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Pyrit.

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About Pyrit.

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  1. Pyrit.

    Update 1.1 Bridges - Changelog

    Yes indeed there are multiple polaroids on each map showing the same location - to make the hunt more intense 🙂 Yes indeed the food purpose is still in the development 🙂 While we value community feedback deeply, those changes are not something we will have a complete picture of immediately. Already some monetization changes are being developed so stay tuned 🙂
  2. ▶ What do you do on Vigor? Senior Graphic Artist ▶ What is your contribution to the Vigor Team? My specialization is the graphic part of weapons, props and other assets. ▶ What do you like about Vigor? As a person who doesn't like cold weather in real life, I'm really into the Norwegian setting of Vigor. ▶ What do you want to see in Vigor? More game modes would be cool! ▶ What do you do when you are not making Vigor? Right now I'm participating in Inktober. It is a drawing challenge where you're supposed to do one ink drawing a day during the entire month. And I'm also part of the Blood 1 modding community for a looong time. ▶ Did game dev change your view on the games and how? Throughout the last few decades, video games have become a cultural touchstone and extended their relevance way beyond the early years. And with almost 18 years in the game industry, while becoming an important part of the team that creates games I would say yes 😉 ▶ Your favorite games and why? Blood, Duke Nukem 3D & Shadow Warrior - the Holy Trinity of the Build engine. Doom, Quake, Half-Life series, Ion Maiden and many more 3D shooter deserves a mention. I'd put them on the same level. These games are as much fun now as they were back in the nineties. And why? Because you can mod these games. In some way, you can alter the game and how it's played creating your own unique experience. Plus I have met many dedicated people that rally behind modding certain games for either technical help or even just encouragement and inspiration. ▶ What's your favorite music, movie, show, book and why? I finally got my hands on Blood, Sweat, and Pixels book. I like books about the game industry overall. When it comes to music, I like Tool, Deftones, Dälek, Death Grips, Nine Inch Nails and many, many more. It is hard to pick just a few 😉 And you should check the Brutal Assault festival if you are into metal music. Best festival in the world! When it comes to shows - Robot Chicken, Rick and Morty and South Park. ▶ Is there something that you want to say to our community? Feedback is an important part of game development. It's a tool that is used to build things up, not break things down. Ask questions and make memes! ▶ You are Outlander; humanity has fallen. What would you do? I would grab a guitar and start a post-apocalyptic hardcore band! Bonus (From Radim) ▶ What's your favorite video game soundtrack? This one is easy - Quake II
  3. New Features: New Map Brodalen Bridges map added Buried Cache addition of a new game event: Buried Cache pictures spawn at random locations in levels and will display the location of hidden treasure, players who manage to figure out the location of this buried cache will be rewarded with its contents New Weapons MGV-176 Combat Magnum SSG-82 ZA M72 Weapon Changes Tweaks to sway, spread, recoil. Character Customization new color variants of existing assets New cosmetics Challenges re-balanced challenge conditions re-balanced challenge rewards Loading Screen Hints on the loading screen to shelter and levels are added text hints they are randomly selected hint changes after 7 seconds Threat and TK distinction addition of a new icon "Team Killer" Improved visuals of the "Threat" icon killing your teammate no longer marks you as "Threat" but now marks you as "Team Killer" players marked as "Team killer" can no longer become a "Threat" players marked as "Threat" can still be marked as "Team killer" upon team killing Team kills no longer count towards kill progression in challenges "Threat" and "Team Killer" status are now visible in spectator mode Hit/near miss indicator changes Changed frequency of miss/hit indicator changes Shooting range refactor new challenges for the new weapons of 1.1 Combat Magnum SSG-82 ZA M72 fixed the glitch that allowed the same challenge to be active multiple times, which enabled players to get impossibly high scores re balancing of challenges & challenge times reset of challenge high scores Camera and Movement Changes Inventory Load Machine Gun Stance Loot rebalance Store rarities simplification Other than that: Fixed: Unpenetrable bushes Fixed: Wrong rotation on prone and sprinting Fixed: Misplaced interaction on some door frames and objects Fixed: Weapon preview is empty Fixed: Shooting sounds and muzzle flash are not played on client Fixed: Ability to change stance during digging Fixed: Locked customization variants are visible/shown in the wardrobe Fixed: - Rat Trap - The assets are invisible in the shelter Fixed: Insurance markers are once again correctly displayed on all relevant items. Fixed: Food is now insured. Tweaked: Sway reduction across the board Tweaked: 0.22 lowered damage Tweaked: Combat Magnum - increased recoil, spread sequence and cooldown time Tweaked: Combat Magnum, Makarov, Luger - reduced recoil Tweaked: Knives - re-enabled KnifeADS Tweaked: AUR - adjusted semi fire recoil, spread cooldown Tweaked: G3 - spread cooldown, spread area, sequence Tweaked: A74-K - spread cooldown, spread area, sequence Tweaked: Vz. 58 P - spread cooldown, spread area, sequence Tweaked: PA md. 86 - spread cooldown, spread area, sequence Tweaked: M1 carbine - adjusted recoil sequence Tweaked: Suomi KP/-31 - nerfed Tweaked: PM-63 RAK, Skorpion - reduced semi recoil Tweaked: Gal - Spread increased Tweaked: loot containers content Tweaked: Leap of faith now possible Changed: gesture wheel on Customization > Gestures enlarged so long names fit better Changed: edited icons for heavy machine guns, not all require crouch/prone to ADS
