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The Last Operator

 
Update 1.4 - New Mission available! and Hold to Grab optionOct 27, 2018 - Community Announcements- New Mission 11 "The Escape" - This is the follow up to the final mission(M10) and your escape is under way. **Spoiler Alert if you haven't completed M10** You will find yourself at the opposite side of The Zone emerging from the sewer exit that you used to leave the MonoBioMedical lab. MSF agents know that you have acquired the virus and are actively tracking you. Now you are being hunted and must make your way to the extraction point to call for the helicopter pickup. **End of spoiler Alert** - Hold to Grab option added - This is for controllers with a grip "button" that can be held comfortably for longer periods of time, such as Knuckles and Oculus Touch. This setting applies to Gun's main and front grips, tablets, and the shield. Other grabbable objects like magazines, objectives and attachments are already hold to grab by default because they are only held for a short time.Update 1.3 - New MP5S availableOct 12, 2018 - Community Announcements- New SMG - MP5S added to main weapon unlockables. The MP5S has an integrated laser in the front that can be turned on/off like the attachable laser and it comes with a top rail that can take all rail mount attachments. MP5S unlocks after completing Campaign Mission 7. If you've completed M7, then it will already be available. - Fix to AKM and AKMS offset rail mount point. The attachment position was off center, now is in the correct position.The Last Operator DEMO available - See Steam Store page for download linkSep 28, 2018 - Community Announcements1. Play Campaign tutorial 'Mission 0' to test yourself against a small MSF squad in a mini-mission to retrieve an agent's laptop. Unlockable Campaign missions are available in the Full Game. 2. Play VIP Hunt 'Operation 0" after completing the Campaign 'Mission 0'. Find and eliminate the MSF VIP who is in the area. You can recognize the VIP by a blue helmet, but beware of his guards. Unlockable VIP missions are available in the Full Game. 3. Try out the starting weapons and attachments at the indoor shooting range (in the main menu Training area) or at the outdoor range (at the beginning of the tutorial mission). Starting weapons: - MK18 and P350 pistol (you might find a spare SMG and pistol laying around). Unlockable weapon selection is available in the Full Game. Starting attachments: - ACOG scope and Holo sight. Unlockable attachment selection is available in the Full Game. 4. Try the control scheme that works best for you with Left or Right handed options. Locomotion - Traditional, Teleport Only, Snap Turn, or Smooth Turn. 5. Try the multiple difficulty levels to test your skills against the best agents that Monolith's Security Forces have to offer. The game was designed with 'MiSFiTS' Level 4 difficulty in mind to provide an advanced challenge using a measured approach, but you can adjust the difficulty level to your abilities and play style. Tips: - If spotted by the enemy agents, don't stay in the open to return fire. Get to cover and flank their position if possible. - Change out your weapon attachment based on engagement range. Use the scope for longer range when not seen by the enemy agents, then switch to Holo sight once in medium/close range for faster target acquisition. Your upper left vest pocket (over your heart) can hold one of the attachments. Update 1.2 - Run for cover! Fix for player run speed slowdownSep 27, 2018 - Community Announcements- Fix for run movement speed slowdown when using traditional/smooth locomotion on terrain. The issue of reduced running speed would happen when the player went down a slope/decline or dropped down from a steep bank. Deceleration was being applied after the decrease in elevation and would continue to be applied until the controller touch/stick position was adjusted to change speed or direction. Now deceleration is decreased while running/walking and run speed should remain more constant on terrain.Update 1.1 - Additional VIP guards, Updated menu descriptions, Smooth Turn speed increaseSep 19, 2018 - Community Announcements- Added additional MSF agents that patrol VIP area for all VIP missions. They will keep a greater distance than the VIP's 2 main guards. - Added info buttons and updated descriptions for Movement types on Controls menu - Updated descriptions of Enemy AI levels for clarity - New Controller poster that changes to reflect the selected control type - Increased turn speed for Smooth Turn control users. The maximum turn speed was virtually doubled since it is variable and the speed can be controlled by how far you touch/move stick from center.The Last Operator Full Release is here!Sep 5, 2018 - Community AnnouncementsToday, I am happy to report that ‘The Last