Update 1.32701 (October 6th, 2022)
- Fixed an issue that prevented users from replacing Walls with Energy Walls.
- Fixed an issue that caused resources not to render on the minimap.
- Fixed an issue that resulted in enemies not spawning in the last mission of the Metal Terror DLC Campaign.
- Fixed an issue that caused sentry turrets of all varieties to not work at all.
Update 1.32613 (October 5th, 2022)
FEATURES
- Added support for Intel XeSS. XeSS (Xe Super Sampling) enables you to enjoy gaming with great visuals thanks to AI-enhanced upscaling, enabling more performance with high image fidelity. Powered by hardware acceleration and an AI-based algorithm, Intel XeSS delivers high image quality and more FPS even in the most demanding conditions. XeSS is optimized for Intel graphics hardware, but it is designed with all gamers in mind, unlocked to work on widely available hardware from all GPU vendors.
CHANGES
- We have implemented a new, intuitive navigation system for the building menu. You can now use keyboard shortcuts to turn pages within building categories - Q and E by default. When there is no page to turn, the system switches to the next category.
- Added a new cheat command: cheat_unlimited_ammo. Use it instead of cheat_unlimited_money if you want to keep your economy intact, but have the urge to shoot stuff. Infinitely.
- Speaking of cheats - cheat_unlimited_money now works in the Crafting Screen.
- Bioanomaly drop names are now color-coded to reflect the rarity of the item that you found.
- Regular walls can now be replaced with Energy Walls and vice versa. Thanks to this, you no longer need to sell your old walls to upgrade.
- Buildings that do not consume resources (Solid Material Storage, for example) can no longer be switched off.
- Support for AMD FidelityFX Variable Rate Shading and Contrast-Adaptive Sharpening has been dropped. With the introduction of new rendering technologies, such as AMD FSR and Intel XeSS, the performance gain provided by these two options was marginal. Moreover, enabling those options could cause potential problems with FSR and XeSS.
FIXES
- Fixed an error that caused the mod list in the inventory to appear empty.
- The minimap will no longer break after changing the graphics settings.
- All buildings should now properly display the 'disabled' icon after manually turning them off.
- Minor fixes for rendering the terrain around liquid pools.
- Fixed a visual glitch that caused pipelines to connect to buildings on all sides instead of just the input/output port.
- All resource icons should now be displayed properly on the Rift Station building.
- A lot of small optimizations and additional fixes for obscure crashes.
Update 1.32127 (September 8th, 2022)
Changes:
- Added custom minimap markers for meteors and comets of all varieties.
- Arachnoid Boss' projectiles now leave an acid stain behind. It will damage and slow you down if you walk through it.
- The game will now always display its version number if modified content is found. This will help us identify bugs caused by mods.
Fixes:
- Optimized memory usage reducing the overall memory footprint by about 500MB
- Optimized frame buffer memory formats improve GPU performance by up to 10%
- Introduced various optimization during map generation steps in order to optimize memory usage.
- Many sound samples are now streamed to optimize memory consumption.
- Added instance limits for monster idle sounds - to optimize memory consumption.
- Fixed lights and other effects in various props - you can guess why.
- Implemented Target Finder Throttling in drones. Thanks to this change, you should see a large CPU performance uplift in bases that utilize a large number of drones (repair towers, cultivators, minelayers, etc.). It should also fix gameplay 'hiccups'.
- Optimized the UpdateEnvironment component of the TimeOfDay system. Depending on the circumstances, it can save up to 5ms of logic calculation time. In human terms - it can save you a lot of CPU performance!
- Introduced extensive optimizations of the LuaSystem that can increase both stability and CPU performance.
- Introduced a large number of small optimizations in various other game systems. Taken individually, the performance gains from them are negligible, but as a whole, they should free up a decent amount of resources for the game and make it run better as a result.
- Fixed a memory leak in TerrainAffectorSystem that caused performance degradation when loading old save files.
- Fixed an error that could potentially unlock research rewards before the relevant research item has been discovered.
- Fixed building grouping errors in the new building menu screen.
- Fixed an issue that could cause save file corruption if a player died after they completed a mission during the campaign.
