On this page, recent patches for Vox Machinae may be found. Information is usually copied verbatim from the Steam News page.
This page is archived every six months. For older patch notes, please see Patch History/Archive.
Patch Notes - 0.34.2 alpha
September 24 - TonyDanza
- Show countdown timer on intermission.
- Fix Overhaul having one stuck reticle quadrant.
- Randomize teams now evenly distributes human players.
- Fix performance issue related to tessellation quality setting.
- Fix missing detail geometry on terrain.
Now do like Arnold says and stay cool!
Patch Notes - 0.34.1 alpha
September 11 - TonyDanza
- Fixes compatibility with Windows 7.
- Fixes bug that could prevent hosting an online game.
The Lots of Little Things Update (0.34.0 alpha)
August 9 - TonyDanza
Greetings and salutations! Prepare for incoming patch... oh no too late, it's already here -- AAAGH *static*.
That's right, we've been tinkering away on lots of little fixes and changes. It's a real grab bag, so check out the patch notes below to find out all them lil bits. Also, get hyped for the next update that will have some Big Things™.
Vox Machinae's birthday is coming up, too. 🍰 It's been almost a year in Early Access. We still have many things we want to jam in there before we let it escape, so don't think we're gonna leave you hanging; there are lots of updates to come.
- Fix bug that caused projectiles to not hit Drill's upper leg, making them very difficult to destroy.
- Fix Drill sometimes falling at extreme speeds when using the drill/downward jets.
- Add support for CH Pro Pedals USB.
- Voice chat screen shows correct reflections on pilot depending where they are instead of where you are.
- Fix voice chat screen incorrect pilot shoulder poses when more than one person is talking.
- Balanced the difficulty on Convoy co-op mode.
- Turning jets now have their own unique sound effect and do not trigger the regular jump jet effects and vibration.
- Objective screen now shows up to 4 player/team scores and has a new layout.
- Fix bug which could cause effects to not appear if they were in the zoom scope view, but not the main/eye view. This mainly occurred when using the Hammer missile cam.
- Improved "commit" effect for Hammer missile.
- Network bandwidth optimizations.
- Improved smoothness of rotations on GDRs.
- Added support for UPNP protocol on the server, improving the odds of successfully connecting to a player-hosted game if the host's router supports the feature.
- Improve networking ability to handle corrupted or invalid messages.
- Four new hats added. A new matching achievement exists for each hat.
- Cooling geysers have erupted on Cryptic Tundra. Jump in and beat the heat!
- Reduced CPU load by approximately 10%, improving framerates on CPU-bound systems and reducing the chance of missed frames in VR.
- Added "Scramble Teams" option under the Teams menu in the match config.
- Grinders now have different radar ranges, with lighter classes having higher range than before, and heavier classes having lower range than before. The radar range is shown on the radar monitor.
- Fixed hands being rendered with one frame of delay. This fixes problems such as the jumpjet stick intersecting the hand and makes the hands feel more responsive in VR.
- Greased lightning! No one is going to make you drive 55, because being struck by lightning now refills your fuel.
- Added different briefing for deathmatch with no teams (free-for-all).
- Fix bug that caused starting a training mission to fail if you are currently hosting a match.
- New sound effect when hammer commits to its target, audible to those around it.
- Stockpile scoring system changed to award points after holding for specific amounts of times, capping off once full. Points are also awarded for neutralizing an enemy factory.
- Salvage spawning location rebalanced for more fair locations.
- Salvage respawn penalty to defending team now reset once new Salvage has spawned.
- Increased health on Hopper's arms to be able to survive one railgun hit.
- Fix bug which caused Drill's main weapon aim to be very slightly off target.
- Fix bug which prevented FreePlay dedicated servers from restarting themselves automatically and causing server performance issues.
- Fix hand pose when grabbing the throttle.
- Drill downward jets now have no fuel cost and propel straight down instead of trying to assist towards the nearest enemy.
- Fix controller vibration playing when a detached limb impacts something.
- Fix controller vibration playing when an enemy shoots your detached limb.
- Add "-platformmic" launch argument to use experimental platform-provided mic input. Oculus Store = Oculus SDK. Steam = Oculus SDK for Oculus VR Mode, otherwise Steam SDK.
- Reduced respawn time in Convoy mission.
- Remix options can now be used on Convoy mode. Beware, enemies can benefit too!
- Fix glowing paint on Grinder cockpits on some video cards.
- Fix microphone cutting out after switching audio output while the game is running.
- Lasers now count a hit if the laser touches an enemy at any point of the beam's duration instead of only at the start. (for accuracy tracking purposes)
- Enemy factories that show up in Convoy mode now capture by proximity, consistent with Stockpile mode.
"What's Coming Up" and Minor Patch Notes (0.33.6 alpha)
August 9 - TonyDanza
Here are just some of the features we are currently hard at work on:
Terrain Tech 3 Work Marches On
Work continues on taking our terrain visuals to the next level. We’ve just recently gotten it to a stage where the artists can start converting all assets over to the new system. This is a months-long task, as we’re taking the time to also expand/improve our levels in meaningful ways while they’re under the knife. For a sneak-peak at the current state of Serpent Plains using TT3, check out the video.Grinder Modules
We're just getting started on the journey to getting our much-anticipated grinder mods shipped out to you all. That is to say, we got a few of them working to the point where we can play around with their functionality and start tweaking/balancing their gameplay. After that we’ll start doing an art pass on presentation, along with any special case stuff to make sure players understand what the mod will do once equipped. While we’re still a ways off from shipping this feature, it is already showing a lot of promise, shaping up to be another great addition to the game.
