The War of the Worlds: Red Horizon
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Released

The Red Horizon Update: Release Changelog

The update is finally here! This is the biggest update the game has ever had and it's been a long time coming. It covers everything that has been worked on over the last 4 months, which ended up being pretty much every system in the game. The NPCs, tripods, probe, aliens, military, vehicles, weather, UI, world, multiplayer, and a lot of the networking underneath all of it. It's also the first update since the game became Red Horizon. Below are the biggest changes. Underneath them is a more in depth changelog, broken up by section. There's way too many changes to list every single fix or change but below you can find most of the more noteable changes. A lot of this is brand new and has only been tested by the Staff so far, so you guys will still run into bugs, issues, crashes, and performance issues. Please report anything you find in the Discord along with your logs, it helps track things down a lot faster.

The Biggest Changes

New Tripod Arrivals

The tripods arrive by meteor now. A meteor shower lights up the sky, then the main one comes down with a blast wave that flattens trees, wrecks cars, collapses buildings and kills anything too close. It leaves a real crater that the tripod rises out of it. From Day 3 and on, new tripods sneak up behind the mountains with their lights off, crest the ridge, light up and march in. At night battles rage on the horizon on several fronts and fades out over the 5 days.

New NPC System

The NPCs are rebuilt from scratch to be a lot more interactable, immersive and believable, using hundreds of individual animations. Every NPC has a name, needs and their own traits, and they're trying to survive just like you. Hunger and thirst build into desperation, so a calm NPC will walk up and ask to trade, a desperate one begs, and a desperate armed one might rob you instead. They remember how you treat them. Press T to trade with their real inventory, hold them up and hope they don't fight back, recruit them as followers, or press E to talk and pick your replies. Groups claim buildings as shelters and defend them, so walking into an occupied building is a real decision. Society breaks down as the days go on, and by Day 2 armed survivors start holding people up.

Procedural Jobs

20 quest types built fresh each run from randomized objectives, locations and targets. Track down a missing loved one, race meds to a wounded survivor before their time runs out, hunt down a raider, lead a group to safety, hold a camp through a raider attack, or film a tripod up close for a conspiracy minded NPC.

Tripod AI Overhaul

The tripod AI is rebuilt and reworked. They notice you based on distance, view angle and how exposed you are, and at night your own lights give you away. They hear gunfire, explosions and vehicles, and a tripod sneaking around can even hear your mic if you're loud enough. When they lose you they search where they last saw you and then move on, so hiding works now. They go after the military first, call in help to flank them, march across the map in formation, and with their heat rays put away they'll pick up cars and throw them at you. No more statue tripods, no more circling your house forever and no more knowing exactly where you're hiding.

New Probe, Tentacles, Cage & Blood Needle

The game's original tripod design has its own identity now, with its own original probe, claw tentacles and cage animation, and some awesome sounds by @Kenicky. The probe was rebuilt from scratch so its body follows the trail its head leaves behind, which means clipping through walls just isn't possible anymore. It comes in through any window it fits through, breaks doors apart, searches every room and follows you between floors. When it spots you, a 3D tentacle paths into the house through the fastest opening it can reach you through and drags you back out the same way. No more getting yoinked through the roof. There's a new cutscene while you're carried to the cage, you can jump out of the cage if you're willing to take the fall damage, and some victims get pinned to the ground and drained by the blood sucking needle.

New Aliens

A new original alien design. Aliens climb out of the hatch on the front of the tripod's head, crawl over the hull and down a leg to the ground, and climb back up when recalled. They headbutt or shove people to the ground, then stab through their head with their toes or crush it, and you can grab and drag people back to your tripod to feed them to the cage or drain their blood with the needle.

Military Overhaul

The military actually fights now and you can join them now. You can drive or fly the M1 Abrams, M2 Bradley, Humvee, MaxxPro, AH-64 Apache, UH-60 Blackhawk and AH-6 Little Bird, all with working interiors and full sound systems, and passengers can man the guns. Military convoys drive in columns with infantry, helicopters make real attack runs, air support sends a full strike package, helicopters crash and break apart, and military encounters now show up on their own from the first night. New military weapons like the SMAW rocket launcher and wear military attire and gear you find.

