Even Creature Nests Get an Upgrade
Hello Riftbreakers!
We told you about the new Omega Class enemies that will spice up your Campaign and Survival runs a couple of weeks ago. In a nutshell, they are more powerful strains of Galatean creatures. Not only are they more durable and deal more damage upfront, but they also come with a range of special abilities that require you to change up your strategy and find an individual approach to each of them. Fighting Omega creatures has quickly become one of our playtesters' favorite elements of the Co-Op Beta. We’re pleased with how the Omega ability system turned out. Naturally, we investigated if any other areas of the game could use it - and we think we found the perfect candidate.
The first nest you find in the game is in the Prologue mission. Although we won't be making this one any different, it portrays the issue with the event altogether - shooting at an immobile, defenseless object is not that engaging.There are many randomized events that can take place during any Riftbreaker mission. They range from weather events to all-out assaults by enemy creatures. One such event that can happen in any Galatean biome is finding a creature nest in the wild. They can either appear alone or in a group of three. If left unchecked, the nest will keep spawning creatures that will happily eat a hole in your defenses. The only way to stop that from happening is to take a slight detour from your current plans and eliminate the source of the problem. That’s where the event has been a bit underwhelming. Creature nests are immobile and largely defenseless. Destroying them was an unrewarding formality for most Riftbreakers. We want to change that, so we decided to explore some options.
Things change a little when there are a couple of nests involved, and the difficulty level is a bit higher. Some creatures try to stop you from wrecking their homes, but they are no match for your firepower.All biomes in The Riftbreaker have their own nest model that spawns creatures appropriate for that biome. However, some are slightly different. In the Metallic Valley, the nests take the form of an X-Morph Biofactory, heavily defended by loads of Alien Plasma and Artillery Towers. Destroying each of those defensive structures yields resources and makes the fight much less one-sided. We continued with that idea in the Fungal Swamp biome. Over there, the nests have an acid-spitting maw on top of them, also leading to much more engaging fights. We realized this made the entire event much more interesting, especially if multiple nests were involved. It made us think: what means of defense can we give the other static creature nests to make them more similar to the ones in the Metallic Valley and Fungal Swamp biomes? As an experiment, we decided to try some of the Omega strain abilities.
After giving them an HP boost and some abilities, the nests are a much bigger problem now! The ones you can see here have one ability each: one shoots fireballs from the sky, another sends bursts of lightning, and the third keeps healing the other two. While we won't be spawning the nests so close to one another, this gives you an idea of what we wanted to achieve.We started small, applying a moderate HP boost and one randomly chosen skill from the Omega skill set. The event immediately felt much better - not only did it take some time and actual firepower to destroy the threat, but the nest could fight back and destroy your mech if you weren’t careful. However, not all the abilities we prepared for our bosses made sense on a static object. Let’s take the ‘waller’ ability as an example. It is completely illogical for the nest to ‘wall you in’ and essentially protect you from the creatures it spawns, all the while you’re blasting your most potent weapons at it. We left in those abilities that can deal direct damage to you or buff the surrounding creatures. Thanks to this, fights became more engaging and rewarding, giving us a good reason to provide you with chances for more loot! All defeated Omega nests will have the chance to drop a fountain of resources, mods, and unique items.
More nests, more chaos! Again, this is a testing situation, and the nests won't ever be this close, but the chaos is glorious! Drones, pattern attacks, healing - they have it all. Prepare your best gear!Next week, we'll unveil the full range of Omega creature abilities and how they work together. Some combos are so powerful that we've had to ban them from ever appearing together in the wild, ensuring fair and balanced gameplay. In the meantime, we invite you to sign up for the Closed Beta playtest. We've increased the number of invites we send out with each update, and we're eager to test the strengths and weaknesses of our game with a large player base. We promise that everyone who signs up will receive an invite before the end of the beta period. And remember, getting a key will also allow you to join our Co-Op streams, which happen every Tuesday and Thursday at https://www.twitch.tv/exorstudios at 3 PM CET. We look forward to seeing you there!
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EXOR Studios
A blast from the past! In this build from 2019, the upgraded buildings were marked only with a number hovering over the rooftop. It looked bad and was almost invisible in real gameplay.
As a middle ground, we added plates with numbers that denoted the upgrade level. It worked fine, and those numbers can still be found on some buildings. Still, we could do better.
In the end, the most commonly built structures that are likely to appear in large numbers got individual models for each level.
The new AI Hub building levels.
The new Repair Tower building levels.
The new Liquid Material Storage building levels.
Level 1 AI Hub might be a bit of a shock at first, as it doesn’t feature the prominent green light that we've become used to. Look how tiny that thing is! Level 3 was significantly beefed up, and the screens all around the structure give it a more advanced look. We used an animated texture on this model, which worked well in this case!
The Liquid Material Storage had to keep the pipe attachments in the same place, as well as the windows that showed the kind of liquid inside. That limited the options slightly. However, you can easily see the progression from Level 1 to Level 3.
Finally, the Repair Towers. Level 1 has lost a little bit of its heft. We wouldn’t leave the HQ unsupervised with only use these towers to protect it. However, Level 3 got much beefier and looks like a beacon of… repair.
The most basic example of the new system in action. The Biocache dropped a unique item and some resources for good measure. The higher the rarity of the Biocache, the better your chances for more advanced gear and even more resources.
The weapons you find as loot have unique properties, like cluster projectiles, for example. They are tuned to be meaningful and trigger often, so that it's not just a "paper" chance for a bonus effect.
Unique drops are plentiful, but not guaranteed. Worst case scenario - you get a resource fountain. Biocaches are guaranteed to drop Carbonium and Ironium now, in addition to other resources.
It is entirely possible to fill out your entire inventory without touching the crafting menu even once, but you have to rely on RNG to get what you want. The choice is yours!
Since Omega creatures are the guardians of Bioanomalies, you can get often get two rewards for the price of one! Here, we got a Mortar from the Baxmoth Omega, and a Repeater from the anomaly.
The underground treasures also give you a chance for a unique item - and that's in addition to other loot inside. We're not removing anything for the sake of the new system!
There's been a lot of testing going on lately, both in and out of the studio.
Co-Op on higher difficulty levels is going to throw some difficult Omega creatures at you. We want you to have an arsenal that is ready to tackle them.
Working together is important - both when playing co-op AND developing it. This is why we pay a lot of attention to what our community has to say about the game.
Since we're giving Omega creatures more abilities, we can't leave our players behind!
Tweaking weapon stats is not an easy task - here's just one screen of our Weapons Editor. The table goes much further, both horizontally and vertically, and each value has the potential to completely mess things up. Boy, am I glad I'm not in charge.
One of the complaints we often got was that the Corrosive Gun felt like a tool to destroy the magnetic rocks in Volcanic Zone. This is no longer true. More projectiles, more splash, more firepower will solve all your Volcanic Zone issues.
No trickery here - this is a basic, crafted Advanced Laser, with no cheats or unlimited ammo, dealing with 40 Hammeroceroses. There is a delicate auto-aim going on to help you keep the beam on target and not lose the bonus damage.
Two Superior Root Guns vs a pack of 50 Flurian Alphas. The weapon is much easier to use thanks to its high fire rate, piercing, and unlimited ammo. Perhaps a bit too good, but we'll iron that out at some point!
You can still do some crazy damage using weapon mods. Cluster Projectiles and a Minigun are a match made in heaven!
You will get to know more about finding unique loot items in next week's article, stay tuned!