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  1. Hello Outlanders! We are bringing the "Get to know Vigor Team" Interviews back. This week we prepared for you an exclusive interview with our Lead Programmer - Johanny Clerc-Renaud. ▶ What is your role in the Vigor Team? I was hired almost two years ago as a Backend Programmer (online services) for Vigor. Since last November, I am the Lead Programmer. ▶ What was the biggest obstacle you had to overcome/solve as a Lead Programmer? I am now leading a team spanning across multiple programming disciplines (backend, gameplay, rendering). I think this is my biggest challenge at the moment. I am a backend guy at my core, but now I also need to lead programmers working in totally different fields. I am doing my best to learn about these various fields in my free time. Luckily the programmers working on the game code are autonomous and able to share some of their knowledge with me. Kudos, guys, you're doing amazing work. ▶ What is your contribution to the Vigor Team? As a backend programmer, I wrote some of the game's online services (Challenges, Battle Pass, Map Rotation). I implemented the server code directly interacting with the game and also made tools for Game Designers to balance these features in the game. Now, I am primarily responsible for stirring the programming team in the right direction. It's mostly a lot of communication, listening to the community feedback and the rest of the team, and coming up with a plan to reach our goals. I am also providing insights to the rest of the development team on live issues and suggesting ways to address them efficiently. For instance, I am proud of the way we fixed the "bigger groups" exploit. We were able to address it without updating the game, which takes a really long time (weeks). Instead, we updated our Matchmaking servers that we can roll out much quicker, in a matter of minutes, once the fix is implemented and validated by our QA department. ▶ What do you like about Vigor? As a player, I love the slow build-up of tension while visiting points of interest one after the other until reaching the exit and not knowing if I will make it. Sadly, my survival rate is not that great; I am way too greedy and a poor shooter. I also like our various game modes and how each of them feels different and rewarding in their own way. As a developer, I really enjoy the fact that Vigor is a live game, and we have the chance to improve our game from update to update, react to feedback, and keep on adding new features. There is always a fresh new challenge. ▶ What would you like to see in Vigor? I would like to improve the shooting experience; at the moment, shooting in Vigor is decent but not great. I would like to improve it, keep its uniqueness and make it feel great. ▶ Why did you decide to become a Game Developer? Back in high school, I had to decide what to do with my life. I knew I had some affinity with computers, and I was playing a lot of video games. I decided to go to a school teaching multimedia. There I made short movies, music, infographics, and programming, and... turns out I sucked at everything but programming, so I naturally followed this path until I eventually got the chance to visit the Ubisoft Annecy game studio. And it was on that day, while I was visiting the studio, that I knew that this is what I wanted to do. It was just too cool. ▶ What is your favorite thing about your job? And your least favorite? My favorite thing is creativity, not just about the content and features we put in the game but also how we get to do it and address issues. It's fantastic. My least favorite thing is when we are unable to achieve our vision because of various reasons; because we have limited time, we are a small team, etc. ▶ What do you like the most about the Vigor team? Everyone is just so friendly! It's a delight to work with my colleagues; they are friendly and passionate, which is an amazing environment to work in. ▶ What do you do when you are not making Vigor? I spend time with my lovely wife and our puppy - a very cute and moody toy puddle called Lola. We go around Brno for walks and throw items for her. I also play a good chunk of video games on various platforms, mainly PlayStation 4 (I have yet to snatch a PlayStation 5... Ach jo) and PC. ▶ Did game dev change your view on the games, and how? Absolutely, before working in game dev, I was much more tolerant to grinding in video games. I loved to play games like Disgeae or Dark Orbit. But programming made me aware that I was chasing numbers, and it started feeling dull. Now I am looking for games that have unique mechanics that create emotions or require skills. ▶ Your favorite games and why? The latest God of War on PlayStation, first it has a brilliant story. I want to be a father, and the relationship between Atreus and Kratos resonated well with me. Second, the game is just very well made. The pacing of the game is well tinkered, progressing bits of story at times, battling in challenging fights at others. The game also has a huge emphasis on exploration, and it does it very well. The game never gives you the solution for exploring, but it constantly gives you clues through dialogues, level design, and the camera. Learning to notice them and use them is super rewarding. If you're not convinced yet, ask my wife, I've never ended a single play session without saying, "This game is so great." She was even following the story from a distance because the dialogues are well written and voiced (even in French ). ▶ What's your favorite music, movie, show, book, and why? I am a big fan of Metal; my favorite band is Metallica, followed closely by Parkway Drive and Gojira (that I have yet to see live! Darn you Pandemic). My favorite movie is The Martian. I can watch it dozens of times and still have the same feelings. I don't have a favorite show, but I always come back to The Big Bang Theory. My favorite book is actually a saga, the Royal Assassin. I've read almost everything written by Robin Hobb. I love to escape in the worlds she created. ▶ Is there something that you want to say to our community? The team is working really hard to make the game more stable, more fun, more engaging. It's not always easy, and we make mistakes - as we all do. Please continue to give us your feedback on what we are doing because it helps us choose what to prioritize. ▶ You are an Outlander, and you just woke up in the tunnel (you know which one). What would you do as a first thing? I know my survival basics: Find potable water Make a fire Find food Build a Shelter ▶ What is the most interesting bug you have ever come across in a video game? I think everybody is tired of reading at this point. A picture is worth thousands of words.
