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DEV BLOG - #006 - Short & Sweet

Welcome back, Marauders.


Welcome to our Sixth Dev Blog! Today’s Dev Blog is going to be ‘Short & Sweet’, as we are deep into the next update and preparing our Patch Notes. The new Update schedule is forming up well, but moving to a Community update every week will naturally mean that Dev Blogs and Patch Notes will start to get a little smaller in size (sometimes). So let’s just get right into it, shall we?

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[h2]SVU Special[/h2]

The next weapon in the Marauders arsenal is the semi auto bullpup, the SVU Special, utilizing the recently added Dart ammo! The location of where you can find one of these rifles is classified, but watch out for more info on this in the Patch Notes next week!



[h2]Wipe? WIPE!? WIPEWIPEWIPE[/h2]

OK yes, there is a WIPE coming. For those of you who are unfamiliar with the term “WIPE” here’s what happens with a Wipe:

  • All progress in Marauders is reset back to ZERO. This includes Traders, Crafting unlocks, Questlines, etc.
  • All Cosmetics except the UA Ranger, Steel Worker and Space Pirate outfits are reset.
  • All inventories are cleared.
  • All Level progress & Prestige progress is cleared.
  • All Leaderboard progress is cleared and starts over fresh.


I’m sure there are other questions that will come up with the news of a Wipe, so please feel free to ask them in Discord and someone will answer as best they can.

And now, the reason for the wipe. As many of you know, we don’t use the wipe mechanic without reason. And that reason is the addition of Raider Mode! Raider Mode will be available in next weeks update and we can’t wait for everyone to get their hands dirty as a Raider. Here’s a reminder as to what Raider Mode is…

[h2]Raider Mode (Solos)[/h2]

This next section is almost word for word the same description of Raider Mode from last Dev Blog, so if you read that, you can skip!

Now that the new matchmaker is stable, we can proceed to talk about our solo only functionality. We wanted to add another feature first, rather than straight up the same game with just solo crews (which proved to be a strange experience internally). Raider mode will be another game type, in which you and 5 other solos will masquerade as low life raiders, assigned a random loadout and starting inside a raid location, with hopes of making it to the escape pods.

We see this as a shorter session tension reliever, and an easier/onboarding experience. More importantly, it is a way for players that are struggling with their stash to get some extra loot before they set off into their next space adventure. Obviously it will need to be balanced to not take away from the original crew mode of Marauders, but we are already excited for its potential.

Raider Mode will be in next weeks update but we will continue to use feedback to make adjustments as we deem necessary! Depending on it’s reception we may still create a solo only crew matchmaker, or focus on the Raider mode instead. So watch this space… (Ceeg disapproves of this joke) (Yes I still disapprove of this joke, why is it still here).

[h2]Where we’re going, we don’t need Roadmaps[/h2]

Actually, yes we do. We have been looking at the Roadmap as of late and think it’s time for an update. While that update is not ready today, it will be soon! Probably for the next Dev Blog, although it might warrant a post all of its own, so don’t hold us to any dates just yet!



[h2]Any last words?[/h2]

As usual, we are wading through feedback and suggestions for our future updates. Planet Killer Base is still getting fuelled up for its orbital launch, and there are plans for more maps and POI's in the future!

We are looking to implement fixes for some of the top reported issues, such as NPC's getting a little carried away with shooting into Pod Bays when they are already closed. Also, someone released the shotgun NPC in the Prison with his infinite ammo double barrel shotgun. We intend on locking him up again. Some other issues on the cards are things like server and client side optimisations to prevent desync issues on extract or when spawning into a match, but more information on that will come with the Patch Notes next week!

That’s it!

Dash or Die, Marauders!

- Ceeg

Marauders Update - Excavation 1.1

Welcome, Marauders.

Today marks the beginning of our new update cadence, bringing you an update every two weeks. Each of these updates will have smaller doses of content, changes and balancing, with a bigger update landing every 8 weeks.

