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What's going on with Project Wraith? / October 2022

[h3]Hey everyone! [/h3]

Summer is over (bad for people, great for PC cooling) and we would like to share some new updates from Grassrootz Studios on how Project Wraith is shaping up.

Admittedly there has not been much communication from our side recently, if you are not in our Discord, where we (for the most part) post updates and leaks for our backers - join us HERE.


[h3]I'll now go over the more exciting stuff![/h3]
Since we released Operation Papercut for our backers we've been working on adding new features and fixing many many broken ones. Turns out developing games is hard (who knew) and things are taking a little more time than anticipated.

Over the last few weeks and months, we've been working on reworking pretty much the entire core of the game. What we showed in our Kickstarter demo wasn't really at the level we wanted it to be.

Now, as of today, I'm happy to say the rate of progress and state of Project Wraith has never been better. We have a few more hands on deck than before and it shows.

First of all, I would like to welcome two new animators that will work with us on delivering high-quality "feel good, look good" animation, as well as a new gameplay programmer who's been really showing off a bit with his dedication and skill.


[h3]#1 "You forgot to add the AK recoil values to the new build..."[/h3]
To avoid issues we've had in the past and to make testing easier and more convenient for you and us, all weapon data is now stored in a database that updates your client automatically when needed. This allows us to test different things, from recoil, and attachments to damage. No more updating your client when we need to change something small.



[h3]#2 "Confusing and Clunky UI..."[/h3]
In our initial video trailer, we promised no silly, clunky and unresponsive UI. Granted, we didn't get it right at first but I firmly believe we are on the right track. Here is the current state of UI.











[h3]#2 "You don't need a better gaming chair to get more frames..."[/h3]
We've implemented NVIDIA Reflex and NVIDIA DLSS (RTX GPU only) to improve latency and framerates, so far based on our testing it works really well even on older RTX hardware, we look forward to hearing your feedback once our next update is out!

We are also planning to implement AMD FidelityFX in the near future, for those who are not on team green.


[h3]#3 "The weapon customization keeps resetting..."[/h3]
I dare to admit, this was a feature. Before we would assign a specific loadout to your class, resulting in all weapons spawning with default weapon parts when you switch in weapon customization. Not great...

Now, you can create a preset for each weapon you have access to, so when you set up your loadout, you no longer have to redo your guns and your current weapon preset will apply to your class. We know... Groundbreaking stuff ..👀

[h3]#4 "I like shiny..."[/h3]
Class character customization is up and running! You will be able to modify your clothing, equipment and (in the future) other things! To keep the Wraith vibe, you won't see any crazy shiny glowing pieces of clothing, but we aim to make a quality selection of camouflage and gear for each faction. Patches on your equipment will display your banner, you can assign one different banner to each class if you choose to. Some of the functionality is still WIP.

Weapon skins are also coming soon.





[h3]#5 "For those who stood with us from the beginning..."[/h3]
It might not have three stripes but we think it's cool! We love our backers and consider each one of them a Wraith Veterans! They've been with us from the beginning, endured it all and remained positive and supportive. Here is a "Veteran" variant of an Altyn that's exclusive for all our backers.

A veteran is a person who has significant experience and expertise in a particular occupation or field.

That's the idea behind this helmet, it belongs to someone who's been through a lot. He experienced fights, ambushes, and near-death situations.. and this helmet has been with him through it all. Each scratch has a meaning, each bullet impact has a story to it. This helmet is trying to reflect that.





[h3] #6 "Can't find the vein..."[/h3]
We've added a stimulant system for healing and some perks that are in the pipeline. Different stimulants may have different effects and side effects and will be tied to a selected class perk. These stimulants will be tied to the lore of the Wraiths and will allow us to ground these special abilities in Lore.



[h3] #7 "Location, Location, Location..."[/h3]
We have made a complete overhaul to our existing "Volga Airbase" map, this includes lighting, optimisation, layout adjustment and more. We look forward to our backer's feedback when the next update comes out! There are more maps in the works, I'll tease one - a small area of a Bus Station in a modern version of Prague. We call it Florenc, but might as well call it "Flow-rence".. I'll show myself out.

and the other?.. let's just say Anakin would "hate it"







[h3]#8 "What's under the hood..."[/h3]
In the end, even if it's all shiny it has to work under the hood. This has been our largest focus as our most important goal is to get you the PVP experience you've been waiting for. We've had issues, things were not working as intended for some time but we are almost at a "this is great!" point. The vast majority of features were fixed an updated, not only since the Backers Demo, but since Operation Papercut. We have a long bug list we are going through and ask for your patience. We will be releasing an update for our backers soon.