  2. ▶ What is your role in the Vigor Team? I am an Associate Producer. ▶ What is your contribution to the Vigor Team? As a producer, you change your role in the development quite often. Some days you're making sure that the deadlines are met, other days you're resolving issues that came from the development, or you're creating documentation from meetings and Brainstorms. But mostly I'm trying to give our developers the best environment for work and make sure that there is fluent communication between management and different departments. ▶ What do you like about Vigor? I always saw Vigor as a sort of social experiment. The main goal of the game is to get as many resources as possible, but the way you go about it is totally on you. You don't have to shoot a single bullet and be successful in the game. So meeting other players is always a different experience, some may help you and be friendly, others will shoot you and loot you. My experience is mostly the second option. Wich in my eyes is saying something about human nature. ▶ What would you like to see in Vigor? So many things. ▶ Why did you decide to become an Associate Producer? Funnily enough I never even dreamed to be a producer in game dev. I kinda believe that the job chose me and not the other way around. One of the best things that ever happened to me tho. ▶ What is your favorite thing about your job? And your least favorite? I love it when someone comes to me with a great idea and I can help to make it happened. I hate when I have to cut or water down some ideas due to lack of time or other priorities. ▶ What do you like the most about the Vigor team? That I can consider most of the developers my friends and not just colleagues. Also, I love, that we are moving as one person. Each of us is moving with a different part of the "body", but we are always moving towards our goals. ▶ What do you do when you are not making Vigor? (hobbies) Well, Covid has reduced most of my hobbies. But I'm trying to occupy my mind to not get totally crazy. So, walks in the forests, drawing, playing the guitar, watching movies and series, and playing games. ▶ Did game dev change your view on the games and how? I am more understanding when I find bugs or issues in the games I'm playing. Because now I know how many things can go sideways even when you think that everything is good to go. On the other hand, I now see every game from the production part. Guessing what they used for this and that feature and how hard it was and how long it may have taken to create it. ▶ Your favorite games and why? Hard to say. Depends on the day and my mood. But from games, I spend the most time playing I can name Mass Effect Trilogy and Assassin's Creed franchise and Prince of Persia franchise, Warcraft 3, Destiny 2, The Forest, Division 2. But I mostly love games with a good story. ▶ What's your favorite music, movie, show, book, and why? Music: I listen to everything, basically. Hip-Hop, Metal, RnB, Pop, Rock, Jazz, sync waves, you name it. But my all-time favorite band was and always will be Linkin Park. Movies: Star Wars (1-6), Django Unchanged and other Tarantinos movies, MCU, Anything from Chris Nolan, Man from Earth, and many more. Show: Family Guy, Scrubs, Game of Thrones (Yeah, yeah the ending was bad but I was hooked for a long long time), The Expanse, Brooklyn 99, Modern Family, The Walking Dead. Book: I have a favorite writer which is Pablo Coelho. ▶ Is there something that you want to say to our community? Stay Strong and Healthy during these difficult times guys. ▶ You are an Outlander and you just woke up in the tunnel (you know which one). What would you do as a first thing? I would probably light a cigarette and try to cope with the situation. ▶ What is the most interesting bug you have ever come across in a video game? I'm still getting haunted by the Assassin's Creed Unity bug where the characters had only the eyes and teeth without faces.
  3. ▶ What do you do on Vigor? I'm the Lead Programmer on Vigor which basically means that I work with my team to bring all the systemic features which lie under everything else to the game. ▶ What is your contribution to the Vigor Team? Nowadays, I contribute to the game mostly by enabling my team to work efficiently and without unnecessary hurdles. We discuss technical solutions together and choose the direction for individual features in the game. I'm coordinating our work with other departments, like scripters, because it is closely tied together. And I also write smaller pieces of code when I steal some time for myself (usually during the night when everyone leaves the office 🙂 ). ▶ What do you like about Vigor? I'm not very proficient in using a gamepad for shooters so I usually prefer to take a safer approach. This gives me a great opportunity to explore areas of our maps that are not frequently visited by other players and enjoy the nordic nature. That's probably what I like most about Vigor - the environment. Be it sunny forests, silent wilderness covered in snow or muddy hills under the storm clouds. ▶ What do you want to see in Vigor? When we first started working on duos it felt to me like we were able to reinvigorate the game with something new and interesting. I'm really happy we are following it by bringing other game modes focused on team play and cooperation as it brings deeper game experiences. I would like to see a bit more in this regard and it so happens that we have some additional ideas. ▶ What do you do when you are not making Vigor? I usually sit in my apartment, everything dark, computer screens slightly illuminating the surroundings, another bit of light coming from the streetlamps outside, calm synthwave playing from the speakers, writing experimental code in whatever programming language I fancy at the moment. The other half of my free time is consumed by social dancing. I mostly focus on Tango Argentino and Zouk but I might be able to remember one or two steps from a couple of other dances as well. I must say that social dancing is in fact an activity very well suited for (software) engineers 🙂 . ▶ Did game dev change your view on the games and how? Well, yes and no. Creating games and playing games are two different things for me which don't necessarily overlap. It's true that when I play a game I notice interesting technical solutions here or design decisions there and I might end up with a page full of notes. But I mostly try to let go, enjoy the game and immerse myself in the artificial world. On the other hand, when I'm creating a game my day to day motivation comes from the process of creation itself. I like to write code for the game, I like to help iterate individual game mechanics and I especially love putting release builds together. Even though it might come with some crunch time it's the time when everything falls into place and you finally see the game that was only in your head so far. ▶ Your favorite games and why? UFO: Enemy Unknown - This is where I learned my h4x0r skillz cracking save games to get a ridiculous amount of money (Pro tip: the difference between signed and unsigned long int does matter 🙂 ). Baldur's Gate II - Are any words necessary?! Go play it! Ghost of Tsushima - Beautiful visuals, wonderful stylization, and very well designed game mechanics that take advantage of both. ▶ What's your favorite music, movie, show, book, and why? Ahh, there's too many, let me pick some in random: Music - Silueta Porteña performed by the Juan D'Arienzo orchestra from 1936 - listen to the bubbling piano underneath the main melody. Movie - Star Trek (2009) - I really liked the pacing of the movie, there was always something interesting going on (and yes, I also like all the lens flares :)) Show - I mostly hate shows so I don't watch them much but I liked the first few series of The Big Bang Theory. Book - Magician by Raymond E. Feist - I grew up reading all the high fantasy books I could. ▶ Is there something that you want to say to our community? Please don't be too harsh with us because of the bugs. If there are bugs it means we've also (hopefully) added something new and fun into the game :). ▶ You are Outlander; humanity has fallen. What would you do? Finally time for a vacation! I would move to a tropical island, build a small straw hut and spend the rest of my days watching the sea. Nah! I would get bored quickly and start looking for electricity. ▶ Bonus question from Martin What do you find different about game development, compared to other kinds of software development? It's definitely the mindset of people, their interests, and the overall atmosphere in the team. In gamedev, we are all "weird" in the same way and I sooo love that. Basically, everyone here is playing computer, console, or board games, everyone is brewing a fantastic or sci-fi world in their head or is otherwise taking part in our sub-culture. We all want to play and we all want to create. And we all fit together.
