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Update 96 is Now Live On The Alpha Branch!

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Howdy Folks!


Meatmas is aaaalmost upon us, and so this week’s release is all about making sure all the recent Alpha changes have been finished up (best as we’ve been able) and moved onto the main branch. We’re going to be beginning the Meatmas Festivities just after midnight on Dec 1st, pacific time (there’ll be another announcement then with the full details and schedule). I hope you folks are as excited as I am!

While the Streamlined controls will continue to get tweaks and improvements, I feel they’re ready for showtime, and I thoroughly encourage anyone with Rift, Quest, Index or G2 controllers to give the mode a shot!

If you’re using streamlined controls, please continue to let me know what you think, especially if there are still lingering issues (think I caught all the bugs this time around). If you do find issues, please file bug reports in the Steam Forum bug reports section here: https://steamcommunity.com/app/450540/discussions/1/

Hope y'all have a WONDERFUL weekend!

Peace,
Anton

[h2]Changelog - Update 96
[/h2]
[h3]Additions:[/h3]
  • Added New Core Control Mode Switch prompt in Main Menu
  • Added New Control Tooltips to Sampler platter for Streamlined Mode, Index Controls


[h3]Changes:[/h3]
  • Sosig Accuracy Stability massively reworked. Alters reaction time, stability at range, trigger clutching, and a ton of other minutiae. Basically, these changes are to make them more fun to fight at long range.


[h3]Fixes:[/h3]
  • [Streamlined Controls] Fixed assorted Streamlined controls issues


[h3]Known Issues:[/h3]
  • Red Dot Zeroing distance cannot be changed in Streamlined control mode (will be fixed soon)
  • Red Dot luminance changes are DISABLED at the moment
  • Rotation to the side of scopes (like the gamepoint 3x) is currently disabled
  • Zeroing settings are not saved to the vault for any integrated optics (this will require a major refactor later to make happen)

Update 96 Alpha 2 is Now Live On The Alpha Branch!

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Howdy Folks!

Another week, another Alpha. Mostly bug fixes this week (though with another Meat Fortress set of goodies as well). If you’re using streamlined controls, please continue to let me know what you think, especially if there are still lingering issues (think I caught all the bugs this time around). If you do find issues, please file bug reports in the Steam Forum bug reports section here: https://steamcommunity.com/app/450540/discussions/1/

TO ACCESS THE ALPHA BRANCH
  • Right click the game in Steam
  • Click Properties
  • Go to the Betas Tab
  • Click the Dropdown
  • Select ‘Alpha 1’


Hope y'all have a great weekend!

Peace,
Anton

Changelog - Update 96 - Alpha 2

Additions:
  • [Meat Fortress] Added New Firearm: The Long Shot (Sticky Grenade)
  • [Meat Fortress] Added New Grenade: Det Pack
  • [Meat Fortress] Added New Ammo Sub-types for Sticky Grenade (Robbie Burns, Rusty Nail, Highland Fling)
  • Added New Ammo Types (For Future Work): 7.62x42mm, 12 Gauge Short, .280 British, .45-100, 20x82mm, 12.7x108mm, .357 Sig


Fixes:
  • Fixed Ejection Distance for 600 magnum in b600
  • Added Transfer Bar Safety to Nagant Revolver
  • Fixed shadow distance on Ultra Quality
  • Fixed P6Twelve and Jackhammer breaking Cappocolleseum weapon testing job
  • Fixed internal meta-data regarding Deaglov ammo type
  • [Streamlined Controls] Fixed incorrect behavior for cylinder release in Revolver
  • [Streamlined Controls] Fixed missing cylinder swing-out control for 2019 detective special
  • [Streamlined Controls] Fixed broken teleport/dash actions (i think)
  • [Streamlined Controls] Fixed broken action blocking on Bolt Action rifles
  • [Streamlined Controls] Fixed bug with attachable break actions
  • [Streamlined Controls] Fixed assorted issues related to input sequencing and clearing
  • [Streamlined Controls] Fixed issue with attachments being removable with joystick while in Streamlined mode


Known Issues:
  • [Take&Hold] Global Score Submission is DISABLED in this Alpha
  • Red Dot luminance changes are DISABLED at the moment
  • Rotation to the side of scopes (like the gamepoint 3x) is currently disabled
  • Zeroing settings are not saved to the vault for any integrated optics (this will require a major refactor later to make happen)

Update 96 Alpha 1 is Now Live On The Alpha Branch!

