- Patch Notes - 2 October 2020
Added escape menu to practice mode so you can quit. Made weapons, health, and shield get picked up if you are standing on them during spawn. Fixed pickup, damage, and some other sounds being too loud at a distance. Bot now drops health and shield shards after being killed. Made projectiles not hit upper platform edges as easily when firing down on a target. Reduced the size of projectiles overall to make them hit less. Reduced player's top and bunnyhop speed to make traveling through the maps more fluid. Reduced the maximum speed of the AI to balance it with the player's reduced speed. Increased randomness of bot weapon fire spread to make it less accurate. Added an colorful outline to the bot to make it easier to track. Added a color fill to the bot so the player can see it through walls and get to the action faster.
- Patch Notes - 25 September 2020
Added a "Practice" single player game mode where you fight our "Mega Bot" 1v1, first to 25 kills wins, deathmatch. Added a Utility AI controlled "Mega Bot" for you to fight against. Added a "photorealistic" map using Quixel Megascans for AI "Mega Bot" fights.
- New Video - 25 September 2020
Got our Utility AI bot picking up and switching weapons, detecting incoming fire from behind, and fully integrated into our new Quixel Megascans "Roman Ruins" map.
- New Video - 29 August 2020
We've been wanting to create a Utility AI system since we thought it sounded cool. So, we did some research and then programmed a bunch of Utility AI "actions" like attack, retreat, pickup health, fire weapon, etc. based on Utility AI "inputs/axes" like amount of health, can see player, amount of confidence, etc. It took a while but we finally got a Utility AI controlled bot fighting us 1v1.
- Patch Notes - 5 August 2020
Fixed air control not working on original island maps.
- New Video - 5 August 2020
I've randomized the AI bot movement to more accurately mimic human movement behavior. The bot now adjusts its straight line path, strafes, looks around, and never takes the perfect/lowest cost route to any destination. I overrode the navigation mesh path, using custom C++, to get randomize it and get smooth movement between the modified points.
- New Video - 2 August 2020
Just showing off the high fidelity AI movement of our new POWER AI bot. We've also got the Utility AI brain done that controls advanced decision making and will be showing that off soon:
- Patch Notes - 27 July 2020
Fixed exiting loadout menu in game with escape not returning control to the player.
- Patch Notes - 27 July 2020
Added ability to change loadouts mid-game. Made loadout names auto rename themselves if not unique. Made jump and speed boosts work with the Quake movement mode.
- Patch Notes - 23 July 2020
Removed screen shake from footsteps. Made jump sounds attach to player so they don't lag behind them. Removed pitch variation from moddable sounds to make it easier to customize them. Removed volume increase from moddable sounds to make it easier to customize them.
- Patch Notes - 23 July 2020
Improved system for displaying shipping mode debug messages. Increased Tormentor grenade bounce volume. Decreased size of font on character select screen.
- Patch Notes - 22 July 2020
Exposed player damage and death functions to modders to create new map elements with. Added ability for modders to attach custom particle effects to skins. Added ability for modders to attach custom sound effects to skins. Added a red damage vignette that scales based on the amount of damage taken. Added a shipping mode debugger for modders to debug elements of their mods in the shipped game. Added the new "kit" tag to mods to denote they can be used with other mods as a dependency. Fixed the mod uploader to work with large 64-bit published file IDs.
- Patch Notes - 18 July 2020
Updated mod kit method of spawning game decorations like pickups, flags, generators, etc.
- Patch Notes - 16 July 2020
Fixed new Stryker explosions that were not showing up.
- Patch Notes - 16 July 2020
Added new vertical beams to health and shield pickups to make them easier to see. Added new high performance explosions for all weapon projectiles. Reduced the size of the Stryker projectiles. Fixed the default health, shield, and oxygen values in the mod kit to be 100. Reduced explosion radius of all weapons by 25%. Reduced the blast radius, fire rate, and damage of the Tormentor. Reduced the blast radius and damage of the Stalker. Reduced the damage of the Ripper by 50%. Updated all HUD fonts to use our new UI font called Sui Generis. Made player, base, and flag location icons smaller and not so high. Removed ping blast from LMS mode since it was annoying to use all the time. Reduced the font size of all flashing screen messages. Made weapon explosion knock back based on the amount of damage done. Fixed flags getting stuck in walls and ceilings. Made flags easier to throw in narrow ha…
- New Video - 3 July 2020
Check out the new POWER sizzle reel to see all the amazing stuff we are doing:
- New Video - 7 March 2020
Did some major tweaking to our ocean today and got a really nice result.
- New Video - 5 March 2020
Testing out the new limited jetpack meant to keep gameplay more towards the ground. Movement is still highly effective:
- New Video - 2 March 2020
Continuing the effort to improve our weapons and implement community feedback, we have fixed the weapon positions to be right-handed and less viewport intrusive and added high-quality unique muzzle flashes:
- New Video - 1 March 2020
Added in some Tribes inspired guns by popular request. Check out our version of the Tribes Spinfusor and Mortar guns: