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The Importance of Software Independence

Hello Riftbreakers!


Welcome to 2025! We’ve had a good break, returning to work refreshed and ready to tackle the challenges ahead. As mentioned in the Year in Review 2024 article, we are focused on The Riftbreaker 2.0 - a massive, free update that will expand the game's features and give it a new level of depth. If you missed that news, give it a read, as it will give you a good idea of what our plans are this year. Starting with this article, we are coming back to our series of developer blogs, giving you a peek behind the curtain of development.

It would be a bit difficult to portray the story of this article in pictures - it would mostly be a series of photos of us in various stages of despair. Instead, we'll show you the model that caused us all this hassle, and the improvements we've been trying to implement all this time.

The Hammerocerros was one of the first creatures modeled for The Riftbreaker. The other two were the Canoptrix and the Arachnoid. The model dates back to 2018. We've learned a lot since then, so it feels a little dated, especially compared to the new creatures.

The story we want to tell you today is multi-layered and will show you the unpredictability of the game development process. As we told you a couple of months ago, we decided to introduce a new strain of creatures into The Riftbreaker: Omega creatures. They are much beefier and larger variants of regular Galatean creatures. They also come with a suite of extra abilities, such as damage auras and calling in meteor showers on demand. To make Omega creatures extra special, we decided to give them custom models that reflect their unique nature and extreme danger level.

Omega creatures are larger than their regular counterparts. This increase in size wasn't kind to the Hammerocerros. Even this big, it still looked like an amorphous blob. We decided that the Omega variant needed significant improvements.

While modeling creatures is a gratifying task and one of the most pleasant parts of a 3D artist’s job, animating those models is a complex task that involves the work of several people - a designer to come up with all the creature’s states, an animator to create the animations, and a programmer to put them all together in an Animation State Machine. Any changes made after all this work is done may generate potential bugs and require a new round of tweaks. We wanted to avoid that, so our artists would create new, enhanced versions of the existing models that could still use the same skeleton, animations, and animation state machine. It worked great for the vast majority of creatures. The problems began when we reached our good old Hammerocerros - one of the first models purpose-made for The Riftbreaker.

The first Zbrush sketches of the Omega strain. The armor on the back is much more pronounced. A pair of large horns are meant to show you that this guy means business.

Our game’s development started in 2018. Back then, we used 3DS Max for modelling, rigging, and animations. We had been using that program since Zombie Driver days (fun fact: the level editor for ZD was made entirely using the 3DS Max scripting language). When we started prototyping The Riftbreaker, we still used 3DS Max and gradually moved to Blender. While most in-game models have been created using Blender, a few of the oldest meshes are still in the 3DS Max format. You can see where this is going - Hammerocerros is one of these models. To modify this creature, we had to open the old source file.

After cutting down on the horns a little - at least the ones on the back - we put this model next to the Ultra strain to see how they compared. We liked the results, so we moved on to texturing.

In theory, Blender should be able to open a Max file and convert it to the new format, but there is no guarantee that everything will work right out of the box. At first, things seemed promising - the model and its materials were imported successfully. However, one crucial part was missing - the animation rig. No matter what we did, we could not make Blender read the rig from the Max file. This would force us to recreate the model’s skeleton and create all the animations once more, which was far more work than we were willing to accept. We had to come up with an alternative solution.

We still wanted to retain the color palette of the original creature. However, we used the colors in a more structured way, which allows you to see shapes and details with much more clarity.

Our first instinct was to fire up 3DS Max and export the model in a more compatible format. Luckily, we bought a perpetual license all those years ago (remember when perpetual licenses were a thing?), and the CD was somewhere in our storage space. We went treasure hunting, found the box, plugged in an external CD drive, and began the installation process. As you can imagine, things did not go smoothly. As it turns out, the version of 3DS Max we had access to was so archaic that it refused to work on newer systems… Windows 8.1.

Here's a high-detail render of the "regular", physical damage Hammeroceros Omega...

...and here's the fire damage elemental variant. This model receives additional particles to emphasize the 'elemental' aspect.

Up until a couple of months ago, this wouldn’t be a problem. We try to keep at least a couple of machines in our office on older hardware and software versions to test for compatibility issues, so we had a PC with that system in our office. However, when Microsoft stopped issuing security updates for Windows 8.1, it was no longer safe for us to keep it online. The machine got a slight hardware upgrade, and we switched it to Windows 10. That meant we had to find a workaround and try to run 3DS Max elsewhere. Our first idea was to set up a virtual machine with Windows 8.1 and run Max there. It was relatively quick to set up but failed just as fast - the software refused to install on a VM. We had to bring out the heavy guns.

We liked the new version so much that we decided to use a slightly more 'polite' version to replace the base strains of the creature.

We dove into our storage space once more, grabbing all the PC components that bordered on being classified as “electro-junk,” and put together a period-accurate PC to give it the best shot at working right out of the box. We constructed the grandpa-PC, installed Windows 8.1 again, and attempted to get 3DS Max running. We entered our perpetual license software key, hit enter, and… nothing happened. We tried several more times but to no avail. When we called support, they were shocked that somebody was even trying to use software this old. Upon investigating our issue, it turned out that validation servers for this program version were turned off several years ago.

Here's the full Hammeroceros family with a bit of foliage to see how they blend in with the environment. We're quite happy with the results!

All hope seemed lost. After all, it felt like we couldn’t run away from remaking the animation rig for Hammerocerros. Then, we had one last idea. What if we didn’t have to authenticate the software after all? Was it possible to use the program's trial version and export our model that way? Turns out that it was! The trial version of Max had a time limit but no functionality limit, meaning we had bought ourselves a couple of days to open all our old models, reexport them, and save ourselves from all this trouble in the future. Our saga has finally ended, and you can enjoy updated Hammeroceros family models in upcoming Riftbreaker updates.

Obligatory xkcd. The original work can be found here. Shared under the Creative Commons Attribution-NonCommercial 2.5 License.

If there's one lesson we've learned from this misadventure, it's this: never let any part of your project be entirely dependent on external software. We often hear about the importance of backups and the best practice of having redundant copies. However, backups won't save you if the crucial software needed to open the files is missing. That's why we've decided that if there's a software switch in the future, we'll re-export all our work ahead of time. It's a small step that could save us from a lot of trouble in the future.

Now the other "old" creatures are asking for a rework... Should we? We've got the tools, after all.

That’s all for the first Riftbreaker blog of 2025. We hope puzzles like this won’t happen too often this year and that we will be able to focus on delivering all the promised content updates as soon as possible. If you want to receive daily updates on our progress, join our Discord server at www.discord.gg/exorstudios. You will get to see what we are currently working on and influence what the game looks like in the future.

See you next time!
EXOR Studios

The Riftbreaker Maintenance Update, January 17th, 2025

- Replaced broken Twitch streaming authentication with a dedicated authentication service on www.riftbreaker.com

Closed Co-Op Beta Update, January 16th, 2025

Hello Riftbreakers!


The first Closed Beta update of the year is here, and it is a huge one. In this version of the Co-Op Playtest build we are introducing two major improvements: Gameplay State Prediction Algorithms, and our first attempt at the weapon and loot systems rebalance. Prediction should significantly improve the network performance of the game and reduce camera jittering. The weapons and loot portion of the update is a bit harder to explain, so read the changelog to find out more!

We will send out a new batch of beta keys tomorrow. Please make sure to sign up here:

[h3]SIGN UP USING THIS GOOGLE FORM[/h3]

