Dev Build - New Features
Added 2024-06-05 14:23:01 +0000 UTCDownload link
https://drive.google.com/file/d/1l4hDGQe3mACj7Qr2W7trJCHX6YuEeJcZ/view?usp=sharing
How to play?
Download the entire .zip folder, not individual files.
Once downloaded, extract zip file.
Run development build through .exe file.
IMPORTANT!
Development builds usually contain new features that are not compatible with existing save files. Starting a new game will make sure that everything works correctly.
Development builds uses same save file hierarchy as Public Demos, these builds will override existing save files.
Development builds are not optimized as Public Demos, rendering performance may be worse and there might be shader related stutters.
General info
1. Development builds are not designed for public, do not share files or download links.
2. You can record and publish content (images/videos) from these development builds.
3. Feel free to leave comments and feedback in this post.
What's new?
Ammo types
Caliber-based ammo
Armor system
Armor items (Plates & helmets)
Crafting system
Vicinity crafting
Crafting recipes
MP5K & MP5SD
Terrain shader 2.0
Extended save system
Nice to know
You can quickly test ammo types, armor items and crafting system in the Tutorial map, there's all the items that you need for testing.
There currently 2 crafting recipes unlocked for testing, Improvised Cooking Station and Cooked Pea Soup (Vicinity-based)
Currently there's only 1 working heat source for vicinity-based crafting (Cooking station), other heat sources like campfires will be activated later on.
Armor hit event has metallic audio tone and specific shader effect for simulating the bullet impact (Chromatic aberration).
Feedback topics
Ammo types (Does it work?)
Armor system (Does it work?)
Armor hit event (Do you recognize it?)
Crafting system (Does it work?)
Vicinity crafting (Easy to understand?)
Terrain shader 2.0 (Do you notice the difference?)
Bugs & general feedback
- Antti (Developer)
Comments
Hi! It's most likely related to your system / monitor setup since there are so many variables which can cause some jittery frames. The reason why I'm expecting that it's a user-related issue is because these builds and Godot rendering in general have been tested on so many machines without any major rendering issues. However, users that have had these issues in the past are usually fixed by doing some of these: - Check that you have latest drivers (GPU/CPU) - Try testing without G-Sync - Try testing with closing all other softwares (especially Adobes) while running the build. - Check that you don't have any weird options turned on in your NVIDIA control panel (if NVIDIA) - Check what state your NVIDIA control panel V-Sync state is to make sure applications can control that (if NVIDIA) + Try testing with / without the camera interpolation in demo settings. If none of these don't work, let me know :)
Road to Vostok
2024-06-10 22:17:01 +0000 UTCNot sure if only related to my system but even with a G-Sync display the game doesn't look smooth if any other framerate target is set except the ones that are in a 60hz container (60 fps, 120 fps, 240 fps...). I have seen something like this before and one game which had a similar problem it turned out to be camera based as the camera could only work with refreshes that are in a 60hz container. Not sure if this "problem" is actually fixable or if it is something related to Godot for example, just an observation.
jNSii
2024-06-10 22:09:11 +0000 UTCAmmo types (Does it work?) Yes. Wonderfully. Armor system (Does it work?) Yes. Noticing a huge difference in effect in surviving combat with the proper armor plate Armor hit event (Do you recognize it?) Yes. Distinct and clear sound that is adrenaline inducing Crafting system (Does it work?) Yes. Excited for more recipes! Vicinity crafting (Easy to understand?) Yes. Terrain shader 2.0 (Do you notice the difference?) Yes. Looks amazing in-game! Bugs & general feedback Placing items in the Attic can be a little buggy. If an item fails to clip with an object (such as the table in the center of the room) it will fall through the floor and disappear forever haha.
DIO
2024-06-10 21:41:48 +0000 UTCIs it just me, or when you pull out your primary weapon, it seems so zoom from the center of the screen and doesnt give the feel like its being pulled up from the chest? Pulling out the pistol feels fine, but then going back to primary, it feels glitchy. Also had a question. I have been trying to get discord overlay working with this. Is it me, or does it not work?
Tenks Lanzing
2024-06-08 16:36:14 +0000 UTCThat's great to hear that driver update fixed the issue!