If you got this far, thank you for your time, and support! I'll be in touch soon!

[h3]On behalf of Grassrootz Studio,

Nick[/h3]


Wraith Framework Update 2.0


Change Log:

[h3]Volga Airbase Overhaul[/h3]
The entire map has been overhauled. New lighting, atmosphere and most importantly a better layout.

[h3]First Person Animation Overhaul[/h3]
As we've shared with you before we've faced some difficulties and setbacks with our animation system. We are now in the late stages of full rework of the animation-related system and a first iteration will go live with this update. The vast majority of issues linked to IK and transitions are fixed.

[h3]Weapon Bench[/h3]
We've completely overhauled UI and look of our class, weapon and part customisation, and other parts of UI/UX for a better experience.

[h3]New Weapons[/h3]
New weapons added: SRS, Desert Eagle, Vector 45ACP, AK-203, UMP45, M700 (Some Weapons may have placeholder or missing sounds)

[h3]Compact Testing Level[/h3]
New testing area with Bot Challenge and Badges Gallery from our community member submissions.

[h3]Accurate Casing Ejection[/h3]
Each weapon now correctly ejects calibre-specific casing. (Some ammo types have placeholder meshes)

[h3]Key Binds[/h3]
Yes, shame on us.. it's fixed now 👀

[h3]Bullet Impacts[/h3]
Enhanced variety and quality of bullet impact VFX

[h3]First Draw, Draw, Switching[/h3]
Fixed issues related to drawing and holstering weapons

[h3]Weapon Damage System[/h3]
Inconsistencies with damage and damage fall off now should be fixed

[h3]Visual Recoil[/h3]
Improved quality and consistency of visual recoil across all weapons

[h3]Live Database[/h3]
We are now able to adjust and balance weapons on the fly based on your feedback. This goes for damage, recoil, damage fall off and other stats so we can interact with you and test things faster.

[h3]Operators[/h3]
New Characters for our Wraith Operators with Character Customization coming in the near future.

[h3]Early Stage AI[/h3]
  • Stationary Targets Replaced with Early AI implementation (They are NOT smart yet)


[h3]Smaller Fixes[/h3]
  • On the first launch, a default loadout is generated to prevent empty loadouts
  • Fixed incorrect height on un-crouch
  • Fixed broken holo sight shader
  • UI Updates
  • Fixed Restart Range functionality


and more

Release update and information!



Click on image for link to said Tweet:
https://twitter.com/GrassrootzGames/status/1501561788118274049?s=20&t=wVhvcIFddHlSqKC6bnvuZA

Patch Note: Mega Demo Update 0.2

We dropped a massive 1v1 update recently, and it came with some very annoying bugs. We've fixed a majority of them. Big thanks to our programmers, Jacob and Tare for doing an all-nighter to fix these issues.


Changelog:
  1. Recoil would not replicate on non-host players, thereby giving an advantage. We have now removed this issue.
  2. Sometimes the player would get stuck with input from a previous match, making the game unplayable. This was a very critical bug and we've fixed it.
  3. Weapon damage has been adjusted across the board.
  4. You can now connect without being booted to hosts with over 200ms latency.
  5. UI has been adjusted on end-game screen.


Added:
  1. 2 new arenas for the 1v1 mode.
  2. 1v1 mode is now a best of 8, not a best of 7.


Enjoy, and remember to back us on Kickstarter!

Patch Note: Demo Update 0.11a

Good evening, tonight will be releasing another small update for the demo soon so make sure to update on Steam.

Change Log : Showcase 0.11a

- To change things up we've slightly updated the layout of the Shooting Range location (results will go to to range-scores-v2)

- Target Dummies are no longer fully wireframe
- Few visual changes to the Shooting Range location
- Update to Landscape Material for Zhelezniki and Shooting Range Location
- Some scopes showed wrong textures in gunsmith
- Laser now does not show when you switch to secondary or grenade
- Sprint speed has been adjusted for some weapons
- Bullet impact decals have been partially fixed
- Fixed doorways not having collision in the top section
- Amended collision on cargo containers
- Fixed missing collision from Military Truck
- A bug causing one shots and too fast kills on dummies has been fixed.
- Negative FOV on one of the sidearms has been fixed
- Adaptive crosshair UI size decreased and opacity increased for better visibility
- Kill pop ups now show in the right top corner to be less distracting

We will let you know when the update is live on Steam