In today’s update, we have been able to introduce an extension to our Breach pods and we can’t wait for you to get out there and experience these changes. This version of the pod system is not its final form, we hope that the community will be able to help us with the fine tuning of the different variants. We will also implement more variants of pod in the future! Our main goal is to affect the push and pull of Breaching vs Defending, and we have more plans to help deepen the mechanic going forward.

We were also made aware of an issue where “Old Servers” were still active and giving pre Hotfix values like slower bandages and the wrong Flak ammo count on the Breacher Scout. Thanks to the player reports surrounding this, we were able to fix this problem for this update!
Before we get into the full patch notes, you may have noticed on social media that we ran a few polls to find out what the most popular pistol was. The winner of this poll was the M712 Mauser, and we were able to add this gun to the Rustbucket for the next 2 weeks in celebration of its win over all other pistols!

Here we go, onto the Patch Notes!



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[h3]Known Issues[/h3]
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  • Players unable to get into raids may be experiencing this due to their naming conventions on Steam. For the time being, please try using LATIN ALPHABET CHARACTERS ONLY. We hope to have this issue resolved as soon as possible.


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[h3]Main Additions[/h3]
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  • Attack Pods
    Attack pods can shoot 10 shots (dealing 10 damage each) before needing to reload. This can be accessed from all ships purchased in the hangar shop when using their pod bay. They have lower health than the standard breacher pod (75), but have the same movement capabilities. It may have a steep learning curve, but once you master its mechanics, you will dominate the stars!

  • Heavy Breacher Pod
    This behemoth has more health (200) and mitigates around 80% damage when breaching. This is bound to any ship you craft (Marauder and Raider Ship variants) so get salvaging! Much like the attack pod it has the same movement capabilities as the default breacher pod.

  • APS Rifle
    Another dart ammo type gun with a unique look. A wire stock attachment can be found in a raid to decrease recoil of this 20-round capacity, silent but deadly rifle. Your best bet on finding this weapon is to break into a Vault or two!

  • Breach Protection
    Giving breachers a much needed buff… Now, when enemy Marauders hold breach points they will receive a stun effect giving the breacher a greater chance of survival. We have also added additional logic for when players breach locations (non-ship targets) making it less likely you land on top (or behind) another player that has also just breached. (Mine removal is yet to be implemented).

  • Ore Vein
    Keep an eye out for ore deposits in the Mining Frigate and in the Asteroid Mine. If you have a pickaxe, you can smash them and put that ore to good use elsewhere!

  • Gate Transmitter
    Transmitters have been renamed to "Gate Transmitters" and they can now be used to call in space gates early (no need to go into a raid area and use a control panel).

  • Updated Damage Screen Effects
    We added more depth to screen effects/sounds for when you take damage, helping you to tell the difference between gunshots, bleeding, and close calls.


BALANCING
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  • NPCs can now respawn in a range (typically from 15 seconds to 200 seconds) rather than 4 minute waves to prevent stale behavior. Special NPCs (Commandos and bosses) still do not respawn.
  • Industrial containers no longer have varied durability or ammo (blowtorches).
  • All Riot helmets (including the Warden helmet) have had a 100% increase to their durability.
  • Small First Aid now requires 2 disinfectants, 3 synthetic scrap and 1 metal sheet (removing the need for fabric).
  • Gate Transmitters can now spawn on loose pistol locations and inside hidden stashes.
  • M50 Reising now has auto fire rate again.
  • M50 Reising damage has increased from 30 to 32.
  • M50 Reising recoil is now more vertical rather than horizontal.
  • M50 fire rate has increased from 300 to 360 rpm.
  • NPCs that used semi auto and single fire weapons now fire more often and get less "stuck" on actions.
  • Attack breacher pod spawns on all non-crafted ships except the Rustbucket. The original breacher pod still spawns from raid locations (except the capital ship).
  • EM2 Rifle SAS operatives now use trenchguns and push the player.
  • All raids now have around 30% less NPCs (because of the new range spawning).
  • The flamethrower Raider boss NPC has been replaced with a small shield Raider boss NPC.
  • The SAS Captain now uses the Thompson rather than the Welrod.
  • The Rustbucket is the only ship to have the default breacher pod.
  • Raiders now have more varied loot, including more bandages.
  • The Attack pod has 75 health.
  • Bren drum mag now has 42 ammo capacity, down from 52.
  • Bren has 30% less chance to spawn with the drum and extended mags in a Vault.
  • M712 and 10mm ammo are in the starter ship (competition winner, will only last until the next update).