  4. ▶ What do you do on Vigor? I'm Working as a Level Designer. That means to design environments and then assemble them together with the use of models made by Artists. ▶ What is your contribution to the Vigor Team? Level design starts as an idea and maybe map drawn on paper. Then we create simple placeholder models, sculpt the terrain, place objects, props, and vegetation and add gameplay elements like loot. Then play and analyze if there is enough cover, uninteresting areas which need to be improved and so on. In the end, Levels are hopefully enjoyable to play and as pleasant to the eye as possible. ▶ What do you like about Vigor? Feeling of uncertainty. Arriving to an area not knowing what awaits me there. Bunch of angry outlanders or just a trail of corpses from unseen battles. Those far away shootouts which I'm not a part of but which can change the encounter for me. There will be fewer survivors fighting for the resources after that. Shootouts where I exchange few gunshots with my enemy and then, realizing how precious the ammo is, we both quietly disengage and disappear in the forests. ▶ What do you want to see in Vigor? I want to see a meaningful character or shelter progression. Levels, new abilities, skills, etc. Character improvements in general. And to have game systems supporting non-aggressive encounters with others. Ways to cooperate with random people met in the world on some task or just try to survive together. Imagine that you are hiding in some old house from the snowstorm and from the balcony you see an outlander slowly approaching your shelter. He doesn't have to be a threat to you worthy of a full magazine of bullets but an opportunity and asset. ▶ What do you do when you are not making Vigor? I'm quite a gamer myself. From Video games to board games or pen&paper RPGs. I'm up for any kind of game. A Hobby my wife vigorously hates. I like movies, theatrical plays, sports events (as a fan) as well. Apart from that, I like visiting restaurants and doing other social activities with a group of friends. ▶ Did game dev change your view on the games and how? Of course, it did! As a game dev, I understand game mechanics and what is behind them, how the pipelines in the industry work. Just by looking at or playing a video game I can analyze it, find a reason behind some decisions, evaluate the cost of features and so on. Especially in my field of profession I can appreciate some games like Dark Souls even more and see production cuts in others – looking at you Dragon Age 2. ▶ Your favorite games and why? I play most of the game genres, but at the moment my favorites are probably grand strategy games from Paradox Interactive – Europa Universalis, Crusader Kings, Hearts of Iron etc,... Other notable mentions would be Open World Adventure games like Red Dead Redemption, GTA or Assassins Creed and RPG games in general. ▶ What's your favorite music, movie, show, book and why? In terms of music, I like to listen to Irish Folk songs. Movies shows and books are interconnected. I like fantasy and history. So nobody can be surprised if I say Game of Thrones here (both books and show), Lord of the Rings, Witcher, etc. I'm a huge fan of History so my favorite books are encyclopedias and educational books. One example would be Greatest military blunders from Geoffrey Regan. ▶ Is there something that you want to say to our community? Apart from the usual stuff like give us a chance, there are great things coming to our game and so on. I want to say one more thing – guys, try to be nice to each other from time to time and not shoot everyone on sight. Try to play differently. One of my greatest experience playing Vigor was when I convinced someone to leave by only aiming at him (even though I was out of bullets). And please, don't hesitate to write your feedback and ideas. Its a great read from time to time. ▶ You are Outlander; humanity has fallen. What would you do? I would try to assemble a group from my family and friends and move somewhere safe. Or at least a place presumed to be safe. Norway is too cold and far away, South is too hot, East and West pretty dangerous, so maybe wine cellars in South Moravia. That sounds like a pretty safe place to me. Bonus (From Kuba) ▶What is the difference for you between designing an open world (like in Arma) and smaller levels (like in Vigor)? What do you like more and why? There are interesting procedures in the creation of both kinds of those environments. In large open worlds, you have to follow some basic urban logic between areas. If you put the airport somewhere there will be infrastructure around it, bigger towns will have necessary facilities like shops, school, gas station, public spaces. You have to think about power distribution, highways and so on. And everything has to be reasonably connected. Smaller environments allow you to put more details in them. You can carefully place every flower or rock while ignoring what is beyond the boundaries of such level. You can make only the areas which are really interesting. One Landmark can be level in itself. On top of that player movement can be predicted more and areas can be designed with that in mind. It's hard to tell what I like more, but I have to say that for now, I'm really enjoying this different approach Vigor allow me to apply.