[h2]The Riftbreaker Closed Co-Op Beta Update, January 16th, 2025. DATA: EXE: Changelog:[/h2]
[h3]CHANGES[/h3]
  • Introduced the first version of Player and Creature Movement Prediction Algorithms. This is a set of algorithms that allows us to simulate the behavior of the player's avatars and enemy creatures on your machine. Player movement prediction allows us to react to movement input without delay and removes the lag that was present in previous builds. This feature also allows us to smooth out camera movement and removes the jitter that was observed when moving diagonally. Creature movement prediction and interpolation algorithms allow us to send creature movement data 5 times a second instead of 30 times per second. This reduces the amount of data transferred by an order of magnitude. We hope it will positively affect your gameplay experience. Still, we have to note that both of these features are still work in progress and have introduced a number of new bugs that were not present in previous builds. That being said, this is the perfect moment to gather feedback from the community. Please let us know if you think that player movement has improved or gotten worse in comparison to the previous closed beta build.
  • Weapons and Economy Rebalance Changes - We have introduced several balance changes to our weapons, ammo production, logistics, and loot drops. This is the first iteration of these revamped systems, and nothing is final yet. Your feedback is very welcome. Our aim behind these changes is to bridge the power level gap between the lower tiers of weapons and the higher ones. The following is a list of changes we have introduced in this build. We would like to extend our thanks to one of our community members, Wzysb, who has conducted a lengthy analysis of our weapons system and pointed out many mistakes we made. We managed to correct most of them thanks to Wzysb's help.
Please note that not all weapons and mods have been modified yet. We focused on the most commonly used ones first. The following weapons have received changes:
  • Acid spitter
  • Atom bomb
  • Blaster
  • Burst rifle
  • Corrosive gun
  • Cryo spitter
  • Cryogenic atomizer
  • Fire spitter
  • Flamer
  • Grenade launcher
  • Insect gun
  • Lava gun - immolator
  • Lightning_gun
  • Minigun
  • Mortar
  • Plasma gun
  • Rocket launcher
  • Semi auto
  • Shotgun
  • Small machinegun
  • Sniper rifle
  • Swarm missile
  • Sword
  • Hammer
The following weapons are waiting to be rebalanced/reworked:
  • Bouncing blades
  • Charged bomb
  • Crystal gun
  • Floating mines
  • Heavy plasma
  • Laser
  • Railgun
  • Rootgun
  • Trident
  • Sonic fist
  • Pickaxe
  • Flame blade
  • Laser sword
  • Chainsaw
  • Power fist
[h3]WEAPONS & ECONOMY CHANGES[/h3]
  • The first and probably most significant change is that weapons, consumables of higher levels, and player skills can now be dropped as loot from Bioanomalies, Biocaches, Omega creatures, and underground treasures.
  • The weapons you find as loot are marked as unique. They have additional skills and a higher DPS ceiling than the ones you can craft yourself.
  • Your research level determines the quality of the loot. You can find an Advanced one if you have blueprints available for a regular-level weapon. You may find a Superior item if you have access to Advanced blueprints. Researching Superior items opens up the possibility of finding Extreme items.
  • The parameters of all weapons have been rebalanced. Weapon stats have been adjusted to be more helpful and to give each weapon a distinct purpose. Higher-tier weapons have been tweaked with co-op in mind.
  • Many previously missing weapon characteristics have been added to the weapon rolling process. All characteristics have been adjusted to make them useful.
  • Weapons crafted by the player no longer receive additional abilities, like cluster projectiles. You can add them later via mods or try to loot a weapon with these stats. This has been changed to make the items you find in the wild more exciting and powerful compared to what you can craft.
  • Higher-tier weapons have had their fire rates changed. Some of them have had it increased to make them more useful. Others have had their values reduced, such as the Repeater Rifle - no one could physically pull the trigger 40 times a second, and it seriously messed with the DPS calculations, leading players to make wrong assumptions about the power level of the gun.
  • The ammo cost for higher weapons has been adjusted to offer a steady consumption rate. We wanted to eliminate situations where you would never run out of ammo or, completely opposite, where the high ammo cost would render a weapon unusable.
  • The amount of ammunition stored by the mech has been increased.
  • The number of Ammo Storage buildings has been reduced. Initially, you get to build 2 Ammo Storage buildings. At level 2 of Ammo Storage technology, the limit is increased to 4, and it is up to 6 at level 3. The amount of ammo stored by individual buildings has been increased. Your total ammo storage for Mech ammo will be slightly lower. Tower Ammo has been kept at the same level.
  • The armory building limit has been reduced to one. Armory upgrades are more significant now, increasing ammo and consumable production by a considerable margin. You will save on the amount of resources and space needed. However, you must protect your sole armory at all costs!
  • Consumable manufacturing speed has been increased to compensate for the lower Armory building limit.
  • Solid Material Storage buildings now store more resources.
  • Carbonium and Ironium production speed has been slightly reduced. Level 1 factories remain unchanged - 1 resource per second. Level 2 factories produce 1.5 resources per second. Level 3 - 2.5 per second. The cost of factories has been adjusted to reflect this change.
  • Weapon Mods have been rebalanced to make them more useful. Some bugs that caused certain mods to be overpowered have also been fixed.
  • Spread and Critical Chance mods have been removed from the loot pool since they were not quite as helpful as we hoped. If you have a save file with these mods, they will still work, but you will no longer receive new ones.
  • Consumables and Skills don't get as much stat increase as they used to on higher levels.
  • Biocaches now always drop Carbonium and Ironium, with a chance to drop advanced and rare resources.
Please note that all of these changes are up for debate and none of them are final at this point.