Rain & Snow

Full rain and snow systems. Roads get wet and puddles form and dry out, water runs off roofs and tripods, rain hits your camera, and every car has working wipers. Snow builds up on everything and leaves footprints, tire tracks and tripod and alien prints, windows frost over and it melts over time.

Survival Overhaul

Moods, temperature, batteries that drain and die, 6 new backpacks with carry weight that affects your movement, fuel, starter solenoids, reworked items and ammo, weapon wear, fishing that actually works, tree chopping, a new evac ending, and revive downed players in multiplayer.

Every Parked Car Is Driveable

Every parked car on the map is driveable now, with a full interior, openable doors, working lights and its own engine sound. Vehicles take damage, can catch fire and explode, and can be fixed with repair kits. Crash hard enough and it can kill you too. Handling was reworked from the ground up to be grounded and predictable.

Exterminator Mode Win Conditions

The map is split into districts that need to be covered in red weed with enough humans eliminated in each one. The new red weed grows over any surface, thickens the red fog and turns the moon red as it spreads. As the Uberpod you can command other AI tripods, cruise control walks your tripod wherever you click, and winning ends with a finale cinematic.

New UI, Map & Settings

The UI was completely redesigned to fit the theme of the game. There's a new map with GPS routing along the roads and a journal, a rebuilt settings menu with rebinding for almost everything and a panel that checks your hardware and recommends settings, a new multiplayer menu with join codes and lobbies for up to 32 players, groups and spectating.

Performance

Performance and stability has been worked on significantly and players should notice smoother gameplay with less stutters, frame drops, and memory leaks.

Summarized Changelog

Everything new and improved over the last 4 months. Click a section to open it.
NPCs & Survivors32 changes

New

  • New NPC system rebuilt from scratch. Every NPC has a name, needs, traits and memories
  • Hunger and thirst build into desperation. Calm NPCs ask to trade, desperate ones beg, and desperate armed ones may rob you
  • NPCs remember how you treated them and carry a grudge or gratitude toward you
  • Trading (T): barter screen with the NPC's real inventory. Prices depend on their needs, personality and how they feel about you, and they accept, counter or refuse
  • Robbery: hold someone up and they comply, fight back or run. [E] searches them and [R] lets them go. Runners drop items, and victims and witnesses remember
  • Real item economy: NPCs carry, eat, use meds and drop exactly what they have on them, including the clothes they're wearing
  • NPCs scavenge, search crates and dead bodies, take what they actually need, and race you to airdrops
  • NPCs trade with and rob each other
  • Shelters: groups claim buildings as home and defend them. Intruders get warned, then shooed, then attacked
  • Groups and families that travel together and grieve the people they lose. In later days some hold signs asking about missing loved ones
  • Conversation system: press E to talk and pick your replies from over 15,000 lines that react to what's happening around them
  • Followers: recruit NPCs and they'll follow you through buildings and ride along in vehicles. In a fight each one decides to help, hold back or flee based on their courage
  • NPCs fight back with fists, melee weapons and guns: knockdowns, blocks, dodges, cover, peeking, reloading and showing mercy
  • NPCs can chase down working vehicles and try to steal them
  • Society breaks down over the days: more robbery, begging and raids, and less mercy
  • About a quarter of civilians end up armed after the first tripod rises, and armed holdups of NPCs and players start from Day 2
  • Armed NPCs and soldiers fight back against aliens and probes
  • NPCs react to your gunfire: civilians nearby scatter, and armed NPCs may return fire
  • Escort, hostage and missing person NPCs can get into your car
  • Running into NPCs makes them flinch or knocks them down depending on your speed
  • NPCs ragdoll and take fall damage. Yes, you can punch someone off a tower
  • Localized damage (head, neck and legs react differently), bleeding wounds and injuries that slow them down
  • NPC hair physics
  • NPCs thank you for gifts, with different reactions depending on what it meant to them
  • NPCs inside buildings hide from probes. They move away from it, stay quiet and shut doors behind them

