Hello Everyone! On the 29th of September, we ended our open playtest weekend. What a great time we had. It was so fun to see players populating the world of Striden again. Thanks for all the valuable feedback we got and we also located new bugs that we never have been able to get with our internal QA tests. We are now heading for Steam Next Fest 14th of October! So what have we been cooking for the last 2 weeks? We have read all the feedback we got from the last test, have been checking crash logs, and pinpoint performance issues. These are all the changes we made to the demo build.
New Stronghold house
We like the look and feel of our Strongholds. But we have a lot of ideas of what we want to do with it in the future. The Stronghold house was one of our first assets in our game and we have learned a lot after these 3 years. Our old version had too many triangles and un-optimized assets connected to it so it was a performance issue after some testing.
Now we have re-modeled the house from the ground up with performance as our main goal. We also have built it up now for our future content, for example: later on in the game we want teams to be able to make the Stronghold house a fortress/bunker with pre-placed assets but also the possibility to build it your way with class construction items.
So the new house is more open inside a more rustic feel to it and the cellar now is a bit easier to defend from spawn campers.
It's going to be awesome when everything is in place!

UI/Player Hud
Other performance-heavy assets have been our Player HUD and Tactical map.
Honestly, we are not pleased with the HUD so we have started a re-work on it. Scale it down so we have less going on the screen and we gonna later re-do all objectives icons to make it easier to understand what to do.

In the demo version, we have worked on the quickslot so it shows only that weapon you have equipped and if you scroll or use the keypad then you see the full list of equipment you got on you.

We have been removing the mini-map too. It's now found in the tactical map there that we want everything imported to be about your team, objectives, and power spikes.
Later on you can mark for example an Air Supply and all of your teammates can see what Air Supply you are heading to. A marked objective will also take more space in the world so you know where to go and unmarked objectives take less space in the visuals/world.
We have more work to do with this but in the demo, you can see where we are heading and yes already the performance is way better!
Fullscreen bug!
Last playtest some players found a horrible bug that we call the fullscreen bug. We have been trying to find a solution for this but unfortunately, we did not fix this for the Demo week.

But here are some tips on how to fix this bug.
Press ALT+TAB
Change to borderless in the graphics settings and restart the game. Spam full screen / borderless in the graphics settings.
We are sorry for this bug but we are not sure if it is a graphic driver bug, a game engine bug or a game bug.
Joining a server with an ongoing game. Our new system for handling new players to an ongoing game will take us some time to create. But for the demo week, we have fixed it so the server fills up one team first and then fills up the other one. So no more teams with only one player that just joined the match.
Changelog:
Weapon/Gunplay
● Mosin Nagant 9130 - from 75 to 95 bodyshot damage
● Mosin Nagant 9130 - Faster Aim in speed on scopes
● Mosin Nagant 9130 - Scoped version have right reload sfx now
● FN-FAL - Not anymore a starting weapon.
● FN-FAL - from 15 to 18 bodyshot damage and more recoil added to the gun.
● M16A1 - A bit more recoil added
● Swedish K - 15 meters extra before damage falloff
● M79 Grenade/Smoke Launcher - Smoother Equip & Un-Equip speed
● AK47 - Now the starting weapon / Rank 0 AR
● Less sensitivity on scoped weapons
● Shell Shock visual effect on every explosive.
Constructions
● Added front / rear guidance to construction ghost meshes
● Sentry Gun - Nerfed in armor and heath. Cost now 60 Blueprints.
● Vending Machine - Buffed cost to 20 Blueprints
● Wall Barricade - Tweaked health.
Gameplay/Game Mode / Bugsfixes
● Restricting Air Supplies to only be 2 active at the time.
● Air Supply capturing sound effect spam fixed
● Enemy Spawnbeacons have now UI / Health bar.
● Loot empty loot boxes bug fixed.
● Stronghold rework
● Remove loot icons on the map
● Unable to respawn after closing the pause menu bug fixed.
● New gas mask filter every time you respawn.
● More non-used gas mask filters in the world.
● Kolarin got the right Air Supply system now. ( Used Vargen before )
● Server Crash Fix - Armour value Max Health Scale bug.
● Server Crash Fix - Change map to Kolarin.
● More settings for keybinding - Movement, Tactical map and mouse input ( press two
times to change mouse buttons )
● New setup for tactical map.
● Player hud updates - less on the screen
● Lower ranks to unlock all weapons in the game.
● Removed 1 Stronghold from every map
See you all on 14th October! Remember to join our Discord. There you can follow our work every day and give us feedback.
