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Red Solstice 2: Survivors News

Red Solstice 2: Survivors Patch 2.8 - Part 2

Red Solstice 2: Survivors
Patch 2.8 (2022 October 25)
Data Dump link here - https://elpida.info/update-281.html

MISSION
• Air supply - Monsters should not ignore friendly dropship mission actor anymore
• Ascending Chaos - Fixed an issue with sniper fire marker being the wrong colour
• Big Sister Is Watching You - Fix for enemy targets running around the map instead towards the player
• Brighter Horizon - Fix for monster Hunter being stuck during the mission
• Crimson Storm III - Added a description to SUI mission actor
• Crimson storm III - Fix for light posts being underground, fix for some wall textures being wrong
• Darkening skies - Fix for mission failing if a player has reduced the number of vehicles to 0 prior to deployment
• Defcon alpha - Fix for safety beacon objective not spawning at Hell on Mars objective
• Echoes of fear - Fix for cutscenes bugging out on client player screen
• Echoes of fear - Various fixes for Saffron visible under the level and bots shooting actors during cutscenes
• Echoes of fear - Various minor mission adjustments
• Future Planning - Fix for biomass being spawned under the floor on Industrial level
• Gathering Storm - Fix for bots being able to destroy the beacon mission actor during building
• Gathering Storm\Standing Firm - Fix for mission description not telling players that they must group up at an objective loc.
• Into the Breach - Various minor mission adjustments
• Living Soil - Various minor mission adjustments
• Mechanized Force - Mission will now increase reaper turret damage
• Meltdown - Fix for meltdown mission spawning on wave 1
• Minefield - Mines that are a part of mission objective should lose their mission markers after being disarmed
• Minefield - Mines can now be disarmed by the Disarm skill
• Nest mission - Fix for nest mission spawning Holers on facility levels (added new mission Nest.Facility)
• Police Action - Fix for the mission timer that kept counting down even when player has reached the convoy (Client)
• Rescue Civilians - Fix for mission being able to last forever even though it failed. Various minor mission adjustments
• The way Home - Fix for harpoon mesh and animation while capturing Mastermind
• Traveling to Beacon - Various minor mission adjustments
• To Infinity - Fix for Hunter queen being blocked by UBAS after spawn
• Troubling Times - Fix for mobs not attacking mission actors most of the time
• Under the Surface - Small mission adjustments
• Weather report, Roaming Horde, Besieged, Repair Station can now spawn in all campaigns
• Fix for missions with subobjectives not cleaning up their tasks properly upon completion.
• Fix for client players being unable to switch between the objectives on hot joining a server
• Fix for multiple missions where reach location fails timer didn’t go away properly for clients
• Fix for incorrect objective icon is displayed. instead of Primary objective icon, secondary icon was displayed for Hot join client

WEAPONS
• Added gameplay tags to all weapons. Weapons and upgrades now use tags instead of weapon classes
• Arclite - Fix for gamepad, cursor mode no longer active in primary firing mode
• Crusader - Fix for gamepad, cursor mode no longer active in primary firing mode
• Crusader - Fix for player not being able to attack with Crusader
• Crusader - Fix for players being able to drop ammo after deploying with crusader (drop ammo hotkey)
• Grenade Launcher - Fix for under-Barrel Grenade launcher not being able to shoot grenades
• Harpoon MK II - Fix for an exploit where monsters would stop attacking after being hit by MK II
• Rivnik - Rivnik's buff should now be displayed in strategy view tooltips where it shows the max stacks of 4
• Stinger - Fix for player being able to increase DPS of the stinger by swapping fire mods
• Fix for firing mode swap on weapons being able to get you stuck with particle effects from both firing modes.
• Fix for weapons being coloured by decals while player is running over them during gameplay
• Fix for not being able to use skills while manual aiming
• Fix for the under-barrel flamethrower mod that did not do any damage or apply burning stacks
• Fix for tooltips for all upgrade components in armory that were showing up as light weapons
• Fix for autocannon and rivnik primary not benefitting from any source of RPM
• Fix for weapons with a controller where camera is always locked on you even if the weapon has a base big range
• Fix for weapons being able to fire faster by clicking LMB instead of holding it
• Removed 0% stacking turn rate modifier for aiming on various weapons. No gameplay effect, just removes it from the tooltip

SOLDIER
• Added an interaction wheel icon above friendly bot
• Fix for Bots not being able to pick up items while player is giving orders from UBAS
• Fix for client players being unable to see the correct bot levels/rank until in-game
• Fix for MM Bot having issues obeying commands and shooting targets, will ignore target while in snipe mode
• Fix for loading a game with friendly bot weapon mods set and saved will revert their loadout to default
• Fix for follower bots not hiding all their components when player enters a vehicle
• Fix for engineer bot placing Turrets and Advanced Chargers too close and/or on top of each other