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Howdy Folks!

Our Update 96 Alpha cycle begins today with some new Take & Hold features, and the first rev of the Streamlined controls option. If either of those interest you please make sure to watch all the way through the devlog! Both things are still rough around the edges but very much ready for testing and getting feedback from you folk.

Lastly, as always, please PLEASE file bug reports in the Steam Forum bug reports section here: https://steamcommunity.com/app/450540/discussions/1/

TO ACCESS THE ALPHA BRANCH
  • Right click the game in Steam
  • Click Properties
  • Go to the Betas Tab
  • Click the Dropdown
  • Select ‘Alpha 1’


Hope y'all have a great weekend and a Happy Halloween!

Peace,
Anton

Changelog - Update 96 - Alpha 1

Additions:
  • [Take&Hold] Added New Take & Hold Character, Beginner Blake, with chill progression
  • [Take&Hold] Added New Encryption Types: Recursive, Stealth, Agile, Regenerative
  • Added New WIP Option: Streamlined Control Mode


Changes:
  • [Take&Hold] Global Score Submission is disabled in this Alpha
  • [Take&Hold] Hardened Encryption has been changed to a protected single-hit target
  • [Take&Hold] Swarm Encryption has been changed to a 3-hit target with larger hit surfaces
  • [Take&Hold] The ‘Standard’ Progression used by Daring Defaults characters uses new encryptions
  • Sosig Frag Grenade Fuse Time changed from 3 to 6 seconds
  • Sosig Incendiary Grenade Fuse Time changed from 2 to 4 seconds
  • Sosig Grenades fuse tickdown slowed to 20% when grenade is held by player


Fixes:
  • Fixed STENOF being missing from item Spawner
  • Fixed 20 gauge Shotgun shell scaling issues
  • Fixed Meat Fortress Revolvers being unable to mount suppressors
  • Fixed issue where player body could cause fuses to ignite
  • Fixed PL-14 being broken when spawning from vault
  • Fixed PL-14 missing safety sound
  • [Take & Hold] Fixed incorrect weapon bool image for Zeke
  • [Meat Fortress] Fixed missing pickup sounds for Speed Loaders and Rockets


Known Issues:
  • Red Dot luminance changes are DISABLED at the moment
  • Rotation to the side of scopes (like the gamepoint 3x) is currently disabled
  • Zeroing settings are not saved to the vault for any integrated optics (this will require a major refactor later to make happen)

H3VR Early Access Update 95 - Spooktober CURSED GUNS - Is Live!

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Howdy Folks!

It’s Spooktober, so it’s time for a HORRIFYING update, and by that I mean a collection of utterly gross, and scary CURSED GUNS. That’s right, guns that shouldn’t be. So horrible you’d never find half of them in any other game than H3. From historical oddities to unholy fusions to just downright STUPIDITY, we hope you enjoy these ridiculous creations.

As for the new Take & Hold character that’s been added, please note that it is likely to see some iteration over time, based on feedback. If it need more zombies, less zombies, how folks feel about the difficulty curve. We’ll be listening and tweaking as needed.

Lastly, as always, please PLEASE file bug reports in the Steam Forum bug reports section here: https://steamcommunity.com/app/450540/discussions/1/

Hope y'all have a great weekend!

