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Release Notes 4/26/17 [12644]

This is the first release of Earthfall to Early Access, and we appreciate you playing and giving us feedback. We’re a small company making our first game, and your feedback is crucial to helping us find bugs and tune the game, so thank you!!

This Early Access release comes with one full campaign of missions. By launch, we will have two campaigns, new weapons, new enemies, and more. We'll be doing regular updates on the way to full launch to polish the game in terms of bug fixing, new animations, AI work, and so on.

Here are some of the current issues that we’re aware of and are working to resolve:

  • Difficulty levels are in the process of being tuned, and can be very challenging at times.
  • Performance isn’t as good as it should be. This is predominantly a CPU problem related to the way enemies path-find, and requires a significant re-architecting to solve. Because the Host handles all AI pathfinding, you’ll see reduced frame rates on fifth generation or earlier Intel CPUs.
  • Performance on ATI cards is significantly worse than comparable Nvidia cards. We expect this is a bug between the rendering engine and the ATI drivers.
  • Controller support is usable right now, but we'll be continuing to improve it.
  • The visual experience on lower video settings is currently done algorithmically, which is a quick way to get performance, but we'll be hand-tuning it to take best advantage of the assets.
  • If you have significant performance problems, try lowering your screen resolution and your in-game graphics settings. (Options -> Video)
  • Level loading is slower than it should be.
  • There is no built-in voice chat. We are looking into incorporating a 3rd party system in the near future, but for now, we suggest if you are playing with others, to set up your own voice chat solution.
  • There is a rare crash that can occur loading into a lobby. If this should happen to you, just try again.
  • There are a few places where the AIs can’t attack you.
  • There are some animations that are missing and some minor issues that can make movement look awkward at times.
  • There are edge cases for joining a game in progress where the client and host may see different things at times. For example, if you join a game in progress, you may not see the weapon a teammate printed, or you may not see a team member manning a turret. This is resolved as soon as there’s a state change (the team member jumps off the turret) and shouldn’t re-occur in that game session.
  • Of course, in addition to the above, we have known bugs that that don’t have a significant impact on the game (because they're rare, or minor, or edge cases) but we'll be working to fix those as well.