THE SPOOKY COUNTRYSIDE, OCTOBER 2015 – Ladies & Gentlemen, it’s time to find yourselves hand-in-hand under the shadow of a fearsome robot: resplendent survival masterpiece Sir, You Are Being Hunted has now reached v1.0 multiplayer! You no longer have to die alone.
Over three-hundred thousand Sir, You Are Being Hunted players can now enjoy the company of friends and enemies whilst being hunted to death by robots, thanks to a multiplayer client and the ability to launch dedicated servers. Multiplayer mishap was a feature promised way back in the mists of the 2012 Kickstarter, and marks the end of a splendid journey for the Big Robot team.
Lead designer James Carey explains: “Sir has always felt like a Multiplayer game in-waiting for us so it’s great to have finally made that a reality. It’s an interesting mix of coop and PvP: it might make sense to collaborate at the start of a game, but because only one person can escape at the end those alliances soon break down. It’s been fantastic to see players respond to that ambiguity during the beta test and it’s a real thrill to put those choices in the hands of the wider player base now.”
It’s important to mention that Sir, You Are Being Hunted is one of the few games to feature a networked playable trombone. So that’s cool.
Welcome to the SYABH Multiplayer test. Here’s your guide to getting started.
It’s important to understand that this is a work in progress version of the multiplayer aspect of Sir and as such there are plenty of bugs and missing features in the current build. As before with the single player, we’ll be updating and improving as we go. OK, you know that, on to the guide:
Firstly, you’ll need to opt-in to a beta branch of the game. To do this you need to locate Sir, You Are Being Hunted in your Steam Library and right click for a drop down menu. Select “Properties” at the bottom of the drop down and in the window that pops up, and then select the BETAS tab. There is a drop down for opting-in to Betas for the game here. Select “multiplayer” from the drop down. You may need to restart Steam to prompt it to begin the download of this new beta branch. Once the game has updated move on to step 2.
The Multiplayer Test build isn’t yet directly launchable from Steam itself. Instead you’ll have to find a “multiplayer” folder inside Sir’s Root directory and launch the executable from there. There are both 64bit and 32bit versions. Here are some ways to find those:
C:\Program Files (x86)\Steam\steamapps\common\SirYouAreBeingHunted\x64\multiplayer
C:\Program Files (x86)\Steam\steamapps\common\SirYouAreBeingHunted\x86\multiplayer
Alternatively you can right click on the Sir listing in your Library and select the Local Files tab, then click Browse Local Files and drill down into the x64/x86 folders there.
Once Sir Multiplayer launches you’ll be presented with a menu screen similar to the Singleplayer game but with some exciting new options.
Will open a dialogue with some server options. These are limited at the moment but will become more fleshed out in a later update. N.B. We recommend an upload speed of 200Kb/sec if you intend to run a server. Slower connections may be viable for fewer than four players.
Once you’ve given your server a name, a password (optional) and set the number of players and pieces you’d like click Start to launch a Server hosted on your machine. You’ll see a window briefly open then minimise. This is the Server. You can use this window to admin your Server or alternatively you can use in-game commands from the Client.
Will open a server browser showing all Servers currently registered with the master server. If you are running a Server it should be listed here. You can also access your Player Settings from here and Direct Connect to an IP if you wish rather than browse.
Go ahead and hit Join next to your server of choice, one of two things will happen:
- You will arrive in a Lobby for a game about to start.
- You will see the map generation screen because you are joining a game already in progress.
We’ll be making it clear in the browser whether a game is in progress of not soon but for now it’s potluck (unless you’re connecting to your own ofc!)
If you’re in a Lobby you have another chance to tailor you character (in case you want to make sure all players involved in the game look different). There is also a chat window you can use here before the game starts. Hit Ready when you’re… er… ready… When all players are Ready the game will begin.
The first person to connect to a Server is automatically made the Admin. Admins have certain commands available to them (which you can find below). If you are running the Server yourself the Server window can also be used to issue commands even if you yourself are not the Admin.
Admins have the following commands available to them from within the game. Simply type these into the chat window (default “T” to open) to issue the command.
Starts a new world
Restarts the current world
Returns all players to the Lobby
Kicks Playername from the server
OK, we’re all in, now what?