Game Mode Scoring Changes
As many of you may have noticed in discussions with us over on our Discord server, we’d like to tweak some of the way scoring works on both our Stockpile and Salvage game modes. Specifically, stockpile is currently undergoing some tweaks internally, with the goal of rewarding more strategic teamplay. We’d like to move towards rewarding prolonged control of factories as opposed to just getting a point every X seconds of control. Additionally, we’d also like to create some more interesting point distributions for taking over enemy-controlled factories to encourage comebacks. We’re hoping we can get it finalised for inclusion in our next update, fingers crossed.
Status (Objectives) Screen Update
What once was an objectives screen, will soon become a status screen. Why the change of heart(name)? Well since we shipped our game, we introduced game mode briefings at the start of matches, so it’s no longer a mystery about how the current mode you’re playing works. With that, the status screen can then be cleaned up a bit, leaving room for more important status information that’s key to your team’s strategy towards winning. This is a mockup of the direction we may take for future revisions of the Status screen’s presentation (in this case showing Stockpile mode).
UPNP is a feature of many home routers that can help prevent some connection problems when one player tries to join a server being hosted by another player. It allows the game to request that the router reserve a specific port for game traffic and not be so strict! If you've ever tried to join someone's game and gotten the Server not responding error message, there is a good chance this will help you out!
Platform Mic Support
Vox currently uses the microphone support built into the Unity game engine. While this works for most people, a few had issues. We are working on hooking into the microphone input available in Steam and Oculus Platform which will hopefully provide a better experience. This will also help simplify things for us since we use the Wwise audio system for speaker output, and removing the dependence on Unity for mic input allows us to disable Unity's audio system completely. We're just testing the new mic input and sorting through some bugs, hope to have it in there soon.
So there you have it, TT3 work continues, grinder modules are taking shape, game mode scoring will improve soon-ish, and misc stuff is also happening! All this to say, we’re continuing to work our butts off in making Vox Machinae better and better, even if sometimes that means doing less exciting stuff along the way.
- Add support for Logitech-branded X52 Pro HOTAS joysticks.
- Add deadzone for joystick-type controllers to prevent drift.
- Add "-avatar" launch option to force showing the pilot customization screen.
Valve Index Controller - Update and Important Info
July 4 - TonyDanza
We've just published a patch that improves Valve Index controller support. This update uses the finger sensors to grab objects instead of the force sensor and results in a much more comfortable experience. It also enables use of the A buttons and thumbsticks, which previously were not mappable.
If you have modified the controller mapping using the Steam VR mapping editor, it is VERY IMPORTANT that you switch to the official mapping in order to be able to use the grip properly. You can then make any modifications you like to this new mapping (you are also able to edit the mapping using the in-game menu). For new players and those who have not edited the mapping this should (hopefully) happen automatically.
The default controls for Index controllers have changed a little bit. The menu is now operated with the Left Thumbstick and Right A/B buttons for Select/Back. Aiming on the scope is now mapped to Right Thumbstick by default. All other inputs remain the same.
Tutorials and weapon grouping prompts now also feature graphics specifically for the Index controllers.
This update does not add full finger tracking, which we do hope to incorporate in the future.
Also, due to a game engine upgrade this patch is unfortunately fairly large, and we do apologize for the inconvenience this might cause.
If your grip is NOT working after the update, please follow these instructions:
- open Steam VR
- click the menu symbol in the top left corner
- Pick Devices > Configure Controller
- click Vox Machinae
- under Current Controller, ensure Index Controller is selected
- under Current Binding, ensure Vox Machinae Index Controller Mapping is selected
- if not currently selected, find it in the list underneath and click View, then Select This Binding
See below for the full patch notes:
- Fix controller prompt for left trackpad press incorrectly showing left thumbstick press.
- Valve Index: Add controller graphics for Valve Index controllers.
- Valve Index: Added custom Steam VR controller profile for Valve Index controllers. Now able to use A buttons and thumbsticks. Grip has been changed from force sensor to capacitive touch sensor for more natural grabbing.
- Valve Index: The menu is now operated with the Left Thumbstick to navigate and Right A/B buttons for select/back.
- Valve Index: If you have made your own Steam VR controller mapping, we recommend using the new default mapping for the best experience and to ensure you have access to all controller buttons.
- Valve Index: Default controller mapping has changed. Aiming now defaults to right thumbstick. If you have edited the controller mapping using the in-game menu, we recommend resetting the mapping for each controller.
- Fix some errors that could occur during Convoy mode.
- Fix error that could occur when Oculus Touch controller runs out of battery.
- Adjust grabbing thresholds. Grabs when 80% depressed, releases when 20% depressed.
- Add settings for motion control grip grab and release threshold.
- Add setting to disable hand tracking.
- Hands will no longer snap to default position when an untracked controller is moved/pressed. Please use the "hand tracking" setting if you have tracked controllers that cannot easily be turned off and want to use traditional inputs.