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]
EXOR Studios
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



The Necrodon family gathering. As you can see, the clan elders have been hitting the gym pretty consistently. The regular Necrodons are relatively small and look brittle thanks to their thin arms and legs. We wanted to make the Omega strain a bit bulkier to help it stand out in the crowd. The Omega strain will stay far beyond the frontline, just like the regular creature, supplying the enemy attack waves with endless ranks of the dead. Get your longest range towers ready!
Gnerots are naturally big and bulky. Our first attempt to make the Omega strain different from the regular version included spikes and extra stones. However, we weren’t quite happy with the result. The original Gnerot blends with the environment well when it is sleeping, and we wanted to keep that property.
The next step was to literally stick some of the rocks that naturally occur in the game to try to determine what shape would work best.
The end result was a blend of all the options we considered. We wanted the rocks on the Gnerot Omega’s back to be blunt and eroded. We also decided to keep the rocky arm ‘gauntlet’ from the first version. We think this version is distinct enough but maintains the character of the original.
“dope af” - one of the devs, 11:48 AM, Tuesday, November 19th Anno Domini 2024
Nurglax Omega has received its Acid and Energy variants. Like the Omega Necrodon, this creature will try to keep its distance from your base and attack from afar. Still, it should be easy to notice its impact on the battlefield - the larva-filled sack is bigger and more spikey than ever.
Apart from giving our Omega-strain creatures a visual makeover, we are still experimenting with new special abilities to provide our new favorite beasts. Here, you can see an acid cascade. A couple of lines of hit markers appear on the ground, signaling incoming danger. After a brief warning period, the Omega makes the earth open up.
This ability works well with other elements as well. Imagine a violent lightning storm like this hitting your base. Omega creatures with this skill will have to be your priority when you encounter them.
Here’s a randomized map from the new generator, plus a sneak peek at the new and improved map screen layout.
Large battles against powerful bosses have a tendency to cover the world under hundreds of effects.
The more players on one screen, the more difficult it is to see what is really going on.
We sat down and watched hours of playtest footage, analyzing what the problem really is.
We quickly noticed that in many cases, overexposure was to blame for the lack of clarity.
Each bullet fired from the old SMG had a small light. It usually blended with Mr. Riggs' spotlight and making it difficult to spot the bullet itself.
New and improved SMG projectiles. They are more visible, don't have any additional lights, and are less performance-hungry as a bonus.
This explosion is made up of 1042 individual quads that spawn in and animate with very precise timing.
The old tornado effect covered up half the screen, pretty much.
Fire tornado also covered up half the screen, but brighter!
The new effect is much more subtle. Looks much better in-game - compression killed this one.
And here's the improved version of the fire tornado.