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Update 111e7 Balance Hotfix 2

Howdy Everyone!

I've been working away ingesting your feedback on Tournament Toby, and tweaking things to de-emphasize the impact of random weapons being good/terrible from a pool, to even out the difficulty between runs.

This means that this balance hotfix technically makes things easier, but in a way that I feel lessens frustration. Some challenge will be mixed back in on the Encryption/Construct front soon tho, so you shouldn't assume that every once of these hotfixes will move things homogenously in the direction of ease.

Many thanks to the H3 discord folks for doing live testing and feedback cycles on this!

Cheers,
-Anton

[h2]Balance Changelog 2[/h2]
[h3]Changes:[/h3]
  • Weapons that fire .410 have been reclassified as the power level of ‘pistol’ in metadata, as their total energy output places them in that class. This will prevent them from spawning in Take & Hold in contexts where a ‘shotgun power’ weapon should spawn.
  • Orthogonal Encryption movement speed increased
  • Polymorphic Encryption Physics material tweaked to prevent overpen


[h3]Changes To Tournament Toby:[/h3]
  • Bolt Action Pool now excludes Obrez weapons and pistol caliber bolt actions
  • Break action Shotgun Pool now only contains 2 shot weapons
  • Light Operator Sosig health and stagger resist lowered
  • Medium Operator Sosig health and stagger resist lowered
  • Light and Medium Operator Bleed constants changed
  • Heavy Operator Sosig Turning Speed GREATLY reduced.
  • Heavy Operator Sosig Suppression Resistance increased.
  • Operator NODs changed to 2, 3 and 4 element to correspond to Light, Medium, Heavy for faster identification
  • Operator NOD physics material changed to something more penetrable
  • Operator Medium Sosig Gasmask collision rebuilt so that visor is now plastic physic material


[h3]Fixes:[/h3]
  • Fixed Agile, Polymorphic and Orthogonal Encryption from being able to move through laser grid

Update 111e7 Balance Hotfix

Howdy Everyone!

Thanks a TON to all the folks who've jumped into the first WIP Competitive Take & Hold character and have gotten properly STOMPED by it. There's a lot to dial in to find the right ratio of hard-to-fun, but we're kicking off the changes NOW while we still have some weekend to play, to try to get the curve of equipment availability and threat introduction better.

There will be a MUCH more comprehensive update this coming friday that will address things like health and armor durability of the Sosigs, some of their perceptual stats, stunning behavior, as well as some of their weapons (like their grenades).

Thanks as always for your patience while we get this all dialed in. It is super DUPER appreciated.

Have a WONDERFUL rest of your weekend!
-Anton

[h2]Balance Changelog 1:[/h2]
[h3]Primary Goals:[/h3]
  • Have more appropriate introduction of harder sosigs across the 5 hold sequence
  • Encourage secondary/tertiary weapon usage as well as usage of utility through cost reductions.
  • Encourage more varied loadout combos of weapon usage

[h3]General[/h3]
  • Character now starts with 5 tokens
  • Encryption sequence temporarily changed to step around bug where Cascading Encryption can’t be completed (this will be fixed in next week’s build)

[h3]Sosig Spawning:[/h3]
  • Hold 1 Enemy spawn cadence slowed from 20 to 25 seconds
  • Hold 2 and 3 Sosig Types changed to be smoother difficulty curve
  • Max population in Hold 1 and Hold 2 Wave 1 changed from 4 to 3
  • Hold wave warmup times changed from 6 to 7 seconds
  • Hold 4 max population changed from 6 to 5

[h3]Hold 1 Pools:[/h3]
  • Anti material pistol pool cost dropped from 3 to 2
  • Derringer Table Removed

[h3]Hold 3 Pools:[/h3]
  • DA Revolver cost dropped from 2 to 1
  • Semi Auto Pistol cost dropped from 3 to 2
  • Semi Auto Pistol Carbine cost dropped from 4 to 3
  • Semi Auto Tube Shotgun cost dropped from 3 to 2

[h3]Hold 4 Pools:[/h3]
  • Machine Pistol cost dropped from 2 to 1
  • SMG cost dropped from 3 to 2
  • Single Shot Grenade Launcher cost dropped from 3/2 to 2/1

[h3]Hold 5 Pools:[/h3]
  • Anti-Materiel Rifle cost dropped from 5 to 3
  • High Power Ordnance dropped from 4/2 to 2/1
  • Battle Rifle Auto dropped from 5 to 4

[h3]Powerup Pools:[/h3]
  • Non-healing Powerups will now only appear from Hold 3 and onward (making grenades more common in Hold 2)

[h3]Locomotion Tools:[/h3]
  • Grapple pool removed
  • GrappleGun cost dropped from 4 to 1

[h3]Weapon Pool Changes:[/h3]
  • Pistol pool now has a minimum ammo amount of 9 (was not restricted before)
  • Semi Auto Tube Shotgun minimum capacity is not 5 (no more BFB)
  • Semi Auto Pistol Carbine Pool (Hold 3) has a min/max capacity of 20-30 rounds
  • Semi Auto Rifle Carbine Pool (Hold 3) has a min/max capacity of 10 rounds
  • IntermediateCombatRifle Pool (Hold 4) has a min/max capacity of 30 rounds
  • MachinePistol Pool (Hold 4) has a minimum capacity of 20 rounds
  • Mag Fed Shotgun Pool (Hold 4) has a minimum capacity of 8 rounds
  • SMG Pool (Hold 4) has a min/max capacity of 30-40 rounds
  • BattleRifle Auto pool (Hold 5) has a min/max capacity of 20-30 rounds


Update 111e7 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy All!