Improved

  • NPCs react to tripods in stages: they back away at long range, and outdoors they hide behind cover and peek out
  • NPCs can surrender and become hostages, their morale drops when allies die, and their ammo runs out
  • NPCs sleep and use campfires
  • NPCs only flee from you if they personally saw you do something
  • Territory guards warn you, attack or back off depending on the day, and are never hostile on Day 0
  • Ragdolls rebuilt for car hits, explosions and falls
  • NPC dialogue reacts to the meteor shower, the military showing up and alien bodies
Crowds4 changes

New

  • Crowd events bring in big groups of people for the tripods to find
  • Large refugee groups travel the roads town to town, talking about where they came from and what they saw
  • Panic spreads through crowds person to person. They stop, point and gasp at tripods on the horizon, then break and run together, and can trip and fall
  • Crowds sprint in a panic when a tripod gets close
Animals6 changes

New

  • 19 new animals: bear, wolf, fox, boar, stag, doe, rabbit, cow, pig, sheep, goat, eagle, owl, crow, seagull, pigeon, duck, sparrow and chicken
  • Predators hunt, prey flees, livestock grazes and birds fly with their own flight behaviour
  • Animals are huntable and a real food source, and a real threat when you're out alone
  • Every animal has its own sounds
  • Every animal has its own ragdoll, so they can be run over
  • Animal carcasses can be harvested
Tripod AI & Behavior27 changes

New

  • Tripod AI overhaul: tripods remember who attacked them and prioritize the military, then whoever attacked them, then players
  • Only a limited number of tripods come after one player at a time depending on difficulty, with breathers between encounters
  • New detection: distance, view angle and how exposed you are all matter (crouching, prone, darkness, flashlights, cover, vehicles). Yellow means you've been noticed, red means it's coming for you
  • At night your lights give you away to tripods, probes and aliens
  • Tripods hear gunfire, tanks and explosions, each with their own range, and come to investigate
  • Tripods sneaking around can hear your microphone if you're loud and close. They'll crouch over the building you're in and probe it or drop aliens. This can be turned off in the Audio settings
  • When they lose you they search the area where they last saw you, maybe check a door, then move on. They don't know where you are unless they've actually seen you
  • An area they've searched and found empty stays quiet for a while, longer on easier difficulties, so hiding works
  • Escape window: tripods give you a short moment before they fire, and a grace period after you jump out of the cage, depending on difficulty
  • Capture tripods probe more if they've spotted you inside a building
  • Formation marches: groups of tripods march across the map in a line or wedge, announced by a distant horn
  • Tripods fighting the military call in others to flank from both sides
  • Over the 5 days the tripods work through the districts in order
  • With their heat rays put away, tripods grab cars and throw them at you or military vehicles. They can also grab cars with people inside
  • Tripods stomp on cars and helicopters
  • Capture tripods stop, crouch, pin you with the spotlight and slowly reach for you. If you're in a crowd they snatch you without crouching
  • Tripods find downed players and needle them
  • Tripods sound their horn when they spot you and when they deploy their heat rays, and nearby tripods come to surround the area
  • Searchlights sweep at night while tripods are searching
  • Crows land on a tripod's head while its shield is down and scatter when it fires or dies
  • Tripod footsteps shake your camera when they're close

Improved

  • Tripods see further and will burn you from long range, and they keep walking while they fire
  • Difficulty scales how many tripods come and how often they probe
  • Tripods can't see you from directly behind and notice you slower toward their rear
  • Tripods react when shot: they turn, approach and fire. Shooting a capture tripod turns it hostile
  • Tripods attack players in vehicles and helicopters and can hear vehicle engines
  • Smoke, including tank smoke, hides you from tripods
Heat Ray, Shields & Tripod Damage12 changes

New

  • Heat rays burn through player built buildings and can destroy them
  • Fires the heat ray starts on buildings burn you
  • Shield impacts light up and holes open in the shielding, with their own impact sounds
  • Scorch and damage marks on the tripod's hull where it's been hit
  • Reworked tripod ragdoll falls that knock trees over, with the heat rays flailing on impact
  • Shield hits light up the sky and clouds at night

Improved

  • Heat rays aim at your body and sweep over targets naturally instead of tracking them on rails
  • Tripods alternate arms and sometimes fire both at once
  • AI tripods keep their rays out for at least a minute once they're deployed
  • A tripod has to face you to fire
  • Heat rays skip downed players
  • Tripods fire at players hiding in forests
Probe12 changes

New

  • New original probe design with procedural tendrils, lighting and sounds by @Kenicky
  • Rebuilt probe: the head leads and the body follows its trail, so it can't clip through walls anymore
  • The probe gets in through any window it fits through, not just the front door
  • Doors break apart into pieces, and the probe also breaks glass, blinds and clutter
  • The probe searches every room and backs out the way it came in
  • The probe follows you between floors through hatches and openings
  • Probes have health and can be damaged, repaired and destroyed (fists won't hurt them)
  • The player probe uses the same system and has a new third person camera. Servers can lock probes to first person
  • Player probe: E sends a tentacle and F drains, with a warning when you reach the end of the tether

Improved

  • The player probe deploys faster
  • Probes knock down closed and locked doors
  • A probe that spots you keeps watching or chases you
Tentacles, Grabs & Cage15 changes

New

  • New claw tentacles that grab you instead of wrapping around you
  • 3D tentacles path into houses through windows, rooms and hallways and drag you back out the same way. No more getting yoinked through the roof
  • 3D tentacles grab people off the ground and carry them to the cage
  • When a tentacle comes for you, breaking line of sight can save you
  • The blood sucking needle: victims get pinned to the ground and drained, and can be pulled out of the cage to be drained
  • New cage sequence: the hatch opens and a tentacle threads down and picks someone out of the cage
  • A light beam pours down from the hatch during the cage and drain sequences
  • The people in the cage are the actual people who were captured
  • Hold Jump to jump out of the cage. How much it hurts depends on how high up you are
  • Third person cutscene while a tentacle carries you to the cage
  • Grabbed players scream with a voice that matches their character

Improved

  • Grabs are a lot faster and the tentacle lunges at you instead of hovering
  • Tentacles force their way through closed doors, and use the front door when there's no window
  • Hundreds of new window, door and skylight entry points across the map's buildings
  • Glass breaks when a probe or tentacle comes through
Aliens14 changes

New

  • New original alien design
  • Aliens climb out of the hatch on the front of the tripod's head, crawl down a leg one at a time and climb back up when recalled, with a short cutscene
  • Kill moves: a headbutt or shove knocks someone down, then the toes stab through their head or crush it. Works on NPCs and players
  • The tendrils on the alien's head can wrap around and stab
  • Hold RMB to grab and drag people
  • Drag a downed person back to your tripod and press E to feed them to the cage
  • Gallop run and sprint
  • The alien has its own HUD, and T toggles the head tendrils
  • Alien vision effects
  • Fill light at night and indoors when you're playing as the alien
  • Aliens get sick and die along with their tripods on Day 5

Improved

  • Aliens squeeze through doors, duck under door frames and can smash through every type of door
  • AI aliens flank through different doors and chase moving players, and their attacks can be dodged
  • Kills and grabs are a lot more reliable, with a lunge and a bit of aim assist
Exterminator Mode & Playing as the Tripod18 changes

New

  • Win conditions: cover each district in red weed and eliminate enough humans in it to trigger the finale. You lose if Day 5 comes first
  • Harvesting an area after spraying lets the red weed grow more, and harvesting before spraying makes new patches grow larger and count more
  • District HUD with your progress, a label for the district you're in, and labels when you look toward other towns
  • Finale cinematic and an end card with how long the match took
  • As the Uberpod, command AI tripods: move here, spray blood, harvest, drop aliens, probe a building, sneak, switch modes, or take direct control of one (your points and upgrades carry over)
  • Cruise control: click somewhere in the world and your tripod walks itself there
  • New intro cutscene with the meteor coming down
  • Pick up and throw cars
  • Harvesting sprouts red weed around you
  • When your tripod dies you take over a free machine or a new one spawns, and you keep your points
  • Grab markers tell you when you're in reach and how much closer you need to get
  • Needle keys (K and F), including draining someone your tentacle is carrying

Improved

  • Exterminator UI rebuilt from the ground up, including the probe and alien HUDs
  • New target reticle, and captives are coloured red when out of reach, green in reach and blue once captured
  • Civilian cars, jets and helicopters are all worth points
  • The first person cockpit view muffles everything outside
  • Crowds are staged for player tripods to hunt
  • Dropping aliens fills the building with civilians, and some of them are armed
Arrivals & Invasion Events9 changes

New

  • Tripods now arrive by meteor. A meteor shower fills the sky and lead meteors streak across before the main one hits
  • The impact sends out a blast wave that collapses buildings, wrecks vehicles, kills anything too close and flattens or ignites trees
  • The meteor leaves a crater with a magma pool at the bottom, and the tripod rises out of it
  • Distant meteors land far off the map with plumes, flashes and delayed booms
  • From Day 3 new tripods sneak up behind the mountains with their lights off, crest the ridge, light up, sound the horn and march in
  • At night a battle burns on the horizon on several fronts with flashes, tracers and distant booms, fading out over the 5 days
  • Huge smoke plumes rise far off in the distance

Improved

  • Day 1 always starts before the meteors
  • Meteor impacts fry the starters of cars nearby
Military10 changes

New

  • Driveable M1 Abrams with a 120 mm cannon, an MG and a smoke screen that blocks the tripod's vision
  • Driveable M2 Bradley, Humvee and MaxxPro MRAP
  • All military vehicles have working interiors and full sound systems
  • Military AI drives the same vehicles you do and takes on tripods on its own
  • Military infantry march next to convoys or ride inside and jump out to fight with rifles and launchers
  • Military encounters show up on their own from the night of Day 1, on the ground and in the air
  • Passengers can man the guns on the MaxxPro, Bradley and M1
  • The military base armory has 40 guns you can loot
  • New SMAW launcher and military clothing

Improved

  • Convoys drive as a column, keep together, follow roads and hold fire when a friendly is in the way
Helicopters & Aircraft9 changes

New

  • Driveable AH-64 Apache with Hellfire missiles that lock on, Hydra rockets and the M230 cannon
  • Driveable UH-60 Blackhawk with 16 seats and door guns, and the AH-6 Little Bird
  • Helicopters crash and break apart: rotors shear off, tail booms snap, doors and glass fly off and wrecks roll
  • AI helicopters patrol, move in, make attack runs and break off
  • Calling air support sends a full strike package
  • Passengers can man the Blackhawk's miniguns and get their own cameras
  • Helicopter controls card (H)
  • Apache weapons and air strikes can hurt players on foot, so watch where you're standing

Improved

  • Apache rockets fly to where your reticle is on a tripod
Vehicles16 changes

New

  • Every parked car on the map is driveable with a full interior, openable doors and working headlights, brake lights and reverse lights
  • Parked cars and their paint are randomized every playthrough
  • 11 newly driveable cars including 1980s cars, a sedan, an SUV, a coupe, a pickup, a van and a city bus
  • Walk around inside the RV and the city bus
  • Fuel: vehicles run on fuel now, so gas canisters are finally useful
  • Starter solenoids: the meteor fries car starters, so you'll need a replacement to get one running. Military vehicles just start
  • Vehicle damage: crashes dent your car, it gets harder to control below half condition, and it can catch fire and explode
  • Wrecked cars lose wheels, doors and panels and burn down to a shell
  • Vehicle Repair Kit: pop the hood and repair a good chunk of the damage
  • Trunks can be used as storage
  • Working dashboard gauges
  • Realistic engine sounds for each type of vehicle, more muffled in first person
  • Windshield rain and snow with working wipers (Alt+W)
  • NPCs can ride with you
  • Car crashes can kill you. The faster you hit something, the more it hurts you and anyone else inside

Improved

  • Handling reworked from the ground up: speed sensitive steering, a handbrake drift on Space and skid marks
Weapons & Combat7 changes

New

  • Fire modes are labelled Single, Auto and Burst
  • Bullets travel a lot faster
  • Weapons and tools wear out with use and can be repaired at the anvil
  • Unarmed overhaul: new idle, running, punching and blocking animations, and you can block NPC hits
  • Free look while walking or running
  • Doors take a few hits to break with melee weapons
  • Unload weapons into your inventory, or take just the ammo from a weapon you find
Items, Inventory, Loot & Building18 changes

New

  • Batteries: flashlights, head lamps, the mining helmet and the camcorder drain, flicker and die. Hold R to swap batteries
  • 6 new backpacks with different capacities and looks
  • Carry weight affects your movement, and a crushing load stops you from sprinting or jumping
  • Item overhaul: food, drink and medical items affect you the way you'd expect, and their descriptions tell you what they do
  • Alcohol takes you from buzzed to drunk to alcohol poisoning
  • 73 consumables stack
  • One craftable Bandage replaces the two old bandage items
  • Real world item weights
  • Fishing works on the rivers, with bites, hook sets, fights, snapped lines, 11 species and a catch log. Raw fish can make you sick
  • Parachutes need repacking after use, and have their own slot
  • The loot screen shows your character, and Shift+click wears clothing
  • Attachment slots in the gear screen
  • You start with a walkie talkie, and the radio needs one to work

Improved

  • Shift+click fills your pockets first, then your pack
  • Sort (R) includes your backpack
  • New gas mask overlay
  • Finished walls block tripod sight, and NPCs path around your buildings
  • Sleeping bags can be placed on cabin floors
Survival, Health & Moods11 changes

New

  • Moods added: cold, freezing, hot, heatstroke, soaked, bleeding, sick, panicked, tired, drunk, red weed and more. Each has a cause, a drawback and a fix
  • Temperature: heat and cold depend on where you are, what you're wearing, the weather and how long you're exposed. Screen frost, cold breath, hypothermia and heatstroke
  • Downed and revive in multiplayer: a lethal hit puts you down, a teammate holds E to revive you and G gives up. Tripods can still grab you while you're down
  • Killing people affects your character: shock, ringing ears, a racing heart and shaky aim. It gets easier the more you do it
  • Panic breathing, yawning when you're tired, and cues for hunger, thirst and fatigue
  • Big falls ragdoll you
  • Falling trees can kill you
  • Ladders rebuilt: get on at the top, middle or bottom, slide down and climb off the top
  • Parachutes and the hang glider have a real flight model
  • Prone (still experimental)

Improved

  • Your vitals rings change colour as they drop, and the temperature ring shows when you're cold or hot
Jobs, Evac & Supply Drops10 changes

New

  • 20 procedural job types built fresh each run
  • Jobs give you a search area instead of an exact marker, and the marker shows up once you're close
  • Evac: piece together the time, day and place of a helicopter evac from leaflets, the radio and soldiers
  • Humans win as a team if at least half of the living humans make it onto the evac
  • Evac cinematic, and you can spectate after you're out
  • Helicopters drop leaflets from Day 3, and they show up on the map
  • Supply drops fall from the sky and you'll race other players and NPCs to them. They show a search area on the map until you find them
  • Hidden supply caches that NPCs can point you to

Improved

  • Pressing E on someone hands in your finished job first
  • Job rewards drop at the quest giver
UI, HUD & Map12 changes

New

  • Completely redesigned UI: gear screen, Survival Manual, HUD, compass, minimap, map, pause menu and prompts
  • New map with objectives, threats, group members and points of interest
  • Place a waypoint and a GPS route follows the roads to it
  • Journal tab with your jobs, log, stats and evac clues
  • New nameplates with health, voice bars and a downed timer
  • Marker where you died on the map, minimap and compass
  • Mic meter above the minimap
  • Minimap rings showing how far away AI can hear your noise
  • The detection meter shows what's noticing you
  • New respawn screen where you choose where to respawn

Improved

  • Minimap and full screen map redesigned
  • Chat redesigned
Menus & Settings7 changes

New

  • Saving is back: slot based saves covering your character, traits, inventory and world progress, in singleplayer and multiplayer
  • Settings rebuilt with rebinding for almost every control on keyboard, mouse and gamepad
  • Your System panel rates your hardware and recommends settings
  • Controls tab with sections and search
  • Audio and Gameplay pages with a live mic check
  • Metric and imperial units
  • Head bob toggle and slider
Character Customization6 changes

New

  • New character customization with thousands of combinations, different races and genders
  • Over 300 pieces of clothing that can be found and worn
  • Buff and drawback traits
  • Customize your character from the pause menu or respawn screen

Improved

  • Customizer and traits menu redesigned
  • You make your character before your first game
Multiplayer9 changes

New

  • New multiplayer menu: join with a code or search sessions, host with world setup options, and a lobby with chat
  • Up to 32 players
  • NPCs and animals are synced, so everyone sees the same survivors and the same fights, trades and robberies
  • Groups: invite players from the pause menu, and your group shows up blue on the map
  • Spectate other players in first or third person, or fly a free camera

Improved

  • Multiplayer games start with the same arrival sequence as singleplayer once everyone has loaded in
  • Online play is a lot more reliable, and late joiners see the world as it is
  • Proximity voice chat falloff and wall muffling
  • Everyone needs to be on the same build to join
Weather & Lighting7 changes

New

  • Rain system: wet roads, puddles that form and dry out, dry under roofs, water running off roofs and tripods, tire spray, rain on your camera and rain sounds
  • Snow system: snow builds up on everything with footprints, tire tracks, tripod and alien prints, frosted windows, snow crunch footsteps and melting
  • The moon turns red as the red weed spreads

Improved

  • Sunrise and sunset aren't pitch black anymore and nights aren't as bright as noon
  • Your eyes adjust going in and out of buildings, and interiors are darker
  • The moon follows a real path across the sky
  • Flashlights and headlights are visible at sunrise and sunset
World, Map & Vegetation4 changes

New

  • Bushes and crops bend and rustle when people, vehicles, aliens and probes push through them, and others nearby can hear it
  • Trees in nature areas can be chopped down
  • New roads with smooth intersections, crosswalks and road wear
  • New red weed that grows over any surface as root networks, with vines and rags hanging from the trees. It dies off on Day 5
Destruction5 changes

New

  • Directional destruction: buildings blow out on the side the heat ray exits
  • Buildings shift, rotate and fall at different rates instead of falling straight down
  • You get about 4 seconds to get out of a collapsing building
  • Rubble, blowout dust, crack and char marks and camera shake

Improved

  • Debris has real weight
Audio4 changes

New

  • New tripod, probe and tentacle sounds by @Kenicky
  • New rain, snow, vegetation, ladder and meteor sounds

Improved

  • Explosions fade with distance, and sound different when you're inside a building
  • Sounds no longer cut out in big fights
Performance6 changes

Improved

  • Faster loading and lower memory use with the world streaming rebuilt
  • The game boots in half the time as before
  • Returning to the main menu fully resets the game, like a fresh launch
  • Memory use is a lot lower in long sessions and frame times stay steadier
  • Big battles run a lot smoother, especially with the military, aliens and lots of red weed
  • DLSS 4.5 Frame Generation and Frame Multiplier on supported cards

Going Forward

• More bug fixes and optimizations based on your reports • Continued work on the new map • Polish the game for early access Thank you guys for your patience with this update, I know it's been a long wait and I'm excited to get back to testing with you all!