CRASH
• Fix for game crash after resizing game window and equipping a support module
• Fix for crashing 100% of the time when trying to use secondary weapons
• Fix for crashing on loading of any saved game from Condatis campaign
• Fix for crashing on leaving mission in Elysium campaign "Echo Of Fear"
• Fix for crash that occurred on Insurgents campaign Final Dawn mission

https://store.steampowered.com/app/768520/Red_Solstice_2_Survivors/

Red Solstice 2: Survivors Patch 2.8 - Part 1

[h3]Red Solstice 2: Survivors [/h3]
Patch 2.8 (2022 October 25)
https://elpida.info/update-281.html

UI
• Added new tooltip display to MoveHQ tooltip, to display about how long in game time it will take the HQ to reach that region's destination
• Added a new options setting for changing cursor sizes
• Fixed a lot of skill descriptions
• Fixed interaction wheel getting stuck visible on clients
• Fixes for monster health and armor text. Should now always display armor if there is any
• Marines will no longer involuntarily fire their weapons while confirming skill in manual firing mode
• Overall UI polishing and small details
• Added functionality to double click a widget to copy text to clipboard
• Added a new language selection display to main menu
• Removed large "community" text from session list
• Removed mission waypoint arrows from the Marine. Created a new actor that will follow the marine and display mission arrows
• Gamepad camera controls added to the main HUD

OPTIMIZATION
• Network optimization
• Monster animation optimization
• General model optimization
• Optimized lights in some prefabs
• Body parts optimization
• Improved game loading times
• Optimized UI
• Minimap optimization
• Reduced hitches when saving and loading a game

RECON
• Added new T2 sensors skill
• Added new Adaptive Concealment skill
• Reworked Orbital Targeting
• Reworked artillery

RECON OVERHAUL
• Adaptive conceal - adds permanent visibility to recon as long as they stick near X range of team
• T2 sensors skill added > shows legendary and normal items
• Changed artillery skill
• Changed orbital skill
• Changed loot drone to have more items

GAMEPAD
• Adjusted vehicle aiming and driving while using a gamepad
• Cursor can no longer move outside max range
• Directional skills (melee, buckshot) do not use cursor mod, they are now always in twinstick mode
• Fix for interactions - Left arrow selects previous interaction instead of next
• Fix for sliders in Options and Bestiary when using Analog Stick
• Vehicle - Removed autorotate toggle and instead placed camera controls to allow adjusting your view
• Vehicle - Fix for not being able to interact with vehicles after leaving them, without moving away and back to the vehicle
• Vehicle - Fix for gamepad cursor being always visible
• Vehicle - Fix for vehicle aiming - holding shoot no longer raises aim
• Interactions changed on WASD and controller [Experimental, Needs testing]
o Interactions change based on priority
o Vault has most priority, non-pickups next and pickups lowest priority
o If arrows are used to select an interaction that interaction is locked and won’t change until unselected or not available

MONSTERS
• Improved damage simulation on health component to reduce number and amount of server corrections
• Boler - Fix for small Boler rotating in place after spawn on Mining Colony
• Boler - Fix for Boler Acid bypassing player immunity
• Bolers - Bolers should ignore invisible units now and should switch targets after current target goes invisible
• Door Hunter - Fix for Door Hunters not attacking players
• Fluffies - Fix for range spike attack not doing any damage and applying no debuffs
• Ghouler - Fix for Ghouler trying to respawn decomposed monsters
• Gore - Fixed an issue where Gore would stop moving and attacking when on low health
• Gore - Fix for Gore getting stuck being invisible
• Gore - Fix an issue with Gore teleport causing him to end up in some weird spots
• Hatchling - Fix for hatchling not entering buildings
• Holer - Fix for range poison attack not targeting players properly
• Hunter - Fix for hunter not having proper suppression stats in the bestiary
• Hunter - Fix for hunters being stuck trying to attack incapacitated follower
• Hunter Queen - Removed from boss group type
• Hunter Queen - Fix for Hunter Queen not being able to attack
• Ker / Sandworm - Adjusted damage so that they don’t destroy vehicles with 1 hit
• Mastermind and Babymastermind - Fix for wrong body parts being spawned after death
• Ripjaw - Fixed an issue where poison icon was constantly displayed under the mesh
• Ripjaw - Fix for Ripjaw not chasing and attacking players correctly
• Ripjaw - Fix for Ripjaw attacking even to there are no players around him
• Sargon - Fix for range poison attack not targeting players properly
• STROL Marine - Fix for Monster STROL Marine not being able to vault over barricade
• Zombie Fat - fix for zombie Ground Pound attack
• Zombie Fat - fix for zombie fat being able to knock down immune marines
• Fix for monsters not attacking Sentry Turrets
• Fix for Fluffy, Thanatos and Specimen not attacking players when they use their skill while low HP
• Fix for monsters with negative destructive resistance gain resistance on debuffs for that resistance
• Fix for monsters with negative kinetic resistance gain resistance after using Designate
• Fix for Lyganesh and Behemoth monsters being pulled by Reality Mixer skills inside of buildings
• Fix for monster armory information not being displayed on the main monster widget
• Fix for issues with burrowers not showing particle on some maps
• Fix for suppression and stun being applied to dead monsters
• Fix for monsters running into walls and getting stuck
• Fix for issues on doors where navmesh was broken and monsters never attacked it
• Killing STROL Substance gives global XP now

