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Hot Dogs, Horseshoes & Hand Grenades News

Update 111e1 is now Live on the Experimental Branch!

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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!

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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!

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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

Update 110a4 is now Live on the Alpha Branch!

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Howdy folks!

Hope you're all managing to stay cool! The heat wave has finally reached us here in Sunny SoCal), and we are roasting like wieners on the grill.

Have got a little gen-centric update for you folks while we continue to grind away on the new Take & Hold level. Enjoy!

-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 4[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: RK95TP (7.62x39mm)
  • Added New Firearm: M78 (7.62x51mm) with 20 and 30rnd magazines

[h3]Changes:[/h3]
  • Replaced Cartridge models for .35 Remington, 4.6x30mm and 5.7x28mm
  • Changed vent lighting in Institution Technical Preview to make dead ends more legible

[h3]Fixes:[/h3]
  • Fixed assorting culling bugs in Institution Technical Preview

Update 110a3 is now Live on the Alpha Branch!

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Howdy Everyone,

Hope you're all having a fine week! We've got another small Alpha build this week. Mainly bug fixes and small updates to the current level Technical Preview. If you'd like to know more details, check out this week's devlog!

Cheers,
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 3[/h2]
[h3]Additions:[/h3]
  • Added New Testing Supply Rooms to Institution Technical Preview Scene
  • Added New Secondary Hallway to test (Metal Vents)


[h3]Fixes:[/h3]
  • Fixed incorrect text display for 20x82mm HE round on Ammo Spawner
  • Fixed incorrect bound calculation for offset-center reflection probes causing incorrect culling
  • Fixed incorrect thumbnail on HPoint 10rnd Magazine
  • Fixed Incorrect collision in T-Section halls of North Quadrant Service Corridor kit
  • Fixed numerous culling errors in Institution Technical Preview Scene
  • Fixed several out-of-bounds collision errors in Institution Technical Preview Scene