Update 10: Covering fire!





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Published on Mar 26, 2014

Get Interstellar Marines on Steam: http://www.IMonSTEAM.com

Tactical movement using the crouch and cover system is now vital to battlefield survival, and is a further step towards Interstellar Marines becoming the tactical experience we have envsioned.

To compliment the new crouch and cover system we have introduced a high-poly legacy update of the CE-6 SMG, and have added exclusive renders and additional concept images for our Spearheads to access in the Spearheads folder.

Update 10 also introduces the first version of our sleekly futuristic Helmet HUD. Coupled with a wide range of new audio enhancements and effects, the new Helmet HUD brings us one step closer to total immersion.

To round out the highlights of Update 10 our newest map, which is now called Colony, is fully multiplayer, and we have set up several Colony-only servers around the world in our new, expanded, server locations.

What's New

ADDED: New crouch feature with peek and "peek over cover" ability
ADDED: New HUD prototype
ADDED: Weapon retraction when close to obstacles (prevents shooting)
ADDED: Colony (formerly known as Astrodome) with new weather states and added it to multiplayer
ADDED: New cover modules on Rupture and Colony
ADDED: New SMG weapon model
ADDED: Audio pool support for impact effects
ADDED: New audio ambience system
ADDED: New sprinkler and wind effects on Colony
ADDED: "Shadow quality" setting to settings menu
ADDED: New SARA audio announcements
ADDED: Emissive team color on marine's backback
ADDED: More capture areas to Rupture
ADDED: HUD prototype images, base suit art direction sketches and high-poly test renders of the SMG to the Spearhead content folder


UPDATED: Dynamic bobbing (helmet, body, breath, weapon)
UPDATED: Hit damage on stomach, backpack and arms
UPDATED: Rupture/Arch/Evacuation with complete light overhaul
UPDATED: Spectator mode so first-person follow view is the same as the spectated player's (aiming, fire shaking, bobbing, FX etc.)
UPDATED: All impact audio: new samples, smaller memory print, max playbacks
UPDATED: Soundscapes on Colony and Arch to use the new audio ambience system
UPDATED: Camera shakes to enhance HUD feel
UPDATED: Sandbox to be situated in the Astrodome
UPDATED: All walk animations
UPDATED: SMG offset for third-person marines
UPDATED: Most particle effects to use soft particles
UPDATED: Network replication code (~5% less bandwidth usage)
UPDATED: Capture corner icons and behaviour so they work better with HUD prototype (temporary solution)
UPDATED: Tonemapping and bloom postprocess effect to always on
UPDATED: Team capture start tickets to 1000 (previously 750)
UPDATED: Friendly Fire off
UPDATED: Suicide message


FIXED: "Select previous target in follow cam switches betwen player 1 and 2 even when more players on server"
FIXED: "Weapon reload animation continues when owner is killed"
FIXED: "Spectator camera doesn't trigger reverb/rain audio"
FIXED: Aiming network replication
FIXED: Casing ejections in first-person spectating
FIXED: Switching between 1p/3p muzzle flashes in spectator mode
FIXED: "Helmet shaking does not work in spectator"
FIXED: "Rain on helmet does work in first-person spectating
FIXED: "Connecting with spectator pass doesn't work on password-protected servers"

Known Issues

Footstep audio and FX does not work on terrain (known bug in Unity 4.3)
Third-person jump animations does not work correctly yet
The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4.3)
View jittering may occur when jumping on lossy networks
Audio may cut off partially/completely on weapon/helmet sounds
Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)

Your team at Zero Point Software


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