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Zero Caliber VR News

Zero Caliber - GRAND Update Hotfix #2 + mod support news

Hey everyone,

We've been monitoring community feedback non-stop after dropping the extremely important GRAND update - thank you all for the tremendous amount of feedback, you're all awesome!

We've already pushed a hotfix out, and now here's the second one!

[h3]HOTFIX #2 CHANGELOG[/h3]
  • Added a grabbing method setting for smaller items (magazines, attachments) - you can now set it to 'trigger'
  • Fixed and improved Index controller keybinding
  • Improved weapon grabbing from holsters
  • Improved weapon- and melee holster positions
  • Improved/rebalanced overall game difficulty
  • Fixed an issue where bullets were displayed even in empty mags
  • Fixed broken NPC eye texture
  • Friendly AI is now turned off by default in both single- and Co-op
  • Fixed a texture issue on the 'MERPTV' scope
  • Fixed several 'out of combat zone' issues that could potentially hinder the gameplay
  • Fixed a few POI issues that could potentially hinder the gameplay in single player
  • Fixed a texture issue on some military vehicles
  • Fixed flash suppressor hand position
  • Fixed grip attachment grabbing spheres
  • Fixed an issue on Night Shift that could result in a freeze/crash
  • Fixed missing input actions for WMR controllers (except for the Reverb G2*)


*We're working on a fix for HP's Reverb G2 controllers as well - in the meantime, you can use one of our community member's, Leb's awesome custom key binding.

These were, once again, fixes and improvements that could be done quickly and without taking too many risks before the Holiday Season - more fixes are coming in January!
We're still collecting feedback btw in this pinned topic: https://steamcommunity.com/app/877200/discussions/0/3720567164487211951/ and on our Discord, where we're also collecting suggestions and ideas!

[h3]MODDING SNEAK PEEK[/h3]

This hotfix isn't the only thing we've been working on - the modding toolkit is almost ready, and the 1st batch of modders have already started making maps for Zero Cal!
Alltime favorites, brand new environments - we're seeing some pretty wild ideas!



We'll be letting more and more modders in on the action as we're getting closer to the mod support update, so when it happens, y'all be swimming in custom maps!

If you'd like to join the early modder team, join our Discord and send me [Dan. | CM-PR] a DM!

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Developing games WITH our community has always been our jam, and that's not gonna change in 2023 either - with your help Zero Caliber will become the ultimate all-in-one VR shooter out there!

Thank you all for the continuous support, we wish you all a Happy and Safe Holiday Season!
- The XREAL Games Team

Zero Caliber - Grand Update Hotfix #1

Hey everyone!

Thank you so much for providing so much valuable feedback about the recent megagigaGRAND update! We're really glad to see you're enjoying the "new" Zero Cal. :)

We knew there were bound to be issues remaining here and there, and we were ready - we've just pushed out a hotfix based on y'alls feedback:

[h3]*HOTFIX*[/h3]
  • Tweaked Index controller grip sensitivity when picking something up
  • Tweaked Index controller grip sensitivity while holding weapons
  • Fixed hand angle for Index and VIVE controllers
  • Difficulty rebalance - the AI now has less HP in 'easy' and 'normal' difficulties
  • Frienldy AI is now turned off by default (you can still turn it on when selecting a mission)
  • Moved the melee holster a bit further away from the ammo pouch
  • Fixed a few issues that could potentially break the game flow
  • The issue where Valve Index users' controllers were unresponsive during the Benchmark test. Just go to the SteamVR settings and change the Keybindings from Custom to Default.
  • Improved server stability


We're happy when you're happy - we've always kept community feedback at the top of our priority list, and that hasn't changed.

Please leave your feedback in this discussion, and what's MORE important, send us your suggestions as well! What feature/addition/change/polish would you like to see in the game?

Also, this hotfix contains only stuff that could be fixed easily and quickly, more fixes and improvements ( especially keybind customization, holster and ammo belt fixes) are coming based on your feedback - and of course, mod support is happening soon!

We love y'all!

Zero Caliber - the GRAND update is now LIVE!