- Fixed an obscure crash that occurred while disassembling items.
- Fixed collisions in small metallic crystals - they will no longer block Mr. Riggs' movement.
- Sentry Gun and Sentinel Tower projectiles should now be able to hit the Metallic Valley alien towers.
- Fixed a visual bug that prevented pipes from connecting to Geothermal Power Plants.
- Fixed Phirian dash screen shake effect - the effect would affect the player's screen regardless of distance.
- Fixed death effects for small units by lowering their scale - previously, the effect would cover up the entire unit.
- Enemies should no longer be able to shoot their projectiles over tall buildings - we fixed their collision heights.
- Fixed 'Resist All' function not always working properly.
- Fixed drexolian_medium_03 tree - the TreeDesc now has a proper mesh name in it.
- Fixed a couple of missing voiceover lines.
Update 1.31748 (August 4th, 2022)
- Fixed an issue with calculating the DPS values of modded weapons.
- Fixed an issue with loot effects that caused the game to crash occasionally.
- Fixed the localizations of damage types on the Database screen.
- Added a missing area damage icon to damage numbers.
- Changed the visual effects of building cubes. They look better and are much less performance-hungry. We also fixed their effect attachment points.
- Fixed drone healing effects - they will no longer become unattached from drones and float towards the player.
- Many fixes to Japanese and Chinese localizations
- Fixed a crash that occurred in the inventory screen.
- Disassembling a weapon with a mod installed will no longer remove that mod. This change prevents some crashes in the inventory screen.
- Plus additional fixes for smaller bugs and obscure crashes.
Update 1.56 (February 22nd, 2022)
Hello Riftbreakers!
We have just released a small patch addressing some of the issues that you have reported with the latest update. Thank you for pointing out the issues and providing us with valuable feedback. The changelog today is not that long, so let’s get right to it.
The Riftbreaker Hotfix Changelog, Package #121, Binaries #510:
- We heard your feedback regarding the ability to pick up loot while your storage is full. The majority of you dislike that change and dislike your resources going to waste. We’ve reverted this change.
- The raytraced light flickering issue that occurred during the Resource Comet flyby sequence has been fixed.
- We fixed a bug with the building override functionality. If you used a gamepad and tried to build a gate replacing existing wall tiles, the game would not sell those tiles and they would become stuck forever. The same occurred when trying to replace any two compatible buildings with each other. It is fixed now, and you can safely go back to building The Great Wall of Galatea with your gamepads. This issue did not affect mouse and keyboard controls.
- We made Cobalt nuggets more distinct by giving them a slightly brighter light, as they looked too similar to Carbonium.
- The lights on other lootable objects have also been slightly intensified to make them easier to spot on the battlefield.
- We’ve fixed several obscure crash bugs that were reported after the previous update.
Thank you, EXOR Studios
Update 1.54 (January 31st, 2022)
Hello Riftbreakers!
Thanks to your awesome feedback we have managed to track down and fix some bugs that have been troubling you in the latest build of the game. We also managed to improve some visual effects, which should result in better visuals and performance. We hope that this patch will improve your experience with The Riftbreaker. Keep your feedback coming! We're doing our best to correct as many mistakes as we can, and your help is invaluable to us.
- Seasonal popup now has an icon that represents the actual event.
- The season icon is also shown in the main menu, informing the player that the event is active.
- The G2 floor went missing last update. We found it and put it back in place.
- Fixed collisions in some small crystal models to allow easier scanning.
- The ribbon trail of the hand grenade is now different from the ones launched from the Grenade Launcher weapon.
- Acid decals now have a shorter lifespan to match the damage time.
- New sound for launching a hand grenade.
- New sound for the Research Station.
- New effects for the Research Station.
- Animations turned on in the Research Station.
- New sound for gates opening and closing - hydraulics changed to pneumatics.
- Carbonium and Cobalt deposits minimap colors changed, so that you can differentiate better between the two.
- Optimized (performance and visibility) effects for special dash types - smaller lights, smaller particles, less particles.
- Thunderstorm event - new sound, tweaked effects, stronger wind.
- Dust storm - better colors, reduced density.
