Greetings all! This build introduces lots of new things -Added enemy (red) carriers to some missions. The red team can now capture and collect resources and workers.
Full notes
Full Future Breach 64 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition4 changes0 removals
Gameplay
Performance
Balance
Workshop
addedGreetings all! This build introduces lots of new things -Added enemy (red) carriers to some missions. The red team can now capture and collect resources and workers. This is one of those features that was cut during initial production that I finally am happy to introduce. The overall vision is for both sides to have equivalent abilities (like in that other game with hats) and I believe we are on the right track. -Added glass hats -Added a secret location in hightower.
changedAdditionally, there are many fixes and improvements, and I'd like to thank all of you from the forums, especially Necronomicron, LoxAndOrder and Sleeves for providing lots of feedback.
changedFixes/improvements: -Fixed more random crashes. -Fixed “if a downed worker bleeds out/dies, sometimes his torso keeps rotating” -Fixed spelling mistakes -Revamped the Xp system - you will now get Xp from more things -Fixed the hole in the floor in hightower under the stairs -Loot will now fall off boxes when pushed by NPC’s and not be glued to the side -Increased maximum FOV -Fixed the parallax effect for the night stars. This actually happened because it was designed for the initial FOV of 60 - now it will work correctly for all FOV’s. -Megacorp (friendly) workers now have an agro cooldown. -Your squadmates now run away from grenades better. -Additional minor fixes I found along the way.
changed[x] 7. Increase maximum FOV [x] fix the parallax effect night sky particles (stars?) moving faster than the foreground rather than slower. It makes them look closer than the ground which feels a bit odd. [x] megacorp workers = agroo cooldown [x] increase player XP mission completion [ ]
changed[ ] steam workshop workers don’t appear until you create and save your own custom worker
Future Breach 64 changes
addedGreetings all! This build introduces lots of new things -Added enemy (red) carriers to some missions. The red team can now capture and collect resources and workers. This is one of those features that was cut during initial production that I finally am happy to introduce. The overall vision is for both sides to have equivalent abilities (like in that other game with hats) and I believe we are on the right track. -Added glass hats -Added a secret location in hightower.
changedAdditionally, there are many fixes and improvements, and I'd like to thank all of you from the forums, especially Necronomicron, LoxAndOrder and Sleeves for providing lots of feedback.
changedFixes/improvements: -Fixed more random crashes. -Fixed “if a downed worker bleeds out/dies, sometimes his torso keeps rotating” -Fixed spelling mistakes -Revamped the Xp system - you will now get Xp from more things -Fixed the hole in the floor in hightower under the stairs -Loot will now fall off boxes when pushed by NPC’s and not be glued to the side -Increased maximum FOV -Fixed the parallax effect for the night stars. This actually happened because it was designed for the initial FOV of 60 - now it will work correctly for all FOV’s. -Megacorp (friendly) workers now have an agro cooldown. -Your squadmates now run away from grenades better. -Additional minor fixes I found along the way.
changed[x] 7. Increase maximum FOV [x] fix the parallax effect night sky particles (stars?) moving faster than the foreground rather than slower. It makes them look closer than the ground which feels a bit odd. [x] megacorp workers = agroo cooldown [x] increase player XP mission completion [ ]
changed[ ] steam workshop workers don’t appear until you create and save your own custom worker
Greetings all! This build introduces lots of new things -Added enemy (red) carriers to some missions. The red team can now capture and collect resources and workers. This is one of those features that was cut during initial production that I finally am happy to introduce. The overall vision is for both sides to have equivalent abilities (like in that other game with hats) and I believe we are on the right track. -Added glass hats -Added a secret location in hightower.
Additionally, there are many fixes and improvements, and I'd like to thank all of you from the forums, especially Necronomicron, LoxAndOrder and Sleeves for providing lots of feedback.
Fixes:
Fixes/improvements: -Fixed more random crashes. -Fixed “if a downed worker bleeds out/dies, sometimes his torso keeps rotating” -Fixed spelling mistakes -Revamped the Xp system - you will now get Xp from more things -Fixed the hole in the floor in hightower under the stairs -Loot will now fall off boxes when pushed by NPC’s and not be glued to the side -Increased maximum FOV -Fixed the parallax effect for the night stars. This actually happened because it was designed for the initial FOV of 60 - now it will work correctly for all FOV’s. -Megacorp (friendly) workers now have an agro cooldown. -Your squadmates now run away from grenades better. -Additional minor fixes I found along the way.
Additional testing/checking/fixing was done for: CHECK: think revival should include healing. Currently, if you revive a teammate, he remains lying on the ground until cured separately. Check: marked worker doesn’t get “counted” if not collected/reached Check: if the mission is NOT complete and you leave, and you saved(marked) your squadmates, they aren’t saved
[x] fix the hole in the floor in hightower under the stairs [ ] [ ] [x] 2. to make em run away more from grenades
[x] 7. Increase maximum FOV [x] fix the parallax effect night sky particles (stars?) moving faster than the foreground rather than slower. It makes them look closer than the ground which feels a bit odd. [x] megacorp workers = agroo cooldown [x] increase player XP mission completion [ ]
[x] glass hats [x] fix “Sometimes loot spawns on the side or on the bottom of a box.”
[ ] steam workshop workers don’t appear until you create and save your own custom worker