Hey everyone,

The day has come... Zero Caliber just got infinitely better! The weapon handling, the vastly improved AI, new weapons, new melee feature, dedicated servers for Co-op, built-in voice chat and a TON more - you HAVE to try it to believe it!

The GRAND update is now LIVE!

[previewyoutube][/previewyoutube]

The game has changed a lot. A LOT. We strongly believe that the gameplay got 120% better, 140 smoother and 200% more fun!
We've done all this to prepare the game for the upcoming mod support update - soon anyone will be able to make single player/Co-op missions and PvP maps for our beloved shooter! (Yes, PvP is still on the table!)

Now, given how many things got changed, fixed, finetuned and added, you'll have a lot to go through and get accustomed to (including new control schemes with the added jumping and crouching features). If you've played Zero Cal before this update, we strongly recommend you to replay the whole game as you'll encounter new and smarter enemies, better combat scenarios and revamped gameplay all around!

Dedicated servers and built-in voice chat are making a debut as well. We've got quite a few reports of peeps not being able to connect to each others' games in the past - now with dedicated servers, we hope this is fixed for good. We might need to adjust server locations or their capacities as we go, so if you experience any connection issues, please let us know!

Speaking of which... FEEDBACK. We need it. Our QA team tested the hell out of this build, but with so many changes there are bound to be bugs we had missed.
To make our life easier and feedback more organized, please put ALL your feedback into this pinned thread: https://steamcommunity.com/app/877200/discussions/0/3720567164487211951/
The same goes for progress - we made sure there would be no progress loss, but if there is, please let us know in the same thread!

And finally, here's the full changelog. Well, most of it anyway, if you notice anything in the game that's not in here, please let us know in the comments. o7

[h2]GRAND UPDATE CHANGELOG[/h2]

[h3]WEAPONS | ATTACHMENTS[/h3]
  • Added 11 new weapons (Sig SG552, Beretta CX4 Storm, Famas, M249 (LMG), Barrett M82A1, M590 Shockwave, Thompson submachine gun, M1 Garand, Luger, Mp40, Ppsh-41)
  • Added 7 new melee weapons (Tactical knife, Bayonet that can be equipped as attachment, Machete, Small axe, Crowbar, Baseball bat & Baton) - they're available scattered around on all maps
  • Added a new melee holster where your tactical knife will hang out at all times
  • Pump action shotguns can now be pumped by one hand




[h3]AI[/h3]
  • Improved enemy behaviour: they're more sharp and they react/switch targets much faster
  • Improved cover usage: enemies can now shoot from different sides and angles when behind a cover
  • Enhanced decision making - AIs now prioritize targets based on 'danger level' (weapons used, distance etc,)
  • More realistic head movement: enemies now look at their target
  • Improved existing- and added new NPC animations
  • Enemies now get to cover much faster by sprinting
  • Enemies are actively looking for targets, they patrol and move tactical in combat
  • Enemies now have a melee ability (kicking and smashing), if you get too close to them
  • Improved aiming (more accurate and quicker)
  • Added range dependent attack modes


[h3]MULTIPLAYER[/h3]
  • Switched from P2P connections to dedicated servers for Co-op (better sync and perf)
  • Added native voice chat with a muting option
  • Fixed countless connection issues
  • Vastly improved netcode and stability


[h3]GAMEPLAY | CONTROLS[/h3]
  • Added a melee feature (including throwing, stabbing & cutting)
  • Vastly improved weapon handling and more intuitive weapon, item and interactables highlight system
  • Polished body IK that can now be turned off optionally (leaving you with hands only)
  • Improved climbing mechanics (it's much more polished now)
  • Improved 'step up' to the top of climbable objects
  • Added single handed “akimbo” reload for pistols
  • Vastly improved magazine grabbing
  • Added a much more intuitive weapon-, item- and interactables highlight system
  • Added a height measurement system (auto calibration & sitting mode)
  • Added holster position calibration
  • Added controller offset calibration
  • Improved weapon balance
  • Improved left hand mode
  • Locomotion side selection added to settings menu