  5. Pyrit.

    Changelog 0.9.43577

    The translation into French and other languages will happen with the full release of the game - but we have been also adding more texts in English so that's what the localization in the changelog means 🙂
  6. Pyrit.

    Changelog 0.9.43577

    Changed: Interactions are now again exclusive. Changed: Character is now more responsive to input controls. Fixed: Shooting range challenges renamed so it doesn't look like there are some missing. Fixed: Unable to close onboarding widget Fixed: Crash when changing stance Fixed: Offset position of weapons of lobby mannequins Fixed: Weapon Skins applied on lobby mannequin Fixed: Leaderboards -- displaying of 10 worst players fixed, no overflow if too many friends Fixed: Localization Fixed: Landing animations notify keys timings Fixed: [Reward Screen] - Weapons are not attached to the player Fixed: Missing slower speed in prone was added. Fixed: Mipmaps on a mannequin Fixed: Added missing crate images. Fixed: Gestures - Player cannot set a gesture slot to "None" in the Gestures tab Fixed: Windows vaulting fix - buildings were rebuilt Fixed: Wrong positions of muzzle flash sockets fixed Tweaked: Melee on crouched players was extremely difficult, lowered the height. Tweaked: Reloads Tweaked: Jump animations sounds Tweaked: turning cards SFX is heavier Tweaked: interaction time prolonged Tweaked: New polishing iteration on Screen Reward animations Tweaked: buy the item in shop SFX Updated: New materials for older windows
  7. Pyrit.

    Update 0.9 Aid. Changelog

    Camera and Movement Changes Max-Speed affected by total backpack weight. Forward movement when sprinting. Fall damage is less deadly. Take less damage when falling into the water. Ladders rework: Sprinting and sliding behaviors.. Improved interaction markers. New animations - hands Climbing/Vaulting rework: Hands should be placed in the correct places when moving. Weapon Changes Re-balanced Weapons Staggers have been added Recoil smoothing Aim point transition smoothing. Aim assist smoothing when toggling between 1PV and 3PV. Weapon lower/raise times tweaked. Adjusted holding positions for weapons. Character Changes Reworked Stamina Stamina bar added. New hit reacts/death reacts. Melee Changes Character Customization 2 new female archetypes Variety of new character cosmetics New default uniform: (Rain Jacket (Green)) New default backpack: (Travel Bag (Tan)) Gestures 15 new gestures available The player can now customize gestures selection wheel in the shelter - Customize/Gestures - can assign up to 8 gestures 7 default gestures available + Dust off hands for owners of Founder' pack gesture's position in the selection wheel: Level Events New & improved hints for Signals Detector usage New icons below compass displaying various player states Threat icon which blinks when the position is revealed Tracked by airdrop icon which blinks when the position is revealed Spotted by signal detector icon which blinks when the position is revealed The Safe and Locked Chest now scale properly with the number of loot boosters Firing Range Challenges New shooting challenges Shooting challenges now need to be unlocked through acquiring the respective weapons New shooting range challenge unlocked UI pop-up Various shooting range challenges menu improvements 2 new shooting targets Paint spray: destroyed when shot Big traffic sign: destroyed when taking enough damage Multiplayer Lobby Visual overhaul for the lobby Improved UI, visuals & audio for purchasing of boosters Duo's are now marked in the lobby as a duo (next to each other + icon) Purchasing of a booster now has a pop-up confirmation Social Boosters Loot booster price changed from 45 to 30 crowns Crates Full re-balance New on-boarding crate added New items have been added to crates Crafting re-balanced crafting costs for all items Shop Added a rotating shop where cosmetics can be purchased for crowns Challenges Added voiced story challenges for player onboarding with rewards Added daily challenges with rewards (up to 3 at a time) Challenges can be seen in the encounter screen Daily challenges can be canceled Story challenges cannot be canceled Tutorial Improved tutorial Improved player onboarding with directive voice lines Added cutscenes Achievements The player can unlock achievements of various types
