.
  • Suspended screen UI now shows date more clearly as UK format e.g. day, month, year.
  • New popup if you lose connection to steam or the internet while playing.
  • New popup after unlocking a cosmetic from a Twitch Drop to say you can now access it via the appearance menu.
  • New warning popup for when you try to unlock a cosmetic from a Twitch Drop that you have already unlocked before.
  • Options misc menu now permanently has a connect to Twitch account button, even when twitch drops are not on. (only available in the main menu, disabled in-raid)
  • Stopped you being able to collect a crafted ship if your hangar was already full (so you don't get forced to delete a ship straight away).


[h3]ANIMATION[/h3]
////////////////////

  • Tweaked the unarmed tactical walk animation speed to make feet contact timing better.
  • Tweaked the holding weapon tactical walk animation speed to make feet contact timing better.



[h3]SOUND[/h3]
////////////////////

  • Small positive sound when you successfully join a crew.


[h3]OPTIMISATIONS [/h3]
////////////////////

  • Network optimisations for players.
  • Network optimisations for A.I.
  • Network optimisations for Unique Actors.
  • Network optimisations for Lootables.
  • Network optimisations for contract interaction areas.


[h3]LOCALISATION [/h3]
////////////////////

  • Updated localisation for German.
  • Updated localisation for Spanish.
  • Updated localisation for French.
  • Updated localisation for Italian.
  • Updated localisation for Korean.
  • Updated localisation for Portuguese.
  • Updated localisation for Russian.
  • Updated localisation for Chinese Simplified.
  • Updated localisation for Chinese Traditional.
  • Removed some strings that didn’t need to be localised.


[h3]FIXES[/h3]
////////////////////

  • Various Exploit fixes.
  • Fixes for inventory issues.
  • Fixes for spinning hands happening sometimes when you come off the periscopes.
  • Rocket turret is no longer for sale in the Pirate Trader.
  • Fix for Romanian voice pack UI name spelling error.
  • Red Baron Strike Frigate now targets the player's ships and pods again (be afraid!).
  • Red Baron Strike Frigate now has accurate collision (for projectiles).
  • Fixed a bug with main menu stats KD not filling in correctly if you have 0 deaths.
  • Adjusted the entry points on the colony cruiser exterior for frigates entering the ship to be more central to help stop clipping.
  • Fixed a bug which could cause you to get the incorrect number of prestige points at level 2, and not give prestige points at level 3.
  • Light/Default Interceptor now shows the correct speed in the hangar.
  • Fixed a bug which stopped tactical walking from having a reduced volume.
  • Fix put in for main menu solo/crew UI sometimes both showing and overlapping when you come back from a match.
  • Contract interactable areas no longer block projectiles.
  • Fixed misc server log errors.
  • Fixed misc backend log errors.
  • The player's camera now has default exposure settings to prevent a bright pop when loading/breaching into raids.
  • Flare no longer spawns multiple smokes (causing large performance issues).

[hr][/hr]

Thanks for coming on this journey with us! We hope you enjoy some of today’s changes/fixes! Our next goal is now in front of us, and we can’t wait to share more about what is coming, in the next few weeks! Stay tuned in Discord for the latest updates!

^ The SIG team

UNITED ALLIES | HOTFIX 01

Marauders!

We've just deployed Hotfix 01 for United Allies! It's been incredible to see you all jumping in to raid the Colony Cruiser and face off against an unprecedented number of squads. Embrace the carnage that ensues and reap the rewards when you pull off a successful escape!


[h3]FIXES[/h3]

  • [FIXED] - After killing a Marauder, the pick up items can duplicate in the Inventory
  • [FIXED] - Players can be shot and killed through doors on the Colony Cruiser
  • [FIXED] - Marauder kills are not counted on the leaderboard when leaving Raids
  • [FIXED] - If a player who has breached onto the ship attempts to purge Salvage, the Salvage room will break
  • [FIXED] - A.I. are not affected by Smoke bombs


Thank you for taking part and continuing to support us on our Early Access journey. We're monitoring feedback closely, so please don't hesitate to share your thoughts.

Happy looting!