MISC
• Added a loadout export/import functions in the armory so players can copy and paste other player builds
• Added detailed description to some engineering items that were lacking it in campaigns
• Added a tooltip to all interactable Turrets saying that they can be refilled
• Added a Hatchling monsters to the player statistics list - Kills and captures
• Added Leviathan and Mastermind into the bestiary and player stat kills and captures
• Fix for engineering mission items UI showing wrong equipped numbers in the mission setup tab
• Fix for skill descriptions being duplicated
• Fix for dialogues not being displayed on the screen during cinematic sequences
• Fix for campaign cinematics not finishing correctly
• Fix for reload times and ammo size are not being colored correctly
• Fix for debuffs ticking while using an UBAS
• Fix for clients not being able to see Vivian's head during certain missions
• Fix for Infinite shell casings falling from weapons after changing graphic settings which causes lower FPS
• Fix for blank lines in monsters wave profile
• Fix for a lot of issues with Abilities / items / guns / vehicles / interactions with controller
• Fix for players not being able to skip Elysium tutorial cutscene while using gamepad
• Fix for player being unable navigate on the tutorial widget with gamepad (Widget removed if gamepad is used)
• Fix for M.E.R.C.S. campaign difficulty skulls not being symmetric
• Fix for buff tooltips staying on the screen while hovering over it and using alt tab
• Fix for Fat Zombie being able to knockdown marine with a crusader in hand
• Fix for incorrect medal rank being displayed to other players
• Fix for weapon colour and skin not being imported after copying another players loadout
• Fix for players not gaining correct region deployment bonuses (deployment, will work with new campaigns only)
• Fix for an issue where there were two MERCS campaign on the new campaign tab
• Fix for EVAC not working at times (any evac)
• Fix for Demolition skill mines being placed on top of objects like flame pipes
o Leaper, seismic, magnetic pulse, directional charge, cryo, shrapnel, chain explosives
• Fix for recon getting adaptive concealment invisibility from friendly A.I. (test with Defcon alpha)
• Fix for alt fire weapon mods mouseover in armory showing gar stats
• Fix for M.E.R.C.S. skin head was appearing on the side of default recon skin.
• Fix for client players getting no reward for completing tasks
• Fix for secondary weapons having broken models in the weapon workbench tab
• Fix for weapon mods and skills having an executor class displayed while hovering over them
• Fix for weapon mods character bonus stacking issues after equipping 2 same mods and unequipping one of them, on both weapons
• Fix for stats calculation that can show capacitors to have 0 energy after equipping and unequipping them
• Fix for equipping Mods with the same name result in subsequent penalties not being applied (Related to the two above)
• Fix for mission setup for client’s desyncs making clients unable to see the wave profile, map and other parameters
• Fix for players being able to aim lock on dead target when the monster was targeted at the moment of death
• Fix for client desync - where he appears as if he is firing his weapon. Happens after switching between two-barrel targets
• Fix for client desync - where player appears as if he is holding secondary weapon after leaving UBAS, instead of primary
• Fix for the supply box that would flatten vehicles if a player is able to park their car under the location of the drop zone
• Fix for reloading Reaper Turret - where it did not adjust remaining primary mags properly (Client)
• Fix for hotbar skills being re-ordered randomly after deploying to a match and/or rehosting a session
• Fix for saving and loading a loadout build where a non-proper loadout would be loaded, after load
• Fix for UBAS not being able to shoot after someone rams it with a vehicle
• Fix for enemy marines being unable to run towards at a player that is in a vehicle. They would shoot but won’t go towards it
• Fix for enemy UBAS not going towards players after spawn, instead they were wandering around the map
• Fix for Iron Hawk Enemy Marines not firing on STROL
• Fix for strategy layer where traveling to a mission and ignoring it will result in time being accelerated
• Fix for players not being able to switch between interactable actors in WASD mode
• Fix for loadout menu, when a player selects a vehicle and changes combat suits after that, vehicle will not spawn on map
• Fix for various taunt issues
• Fix for UBAS being difficult to aim with while in RTS mode
• Fix for UBAS not being able to step over barricades
• Fix for infinite shell casings spawning and falling from weapons after changing graphic settings which causes lower FPS
• Fix for Elysium cars flickering after changing graphic settings
• Fix for Fire Immunity skills not overwriting existing duration
• Fix for Stun particle effect showing up on dead bodies
• Fix for player being unable to pick up items while in WASD mode
• Fix for client players being unable to hear some interaction sounds like picking up items
• Fix for players being able to shoot while using an ability
• Fix for train wagons not getting destroyed with the locomotive
• Fix for game starting text going under 0
• Fix for stationary powernode where energy widget was not hidden while in FOW
• Fix for follower mech randomly meleeing
• Fix for biomass not being respawned correctly
• Fix for Chemical bomb being able to damage players while they are inside of a vehicle
• Fix for M.E.R.C.S. HQ not granting initial region's colony bonus
• Fix for coercing ability target location into max range while the character is rooted
• Fix for WASD camera lerp, will no longer be always at maximum, interpolation should always correspond to the mouse distance on the screen
• Fix for players not being able to use MERC skin after purchase
• Fix for campaign save not applying the loadout you had at the time of saving when loaded
• Fix for hero ammo counter not updating correctly when reloading a turret
• Fix for some engineering buffs not being displayed correctly
• Fix for interaction item pickup sounds between server and client
• Fix for interaction target not clearing properly from hero controller in certain cases.
• Reduced destructible vehicle hitbox size
• Removed Hunter Queen from fixed waves
• Removed unnecessary empty spaces in Medals widget