[h3]OTHER CHANGES[/h3]
  • The in-game chat is now displayed in the middle-right portion of the screen. Message history has been added. Server messages are also displayed in the new chat window.
  • The party members status icons have been moved to the left side of the minimap to accommodate the new chat window.
  • Lesigian Omega has received a new, custom model.
  • Hammerrocerros Omega has received a new, custom model.
  • All Omega creatures now have NetAlwaysRevelantComponent added to ensure that their position and state is always up-to-date between clients and the server.
  • Added localization strings to warning and assist ping menu actions.
  • Drexolian Ultra has been added to the Volcanic Zone survival ambient creature pool.
  • Acidic Yeast Colony event has been changed - the colony now grows at a rapid pace, making it a real threat that you can't ignore for more than a couple of minutes before it destroys your base.
  • Biocaches now explode with more force to scatter the loot in a bigger radius.
  • Changed the 'stunned' visual effect. The particles are more visible and rotate faster. Adjusted effect placement in many units.
  • Changed the earthquake visual effect to be better visible.
  • Added a custom effect for lightning cascade Omega attack.
  • Shortened the duration of acid bulb explosions.
  • Shortened the visual lifetime of acid spitter explosions. No functional change.
[h3]FIXES[/h3]
  • Fixed Twitch streaming integration authentication.
  • Reduced the minimap system network transfer usage,
  • Removed TransformSystem from various areas of the game to improve the network performance.
  • Updated many textures to reduce their memory usage through emissive channel optimizations and resolution fixes.
  • Fixed Nurglax Omega projectile errors.
  • Reduced the loudness of sounds for many defensive towers. Added instance limits to tower sounds.
  • Gravity grenade model has been removed from the magnetic rock destruction effect.
  • Fixed an invalid memory read in UpdateWorldTransform when bone didn't exist, which resulted in a crash.
  • Fixed an issue that caused building explosions not to deal damage to nearby structures.
  • Fixed the Metallic Valley wind power generation ratio back to 1.25x.
  • Introduced many transfer, replication and latency optimizations.
  • Improved CPU performance.
  • Multiple miscellaneous fixes and improvements.


EXOR Studios

2024 In Review

Hello Riftbreakers!




The year 2024 has come and gone, and what a year it has been! The past 12 months were filled with equal parts hard work and excitement. As is our tradition by now, we will take some time to reflect on what we’ve done in 2024 for The Riftbreaker and our studio as a whole. We will draw some conclusions from this year’s achievements and try to set our goals for 2025. There will also be a portion of fun statistics to show you some aspects of the game development process that are not always obvious at first glance. Enjoy!



[h3]2024 HIGHLIGHTS:[/h3]
  • We released the World Expansion III free update, and the Heart of the Swamp paid DLC in June. The update allowed you to visit the Fungal Swamp, a brand-new biome on the surface of Galatea 37. As usual, when developing this game expansion, we explored the unused design space that lingered in the back of our heads for years. We’ve always wanted to create a biome where water plays a major role, challenging you to build bases on small, scattered islands. To facilitate that, we gave you access to more than 70 new technology items, including powerful superweapon towers like the Heavy Cluster Missile Launcher and the Floating Piercer Towers. Your tactical prowess would be put to the test by the hordes of new creature species. We also introduced visual improvements, like our new liquid rendering techniques, which are so essential in a swamp-themed biome.

    The co-op tests have been a lot of fun. The online mode is not perfect yet, but it doesn't prevent us from having a blast, whether we play with each other at the office, or with our testers online.

  • We launched the Closed Co-Op Beta test. We have already let hundreds of our community’s most active members play their first matches of The Riftbreaker Survival mode over the web. We can’t stress enough how massive this milestone is for us. As we have mentioned in our previous articles, the multiplayer mode for The Riftbreaker has been in the works for at least three years. Despite all the hardship we endured and the obstacles we had to overcome, we finally managed to get a playable version of online play into your hands. It performs better than we expected, and, more importantly, it is a lot of fun! For now, the Beta version is limited to three Survival scenarios, but we keep updating it every couple of weeks with new content and performance optimizations. We also send out more access keys every week - the latest wave has gone out today!