Have an exciting Experimental Build for y'all this week. Namely the rough draft of the new Competitive Take & Hold character, that's been co-designed with some of the folks in the Take & Hold Competitive scene known as First2Wurst. This is the game at it's most brutally demanding, is likely WAY too hard right now, but it's our starting point for making what is essentially the ultimate challenge for the mode, as 'normal' Take & Hold has gotten just too gosh darn easy for some folks.

Beyond that, the scoring rubric for Take & Hold has been completely rebuilt, for all characters, and is designed to produce a more interesting range of scores based on how well you do, whether your priveledge aggressive play or stealthy play. Once we move out of Experimental global scoring will be re-enabled.

Lastly, a bunch of the foundation went in for testing this week, of Sosig 'alertness' which will be the foundation for some unique mechanics in the coming Institution level. Make sure to watch the devlog above if you'd like to know more!

Anywho, hope y'all have a WONDERFUL weekend and I'll cya here as always next week.

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 111e7[/h2]
[h3]Additions:[/h3]
  • [TnH] Added New Take & Hold Character (WIP): Tournament Toby
  • [TnH] Added New System for Sosig ‘Alertness’ in TnH that impacts scoring. 1 second unimpaired in Skirmish State with the player will trigger ‘alert’. This will cause a transition to an ‘Alert Phase’ in the upcoming Take & Hold map while in the Take Phase as well.
  • Operator Sosig outfits added to Spectator Panel
  • Added New Destructible Set: Cryo Squylinders (Large and Small)


[h3]Changes:[/h3]
  • [TnH] Replaced Item Spawner in native and modded Take & Hold scenes with modern one (note this will require mod frameworks to update first)
  • [TnH] Completely Rewrote Scoring Rubric for Take & Hold, and inflated scores so that new high scores will tend to supplant old ones when played, especially on maximum difficulty.
  • [TnH] Tweaked Main menu spacing and added space for more characters
  • Reworked destruction logic and texture for Gas Cuboids and Renamed them to Squylinders (thanks community!)


[h3]Fixes:[/h3]
  • Fixed some random Squylinders bugs.


[h3]Known Issues:[/h3]
  • Game Crashes on Close on many systems. THIS IS A STEAMVR BUG. I'm waiting on the fix to hit the main branch.

Update 111e6 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

Have an explosive little experimental build for y'all this week. Hope you enjoy playing with the new Squarrel types and the Gas Cuboids. We are nearly completion of the actual build out of the new level, which means we'll have some actual gameplay for y'all to test in the coming weeks. EXCITING.

Have a WONDERFUL 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 111e6[/h2]
[h3]Additions:[/h3]
  • Added New Destructible Prop Set: Squarrels (Normal, Explosive, Mustard, Toxic, Hot Dog, Cryo)
  • Added New Destructible Prop Set: Gas Cuboids (Small, Large)
  • Added New Destructibles to Institution Preview Scene
  • Added New Destructibles to Sosig Spawning Panel

[h3]Changes:[/h3]
  • Tweaked value ranges on a number of status effects for player and sosigs

[h3]Fixes:[/h3]
  • Fixed Math error that was causing regeneration anti-buff applied to Sosigs to near insta-kill them.
  • Fixed Clipping issue on Deagle44 Magazine
  • Fixed incorrect Pose Posture for Tulyak
  • Fixed issue where player Status Effects were not clearing upon death.
  • Fixed ForceCasingDespawn option being turned on in the Grillhouse 2Story scene

[h3]Known Issues:[/h3]
  • Game Crashes on Close on many systems. THIS IS A STEAMVR BUG. I'm waiting on the fix to hit the main branch.

Update 111e5 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

We've got another small incremental testing build for y'all this week. This is mostly for iterating on a bunch of the constructs that will be showing up in the new Take & Hold level, while we continue working on the actual environment.

Things go well and we're at the 95% mark on actual level geometry & lighting setup. Next up is visual effects, more props, and getting the mode specific game logic in, which means we're in spitting distance of actually being able to have you folks test it! Looking like mid-October, assuming everything keeps going well.

Anywho, if you're running the Experimental build I'd love it if you could play around with the new Constructs in the Institution Preview scene and let me know what you think so far!

Have a WONDERFUL 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 111e5[/h2]
[h3]Additions:[/h3]
  • Added Floater, Iris and Blister Constructs to Sosig Spawner

[h3]Changes:[/h3]
  • [TnH] Tweaked Floater explosion rate to be much faster and tweaked physics behavior
  • [TnH] Made Floater explosion radius larger and added further VFX
  • [TnH] Replaced Floater Sound FX
  • [TnH] Node projectiles now spawn a trio of Vaporizing Energy bullets
  • [TnH] Blister now has far more transparent detection beams, uses an ambient sound, and has multiple speeds
  • Tweaked Vaporizing Energy Bullet

[h3]Fixes:[/h3]
  • [TnH] Fixed Floater node not detecting player
  • [TnH] Blister scan beams now properly disable on destruction
  • [TnH] Fixed damage multipliers on a number of destructibles
  • [TnH] Fixed destructibles that function like environment objects not receiving explosive damage

[h3]API Changes:[/h3]
  • Added FVRLoopedAudioEntity class. NOTE THIS IS STILL IN PROGRESS and a bunch of its features are just stubbed in.

[h3]Known Issues:[/h3]
  • Vaporizing Energy Bullets do not do ‘normal’ damage, and only invoke the Vaporize effect on Sosigs. This will be amended soon.