ART
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  • Higher resolutions textures for Small First Aid


AI
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  • NPCs are now more likely to shout when hearing or seeing the player, before an engagement.
  • Shotgun NPCs shuffle and move rather than staying completely still when waiting for the player.
  • NPCs will now try not to shoot from large distances and instead push the player.
  • NPCs can now change targets that have higher priority, rather than being fixated on the first target.
  • Further tweaks to simplify a NPCs action to prevent them being stuck on decisions.
  • NPCs will now hunt more often after hearing a distant sound (rather than being still).


UI
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  • Updated HUD UI for when you are using an attack pod.
  • New streaming options section in the gameplay options, with “hide crew name” toggle, allows you to hide the crew name in the main menu (still visible on the crew create screen so you can actually see what you are naming your crew).
  • Temporary Attack Pod shoot keybind info added to the keybinds menu.


ANIMATION
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  • Updated LPO Flamethrower main menu holding animation.
  • Weapons now have a last shot animation so can do a better transition between having ammo and empty on the weapon itself for the following weapons: 1911, Gov1911, M712, Luger, K1, DP28, EM2, Johnson, Klobb, M45, M712 Special, MAS44, MP40, PPSH, STEN MK2, SVT40, Viper.


SOUND
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  • Updated China Lake shooting sound.
  • Updated Mini Thumper shooting sound.
  • New AP Mine triggered sound.
  • Escaped and died stinger sounds added to the end match menu screen.


FIXES
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  • Fixes for exploits.
  • Reloading is now canceled when using a healing item (this was an exploit).
  • Fixes for steam connection error.
  • Melee weapons no longer have a default blood hit effect when hitting non-human targets (pickaxe versus rock for instance).
  • Fixed bug where the Mac 10 suppressor attachment shooting VFX didn't line up with the end of the barrel.
  • Decals/environment damage textures no longer effect mines
  • Fixes for floating spawns for items in the Mining Frigate.
  • Bren ammo amount is now correct in the weapons workbench stats.
  • You can now reach/loot the corpse again in the morgue of the Colony Cruiser.


And that's it for today’s Patch Notes. Once again, this is the beginning of our new Update cadence. So keep in mind that things will once again be updated in 2 weeks! Dash or Die, Marauders!

- The SIG Team

Excavation Update 1.1 is dropping tomorrow!

Get ready to Breach into the action with New Pod variants, the Attack Pod, and the Heavy Breach Pod. Each of these Pods will be available from crafted and purchased ships!

Also available in this update, is the deadly APS Rifle, utilizing the recently added Dart ammunition.

Following the Twitter posts finding the most popular pistol, the winner, M712 Mauser will be placed inside the Rustbucket basic ship for the next 2 weeks!

Stay tuned for the Patch Notes tomorrow, with the rest of the details of Excavation Update 1.1!

DEV BLOG - #005 - New Frontier

Welcome back, Marauders.


Welcome to our Fifth Dev Blog! Excavation was definitely our most controversial update since the “Health” patch, but we feel we are turning the corner and applying your feedback at a reasonable rate. But the Excavation update marked an end of an era. We will moving from massive quarterly updates to smaller incremental changes, to add depth at a faster rate, in order to prevent stale and repetitive gameplay. That being said, we have a lot to cover so “Let’s crack straight into it”.