Both the World Expansion III and the Co-Op Beta were the goals we set for ourselves at the end of 2023. We are very happy that we managed to complete these objectives. However, there was one more item on our last year’s to-do list - the Endgame Update. We decided it needed more time in the oven to have the quality and impact it deserves.



[h3]WHAT WE ARE CURRENTLY WORKING ON[/h3]
We have started our work on the Endgame expansion for The Riftbreaker. We call it Extended Story Campaign, but in reality, it is so much more than just that. This massive, free expansion will completely overhaul large portions of the game. It will open up an entirely new mission branch if you decide to stay on Galatea 37 instead of going home. The update will feature:
  • Improved Orbital Scanner functionality, allowing you to scan Galatea 37 for even more interesting areas within the biomes you’ve visited previously. The scanner will allow you to pick and choose where you want to go, but each location presented to you will be noteworthy - some of them will be full of resources and perfect for an additional outpost. In contrast, others will show signs of anomalous activity that you will have to investigate. No matter what you choose, you won’t be disappointed with the rewards - tons of sweet loot await those who dare!

    Here's a sneaky preview of one of the 'encounter' map tiles we've created. It's a lot different than what you usually fin in the Radioactive Desert biome.

  • Exploring and expanding to new areas of interest will be essential to fulfill the expanded endgame goals. We won’t reveal what they are at this point, but we can share just a little bit. Ashley wants to ensure that when humanity finally arrives on Galatea 37 it doesn’t turn it into yet another industrial wasteland. She will have to lay the foundations for that, preparing enough sustainable infrastructure to deter her fellow humans from their usual STRIP-MINE-EVERYTHING approach. You will have to build complex networks of new structures, power plants, and factories to facilitate that. New resource outposts will be essential to that goal.

    Omega creatures are beefier and more dangerous. All of them received new models to stress their uniqueness and significance on the battlefield.

  • While traversing the unknown, you will run into powerful Omega-strain creatures. These giant beasts have evolved abilities far beyond those of their smaller family members. Each Omega creature you encounter will be a test of skill for you and your mecha-suit. Apart from being much more demanding than Ultra-strain creatures, Omegas have unique abilities that will keep you on your toes the entire fight. Still, you will want to fight them for your future safety and the rewards.

    Each weapon you find in the wild has a couple of 'boosted' stats. This allows you to break the power ceiling of the craftable weapons.

  • The new and improved loot system. Each time you defeat a powerful Omega creature or open a Bioanomaly, you will get the chance to receive a unique weapon - sometimes even beyond your current tech level. Weapons you find in the wild will get additional stat bonuses and will generally have a higher potential than those you craft yourself. For example, you can encounter a crazy Minigun with a built-in splash damage increase, which you can mod even further. Alternatively, you can just dismantle it for even more resources.

    We felt the minigun was too weak, so we added nuclear explosion effect to every hit. Thoughts?

  • Such a massive overhaul of many systems will require balance changes. We will give you many ways to spend your extra resources that would often become irrelevant later in the game. We will also give some love to various weapons that turned out to be underperforming in real gameplay scenarios. We have actually received a 40-page document from Wzysb, one of the community members, pointing out problematic areas when it comes to our guns. Wzysb makes some good points there that we will give careful consideration to.

    Here’s a randomized map from the new generator we mentioned earlier, plus a sneak peek at the new and improved map screen layout.

  • Lots of quality of life improvements. The map screen has been reworked to offer greater clarity, especially in large and densely built bases. The most significant buildings now have dedicated icons, allowing you to find what you need quickly. The map will also feature a symbol legend so you always know what you are looking at. Or more robust liquid compression-decompression mechanics. Or improved inventory screen. There’s a lot of QoL stuff coming for you!

As you can see, the Expanded Story Campaign update will be a massive change. This requires us to be extra careful and take time with our decisions. There is still a lot of work ahead of us. Luckily, our Closed Co-Op Beta is a perfect playground to test our ideas so that the final product will be tried and tested by us and the community. We can’t wait to hear what you say about this free expansion.



