Interstellar Marines is an immersive AAA-quality Indie FPS with RPG elements, tactical co-op & nonlinear gameplay set in a believable future.

Report article RSS Feed Deadlock 0.4.11 - We need your feedback

Deadlock version 0.4.11 is online and available to all Spearheads, Frontliners and Vanguards.

Posted by ZPSBozar on Apr 11th, 2013

Deadlock version 0.4.11 is online and available to all Spearheads, Frontliners and Vanguards. This version continues our commitment to Open Door Development which provides access to Deadlock, while it's being developed. Remember that you can get access to Deadlock and help speed-up the development of Interstellar Marines by upgrading to Spearhead, Frontliner or Vanguard in our store: Click here to enter our store

Click here to access Deadlock 0.4.11

Mission summary

In light of last weekend's successful community event we decided to make a small update that addressed some of all the feedback we received.

The main highlight is the ability to switch teams during a short countdown on each map, just before the round begins. This makes it easier to setup the desired teams before a round commences.

The teams will be remembered from map to map. We also made some improvements to the spawning on each map and fixed the collision problems with the marine on steps and objects on Arch. Other improvements include better names over head, skippable ODD warning and squashing of old weapon/ammo bugs.

As always, please give us your unfiltered feedback and suggestions in the

Click here to access the official forum thread

Changelog

New features:

- Team Deathmatch: Added team switching in a countdown period before the map begins (press [X] to switch team)

Improvements:

- TDM: Updated the team assignment on map start so the teams from previous map are remembered

- TDM: Updated the team deathmatch points on all maps

- TDM: Updated sorting of names on scoreboards so they are now ordered by kills and then names (if equal kills)

- Audio: Added a minimum time the smg firing sound will play before stopping

- Graphics: Disabled all decals until we get a proper decal system running

- ODD: Updated the ODD warning so it's now skippable by pressing any key

- UI: Updated names over teammates to use the team color and hide when 25m away (no fading)

- UI: Added icon over head on teammates

- UI: Added drop shadows on names and icons over teammates (makes them stand out a bit more on non-contrast backgrounds)

Fixes:

- Map: Added collisions to trees on Arch

- Weapon: Fixed "you can fire into negative ammo on playground"

- Weapon: Fixed "triple-clicking the fire button will trick the server into firing all your bullets"

- Marine: Fixed the marine step collision problems by temporarily reverting the marine back to the old scale

- UI: Fixed "the Chat and Names UI will fade weirdly when taking damage"

- UI: Fixed "you can see your own name over head"

- Memory: Fixed material memory leak that caused the game to expand in memory when running for long periods

- Server: Fixed various issues in the server code that caused it to take longer to deploy/start new servers

Known Issues:

- The round timer gets out of synchronization when a client experience local OS "lag"

- Sometimes the shootable lights are not synchronized properly for newly connected clients

Key bindings:

- [TAB] or [P]: Settings

- [W]: Run forward

- [S]: Run backward

- [A]: Strafe left

- [D]: Strafe right

- [LMB]: Fire!

- [RMB]: Aim (hold)

- [R]: Reload

- [F]: Flashlight

- [G]: Laser

- [N]: Show names

- [K]: Suicide

- [X]: Switch team (before round begins)

- [U]: UI help

- [T]: Open chat window (press [RETURN] to exit)

- [1-6]: Image effects (on/off is visualized by small dots at the bottom center of the screen)

FOR THE LOVE OF THE GAME,

Maria, Kim, Mikael & Carsten

Post comment Comments
Mkilbride
Mkilbride Apr 11 2013, 12:58pm says:

Make it more like Call of Duty.

> Place it back on Kickstarter

> Make buckets of cash

> Don't make it like Call of Duty

> Ignore the rage.

0 votes     reply to comment
Kosai106
Kosai106 Apr 13 2013, 6:32pm replied:

Hahaha, I love you!

+1 vote     reply to comment
Argoon
Argoon Apr 11 2013, 7:48pm says:

I seriously hope you are being sarcastic.

+2 votes     reply to comment
zivon456
zivon456 Apr 13 2013, 3:15pm says:

This game is great! It's too bad that I can't play that often due to my low end computer. :P

P.S. Thanks for actually listening to feedback!

+2 votes     reply to comment
AlexVSharp
AlexVSharp Apr 13 2013, 4:35pm says:

I'm sorry, but I see much more potential in this game as a coop survival horror game rather than a multiplayer team death-match. Just sayin'. :/

+1 vote     reply to comment
ZPSBozar
ZPSBozar Apr 18 2013, 9:39am replied:

Its cool. We value your opinion. We wil do our best to not make it just another MP TDM multiplayer game ;-)

+2 votes     reply to comment
TaylorMoe
TaylorMoe Apr 14 2013, 4:19am says:

Hey everyone! Just so you all know, Deadlock is where they are really solidifying their mechanics. It isn't what the story-mode will be like at all. They will build off it, so don't worry! Plus Deadlock is quite fun and addicting.

Also, if you would all like to join us on the forums, we have lots of fun! We'll answer any questions, and generally brainstorm, talk to the devs, and have a good time! Stop by:

Interstellarmarines.com

/Luthreidrome on the forums

+1 vote     reply to comment
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Interstellar Marines
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Zero Point Software
Engine
Unity
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