  8. ▶ What do you do on Vigor? I am analyst, I provide my colleagues with information on in-game statistics, take care of dashboards, answer tricky questions and so on. ▶ What is your contribution to the Vigor Team? I work with records of stuff happening in the game, stored in rather big spreadsheets. They contain many many numbers, 5 or 127 or 0,0012 to name a few - they are not too impressive when they are alone like that, so I use huge pitchfork called SQL to make few big informative numbers out of heaps of smaller ones. Such numbers can assist my colleagues with making decisions or just make our audience on social media chuckle about hundreds of people crushed by airdrop. ▶ What do you like about Vigor? I like the tempo of the game, it is not as frantic as many modern battle royale games and it rewards patience and wits. I like the tension, hiding in a bush and waiting for your chance. I also fancy the setting a lot. ▶ What do you want to see in Vigor? Hundreds of thousands of players enjoying the game. ▶ What do you do when you are not making Vigor? I like going to gigs, playing drums and table football, also chatting over a couple of beers in a pub. ▶ Did game dev change your view on the games and how? I am amazed at how many different professions and talents are contributing to making the company and a particular game tick. ▶ Your favorite games and why? I like numbers heavy games like Football Manager or Patrician series or Paradox grand strategies, spreadsheets are my thing generally. Too bad I usually can’t do much more table-staring when I come home from work. Hypnospace Outlaw, Life & Death: The Brain, Liberal Crime Squad, Octodad: Deadliest Catch because bizzare makes me happy. 80 days, Stanley Parable, Kentucky Route Zero, I like to get immersed in a good story. ▶ What's your favorite music, movie, show, book and why? Most gigs I attend involve loud guitars, stuff in my headphones is mostly hip-hop. My favorite movie is called Wrong Cops. I am also a huge fan of Russian cinema. Bojack Horseman and Czech classic Hospoda are shows I am most fond of at the moment, mostly because of bits of comedy in otherwise dark personal stories. I don’t read much fiction lately, maybe after I finish Wikipedia. ▶ Is there something that you want to say to our community? Play Vigor, provide feedback, generate data. Thank you, you are doing great so far. ▶ You are Outlander; humanity has fallen. What would you do? I find it hard to imagine myself not perishing alongside humanity, as I am a very comfortable city dweller. If I could somehow survive and embark on a big long term project, I would probably try to utilize my naval knowledge from Patrician III, Sid Meier’s Pirates! and Silent Hunter III, build something seaworthy and ship me to some more hospitable climate. Bonus Question from Alucard ▶How would you measure fun in games? Tricky one. One would say that simply measuring time spent in or frequency of returning to a game is a good metric, but there might be periods of being stuck or grinding which are less funny. I think it is important to include some sort of qualitative research, meaning we should measure time and activity of the player, but it has to be complemented with actually asking the players how they liked it, in some structured way. Only once we have all this information, we can weight in all the factors, go through numbers and say with satisfactory confidence that given game is meh.
