Post Overview
Apocalypse has been split into the 2.0 edition and the legacy edition, this change is to help satisfy players of both game versions. Along with this we'll be releasing the 2.x update with many additions!
Steam Changes
If you play the 2.0 edition (built in unreal, version 2.x), the game will only be playable from the new store page, this helps up keep the game supported and helps future players understand all of the content.
If you currently play the legacy edition (built in unity, version 1.x), this update will simply make launching the game faster and more efficient, however you won't have any continued support.
Price Changes
Here's a link to the steam page for apocalypse 2.0, the game is now free of charge and will continue to be updated in the future. You can still access the legacy edition of apocalypse
on the old steam page.
2.x Update
Now that the new store page is live we'll also be releasing a new update! This adds a large amount of player requests and also cleans up most of the game content. Here's the full changelog:
Version Changes
- 'Performance Version' has now started testing, made for lower-end users (next update)
Weapon Changes
- A new weapon (Modified G36C) has been added
- A new weapon (Classic Shotgun) has been added
- A new weapon (Colt-45 Pistol) has been added
- The default weapon has been renamed (to Modified AK-74u)
- The rate of fire for the Modified G36C has been set to ~0.85s with semi-auto fire
- The damage of the Modified G36C has been set to 1 hits, headshots kill
- The rate of fire for the Classic Shotgun has been set to ~1s with semi-auto fire
- The damage of the Classic Shotgun has been set to 1-3 hits, headshots don't kill
- The rate of fire for the Modified AK-74u has been debuffed to ~0.25s (from ~0.15s)
- The damage of the Modified AK-74u has been debuffed to 2 hits (from 1), headshots kill
- The rate of fire for the Colt-45 Pistol has been set to ~2s with semi-auto fire
- The damage of the Colt-45 Pistol has been set to 3 hits, headshots kill
- Weapons now spawn in random places on each map, pistol however always spawns with player
- Shotgun fire + Reload SFX added / Rifle fire SFX added / Pistol Fire and Reload SFX added
Map Changes
- The 'Main Menu' has been redesigned to a 'legacy edition' inspired layout
- The 'Close Quarters' map size has a new spawning area (player feedback)
- The 'Close quarters' map has been greatly optimized with unused assets removed
- The 'Classic Manor' map has been added (legacy edition's introduction map)
- The 'Bunker' Map's volumetric fog has been increased (player feedback)
- The 'School' Map's volumetric fog has been increased (player feedback)
- The 'Town Hall' map has been renamed to 'Testing Map'
- The 'City' map has had all visual terrain issues fixed
Camera Changes
- The camera shake after firing now correctly resembles weapon recoil
- The camera is even smoother, this allows a much faster response time
- The camera perspective now auto-changes between different player actions
- The camera perspective transition is now extremely shorter (1 second)
- The field of view is now slightly different based on player feedback (110)
- The strange body warping issue no longer occurs and most cases have been fixed
- The position and maximum bounds of the camera have been slightly modified
- The camera no longer collides with the weapon after transitions (in majority of cases)
- The players head no longer becomes visible during transitions (in all cases)
Aiming Changes
- A hitmarker now appears in the center of the screen with hits (stays ~0.5s)
- A new animation has been added to utilize the new Colt-45 Weapon
- The player now uses true iron sights (like the legacy version)
- When the player isn't aiming, the weapon now gets auto-lowered
- The bullet indicator is now always correct and lines up correctly
- While idle / aiming the weapon is now semi-attached to the camera
- The angle / position of the player weapon has been greatly improved
- The angle / position of the player head has been greatly improved
- The weapon now correctly aims even without the RMB held (allowing hip fire)
- The weapon now zooms FOV instead when the RMB is held (allowing ranged fire)
- When spawning the player starts without any weapon equipped (legacy inspired)
- All weapons now need to be picked up before use or equipping (legacy inspired)
- After picking up weapons (walking over it) there's now a UI indicator with hotkeys
Movement Changes
- Rolling is much cleaner, and can only be activated while sprinting
- Kicking has been buffed and the collision has been modified
- Kicking animations have been modified for a better experience
- Spawning animations are now slightly shorter and much more smooth
- Turning on the spot while aiming is much more satisfying and smoother
Menu Changes
- Organized the map list order depending on popularity
- Lighting has been improved and less errors now occur
- The outro animation has been fixed and no longer 'jumps'
- The loading system has been improved (in the background)
- The size of the main menu has been slightly increased
- The controls have been updated / simplified in the top left corner
Zombie Changes
- Zombie's now react when they've been shot (yet not killed) due to the damage changes*
*there's 5 random animations that play regardless of the current state (except death)
- Zombie size has been increased (20%) to match the camera height (player feedback)
- Zombie attacks have been buffed (30%) to extend match time (player feedback)
- Zombie's occasionally attacking player after death has been fixed (in all cases)
- Zombie spawns on the 'Testing Map' have been moved to slightly more obscure places
Visual Changes
- All interior maps now have overhauled lighting and all shadows now work correctly
- MSAA Replaced with TAA (Temporal AA), improving both performance and flexibility
- Maximum limit on the graphics menu has been increased, allowing better visuals
- Unreal's native motion blur has been enabled with decreased settings
- The player's body shader has been slightly improved (for optimization)
- Bullets leaving the weapon now work as expected and have improved visuals
- The weapon model has been slightly modified to stop obscuring the players view
- Bug causing 'sparks' placeholder to spawn after zombies die has been fixed
- Grass density is now lower (30%) to help performance on mid-range devices
- Performance greatly improved with most shader + renderer combinations
Misc Changes
- (Steam) Official steamworks support has been added to all levels and executables
- (Steam) 13 achievements have been added and are completable to 100% (in all cases)
- (Steam) 2 'stats' for achievements have been added and work as expected (in all cases)
- (Steam) The executable will check if the current user owns the game and quit if not
- Loading time has been increased (2 seconds) to combat an animation issue
- Most assets have been optimized for size (giving new players smaller downloads)*
- All engine content has been updated to the 2020 edition, fixing hundreds of issues*
- All vital assets are now encrypted and heavily compressed (small performance hit)*
- All hidden beta maps / unused maps are now removed from commercial builds*
*the size of apocalypse (after all our new compression changes) is roughly 5GB
- Resolution display now shows up correctly when first opening the settings menu
Known Issues
- (Present) Killing mutants only count towards achievements if killed over ~3 seconds apart (API Bug)*
*dependent on connection speed - only one change to kill count can be made per steam request
- (Present) Killing a (large) amount in one location (very slowly) increases mutant ai navigation
- (Fixed) On the 'Classic Manor' map mutants will climb onto the banisters if the walkway's busy
- (Fixed) On the 'Classic Manor' map mutants will occasionally fall through the floor when dead
[ 2020-05-11 03:58:52 CET ] [ Original post ]