  4. Pyrit.

    Update 4.0 Changelog

    Hi guys, we recently started posting our changelogs to vigorgame.com since from there they are also linked directly to the game and you can access them through your Xbox as well. But some of you were unhappy with the fact that we will no longer post them on the forum - so we will continue posting them here as well. So here is the one Changelog that was missing for Update 4.0 - currently available on Xbox and Nintendo Switch. Main New Features New Battle Pass theme Battle Pass is now cheaper - 690 crowns instead of 900 crowns New game mode - Elimination 5 vs. 5 - team-based game mode Only random teams - friend based teams will come in the future Arcade game mode Armory Cellar Facepaints Customize your character with intense Facepaints Cover yourself or stand out! New Tools Jammer Mortar strike New Weapons Bugle F1 Uk vz. 59 M249 RM14 New Mementos: Lighters A new set of mementos Some of the lighters can be found only on a specific map Comm Station Overhaul You can find multiple (3) Comm Stations in the Encounter now The Comm Station can newly affect the airdrop in multiple ways (buffs and debuffs) It can be used up to 4 times Shooting, Weapons & Tools Fixed: Shootout - shotgun comes with no shells in the chamber Fixed: Weapon levitates when switched to the left shoulder and close to an obstacle Changed: Team kills no longer count as kills (and headshots) for player stats Changed: Weapon fire mode and ammo is now hidden for weapons/ in cases when it doesn't make sense to have them visible Changed: FakeGlint, Transmitter and Jammer are destroyable by interaction Added: Linked new generic string for suicide by contact bomb/mortar Tweaked: Semi and Autofire now aligned. Recoil slightly increased across the board. Silent weapons no longer flash their muzzles Tweaked: UK vz. 59 Recoil increased, M249 spread and recoil increased Tweaked: Adjustments to recoil to emulate older behaviour. Adjusted slight error with Shotgun spread in hipfire Tweaked: Updated weapon collisions via weapon collision tool Tweaked: Reduced speed of main heal timer, was too fast Tweaked: ADS reticle Removed: Unused score counting from Shootout based on healing - this was causing the majority of Shootout issues Looting Changed: Looting mementos no longer counts for loot X containers challenges Changed: Rarities settings of troll mementos and troll memento items Changed: Pool of troll types per map Added: Fire troll spawn points Added: Flower (suave), cave, air and fire troll spawn points Tweaked: Spawn probabilities in Bared house, Buried cache and Combination lock Shelter Fixed: It was possible to accidentally trigger Battle Pass level up during connectivity issues Fixed: Battle Pass Claim Rewards Screen could appear at certain conditions in different Shelter tab Fixed: Veteran title is now based on airdrops collected rather than matches won Fixed: Challenges - the system is prioritising new challenges above all else Fixed: There was a possibility to open a shooting range challenge with the default shooting range, which shouldn't be possible anymore Fixed: Scoreboard no more bloating memory with unused objects Fixed: Mementos section in Guide now has a correct icon (instead of a question mark) Fixed: D-pad up - Widget is visible again on shelter waiting screen (open after both, stash & level, are loaded) Fixed: Sorting of titles - now sorted by rarity, not alphabetically Fixed: Texts in the matchmaking notification now correctly differentiates between Encounter and Shootout Fixed: Warning messages about incomplete loadout are not shown anymore in the Shelter Map in case the Shootout tile is selected Fixed: Lobby onboarding is not shown anymore if Shootout is selected Fixed: BattlePass Titles are displayed with incorrect Lawless/Order side in the lobby Changed: Required killcount lowered for weapon-specific challenges Changed: Placement of trolls in the preview scene adjusted to reflect new rarities Changed: Shelter waiting screen -- implementation moved to shelter layer Added: Optimization for Leaderboards Added: Highlighting of friends in the Leaderboards Added: Timeout for read/write leaderboard requests. The lack of it caused the stucked leaderboards Added: Elemental layers for trolls in the Shelter Tweaked: Changed position of shelter camera so it reflects the new placement of Crafting Table Tweaked: Difficulty of some challenges Removed: 2D map texture from the Shelter Movement & Camera Fixed: Getting stuck in cylinders Fixed: Delaying player respawn during force respawn so players won't get stuck Changed: Interaction dots now fade in the last 40% of radius instead of just last 30% Changed: Improved visuals, applied to centre to the camera so the player's head is always in the middle of the render target Added: Blocking volume for interiors Visuals Fixed: Compass and HealthBar don't blink at the beginning of the tutorial anymore Fixed: Animation glitch which happened when swapping skeletal meshes Fixed: FPS issues occurring in Shootout Fixed: Rebuilt houses Fixed: The bugs on Luger's toggle joint animation is too slow when firing in 1st person Fixed: Offset HP bar of your teammate Fixed: Stamina bar got dizzy and moved incorrectly Fixed: Consumable - animation system gets confused (when the player is trying to use the item again) Fixed: Gestures - animations in preview get restarted by themselves before they are finished Changed: Challenges are no longer shown in UI while the player is in the tutorial Changed: Character selection in the tutorial Changed: Warehouse rebuilt Added: Contextual ping icons Tweaked: Weapon and Health UI set to always visible Tweaked: Objects placement in interiors of houses Tweaked: Ping icons in compass now distinguish ownership of the ping Tweaked: Troll positioning in the shelter menu Tweaked: Wrong combination lock chest replaced Tweaked: Garages rebuilt Audio Fixed: Troll giggle was played only once by troll lootable objects Changed: Memento preview sounds now fade out when different memento is in focus Changed: Preview sound of individual mementos is now played only if it has been previewed for at least 0.25s so that scrolling across the whole collection doesn't play all the sounds Added: Preview sounds are now played for troll mementos in the Shelter UI Other Fixed: After using a healing consumable server gets spammed and gameplay negatively affected Fixed: "Typo" caused wrong calculation of the minimum amount of items spawned Fixed: Scoreboard in shootout respawn screen now correctly shows the score Fixed: Crash when the player switches user account Fixed: Tutorial - At the start, there is a twinkle with hints Fixed: A typo which might prevent users to retry download cloud data if it failed due to the connection issue Fixed: Challenges - player character looting won't call events for other players Changed: Pings now ignore open doors, destroyed barricades on doors and open windows Changed: Phone Duel call is interrupted if calling player dies or leaves match before the duel starts Changed: Spanish translation of the "Biker helmet" Added: Optimisation in Shootout- all items which can't be moved to a corpse container (consumables, persistent) are deleted when the player dies Added: New hints for 4.0 Added: PingMarker to objects - furniture Tweaked: Added some sublevels to data table for Sawmill map Tweaked: Ping system now uses sockets on pinged actors Tweaked: End match result screen time Tweaked: Grontheim map updated Fixed: Crafting table - hovering objects throughout all LODs Tweaked: Phone duels blink on the compass when a player can see your position Removed: Consumables - get rid of unused and obsolete code
  5. ▶ What do you do on Vigor? I'm a scripter / technical designer. ▶ What is your contribution to the Vigor Team? A steady supply of pancakes! And as a thing on the side, I turn design docs into technical solutions and implement them. ▶ What do you like about Vigor? Exploring the world. ▶ What do you want to see in Vigor? More non-combat and/or cooperative activities. Shooting shouldn't be the answer to every situation. ▶ What do you do when you are not making Vigor? Sleeping, gaming, and acroyoga. ▶ Did game dev change your view on games and how? I find it difficult to enjoy a game as a player, once I've peaked behind the curtain. So I avoid working on genres that I enjoy playing. ▶ Your favorite games and why? That changes a lot Right now my favorites are Horizon Zero Dawn on console and Battlestar Galactica Deadlock on PC. ▶ What's your favorite music, movie, show, book, and why? Anything sci-fi or fantasy. I like delving into imaginary worlds. ▶ Is there something that you want to say to our community? Found all the trolls yet? ▶ You are Outlander; humanity has fallen. What would you do? I head for Norway. I heard it's a-ok there. ▶ Bonus question from Petra: Are there any games that inspired you or had an impact on your profession? Journey: Great example of storytelling without a single line of text.