If you prefer to watch and listen to today's live stream for your Dev Blog, here's the YouTube video recording! (Video might be a little crunchy while HD is finishing its render!)

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[h2]Regular Updates[/h2]

As shown in the previous graphic, we will be aiming to do a patch every 2 weeks with the 8th week patch being classed as a new feature update, then we rinse and repeat. Obviously there will be trial and error with this new cadence so please bear with us while we get it up and running!

So why are we doing this? A couple of major reasons;

1. Our current updates are so large we see them being lost in their own noise, and can easily be broken up into meaningful patches within their own right. This means there's not too much dropping at once, and we can test and implement feedback at a more manageable scale.

2. Provide a faster cycle so players have something regular and consistent to look forward to. This helps us by also supplying the community with more news, more frequently.

The goal is not just pushing a “hardcore” element, but to add depth. I know we have all become comfortable in the games current gameplay loop, but it's time for a change. It may seem confusing at first but your patience is appreciated, and I’m sure we will all be happy where we land in only a few months time.





[h2]Once more, unto the Breach…[/h2]

The first patch in this new cadence is one focusing on giving breachers a much needed buff. Development on Marauders will always be a push and pull, now that the breachers have experienced a nerf (Frigate Hull Health Damage Multiplier) we want to provide them a buff in the way of new solutions that give the game more of that depth we’ve been talking about. We are pleased to reveal that new pod types are on their way including the “Marauder Pod” which has small weaponry that can be used to shoot and damage a frigate before you start your breach! Let the dogfighting commence!

Alongside this, we will include “Breach Protection” which stuns enemy players next to a breach point (and give them a little nudge) with hopes that it also clears the way of any pesky mines. We will also work to prioritise a safer breach point rather than being entirely random, which will be for breach raid locations and ships.

[h2]Phone Home[/h2]

Another example of providing depth in the next update, is the inclusion of “Gate Transmitters”. Providing the ability to call the exit Space gate at any time during a raid. It will take a few patches to get the balancing right, but we see it as a item that's not necessarily common but easy to learn it’s location. For example, possibly finding it in a radar tower’s salvage.

Outside this, balancing on the Space gate default arrival timer will be an ongoing battle, but the team here at SIG are more interested in providing players with new solutions to combat our mechanics, rather than nerfing existing ones into oblivion…. We want extracting to feel rewarding whether you found loot or not. This is our goal going forward.



[h2]Double 20[/h2]

Dart Ammo was just introduced in the last update, so we will be building a library of weapons that can use it! Currently we only have the SPP-1 Pistol, but in only a matter of days you will have your hands on the deadly APS, a 20 round capacity, low fire rate, high damage output assault rifle. It will benefit from the highest bleed chance in the game so make sure you poke around those vaults!











[h2]Planet Killer Base[/h2]

Progress on our new map is moving along swiftly. The scale is impressive, but still manages to keep some of that claustrophobic immersion we have all come accustomed to in Marauders. The map will be dropping in one of our feature updates before the end of the year, currently slated for September/October… Only a matter of weeks.

[h2]Quick Rebalance[/h2]

So as previously mentioned this new regular update pace will aim to repair frustrations over disbalanced weapons and armour. A good example of this is the rise of the Bren… A weapon that we felt was always hated in terms of it’s obscure size and wonky sight. It went through a much needed buff with it’s new attachments, but once again probably went too far and now we need to play with it’s spawn chance, drum mag capacity and fire rate. However, we would like to side on increasing rarity over super nerfing. That being said, we are revamping our analytics and feedback loop so we can catch these outliers in moderate time.



[h2]Raider Mode (Solos)[/h2]

Now that the new matchmaker is stable, we can proceed to talk about our solo only functionality. We wanted to add another feature first, rather than straight up the same game with just solo crews (which proved to be a strange experience internally). Raider mode will be another game type, in which you and 5 other solos will masquerade as low life raiders, assigned a random loadout and starting inside a raid location, with hopes of making it to the escape pods.