ITEMS
• Antivenom - Fix for antivenom not removing Boler Acid
• Artillery - Added missing armor shred description
• Breach Shotgun System - Added range increase description to the item tooltip
• Explosive Turret - Fix for name now showing when hovering over the pickup item
• Explosive Turret - Fix for popup tooltip not opening correctly
• Nyx System - Fix for damage not being displayed when blast hits enemy units
• HASTAC - Fix for HASTAC being unable to target biomass centre
• Repair Station - Increased the size of the repair area
• Repair Station - Descriptions on pickup actor and inventory widget should match now
• Revive stick - Should be easier to place now
• Savage Burners - Fix for Savage Burners displaying incorrect buff information
• Seismic Thumper - Added missing suppression description
• Smoke Artillery - Fix for skill not slowing down enemy units
• STROL Lure - Added missing duration description
• Fix for Vehicle Batteries item spawn on the map no matter if there is a vehicle present or not
• Fix for Leaper Mine, Emergency Evac and GED Elipda tooltip descriptions
• Fix for mission items being able to be destroyed

VEHICLES
• Added an energy bar above the vehicle
• Added simultaneous interaction mode used by vehicles where each instigator can complete interaction separately
• Adjusted vehicle interactions - Interaction with vehicles will now abort if the vehicle drives out of range
• Fix for vehicles moving in a specific direction even though they have no energy
• Fix for players not being able to enter the vehicle right after ejecting from it while using controller
• Fix for where exiting a vehicle would reset skill cooldowns
• Fix for upon leaving / re-entering the vehicle or changing seats the players get massive cooldowns
• Fix for vehicle pilots names not being displayed for hot joined players
• Fix for vehicle's not having artillery turret visual appearance on the tank
• Fix for players being unable to deploy with a vehicle on levels where players spawns in VLAK
• Fix for tank turret not being attached to the tank for client players
• Fix for Breaker Turret description that said it fires 2 projectiles that trigger 2 AoE effects but, you only trigger 1 AoE
• Fix for vehicle's having less energy consumption while driving in reverse. Should be the same as going forwards now
• Fix for vehicle's local file being edited to get conflicting mods and read normally.
• Fix for Hot joined clients not rendering existing players who were inside vehicles at time of join.
• Fix for skirmish menu if you select vehicle in loadout and click host, vehicle setup disappears, and slot is empty
• Fix for vehicles not recovering to the edge after destroying a bridge that they are on instead of pushing them up into the air instead
• Fix for an issue where ramming into the extraction bridges would explode the vehicle
• Fix for client player that were able to interact with any vehicle from a long-distance during gameplay
• Fix for multiple players trying to enter a vehicle that would cause anomalous behaviour, fix for regular entering
• Adjusted aiming and driving while using a gamepad
• Fix for missing brake control option

