HomeGamesUpdatesPricingMethodology
Steam News31 August 20241y ago

UPCOMING UPDATES!

Greetings operatives! Let’s have a little talk about all the current milestones of our Roadmap for The Burst. You’ll see what our team is up to right now and what to expect in the upcoming months.

In this update4

Full notes

Full The Burst update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix1 addition4 changes0 removals
  • Performance
  • Gameplay
  • Maps
  • Store
changedCritical bug fixes . Basically, what we were doing all this time anyway (and will keep on doing). That includes but isn’t limited to:Crashes, optimization stuttering, nasty visual and audio bugs.
fixedCritical bug fixes . Basically, what we were doing all this time anyway (and will keep on doing). That includes but isn’t limited to:Going out of bounds, misplaced kill volumes and soft-locks.
addedThe AI in general will go through a lot of fine-tuning. As its improvement will be gradual, you’ll see some of it first-hand even before the content patch rolls out. The improvements mentioned will address some enemy AI issues such as navigation and behavior:Navigation : those of you who played our Demo might have noticed a downgrade in bot positioning and movement. The main reason for it is the seamless nature of the game — it utilizes a more complex navigational system than the standalone Demo/Prologue chapter. As of right now we are both fixing current navigation as it is and adding new pathing for bots to exclude any possibility of them getting stuck in a navigational bottleneck, so they could figure out optimal or alternative routes during the shootouts. All in all the upcoming changes will also affect enemy animations.
changedThe AI in general will go through a lot of fine-tuning. As its improvement will be gradual, you’ll see some of it first-hand even before the content patch rolls out. The improvements mentioned will address some enemy AI issues such as navigation and behavior:Behavior : Shelldogs (and other enemies) are currently in rehab after overdosing on entfant flesh. Enemy reactions to the player will be changed to match the bot’s role on the battlefield for them to coincide with a logical layout of their squad. In addition to fixing the AI’s indifference to the player, navigational mishaps and clumsy self-detonating grenadiers, we plan on making enemies more recognizable as members of their subclass. Right now it is common for players to not discern different types of enemies from one another. It will change in the near future, however — all enemies will have a class behavior pattern: shooters with a decent range will be less mobile and remain at advantageous positions, while assault units will force close quarters combat with the player.
changedAnd one of the last, but not the least:Weapon rebalancing and improvements focusing on Mirage fights (some of them you might have already noticed)
changedAnd one of the last, but not the least:https://store.steampowered.com/app/2073880/The_Burst/

The Burst changes

changedCrashes, optimization stuttering, nasty visual and audio bugs.
fixedGoing out of bounds, misplaced kill volumes and soft-locks.
addedNavigation : those of you who played our Demo might have noticed a downgrade in bot positioning and movement. The main reason for it is the seamless nature of the game — it utilizes a more complex navigational system than the standalone Demo/Prologue chapter. As of right now we are both fixing current navigation as it is and adding new pathing for bots to exclude any possibility of them getting stuck in a navigational bottleneck, so they could figure out optimal or alternative routes during the shootouts. All in all the upcoming changes will also affect enemy animations.
changedBehavior : Shelldogs (and other enemies) are currently in rehab after overdosing on entfant flesh. Enemy reactions to the player will be changed to match the bot’s role on the battlefield for them to coincide with a logical layout of their squad. In addition to fixing the AI’s indifference to the player, navigational mishaps and clumsy self-detonating grenadiers, we plan on making enemies more recognizable as members of their subclass. Right now it is common for players to not discern different types of enemies from one another. It will change in the near future, however — all enemies will have a class behavior pattern: shooters with a decent range will be less mobile and remain at advantageous positions, while assault units will force close quarters combat with the player.
changedWeapon rebalancing and improvements focusing on Mirage fights (some of them you might have already noticed)

Greetings operatives!

Let’s have a little talk about all the current milestones of our Roadmap for The Burst. You’ll see what our team is up to right now and what to expect in the upcoming months. It’s a bit more complicated than just “we are fixing things” and expands on the whole “visual update” we are planning for this beloved child of ours. This time we'll cover...

GENERAL TWEAKING AND TINKERING

Critical bug fixes. Basically, what we were doing all this time anyway (and will keep on doing). That includes but isn’t limited to:

  • Crashes, optimization stuttering, nasty visual and audio bugs.

  • Going out of bounds, misplaced kill volumes and soft-locks.

The AI in general will go through a lot of fine-tuning. As its improvement will be gradual, you’ll see some of it first-hand even before the content patch rolls out. The improvements mentioned will address some enemy AI issues such as navigation and behavior:

  • Navigationthose of you who played our Demo might have noticed a downgrade in bot positioning and movement. The main reason for it is the seamless nature of the game — it utilizes a more complex navigational system than the standalone Demo/Prologue chapter. As of right now we are both fixing current navigation as it is and adding new pathing for bots to exclude any possibility of them getting stuck in a navigational bottleneck, so they could figure out optimal or alternative routes during the shootouts. All in all the upcoming changes will also affect enemy animations.
  • BehaviorShelldogs (and other enemies) are currently in rehab after overdosing on entfant flesh. Enemy reactions to the player will be changed to match the bot’s role on the battlefield for them to coincide with a logical layout of their squad. In addition to fixing the AI’s indifference to the player, navigational mishaps and clumsy self-detonating grenadiers, we plan on making enemies more recognizable as members of their subclass. Right now it is common for players to not discern different types of enemies from one another. It will change in the near future, however — all enemies will have a class behavior pattern: shooters with a decent range will be less mobile and remain at advantageous positions, while assault units will force close quarters combat with the player.

And one of the last, but not the least:

  • Weapon rebalancing and improvements focusing on Mirage fights (some of them you might have already noticed)

  • Hook targeting enhancement and swinging mechanic tweaking.

That's going to be all for today! See you next time, where we'll look into the details of the visual update! ;)

https://store.steampowered.com/app/2073880/The_Burst/

Steam post image

Steam post image

Source

Steam News / 31 August 2024

Open original post

Changelog.gg summarizes and formats this update. How we read updates.