We are also continuing our work on the Online Co-Op Multiplayer mode for The Riftbreaker. Community feedback from playtesting allows us to make the necessary gameplay changes and adapt the Survival missions to the reality of multiple mechas running around, wreaking havoc. Internally, we have completed several full Story Campaign playthroughs, which, surprisingly, were far more stable than we expected. It feels like we are making progress every day, which fills us with enthusiasm and motivation.

With the new prediction algorithms in place we will reduce the amount of data transferred by an order of magnitude. It will give you smoother gameplay, and less network problems overall.

Netcode is the current focal point of the development of Riftbreaker Co-Op Multiplayer. Our team is researching and developing prediction algorithms to make the gameplay experience smoother and more predictable. These algorithms will allow us to send data from the server to the client much less often while the client's PC fills in the blanks by predicting what happens between updates. Implementing a suite of prediction and error correction algorithms will make the game feel more responsive and play smoothly, even in cases of long-distance connections with high latency. Of course, higher latency leaves more room for error, but we test our solutions with an artificially implemented lag to make sure that they hold their ground. We know that real-life scenarios are never perfect, and there are a lot of variables in play - this is why we want to be prepared for them in advance. We will test these solutions carefully with our closed beta testers and make sure that the final product meets your expectations.



[h3]FUTURE PLANS[/h3]
The Extended Story Campaign update and the Online Co-Op Mode release are incredibly complex projects. The extent of changes they bring is so massive that we dubbed these updates combined as ‘Riftbreaker 2.0’. This is going to be the largest and most impactful update for the game to date. We will be gradually testing it with the community, first through the current Closed Coop Beta and later through an open-to-everyone experimental phase. It is a lot of work and we don’t expect it to be ready sooner than within at least 6 months.



[h3]STATS[/h3]
It is time for our yearly portion of fun stats and trivia. We've hit a couple of milestones this year!
  • We started the year on The Riftbreaker repository revision 42203. We managed to break the 50000 revision milestone, finishing the year on revision 50203. That is 21k revisions more than X-Morph: Defense’s and 28k more than Zombie Driver’s lifetime revision numbers.
  • This gives us exactly 8,000 times someone uploaded changes to the game’s repository. However, this number doesn’t tell the whole story. These 8000 ‘commits’ contained a whopping 177718 total file changes. From missing semicolons through blueprint changes to the new cinematics - it’s all there.

    The graph showing the commits over time to the game's main repository. You can clearly see the pre-release heat, and the month where we all took a holiday together!

  • Commits to The Riftbreaker repository don’t tell the whole story. There is a separate repo for The Schmetterling Engine. This one is primarily used by our programmers. Here the stats are as follows: 2502 commits, 42999 file changes.

    As you can see, the engine develops alongside the game, expanding it's capabilities each and every day.

  • An average member of EXOR contributed to the main game repository changes 533 times over the course of the year.
  • Our automated save test gauntlet ran 412 times. This means we forced our PCs to load 80+ game states gathered from various campaign points, save the game, and load it again. All these tests amount to more than 1600 hours. In this time, you could complete the journey from Miami, FL, to Seattle, WA, on foot, and you still have 400 hours left to watch soap-cutting videos on TikTok. (We know it's cringe, but we have to stay up to date. If you could drop us a follow, we would be very grateful: https://www.tiktok.com/@exor_studios)
  • Zombie Driver has turned 15 years old, which means we are very old indeed.
  • We have consumed more than 50 kilograms of coffee. Given that a kilogram is roughly 8800 beans, that’s about 450.000 beans that we turned into code and animated explosions. 450.000 is the approximate population of our city—Szczecin, Poland. We could have given every citizen a single bean instead of drinking it all, dang.
  • We have streamed on Twitch 73 times for a total of 154 hours and 10 minutes. You watched our struggles for 229.214 minutes total, or 3,820 hours and 14 minutes. That’s almost 160 days of nonstop watching—half a year. Mental!

And with that, it’s a wrap on 2024. Thank you for your support and patience this year. We are entering 2025 with a clear path forward and good foundations laid out. We hope you stick with us to see everything we’re working on now.

The in-game Winter Event will launch any day now. Luckily, we tried if it still worked ahead of time. Our snowmen were quite unruly this year!

[h2]Happy Holidays and a Happy New Year![/h2]
EXOR Studios

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