[h3]CAMPAIGN MISSIONS[/h3]
  • Reworked and improved combat on all missions - 200% more fun!
  • Overhauled gameplay all around
  • New objectives on several missions
  • Rebalanced difficulties
  • Added more VR interactions to make the game more immersive and fun




[h3]GRAPHICS | UI[/h3]
  • Reworked and greatly improved environment on several maps
  • Improved VFX effects
  • Improved hand model - byebye balloon hands!
  • Added a better, more precise self-hit indicator system
  • Added a region selector popup window to make selecting the appropriate server region easier
  • Replaced the world map with a new mission selector in the lobby


[h3]SOUND[/h3]
  • Improved bullet flyby sounds
  • Improved bullet impact sounds
  • Added more ambient sounds on open maps
  • Improved headshot audio feedback
  • Added different, satisfying sound effects for headshot hits and kills


[h3]MISC[/h3]
  • Fixed and improved so many things we've honestly lost count
  • Vastly improved performance all around


[h3]POSSIBLE BUGS [/h3]
  • Index controller misalignment: if you see any peculiar behaviour, please delete the 'Options' (and only the Options!) save file in C:\Users\[username]\AppData\Local\ZeroCaliber\Saved\SaveGames
  • Height issue: if your height is off, please recalibrate your height in the settings
  • A few enemies might get stuck on the 1st Forest mission - just blast them from a distance if it happens
  • POIs might be missing on the 2nd Forest mission
  • Enemies might get too afraid and might not come out to play at the end of 'Lockup'


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We could've called the update 'Zero Caliber 2.0', but since we want to include mod support AND PvP before thinking about pressing the full release button (1.0) we went with 'GRAND' instead.
We hope you'll enjoy this version of ZC - we're really curious about what you think, so please don't hesitate to send your feedback our way either in the comment section below, in the dedicated feedback thread linked above or directly on Discord !

You can also stalk us on our social channels, great things are coming in 2023!


Thank you so much for the continuous support and for sticking around despite the scarce updates, we appretiate all of you!

See you on the battlefield,
-Dan & the whole XREAL Games Team-

Zero Caliber - Update on the update

Hey gang,

It's the 1st of December, and, well, the end of Fall.
We promised that THE update would be dropping in November, which is.. not quite what's happening.
(Although astronomically Fall lasts until 20-22 December, soooo 🙈)

Jokes aside, we caught an anomaly with the save files - we don't want anyone to lose any progress or weapons, but since the new build is fundamentally different from the current live version, there were bound to be save file incompatibilities. Well, we just caught one last minute, so we're currently trying to negate its effect on any existing progress.

Earlier this week it still looked like we're on track, hence why we didn't feel the need for a status update. Well, we were wrong, hence this status update. 🤡
We fixed one thing and broke a few other things (missing lighting/textures, disappearing AI, y'know, the usual). Our QA team is testing the build 24/7 making sure nothing breaks with the save files.

[previewyoutube][/previewyoutube]

That said, we know how crucial this update is, and we want it to go smooooth, so we're testing the hell out of it. Currently it looks like it's gonna be next week though - we're really really sorry for the delay, we'll update y'all once we locked down the RC build.

To get more frequent updates on updates, please consider joining our Discord server: https://discord.gg/xrealgames where we'll also be sharing early insider info about the upcoming mod support. ;)

Cheerios,
- Dan & the XREAL team

Zero Caliber - Preliminary patch notes of the next update

How's it going y'all?

In our latest "State of Dev", I've more or less layed down the basics of what you can expect from us in the coming weeks. Just to recap:
  1. Code- and feature merge, bringing all the new fancy features and optimization of the standalone version back to PC without sacrificing graphics
  2. PvP (with cross-play if everything goes as planned)
  3. UGC/Mod support (for PvP maps at first, and potentially single player/co-op missions later)
  4. Graphical- and gameplay enhancements on a good chunk of the existing maps


The 1st part of this huge update pack will contain 1) and 4), and it's still scheduled for November (so it's coming within weeks, whoopwhoop)!
While testing the RC build, 2 blocking issues popped up out of the blue: one of the overhauled maps started to crash 2/5 times in Co-op, and there's something fishy with the save files. These are the only major things that we have to fix, but since we've changed so much stuff under the hood, debugging them takes a bit more time than usual - we have a few leads though, so no worries!