Operator’ Full Release is here. The Last Operator comes out of Early Access with the full campaign and VIP Hunt missions available. -The Campaign now consists of 10 main missions, plus the Tutorial level mini mission. -VIP Hunt now consists of 9 missions, as well as the Tutorial level mini mission. -Unlockables are set for unlock after missions are completed and have a label to show what mission unlocks a particular item. Thanks to the early access players and testers that contributed to bug fixes, feature additions, feature enhancements, and final stage mission designs. Thanks for being part of this journey. Now get on with your mission, PRO.M9 'The City' and M10 'The Lab' Sneak Peek. Full Release coming September 5Aug 30, 2018 - Community AnnouncementsHere's a sneak peak of the final 2 missions, now complete. Final testing and launch prep is going on now to for full release on September 5, 2018. https://www.youtube.com/watch?v=3XkFSBmfLVoEarly Access Update #13 - Get your wetwork on! VIP Hunt side missions debut and other updates.Aug 15, 2018 - Community AnnouncementsEarly Access Update #13 - Get your wetwork on! VIP Hunt side missions debut. Additions - Gray Ops missions debut - VIP Hunt missions 0, 1, 2, and 3 are available. MSF VIPs are at the scene of the evidence retrieval operation to inspect the site after the breach. Your objective is to return to the scene, search the area for the VIP and eliminate. Each mission is unlocked after completing the associated campaign mission to retrieve evidence at the site. - Campaign Mission 10 'The Lab' complete! - This is a progress update and informational only at this point. Mission 10 is not yet available to play because it unlocks after mission 9, which is still in development. - Info button added to VIP Hunt and Enemy Difficulty menus to provide an additional description of the menus. - Enemy Difficulty - additional variables added to differentiate low and high skilled enemies. See new 'Info' button on menu for details. https://www.youtube.com/watch?v=dNUAOGe9bRY Changes - Closed doors in all levels updated to stay closed until grabbed. Some may have drifted open occasionally causing issue with alarm for objective location to trigger additional enemy squad. Also allows some optomization for weapon stashes. - Level intro sound added - Optimizations in weapon and object grab scripts. - All gun sounds at level start muted. Ongoing work... Campaign Mission 9 in development - Still working towards 'Full Release' with the last remaining unfinished campaign mission. Map build out and level development in progress. VIP missions 4 through 9 are in development.Early Access Update #12 - Don't get too attached. More attachments! And improved run, now on unclick instead of holding down.Jul 22, 2018 - Community AnnouncementsEarly Access Update #12 Addition - New Scope - M145 - New Reflex sights - 3 new red dot sights: MicroT1(red dot), SRS02(green dot), and Aimpoint CS(red dot). - Offset rail mount attachments - You can now attach an offset(angled) rail mount for mounting a reflex sight in front of your magnification scope with the rail attachment. Left and Right options available. - Attachment case at mission start - Unlockable attachments - Menu allows you to choose 1 scope + 1 reflex sight. Offset rails and laser sight are unlocked for a limited time for everyone to try out. Will be unlockables later on. Bandages are available in case if you need one and can make it back to the start point. - AKM now has a top picatinny rail added for attachments. It can take scope, sight, and offset rail. Changes - Run improved - Now activates on touchpad press and release. Run deactivates on Untouch. No longer requires holding down touchpad. Touchpad touch to walk Touchpad press and release to run - Updated reticle for ACOG scope. - Updated holo sight reticle for Navtech holo sight for better accuracy. - Bandages changed to hold grip to grab, instead of click to grab. This lets you grab and release them onto your chest quicker, as well as remove and throw away. - Updated AR suppressor shot sound. - Shot sounds at level start muted. https://youtu.be/TeitbM2s51g?list=UUsW5_Ke2qq-jFxOmSUx46CA Ongoing work... M9 and M10 in development - Still working towards 'Full Release' with the final 2 missions. Map build out and level development.Early Access Update #11 - Bandages to patch yourself up, MSF show damage when shot.Jul 15, 2018 - Community AnnouncementsAdditions - Bandages can be found around mission maps to patch yourself up when injured. When injured and bleeding, apply a bandage to your chest. It will not restore you to full health, but will recover enough health for you to take an additional hit. This can be done twice per mission before the effectiveness cannot overcome the injuries. Once it is bloody, the bandage can be removed and discarded because