SKILLS
• Agility Exhaust - Fix for skill not giving proper movement speed % on max stacks
• Ammo Generator - Fix for skill description
• Ammo Link + Ammo Saver - Fix for skill combination giving semi-infinite ammo.
• Ammo Link - Fix for player being able to generate infinite ammo while deleveling the skill
• Apportation - Fix for where skill would take players health after selecting a monster, instead of after teleporting
• Artillery - Fixed artillery damage description and armor shred description
• Assault Banner - Fix for skill only giving buff to the instigator instead of every player in skill radius
• Assault Drones - Fix for skill description
• Battle Drone - Fix for skill tooltip
• Bilocation - Fix for skill dealing wrong type of damage. Should deal energy damage now
• Buckshot - Aiming with the controller should be easier now
• Buckshot - Fix where marine would rotate after using the skill as a client causing it to be inaccurate
• Buckshot - Fix for Buckshot range
• Bond - Updated skill description. It now shows resistance info
• Charged Bash - Fix for skill not stunning suppressed enemy units
• Cohesion - Fix for cohesion skill duration
• Communications - Fix for clients not seeing circles under enemies when skill is active unless that enemy is shot by someone
• Conceal - Fix for players being concealed after entering a vehicle
• Conceal - Fix for conceal skill not working at times
• Consumption - Fix for automatically switching to secondary aim mode after using all secondary ammo with the skill
• Decoy - Fix for skill not applying correct amount of resistance reduction
• Designate - Fix for skill tooltip
• Directional Charge - Will now display damage numbers
• Disarm - fix for skill not being able to disarm mines placed by vehicles
• Dropship - Fix for players being unable to move dropship to a new location after entering Dropship using WASD Controls
• Ensnare - Fix for skill not ensnaring enemy units
• Flame Burst - Fix for skill not matching its range cone
• Flare gun - Added missing taunt description
• Flare - Fix for not being able to target biomass centre
• Forcewall - Added missing description
• Gunship - Fix for gunship targeting issue
• Gunship Drone - Fixed visuals
• Harpoon Trap - Adjusted grab range so it matches its description
• Harpoon (System skill) - Fix where harpoon skill would only deal damage and not pull enemies
• Heal Drone – Cleansing aliments fix (every 10 seconds instead of 15)
• Hellfire Clinch - Fix for clinch duration
• Hellfire Clinch - Fix for not taunting monsters properly
• Hellfire Guardian - Fix for skill not showing resilience in the description and max stacks description
• Hellfire Guardian - Fix for not taunting monsters properly
• Hellfire Harpoon - Fix for where monsters would stop moving when a player uses Hellfire Harpoon and Thrusters
• Hellfire Harpoon- Fix for harpoon duration and skill description
• Hellfire Thruster - Fix for not taunting monsters properly
• Hellfire Thruster - Added missing armor shred description
• Kinetic Spear - Fix for visual indicator staying on screen after explosion
• Kinetic Spear - Fix for missing description while hovering over the spear after placing it on the ground
• Magnetic Pulse Mine - Added missing description regarding activation range and radius
• Maelstorm - Fix for Maelstorm not firing correct numbers of lightning strikes
• Melee - Fix for melee skill not damaging monsters in range
• Nanite Stick - Fix for skill spawning dead sticks that wouldn’t revive players
• Orbital Autocannon - Added missing description regarding firing radius
• Orbital Autocannon - Added missing description regarding sight radius
• Orbital Targeting - Added missing description regarding sight radius
• Personal Flare - Added missing description regarding sight radius
• Phase Reaper - Removed movement speed cap
• Plasma Discharge - Fix for plasma discharge not shredding armor on levels 3-5
• Pull and Throw - Added missing description
• Pulse - Fix for skill tooltip description
• Rapid Fire - Fix for skill not refilling ammo while shooting enemy marines
• Revive stick - Revive stick should be easier to place now
• Rapid Response - Fix for skill not giving the correct suppression debuff duration
• Rapid Response - Fix for where skill didn’t increase turret damage
• Repair - Fix for skill description
• Repeller - Fix for "no build" area not displaying properly
• Road Flare - Added skill description regarding sight radius
• Safeguard - Fix for skill not granting any RPM at any level
• Scan Area - Added missing description regarding skill duration
• Scan Area - Fixed the range of the skill to match the description
• Seeker Mines - Fix for skill not applying full debuff stacks on hit
• Sentry Turret - Fix for firing particle not being in correct place
• Sentry Turret - Fix for turret not being attacked after being placed
• Sentry Turret - Fix for Flame Turret not showing damage to owning player or counting towards owning player's damage stats
• Shocktroopers - Fix for Shocktrooper not spawning while using the skill inside of VLAK
• Shocktroopers - Added missing description
• Shoulder Turret - Fix for shoulder turret losing RMB while marine is moving left and right
• Smokewall - Fix for smokewall not applying suppression
• Spike Strip - Updated tooltip description to make it more clear
• Stalker - Fix for skill stealth timer description
• Team Thrusters - Fix for player being unable to use team thrusters while target landing area is near an ally or monster
• Tissue Scanner - Fix for buff not applying stacks correctly
• Tracker Pulsar - Fix for pulsar not designating targets for the first 5 seconds after activation
• T2 Sensors - Fix for AoE indicators persisting if the skill is used multiple times
• T2 Sensors - Fix for T2 not revealing any items in FOW
• T2 Sensors - Fix for skill not unburrowing burrowed monsters and not giving them debuff while they are burrowed
• UBAS - Fix for UBAS infinite energy regeneration after instantly destroying the charger
• UBAS - Fix for players being able to move while entering UBAS
• UBAS - Fix for skill description
• UBAS - Fix for client players being able to hit themselves after leaving UBAS
• Wall Breaker - Fixed tooltip description