- Reduced density and height of effects attached to big cryo decals
- Fixed some desert tiles to avoid resources spawning on quicksand
- Several fixes for minor errors and crash bugs.
Lunar New Year Update, Package #106, Binaries #498 (January 27th, 2022)
FEATURES
- The Spring Festival is here! A new seasonal event has arrived in Galatea 37. Celebrate with two new Mr. Riggs skins (unlock them with codes TIGER and SPRING), new lamp models, new floor patterns, new Sentinel Towers, and even a custom weather event! Just like the previous winter seasonal event, this is purely cosmetic and entirely optional.
- The mouse cursors implementation has been completely reworked. It is now much more responsive and faster, reducing lagging and any other potentially unwanted behavior.
- The Statistics Screen has been reworked and added to the in-game menu and the end game screen.
- The full version of the game and the Prologue now feature different main menu backgrounds to differentiate more easily between the two.
CHANGES
- We re-enabled the option to change the anti-aliasing method from TAA to FXAA. Use it if you dislike the minor TAA ghosting artifacts. Enabling FXAA will prevent you from using FidelityFX Super Resolution as it requires TAA.
- The energy priority system has been dramatically improved. Previously, in the case of an energy shortage, the buildings would come on- and offline semi-randomly in case of an energy shortage. Now, it’s more granular and predictable, with AI hubs taking priority over defensive towers.
- Changed the radius of the objective marker in the Tanzanite Concentration mission from 100 to 10 meters.
- Adjusted the minimum number of spawned Cryogenic plants in the Magma Find Samples mission.
- Deployable Sentry Guns are more visible now, thanks to tweaked visual effects.
- Temporary (green) Rift Portals are now light emitters.
- Adjusted fade-in and fade-out timings for dynamic decals - blood splats, explosions, and similar.
- Reduced the amount of hitpoints for large Magnetic Rocks, making them easier to deal with.
- Menu screens have been adjusted to fill the screen space better on non- 16:9 aspect ratio displays.
- Ammo research requirements added to the Corrosive Gun, the Cryogenic Atomizer, the Nuclear Launcher, and Swarm Missiles. This is to prevent a rare scenario where you could develop a weapon but have no means of producing the ammunition required.
- Loot from Acidic Yeast should be more visible now.
- Planetary Screen is now hidden in Survival Mode and the Prologue.
- Bigger chance for "something useful" in Bioanomalies (skills, skins, etc.), instead of random resource caches.
- Additional Bioanomalies spawn in on bigger maps.
- Requirements are now visible for a couple more items in the Alien Technology research tree.
- The Acidic Yeast can now destroy any non-acid-resistant floor.
- When the player tried to upgrade the Headquarters building without the necessary resources to do so, they would get the warning pop-up, just as if they could afford the upgrade. This is no longer the case.
FIXES
- Fixed an error that caused some meteors to spawn double decals.
- Fixed collision of multiple small vegetation pieces to improve scanning with the Bioscanner.
- Fixed AI core cost errors that happened while using cost-reducing gear, like Maintenance Tools.
- The Cryo Station no longer takes damage shortly after being built on the Magma floor.
- Fixed an error that happened when deleting saves through the main menu.
- Nurglax Drones are no longer selectable.
- Fixed the Uranium Ore icon in research.
- Fixed a bug that caused problems with the Build Menu focus after using a hotkey while building.
- Floors no longer cast shadows, which should result in performance improvements.
- Fixed multiple issues related to minimap zooming.
- The buttons on the Journal screen now correctly display their corresponding tooltips.
- 'Remove from the research queue' button has been fixed.
- Fixed a large number of minor errors and crash bugs.
SOUNDS
- New sound added for gates opening and closing.
- The sound framework has been reworked entirely, eliminating many issues and crashes that happened before. Please let us know if you notice any strange behavior regarding sound.
The Riftbreaker Maintenance Update, Package #96, Binaries #493, December 21st, 2021.
- Enabled HQ upgrades through the Upgrade Tool - this will now trigger a manual confirmation prompt. This change brings back the functionality, but should still prevent upgrading the HQ by mistake.
