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Hot Dogs, Horseshoes & Hand Grenades News

Update 111e3 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

Have a JAM PACKED update for you this week. We're nearly the end of our ammo asset replacement project, with this week bringing you shotgun shells. In addition to the upgraded assets, we've got a bunch of new sub-types for calibers that didn't have exotic shells, another 23x75mmR shell (so we have Shrap 10 and 25 now), and to celebrate that we've got 4!! new shotguns, in a spread of cartridge types to make best use of them.

Beyond that there's some new attachments, new sound for 1911s (long requested) and some new destructible scenery in testing in the Institution Level Preview. We're still cranking away on that level, and the plan over the next two weeks is to start testing some of the systemic changes to Take & Hold, and bring the Competitive Character online for testing finally.

Hope y'all have a wonderful weekend and we'll see you next friday.

Peace,
Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!


[h2]Full Changelog - Update 111e3[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: B1301 (12 gauge)
  • Added New Firearm: Sawnoff-16 (16 gauge)
  • Added New Firearm: OutbackDouble (20 gauge)
  • Added New Firearm: Tulyak (23x75mmR)
  • Added New Attachments: CompactFlashlight 1 & 2, Scout Flashlight
  • Added New Ammo Subtypes for 16g and 20g shell: Cannonball, Flechette, No.2, No.4, Flare, Triple Hit
  • Added New Ammo Subtypes for 12g Short: No.4, Slug, Freedomfetti
  • Added New Ammo Subtypes for 23x75mmR: Shrap-25
  • [TNH] Added Several New Random-Spawn Destructible Prop/Obstructions to Institution Preview

[h3]Changes:[/h3]
  • Replaced Cartridge Models for: 12 gauge, 12 gauge Short, 16 gauge, 20 gauge, 12 gauge Belted, 23x75mmR
  • Flashlight range and intensity increased to make them more useful. FOV slightly reduced.
  • Flashlight shadows are enabled by default. If this incurs unacceptable perf hit, please disable shadows in your quality options
  • 1911 Pistol family sound set replaced
  • [TNH] Updated and changed materials and collision in Atrium hold room in Institution Preview Scene

[h3]Fixes:[/h3]
  • Fixed missing/hidden bolt on SVT-40
  • Fixed Whizzbangadinger no longer correctly generating state from destructible objects
  • Fixed Palmed spacing on a number of ammo types
  • Fixed top rail collision on Spas-15 Tactical
  • Fixed ammo metadata for AmagII
  • Fixed incorrect texture application for 50bmg AP/API rounds

[h3]API Changes:[/h3]
  • BreakActionWeapon class now have extra specifiable latch piece list.
  • BreakActionWeapon class now has specifiable axis for latch

Update 111e2 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

We've got another iterative experimental build this week. Behind the scenes I've been working on tons of Take & Hold stuff related to scoring, event tracking, and the foundation of the new 'alert' system that will be present in the new Institution Level. In terms of new things for y'all to PLAY with though, there's a new Swedish WW2 Battle Rifle, the AG42B, which has a very unique manual of arms (make sure to watch the latest devlog to see how to operate it), as well as a bunch of cartridge replacements, and some new subtypes for .50 BMG (SLAP and SLAP-T).

Do note that score submission is disabled on the Experimental Branch for Take & Hold as we're doing a bunch of changes that might result in odd scores until we have everything finished.

Hope y'all have a pleasant weekend!

Peace,
Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!


[h2]Full Changelog - Update 111 - Experimental 2[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: AG42B [6.5x55m]
  • Added New Cartridge: 6.5x55mm Swedish in Ball, FMH, Tracer & AP
  • Added New Stripper Clip: 6.5x55mm 5-round
  • Added New Ammo Subtypes: M903SLAP and M965SLAPT to .50bmg

[h3]Changes:[/h3]
  • Replaced Cartridge Models for: .50 BMG, 12.7x108mm, 13.2mm TuF, 7.62x42mmSP4, 7.62x38mmR, .38 Rimfire, .41 Short, .44 Henry Rimfire
  • Tweaked collision geo on Mammonth Revolver
  • M2 Tombstone now has a Muzzle Attachment point
  • [TNH] Score submission is currently disabled
  • [TNH] When manually selecting a Seed, all timing variables that can impact scoring during a Hold phase are no longer random, but instead set to their shortest interval within the random range, to ensure even upper bounds for scoring
  • [Sosig] Added Parameter to Sosig Config Template which is the amount of time in Skirmish state til they have been ‘alerted’
  • Modified ClosedBoltWeapon system to accommodate AG42B style top covers that can grab the bolt and pull it back. This system still likely has some edge cases and thus I DO NOT recommend using it to make a modded gun until U111 is full release.

[h3]Fixes:[/h3]
  • Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now
  • R700 Magazine round clipping fixed
  • FAL 10,20,30rnd Magazine round clipping fixed
  • Fixed Geo holes in SVT-40
  • Fixed edgecase round clipping issue in Frontier model B
  • Fixed INSANE edgecase that can only occur when loading the OTS38 at light speed (Jesus Spanners)
  • Fixed incorrect trigger placement for ejector fro B600
  • [TNH] Fixed Sosigs being counted as Melee kills for the player in situations where they’re not
  • [Sosig] Fixed incorrect IFF transmission on damage events that occur through armor
  • [Sosig] Fixed player IFF event handling when damaging a Sosig via collision damage while holding it
  • [Sosig] Fixed incorrect filtering of ‘last damaged by class’ events in Sosig damage tree causing errant melee kill tracking

[h3]API Changes:[/h3]
  • Changed IFFCode to only be changed after OnSosigKill Message Sent
  • Added Sosig Alert Tracking utilizing Alert time parameter from their config. These Alert events are fired globally, and the TNH Manager subscribes to them (to utilize conditionally for patrol spawning)

Update 111e1 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

We've got the small start to the Update 111 cycle this week. Apologies for the lack of a Steam post for U110 going live last week. I must admit I was so fixated on Baldur's Gate 3 I totally forgot to make one to go with the build....