  9. ▶What do you do on Vigor? In short, I’m responsible for the design team and gameplay aspects of Vigor. That means together with designers propose game systems and content, hand over results of our work to other departments (program, script, art, etc.) and help them bring it into the actual game. My daily routine is a mix of meetings, documentation reviews, feedbacks, communication with leads and team members, planning, some configuration and tweaks of actual game systems. Oh, and drinking coffee. 🙂 ▶What is your contribution to the Vigor Team? Well, I can wiggle my ears, but that is rather useless for game development. I was also a game journalist for over 10 years, so I have a vast knowledge of games which are useful for gathering references. ▶What do you like about Vigor? The mix of a calm atmosphere in shelter and tension in Encounters. Also, all those small things which we are adding to make Vigor unique game experience. ▶What do you want to see in Vigor? Every feature we have in our post-release roadmap. 🙂 Believe me, we are planning to add some really cool stuff. ▶What do you do when you are not making Vigor? A lot of different things. Some geeky (videogames, board games, shows, movies, and anime), some healthy (box, squash and table tennis), some cultural (concerts, opera, galleries) and some social (beer and friends). ▶Did game dev change your view on the games and how? Yeah, basic game dev curse – I’m trying to analyze games instead of just enjoy playing them. ▶Your favorite games, and why? I love both narrative and system driven games. My favorite game is Indiana Jones and the Fate of Atlantis. It is an awesome adventure game with likable characters, witty dialogues and three different playstyles. Then I must mention The Legend of Zelda series – I like how it makes the player feel smart when he solves some puzzle. Bloodborne is a fantastic action RPG with a great setting and a sharp combat system. To this day I can’t forget how I finished fantastic ICO at four in the morning. Brilliant, emotional game with interesting holding hands mechanic. Also, Return of the Obra Dinn is a super cool puzzle game with a minimalistic approach. I could go on, but this should be enough. ▶What's your favorite music, movie, show, book, and why? Music - Depends on the mood. Could be game soundtracks (Ace Combat, Persona), some rock (Foo Fighters, Nothing’s Carved in Stone), electro (Daft Punk), Czech indie (Tata Bojs) or classic (Chopin, Vivaldi) Movie - Indiana Jones and Last Crusade – classic adventure movie with a great actor and humor Show - Red Dward – weird British sense of humor Book - The Martian by Andy Weir – believable sci-fi and a real page-turner ▶Is there something that you want to say to our community? Thank you very much for being with us on this exciting road called Vigor. While it could sometimes feel that we are not listening to your feedback, but the opposite is true and following months and updates should show it so please keep enjoying the game. ▶You are Outlander; humanity has fallen. What would you do? Step one: find an electric generator. Step two: collect enough fuel. Step three: finish my gaming backlog. Bonus Question - from Dominik ▶Name five of your favorite examples of game design, and tells us why. Hmm, a rather tricky question. The first could be Tetris – simple, straightforward rules, but endless fun. Then shooting paint in Splatoon – I like how this core system is turning classic shooting game upside down. Also, kid/squid switching is really smart. Of course, first seconds from Super Mario Bros. is something that I need to mention – you can teach player game basics with just a few cleverly placed blocs and enemies. Number four: shield regeneration in Halo – a great way how to keep player in action longer without removing the tension of death. And the last one could health system in Metal Gear Solid 3 – well, it rather sucked that it was done through the in-game menu, but the actual idea of regeneration from food and different types of injuries added interesting survival feel to classic stealth game.
  10. ▶ What do you do on Vigor? As the Marketing & Brand Manager, I am doing my best to create, communicate, and deliver the Vigor value to the target market at a profit (the last point is more up to publishing department). I know it may seem like "generic bullshit." Still, it describes what marketing does, and we bend these points into the game industry specifics while using familiar tools such as: Branding, Trailers, Key Arts, Screenshots, Descriptions, Website, Blogs, Dev Diaries, Store, Sales, Social Media, Streams, Forums, Newsletters, Press, Advertising, Merch, Events, Expos, Updates, Influencers, Partners, Campaigns, etc. Sometimes we can even influence a Game Content a little bit! 😛 The other thing is to use these tools with knowledge of strategy, goals, measurement, and optimization, which is my job to handle. The rest, it is about making ideas, planning, organization, communication, and execution within the Vigor Team and our business partners. ▶ What is your contribution to the Vigor Team? Connect people with good ideas and doing my best to make it happen. But maybe a better question would be: What is the Vigor Team contribution to you or marketing? There I would say a lot! Especially we have open minds in Vigor Team. You can be a good marketer as you want, but without the support of others, it is not complete. ▶ What do you like about Vigor? Unconventionality. We are making a game cocktail with ingredients that you already know, but our mixture and extra spice brings a new flavor – F2P Shooter-Looter-Builder in post-war Norway. ▶ What do you want to see in Vigor? Can I say something else than more of the Tomato? 