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FORNAX II Milestone Achieved

We're back with another interim build update called FORNAX II as we ramp up for our next major milestone called GEMINI (planned for a late December release).

FORNAX II

This build is intended to improve stability, provide additional notifications to help players know what's happening in a match, and tons of other gameplay improvements (most notably, making rounds feel faster and more engaging) which you can see in the "FORNAX II Change Log" section below.

LOOKING AHEAD

We're moving on to the new year with some big additions with new and advanced features in the coming months that many of you have been asking for (weapons overhaul, new game modes, clearer progression paths, and bots!!).

Thank you for your continued support in the development of Project Genesis!

[h2]FORNAX II Change Log[/h2]

- Redesigned Victory/Defeat Screen
- Redesigned Escape Menu - still working
- Fixed floating turrets in Enceladus
- Expanded level boundary in Enceladus to prevent premature triggering
- Added quit game confirmation
- Gameplay impactful ambient audio system with early samples in place
- Re-initiated mode map rotation within active sessions
- Fitted Hacker with a hood to go with her fancy cape
- Major gameplay award notification system with early notifications in place
- Merging groups of meshes in environments to help with draw calls
- LOD Optimizations - All Maps
- Audio: Fix to return MatchStart UI and SlideNotification alert audio
- Break stinger added to kill XP
- Upped resolution of KG Revolver color map
- Updated Map & Mode Name properties in all current maps to reflect in respawn screen text.
- Reintroduced map roll functionality to Servers such that when a Match is over, instead of moving all Players back to the Main Menu, we simply roll to a new map and Players continue playing. The Server will choose a new map from the rotation for the GameMode that is being played. It will avoid the map that was just played.
- Increased the Server max lifetime to 5 hours from 2.
- Fixed issue which prevented players to spawn with their selected hangar slot loadout (was always spawning with bay 1)
- FPS HUD
- Changes regarding the damage effect: should now scale with the screen width and height instead of sticking to 16:9 aspect ratio
- Potential fix for crash when a Notification is trying to be used when its invalid.
- Removed level music in maps, added placeholder ambient music to events for testing
- Removed annoying wire bundles from onslaught maps
- Reduced the Onslaught Round count to 2 from 4.
- Decreased the time to award score for Domination capture points to 0.5 from 1.
- Made changes to the PlayerState and GameState to allow the First Blood Award to be given at the start of each new Round.
- Made some changes to the BoundarySystem Actor to try and fix the issue where it will accidentally think the Player left the Volume when it actually didnt.
- Improved quality of Hacker LODs
- Rifle ADS tilt update
- Fix for rifle default transforms + fix for rifle ADS
- Major refactor to the way we handle Loading Screens in order to address ongoing issues with crashes caused by resources not loading appropriately.
- Adjusted the fade applied to Loading Screens to try and smooth it out further. Removed a screen fade in the PlayerController that may have been causing a double fade.
- Made some vast improvements to the way we handle the AssaultPod Launch sequence from the Cameras perspective. It now takes into account the Distance to the BreachTarget when its transitioning to the AssaultPod Interior view.
- More changes to the Boundary System in order to ensure that it doesnt result in false positives for Ships.
- Fixed an issue where late joiners to Onslaught matches where the Bomb had already exploded would see the Countdown Timer at 0.
- Replicated the ScoreToWin value in the GameState to ensure that Clients can reference it on the UI. Removed the Fading of Audio when changing levels as it was not unmuting when it had finished.
- Introduced the FadeToBlack for when we enter a Loading Screen to make the transition smoother and to cover a small period were the map is visible before we transition.
- Changed the way that the GameState returns the winning teams score at the end of a match to try and address the issue where the winning team in Dominion wont show the actual final score limit as their winning score.
- Bomb placement 1P 3P animations integrated in game, added ability to show/hide weapons (used for interaction animations)
- Small code adjustments to the way the ThirdPerson Weapon is created and handled during replication to try and address the issue where it does not Spawn for late joiners in certain circumstances.
- More adjustments to the Loading Screens to attempt to fix an issue where Seamless Travel is causing the fake Loading Screen to not appear on the viewport at all which is thus making the fade from black appear out of place.
- Moved exterior objectives (experimenting), lighting polish, updated lightmaps (The Ring)
- Made the BoundarySystem slightly more accurate and also reduced the PostProcess effects time to come in and out.
- Possible fix for crash caused when starting a new MatchMaking request and the request is destroyed.
- Updated end match ambient audio, increased vol slightly on all ambient cues
- Updated breach indicator text to read USE/BOARD instead of Press/Breach
- Marked Loadouts hidden on EscapeMenu for interim build until bugs are addressed for Gemini
- Major refactor to the way we handle Loading Screens in order to address ongoing issues with crashes caused by resources not loading appropriately.
- Made changes to the PlayerState and GameState to allow the First Blood Award to be given at the start of each new Round.