  6. Pyrit.


    Fixed: While in the tracksuit uniform the weapon appeared in the wrong position with deformed hands Tweaked: Recoil changes - Fixed: Crosshair not returning to center after firing a weapon Changed: Tracked loot is now tracked from the start of the match, not from the moment tracked item is looted from airdrop container.
  7. Pyrit.

    Update 3.2 Changelog

    Main New Features Troll Mementos (collectible items) You can find the 90s Trolls in the maps If you collect one, it is displayed in the Shelter menu and also on the rocks above the water stream You can find hints in the Shelter menu D-pad up takes you to the Outlands menu Introduced for easier and quicker matchmaking Ability to set the Shelter appearance based on a level Ping System Changes Contextual system Interaction fades Interaction dots do not just pop in and out - they fade in and out with distance It is less distracting New target types in the Tutorial The bottles were replaced with more diverse target types (cans, traffic signs, etc.) Titles are 20% bigger in the lobby and reward screen Shooting, Weapons & Tools Fixed: Weapons - Shotguns are not loaded from the start of the Encounter Fixed: Exploit of double usage of painkillers Changed: Fire mode is now indicated by an image instead of text Changed: Shooting restrictions loosened (the red cross was removed) Added: Weapon image was added to the Weapon info Tweaked: Semi and Autofire are now aligned. Recoil slightly increased across the board. Silent weapons no longer flash their muzzles. Looting Fixed: Missing airdrop after killing the looter in a precise time Fixed: Dummy cache no longer completes the challenge of being first to interact with buried cache Changes: When aiming at ping a hint of action is displayed to the player Changed: Players cannot ping empty lootable. Contextual pings are placed on the middle of the object. The player cannot ping the same item twice Changed: Added Ping Marker to objects Changes: Contextual ping can now show the rarity of the pinged item Tweaked: Shootout rewards were increased (to 100 and to 50 pieces of food) Tweaked: Places with Combination Locks were updated Shelter Fixed: Battle Pass notifications, Welcome Back notification and Onboarding messages in the Shelter can no longer appear during the loading screen Fixed: Reset Onboarding in "Options -> Game" now correctly initializes onboarding sequence for the first time shelter visit Fixed: Character no longer jumps after player closes First Shelter Entry Onboarding message Fixed: Focusing Replay Tutorial button in-game options no longer changes the layout of the UI by collapsing the hint widget Fixed: Clicking the Replay Tutorial option will no longer close the game options widget Fixed: Crafting Booster - The player is kicked back to the splash screen when the player does not have enough money for it Fixed: Texts in the matchmaking notification now correctly differentiates between Encounter and Shootout Fixed: Warning messages about the incomplete loadout are not shown anymore in the Shelter Map in case the Shootout is selected Fixed: Lobby onboarding is not shown anymore if the Shootout is selected Fixed: BattlePass Titles are displayed with incorrect Lawless/Order side in the lobby Fixed: Battle Pass Reward Screen now shows the correct amount of items in the slots Fixed: Remove second Friends List for players in the same game (engine bug) Fixed: Onboarding welcoming message was being played again and again and again on each level change Fixed: Level-up screen in the BattlePass UI shows only when it should Fixed: Loaded meshes and materials in Titles UI are now stored so that they don't get stuck Changed: Onboarding that appears when the player visits shelter for the first time now appears only after the player is greeted by a voice-over message Changed: Welcome Back notification no longer appears the first time player enters the shelter Changed: For new players who have not visited shelter before, What's New screen is postponed until the second shelter visit Changed: Unified way of the Battle Pass Rewards Screen and Encounter Reward Screen set and get the data from the Battle Pass slot Changed: Single and double press for ping was added to controller scheme Changed: Preview images in Shelter UI look better thanks to additional light sources Added: 3.0 dashboard icon Tweaked: "Interact with the world map" onboarding message was removed Movement & Camera Fixed: Interacting with doors right before using ladders breaks the climbing animation Fixed: Traversal bugs (movement on the map, overcoming obstacles) Changed: Riverbank Erosion assets no longer block the interactions Changed: Moved prone cam slightly down to accommodate the 3pv discrepancy Tweaked: Spawn probabilities lowered Visuals Fixed: Rotation of pumpkins Fixed: Offset HP bar of your teammate Fixed: Stamina bar got dizzy and moved incorrectly Changed: HUD visual polish replaced textures with higher resolution ones Tweaked: Update welcome screen SFX Tweaked: Render distance of interiors in garages was changed Tweaked: Buildings in levels rebuild Tweaked: Depth of field Tweaked: Phone Booth visuals Audio Fixed: Shelter music can no longer start playing during the loading screen Fixed: Removed footsteps in Shootout countdown Fixed: Wolves were removed from the match start animation Fixed: Dial phone duel sound was lowered Tweaked: Round Start sound changed Tweaked: The volume of the wind in Batterie Snodekt was increased Other Fixed: The game crashes when the player switches a user account Fixed: Scarecrow challenges do not miss the description in Russian Fixed: Player Controller has it's input disabled when winner screen starts Fixed: Typo which might prevent users to retry download cloud data if it failed due to connection issue Fixed: Set Rich presence text as a normal text by default Changed: Spanish translation of the Biker helmet Changed: Challenges are no longer shown in Game Info while the player is in the tutorial Changed: View Profile action in Shootout scoreboard is now mapped to RS (Right Stick press) Changed: Increased "Save Game" size Added: Connection error delegate to Session System Tweaked: Maps were updated Tweaked: Onboarding texts were updated Tweaked: Outlands onboarding line was tweaked