Peace,
Anton

Changelog - Update 95


[h3]Additions:[/h3]
  • Added New Take & Hold Character!: Zeke Zombiehunter with custom progression
  • Added New Firearm: Deaglov Pistol (.32 ACP)
  • Added New Firearm: IPSICK Pistol (.50 BMG)
  • Added New Firearm: Kuularuisku Machine Pistol (.25 ACP)
  • Added New Firearm: 1911 Stamped Prototype (.45 ACP)
  • Added New Firearm: Mosin Mini (.22 LR)
  • Added New Firearm: STENOF Machinegun (.308)
  • Added New Firearm: Tomacuzi (.455 Webley)


[h3]Changes:[/h3]
  • Changed internal loading procedure and meta-data for Take & Hold enemies to future-proof it for eventual new characters and enemy types
  • Spas 12 toggle now uses a touchpad/joystick click in any quadrant
  • [Take & Hold] Standard Flaregun removed from break action shotgun pools (still appears in Ricky Random tho)
  • Slide-bolting now no longer occurs when hammer is cocked to prevent accidentally re-opening bolt when readying to fire


[h3]Fixes:[/h3]
  • Empty cartridges can no longer multi-pickup other cartridges to glitch them full again
  • Finally freaking fixed holding break action weapons by their fores, and a host of related behaviors
  • Fixed various ladder sight trigger overlap and collision issues with AS VAL, VSS Vintorez, DeLisle Carbine, Kalishniluger, KP31, MAS49/56, Mosins, MP34, Bizon, SKS Classic
  • Fixed Ladder sight top cover hierarchy on RPD
  • MRAD Safety Fixed
  • Scout Magazine item spawner picture fixed
  • Fixed Desert Eagle slide guide rail appearance
  • Fixed some bodies being broken chosen in the Spectator panel break and result in a naked wiener


[h3]Known Issues:[/h3]
  • Red Dot luminance changes are DISABLED at the moment
  • Rotation to the side of scopes (like the gamepoint 3x) is currently disabled
  • Zeroing settings are not saved to the vault for any integrated optics (this will require a major refactor later to make happen)



H3VR Early Access Update 94 is Complete! - Tacticool 2020

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Howdy Folks!

Here we are, Update 94. The TACTICOOL update for the year (and really also the Sniper update as well). This update cycle was originally going to be about cleaning up Reflex sights and dropping a few toys in, and got… a little out of hand? It’s good though, as the whole process ended up dragging me into dealing with some systems that have NEEDED love for a long time, and I’ve been avoiding. This whole year continues to be about polishing the core and ensuring system integrity for future content, so… mission accomplished I guess :-P

As a refresher, I figured I’d summarize all the BIG changes in this update for those you lookin for a TLDR:

[h3]Major Optics System Improvements[/h3]
  • Made reticle behavior with respect to magnification amount more realistic
  • Added new Scope Settings Menu allowing for Distance Zeroing, and manual Elevation and Windage offset in MOAs.
  • Scope zeroing is actually based upon pre-computed cartridge parameters (for a weapon of common barrel length)
  • All Scope settings are now saved in the vault.
  • Reflex and Red Dot reticle visibility improved
  • Interactive Ladder Sights on 33! Firearms were given a new UI, and were painstakingly calibrated to real world values


[h3]Increased Ballistics Simulation Complexity[/h3]
  • Added (fairly accurate to RL) mechanical spread inaccuracy to all firearms.
  • Added point of aim shift from muzzle attachments, which all have their own
  • Barrel length now properly effects projectile velocity
  • Projectile travel distance increased and is now a scene-local setting


[h3]New Hover Bench System[/h3]
  • A Spawnable Utility that can freeze a fireable gun in space, allowing for both precision scope zeroing, and just long range shooting that would otherwise be impossible due to VR tracking precision.


[h3]New Spectator/Streamer Camera System[/h3]
  • Includes options for improved and smoother player view, 3rd person camera, held object camera and Sosig View
  • Tons of options (and more in the future if folks seem to use this system a lot)


[h3]37!!! New Attachments: New suppressors, foregrips, barrel extenders, reflex sights, scopes, and more[/h3]

Please note that the changelog below is ONLY for the things added in this final build for Update 94, and does not include all the things that were added in Alphas 1-3, which were also quite extensive. If you haven’t been playing the game on the Alpha Branch, I recommend you at least skim that changelog as well, just so there are no surprises for ya.