We see this as a shorter session tension reliever, and a easier/onboarding experience. More importantly, it is a way for players that are struggling with their stash to get some extra loot before they set off into their next space adventure. Obviously it will need to be balanced to not take away from the mainstead crew mode of Marauders, but we are already excited for its potential.

We are still experimenting with it, so the feature won’t be ready for a few more weeks. Depending on it’s reception we may still create a solo only crew matchmaker, or focus on the Raider mode instead. So watch this space… (Ceeg disapproves of this joke)

[h2]Cheater Wave[/h2]

It’s normally advised to not directly address cheaters, without just promising that you are just tackling it/banning them, for the players that are affected we will always make sure to take action as fast as we can with new methods and tactics, but with our game it feels a little unique. I think it’s worth a deeper discussion.

We have noticed as of late that they appear in somewhat organised waves, not for unfair advantages but to cause trouble. I’m not interested in generated hate or wild theories, and maybe I’m wrong giving it attention, but it’s important to note since they seem to have no urge to play the game naturally or even “level up”.

It feels as if they want to cause damage to the player base through drawing negative attention, like reviews for example. In no way shape or form am I trying to influence how players review the game, but it I feel they seem to greatly dissipate after they have done their task (or we have banned them enough times).

Also want to be honest in the fact that we just enjoy making the game for our players. There is no point in holding ill will, even for the cheaters. I don’t know them as people and we take no pleasure in banning, I'm just more devastated for the players that are affected, and want to do everything in our power to remedy it. Rather than the default “F1! Cheaters”, we are trying to analyse and understand…Maybe one day they will reach out, wouldn’t that be something… You know where to find me!

Sorry for the long rant, but we aren’t going anywhere, we remain very passionate, and we are very grateful for everyone that plays and helped us with reports.

So here’s a thank you! Supply drops to all our players in the gift menu.



[h2]Merchandise Store[/h2]

More Merch has hit the store so don’t forget to check it out, our new “F1” mug is flying off the shelves and is our current top seller! With every major update we will be adding more cool swag, so keep your eyes peeled Marauders!



[h2]Bonus Experiment: Mining[/h2]

It’s almost time to get your pickaxes ready (or claim them off a poor dead miner..) and get to work! Very soon you will see Nickel deposits around the Mining Frigate and Asteroid Mine. Don't forget to process it into much needed scrap. Who knows, you could get lucky with a more precious metal…

This experiment is already fully functional and ready to go in an upcoming patch! Marauders has survival in its DNA, so we hope you agree it fits right at home.



[h2]Any last words?[/h2]

Feedback has been thick and fast on the Excavation Update, and we are not blind to your concerns. We hope players are satisfied with our quick response to healing times, and with what we have showcased today in the Dev Blog! Exciting changes are coming and we do appreciate your trust in Marauders, even if it may feel like we are “rocking the boat” (or frigate). It will only benefit the game in the long run, and we want to use early access to its full potential and see what sticks and what doesn't but as you can see in the graphic, what our intentions really are, if we go too far we will correct it.

To explain some of our recent changes; our average survival rate “Pre-Excavation update” for all players was rising above 60%. This may seem like an oversimplification, but games like ours live off a solid challenge, with some of our competitors having a base survival rate around 30%. Obviously that's very low, but being closer to a 50% survival rate is a better target, and we need to introduce changes to break it apart and understand the metric better. Too hard can be bad. But too easy is just plain boring.

Hope you enjoyed this Dev Blog, and we hope to see you very soon for another patch!

- The SIG team.

Marauders Gun Insider | Heckler & Koch P I I

Hello Marauders,

We hope you're enjoying the Excavation update! Thank you for bearing with us whilst we introduced Hotfix 01.

We're back with another Royal Armouries Gun Insider, having a look at the background of the Dart Gun:

[previewyoutube][/previewyoutube]