  8. Pyrit.

    Changelog - Update 3.1

    Fill out this survey and let us get to know you: https://forms.gle/SNPTZPYtaRWDVHPj9 Changelog: Main New Features Skill-based Titles Based on airdrops optained Kill based Based on Shelter improvements Special Title for Founders Ping System Players can now visually ping a location or a material It is displayed on their duos screen Phone Duel Event There are several phones on the map Players can interact with it and call to the other phones When someone picks up, they become Rivals in a duel - they can see each other on the map New sorting of weapons, ammo, and consumables in Stash Owned Craftable Unavailable Consumable Selection Wheel Improvements It newly contains only consumables that the player has in their loadout Shooting, Weapons & Tools Fixed: Weapon doesn't process reload automatically when the player picks it up from the ground Fixed: Near Miss indicator was too sensitive Fixed: Weapons - Shotguns are not loaded from Encounter/Shootout start Fixed: State machine - Players can start sprinting while reloading, resulting in an empty mag Fixed: Sniper Rifles – SKS, SVD, Mosin Nagant, SSG-82, vz. 52 Reduced rate of fire Fixed: Disabled Aimpoint socket and manually placed Aimpoint Added: Missing compatible ammo information Tweaked: Added LODs with Morph targets Tweaked: Vz.52 reload animations polish Tweaked: VSS reload animations polish Tweaked: SKS reload animations polish Tweaked: KK 62 reload animations polish Removed: Autofire UI for M21 Looting Fixed: Consumables - The tools and meds stays in hand when returned to stash Fixed: Com station - changing the airdrop location changes direction of radiation -- if radiation is already initialized do not reinitialize it on drop change Fixed: Consumables - Consumables are still visible (even when they should be in "bag") Changed: Loot amount increased by 12 - 18% depending on a map. Changed: Tweaked loot screen Shelter Fixed: Shelter - Starting position changed when switching from the user in the tutorial Fixed: Shelter upgrade - After upgrading to next shelter level the default bag appears on the outlander's outfit set Fixed: Titles - Missing shortcut to battle pass for unavailable titles Fixed: It is not possible to close the Rewards by spamming A during the green Level Up animation Fixed: Loot Crate - Background & Loot Card Colors Change After Crate Is Opened Fixed: Titles were missing in the guide in-game menu Fixed: Caffeine pills and iodine tablets are no longer usable in the shelter Fixed: Scrolling in the Shelter Builder's details panel Fixed: Shooting range MessageBox that could remain stuck on the screen at certain conditions Changed: Encounter - When a player dies after his teammate left the game, he is awarded teammate protected Changed: Action to equip previously used consumable no longer equips other types of consumables if the player no longer has any consumable of the previously used type Changed: Made it so gloves do not rotate in buy scene Changed: Items in Shelter stash are now sorted by craftability (descending) then by rarity (descending) and finally by name (ascending) Tweaked: Updated Box of Herbs description as we changed the position of improvements Tweaked: Shooting challenge volume to no longer allow the player to get in front of the wooden pallets during a challenge Movement & Camera Fixed: Bugfix when player get under the stairs Fixed: Bugfix when player get stuck between trains Visuals Fixed: Reward screen - Visible transition animation from default stand to the death Fixed: Tracers have become invisible Fixed: Afroamerican archetype female – hair clipping with caps Fixed: Rotation icon inconsistent Fixed: Lobby - visual effects -- no more snow cover nor weather lighting in the lobby Fixed: Lobby - Incorrect female gesture animation Fixed: Machine gun - Stock clipping with chest Tweaked: Grip position, replaced socket Tweaked: Safe return animation updated Tweaked: Backpack straps clipping with uniform „Hunter“ female variant Tweaked: Head collision Audio Fixed: Gesture audio still playing after death Fixed: Other-player-threat hint won't play for the player when he is the threat already Other Fixed: Tutorial - Missing archetypes Fixed: Consumables - hold RT prompt visible after death Fixed: Several typos in onboarding messages Fixed: Typo in one of gameplay event descriptions ("Box of Valubles Retrieved" => "Box of Valuables Retrieved") Fixed: winner screen now shouldn't let you switch back to your character Changed: Updated Replay Tutorial Localization and UI button functionality Tweaked: Timer in lobby increased from 42 to 60 seconds
  9. ▶ What do you do on Vigor? I'm working as a Lead UI/UX Designer and I'm responsible for the UI of Vigor and overall experience it creates for players interacting with it. ▶ What is your contribution to the Vigor Team? During the playtests and gaming nights I'm quite an easy target for others so I actively increase the success of my opponents 😄 ▶ What do you like about Vigor? The tension, uncertainty, and overall atmosphere. That every encounter can be totally different. If you go with an empty backpack, you can still return with the best crate. But I need to mention the environment as I was trekking in that part of Norway and gosh! It really looks like that. Great job level designers! ▶ What do you want to see in Vigor? I'm more of a stealthy player and collector, I also like puzzles. Buried caches are a perfect example so I would like to go even further in complexity, connection to lore and required cooperation with your duo partner to solve it successfully. ▶ What do you do when you are not making Vigor? You would probably see me sitting by my crafting desk, fiddling with a rotary tool, wood, foam, paints that would eventually turn into a prop from the gaming world. I’ve always been a crafter but games brought this obsession to a completely new level. Being able to bring an object which you are attached to within a game into life is so satisfactory and challenging at the same time. My favorite pieces are Leviathan Axe of Kratos (God of War), silver sword of Geralt (The Witcher), and Banuk Striker Bow of Aloy (Horizon Zero Dawn). When I’m tired of sitting I love to go outside. Mountains, camping and high altitude, that’s a real adventure for me. Also I like to spent a good time with my family by making a stone-baked pizza with them ▶ Did game dev change your view on the games and how? Definitely. I learned that so many disciplines need to click together to create such a piece of art. I often get caught in thinking about the reasons behind some mechanics, especially UI, how they were done, and how I would actually recreate them by myself. Also, I’m much more tolerant of bugs. ▶ Your favorite games and why? Singleplayer