- Fixed crash in the AmmoSystem: projectile cluster
- Fixed ResourceSystem: breaking energy graph on destroying building while upgrading
- Fixed DamageSystem: familiarity lvl bonus should now be properly applied
- Fixed DisassemblyScreen: background
- Fixed CraftingScreen: sorting
- Fixed possible crash in the TimeOfDaySystem
- Fixed possible crash in the TerrainAffectorSystem
See you in 2022 :)
The Riftbreaker Campaign and Modding Update, Binaries #489, Package #91 (16 December 2021)
NEW FEATURES
- The Campaign mode can now be played using the Custom Difficulty setting. You can adjust the parameters of your Campaign, such as resource density, creature damage, and the size of waves, similar to what you could do previously in the Survival Mode. You can modify the following parameters:[/b]
- Enemy damage factor - (from 1% to 500%) - Determines how much damage a creature deals in combat (this only affects damage vs Mr. Riggs). For example: if a creature deals 100 damage per attack, and the multiplier is set to 50%, it will deal 50 damage instead.
- Resource volume factor - (from 1% to 500%) - Determines how much resources the game will distribute in the resource deposits scattered across the map. 100% is the default value. Everything below 100% will mean that you will get less resources on your map. Everything above 100% will increase the size of the available deposits.
- Research cost - (from 1% to 500%) - Determines the time necessary to carry out research. Values below 100% decrease the time, above 500% on the other hand increase it.
- Building cost - (from 1% to 500%) - Affects the cost of most buildings in the game. At 1% they are almost free, while at 500% you will have to save up for every solar panel. The exceptions are the Headquarters and Solid Material Storage - their costs always remain the same.
- Building time multiplier - (from 1% to 500%) - Affects the length of the building process. Values below 100% make it quicker than usual, while above 100% - longer than usual.
- Items dropped after death - (from 0 to 6) - Determines the maximum number of weapons Mr. Riggs can drop after being destroyed.
- Attacks per wave multiplier - (from 1 to 5) - Determines how many attack waves will attack you. The default is 1. When set to 2 or higher, the number of attacks will get multiplied. Warning - high numbers of creatures come at a performance cost!
- Gravity scale - (from 1% to 500%) - This option affects how gravity works on physical objects. When set to lower than 100% all objects will appear lighter and fall down to the ground more slowly. It might make collecting some loot more difficult. Values higher than 100% make everything appear heavier.
- Time to prepare for an attack - (from 50% to 500%) - This option affects how much time you will get to prepare once you receive the warning about an incoming attack. At the default value - 100% - it will be 2 minutes.
- Time between attack waves - (from 50% to 300%) - This affects the hidden timer that counts down between unscripted attacks on your base. The default is 100%. If you wish to get attacked more often, select 50%. If you want longer periods of peace and tranquility, increase the value.
- Enable negative events - (on/off) - This option enables or disables the negative weather events, such as acid rain, tornado or hailstorms.
- Time of day mode - (continuous/only day/only night) - Allows you to enable or disable the day and night system and lock the game to perpetual night or day.
- Sandbox control panel - (on/off) - Enables or disables the hidden sandbox control panel that you can access by pressing the F11 key. It contains lots of debug options that you can experiment with.
- Enemy wave strength - (easy/normal/hard/brutal) - determines the strength of enemy waves that will attack your base.
- All buildings now work while they are being upgraded. You're welcome.
- All keys are now rebindable in the Customize Controls menu screen. We added the following actions to the bindings list:[/b]
- [gamepad] select building
- [gamepad] build mode switch category
- [gamepad] build mode select]
- build standard floor
- build extra stable floor
- build acid-resistant floor
- build max level
- build basic lamp
- quick save
- quick load
- journal
- Players can now repair walls using the click-and-drag building system when the wall is selected from the building menu. This allows you to quickly rebuild the wall pieces that have been lost while also repairing the remaining ones at the same time.
- Added an up/down gamepad D-pad shortcut for the Research Screen that allows you to move research items within the research queue.
- All Headquarters building levels now have their own custom models. Level indicators were removed from the Headquarters building.
- Mr. Riggs will no longer take damage during the sunburn event when the mech is hidden in shadows.
- Rare Element Mine now has different models for all building levels.
- A blinking 'Storage Full' icon appears in the top-right corner of the screen when you run out of storage capacity. The icon will blink only ten times and then disappear.
- Implemented seasonal events. During holiday seasons you will get the option to use modified models for some objects in the game. It is a purely cosmetic change. You will be asked whether you want to enable this setting the first time you launch the game during a holiday season. It can be changed at any time in the options menu. We'll share more details and secret codes for two new Mr Riggs skins in the next news update!
- Ghost 2x2 buildings will now snap to the middle of the grid instead of the bottom left grid. This should improve your feel for their placement and make it less probable to misplace a building
- Added formatting for displaying values equal to or larger than one billion.
- Added 'Restore to Default' button to the Custom Difficulty settings screen.
- Added key 190 - "." - to use in the Customize Controls screen.
- [Modding] Commands.lua: Added cheat_destroy_entities_by_type type, for dealing a lot of damage to entities
- [Modding] Added EnvironmentService:RemoveResistance( Exor::Entity id, Exor::String type, Exor::String name );
CHANGES
- Changed the building floor mechanic to be more immediate and easier to read.
- Changed the dissolve pattern on floors while selling them.
- Building time in floor increased to match the new building mechanic.
- Optimized resource consumption in powerplants by adding high priority to resource converters. - Power plants utilizing liquids will no longer turn off before power plants that burn off fuel such as carbonium, plant or animal biomass, or uranium.
- All Stregaros strains will now count towards the 'Find the unusual creature' objective.
- Reduced damage values for Spears of all quality levels - their damage output proved to be problematic in conjunction with high range and the slowing effect.
- Changed ammunition display - the game will now show you the number of shots left instead of ammo units. For example: if your weapon consumes 10 ammo per shot and your maximum capacity for that ammo is 100, the game will display 10/10 and go down by one after you shoot.
- Ammo display changed for continuous weapons (ex. the flamer) - the ammo display updates more frequently now.
- Resource-depleted announcements will be less frequent now.
- Save file opening method has been changed to a more stubborn one - the game will now try to open a file several times before declaring surrender.
- Resource display on HUD is smoother now. We refresh the display every second but gather values over 5 seconds to take an average. This will prevent your balance display from blinking between positive and negative values.
- Information about saving the game is now displayed 3 seconds ahead of time to prepare the player for it.
- Changed the default autosave interval to 10 minutes from 5 minutes
- Enabled the Carnicynth species in the discoverable system to prevent warning messages when playing with cheat_full_bestiary enabled.
- Added a small delay for 'working' state effects in power plants. This allows us to prevent the annoying 'blinking' effect when your power capacity is near maximum or if the plant has insufficient fuel.
- The 'Send Feedback' option in the menu now has a bigger text box, supporting longer messages. Please keep that feedback coming - we really do read all your comments!
- 'Storage Full' icon was replaced with the 'Research' icon on the Alien Research Laboratory building. The icon appears when the Laboratory is idle.
- Less building cube effects will now spawn when building long walls to improve performance.
- Added the upgrade popup warning to all HQ upgrade levels instead of only the first one.
- Disabled HQ upgrading using the upgrade tool to prevent upgrading it by mistake.
- The 'sell outpost' popup will no longer incorrectly display information about AI cores to be transferred to the HQ.
- Mr. Riggs' model will no longer blink when it resists damage.
- Building Time Multiplier option in the Custom Difficulty menu does not affect the HQ building time.
- Added a new explosion effect for the Cryogenic Mine.
- Randomized loot removed from buildings - changed to an automatic system that drops 10% of the building's cost upon destruction.
- Range circle added to Short Range Radar ghost while building.
- Less expensive and less intrusive time damage effects on enemies.
- Smaller debris explosion force for magmoth - less clutter on screen.
- Rotated the model and increased the polycount on arachnoid_boss_projectile.
- Added proper magmoth boss projectile textures.
- Updated magmoth projectile materials to use unique textures.
- Changed hedroner alpha projectile to fit the creature model.