LEVEL
• All levels - Fix for building windows being rendered as closed but are open
• All levels - Fix for window mesh not removed after destruction
• All levels - Fix for Red Storms not properly syncing with clients
• All levels - Added Missing Power Relay top of lot_square_mining_administration
• All levels - Resolved a lot of issue with door terminals on multiple levels
• All levels - PF_lot_central_paradise fixed a spot that could be abused by fortify and rebuild skill
• All levels - Fix for Firebase prefab not providing the adaptive system buff when you are inside the building
• All levels - Fix for PF_lot_central_firebase where sometimes a vehicle would spawn underneath it
• All levels - Fix for bridges being partly transparent if got infected by biomass
• All levels - PF_lot_square_whale_biomass, PF_lot_square_whale_biomass_02 fix for navmesh being under the pref.
• All levels - Fixed various map border issues
• All levels - Fix for roof collision on warehouse and shield generator prefabs
• All levels - Fix for tree collision
• All levels - Fix for Colony Door not updating animation when needed
• All levels - Adjusted lights on almost all prefabs
• Arcadio - Fix for various texture bugs
• Big City - Fix for invalid navigation mesh patches on the roads around central prefab and various texture bugs
• Big City - Fix for mission blocker where convoy took a wrong path
• Big city - Fix for Howell marines not being on the correct team by adding correct team ID number
• Broken Oath - Fix for player being able to place 'Safety zone' inside a particular building
• Commercial sector - Fix for various texture bugs
• Campaign levels - Fix for players spawning in a wrong location, caused by deploying with vehicles
• Facility - Fix for UBAS actors being unusable (Probably spawned by mission)
• Facility - Fix for enemy UBAS being unable to open doors resulting them in being stuck
• Facility - Fix for various texture bugs
• Facility - Fixed various door terminals that weren’t opening doors
• Mining Colony - Fix for various texture bugs and invisible walls
• New War - Fix for invisible walls
• Night shift - Fix for some textures being wrong , fixed invisible walls
• Shadow War - Fix for friendly UBAS being unable to shoot at enemy
• Shattered Home - Fix for various texture bugs and invisible walls
• Snow Colony - Fix for various texture bugs
• Wasteland - Fix for monster not attacking the blast doors on some locations
• Underground maps - Fix for lots of loot spawning at the evac zones

[h3]Part 2 of the 2.8 Patch Notes available here[/h3]

Special Halloween In-Game Event

MARINES!
STAND UP STRAIGHT! You're not on parade now! You can't get away with that posture with me!

Listen up! There comes a time in every marines life where they just need to grab life by the Pumpkins.

Yes, you heard me right, it's that time of year again, where Brutes go bump in the night and Zombie Fats, well they just, ...they just go like that uncle EVERYBODY has, on a night out at a coastal town after too many bottles of 'Blue Slew'.

Our Special Halloween In-Game event is back!
(...a lot like that uncle everybody has - taking up your couch space after a night out he wants to forget)



Watch out! There's a few pumpkin headed freaks out there!
Wait, what was that you said? The STROL now have pumpkins for heads? Well isn't that quaint!
On top of that GHOULISH addition to the game, the loadout has become a bit of a darn frightful sight - which one of you did this!!!
This will need to be cleaned up!
Also, after that mess, I don't know why you all deserve these new armour skins, but the top brass at HQ seem to think it's time for you to try cosplay and have dished out these Halloween skins.
Anyway, enjoy all the free hugs!



