Developer postOriginal post (opens in a new tab)

Hot Fix Release Notes 5/4/17 [12679]

We very much appreciate the feedback we have received from the community since our first release into Early Access on 4/26. While we expect our usual cadence of updates and fixes will not be as frequent as weekly, there were some relatively fast, simple changes we could make and we wanted to release those quickly.

Changes since our first release to Early Access include but are not limited to:

  • We decreased the frequency of a couple crashes that could occur as you were starting a level or exiting a level. Having more players helped us determine where to look for these.
  • Fixed a bug where Quick Play (and sometimes Find Game) could stop searching prematurely. You should be more likely to successfully find a game now.
  • Fixed a bug where, if you accepted an invitation while hosting, it would prevent others from joining you. Other players can now join you successfully. (Note that you will not join the friend who sent the invitation.)
  • We changed the UI in the End-of-Round screen. There is no longer a [Go to Main Menu] button, and the host now has a [Go to Lobby] button. This should help prevent teams from inadvertently breaking up after games.
  • Added the Steam copyright notice to the Credits.
  • Improved the sounds of most weapons per player feedback.
  • If you’re holding down the fire button while reloading an automatic weapon, you should continue to fire after the reload. Fixed.
  • Added a slight delay between grenade throws. Prior to this change, folks sometimes felt like they were throwing multiple grenades at once.
  • We decided the Whiplash was spawning too often, making the game too difficult at times. We tweaked it so that it doesn’t spawn if too many players are already down. Similarly for the Thresher.
  • Fixed a bug where characters kidnapped by the Whiplash could get dropped through the world.
  • When you’re badly injured, there is a red overlay on the screen to let you know. We’ve added a green one to let you know when you’re being damaged by Sapper gas.
  • With graphics settings on Low, fire was not visible. Neither was Sapper gas. Both can be deadly so it’s good if you can see them to avoid them. Fixed.
  • If the host of a game timed it just right, they could trap a client player on a health station indefinitely. Fixed.
  • Fixed a bug that was causing some folks with Razer equipment to be unable to play. While troubleshooting this, we implemented an INI setting that enables turning off Razer integration. This should never be needed but, in case of unforeseen problems, you can disable Earthfall’s Razer functionality by editing your GameUserSettings.ini and adding: [EarthfallGeneralSettings] UseRazerChroma=false
  • Swapped the order of Breakdown and Supply Run. Supply Run should be a slightly easier level and doesn’t have a printer or health station so it is a better level for learning to play as a team and explore for supplies. Then, in Breakdown, you use those skills plus the new mechanics of the printer and health station to beat a more difficult challenge.
  • Supply Run:
    • Fixed a bug where the beast would get trapped outside a corner of a fenced backyard, waving his arms in frustration, and fail to move from there.
    • Tweaked the spawns after you get through the fence and before you get to Zippy’s so that this area will usually be easier to get through. Usually. Not always.
    • There was a bug that prevented you from shooting through a chain link fence that you should be able to shoot through.
    • Fixed some issues with the fence near the RV at the Zippy’s sign that caused aliens to fail at climbing.
    • If you died on top of the box truck outside the garage, AI companions couldn’t rescue you. Fixed.
    • Fixed a bug where dying at the end resulted in you floating in the air.
    • There were areas near the rally point where you could stand thinking you were in the rally point but you weren’t. Made the rally point a little bigger to fix that.

  • Data Recovery:

    • Fixed an issue where folks could end up locked out of the fun, stuck behind a closed door, unable to help their comrades during battle.

  • Radio Silence:

    • Moved a cocoon in order to avoid inadvertently triggering a holdout.
    • Increased the size of the rally area at the end.