🙂 Honestly, I love these funny things and easter eggs. It adds a little bit of craziness into the harsh and post-war setting, which is also making our communication more diverse. ▶ What do you do when you are not making Vigor? I am Jack of All Trades, so it will be better to introduce what I do in these times! Boxing Alucard (design manager), petting my cat Jošt and finishing my motorcycle driving license. Also, I am looking forward to summer chill out and festivals. 8-) ▶ Did game dev change your view on the games and how? Yop. Let's start with the basics. 😄 I found there is a difference between scripter, programmer, cloud programmer, etc.! I am getting familiar with words like merge, branch, back-end, front-end, and others... I learned how the game dev company about 450 people and different locations, projects, or departments works. From the marketing perspective, I appreciate the valuable experience to publish the game on Xbox One. ▶ Your favorite games, and why? Jack of All Trades? Okay, let's be diverse! Here are my TOP 13 and whys: Passage – game mechanics as a metaphor Brothers: A Tale of Two Sons – game controls and its meaning Bloodborne – lore Dark Souls – level design System Shock 2 – game systems World of Warcraft – the social aspect Counter-Strike 1.6 – competition FIFA – gameplay purity Metal Gear Solid 3 – survival system Sang-Froid: Tales of Werewolves – genre mixture Metro Series – atmosphere Witcher 3 – setting, proper story finish (don't like Avallone ending from books) Kingdom Come: Deliverance – authenticity ▶ What's your favorite music, movie, show, book, and why? Music: Children of Bodom! Then Kalmah, Ensiferum, Korpiklaani, Burzum, Metallica, Iron Maiden, and Black Sabbath. Headbanging to melodeath, pumping to vikingness, feeling black metal rawness, and appreciating trash/heavy/rock roots. Still, I got my whatever playlist full of other shit than metal. 🙂 For example, Nirvana and Munroe. Movie: Back to the Future – time traveling, causality, Delorean, and Johnny B. Goode. All that you need to see in a perfect film. Show: Red Dwarf – Mr. Flibble. Book: Roadside Picnic – Happiness for everybody, free, and nobody will go away, unsatisfied! One Day of Ivan Denisovich – The end of an unclouded day. Almost a happy one. Just one of the 3,653 days of his sentence, from bell to bell. ▶ Is there something that you want to say to our community? The game is strong and healthy as its community! So as we genuinely appreciate your support and feedback during the Game Preview, the new start is still going to happen within the Free-To-Play release. As the payment wall falls, there is going to be a wave of new players with no Vigor experience and very likely with different reasons why they started playing Vigor. At this moment, we will once again appreciate your hands and voices that can help us to welcome or guide newcomers in post-war Norway properly. Are you ready for this, Outlanders? ▶ You are Outlander; humanity has fallen. What would you do? I would settle down with a small community group that I can trust. Our job would be to find some tools and weapons, harvest food, build shelters. Then expand and start the first football season of post-war Norway Premier League. Bonus Question (from Jan) ▶ Why have you decided to work in Bohemia Interactive? Well, I started my game industry career back in university times when I organized gaming events, conferences, or festivals and wrote theses and articles related to Game Studies topics. Later, I joined a small indie studio that released a quite successful adventure game Dark Train. So, since I have been part of the Czech Game Dev Industry for some time and the Bohemia Interactive is the biggest game dev company in the Czech Republic, I always had an eye on the company and its people out there. As a kid, I loved Arma: Cold War Assault, and later, I appreciated the DayZ concept when it came out. Together with a reconceptualization of publishing/marketing (didn't know that), I received the job offer to work on the unannounced project. First, it was the ideal opportunity to get a full-time marketing experience for me. Second, I knew that would be working on a new promising project full of talented people. Third, I found it is Vigor within its team, and I liked the unconventionality of both. If you find the Norwayish shooter-looter-builder game with the Tomato that is implemented by Unicorns in Brno and published on Xbox One... Well, you have to say, Yes! 🙂
  11. Added: Team member marker. Added: Player becomes a Threat after killing a teammate. Added: Random duos. Changed: Icon over players head in the lobby made visible. Changed: Layout of the random duos panel in the Shelter Map. Fixed: Fix GroupSystem events when using GroupSimulate console command. Fixed: Try setting only one GroupSessionId for random duos joining together on Xbox. Fixed: Retry multiple times on a client when creating Xbox team for random duos. Don't run multiple Xbox requests at the same time. Fixed: Player is not marked as a threat after killing a non-team player. Fixed: Player isn't marked as a threat multiple times after killing more teammates. Fixed: Create a public group session for random duos to fix joining. Fixed: ActionMachine - game crashes when actions get stuck. Fixed: Bushes playing foley sound when they shouldn't. Fixed: Interaction was not possible in bushes. Fixed: Listener was following camera always. Fixed: Move through foliage attenuation. Fixed: Music stops when player kick the cans. Fixed: AudioVolumes in buildings were not working. Fixed: Headshots work again on Scarecrows. Fixed: Fix generated GroupId for random duos. Tweaked: Optimization for head and foolproofing. Tweaked: Disabled rain/snow effect at all optics materials. Tweaked: Foliage is less penetrable. Updated: Resaved audio files with samples volume adjustments. Updated: Bugfix for an infinite audio range of unlocking sound for the combination lock. Updated: Increased Threat kill threshold from 3 to 4.
