Power — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Patch Notes | 2020-10-02 | Added escape menu to practice mode so you can quit. Made weapons, health, and shield get picked up if you are standing on them during spawn. Fixed pickup, damage, and some other sounds being too loud at a distance. Bot now drops health and shield shards after being killed. Made projectiles not hit upper platform edges as easily when firing down on a target. Reduced the size of projectiles overall to make them hit less. Reduced player's top and bunnyhop speed to make traveling through the maps more fluid. Reduced the maximum speed of the AI to balance it with the player's reduced speed. Increased randomness of bot weapon fire spread to make it |
| Patch Notes | 2020-09-25 | Added a "Practice" single player game mode where you fight our "Mega Bot" 1v1, first to 25 kills wins, deathmatch. Added a Utility AI controlled "Mega Bot" for you to fight against. Added a "photorealistic" map using Quixel Megascans for AI "Mega Bot" fights. |
| New Video | 2020-09-25 | Got our Utility AI bot picking up and switching weapons, detecting incoming fire from behind, and fully integrated into our new Quixel Megascans "Roman Ruins" map. |
| New Video | 2020-08-29 | We've been wanting to create a Utility AI system since we thought it sounded cool. So, we did some research and then programmed a bunch of Utility AI "actions" like attack, retreat, pickup health, fire weapon, etc. based on Utility AI "inputs/axes" like amount of health, can see player, amount of confidence, etc. It took a while but we finally got a Utility AI controlled bot fighting us 1v1. |
| Patch Notes | 2020-08-05 | Fixed air control not working on original island maps. |
| New Video | 2020-08-05 | I've randomized the AI bot movement to more accurately mimic human movement behavior. The bot now adjusts its straight line path, strafes, looks around, and never takes the perfect/lowest cost route to any destination. I overrode the navigation mesh path, using custom C++, to get randomize it and get smooth movement between the modified points. |
| New Video | 2020-08-02 | Just showing off the high fidelity AI movement of our new POWER AI bot. We've also got the Utility AI brain done that controls advanced decision making and will be showing that off soon: |
| Patch Notes | 2020-07-27 | Fixed exiting loadout menu in game with escape not returning control to the player. |
| Patch Notes | 2020-07-27 | Added ability to change loadouts mid-game. Made loadout names auto rename themselves if not unique. Made jump and speed boosts work with the Quake movement mode. |
| Patch Notes | 2020-07-23 | Removed screen shake from footsteps. Made jump sounds attach to player so they don't lag behind them. Removed pitch variation from moddable sounds to make it easier to customize them. Removed volume increase from moddable sounds to make it easier to customize them. |
| Patch Notes | 2020-07-23 | Improved system for displaying shipping mode debug messages. Increased Tormentor grenade bounce volume. Decreased size of font on character select screen. |
| Patch Notes | 2020-07-22 | Exposed player damage and death functions to modders to create new map elements with. Added ability for modders to attach custom particle effects to skins. Added ability for modders to attach custom sound effects to skins. Added a red damage vignette that scales based on the amount of damage taken. Added a shipping mode debugger for modders to debug elements of their mods in the shipped game. Added the new "kit" tag to mods to denote they can be used with other mods as a dependency. Fixed the mod uploader to work with large 64-bit published file IDs. |
| Patch Notes | 2020-07-18 | Updated mod kit method of spawning game decorations like pickups, flags, generators, etc. |
| Patch Notes | 2020-07-16 | Fixed new Stryker explosions that were not showing up. |
| Patch Notes | 2020-07-16 | Added new vertical beams to health and shield pickups to make them easier to see. Added new high performance explosions for all weapon projectiles. Reduced the size of the Stryker projectiles. Fixed the default health, shield, and oxygen values in the mod kit to be 100. Reduced explosion radius of all weapons by 25%. Reduced the blast radius, fire rate, and damage of the Tormentor. Reduced the blast radius and damage of the Stalker. Reduced the damage of the Ripper by 50%. Updated all HUD fonts to use our new UI font called Sui Generis. Made player, base, and flag location icons smaller and not so high. Removed ping blast from LMS mode since |
| New Video | 2020-07-03 | Check out the new POWER sizzle reel to see all the amazing stuff we are doing: |
| New Video | 2020-03-07 | Did some major tweaking to our ocean today and got a really nice result. |
| New Video | 2020-03-05 | Testing out the new limited jetpack meant to keep gameplay more towards the ground. Movement is still highly effective: |
| New Video | 2020-03-02 | Continuing the effort to improve our weapons and implement community feedback, we have fixed the weapon positions to be right-handed and less viewport intrusive and added high-quality unique muzzle flashes: |
| New Video | 2020-03-01 | Added in some Tribes inspired guns by popular request. Check out our version of the Tribes Spinfusor and Mortar guns: |
| New Video | 2020-02-27 | Just wanted to experiment and add in a new terrain algorithm which brings back the cool caves, arches, grottos, floating islands, etc. It's still highly skiable and based on a 3D implementation of the Inigo Quilez terrain generation algorithm: |
| New Video | 2020-02-26 | This is our latest effort to bring the POWER environment and effects up to a new level. We are still in the process of optimizing so please forgive any odd micro-freezes you see: |
| New Video | 2020-02-22 | Filling out the world of POWER with incredible custom foliage assets create by our artist: |
| New Video | 2020-01-22 | Showing off the stunning and cutting edge lighting, shadow, and atmosphere effects that just became available with the latest version of Unreal Engine. |
| New Video | 2020-01-18 | Just added some realistic 3D clouds that look great from any angle. |
| New Video | 2020-01-10 | This shows off our new terrain, 5 miles in length and width, and the ability to use it for high-speed skiing and gameplay: |
| Patch Notes | 2019-12-23 | Added some user requested features, cleaned up the interface, balanced CTF, fixed some bugs, and added a really cool new feature as follows: Added a kill feed. Added new turret and mine icons to the HUD. Added new props to the main menu background scene. Added custom server names to the server listing menu. Reduced to one turret per player to balance the fun and difficulty of CTF. Fixed being able to look around and move while level is loading. Game automatically announces on Discord #live-matches when someone starts, joins, or ends a server. |
| Patch Notes | 2019-12-22 | Putting a big effort behind fixing all known issues and bugs with the game. This latest release should be highly stable as follows: Fixed rockets blowing up too early sometimes. Fixed jetpack continuing to play after death. Fixed ping blast marker still showing after death. Fixed terrain modification tools still playing after death. Fixed map not reloading on game won if the host is in free camera spectator mode. Fixed newly placed turrets not shutting off if their generator was already destroyed. Fixed players not playing the blue explosion effect on death. Fixed flags becoming unresponsive if a player quits while holding the flag. Fixed dro |
| Patch Notes | 2019-12-20 | Fixed up a bunch of bugs as follows: Fixed players dropping the flag they are holding if only damaged. Players can now see damage being done to generators at long distance. Fixed clients not getting the notification of generator destruction at long distance. Fixed clients not having their HUD/radar disabled when their generator is destroyed. Made turrets not proximity damage themselves. Made flag icons still visible after HUD/radar are disabled. |
| Patch Notes | 2019-12-19 | Fixed up a bunch of bugs as follows: Mines now track who owns them and report when they do damage. Turrets now track who owns them and report when they do damage. Fixed tone from rocket launcher being played on all players. Made terrain beneath turrets invincible so they don't float. Fixed some control options not being assigned properly. Fixed a bug in CTF where a player never respawned if dying with no other players alive. Fixed controls in CTF getting stuck when a player respawns. |