Mutiplayer Test games of Sir take place on a single island with a random biome. Only one person can escape and win the game. You must return a number of Device Fragments to the Stone Circle as per the Singleplayer game but in Multiplayer the Stones are only active for certain periods of time. In other words you can only return Fragments during this active period. The stones flare like this at random intervals. You will get a warning when the Stones are about to become active, they will then remain active for 3 minutes before deactivating again. This cycle will continue until enough pieces have been returned to let one player escape. The player who drops off the last required piece will win. Remember that you can carry more than one piece at a time (if you find small pieces) so when there only a few pieces remaining it might be time to get ruthless…
You can find a running count of the number of Fragments returned and required in your Inventory window.
New Features for Multiplayer
Some things behave differently in Multiplayer compared to the Singleplayer game. Here are a few things to be aware of:
* The Stone Circle now operates on a timer (see above).
* The Scanner can now detect Fragments stashed in houses or other loot containers.
* Players Respawn on death.
* Fragments that are on Player corpses will return to their original positions when the corpse despawns.
* The Loot tables have been substantially altered for MP. Expect to find more gear than you do in SP.
* The Robot Spawn tables have been altered. At the moment there are only 3 NPC types in the MP game: Hunters, Riders and the Balloon. We are planning to add some more in future updates (though probably not the full SP compliment for reasons of balance and population).
Notes on the WIP nature of the Multiplayer Test and Known Issues (Or “What To Do If You See Something Odd.”)
The Multiplayer Test of Sir, You Are Being Hunted is a Work In Progress and as such there are many bugs left to iron out or features that are just plain missing. We would like you – our dear testers – to investigate and report these and any other bugs or issues you encounter. Here is a list of things to be aware of, it’s not at all complete…
* UI Issues – A full UI pass is needed, clashing player inventories, overlapping text and offset buttons are to be expected, as is general UI untidiness
* Rider issues – There are some outstanding issues with Rider behaviour.
* Balloon light – Although the Light can be shot out on Clients, the server does not recognise this action and will not pass it on to the other Clients. In short, don’t waste your ammo…
* Some flora and fauna are missing including rabbits, pheasants and wild mushrooms.
* Although functional, there are currently no visual effects for the Talismans. The invisibility talisman will make you invisible to bots but not to players, the invulnerability talisman will make you invulnerable to all but have no visual effect.
* There are no visual effects for the trombone, the binoculars or the scanner. You can still play the trombone and robots will react, but other Clients will not see it (for now! We can’t wait to have multiplayer brass bands either…).
* There is no sea beast in MP at this time. So yeah, this means you can swim off the edge of the world at the moment. It’s not at all big or clever to do this and post about it.
* Some sound issues, specifically robot beep-boops not always being played. CONFIRMED cases of this with video evidence extremely welcome.. which brings us to the next point…
We want bug reports! Please post any bugs or oddities you discover in the Main Big Robot forums. We’re especially hungry for your output_logs.txt which you can find in the “sir_Data” folder inside the root Sir directory on Windows or in “~/Library/Logs/Unity/Player.log” on mac. Screenshots and video footage of bugs is especially welcome.
We look forward to seeing you all on the servers! Oh, and do be careful…
Today we’re serving up the 1.1 patch for you all, which fixes a bunch of minor issues but also adds a custom biome and a global robot manager.
The robot manager allows you to select global values for how enemies appear in the world, which should allow you to make it harder or easier as you prefer. You can even remove all hostile NPCs from the world (the pheasants and rabbits stay!) and consequently add a “Walking Simulator” mention to our Steam tags…
The custom biome means that you can create some non-standard worlds that go way beyond what the five standard biomes allow. You can switch that on in Game Options. But wait! We know that the first thing you’ll do is make the maddest worlds you can, so it’s important to stress that the permutations this world generator provides are so extreme that they might make teleporter fragments inaccessible to you, which means there’s a chance the crazier levels can’t be completed.
If you don’t want to risk that for a proper playthrough, then stick to the standard templates or spend some time experimenting with a myriad of valid worlds. If you’re happy just to see what you can make, however, that’s what the custom biome is for. Remember that with the robot manager you can also now tour these worlds in safety. There’s even a world code function in Game Options so you can share your creations with others. (Paste these codes in the Custom biome editing screen to get that exact world!)
Here’s a video to explain more:
- NEW: Custom Biome (activated in Game Options.)
- NEW: Global robot spawn manager.
- NEW: Added graphics option to disable God Rays.
- NEW: Colour picker for robot visors (Colour blindness support).
