anomal_e

anomal_e



04 Aug

Post

Spotlight

Mini-Map v1.0

Our initial implementation of a mini-map is in! The mini-map lives in the upper left corner of your heads-up display (HUD) and gives players critical gameplay information. You can, of course, still use the larger map to ping locations and see the state of things in more detail. This first version of the mini-map shows:

  • Your location and facing direction
  • Ally locations
  • The location of enemies detected by you or your teammates
  • Hives, hive telegraphs, and hive hearts
  • Incoming objectives
  • Active objectives
  • Pings

Developer's note: As part of this change and because much of the information in the compass was duplicated by the mini-map, we've removed the compass from the HUD. We’re going to continue to examine how we can best use the space in the HUD to convey critical information, and we’ll keep an eye on feedback to changes like this.

...

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30 Jul

Post
Last week we mentioned that we were planning to push a new release out the door this week and welcome our first wave of new beta testers. Unfortunately, due to a few critical bugs we recently identified, we’re postponing the release and the invites until next week. We know that’s not exciting news, but these bugs impacted core gameplay and we need time to thoroughly test out our fixes for them before pushing the release live. The upside of the situation is that the registration cut-off for the first wave of invitations is being extended to Sunday, August 2, at 11:59 p.m. Pacific.

We’ll be running a playtest like normal tomorrow (on the current build), so you can still jump in for some matches. After the release ships next week we’ll be making some updates to our public development roadmap[trello.com] to refle... Read more

22 Jul

Post
Hello, Essence hunters,
 
Welcome to another Crucible developer update. We have a medley of topics this week, so let’s jump right in.
 
Release cadence Since launch, and up until a few weeks ago, our goal was to put out a new release each week. This approach allowed us to quickly address the issues we saw at launch, but it came at the cost of reduced internal efficiency. Our goal moving forward will be to put out new release every two weeks. This is more sustainable for the team, and it gives us some extra time to make sure we’re putting out quality releases—which is important considering there are a lot of changes coming in the next few weeks and months. You’ll see some of those changes in our next build, which is currently slated for next week. This one’s a chonker: We’ve got the mini-map coming online, new context-specific pings for the quick comms system (including 2,500+ new voice lines), the first part of our planetary event system rework, client and networking p... Read more

10 Jul

Post
Hunters & Gameplay General Changes:
• We made a change to the way we draw projectile trails so you will now see the trails on the first frame of the shot even if the projectile hits a target on that frame. Developer's note: This should make projectiles easier to read and allow players to react to them.
Bug fixes:
• Fixed a bug that allowed explosions to pass through nearby shields, like Shakirri's Holo-Shield. This fix should prevent Summer's Ignition Spark and Drakahl's Resonating Quake from passing through shields.

Ajonah Changes:
• Squid Mines no longer target invulnerable or invisible players.

Bugg Changes:
• Booming Blossoms [tier 3 upgrade]: Plants will no longer self-destruct on detonation. Plants that now Disrupt upon becoming overcharged, rather than Stunning nearby opponents. Developer's note: We wanted to improve this upgrade and make it easier to use. We feel like not destroying the plant is more user-friendly, so to compensate, w... Read more
Post

Hunters & Gameplay

General

Changes:

  • We made a change to the way we draw projectile trails so you will now see the trails on the first frame of the shot even if the projectile hits a target on that frame. Developer's note: This should make projectiles easier to read and allow players to react to them.
  • Updated various audio design and sound mixing for character abilities across the board. Developer's note: We've heard you (ha!) saying that you'd like weapons to feel bigger and more satisfying—this update should add to the improvements we've already made while providing additional clarity on the sounds and cues that are most important.

Bug fixes:

  • Fixed a bug that allowed explosions to pass through nearby shields, like Shakirri's Holo-Shield. This fix should prevent Summer's Ignition Spark and Drakahl's Resonating Quake from passing through shields.

Ajonah

... Read more External link →

06 Jul

Comment

Originally posted by Slysmuggler

I don't like this the AFK system I reported a guy yes for being afk yesterday. He Starts playing then when afk 2 mins in for the rest of the match.So i told everyone in the chat to report him. The issue is that it seems that he report me I don't know about the other but when the match ended I got a prompt saying i was reported for being AFK so i get no reward but i playing 3v4 anyways and we lose. MY issue is simple you cant let players determine the out come you you exp casue they report someone thats your job or job is to report so you tool can be use to Troll player that are still playing your game.

