Closed Co-Op Beta Update, December 10th, 2024
Hello Riftbreakers!
We've just updated the co-op beta playtest version of the game. The latest build features the foundations for a suture patch, which should reduce the game's data transfer requirements. It also features many bug fixes and improvements.
The Riftbreaker Closed Co-Op Beta Update, December 10th, 2024. EXE 748 DATA 23 Changelog:
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High Caliber Rifle and Burst Rifle projectiles now have more glow to improve their visibility.
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The effects for deactivated mechs in Multiplayer are now more visible.
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2D collisions have been turned off. This matters mainly when it comes to projectiles hitting enemy hitboxes. To compensate for that, most projectiles now have an invisible, artificial 1-meter diameter.
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The visual effect for Gnerot's stomp is now shorter.
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Improved Sonic Shockwave effect. It now has a shorter lifetime, and a better matching damage cone. The sound has also been made louder.
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Added animated minimap icons for unique rewards.
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Added NetAlwaysRelevantComponent to Omega creatures to ensure their status is always up-to-date between the client and the server.
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Added the missing missing
Connection to server...progress message for the loading screen. -
Added new, dedicated models for Level 1 and Level 3 AI Hubs.
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Added new, dedicated models for Level 1 and Level 3 Liquid Material Storages.
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Added some of the missing minimap legend localizations.
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Updated the 'weapon dropped' minimap icon.
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Reduced the opacity of the 'inactive' visibility filter icon in the map screen.
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Added support for throttling entity update generation, so that clients are not overwhelmed with the data amount (
server_max_delta_relevant_entities) -
Reduced the amount of data transferred by the AttackTargetSystem.
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Introduced optimizations for spatial queries.
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Added ServerEntityDeltaBuilder - an entity component delta customization tool for Riftbreaker that allows us to do more custom logic for transfer/prediction optimizations in the future.
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Added damaged/upgradable/ruins buiulding status filter for the map screen.
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Added support for navmesh navigation information on client side (will be used for units/mech prediction in the future).
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Refactored the mech movement mechanics to support prediction algorithms in the future.
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Implemented NetReplicateIgnoreOwnerComponent, so that you don't have to send information about your own entities to yourself.
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Reduced the amount of data transferred by the NetReplicationSystem.
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NetConnectionGNS: added the
debug_gns_fake_send_rate_limitvariable to test gameplay in limited connection bandwidth. -
Reduced the amount of data transferred by the HealthComponent.
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NetWorld: replaced DetachEntity with removal of ParentComponent (DetachEntity modifies local transform which silently breaks entity transform delta flow and causes entities to appear in wrong places).
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Added the debug_gns_fake_latency_variation_ms config variable to test gameplay in various ping situations.
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Added a dedicated server checkbox to the multiplayer loading screen.
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Added a
debug_client_update_extra_overhead_msto test gameplay with extra overhead costs. -
AdaptiveMusicSystem: separated the client/server implementation so every client can decide which playlist to choose at any given time.
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Dialogs: reduced silence gaps when playing multiple dialogs in a row.
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Build Menu: fixed 3rd level menu controls ('alt') and last selection storage.
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The client gameplay state now runs at 33ms intervals.
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Decreased the gameplay 'choppiness' of clients with higher latency values.
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Implemented the
server_max_delta_ack_delay_msand delta ACK timeout support. -
Start skipping delta generation when we have detected timed out delta ACK's
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The 'M' button is no longer hardcoded to the map screen.
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Fixed an issue that caused Crystal Gun projectiles to hit the ground after shattering into pieces.
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Fixed an issue that caused an error icon to appear in the first frame of visibility of the interactive popup.
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Fixed a couple of crashes related to the Detector.
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Fixed a typo in the Ping Wheel that made the 'cheers' action not work.
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Fixed multiple issues related to Headquarters upgrades.
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Fixed an issue that caused melee attack sounds to get desynchronized with the visuals.
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Optimized and reduced performance spikes generated by the EnergyLineSystem.
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Fixed some issues where the game would not wait for assets to load before entering the game, resulting in big stutters during gameplay.
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Normalized the 'empty_explosive_weapon.wav' sound volume.
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Fixed item mesh visibility when entering inventory while the mech is invisible.
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Fixed issues with artillery units disappearing from the minimap view.
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Fixed text display errors on ultrawide resolution screens.
EXOR Studios
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