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Project Genesis News

Jump Pads, more Breach Points and anti-Spawn Camping

[previewyoutube][/previewyoutube]

We've been closely following your feedback since releasing Early Access last week. And here's our first attempt at critical fixes. Plus new content!

Highlights
  • Reduced player name tag distance to support smaller maps
  • Reduced projectile distance to support smaller maps
  • Fixed payout screen (level to next) sometimes not populating data
  • Implemented low risk solutions to test against spawn camping
  • Addressed objective markers missing in flight
  • Hotfix for crashes related to voice comms, changing teams and menu bugs
  • Hotfix for breach targets appearing available to breach when unavailable from a destroyed pod to that breach target
  • Added disclaimer where progression and unlocks are shown
  • Hotfix for lockon staying on screen when ships move behind cover
  • Implemented jump pads in FPS


Full Patch Notes
  • Fix for Discord presence not updating
  • Fix for bad collision on dominion capital ship bridge
  • Fixed level up delay issue for first item to reveal instantly
  • Modified progression animations
  • Updates to loading screens and its animations
  • Polish to various weapon animations
  • ZOrder changes to level up screen
  • Visual work to Jump Pads
  • Increased revolver ammo to 8 from 6
  • Decreased revolver vertical recoil
  • Moved revolver ADS closer to camera
  • Reduced shotgun damage per pellet from 13.5 to 12.5
  • Reduced shotgun pellets from 12 to 10
  • Made ion disruptor projectiles smaller
  • Updated ship boosting to last around 50% longer for all ships
  • Increased the regen time for ship boosting to a bit longer at 0.4-0.5
  • Removed removed one interior dominion point to The Ring map
  • Added jump pads for testing on The Ring map
  • Scaled up jump pad trigger box
  • Updated turret display offline material
  • Updated lightmaps and adjusted fog settings for better parity between high/low quality settings on The Ring map
  • Rifle and Pistol 45 degree sprint animations
  • Fixed an issue where Players that changed Team would remain in the Voice Chat channel of their previous Team
  • Refactored the Bridge Door Terminal Objective
  • Made the auto shotgun pellet spread smaller
  • Increased auto shotgun ammo from 8 to 10
  • Increased montage blend-in to reduce huge animation kickback
  • Increased pump shotgun pellet spread size
  • Lowered KG AR damage to 25 from 30
  • Lowered KG AR headshot multiplier to 1.5 from 1.65
  • Lowered tank health to 250 from 300
  • Lowered techno/toxic health from 250 to 225
  • Made rogue a light avatar like the hacker
  • Reduced frag grenade radius to 500 from 850
  • Lowered frag grenade inner radius to 150 from 250
  • Incendiary grenades now apply burn effect upon initial explosion
  • Increased incendiary grenades burn radius to 150 from 135
  • Turrets now deal damage to Assault Pods
  • Refactored the Scoring variables on the Player State
  • Refactored the Team Balancing
  • Implemented temporary solutions for Team Balancing until we get more sophisticated Match Making Rules with Flexmatch
  • Implemented a preliminary Spawn Protection system
  • Ships have a Spawn Protection time of 3 seconds
  • Avatars have a Spawn Protection time of 1.5 seconds
  • Lowered kg revolver headshot multiplier from 2.0 to 1.85
  • Reduced auto shotty magazine from 10 to 8
  • Decreased auto shotty pellets to 9
  • Reduced railgun range laser from 300,000 to 210,000
  • Reduced clusterbomb cooldown from 7.5 to 5.5
  • Increased laser gatling damage from 8.5 to 9.5
  • Reduced missile range from 262.500 to 185,000
  • Reduced ion repeater range from 200,000 to 180,000
  • Reduced clusterbomb range from 188,000 to 175,000
  • Reduced missile repeater burst interval from 0.15 to 0.11
  • Changed FPS screen effect to use the incendiary one
  • Integrated jump pads to Outposts
  • Updated lightmaps to Outposts after jump pad integration
  • Added UI disclaimer tool tip
  • Added breach locations to detonation capital ships
  • Fixed an issue where hitting anything and causing damage will have a HitMarker
  • Updated detonation lightmaps after adding new breach points
  • Fixed an issue where ObjectiveMarkers would not become visible if they were outside of the distance threshold
  • Extended the match end period to 30 seconds from 20 seconds for a total end match time of 1 minute
  • Fixed an issue where weapons would not transition into the reloading state if a reload was initiated while they were in the firing state.
  • Jump pad audio pass + attenuation shape
  • Moved the C dominion point to create separation from jump pad landing spot
  • Increased jump pad attenuation to cover a larger area
  • Fixed an issue where the profile button on the hangar flight deck was displaying the incorrect experience values for their given level
  • Fixed an issue where match payouts was displaying the wrong value for the amount of experience that was gained from that Match as a total
  • Set map world extents
  • Fixed visual holes in the Terran capital ship
  • Re-oriented select interior and exterior breach points to relate better

SERVERS ONLY PARTIALLY FUNCTIONING

SERVERS ONLY PARTIALLY FUNCTIONING

The Project Genesis servers are currently only partially functional. Players can still get into matches, but they will be restricted to the default D-PARC and Hacker loadouts.