Hello. What you encountered wasn't a loss of rewards due to being reported AFK, but a visual bug. The bug caused *all* teammates to see the AFK penalty message, but it was only visual—you did actually receive your rewards as long as our system didn't detect you as being AFK. That bug was fixed in this patch.

Post

We've put out a small update that fixes two bugs:

  • Fixed a visual bug that caused an AFK penalty to display to everyone partied with an AFK player (although rewards were still granted appropriately to non-AFK players).
  • Fixed a bug that caused bullet trails to display multiple times for a single shot.
External link →

02 Jul

Post
Spotlight Voice Chat (v1)
• Added support for Team voice chat.
o Voice chat is enabled by default. To opt out, players can disable the Auto-join Team Voice option in Settings → Audio → Voice Chat
o Team voice chat is only available while connected to the match server. (i.e., from the time the pre-match versus screen is displayed through the post-match scoreboard). There is currently no voice chat in the main menus.
o Added a UI notification that briefly displays at the beginning of each match to notify players whether they have or have not joined the Team voice chat channel.
o There is a new Social Menu (bound to [P] by default) that lists the current players on each team and provides support for joining/leaving the Team channel, muting, and reporting players.
 Players have the additional option to Join/Leave Team Voice Chat on a per-match basis through the Social Menu [P]. Simply click on the None (to leave) or Team (to join) buttons found under My ... Read more

30 Jun

Post
Hello, Essence hunters,

A few weeks ago, I told you about the steps we were taking to change and improve Crucible in response to your feedback. That plan is still the same, but we’re taking a new step that will help us focus on providing the best possible experience for our players as we continue to make the game better. Starting tomorrow, Crucible is moving to closed beta. We’ll continue following the roadmap[trello.com]... Read more

26 Jun

Post
Hey all,

On June 4 we published a developer update that explained how we’re extending Pre-Season and restructuring our team to focus on a new set of development priorities, which were largely determined by the feedback we’ve been hearing from all of you. It’s been about three weeks since we made that announcement, so today we’re going to take some time to talk about what we’ve been up to. We’ve shipped three updates in the past three weeks (... Read more

18 Jun

Post
Hunters & Gameplay General Changes:
• Updated the minimum time threshold to start a vote to surrender and the time between surrender votes. Developer’s note: We've made these changes to try to mitigate the impact of people spamming surrender. Please note we're still working on AFK prevention, which will go a long way towards addressing one of the chief causes of teams needing to surrender.
o Time from start of match until surrendering becomes available increased from 1.5 minutes to 7 minutes.
o Time between surrender votes increased from 1 minute to 2 minutes.
• Updated critical hit sound effects.
• The loadout screen now shows passive abilities.
• Creature and object healthbars will now show shield information if the creature or item has a shield—for example, Bugg’s plants will now show when they have overshield.
Drakahl Changes:
• Revised blade impact sound effects.
Shakirri Changes:
• Revised blade impact sound effects.
Technology... Read more

10 Jun

Post
Spotlight Surrender • Added the option for a team to surrender during a match.
o Surrender votes can be started from the Main Menu [ESC].
o Surrender votes pass if two-thirds or more of all active players on the team agree. AFK players and disconnected players are excluded from voting.
o The surrender option becomes available 90 seconds after a match begins.
o If a surrender vote is unsuccessful, the team must wait 60 seconds before starting another surrender vote.
Hunters & Gameplay General Bug fixes:
• Fixed a bug that allowed all hunters to slip into amplifiers' locations just before they spawned and capture them from the inside.
Rahi & Brother Changes:
• Concussive Punch [tier 1 upgrade] & Force Punch [Right Mouse Button]: Modified the functionality of Concussive Punch. Now, rather than replacing Force Punch's melee attack with a projectile, Concussive Punch adds a projectile that works in conjunction with the skill's basic melee functionalit... Read more

06 Jun

Post
HUNTERS & COMBAT General Changes:
  • Increased the visibility of hit indicators at the edge of the screen. This should help players better understand which direction they are taking damage from.
  • Improved melee attack hit feedback by playing hit visual effects (VFX) at a more prominent position.
  • Updated Hive collision box to be more accurate. Hives will no longer block projectiles that appear to not hit them.
  • Fixed a bug that that caused headshots to count as bodyshots in some circumstances.
  • Increased volume of standard and critical hit sounds.
  • Updated hit feedback audio to make damage dealt and received sounds easier to hear.
  • Updated melee hit sounds to be more impactful.
  • Integrated enhanced hit feedback audio for signature attacks and abilities.