Dear old Granny wanted me to remind you all that we also have a sale running

[h3]🔻 50% OFF Red Solstice 2: Survivors
🔻 20%OFF All four DLCs
🔻 30% OFF Executor armor
🔻 20% OFF Season pass[/h3]

https://store.steampowered.com/app/1751750/Red_Solstice_2_Survivors__Season_Pass/

[h3]As a real (trick or) treat for you, we even have some (pumpkin) Patch Notes for you. Click here![/h3]
(Marines, even I wasn't expecting those puns to come out as I typed this.)

There will be more puns, erm I mean updates in the future!
Marines, DISMISS!!!!!

The Road Ahead - Red Solstice 2: Survivors Roadmap

Hello Marines!
Now that all the DLCs have released we have been extensively gathering all the feedback and suggestions from both discord and steam forums. GOOD JOB! Your words can make a difference!
Here are some changes we plan to introduce in the following months.



Point Shop
- playing the game and wining missions will award you with points which you can use to "buy" engineering items from campaign and use them in your skirmish matches

More modes for skirmish
- reduce number of monsters, but increase their hp, etc.

More types of special designed fixed waves
- currently there is only one fixed wave option. The idea is that each map gets a designed fixed wave focused on a certain playstyle or theme

Better communication and fireteam control
- we all know that in-game pinging, mini-map control drawing and communication could be on a higher level, so we plan to address that

Potential redesign of some existing boss mechanics and improvement of the same ones
- some monsters and some bosses have bugs or are not impactful in the way we want it to be. We would like them to define the gameplay a bit more



Defend the wall map in skirmish
- a lot of reports have been mentioned that players want to hold the wall against numerous hordes - this might be possible soon

Additional campaign options and potentially New Game+
- ability to define your campaign starting conditions

Infinite waves mode
- ability to play ...well indefinitely if you think u can survive! This will include finishing all primary missions in the game in the gauntlet mode. We are still thinking of the best way to do it and how we should do it

Prestige
- a long time awaited prestige system will arrive

More medals
- more medals, such as Aetriden Medal of Honor will be planned

Rebalancing of skills
- certain skills and classes will get rebalanced over time, using the feedback we have collected

Optimization
- plan is to further optimize the game and reduce loading times - so we will be actively working on it

Bugfixes
- we are actively resolving reported bugs with each patch



[h3]It’s possible that these updates are subject to change – but we want to thank the community for all the suggestions and feedback, and we appreciate your continued support.[/h3]

SALE NOW ON! | 505 GAMES PUBLISHER SALE!

Attention Marines!!!
It's time for your regularly scheduled roll call!
I've noticed a few of you have been missing leg day - so let's rectify that RIGHT NOW!

3,2,1...
RIGHT LUNGE
LEFT LUNGE
RIGHT LUNGE
LEFT LUNGE
NOW A ONE MINUTE SQUAT - FEEL THE BURN!
...Ok, three seconds is good enough.
Now you all feel refreshed, it's time to get back to Mars and say hello to your fellow squad members.



[h3]From the September 15th 18:00 BST to the September 22nd 18:00 BST, The 505 Games Publisher Sale is on! [/h3]That means shiny things for less - like 50% off Red Solstice 2: Survivors!

Plenty of time to find new recruits to help fight the infestation or to get back in the game and kick some STROL butt with granny! She is still going strong! (Apparently she makes a great Zombie Fat cheek stew.)

https://store.steampowered.com/app/768520/Red_Solstice_2_Survivors/
[h3]We have even more offers - enough to scare the STROL back to their hive holes.[/h3]
🔻20% OFF DLCs
🔻20% OFF SEASON PASS
🔻30% OFF EXECUTOR ARMOR


https://store.steampowered.com/app/1751750/Red_Solstice_2_Survivors__Season_Pass/
https://store.steampowered.com/app/2012090/Red_Solstice_2_Survivors__MERCS/


[h3]Patch Notes 2.78 [/h3]
NOTEABLE
• Tweaked and changed almost every vehicle weapon
• Players can now use callouts while inside vehicle
• Vehicle batteries won't spawn if there are no drivable vehicles on level
• Added new media player to reduce issues people were having with videos

OPTIMIZATION
• Did major network optimization for host regarding frequent updates on both players and monsters
• General optimization on various actors
• Major optimization of minimap
• Optimized colony doors skeletal meshes

SKILLS
• Assault and Hellfire skill duration increased to 40 seconds
• Flameburst duration on last 3 levels is 3 - 6 - 9
• Scan area slot size reduced to 1
• High ex rounds slot size reduced to 2
• Scan area now applies 3% damage taken buff to monsters
• Removed slow from communication skill, added up to -50% energy regeneration while skill is active