- Robot step height tweaked.
- Fences no longer appear over seriously sloped terrain.
- Audio-based distraction of robots now more reliable.
- Robots can no longer spawn inside pylons.
- Shots Fired stat now accurate.
- Starting gear item count now matches menu list.
The new build is out now on Steam, and will be available this evening on Humble.
Well, it’s the end of an era. For many months we’ve been releasing a new NPC with each update and now – finally – the cast of Sir is complete: meet The Landowner.
This update is a huge internal milestone for us as it represents the last piece of new behavioural code, the last set of animations, the last character to enter our procedurally generated world. We still have more content to come in the form of the Castle Biome, but the vast bulk of Sir’s assets are now complete.
Why is this important? Because it means we’ve had time to really start tinkering with the variables!
This update has seen some really tight focus on core AI behaviour, most noticeably in the Hunters – our most behaviourally-complex AI. You should see big improvements to Hunter combat behaviour, the way they handle cover and corners, but also to their non-combat states. Several improvements were made to the way AI investigate noise and as such distraction items should be more reliable and more rigorously investigated. Our robots have also had their eyes recalibrated, the ranges they will engage and pursue you from should feel much fairer now. That’s not to say we’ve made things easier. There is – of course – the new threat of the Landowner. But the new AI code changes can actually make the bots tougher in some situations, more tricksy.
There are also some new features to play with! The Toy Train now has a secondary “Moving” function mode (as with all items, “Right Mouse” to activate secondary functions) allowing you to set it trundling off in a particular direction rather than remaining static on a track. This can be a great way to lead robots away from – or into – certain areas. Cue conga-lines of robots chasing tooting trains…
Following the successful response to last-update’s TrackIR support we’ve also added a key for independent head-movement just using a key modifier. If you hold down “Left Alt” (default) you can now look around while continuing to move in a different direction. It’s like TrackIR, without TrackIR!
There are also some under-the-hood things for modder/tweaker types to play with which we’ll talk about more in the BR forums if you’re interested…
All in all this release feels great. The cast is complete. They’re starting to behave properly, and we only have one biome and customisation options to go before we’re content complete and we can start calling this a beta…
As always feedback on the forums is very gratefully received. Enjoy!
We recommend you generate a new world to take advantage of new features. Also: stuff might break on old saves.
- NEW – Landowner NPC.
- NEW – Support for controllers in menus (still not inventories yet, soon!)
- NEW – Free-Look key modifier. Holding “Left Alt” (by default) will allow you move your head independently from the body, simulating TrackIR use for those without that hardware. Only works if TrackIR not running or toggled on.
- Toy Train now has “Moving” mode as well as “Static” (Right Mouse default).
- Improved AI combat behaviour (especially corners and cover management).
- Improved balance for AI vision and pursuit.
- Several improvements to AI noise investigation States. Should result in more reliable
distraction and sound investigation.
- Changed the way AI glimpse-state works so bots no longer spot players unfairly due to heightened aggro state from recent inter-bot combat.
- Changed destination pathing solution for all AI. Bots will no longer want to visit places they can’t path to…
- Changed the way bots decide to guard doors. Should result in less over-guarded buildings.
- Exposed robot release schedule to xml file. See BR forums for editing advice…
- Faster bunnies.
- Performance: New audio lodding system should boost FPS.
- Increased Wisp numbers slightly. Use them!
- Faster dogs.
- Sundry loot balance tweaks
- Sundry AI variables tweaked.
- Added option to limit FPS to prevent some hardware configurations running too fast.
- Volumes now applied correctly in menu screen.
- UI on/off toggle fro screenies now turns off crosshair too…
- Compass bearing now relative to head camera (so is in-synch with look direction, not aim direction).
- Fixed several scenery items that weren’t blocking path grid properly.
- Fixed some movement issues with Hares.
- Fixed animation issue with sea beast.
- Adjusted perimeter walls for some buildings to fix pathing bottlenecks.
- Fixed some issues with scarecrow teleporting.
- Fixed an issue where quitting immediately after generating a world lost your starting equipment.
Firstly, sorry it’s taken a bit longer that usual to get this update out. (It’s on Steam right now, and Humble builds will appear this evening.) The Christmas break didn’t help, but mostly the delay is due to a massive overhaul of the animation system. The fruits of this are quite subtle, but you will notice it in terms of less jerky transitions between certain animation states, or a subtle slowing-to-stop of the bots. The system is now far more reliable and robust for pathing. It also needed to be done to implement the new NPC, The Rider.