Also, as a reminder any bugs should always be posted in the Bug Reports section of the Steam Forum here: https://steamcommunity.com/app/450540/discussions/1/ I keep having folks email me, post to the subreddit, or use our contact form, etc. etc., and it just makes it harder to keep track of everything, so if you could pleeeease keep them to that forum I would be deeply appreciative.

Hope y'all have a great weekend!

Peace,
Anton

[h3]Changelog - Update 94 Final[/h3]

Additions:
  • Added New System: Spectator/Streamer View (Available in the Wrist Menu)
  • Added New Firearm: MRAD Bolt Action Rifle (.338 Lapua)
  • Added New Attachment Set: Railed Barrel Extenders (Mini Single, Mini Quad, Single, Tall Single, Tall Dual, Large)
  • Added New Attachment: Muzzle-attach Bipod
  • Added New Attachment Set: AK Fores (Romanian, Shark, B10)
  • Added New Attachment Set: 6 new Foregrips (LDAG, MVG, Serb, Shift, ShiftShorty, Shroud, TStyle, Valk, ZG106)
  • Added New Attachment Set: 2 new Iron Sight Pairs (A2, Scorpion)
  • Added New Attachment Set: 2 new Handstops (LTac and KAG, purely decorative)
  • Added New Attachment: Lion 2-5x Scope
  • Added New Attachment: Decorative Muzzle Train Whistle
  • Added Accuratelly (Painstakingly) Calibrated Interactive Ladder Sights to: AK74n, AKM, stg44, sks, c96, m712, model38, Mp34, SVD, mas 4956, delisle, KP31, PP-19, Kalishniluger, Mauser Assault Carbine, AS-Val, VSS Vintorez, AK-101, SVT-40, K98K, Mosin M1891, Mosin M38, Mosin 91/30, VZ-58 Compact, VZ-58 Sport, VZ-58V, VZ-58P, VZ-58 Custom, AK12 Production, AK12 Prototype, DP-28, DP-28 Shorty, MG-42, RPD


Changes:
  • Bespoke attachments now have 50% chance of spawning alongside firearms they match, on spawn, as long as firearm does NOT come out of a weapon crate.
  • Mosin Nagant Rifles now have a safety, and default to safe when spawned
  • Added New Attachment points to Rolling Block Pistol
  • Added New Attachment points to Rolling Block and Rolling Block Creedmoor
  • Added Muzzle Attach points to all Thompson SMGs
  • Added Muzzle Attach point to STG44
  • Added Muzzle and Stock attachment points to tons of pistols that were missing them
  • Added AK Fore Attachment Points to: AKM, AK74N, Kalishniluger, AK101
  • Rebuilt foregrip behavior for like every damn revolver and handgun in the game (it was not fun)
  • Magazines that can be physics-ripped out of guns can now only have that occur from another held object


Fixes:
  • Fixed Iron Sights on K-50m (raised/stetched front post dramatically)
  • Fixed issue where magnification of scopes was partially based on angle
  • Ruby pistol now listed under correct category
  • Fixed Optic UI getting truncated for windage adjustment
  • Fixed SW Stealth Muzzle Position
  • SKS dimensions tweaked to try to fix it
  • Eliminated a couple places causing debug spam
  • Fixed PP19 Bizon Magazine capacity (is now 64)
  • Fixed AEK919k stock to extend the correct amount (much longer)
  • Removed errantly present magazine disconnect safety from PX4
  • FIxed PP2000 pose issues
  • M16A4 Handlesight now properly has an Item Spawner Entry


Known Issues:
  • Red Dot luminance changes are DISABLED at the moment
  • Rotation to the side of scopes (like the gamepoint 3x) is currently disabled
  • Zeroing settings are not saved to the vault for any integrated optics (this will require a major refactor later to make happen)