action-adventure games where shooting is not a core mechanic or is done in a really good way including aim assist. I seek games when I want to mostly relax, often I’m a backseat gamer. The Uncharted series, Horizon Zero Dawn, Witcher, Gris are my favorite from the top of my head. All of these have a beautiful environment, amazing music, and story in common. But I also enjoy Resident Evil 2 or 7 if I want to pump my adrenaline. ▶ What's your favorite music, movie, show, book, and why? Synthwave genre and soundtracks from games and movies. I’m not a huge movie lover or book worm though. I personally prefer shows as I can have them as background while I’m crafting! Like Breaking Bad, Dexter, Stranger Things or various cooking shows. ▶ Is there something that you want to say to our community? Thank you for playing, your support and feedback, please keep it coming! And even when it sometime looks like we don’t listen, be sure we do. ▶ You are Outlander; humanity has fallen. What would you do? I would build my shelter somewhere close to the water and mountains and start farming. ▶ Bonus question: What is the weirdest/best bug you have encountered in a video game? It was during the development of Arma 3 mod Argo, there was this bug with super long necks of characters, maybe 1.5 meters long. That couldn’t stop us from playtesting the game modes of course. So imagine you need to be stealthy, move carefully, report any movement of enemies to your team and be super serious. Then suddenly all you see are floating heads above the buildings, sitting on super long necks looking at you like giraffes in a zoo. 😄
  10. Pyrit.


    Tweaked: Daily challenge distribution - this should prevent getting challenges of the same kind (we also implemented a system gathering and analyzing data from this) Fixed: Localization of "select row" in Shootout Tweaked: Facewear morphs
  11. Pyrit.

    Changelog 2.2

    Main New Features New Featured map added: Batterie: Snodekt (snow version of Batterie: Draug) Quick Play + Featured Map (Instead of map selection, to shorten waiting times and prevent teaming) Leaderboards in Stats screen added Season 2 Extention (Season 2 will be extended for 1 week) New weapon stats added Occupied Slots in Customizations Bullet damage over distance revised Challenges distribution tweaked Camera improvements Russian localization Shooting, Weapons & Tools Fixed: Hits from dead players weren’t ignored, therefore they resulted in a larger number of trade kills Fixed: Machinegun stance, machinegun arm additive for aimed Fixed: Tools - Player's position shifted after placing a Tool Fixed: Tents are now more penetrable Added: Aimpoint adjustment for weapons Tweaked: Camera Aim point of ADR Updated: Aim assist on regular scarecrows is disabled Looting Fixed: Deconstruction - Stash UI not updated after deconstructing Fixed: Spawned loot is now distributed correctly Shelter Fixed: Survival rate in Personal Stats is displayed as a percentage instead of a decimal number. Fixed: Charity box - rewards are now properly ordered Fixed: French localization of the Battle Pass level indicator Changed: build shelter improvement challenge will no longer be given to players with a maxed out shelter Changed: Enabled localization and fixed layout related issues from long strings Changed: Added sale label to individual list items Changed: Made sale labels look better Added: Discount Label on Selling Point Button Updated: Craft X consumables challenges now properly responds to tools Movement & Camera Fixed: Initial prone angle is wrong when entering prone in ADS Changed: Move camera further back Changed: Tweaked exit 1PV camera transition to clipless with the uniform whilst left shoulder Added: Female versions of some gestures Visuals Changed: Different pose in the lobby after buying the first booster Tweaked: PA md. 86 reload animations polish Tweaked: Skorpion reload animations polish Added: RPK reload animations polish Added: Steyr AUG A1 reload animations polish Added: M16A2 reload animations polish Added: Silver Pigeon shotgun reload animations polish Added: New animations for different match outcomes (won, died, crushed etc) Added: A new set of prone animations for new prone behavior for RFL PST and UNA Audio Fixed: Lowered volume on waterfall in the Shelter Added: Female variant for some gesture sounds Added: Sounds for headgear and outfit sets equip Tweaked: Audio volumes in the Shelter Other Fixed: Crashed fixes (memory) Fixed: Player stuck in spectator when killed on match start Changed: A map is now correctly showing teammates movement on the map too
  12. ▶ What do you do on Vigor? I work on Vigor as a Game Designer, working on various aspects related to gameplay & content. Things such as game mechanics, challenges, tools and overall providing content for players to engage with. ▶ What is your contribution to the Vigor Team? As a Dutchman, I am working hard on making the Vigor team culturally diverse. ▶ What do you like about Vigor? I like the tension in Vigor and always having to deal with the risk of losing everything. There is always something on the line as you traverse the Outlands and one mistake is all it takes. As for the development approach, I like how we try not to always follow what other games do and not shy from trying things we find interesting. It does not always work out, but it makes Vigor unique. ▶ What do you want to see in Vigor? I would love to see more progression systems to expand our meta & provide more goals to pursue outside of your Encounters. Things such as character progression and weapon upgrading. The more things to grind at for me, the better. ▶ What do you do when you are not making Vigor? I like to be outside & see places. I travel a lot around the country and neighboring countries, go on hikes, mountain trips, visit national parks. Other than that I mostly play games, write/read poetry and love me some wine & cake time. Also, the gym, to balance out my excessive wine & cake time. ▶ Did game dev change your view on the games and how? Oh yes, certainly. It is really difficult for me to immerse myself in games, unlike before. I now always look past the game as a whole and analyze every single mechanic, decision and how the game as a whole makes me interact with its systems. I would wonder why certain games did something in a certain manner, or write down clever ways how another game tackled an interesting problem. Rarely I can pick-up a game and just play it without thinking of it. But I played “A Short Hike” recently and that was very refreshing. ▶ Your favorite games and why? Strategy: Civilization VI, as it just brilliantly captures everything I seek from a strategy game. Shooter: the Battlefield series, for just always being superb. RPG: Skyrim, as this was the