Full notes
Full HEXION update
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What changed
- UI and audio
- Gameplay
- Server
- Fixes
- Balance
- Maps
The day has finally arrived, and it's time to throw ourselves before the wolves! We are incredibly excited to share all of our hard work with the world. And we look forward to working with you guys in making HEXION the best it can possible be, during our Early Access!
HOTFIX #2:
Solved a unity "feature" that caused the UI not to function when the application didn't have focus
Player bodyparts will now teleport to the correct position if they get too far from the networked position
The HUB scene is now a bit easier to understand, and we added a tutorial video for creating / joining games.
Extended the buy-time in Team-Elimination 10 seconds beyond when the doors open.
HOTFIX #1:
Lobby visibility / player limit settings are no longer locked after creating a lobby, they can now be updated anytime.
Fixed a weird bug where lobbies with player limits lower than 6 wouldn't show up in the server browser
Fixed a bug where players sometimes couldn't join a different team
Fixed an issue with the auto team-balancing
Made some changes to the bow mechanics based on player "AMAGI"'s feedback - the bow now doesn't need to be pulled as far back to reach maximum power, and I have increased the maximum velocity a bit.
NEW:
Video tutorials in the HUB (these can be toggled off in options)
Automatic SDK switching between Oculus and OpenVR
Added Oculus controls overview
Implemented haptics for Oculus SDK users
Held equipment weight now influences locomotion speed / teleport recharge rate. (only applies to weapons being held, not your inventory)
Added option for HMD-directed artificial locomotion
BOTs are now able to play the Overheat game-mode (with both defensive / offensive tactics)
BOTs now request backup from each other when engaging an enemy
BOTs have been to etiquette class, and now try not to bump into players / other bots
Spawning is now handled with less randomness. It tries to spawn the player in a random location, where he/she can't be seen by any enemies. (this doesn't yet work for simultaneous respawns.
- UIAdded confirmation screen on critical buttons, such as disconnect / exit etc.
Hosts can now restart / apply new settings to, the current game.
CHANGES:
Added some indicators to the grenade-tutorial
Updated the shader on the Ingame-UI, now has blurred transparency
Teleportation now uses charges (balanced so that you always can move small distances, but have to wait a tiny bit to go far)
Artificial locomotion is now significantly faster per default.
Added walking to Artificial locomotion when aiming down sights.
Hand directed locomotion now uses a gun-angle offset on the controllers forward.
The Vive/Oculus controls UI, is now shown as default screen in the HUB (if tutorials are enabled)
The lobby UI will now disable incompatible maps to the chosen game-mode
Weapons are now reloaded on respawn
Joining players will now always auto-balance in regards to real players, not bots.
BUG FIXES:
The player avatar in the equipment UI is now correctly lit
The game now stays more consistently in focus, to keep the UI functional (can still loose focus in some cases tho - you have to alt-tab back to the window, to re-enable the UI controls)
Fixed a bug where BOTs could exit spawns prematurely if the doors were occluded from the hosts perspective.
The scoreboard no longer bugs out, when switching between teams quickly
Improved the BOT AI a lot to better avoid getting stuck (it can still happen tho, but rarely)
Knife no longer deals damage when in inventory .. woops
KNOWN ISSUES:
Voice logic is still disabled while we diagnose the issues, which means that long-distance team-speak isn't enabled, and that you can hear dead people O_O (this is a priority for us, and will be fixed ASAP!)
WHATS NEXT?
We're still nowhere near finished with the game, and have a lot of cool stuff planned for the near-term! First and foremost I'm hard at work on a new map. A sort of AI Temple / Shrine located on Europa - this map will also bring a major rehash of the locomotion system. We are working towards a locomotion system that is more beneficial to the median player, which means that it won't be hex-based anymore but instead use a more traditional nav-mesh system. This should make artificial locomotion and non-room scale teleportation feel a lot better! Furthermore the new map will also include a new game-mode: Domination, as well as our first Power-Up (not in a traditional sense, but I will reveal more as we get closer!) - expect update in 2-3 weeks from now. As for long term plans we have a public Trello where you can follow our development plans, and get some insight into what we are working on live.
Source
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