Fault

Fault Dev Tracker



Yesterday


27 Nov

Post
We are pushing a quick hotfix to address some needed bug fixes including some ability ranges not working as intended.

Servers will be down for 15 mins at 7:45pm EST.
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1106750/announcements/detail/2881703925258426497]here[/url].

23 Nov

Post
    Baylix on Steam - Thread - Direct
General
Gameplay
Recommended Builds
  • Updated recommended builds with the new starter items and new item system.

Bug Fixes
Items
General
  • Fixed an issue causing item components to disappear when finishing an item.


Titan's Armour
  • Fixed an issue causing the passive to stack.

- Strange Matter Team
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1106750/announcements/detail/2881703291727920714]here[/url].

22 Nov

Post
    Baylix on Steam - Thread - Direct
General
Items
Currently, one issue we have observed in our game is that build paths between tiers of items are very costly and the tree system doesn't give the player limited legendary item choices when building a tier 1 item, which essentially locks that player into that specific item tree from the start. Changing from a tree based system to a recipe based system should not only allow players to build multiple components to an item and for smaller upgrade costs, but also allows the player more build diversity since lower tier components now build into far more legendary items. Our current goal is for most upgrade costs between items to be between 400-800 gold so that players can have more efficient itemization and feel more impact from their backs to buy items. We will be watching this new system and adjusting accordingly if we feel it is needed.

Item Recipe System
  • All items in the in-game shop will now use a recipe-based syst...
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Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1106750/announcements/detail/2881703291723845724]here[/url].
Post
We are live now with today's Dev stream as we go over patch 0.9.0!

https://www.twitch.tv/strangematterstudios
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1106750/announcements/detail/2881703291724197280]here[/url].

21 Nov


18 Nov

Comment

We just released a new Dev Blog (5) going into a lot of detail about the upcoming animation overhaul. This is just one of the many things we are working on to better improve the game for it's free to play release. I saw you mention the 4th Dev Blog too about the map. On top of these, there are many other things we are working tirelessly on to give you the best Fault experience possible and early access is the road to accomplishing our goals. This game is our baby and we are doing all we can to ensure the long term success of it. It's a marathon, not a sprint. We care a lot about it and will continue to do so, and we continue to listen to our community. I hope in time you can come to enjoy the game as much as we enjoy making it!

Animation Overhaul:
https://w...

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17 Nov

Post
Hello Everyone
In this week's Dev blog, we discuss a major animation overhaul we have been working on, this work will affect how smooth and polished the game feels, adding immersion to the character while interacting with the world. The player needs to be able to get lost in the gameplay and feel as if the character they are playing is not simply a pawn, but an extension of the player themself.

This update will be a large step towards full release, we have prepared this blog full of information on what this work entails, and we are happy to provide yet another inside look into Fault development!

Character Pipeline & Per Hero Animation Packs‍
In order for our character workflow to stream data in & out smoothly, but also to limit the art, technical art, and programming time spent per character in our pipeline, the number of movement animations used in our use case received a trim compared to what is used in a typical third person shooter.

For insta... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1106750/announcements/detail/2897465256281179335]here[/url].



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