GENERAL
• Player bullets will no longer get blocked by windows if crouched
• Energize capacitator skill now displays proper duration in the skill description
• Ammo saver and ammo link should not result in near infinitive ammo anymore
• Turrets now target close targets
• Door blocker will now highlight open doors too
• Mines can no longer be placed on top of flaming pipes
• Command drones should work properly on client now(visually)
• Driller animation fix
• A lot of map bug fixes
• Fix for STROL Marine weapons being visible in fog of war
• Fix of HUD re-scaling after opening player stat widget
• Fix for player not being able to see their own ping
• Fix for Attractor being able to be used on regions with 5+ infestation
• Fix for automatic scan that happens after entering the World Map for the first time
• Fix for Engineer Battery not displaying restricted placement particle while inside of Firebase
• Fix for items spawning underground on some prefabs
• Fix for player not being able to use Zipline on Castle prefab
• Fix for doors that were not displayed on the minimap on Shadow War map
• Fix for client players not being rewarded for completing tasks
• Fixed gunship spam on New Hope

GAMEPAD
• A lot of QOL and changes to gamepad, cursor mode is now available RB + D-pad Up
• Minimap buttons hidden when using gamepad
• Tutorial popup is now gamepad navigable
• Fix for gamepad being able to open multiple ready confirmation menus

UI
• Added wave info and mission time in session list
• Added display to vehicle loading in loadout
• New vehicle mods display for loadout with hover tooltips
• M.E.R.C.S. skin won't show twice in the list if player has both M.E.R.C.S. and season pass
• Players will get a revival information if they are being revived from other sources then player
• Added map legend for refuel station on map
• Vehicle artillery mod data display fix
• Added new line for weapon info for ammo cost per shot
• Fix for Elysium orders not accepting clicks well
• Player vehicles will no longer unequip when changing classes
• Removed conceal description for stimulants
• Rank tooltip will always show requirements now

MISSIONS
• STROL Lair
-Swapped shiva with QIED
-Deploy beacon radius is smaller
-Moved radius closer to whale
• Wasteland Skirmish
-Removed convoy blocker from dam road
-Adjusted a spline that was too close to object that can't die
-Fixed train detection positions to prevent blocker
-Adjusted locations of teleporter pads
-Set spawn points (non-internal ones) for min dis 4k and max to 12k
-Fixed pickup locations
-Fixed items going behind gates
-Fix to monster floor so it covers the entire map now
• M.E.R.C.S. Underground Skirmish
-Tweaked connectors
• Allied Defense
-Added a refuel station to spawn
• Fallen Fury
-Updated friendly marines
• Questionable Cannon Secondary Mission
-Set fail timer of first objective to 5 mins instead of being infinite
• Big Sister Is Watching You
-Fixed gunship spam
• Swamp Colony
-Fixed west gate middle that blocked convoys from leaving
• Rise Of The Reapers
-Set enemy reapers to be just spawned in opposed to called down and the spawn.
• Radiant Frogs
-Removed the Condatis soldier dying as a fail condition as players struggled to understand why they failed when they died.
• Outskirts Skirmish map
-Updated what missions can spawn there
-Added some support locations
• Traitors Grand Skirmish
-Overhauled the mission chain to be more updated and interesting
-Fixed various bugs
• Flesh City Skirmish
-Added more grand skirmish missions to the map
• Shadow War Part 3
-Swapped deploy shiva with QIED
-Fixed an issue where whale did not show up
• Starship Grand Skirmish
-Updated HB marines
-Adjusted hold radius to better fill base
-Gave correct HASTAC targeting system that isn’t infinite
-Spaced kill biomass OBJ out a little more for better immersion
-Added filler biomass around the recon team for better immersion
-Moved support UBAS / charge pad up so players use it more
-Swapped Hellspawn with hatchling to spawn after whales die
• Air Supply
-Adjusted hold radius
-Added moth ambush on a roll to be more engaging
• New Hope Mission
-Cleaned up mission more at certain points
-Set ambush to show closer when defending the farms
• Industrial skirmish map
-Moved train detection up more to prevent weird half convoy blocker

MISC
• Various Spline fixes to internal prefabs
• Removed tag from triangle radar prefab that fixes some missions spawning improperly there
• Set Internal medical prefabs turrets to be deactivated correctly and activate when terminal is interacted with
• Small QOL to how Dr. Charon spawns on final mission
• Added various locations to prefabs to support a collection of missions
• Fixed various pickup location markers on various prefabs
• Added some prefabs to be capped to 1 only
• Adjusted various mission ranges to make them closer to players
• Various backend updating
• Fixed preplaced whale on the internal mines so it works correctly
• Updated M.E.R.C.S. friendlies to use actual merc mat
• Removed shadow war from facility map
Data Dump - https://elpida.info/update-278.html

[h3]The team is working hard on a roadmap which we will share with you very soon.[/h3]