This next cycle is all going to be about Take & Hold as we ramp up to the new Level's launch. We jumped back to the Experimental branch as I need to make some breaking changes to scoring, and other state tracking that will at times make top-scoring on the boards in the Hallway level impossible (while I work on things) and so didn't want folks to be stuck with that until its done.

Until then though, enjoy the new set of toys this week, and hopefully we'll have some of the new Take & Hold encryption challenges migrated into character for you all to field test next Friday!

Peace,
Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!


[h2]Full Changelog - Update 111 - Experimental 1[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: P210-1 (9x19mm)
  • Added New Firearm: P210-5 (9x19mm) (Target Shooting Variant)
  • Added New Firearm: P210-6 (22lr) (Training Variant)


[h3]Changes:[/h3]
  • Restructured some Take & Hold code for future modification. This should NOT have resulted in any behavior changes yet. (if it has, please report it as a bug)


[h3]Fixes:[/h3]
  • Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now

Update 110a6 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

We have a small update for you this week. Mostly iterations and improvements to what was added last week. We think this version of the Regenerative, Cascading and Orthogonal Encryption is far better tuned, but would of course love you folks to continue testing them in the Proving Ground this week.

As for the Operator Sosigs, we've made them a little more multi-faceted in terms of weakness. Accurate shots to the visor and to the rear can now more easily penetrate, and the new concussive damage system should allow you to keep them momentarily at bay, even when you can't get a clean shot.

Our goal is to move this all onto Main Branch next week, so they we can begin another cycle on the Experimental Branch for the larger systemic changes to Take & Hold coming with the new level (and to allow me to make some riskier changes without breaking mods for you folks).

Hope you all have a wonderful weekend and we'll see you here again next Friday as usual :-)

Peace,
Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Alpha!


[h2]Full Changelog - Update 110 Alpha 6[/h2]
[h3]Additions:[/h3]
  • Added New AI Feature: Concussive damage - Sosigs can now be knocked into their confused state by damage, even damage that does not penetrate their armor, to the torso and head link. This confusion damage can accrue but is capped at 4 seconds worth. While in the confused state the Sosig cannot acquire new targets, track properly, and has a tendency to panic fire. In addition, they can be grabbed while in this state.

[h3]Changes:[/h3]
  • Replaced Cartridge Models for 6.5x52mm, 7.5x54mm, 7.92x33mm Kurz and 7.92x57mm
  • Significantly reworked Heavy Operator Sosig to allow for a wider
  • [TnH] Regenerating Encryption significantly reworked. Now regenerates inward to out, and cannot regenerate when center cell isn’t present.
  • [TnH] Cascading Encryption modified to no longer have 3rd set of target splits (is now a total of 15 sub-targets instead of 25)
  • [TnH] Orthogonal Encryption significantly reworked. Now rotates as part of its movement step. Also changed distance parsing behavior that determined movement step prioritization and magnitude
  • MTS255 is now metadata associated with a speedloader.

[h3]Fixes:[/h3]
  • [TnH] Fixed computation error resulting in Orthogonal Encryption getting ‘stuck’ frequently
  • Fixed incorrect ID preventing Triple Regret pistol from being Vaulted
  • Fixed lack of trigger animation on Tec9 SuperDuper Illegal Version
  • Fixed incorrect shell mesh on .300 Blackout subsonic variants
  • Fixed incorrect bullet materials on objects in Wurstwurld scene.

Update 110a5 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

Hope you're all doing well! We've got an exciting Alpha Branch update for y'all this week, with a new tier of Sosig Combatant (designed for the Competitive Take&Hold scene), and some new Take & Hold encryptions. The best way to try these out is to jump into the Proving Ground scene, grab the blue Sosig Spawner device in the corner, and poke around at things.

Make sure to watch the latest devlog so you can see what the design intent with someone of these are (extreme challenge). We'll be integrating them into a new Take & Hold character very soon, and iterating on these as we take feedback from you folk as always.

Have a wonderful weekend!

-Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Alpha!


[h2]Full Changelog - Update 110 Alpha 5[/h2]

[h3]Additions:[/h3]
  • Added New Sosig Enemy Set: Operator (Available in Sosig Spawner, currently being tested for Competitive play)
  • [TNH] Added New Encryption Types: Polymorphic, Cascading, Orthogonal
  • Added Operator Sosigs to Sosig Spawning Panel
  • Added All Take & Hold Encryptions to Sosig Spawning Panel


[h3]Changes:[/h3]
  • [TNH] Completely Replaced Regenerative Encryption with a new concept
  • Replaced Cartridge Models for: 5.8x42mm, .280 British, .300 WinMag, .308 Win, .338 Lapua, .408 Cheyenne, 5.56x45mm, 7.62x51 Nato, .3006 Springfield, .300 Blackout
  • Added JHP, AP, APIncendiary and Incendiary variants to 5.8x42mm
  • Teleport & Dash Locomotion Valid Point Selection rewritten. Now SIGNIFICANTLY more stairs-friendly
  • Added New Option: Toggle Visibility of Playspace extent when teleporting/dashing
  • Ignition incidence on API/Incendiary Rounds has been adjusted