We have a new update today to fix a few lingering issues and to implement some of the feedback we've gotten on the teleport system. We've expanded the bounds so you can teleport right up to cover and use it more effectively.
Full patch notes:
New Features
- Second pass on the teleport system making it much easier to use with cover.
Bug Fixes:
- Fixed bug when displaying unicode characters in Steam user names on the leaderboard.
- Fixed edge case where the teleport effect would happen when a player spawned.
- Drones and turrets now aim for the players head and turret damage has been reduced to compensate for the increased critical hits. Before, a player could stand behind cover in a certain way that would prevent the turret from hitting them.
- Players are prevented from shooting if their body is inside objects or the environment.
- Fixed visual bug on the ranked mode countdown timer.
Sneak peak at the Roadmap
This weekend we took time to work on some automation work that will help speed things up as we move into working on our first content update. Like most of you, we're also disappointed by the lack of players that are generally online and available to play with. The standard multiplayer shooter genre is only going to become more saturated and for us to succeed we'll need to adapt and offer something unique to the VR space.
We're working on creating a proper roadmap but here's a quick sneak peak of the plan for the next few weeks.
Short term:
- New sniper long range weapon
- New ground based drone
- Revamp of the Armory mechanics (spawn weapons as needed, save and retrieve favorite loadouts, organize weapons categories).
We're excited about the new Armory mechanic as it'll let us expand beyond 4 types of weapons and it'll work with the new resource economy system we're designing.
Long Term:
We're starting work on Orbital Strike Phase 2 development. The goal for this phase is to ensure the game is fun and entirely playable even if you happen to be the only person online at the time. We'll do this by bringing in the VR elements that people love to use; interacting with your environment, being creative, sharing those creations and, blowing them up (we are still out to be the best VR multiplayer shooter on the Vive). We're still early in the design process but things like building your own persistent base, resource economy, crafting system, territories, are all on the table. Having only dedicated servers and a persistent backend, we can do a lot of cool stuff. We'll have more updates soon and, now that the fundamentals are looking solid, we'll be able to move quickly to bring this content out to you.