- The player now starts survival mode with full SMG ammunition 320/320 (courtesy of SenorRagequit)
FIXES
- Fixed game flow being stuck in the desert_scout mission if the base Stregaros species would not spawn and only alpha or ultra variants were present.
- Fixed Tower Ammo Factories turning on after the player uses a consumable. This bug could potentially result in huge resource drainage if the player had plenty of Tower Ammo Factories built.
- Upgrading the Headquarters no longer blocks you from building other structures.
- Fixed an error that prevented some players from activating the Rift Station in the final sequence. The game logic doesn't check the timer now, but the state of the station, making the flow more robust.
- Building limit for Headquarters is now separate from Outposts. This fixes the issue where a player could not rebuild their Headquarters if they already had 7 Outposts built elsewhere.
- Fixed an error that prevented players from respawning on a side mission after their outpost got destroyed, potentially blocking progress.
- Fixed a bug that caused players to get stuck in permanent invisibility while using Alien Camouflage and building shortcuts.
- The Maintenance Tools upgrade will no longer decrease AI core resource requirements for AI-powered buildings.
- Fixed an error that prevented users from building the maximum level building due to running against the building cap.
- Fixed a crash that happened when a building was trying to display a missing icon.
- Fixed the Arachnoid Boss ranged attack. Visually, it looked as if the creature shot five projectiles, but in reality, it was twice as many. Now, there are five physical projectiles.
- Fixed muzzle attachment position in Laser.
- Slightly reduced the effectiveness of Reflective Armor.
- Fixed textures for one of the tree types that prevented them from swaying in the wind.
- All ground types that deal damage to the player should now do so correctly.
- Fixed an error that caused the timer to display an incorrect value while harvesting the Bioanomalies.
- 'Not enough ammunition for defensive towers' announcement will no longer play when buildings are missing energy or AI cores.
- Fixes for inaccurate hitboxes on the Customize Controls menu screen.
- Fixed constructor in logic_set_global_variable.lua to prevent memory corruption issues.
- Fixed errors in journal paging with filters enabled. Previously it was possible to skip some entries while changing the page due to an error. All information will be displayed correctly now.
- Moved graphics synchronize update after end frame sync point in GameplayExecutor to avoid memory corruption issues.
- Fixed an issue that prevented dialogues related to underground mushrooms from triggering.
- Fixed the disassembly popup when selling buildings from an outpost - it will now correctly stretch according to the number of buildings being sold.
- Fixed elemental dash effects blocking damage from other sources.
- Fixed research information disappearing while upgrading your Communications Hub.
- 'No research selected' announcement will no longer play immediately after completing the construction of the Communications Hub.
- Fixed the 'sell outpost' popup background scaling.
- Fixed the Headquarters upgrade display error that caused the building limit to blink red while upgrading.
- Fixed a problem with the auto aim feature on the Floating Mines that caused the mines to spawn sideways.
- Fix categories sorting in the inventory screen - categories are always in the same order
- Additional fixes for problems that prevented users from activating the portal in the endgame sequence.
- Fixed a problem that prevented the Fusion Power Plant from producing plasma when the energy storage was full.
- Fixed incorrect radius display in Attack Drone Tower.
- Fixed range display in Cultivator and Collector (ghost level 2 and 3).
- Fixed bioscanner collision problems that sometimes prevented users from scanning objects.
- Fixed death_att orientation and position in all enemies.
- Fixed time damage effect scale in enemies - some are bigger, some are smaller.
- Effect inheritance added to the Phirian species.
- Fixed multiple smaller bugs and problems.
GRAPHICS
- Added a special shader for animated quicksand, as well as liquid resources - mud, water, and sludge.
- Added new models for projectiles shot by Hedroner, Arachnoid Boss, Magmoth, and Corrosive Gun. New particle effects have been added to their attacks to properly align with physical projectiles.
- The dash attack effects for Phirian have been improved.
- Improved weather effects for the Super Moon event. The lights, fog, and particles should be more visible now.
- Gravity Grenade icon updated to resemble the in-game model.
- Proximity Mine icon simplified.
- Desert levels loading screens have been altered - the crystals on the artwork now match the color of the crystals found in-game.
- Added a highlight for the crafting button when selected.