1. The Riftbreaker
  2. News
  3. Closed Co-Op Beta Update, December 10th, 2024

Closed Co-Op Beta Update, December 10th, 2024

Hello Riftbreakers!

We've just updated the co-op beta playtest version of the game. The latest build features the foundations for a suture patch, which should reduce the game's data transfer requirements. It also features many bug fixes and improvements.

[h3]The Riftbreaker Closed Co-Op Beta Update, December 10th, 2024. EXE 748 DATA 23 Changelog:[/h3]
  • High Caliber Rifle and Burst Rifle projectiles now have more glow to improve their visibility.
  • The effects for deactivated mechs in Multiplayer are now more visible.
  • 2D collisions have been turned off. This matters mainly when it comes to projectiles hitting enemy hitboxes. To compensate for that, most projectiles now have an invisible, artificial 1-meter diameter.
  • The visual effect for Gnerot's stomp is now shorter.
  • Improved Sonic Shockwave effect. It now has a shorter lifetime, and a better matching damage cone. The sound has also been made louder.
  • Added animated minimap icons for unique rewards.
  • Added NetAlwaysRelevantComponent to Omega creatures to ensure their status is always up-to-date between the client and the server.
  • Added the missing missing `Connection to server...` progress message for the loading screen.
  • Added new, dedicated models for Level 1 and Level 3 AI Hubs.
  • Added new, dedicated models for Level 1 and Level 3 Liquid Material Storages.
  • Added some of the missing minimap legend localizations.
  • Updated the 'weapon dropped' minimap icon.
  • Reduced the opacity of the 'inactive' visibility filter icon in the map screen.
  • Added support for throttling entity update generation, so that clients are not overwhelmed with the data amount ( `server_max_delta_relevant_entities` )
  • Reduced the amount of data transferred by the AttackTargetSystem.
  • Introduced optimizations for spatial queries.
  • Added ServerEntityDeltaBuilder - an entity component delta customization tool for Riftbreaker that allows us to do more custom logic for transfer/prediction optimizations in the future.
  • Added damaged/upgradable/ruins buiulding status filter for the map screen.
  • Added support for navmesh navigation information on client side (will be used for units/mech prediction in the future).
  • Refactored the mech movement mechanics to support prediction algorithms in the future.
  • Implemented NetReplicateIgnoreOwnerComponent, so that you don't have to send information about your own entities to yourself.
  • Reduced the amount of data transferred by the NetReplicationSystem.
  • NetConnectionGNS: added the `debug_gns_fake_send_rate_limit` variable to test gameplay in limited connection bandwidth.
  • Reduced the amount of data transferred by the HealthComponent.
  • NetWorld: replaced DetachEntity with removal of ParentComponent (DetachEntity modifies local transform which silently breaks entity transform delta flow and causes entities to appear in wrong places).
  • Added the debug_gns_fake_latency_variation_ms config variable to test gameplay in various ping situations.
  • Added a dedicated server checkbox to the multiplayer loading screen.
  • Added a `debug_client_update_extra_overhead_ms` to test gameplay with extra overhead costs.
  • AdaptiveMusicSystem: separated the client/server implementation so every client can decide which playlist to choose at any given time.
  • Dialogs: reduced silence gaps when playing multiple dialogs in a row.
  • Build Menu: fixed 3rd level menu controls ('alt') and last selection storage.
  • The client gameplay state now runs at 33ms intervals.
  • Decreased the gameplay 'choppiness' of clients with higher latency values.
  • Implemented the `server_max_delta_ack_delay_ms` and delta ACK timeout support.
  • Start skipping delta generation when we have detected timed out delta ACK's
  • The 'M' button is no longer hardcoded to the map screen.
  • Fixed an issue that caused Crystal Gun projectiles to hit the ground after shattering into pieces.
  • Fixed an issue that caused an error icon to appear in the first frame of visibility of the interactive popup.
  • Fixed a couple of crashes related to the Detector.
  • Fixed a typo in the Ping Wheel that made the 'cheers' action not work.
  • Fixed multiple issues related to Headquarters upgrades.
  • Fixed an issue that caused melee attack sounds to get desynchronized with the visuals.
  • Optimized and reduced performance spikes generated by the EnergyLineSystem.
  • Fixed some issues where the game would not wait for assets to load before entering the game, resulting in big stutters during gameplay.
  • Normalized the 'empty_explosive_weapon.wav' sound volume.
  • Fixed item mesh visibility when entering inventory while the mech is invisible.
  • Fixed issues with artillery units disappearing from the minimap view.
  • Fixed text display errors on ultrawide resolution screens.


EXOR Studios