STUCK AT LOADING SCREEN
Players may also appear to be stuck at the map loading screen. However, one need only mouse click on the loading screen to bypass the pause.

The team is currently working on the problem and we hope to have the issue resolved no later than Monday June 1st (or sooner if possible).

Thank you for your patience

Experiencing High Ping?



Online Multiplayer

[h2]High Ping[/h2]
Since we're a brand new title releasing in Early Access just recently, we want to make sure we're keeping player count high in matches. We're running servers only out of Seattle/Oregon (west coast USA) for now to help ensure this objective. Once we start seeing a rise in player count, we'll start running servers in the highest player count locations thanks to some heavy lifting by our engineers. We're fortunate in that we can spin servers up at almost any place on the globe

For now, running out of USA West Coast might result in you experiencing high ping times. We want to let you know we are working on it as it is a high priority. Dynamic server locations are one of the feature upgrades next on our list to tackle.

[h2]Player Matching[/h2]
Currently we are matching folks randomly and mixing teams up between games. Once we finish with the "triaging" necessary to release on Steam Early Access, we will be spending time enhancing player match making and getting you into teams with your friends.

[h2]Full Games[/h2]
Even though we're keeping servers on the USA west coast, we are seeing an increase in player counts. That means sometimes you might start a game with only a few people in matchest on what looks to be a busy day for playing. This usually means a new multiplayer server has spun up. If you wait a bit, you'll often find new people joining in short order to play. If you are finding that you are waiting longer than you like, try leaving your current match and then pressing the "Play" button again. A new slot in a game that is fuller may have opened up.

Thanks for your patience as we scale up. We are looking forward to seeing you in Project Genesis!

Best regards,
Project Genesis Dev Team

Upgraded Ship Combat, FPS Combat and More...

[previewyoutube][/previewyoutube][h3]Project Genesis is our answer to the question: What happens when you take the visceral close quarters FPS battles of a game like Halo and mash it up with the free-look flight model of a game like Dreadnought?[/h3]
[h2]Dorado Update[/h2]
This update takes pre-alpha Project Genesis into Early Access. Your playtesting and feedback during this time is a critical contribution to development as we fine tune gameplay until our Early Access debuts on May 22nd. Thank you for participating!

[h2]Major Changes[/h2][h3]Upgraded Ship & FPS Combat Systems[/h3]
Gameplay in both space combat (3rd person) and aboard capital ships or space stations (1st person) has a noticeably different feel. Ship speeds as well as field of view have changed, allowing for more tactical combat in space. Combat areas have also been refocused by introducing more structures, obstacles and cover.

Another pass on FPS combat includes noticeablely increased movement speed. This introduces a host of gameplay consequences including the need for rapid iteration against speed of play.

Please tell us your thoughts on both!

[h3]Player progression[/h3]
We introduced player progression in our past update, Corvus. In Dorado, we now begin taking action with the back-end algorithms recording player progress. As we continue experimenting with unlocking items, Dorado introduces ships, avatars and weapons that are standard for all players beginning at Level 0. Thereafter, as you progress through levels in accordance to your wins and team contribution (measured by scores in games), more ships, weapons and an additional avatar will begin to unlock.

We can't emphasize enough that this is a work heavily in progress. Thanks for your feedback and patience as we fine tune this ahead of Early Access!

[h3]Kingsguard Auto Shotgun[/h3]
A new weapon is in the game! An upgrade to the shotgun that was first implemented in our Cassiopeia update, the Kingsguard Auto Shotgun has a revamped look to the original shotgun and can quickly fire rounds in a short period of time.

Please try the existing, overall gunplay composition and let us know your thoughts on feel, balance and opportunities.

[h3]Turrets: ADS, Targeting, SFX, VFX[/h3]
Turrets aboard capital ships have been significantly improved for aesthetics as well as gameplay. Now you'll experience stronger notification reinforcement to let you know if your turret fire is hitting opponents as well as easier targeting and aiming.

