The Riftbreaker 1.32782 -> 1.33770 Steam Workshop Available (probably not for GOG users) + Big Game Update! Changelog from Steam:
Features:
- Added an integrated modding manager. The new manager is a comprehensive built-in browser that allows users to download mods for The Riftbreaker with just a couple of clicks. The manager screen will currently allow you to browse the mods available on Steam Workshop, but we're also working on supporting Mod.io and Curse Forge. Installing a mod is a matter of just a couple of clicks.
It will also inform you of any dependencies - if a mod requires another mod to be present to work properly, we will tell you exactly what you need to download. As for the mod creation pipeline, we have updated The Riftbreaker Workspace Editor to allow direct upload and authoring of mods, all in one place.
- Added support for AMD FidelityFX Super Resolution 2.1. The latest version of FSR allows you to enjoy high framerates at a greatly improved level of visual fidelity compared to FSR 1.0. The advanced algorithms used in this version of FSR greatly reduces the visual glitches and improves the sharpness of the image without that artificial 'sharpen +100' look.
- Added AMD FidelityFX Stochastic Screen Space Reflections, or SSSR for short. This feature adds dynamic screen space reflections that add an additional layer of graphical fidelity to the game. You will now be able to observe reflections of buildings and map props on reflective surfaces, such as various metals and liquids. This feature is available for all DirectX 12 compatible systems.
- Optimized CPU Performance - new memory allocator that results in more efficient memory use and improved CPU performance - especially during high-intensity battles and late-game scenarios with large bases.
- FramePrepareMeshRenderable contention decreased. It's quite a big optimization step, as on a 12-core CPU, the cost per frame decreases from 15% to 5% of the overall rendering time. Your mileage may vary depending on the number of CPU cores available to you, but it's a step in the right direction.
- Added radius displays to all defensive towers, repair towers, and shield generators. Selecting one of them in the Build Mode will display the radius of that one specific building. In the case of Shockwave and Flamer Towers, the radiuses of all towers of that type will be displayed to allow you to cover the desired area effectively.
- Picker tool added. You can use it to quickly build copies of existing buildings. Press the hotkey ('B' by default) or select the Picker tool from the Build Menu, select the building you want to build more of, and you're set!
- Attack waves triggered by interacting with bioanomalies have been reworked. They are now much more demanding and scale, along with the bioanomaly rarity level and game difficulty level. Opening one of these should be a conscious and well-thought-out decision!
- 4 additional map tiles for the Acidic Plains biome and 2 additional tiles for the Volcanic Area biome have been added to improve the randomized map generation variety.
- (Modding) Teleport: created teleport machine for working with all entities. Required parameters in the database are: target (as int or vector3), optional parameters: (float) disappear_time, wait_time, appear_time, and (int) portal_entity (for getting a notification on appearance)
- Added a Reflective floor variant so that you can enjoy the glorious Screen Space Reflections in your base.
- Added level 2 and 3 Heightened Wall Floors.
- Mech radar can now be upgraded, and it will, in fact, affect the fog of war reveal range!
- Radar Pulse received Advanced, Superior, and Extreme versions with upgraded range.
- Added the missing level 2 and level 3 of Biocomposter to the research tree.
Changes:
- Energy Walls and regular Walls now share the same menu tile. We made this change to allow you to use the same keyboard shortcut for both variants.
- Mods in Campaign Mode will start dropping only after the Communications Hub has been built. Previously building the Armory was the trigger for these drops, which caused players to end up with several mods and no real use for them for a long time.
- Changed the effect for the Rift Station startup sequence interruption - now with more camera shake and louder sounds!
- Added sound emitters to liquid resource deposits.
- Reduced the chance for mod drops from 'smaller' boss creatures - Nerilians, Stregaroses, and Magmoths.
- Orbital Laser and Orbital Bombardment now require advanced resources to be crafted.
- You can now reconstruct after being destroyed on a mission that has already been completed.
- You can now lose weapons if your mech is destroyed after finishing a planetary mission if you choose to return to HQ and abandon that mission location.
- Skills of higher quality now replace their lower-quality counterparts after being crafted.
- Orbital Bombardment and Orbital Laser now display a large glowing decal in the targeted area.
- Research Completed' popup will now be displayed for 10 seconds instead of 5.
- Morphium Towers now need to be built in a 4-grid radius from one another - they were too powerful if stacked tightly close to each other.
- Significantly decreased research costs for magma powerplants in the campaign mode.
- Reduced the fire rate of the Sentry Gun.
- Reduced the damage and piercing values for the Lightning Tower.
- Increased the ammo consumption for Laser and Heavy Plasma.
- Production times of (almost) all consumables have been changed. Higher quality consumables take longer to recharge.
- Sentries and Mini Miners can now be deployed quickly, one after another, but the player's inventory capacity for them has been reduced.
- Reduced Bioscanner Turret crafting time.
- Storage space for Gravity Grenades reduced to 5.
- Lowered the fire rate of more advanced versions of the Mini Nuke Launcher.
- Explosive ammunition for the mech has been tweaked - the storage space has been reduced, and the recharge time has been increased. This prevents the players from 'going infinite' with basic explosive weapons and 6 ammo storages.
- Changed the effects for Heavy Plasma - the sounds, explosions, and projectile trails are much beefier, making the weapon more satisfying to use.
- Heavy plasma charges much faster(shield), but the charged shot has reduced damage.
- Reduced the Railgun charged shot charging time.
- Reduced the High Caliber Rifle charging time.
- All varieties of liquid-based weapons consume more ammo now.
- Higher levels of the Armory building are now more expensive.
- Obsolete or non-functional modding options were removed from several weapon types.
- Player drones damage type changed from acid to physical.
- Tweaked Brabit scannable chance and added Alpha and Ultra species to the discoverables.
- Increased the Bioscanner scanning chance from 0.1 to 0.15 for some crystals species.
- Doubled the chance of large props being able to provide a sample for the Bioscanner.
- Added destructible metal sounds to metallic biome destructible objects.
- Wall Gates can no longer be overridden by other buildings, such as wall segments or floors.
- Changed building upgrade sound to have more variety and to be more robust
- Heightened floor can now override basic floors but won't affect your walls and gates.
- Pressing 'Escape' in any level of the options menu will immediately take you back to the previous one.
- The game will automatically save after typing in the save name and pressing 'enter.'
- Radioactive Desert Scouting mission tweaked - only Standard bioanomalies can appear during this mission.
- Changed the muzzle flash effect for Floating Mines.
- Shockwave Tower's shockwave effect is now more visible.
- Added more loot possibilities to the Flurian Boss.
- Idle sounds for spawners are louder and audible from a greater distance.
- Increased Magmoth Boss' HP.