Road to Vostok
2024-06-06 16:49:45 +0000 UTCI updated my AMD chipset driver (6.02.22.053) and the freeze i had are gone. I play one more hour with max graphics settings and unlimited fps without any issues. The trader like to light the candle everytime i enter the map, got another heart attack lol
Shamnolya
2024-06-06 16:28:39 +0000 UTCThat would be cool, though when I hear a gunshot in this game I already get suppressed. lol
TacShooter
2024-06-05 22:41:03 +0000 UTCThe new features appear to work nicely. I haven't discovered any bugs with them so far. The first few times I was shot at I was getting a frame-rate freeze, but I suspect that might have something to do with the game being on a fragmented HDD instead of an SSD. Needed Fixes that were all issues before the Patreon Dev Build 06052024: - In the Generalist shop, off the right shoulder of the dead bandit's corpse closest to the ramp is a board standing on its edge. It is blocking walking or running. Same issue with the edge of the stage facing the bleachers (benches) just outside the Generalist Warehouse. - So far it feels like there is zero reason to venture more than one house out from the Generalist Warehouse. All of the cool guns seem to spawn in the Village map. Maybe it is required in order to complete some of the Level 2 Tasks for the Generalist? I feel like once you trade with the Generalist, he should respawn on another map and you will need to go looking for him. I think part of the reason is that the loot is so abundant. Try adjusting the loot amount so that if you have the largest backpack you will fill your inventory space by looting a whole map. If you want to motivate players to go to other maps, then reduce the loot so that you can only find enough to fill half of your backpack. What I'm doing right now is essentially FARMING the first two houses, because every time I enter the Attic it seems to reset the loot on the Village map. - It seems that if you see a sliver of an AI's shoulder he also sees a sliver of your shoulder and will shoot at you. It seems like eye-to-eye line of sight should be required for positive identification. Once an AI has positively identified you, THEN he should be able to shoot at the outer edge of your shoulder. Oh, and can we get more enemy AI armed only with a pistol on the Village map?
TacShooter
2024-06-05 21:03:43 +0000 UTCAmmo types: A fun addition bringing the ammo conservation aspect better. The 5.45×39mm is quite easy to come by with all the low level enemies running it. Armor system: Good! Could use a "broken" sound to indicate when your armor shatters or is obsolete. Gives more depth to gunfights. Armor hit event: Easily recognizable and fitting. Could have a dimming effect for headshots. Crafting system: Works as intended. Vicinity crafting: From what I noticed with people crafting on streams intuetively, it took a second to realize you need to place the vicinity down before getting to craft. Makes all the sense when that is realized. Terrain shader 2.0: A distinct difference in the quality and feel. Looks nice and more immersive. Bugs & general feedback: -Vicinity crafting area affects ambient noise levels. -Minefield heli seems to be gone, which in my opinion brought more welcome chaos to the already more challenging minefield. -The slight adjustments to objects like big rocks and trees were nice. -Ammo could use a quality of life tweak (at some point) with: automatic overflow stacks when stack size would be over 300, automatic stacking when unloading, transferring or buying more ammo to inventory. Overall fantastic progress and can't wait for more!
Antton Eskola
2024-06-05 20:54:13 +0000 UTCPlayed it for a little over an hour. Did not come across any bugs other than the missing heli obviously. I really enjoy actually having to scavenge for ammunition. I find myself switching through multiple weapons when I first start. Very enjoyable :)
Infinity
2024-06-05 20:52:44 +0000 UTCThanks for the feedback and yea the missing helicopter was not intentional that was related to some devlog editing and I forget to activate it back :)
Road to Vostok
2024-06-05 20:42:02 +0000 UTCAntton Eskola
2024-06-05 20:34:59 +0000 UTCAre you planning on adding a suppression effect? An effect when bullets fly close by you, have added a lot to immersion and actually being attached to the character, in many of the games I've played. Fear of death is not easy to achieve. Feedback: This build feels to have harder difficulty, than the previous. Ai and loot spawning specifically.