[h3]Full Release Notes[/h3]
- Preset Color Palettes
- Stats Tracking Upgrade
- Implemented Discord rich presence
- Fixed issue where TurretEmplacements would increase their rotation when being used by the amount defined on the World Rotation of their placement in the level
- Fixed the levels of the EMP audio
- Fixed issue with ship projectiles not replicating
- Updated frag explosion sound
- Increased missile repeater fire rate from 0.75 to 0.5
- Increased lockon sound volume from 1.5 to 2.5
- Changed the frag fuse to activate on collision and it explodes 1 sec after, should make it more consistent as long as you bounce the grenade near your target
- Fixed lockon widget sould clean up if the target leaves the match
- Implemented max distance traveled on turret projectiles, they'll explode after traveling a certain distance, dictated by the turret
- Fixed issue with the ship's targeting systems not targeting other ships properly
- Fixed ship weapon charged fx now cleans up on EndPlay
- Fixed issue where player can equip locked utility for character
- Player & Unit progression adjustment; target unlock 4 hours
- Fixed issue where player can equip locked items (ships, ship weapons, avatar, avatar weapons)
- Material/mesh updates - give higher fidelity to low quality game settings, lightmaps
- Made major improvements to the KillCam. The KillCam will now play a floating away sequence which serves 2 purposes. One is to make the KillCam appear more dynamic, the second is an edge case where the KillCam has no Actor to target, in this case instead of remaining in a static position, it will now float away to a set distance and aim the Viewport towards the Players death location. The KillCam will also not fly through existing geometry and performs collision checks to find its maximum distance it can float away before potentially clipping geometry.
- Fixed a crash with the TargetingSystemsComponent and a missing nullptr check
- Fixed an issue where the ReadyUp Timer was not properly replicating state to Clients that joined later in the PreMatch period and would have to wait the full ReadyUp Time instead of the partial current value reported by the Server.
- Fixed an issue where the Player could manipulate the Spectator pawn that is created when they first join the Server in such a way to move it under the Map. This had no gameplay consequences but was a visual inconsistency.
- Fixed a Client Side crash when exiting to the MainMenu where bindings to delegates for getting the Login status were not being correctly removed when the MainMenu Widget was destroyed.
- Added sound attenuation to ship charge sound
- Fixed an issue that displayed the missile incoming even if it wasn't a lockon weapon
- Turrets now use the targetting systems, which display the ship diamond widget and also allow for lockon functionality
- Lowered kg shotgun sound a bit more, added sfx soundclass so it can be adjusted in options
- Can now zoom in with the turrets
- Production lightmaps
- Set eye adaptation to 2 for all quality levels
- Updated main menu map to look better using low quality settings
- Adjusted hangar materials to look better at low quality settings
- Changes to further address issues with Ping not displaying for other Players.
- Updated the HangarManager Blueprint to use the CLIENT_UpdateHangar Cloud Code function when pushing changes to the Hangar Slots by the Player.
- Fixed an issue where Projectiles that have huge velocity would spawn their impact effects behind geometry due to their speed. They now correctly apply their impact effects at the point of impact.
- Fixed an issue on the AssaultPodInterior Actor that would cause remote Clients to see the Breached Wall static mesh when the Pod is Idle or Traveling instead of the Intact Wall static mesh that it should be using during those states.
- Further adjustments to the Bombsite in order to address the issue where the Bombsite continues to "tick" after the match ends.
- Adjusted (centered) ships in hangar
- Tweaked material roughness params in hangar
- Fixed lighmap UVs on hangar meshes
- Cooling tower vert painting, collision bug fix
- Fixed level extent collision boundary (Carbonaceous)
- Play/Join button typo fix
- Dom cap ship/outpost interior polish
- Created new function for showing the widget
- Level ups show on the left side of the screen in a scrollbox now (if any) - unlocks on the right (if any)
- Showing avatar and ship level on hover event in the details panel (only if the item is unlocked)
- Added ship support cradles back in to hangar
- E Key is now the default key for breaching
- Fixed issue with seeing the breach Indicator though the capital ship shield if close enough
- Fixed green breach indicator height
- Fixed breach use text to update with bindings
- Set thruster geo to use lighting channel 2
- Implemented lockon notification & missile location
- Changed charged weapons sound FX
- Setup a system in the HUD where we can define which was the last set focusable Widget, the ChatBox is currently the only Widget to use this feature to determine what Widget it needs to allow focus for when it loses input.