Once the update is out and you start to get used to the improved mechanics and new weapons and their rebalance, we'll jump right into testing the PvP- and mod support builds.

Speaking of mods: WE NEED MODDERS! If you, or someone you know would like to experiment with PvP- and/or Single/Co-op missions for Zero Cal, shoot me (Dan.) a DM on Discord, or leave a comment in this topic: https://steamcommunity.com/app/877200/discussions/0/3495383439599909937/ so we can get back to you once the time comes! You might be able to get your hands on the mod support build early on so you can start realizing your wildest Zero Cal dreams before the update drops. ;)

Now, I compiled a far-from-complete, PRELIMINARY patch notes so you can feast your eyes upon what's coming!

[h2]PRELIMINARY PATCH NOTES[/h2]

[h3]MULTIPLAYER[/h3]
  • Switched from P2P connections to dedicated servers for Co-op (better sync and perf)
  • Added native voice chat with a muting option
  • Fixed countless connection issues
  • Vastly improved netcode


[h3]WEAPONS | ATTACHMENTS[/h3]
  • Added 11 new weapons (Sig SG552, Beretta CX4 Storm, Famas, M249 (LMG), Barrett M82A1, M590 Shockwave, Thompson submachine gun, M1 Garand, Luger, Mp40, Ppsh-41)
  • Added 7 new melee weapons (Tactical knife, Bayonet as an attachment, Machete, Small axe, Crowbar, Baseball bat & Baton)
  • Added a new melee holster where your tactical knife will hang out at all times


[h3]GAMEPLAY | CONTROLS[/h3]
  • Added a melee feature (including throwing, stabbing & cutting)
  • Vastly improved weapon handling
  • Polished body IK that can now be turned off optionally (leaving you with hands only)
  • Improved climbing mechanics (it's much more polished now)
  • Improved 'step up' to the top of climbable objects
  • Added single handed “akimbo” reload for pistols
  • Vastly improved magazine grabbing
  • Added a much more intuitive weapon-, item- and interactables highlight system
  • Added a height measurement system (auto calibration & sitting mode)
  • Added holster position calibration
  • Added controller offset calibration
  • Improved weapon balance
  • Improved left hand mode
  • Locomotion side selection added to settings menu


[h3]AI[/h3]
  • Improved enemy behaviour: they're more sharp and they react/switch targets much faster
  • Improved cover usage: enemies can now shoot from different sides and angles when behind a cover
  • More realistic head movement: enemies now look at their target
  • Improved existing- and added new NPC animations
  • Enemies now get to cover much faster by sprinting
  • Enemies are actively looking for targets, they patrol and move tactical in combat
  • Enemies now have a melee ability (kicking and smashing), if you get too close to them
  • Improved aiming (more accurate and quicker)
  • Enhanced decision making
  • Added range dependent attack modes


[h3]CAMPAIGN MISSIONS[/h3]
  • Reworked and improved combat on all missions, by a lot
  • Overhauled gameplay all around
  • New objectives on several missions
  • Rebalanced difficulties
  • Added more VR interactions


[h3]GRAPHICS | UI[/h3]
  • Reworked and greatly improved environment on several maps
  • Improved VFX effects
  • Added a better, more precise self-hit indicator system
  • Added a region selector popup window to make selecting the appropriate server region easier
  • Replaced the world map with a new mission selector in the lobby


[h3]SOUND[/h3]
  • Improved bullet flyby sounds
  • Improved bullet impact sounds
  • Added more ambient sounds on open maps
  • Improved headshot audio feedback
  • Added different, satisfying sound effects for headshot hits and kills


[h3]MISC[/h3]
  • Fixed and improved so many things we've honestly lost count
  • Vastly improved performance all around


(I'll update this list and spice things up with pics and gifs once the update goes live.)

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It's happening boys!
Thank you all for bearing with us, we appreciate all your support and patience!
Cheers,
-Dan & the XREAL Games Team-