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Community Feedback worked into RC2

Summary

We got excellent feedback and bug reports from the community for Release Candidate 1 (RC1) a few weeks ago. Our team has worked as much of this as we can into our next release candidate (RC2) which is now live.

General

  • NEW: Added new animations and rigs to all units
  • NEW: Various fixes to Engineers and Medics
  • NEW: Tweaked difficulty scaling on all Freeplay levels and missions
  • NEW: Dead friendly units are now moved to the MedTent for 25 seconds before they are fully healed and respawn
  • NEW: Medics and Engineers now have unlimited ammo
  • NEW: Player hands now disappear when you pickup objects
  • NEW: Added new materials and meshes to some objects in Vertigo
  • NEW: Made toxic vial contagious
  • NEW: Machine gun ammo belt now respawns if it travels too far away

Bug Fixes

  • FIXED: Inconsistent constraints on the machine gun
  • FIXED: Enemy units not spreading out correctly when moving to base
  • FIXED: Units sometimes not firing at units that are behind them
  • FIXED: Building particles not showing correctly for clients
  • FIXED: Casing eject location on the M16
  • FIXED: Muzzle effects and empty casings should spawn more reliably on clients
  • FIXED: Other player hands not animating correctly
  • FIXED: Not being able to build defences on the Port map
  • FIXED: Icarus pause menu
  • FIXED: Icarus transparent teleport material
  • FIXED: Mission spawn heights
  • FIXED: Scope fog on D-Day
  • FIXED: Music toggle setting not working in Vertigo
  • FIXED: Units sometimes shooting through the ground on their first shot

Next Steps

We currently have not one, but two teams working on Out of Ammo! Our original team who came up with the idea (Francis and Jayde) have been working on getting us to 1.0 at the same time as helping our second team of programmers (Kane and Rory) get up to speed with the codebase. We also have our art and design combo (Aaron and Connor) continuing their awesome work.

This means that we are looking to future content with Kane and Rory, while Francis and Jayde have been able to help fix and improve the base game. We've really excited to head towards 1.0. Please let us know your experiences with this release candidate in the comments, forums, or by emailing [email protected].

Beyond Release

Getting out of Early Access is an important milestone for the team. Originally we had scheduled three months for early access, and we're now over four. We now have a solid base of mechanics which we can add and refine, as well as grow new content into. Focus of our future team is experimenting with new mechanics, as well as looking at what steps we can take with additional HMDs.