Muzzle Break nerf, Eoka buff, AI enhancements, and extra.
Muzzle Brake Nerf
I assume the Muzzle Brake was a little bit OP in spite of everything! I spent a while testing it in a managed atmosphere and its TTK was practically the identical with and with out, besides you didn’t have to regulate recoil with it. This was unintended. It actually was solely alleged to be good up shut and rapidly have its effectiveness fall off with distance. To that finish, I’ve made the next modifications to deliver it again in keeping with its authentic specs.
- Projectile velocity decreased 20%
- Projectile distance decreased 25%
- Aimcone drastically elevated
What this implies is the bullets take longer to achieve their targets, their harm falls off sooner, and it’s much more inaccurate on account of aimcone than earlier than. Hopefully this may deliver it to a spot the place it’s advantageous to make use of in shut vary, however horrible at lengthy distance.
Setting up early on a wiped server final week, I managed to scrape collectively some tin cans, gunpowder and junk from the caves to provide an Eoka with a couple of rounds of ammo. Some asshole was chasing me and I blasted him level clean–considering it might be a clutch transfer–and he wasn’t even phased. Eoka wanted a buff. To that finish, I’ve drastically decreased its aimcone in order that extra pellets will really hit the goal you’re aiming at.
Animal AI Improvements
Work continued on Animal AI this week. It’s nonetheless not excellent, however I did repair a couple of points. Animals will bump up and down much less usually, and a few animals have a little bit of a blind spot behind them so you’ll be able to sneak up on them. Wolves and bears will flee much less usually, and most animals have elevated well being. They’ll additionally determine once they’re caught and try and flee. There continues to be a tonne of labor to be performed right here, and issues are going to maintain on altering as I get higher at utilizing Apex AI, so keep tuned.
Navmesh Generation Improvements
I used to be messing round with the navmesh settings and I decreased its decision in the intervening time, which appears to haven’t any have an effect on on how the animals behave, however it does cut back load occasions to 1 / 4 of what they was once. In addition, CPU and reminiscence utilization appears to have dropped as nicely. I’ll carry on tweaking these settings transferring ahead and attempt to discover the proper steadiness.
I added a function this week that means that you can identify your outlets! When folks mouse over the icon on the map they’ll see the identify. It’s restricted to 32 characters proper now, however it ought to assist shopkeepers differentiate themselves from all the opposite little inexperienced dots on the map.
I added pooling assist to a bunch of pretty widespread entities that had been nonetheless lacking it. This reduces the overhead when their objects load out and in of the world, eliminating body charge drops within the course of. The affected entities are as follows:
- Search gentle
- Water catchers
- Repair bench
- Hidden stashes
- Wildlife traps
Stricter Hack Prevention
We’ve been experimenting with the parameters of the anti hack system over the course of the week and improved any elements of it that had been inflicting false positives when the detection was configured to be stricter. I feel we made some good progress on many of the server aspect hack prevention techniques this week, bettering the detection charge whereas concurrently reducing the quantity of false positives. This is after all nonetheless an ongoing course of since we’ve to do these enhancements one step at a time so we are able to confirm the modifications on the dwell servers.
Improved Hack Reporting
One of the most important points with neighborhood hack reporting had been cheaters that both scrambled their identify or modified it to the identify of different gamers on their server. This made it tough for folks to search out the particular person they need to report as a hacker. Given that we enable an enormous set of unicode characters in participant names merely disallowing precise duplicates of different folks’s names actually doesn’t deal with the core difficulty. So what I ended up doing was to alter the dying display screen to point out the identify the opposite particular person at the moment has on Steam slightly than the identify that’s cached on the server. In addition to that I modified the F7 participant choice such that the final particular person to kill you’ll seem on the prime of the record. This ought to assist make neighborhood hack reviews simpler so that you can submit, extra dependable and simpler for us to course of.
Rocket Factory Building
This week I’ve went again to engaged on the rocket manufacturing facility constructing. I’ve centered on finalizing the ground structure and making a leaping puzzle contained in the constructing. The puzzle requires some difficult jumps alongside cranes and damaged beams with the intention to entry the upper ranges of the world, the place we plan on inserting some greater high quality loot. In addition, I’ve been engaged on ending the inside geometry and textures, in addition to normal polish.