These mounted toff-bots enjoy toasting your unhealth with a blast from their mount’s leg-jets. Crispy!
Less dramatically, we’ve got a new audio levels system, reworked NPC release schedules, tweaks to combat, sticker explosives, braver ravens not to mention independent head-movement with TrackIR support (PLEASE NOTE: 32-bit ONLY). Here’s a video of TrackIR working, with a glimpse of The Rider in-game:
As always feedback on the forums is very gratefully received. Enjoy!
This update will break your saves.
* NEW -Enemy type: The Rider.
* NEW – Support for independent head movement with TrackIR. (PLEASE NOTE: 32-bit ONLY)
* NEW – Group-based volume system. You can now set volumes for various things separately (Turn down robot beep-boops, hush Mr. Walters, your butler etc etc).
* Controller Enable/Disable toggle. Off by default. Should also prevent false inputs causing incorrect movement.
* Complete reworking of the animation systems for all bots. Results in smoother transitions between states and smoother, more reliable movements between pathing nodes.
* NEW – Added ability to clear markers from the map. Mouseover a marker to reveal delete option.
* Leaning distance increased.
* Revised release schedule for NPCs. Different types of NPC will now be released based on number of pieces returned OR time spent in world. Whichever comes first…
* Reduced required number of fragments for escape to 17 (note: this will be configurable in t he final game!).
* Ravens have become acclimatised to Robot footsteps. No more Raven/Robot s pooked/investigate-loop love-ins at village centres…
* Dynamite 100% stickier. Less likely to skid along the ground for ages, easier to hit what you threw it at.
* Dynamite explosion radius increased.
* Moved FOV slider to Game Options. Now works realtime (can see changes without having to exit menu).
* Reduced the chance to bleed.
* Tweaked some combat variables for Hunters because a bugfix (see reloading issue below) resulted in changed behaviour in combat. Feedback on new combat feel with Hunters welcomed.
* Various loot distribution tweaks.
Fixed an issue where poacher could get stuck in Idle.
Fixed an issue where squires could get stuck on the spot.
Fixed incorrect angle of shotgun on Hunters.
Fixed issue where using the Sex Toggle could break your profession button…
Fixed issue where robot blather loops could be turned off permanently (would lead to stealth-bots!)
Fixed several cases where bots guarding the doors on some buildings could get stuck.
Fixed an issue where the dog pinning sequence could flicker wildly.
Fixed issue where the mouse could become frozen on the death screen.
Fixed issue where using an item while dying could freeze the game and also ruin that save.
Fixed an issue where death while menu open could break the fall-to-ground.
Fixed an issue with bot barks between glimpse-state and Attack playing at the incorrect times.
Fixed an issue where the Axe could get stuck at weird angles when swapping equipment.
Fixed a serious issue with bot reloading logic. Robots could sometimes have more (or less) rounds that they should, resulted in either extra shots (surprise!) or no shots at all (in inter-bot combat this could even result in endless posturing without a single shot being fired).
Sir’s alpha build has arrived for all, and Kickstarter (and Paypal) backers can now get their builds of the game over at Humble Store. Steam keys will be available through Humble store just as soon as we can sort that out. (Soon!)
PLEASE NOTE: This is not the final build. We’re aiming for monthly updates from here, until it’s done, but you can jump in and play and let us know what you think.
KS BACKERS: Getting the game is very simple. Go to https://www.humblebundle.com/store/keyresender and enter the email you used to back the game, either for your Kickstarter login, or your Paypal account. Login details will then be emailed to you.
Lots to come in the next few weeks, but we’re starting with the pre-order, thanks to those lovely folk at Humble. Pre-order folk will get early access in our second round of testing prior to release, along with the base Kickstarter tiers. This will come about a month after the Kickstarter early access tiers get their access. This will all kick off at some point in the summer. It’s so close we can taste it!
In the meantime, please pass this link on to anyone who missed the Kickstarter and who might want to support the development of Sir in the next couple of months.
We are also enormously excited to announce that Sir will be playable at Rezzed 2013 in Birmingham, UK, on 22nd and 23rd of June. Please come along! Not only will the game be there, but Tom is going to be talking about the game’s development and his procedural generation experiments in Unity.