Ajonah
Changes:
  • Updated Ajonah's projectile trail to mak...
Read more

04 Jun

Post


It’s been an exciting couple of weeks for Crucible! We’ve been thrilled to see people checking out the game and having fun.

While there’s been a great response to the premise of our game from many players, we’ve also heard the feedback that there are features that we need to add as a top priority, like voice chat. We agree, and we’re going to stay in Pre-Season until those features and polish are in Crucible. We’re also going to use our time in Pre-Season as a chance to go all-in on the parts of Crucible that are resonating most strongly with you, our community.

Our next steps:
The community has rallied around Heart of the Hives in an amazing way. Moving forward, we’ll be putting all of our efforts towards Heart of the Hives and what we can do to make that mode shine. Focusing on one mode allows us to refi... Read more

30 May

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Technology & performance Bug fixes:
  • Fixed a bug related that caused some customers to fail the minimum system requirements check if they had more than one graphics card.
  • Made a speculative fix to address one of the causes of players getting stuck on a screen with the Crucible logo while attempting to connect to a match.
  • Fixed a bug that could occasionally cause server performance to degrade
  • Fixed some rare server crashes.
  • Fixed a rare client crash.

Hunters & balance General Bug fixes:
  • Fixed a bug that allowed hunters to move at normal speeds while crouched or healing.
Ajonah Changes:
  • Ajonah's reticle will now indicate whether or not you are in Grappling Hook [Left Shift] range.
Captain Mendoza Bug fixes:
  • Reduced the frequency of Captain Mendoza's...
Read more

29 May

Post
Hello, hunters!

We’re back with another update. Earlier this week we put out a video where we mentioned that we’re shifting our attention towards delivering bigger builds that take a bit more time to prepare. We’re working to deliver the first of those builds tomorrow, but we have one more high-priority fix to make first. If we can’t resolve it before tomorrow, we’ll keep pushing to get the build out as quickly as we can, even if it means shipping it over the weekend.

What’s in the build?
We’re focusing our efforts on the areas where we’re seeing the most unified feedback from our players. For example, this build will include a change to make the scoreboard viewable during matches, an update to Ajonah’s reticle to indicate whether something is in range of her Grappling Hook, and some improvements to the way the ping system operates: showing the ping at the location of the first button-press, updating the way ping options are displayed in the contextual ping whe... Read more

27 May


22 May

Post

Developer's note: We're continuing to work on connectivity and improving the matchmaking queue to ensure that teams start out with the appropriate number of players. Changes:

  • Windows Insider Preview builds are no longer blocked from playing Crucible.

Bug fixes:

  • Fixed one of the bugs leading to players receiving a “FATAL_ERROR” message and being unable to launch the game. We’re continuing to work on additional fixes.
  • Fixed an additional bug that caused some Heart of the Hives matches to start with a 3vs5 team imbalance.
  • Fixed a bug that caused some matchmaking attempts to fail after players dropped out of queue.
  • Fixed a bug that caused players to occasionally get stuck after exiting their drop pod.
  • Fixed a bug that caused some currency symbols to display incorrectly in the in-game store. This was a visual change only.
External link →
Post
Update notes: May 28, 2020
  • Fixed a client crash.

Update notes: May 26, 2020 Changes:
  • Adjusted matchmaking such that all players, and especially those at high skill ratings, should see decreased queue times.

Update notes: 3:20 p.m. May 25, 2020 Changes:
  • New players will now be presented with an option to skip the tutorial experience. (The tutorial could be skipped previously through menus; this change is just to make it easier for people to opt out.)

Bug fixes:
  • Fixed a bug that was causing some accurate hits to not register as connecting to the target.
  • Fixed another bug related to players becoming stuck on the Crucible logo while loading into a match.
  • Fixed a bug that caused shots on targets in the practice arena to not register correctly after the first hit.


Update ... Read more