  12. ▶ What do you do on Vigor? Gameplay Programmer. ▶ What is your contribution to the Vigor Team? Tough one,.. well I bring my two dogs to work from time to time so people can get some fur on their clothes. And recently I started a fire alarm. ▶ What do you like about Vigor? Graphics. I’ve been working for BI for more than 12 years and have never thought that we are able to produce such kind of game (from graphics perspective) ▶ What do you want to see in Vigor? Deathmatch 🙂 I just don’t understand all those fancy overcomplicated Tamagotchi shelter things. I want to grab a gun and go get some frags. Disgrace corpses, loot them, get better and bigger guns, repeat.. ▶ What do you do when you are not making Vigor? Basically everything after what I am sweaty and thirsty enough to deal with few beers and some Mexican food. ▶ Did game dev change your view on the games and how? When I was a kid(90’), I used to get cracked games burned out on a couple of CDs. I just didn’t want to pay for something untouchable. But since I have started to be a game dev(btw. my first compiler was cracked Borland c++), I completely changed my mind. So please, support your game devs and buy games... I need to pay bills ▶ Your favorite games and why? Doom and Wolfenstein series - many types of weapons, even more types of enemies, huge UI arrows above the heads (so no wasting of time with reading stupid mission description, maps, etc. etc.) ▶ What's your favorite music, movie, show, book and why? I prefer to relax after work so I like comics based movies.. But the less serious ones.. with Thor or the one with that little squirrel in a yellow suit with a bunch of weirdos (trying to save the galaxy or something). I guess from Marwell studios or the second one - DC? who knows, don’t care. I like Terry Pratchett(but don’t like reading) so movies based on his books 🙂 ▶ Is there something that you want to say to our community? I know that Vigor has many unfinished features, bugs, glitches, … but still... it is like dating with a fat lady - it could be FUN and intense, but none of your friends must spot you together. So give us a chance to prove our qualities ▶ You are Outlander; humanity has fallen. What would you do? Perfect! Tons of unclimbed rocks projects all around without weekend crowds, playing children, tourists, etc.. Bonus Question (from Anton) ▶ What would be one thing you would like to see in your lifetime and why? Sounds like a classic HR question, doesn’t it? So the answer should be something like world peace or so... but rather than that I really like to see a Whitewater park (editor's note:https://en.wikipedia.org/wiki/Whitewater) on our local Svratka river here in Brno. Plan for it is ready for almost a decade, but the realization is long way run. But I am an optimist and don’t lose hope
  13. Pyrit.

    Bug Report

    Hi and thank you to bringing this to our attention - however, there is actually a backup system for this so basically - if the issue was really caused on our side - meaning you were disconnected from our back-end servers. You should be able to get both the loadout and the crowns back once you start the game again... However, if this was caused for example by your internet connection there is really nt much we can do.. But we are still working on improving the server stability so hopefully, those problems will occur less and less with time. And you will get all of your game preview crowns back after the progress wipe before the full release of the game. So hopefully this will compensate your loss at least partially. Thank yous o much for letting us know and for your support!