- Fixed Turret firing hitch that affects all Players.
- Hiding the Escape Menu if the Respawn Menu appears after a Death.
- Put in provisions to disconnect Clients from VoiceChat early on before they roll to the next map. Made adjustments to the RespawnMenu as well as the PlayerController input code to allow VoiceChat to work while in all MatchStates. This should solve voice channels remaining open after exiting to menu.
- Increasing footsteps volume to find a baseline
- Updated respawn menu
- New bay items to show off the pairing and bay number
- UI 4k support
- New design for flight deck menu
- Flight deck using similar bay item as in respawn menu
- Added 4k menu support
- Fixed camera issue on initial loading the flight deck
- Upres'd mounted turret barrel
- Expanded E/D capture volume in Dominion
- Fixed s301 badge/weapon conflict
- Added thumbnail for auto shotgun to the BP
- Gamemode helper text should be hidden on end match
- Made modifications to the VitalSystemsComponent when taking damage in order to resolve the case where we might want the World to cause damage to the Player. Added a Radial Damage causer to the Bombsites when they explode. This uses a new BP_DT_World Damage type that is specifically for events that arent caused by Players but need to apply damage.
- Changed the HangarBay Slot Widget on the Respawn Menu to always show its contents when it is Selected.
- Fixed a hardpoint from floating on the S301
- Added badge mesh to base ship BP, updated ships to use correct badge mesh
- Pulled the ChatBox and VoiceChat Talkers list out of the Killfeed Widget and moved them to their own dedicated Widget called W_Chat. This allows us to separate the ordering of these elements so that they always appear on top of all other Widgets, this should also allow users to discuss things during the End Match.
- Exposed the ServerIdle check functions to Blueprint. The GameState will now check if the Server has exceeded its maximum lifetime at the end of a Match even if there are Players in it (where previously it wouldnt). It will now gracefully push Players back to the Hangar before shutting down the Server for recycling. This will happen after a minimum of 3 hours (this can be changed in the GameLift Settings page). The Players will get a clear message and be asked to rejoin a match until we get time to implement a more seamless transition mechanic to solve this.
- Raise up the EndMatch win condition text to stop it from overlapping the GameMode description text.
- Added in provisions to help mitigate the issue where you can "Return to Ship" while also simultaneously breach a ship.
- Fixed a crash with ShipWeapons attempting to access a nullptr when initiating effects.
- Turret aiming speed is the same as the fps aiming speed
- Changed team colors, blue is always friendly team while red is enemy team
- Prevented scoring on dominion if intermission/post match. May need another pass if some points slip in.
- Reduced frag grenade bounciness
- Added game mode helper text on the scoreboard
- Fixed a bug with a Utility function that wasnt looking for the correct Prefix on AvatarWeapons.
- Implemented a rudimentary Versioning system on the GameState that checks the BuildVersion.txt file on the Server versus what the Client thinks it has. If the Player doesnt have the same version contents, it will automatically kick them back to the MainMenu with a message.
- Adjusted some Timer Handles that could potentially be left dangling and causing crashes.
- Removed ability to access turret from below in outposts, filled gaps in floor at cap ship bridge/outposts
- Fixed UVs on cap ship
- Enabled cap ship interior cull volumes
- Fixed UV stretching on cooling towers
- Generating new physics asset bodies on KGLM, KGS, CP5 to solve for dropped weapons rolling around.
- Changed kg shotgun firing fx (sound and particle)
- Changed capital turret firing sound
- Capital turret monitor changes when destroyed
- Implemented TP mesh on FP mode, can now see your lower body
- Refactored footsteps to use the TP ones instead of the FP anim notifies, this allows for more accurate and responsive footsteps, as well as not having to re-do the footstep notifications on all new weapons, other player footsteps are louder than yours, crouching reduces footstep volume
- Reduced incendiary damage radius
- Removed old breach help widget

Servers Live with Latest Update



Servers back online! This is the first deployment of our newest build: Dorado

To connect to the early Dorado build:
1. Right Click on Project Genesis in your Steam Library
2. Click on the BETAS tab
3. Select: NONE - Opt out of all beta programs

Full release notes to come. But here's a short preview:
- Player Progression
- Upgraded Ship Combat
- Upgraded FPS Combat
- Upgraded Ship & FPS Movement
- Kingsguard Auto Shotgun
- Preset Color Pallettes
- Upgraded Stats Tracking
- Discord Rich Presence
- Official Soundtrack

This also means that the Daily Dev playtests resume! Join us every day at 5pm Pacific Time / 12am GMT. Feel free to jump into our Discord to chat with us live during these sessions.