first and only time a fictional world felt real to me. CCG: Magic: The Gathering, for the endless freedom it offers to find your own playstyle. Guilty Pleasure: anything Pokémon, cause growing up is hard. ▶ What's your favorite music, movie, show, book and why? Music: My music is all over the place and it varies greatly on my mood, also nobody ever seems to appreciate it the majority of it, but if I’d have to point out my favorite artist, I’d say Keaton Henson. Movie: I recently saw Little Women and that got me crying pretty good so... good job movie. TV show: Friends and I don’t feel bad about it (talking to you Roman). I’ve re-watched it 12 times now and I will re-watch it till the day I die. There is something about it that makes me feel deeply comfortable from within and I’ve decided it will be my coping mechanism in life. Book: The Design of Everyday Things by Don Norman, as it is the only book that ever truly changed my way of experiencing the world around me and be much more aware of how things are done and how I interact with them. And Gnomes by Wil Huygen & Rien Poortvliet, for making me want to believe there might be more out there than we can see. ▶ Is there something that you want to say to our community? Thanks for being with us, and please, keep on with your feedback. We are always looking at Facebook, Reddit, YouTube, Mixer, and other platforms to see what you guys think about the game. What do you like, where Vigor can improve, what would you love to see, etc. We appreciate it 🙂 ▶ You are Outlander; humanity has fallen. What would you do? I greatly enjoy being in the outdoors, camping and enjoying the solitude. I’d find myself a handful of friends to join our ventures to the edges of the world and enjoy it as long as it lasts. But only after we had our fun plundering pretty much everything which would now be considered public property (; It is all about seizing opportunities after all. Bonus Question from Andrej ▶ What makes good game design and what games come to mind first and why? That is a very tough question and I’m not sure it has one answer to it, or even a correct one. But for me, a good game never needs to explicitly tell the player what to do, and inherently guides the player through the experience. Many times I play games and find myself lost, follow confusing quest markers, struggle with unclear mission objectives or fail while not understanding why. I look up to games such as Mario, Tetris, Uncharted, or Doom, where the game can take you through huge amounts of content without you ever feeling lost or struggling to find out what you are supposed to do. Another big thing for me is when games can me feel like every decision of the game is impactful and every second of it matters. Games like Darkest Dungeon where every action is permanent or Stardew Valley where you can only perform a limited amount of actions per day. When one decision rules out another, that is when I feel the most engaged in a game.
  13. Pyrit.

    Changelog 2.1

    Main New Features Personal Stats New Reward Screen Wardrobe Shop Ready Button Fake Buried Cache Shoulder Mirroring Shooting, Weapons & Tools Fixed: Gameplay - After using a consumable, it should load "Last Equipped Weapon" and not "Primary Weapon" Fixed: Hit indication is displayed even though the player doesn't receive any damage Fixed: Crossbow - 'Near hit' SFX are not triggering correctly Fixed: Fingers obstructing the view in 1ps view Changed: Less occurrences of the red cross, only showing when ADS or attempting to fire Changed: Melee damage now counts as a valid kind of damage for challenges Changed: Improved ADS transition Tweak: Melee should now hurt players in prone more effectively Tweaked: Damage over distance values adjusted - min damage now between 40-50% of full Looting Changed: Added "for everybody" to loot booster description Shelter Fixed: Shelter Builder - focus disappears after Shelter level up screen Fixed: Charity box - don't skip lines when paging Fixed: Charity box - when showing the first rank, really start with first Fixed: Charity Box - Player's position not visible in Leaderboards first page Fixed: Charity Box - Donating in rapid succession kicks to the Title screen Fixed: Reward Screen wasn't displayed and the player was moved to Shelter after exiting a match Fixed: Shelter Stash no longer stops updating after switching sub-tab to 'Deconstruct' Fixed: Rate of fire value in the Shelter UI is correctly updated even for weapons that have the full-auto mode only Fixed: The Reward Screen is Blackened when leaving the encounter Fixed: "None" in character customization screen is now properly localized Fixed: Broken slot focus in Battle Pass UI Changed: Battle Pass screen will now hide information about buying/owning battle pass when it is not owned but the premium product is not available Changed: Battle Pass ui moved to left by 10px to match with other screens, reward icons in tile moved up Changed: UI - animated arrows tweaked, description position tweaked Changed: Shelter builder screen X-alignment unified with other screens, obsolete background textures removed Added: String for Waiting for server timeout added Added: Challenges for fake glint & portable detector + fixed some improper difficulty parameters Added: Displaying killer's stats to the Reward Screen Leaderboards Added: Onboarding to the Shelter Leaderboards Updated: Set up the difficulty for challenges & adjusted challenge prerequisites Movement Changed: Disabling pushing when unable to leave prone (connected to prone changes) Changed: Change of prone behavior, the head doesn’t sink into walls, blocking the player from going on back, allowing for proning anywhere but pushback only under condition Added: Chambering for prone and crouch Tweaked: Carry more, run further, the stamina limits have been lessened Tweaked: Tweaked mesh and collision to make toilets more accessible Visuals Fixed: Camera adjustment at steep angles Fixed: Camera smoothing on desync Fixed: Disabled rotation for item types which should not rotate Changed: Stash scrollbar styled, stash UI moved to the left to match other screens Audio Added: Arrow shot whizzes Other Fixed: Button for reset onboarding tips doesn't work Changed: Onboardings positions tweaked to fit new screens layouts Changed: Blocking volumes bug fixing (maps related)