  14. Pyrit.

    Ideas for the next update

    Exactly thank you so much for your ideas, we will make sure to forward them to the team. But there is one thing I really want to clear out - even if we tried there is no way how we could get these things into our next update. - Each update takes a lot of work, time management and so much time spent testing all the features that by now it is too late to even think about adding into the next update something that we haven't even started working on. In fact it is almost too late even for the update after that. As when it comes to some of your suggestions: Currently, we do not plan to add an official way to pass items to your duo partner. There is some way by which you can pass each other's weapons - Regarding this, I would advise you to ask other Outlanders in our community 😉 but for now, the overall gameplay and goal of the game is not suited for the trading of any kind as it would only create an unfair advantage. Hope this helped. This sounds interesting - but looking at the combat at is it now, it would be really hard to do. however, we will discuss it with the team. Actually seen this one multiple times - we will see what we can do 😉 Nice idea - but it would highly impact our current crafting system - we will discuss it with the team. Picking up rocks as a weapon is one thing - which might be added - however, I am not sure how realistic it would be - Since there is a variety of weapons including the knives. However stealthy kills are a completely different story. I do not think that you would be able to kill someone stealthy with just a rock.. Thank you guys once again for your feedback. there is an ongoing conversation on the usage of other ordinary items as weapons (for example axes, hammers and stuff like that. So we will see in the future. However, for now, we want to stick to improving the gunplay as it is now with a few new weapons that are currently WIP and then after the full release we can start adding new stuff 😉
  15. ▶ What do you do on Vigor? I am a programmer/Technical animator responsible for putting in and stitching together game animation and movement in Vigor. ▶ What is your contribution to the Vigor Team? My main achievement is the animation graph responsible for playing the right animation at the right time. This in order to make the character feel grounded and as a part of the world Also researching and implementing ways to bring animation quality to the next level. ▶ What do you like about Vigor? The exhilarating feeling you get when you take the airdrop and rush back to extraction. ▶ What do you want to see in Vigor? For the game itself, I would like to see more technically challenging customization items like a trench coat with cloth physics, or a dangling object on a uniform, for example, a talisman. As for animation: Motion matching is all the rage these days. I would love to implement something like that in the future. ▶ What do you do when you are not making Vigor? I love traveling and adventure: Just this winter I managed to get lost in the snowy woods following a bear trail at night, stuck on top of a mountain in a blizzard and going close to 30 hours without sleep through Slovakia. ▶ Did game dev change your view on the games and how? Absolutely, whilst prior to it I was interested in animation and games, it's the experience of creating games that changed my view on how it works and what it takes to get character feel good in the game. Now any third person game I've started up, I first have to dissect the animation technology before I can proceed to enjoy myself playing the actual game ▶ Your favorite games and why? There are many games I like. But if I had to pinpoint one, it'd be Heroes of Might and Magic 3. Whilst the concept is fairly simple: Turn-based strategy where you get a faction and have to defeat all opponents on the map to win. The ways it allows you to achieve this are endless. The game thrives on straining it's mechanics and rewards experimentation while also punishing established conventions. That's what mainly makes me come back to it despite its age. Truly timeless game ▶ What's your favorite music, movie, show, book and why? Music: I listen to a variety of music genres, ranging from Power metal to Folk to Japanese Idol songs I really like JoJo's Bizarre Adventure, both the show and manga. A tale spanning through generations and it has been going on for well over 25 years. For books, I usually read self-improvement books. Not too long ago I read Mastery by Robert Greene and it was quite informative ▶ Is there something that you want to say to our community? Thank you for your continuous support. If it sometimes seems like the game is not progressing fast enough, rest assured that internally there's a lot of things changing all the time. These continuous changes are hard to perceive, but one day you wake up and realize the transformation that occurred. ▶ You are Outlander; humanity has fallen. What would you do? Go out in the world and recruit other outlanders to my brotherhood. This will hopefully lead to a grand army of brethren banding together for a just cause (TM Avalanche); a society built upon basic human values. And me at the very center as the leader Bonus Question (from Hidde ) ▶ Name 3 games that blew you away with their animation and why. I'd have to say my number 1 is Dark Souls. For the simple reason of how animation ties in with everything, you do in the game. And the fact I've sunk well over 2000 hours in just the first game alone. The trailer for The Last of Us 2 also blew me away with the motion matching technology that Naughty Dog has implemented. It's absolutely breathtaking. Red Dead Redemption also has a very compelling technology and work done on the animation side. However, I sometimes feel I'm playing the animation rather than the game...
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