Hello, Raiders!

We are as ready as we can be to finally push this update to release!
Change-log can be found on the announcement from the beta build.
However, there is still a main issue we cannot resolve ourselves that will affect many people, which ultimately is entirely a waiting game: Nvidia drivers; TDR crashes.

What is a TDR crash and why is it important to list?
TDR stands for the Windows "Timeout detection and recovery" feature. Basically, whenever Windows thinks that the graphics card has hung up it will attempt to reset the entire driver causing the game to crash. With the DirectX 11 update of the engine some NVIDIA graphics card drivers seem to trigger this detection on RAID specifically, especially with more computationally intense tasks (like displaying lots of effects).

As this is a feature of Windows and the graphics card driver this behavior is sadly out of our control. To fix this issue the graphics card driver would need to get an update preventing this crash, but that will likely still take some time to happen.

The game engine will try to recover from this scenario, but a hard driver reset cannot always be securely resolved, thus resulting in the game closing.

TDR crashes are found in the crash.txt log: "d3d11 (???) CreateDirect3D11SurfaceFromDXGISurface".
Note: This seems to be an isolated issue with Nvidia drivers only - AMD has no issues so far. If you do manage to reproduce this crash on system with an AMD graphics card please reach out to us!

Changelog from u21 Beta
This build is a similar build as the u21 beta build, there has not been many additional changes.
  • Vehicles now sync horn honking.
  • Flamer gas tanks should now count as flamer kills.
  • Distraction coins should now be far more reliable.
  • Implemented some animation blending to first person.
  • Added unlimited ammo pile to the camp.
  • Minor changes to challenge card interface.
  • Removed some incorrect voicelines on Countdown.
  • Changed total required gold for the maximum gold pile.
  • Added interactions for bag placing with flak/tank shells.
  • Changes to enemy spawn rates on all difficulties.
  • Vehicle nametags fade at a distance.
  • And more minor changes and bugfixes!

The "M.U.G" team
We have brought on another community member to help with development of Raid, Xeletron.
Ever since we brought him on things have been picking up in pace for the next update. We have a lot to show off for the in-development update 22!



This is a preface is to show a guideline of where some developmental ideas have taken the MUG crew; we cannot guarantee any of the following information will make it into update 22, some things might get cut, delayed or changed heavily.

Skills Rework
Out with the linear stat upgrades and mediocre abilities and in with the new pick-10 talent system!
We have done a lot of planning and have settled on a customization friendly skill system. Going forward were giving players more freedom to build their play-style in a meaningful way, with a progression format that lets us continue developing new skills based on feedback.
Here's an early version to give you an example on what it might be like;


Additional War-cries
You should be very familiar with this already, each class has their own war-cry. The new system allows us to give each class new war-cries to tinker with.

Boosters
Introducing boosts to help with cooperation and solo play, when playing with a team your boost will affect your team and each duplicate the team uses the effects increase in a balanced way to not waste potential with everyone choosing the same boost and to not be overpowered when stacked.

As an added effect if you are playing purely alone the boosts give an "Isolation Bonus" which is an effect that should greatly help when playing alone.

Talents
The meat of your build, these are the skills you apply that will define your play-style.

New Carry System
If you have played Raid for more than a few hours you should be very familiar with the unwieldy carry system it adopted from PAYDAY 2, We have made adjustments and now the bags you carry is not limited to one bag, or by a strict total amount, instead Raid now uses a weight system to determine your movement speed and carry capacity.
Here's an early version;


Gold Crate, Gold Bar, Paintings
Here's an example when you grab carry items like these you will see the carry icon diamond fill up to indicate how burdened you are. Gold crates are very heavy, very often you will only be able to hold one, but with talent investments and boosts you could be carrying two or even three gold crates. Gold bars and paintings are considered light, you will be carrying around two to four of them in most cases.

Regardless of what you take if you become overburdened (fill bar turns red) your movement speed is heavily impacted.

Corpses and Un-stackable items
We have decided to keep some carry items as un-stackable items, dead bodies and artillery shells will remain limited.

Bonus loot
Many maps that aren't outlaw raids have bonus loot, these did not give gold rewards and only affected your end raid loot rewards, we're changing this to reward "Greed" which used to be rewarded through the loose valuables you take during most raids.

Interactivity Overhaul
We have started work on refining the games interaction and mini-game systems and have extended the system to other items.

Interaction Animations
More interactions are being given animations to give visual interest.

Lock-picking
This has largely stayed the same as before.

Rewiring
Some maps have lock-picking mini-games used for rewire interactions, we are working on a new mini-game that will be similar to lock picking but thematically appropriate.

Fuse Cutting
Any raid with a dynamite bag will be subject to this mechanic, when you begin deploying the dynamite bag you will have a skill mini-game that will shorten the fuse timer, failing a single segment of the mini-game will start the timer at whatever timer it showed on screen.
Here's an early version;


Reviving
When a player is down and you begin reviving them a skill mini-game will show and with each successful hit the health they revive with is increased.

RAIDS
We're always working on something either cleaning up older maps or working on new ideas, here is some of what we got up to.


GOLD RUSH
The return of gold piles, there was a issue long ago that forced Lion Game Lion to temporarily disable the spawning of the giant gold piles in the vaults, this will return and you will be able to steal as much as you wish.

TRAIN WRECK
More gold!! The raid on the gold train always seemed a little off, with dialogue even saying you can go back and get more gold. So we're adding more gold to the train to steal as optional loot.

SEA FORTS
What's this doing here..?

OPERATIONS
Slow progress but we're updating the operation missions in the city to look more lived in, right now the streets are very empty and not very messy which is strange given there's that whole war thing going on. We hope to fill that out more and make it more interesting in the future.


Make sure to join our DISCORD [discord.com]to take a peak at news early, ask questions or find fellow raiders to play.

Until next time... #blammosweep