Update log
Full SAND: Raiders of Sophie update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Store
- Gameplay
- Server
- Performance
- Balance
- Workshop
Servus Scavengers,
We're back with another development update, and this month we want to share some more information about the features we mentioned in our last update and how they're progressing so far!
All of the following items have now seen at least a basic implementation into the game and are in the testing/iteration phase, with many near or already final:
AI Mobs Improvements
Upior behaviour has been significantly improved, with polished and upgraded response time, general behaviour and pathfinding
Melee Upiors are now more agile and will try to dodge player’s shots
Additional sounds for Upiors have been added as well. They now have more voiceline variety and have more vocal reactions for certain interactions
Server Physics Calculation Optimization
Server performance has been increased following significant optimisation of the algorithms in which it handles all the physics calculations (these improvements are most noticeable in the large scale battles where the server tick rate suffered the most from excessive amounts of physics calculations)
These optimizations will allow us to increase the maximum player count on the servers if needed or requested in the future
Overall Server Performance
Thanks to the Public Playtest and closed playtest ING last year, we were able to spot key flaws in our databases on the master server and fix them. This will improve the general server response time and also now we have some fallback mechanisms that will allow us to quickly react if similar issues were to occur in the future
Client Performance Optimization
Some Visual Effects were causing performance issues, specifically shadows and particle effects. We’ve optimized their performance so the client should be more stable and have increased performance on the machines that had issues with them. Shadows also had a visual overhaul and should look prettier
Also the Client Side of the Trampler Movement was also optimized. Now the large amount of tramplers around the player has a noticeably smaller impact on the client’s performance
Lots of core game systems were refactored and optimized further increasing the overall FPS on the client
Because of all these optimizations, the performance on the low end machines should now be 30%+ better with a bit smaller percentage on the mid and high end machines
Disconnect handling Improvements
The System was remade from the ground up with the direct emphasis on the stability and consistency. Now disconnecting from the game should feel way more consistent and robust. Players that often experience network instability will now have significantly better experience
Infantry Arsenal Expansion
We have a new Revolver Type and one Modification for it. Meet the new EB "Vita" Police Revolver which features improved range and reload speed. This revolver allows the player to reload a whole drum at once!
The Damage Falloff has been reworked for Rifles and Pistols
Recoil was reworked for SA Pistol making them more consistent in terms of accuracy
Custom Ammo has been added to further improve the gunplay and provide more utility tools for the player to outgun their enemies
Character Armor Visual Overhaul: Rolled out three distinct tiers of armor with unique regeneration stats
Since the 70mm and 40mm Cannons felt overpowered for a large part of the community we took some time to refine their interactions and balance them based on feedback
70mm Cannon now also features damage Falloff as all of the infantry weapons do. This will keep its devastating damage up close but will make it less viable on mid-to-long ranges
All Cannons now have a recoil, but it’s most noticeable on the 40mm cannon. During the last
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