  14. ▶ What do you do on Vigor? Sound design. All the ambiances and guns + lot of other effects and UI here and there. Oh yea, sound for trailers too. ▶ What is your contribution to the Vigor Team? I record weird creaking sounds that then creep people out in our maps. I also imitate voices of some old Slovak pre-internet meme freaks to keep the morale high in our audio office. ▶ What do you like about Vigor? The rush of adrenaline and the tension it can build. The rewarding feeling when I return from the match after accomplishing something. ▶ What do you want to see in Vigor? Some really fun new game modes, ideally with teams. Flawlessly polished gameplay and gunplay. Maybe even some RPG elements? Where I could beside my shelter also upgrade and progress my character. E.g. less weapon sway, faster reloads if I am more of a marksman. Faster looting, bigger inventory, seeing loot indicators further away if I'm more of a scavenger. Hearing footsteps further, maybe even seeing them somehow indicated on the terrain. Who knows, could be a lot of fun 🙂 ▶ What do you do when you are not making Vigor? Producing electronic music, going to parties. Playing first-person shooters. Reading books, drinking beers, researching shitcoins.. ▶ Did game dev change your view on the games and how? I am now a lot more appreciative of what goes into making such a project. How much creativity, skill, and effort it takes in so many disciplines. ▶ Your favorite games and why? Neverhood comes to mind - I loved it. It was just so adorable and lovely. Hit me right in the feelz. I still have a small Clayman I did 20 years ago lying around somewhere. Most recently: Journey. Beautiful work of art in all aspects. Worked like a charm for me. Other than that, the usual stuff - Doom, Quake, Half-Life, Starcraft. Each of them brought something new and revolutionary in its time and all are timeless IMO. Nowadays it's Day of Infamy, Insurgency. Before those, I played A LOT of old Day of Defeat. Also, CS1.6 should probably have an honorable mention too as I played it on quite a pro-level for like.. 7 years? For defeaters and fu.sk. Good times :') ▶ What's your favorite music, movie, show, book and why? Music: various DNB mostly as I've played and produced it for quite some time. But other than that probably The Cinematic Orchestra, Zero 7, Lulu Rouge, Burial, Trentemøller, etc. Movie: If I had to choose only one then it's nothing too original - The Matrix. It's all in there. But also things like Casino, Full Metal Jacket, Tarantino movies, etc. Show: Futurama - I loved how one could find new and new jokes there each time. Book: Anything from Alan Watts really. One of the top thinkers ever and he really knew it with words. If I had to choose one then probably The Book. ▶ Is there something that you want to say to our community? It's really fun and refreshing to watch you guys play and comment and give feedback. I appreciate it a lot, don't stop! ▶ You are Outlander; humanity has fallen. What would you do? Probably just laugh with the absurdity of it all. Oh and then maybe kill myself, dunno lol ▶ Bonus question from Viktor What videogame sound, sound-cue or ambiance is the most satisfying/memorable for you? The coin sound from Mario. And now you just heard it in your mind! Great sound design. Also ambiance from Fallout 1 and 2 and Starcraft 1 OST.
  15. Pyrit.

    Season 2: Hunters

    Main New Features : Season 2: Hunters New Weapons Crossbow Mosin Nagant The John New Tools Fake Glint Portable Signal Detector Permanent Price Drop Bullet Penetration revision Character, Camera and Combat polishing Shooting, Weapons & Tools Fixed: The situation where contact bomb could trigger twice if triggered by player & bomb at the same time Fixed: Disabled Hold Breath hint on weapons without a scope – only scoped weapons have this mechanic Fixed: Can't fire indicator while jumping Changed: Damage of contact bomb to 45 Added: Portable detector now filters out broken/in-active transmitters & dead outlanders Added: A hit indicator when damaged by contact bomb Tweaked: Recoil action speed lowered, spread cooldown lowered, adjusted recoil sequences, recoil sizes, and axis altered Tweaked: Screen shake upon contact bomb explosion Tweaked: The damage range of contact bomb Tweaked: Removed stagger from low rarity knives, adjusted roll on scoped weapons, reduced 9mm damage slightly Tweaked: Aim points adjusted Updated: Detonation radius of contact bomb no longer visible in-game Looting Fixed: Interaction markers invisible for dead player bodies Fixed: When the player dies with insurance, he should be getting his experience from looted things aswell Changed: Reward screen now shows new looted gameplay events Tweaked: Airdrop location is updated after 6 seconds instead of the previous 3 Shelter Fixed: Charity Box leaderboards show another Gamertag marked as you - filling order and rank detection reworked Fixed: Charity Box does not refresh in-game after the season ends Fixed: MessageBox informing about insufficient funds doesn't appear in the Stable Store anymore Fixed: Charity Box - Leaderboards - Fast page switching breaks leaderboards Fixed: Targets can't be destroyed after entering the shooting challenge Fixed: Battle Pass - Infinite looping of claim reward Fixed: Daily challenge choosing algorithm can no longer pick Story category as the least used category and therefore find no challenge to pick Changed: Added new challenge condition for when the player leaves the encounter as a threat Changed: Featured Store - Behaviour when you don't have enough currency Changed: Matchmaking can no longer be canceled in the "Waiting for server" state Added: Autorotation & rotation of item in the preview Tweaked: Ui elements position in the charity box due to long texts Tweaked: Battle Pass - Position of onboarding messages to fit the new layout Movement Fixed: Movements attenuation - movements are now centered when ADS Fixed: Prone body angle Added: Collision for the side of stairs Visuals Fixed: Prone camera allows for clipping Fixed: Better left-shoulder camera Fixed: PPSh-41 - Left-hand movement during reload animation Fixed: Knife hands rotation Changed: Rotation for Pukko knife Changed: Proper card item images set for tools Changed: Moved the spectator to be free look camera Tweaked: Thompson SMG reload animations polish Tweaked: The birds are spawned more often for hunters season Tweaked: Suomi KP/-31 reload animations polish Tweaked: Spectator can now rotate around a killer Removed: fog from aurora borealis weather Audio Fixed: Removed looping sound cue of creaks from farms Fixed: Footsteps attenuation and volume Added: New jingles for reward screen Hunter season Added: New wolf howls to start the match (in map animation) - all maps Tweaked: Slightly higher footsteps volume Tweaked: Explosion volume lowered Tweaked: Faster spawning of bird sounds for hunters season Tweaked: Footsteps volume Other Fixed: The player must discover all the places again in every encounter Fixed: Xbox logo in splash screen no longer flicks white Added: URL for changelog added to the game Added: Killer statistics should be now part of the match result structure to be able to show values in reward screen