Viewmodel Locomotion Test
For some time now, I’ve needed to check out what motion would seem like with some extra reactive animations in first particular person. By that I imply having a separate animation for working, anticipation for directional modifications, overlap and choose jumps, and so on. Whether this finally ends up going anyplace or not it’s been an attention-grabbing check. At the very least, altering the pose when working appears to make the motion really feel extra pressing, IMO.
I went over among the participant animations and seen we had been lacking lateral climb animations. I added couple of climb animations for when the participant is climbing to his left/proper, so climbing rope partitions ought to look way more pure now. I additionally fastened some slight glitches with the stroll/run animations.
Music was my focus this week. The new system is able to the whole lot the earlier music system was now, and we gained some rapid advantages & flexibility from the timeline primarily based strategy we’re taking up the inflexible sections we had beforehand.
The new editor UI is completed and so much nicer to work with now. I added multi-selection and the power to repeat depth restriction/fade settings from clip to clip this week, which is a large enchancment over the outdated UI. Not tremendous thrilling for you guys, however it helps my workflow so much.
I began engaged on a pair new options this week now that the muse is sweet and strong. First I’m including the power to put particular clips within the timeline that can provide me exact management over when depth reduces. Right now music depth holds for a couple of bars when it’s raised after which begins to slowly drop, which doesn’t at all times really feel as snappy and responsive as we wish. Adding these management clips will enable us to drop depth extra drastically in spots that make sense musically (beneath a fundamental drum hit in order that the tail of the drum rings out over a low depth melody that simply began, for instance).
Second is the power to specify fade in factors on a clip by clip foundation. Right now clips can fade out and in as they’re enjoying, which retains us from having to attend eight bars to deliver a extra intense monitor in, or to drop out a melody. We may also forestall sure clips from fading in or out, and might specify fade in and fade out occasions for particular person clips. This works alright, however it will probably sound actually awkward if a drum monitor fades in when a protracted drum tail is ringing out after the preliminary hit has already performed, or when a recurring melody fades in half means via a musical phrase. With the power to specify fade in factors I’ll be capable of drop a fade in level simply earlier than each drum hit on a drum clip and at all times have the drum monitor enter on a success, or to put fade in factors firstly of vital phrases in a melody so we all know the sections of a melody will at all times play in full.
After these two are sorted I’m going to experiment with a couple of extra concepts for particular management clips to permit us to do issues like loop x bars whereas depth is above a sure stage or skip the subsequent x bars until depth is beneath a sure level, and randomly soar to one in all a handful of playback positions. I’d like so as to add the power to randomize common clip playback a bit extra too.
I can also change the best way depth works in order that we are able to drive music modifications with a couple of parameter (flip unhappiness up once you die, flip wolfiness up when a wolf is chasing you, and so on). I’m nonetheless making an attempt to determine if I need to drive unhappy/pleased sort temper modifications inside every music or simply deal with it by switching songs although, so I’m unsure if I’ll implement this half but.
I made a couple of minor tweaks to sounds this week as nicely. This was principally bringing ranges down on a couple of sounds that felt a little bit too loud after I dropped ranges on most tremendous loud stuff final week.
Sound combine tweaks Fixed cascade shadow mixing Fixed workshop full-screen blur when utilizing low settings Added entity pooling to numerous shopper aspect entities for much less stuttering Made server aspect hack prevention so much stricter by default Reduced false optimistic charge of server aspect hack prevention Added the final killer to the highest of the cheat reporting participant choice Uncluttered cheat reporting participant choice Fixed digicam clipping on vm crossbow anims Eoka Aimcone decreased Muzzle brake reduces projectile velocity Muzzle brake reduces projectile max efficient vary Muzzle brake Aimcone elevated Vending Machines could be named and present a tooltip when hovered over on map Navmesh generates 4x quicker Wolves/Bears are extra aggressive Animal well being elevated Animals flee when out of stamina from attacking Animals have sight cone - can sneak up behind most