Fault

Fault Dev Tracker




02 Dec

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Welcome
We recently made some big changes to our item store along with adding a few new items to the game. In this Dev blog, we talk about the reasons for the change, and what went into creating our new items.


Old VS New
After many discussions internally among our staff and testers, we decided that our item system needed a change, and when we put out a poll to our community we found that our players agreed with us. We decided to create a whole new system to achieve this, and in patch 0.9.0 we implemented the new recipe system along with a few new items.



With the new system, players are given the option to choose multiple smaller components that can be upgraded into various items based on situations you come across in the game. Before, once you started down a tree with the old item system, you were limited by wh... Read more
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    /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/2881703925275866818]here[/url].

27 Nov

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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.
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    /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

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    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
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    /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

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    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...
Read more
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    /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
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    /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].

17 Nov

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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
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    /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].

12 Nov

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    Baylix on Steam - Thread - Direct
General
We are pushing a patch containing bug fixes and a balance pass at 6:30 PM EST.

Servers will be down for roughly 15 minutes as patch 0.8.4 goes live, you can read the notes here:

Gameplay
  • Prime Helix and Raptor will now be on a global timer for all players.

Bug Fixes
General
  • Fixed an issue causing Lane Minions to venture into the jungle.
  • Fixed an issue causing the gold pop up when killing multiple minions at once to only show once instead of for each minion.
  • Fixed an issue causing jungle camp timers to not be shown after taking the camp.

Items

Gate Scroll
  • Fixed an issue causing players to fall through the map when used.

Heroes
... Read more
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    /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/2897465256262549480]here[/url].

10 Nov

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We are back on Twitch with a new look and format!

In this week's Fault developer stream, the team takes a look at some community content while discussing the upcoming map and H.U.D.


03 Nov

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A New Fault Map
The design of a MOBA map is a very crucial element in determining the overarching gameplay of a MOBA. It is the foundation through which every other design choice sits upon and derives its context, and as such has to be done just right. Just like how boxers don’t fight in elevators and paintballers don’t play in mile-by-mile barren fields, MOBA players and MOBA mechanics need to have a map design that is complementary and conducive to the gameplay that is intended. This endeavour, to create an ideal MOBA map, is made even harder by our unique 3rd perspective, 3D genre and the challenges it brings. Not every aspect or element that goes into the development of a map can be explained here, and nor can I communicate or reveal every small detail, but I can hopefully convey a small sense of what goes into creating a new map.

These unique challenges are perhaps the best place to start when talking about map design. The most fundamental difference between a game ... Read more
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    /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/2912100685724430523]here[/url].
Post
Grux has finished his week of season pass access and is now available to all players!

Shadowfest 2020 has ended and we want to thank everyone for participating in Fault's first seasonal event, we had a lot of fun with our community and loved watching everyone get into the spirit of the season! We plan to continue having seasonal/community events and we will keep you updated on everything to come.

We would also like to thank everyone who has reviewed our game on Steam, and we encourage all players to leave us a review and let us know what you think, see you in game Fault fam!