MineLPPhynix
2024-06-05 20:21:08 +0000 UTCThanks for the answer, i will check if there is any update available. I also thought the problem would be present with AMD
Shamnolya
2024-06-05 19:22:40 +0000 UTCDisregard my pea soup bug. I’m just stupid lol
securityCase
2024-06-05 18:46:54 +0000 UTCI would suspect that you are just trying to make a "vicinity-based" craft and you don't have the right elements available which in Cooked Pea Soup case is that heat source (vicinity icon needs to turn green). You can see for example how that system works with the previous video post. Once you have a right vicinity element available (heat source) then you can do cooking crafts, if won't let you even after that then it's a bug.
Road to Vostok
2024-06-05 18:46:33 +0000 UTCNot fully done testing the build yet. But one bug I have came across already is crafting the “cooked pea soup”. I have the parts required but it will not let me craft it. As far as everything else goes I have not experienced enough of the build to comment further. A side request for the matches. If they are going to be a one time use in the future. Being back to stack them or having a count # on the box icon in the inventory. So then we could stack the left overs like we can with ammo
securityCase
2024-06-05 18:42:31 +0000 UTCIn terms of hardware issues, I'm pretty confident that AMD is the issue here since Ryzen's + few older AMD GPU's seems to be the only ones that are producing these tech issues currently. I have personally tested this build with i5 / i7 processors and 1060 / 3070Ti GPU's and watched few streams where others also tested it and there weren't any issues. I would check if there are any driver updates available for you since some AMD users have fixed some of those issues with the updates. Also I would check from your NVIDIA control panel if you have G-Sync turned on, if so I would try without that if it has any effect. I can investigate these hardware issues much better closer to the early access phase once I have the resources to make some hardware test benches.
Road to Vostok
2024-06-05 18:32:18 +0000 UTCHi, i want to give a feedback after testing this build for an hour. First, i have a technical issue that wasn't present with the last build. If i choose VSYNC or unlimited i have a freeze (1sec) every 2-5 minutes. When i enter the shipyard map the loading was very long and i had litteraly 1FPS after, i checked and it was my processor that was used at 100%. I went back to the menu and the processor calm down, i load my save and after a couple testing i couldn't reproduce the 100% processor problem, however the freeze is still present (even if i lower the graphics), the only way to get rid of it is to play with 200 FPS CAP or lower (wich is more than enough for me). My processor is a AMD RYZEN 5 5600X 6-Core (3,70GHz), i have 32GB or RAM (DDR4) and my GPU is NVIDIA RTX 3070. Now for the shaders, i didn't notice them at first because i was focus on the bandits and the loot. After a couple battles my helmet was destroyed but i realized it only when i open my inventory to heal, i didn't notice when it happen. Also, i had an heart attack when i left the trader because i jump on the table to get away faster but i get damaged and burn by the candle. Are candles that dangerous in finland ? =)
Shamnolya
2024-06-05 18:17:01 +0000 UTCI figured since it was public already it would be ok. Just didn’t want to do so without direct permission
securityCase
2024-06-05 18:04:57 +0000 UTCYea that Patreon link is totally public and it has been shared on multiple places already, so nothing wrong of sharing that.
Road to Vostok
2024-06-05 18:04:09 +0000 UTCCan we share the link to your Patreon? I know not to share the dev build link but just wanted to provide people a way to join your Patreon and possibly gain more support for your project
securityCase
2024-06-05 17:49:22 +0000 UTCThank you for the build! Having fun with it. (= I have not encountered bugs yet. Terrain shader is noticeable, i like it. One thing I would like to have is that you could track your tasks. So it would show started deliveries in one of the crafting menus and hotkey. Or later down the line, it would be cool if you could have paper and pen to "write" them down. Forgot to say this in task system devbuild.
Juusto Höylä
2024-06-05 17:30:20 +0000 UTCWorking now! I'll go test
Antton Eskola
2024-06-05 14:28:32 +0000 UTCIt should work now :)
Road to Vostok
2024-06-05 14:25:38 +0000 UTCCannot wait to text this when I get home!
Infinity
2024-06-05 14:24:46 +0000 UTCOne moment
Road to Vostok
2024-06-05 14:24:43 +0000 UTCjupp
MrUlfen
2024-06-05 14:24:26 +0000 UTCAccess needed to the file
Antton Eskola
2024-06-05 14:24:08 +0000 UTC