it is only good for one use. See description in Tutorial level. Changes - MSF soldiers will show damage when shot - blood effect can be turned off with Main Menu option if it is not for you. - Mission 5 and 7 barrel explosion and smoke effect fixed - Fix didn't apply correctly in previous update. - Laser sight model updated - M4 improvements to oil rig platform height changes which caused player to get stuck on step heights. https://youtu.be/u1IId6PdhPk Ongoing work... New Scope, Red dot sights and mounts. M9 and M10 in development - Still working towards 'Full Release' with the final 2 missions. Map build out and level development.Early Access Update #10.5 - Small update to tweak explosives and muzzle flashes.Jul 4, 2018 - Community AnnouncementsChanges - Updated Explosions to have smoke naturally grow from fire instead of appearing instantly. *Note - Mission 5 and 7 barrel explosions are not updated correctly. They'll be fixed in the next update. - Reduced muzzle flash smoke time to linger less per shot Ongoing work... M9 and M10 in development - Still working towards 'Full Release' with the final 2 missions. Map build out and level development.Early Access Update #10 - New Explosive Barrels and MSF vehicle. MSF soldier animations improved. See notes and video for details.Jul 3, 2018 - Community AnnouncementsAdditions - Explosive barrels - Red barrels around level will explode when shot. Explosion can kill MSF that are in the blast radius. Sound can attract MSF that are in range. - MSF vehicle explodes and catches fire when engine is shot. Explosion can kill MSF that are in the blast radius. Sound can attract MSF that are in range. Changes - Updated MSF soldier animations - Improved walking, running and searching movement. https://www.youtube.com/watch?v=XjKwK0M380A&t=2s Ongoing work... M9 and M10 in development - Still working towards 'Full Release' with the final 2 missions. Map build out and level development.Early Access Update #9 - 4 Difficulty levels now available. New Pistol - the PX4 Storm. New muzzle flash. See notes and video for details.Jun 24, 2018 - Community AnnouncementsAdditions - Difficulty options now available - Set the Enemy skill level according to your experience level. 4 options to choose from for beginner to expert. - New Pistol - PX4 Storm. Normal and Suppressed versions. https://www.youtube.com/watch?v=s8rU0C4j4Aw Changes - Updated muzzle flash - Flame burst and smoke particles replace older flash. All weapons updated. - Updated MK18 Black Edition - new fat flash hider - Updated suppressors for AKM, SMG's and pistols. - Menus now show unlockables - Names of unlockables are now displayed to see what is available to unlock. See Main Weapon, Pistol, Vest and Glove menus. - Mission Debrief graphic updated to chalkboard notes. Replaces previous posters. - Player "Mission Failed" message improved. Ongoing work... M9 and M10 in development - Still working towards 'Full Release' with the final 2 missions. Map build out and level development.Early Access Update #8 - Mission 8 Now Available! - Venture into "The Zone" through this industrial district. New MK18 Black Edition and other updates. See notes and video for details.Jun 19, 2018 - Community AnnouncementsAdditions - Mission 8 is now available through the story progression. This industrial district will give open sight lines from the mission start point, then provides close quarters work as you search for the objective in the tighter warehouse buildings. Lots of cover to move between and a higher number of MSF patrols must be taken into account for your strategy to find the objective and then make it to the evidence drop point. Unlocks after Mission 7 has been completed. https://www.youtube.com/watch?v=Py3JmEuHWeE - New MK18 Black Edition - Unlocked from beginning so everyone can use it, but will become an unlockable for full release. New full black edition with slant front grip. Front grabbing hand uses thumb over top to control recoil. https://www.youtube.com/watch?v=G0WvIEnjo-Q Changes - Pistol two hand grip - Second(front) hand now auto attaches to main grip hand when placed in front of main hand for support. See 2nd half of MK18 B.E. video above for demonstration. - Main Menu room refresh - Main room has been enlarged and rearranged to provide a better organization to the menus. Story background now plays out through newspaper stories. - Doors updated across multiple levels - Opening direction reversed in cases where the door could be pushed open instead of grabbed and pulled which caused occasional issues with new MSF patrols being alerted. Next update... Difficulty levels for beginner through expert. New pistol coming. Ongoing work... M9 and M10 in development - Working towards 'Full Release' with the final 2 missions. Map build out and level development.Early Access Update #7 - Be a hero with the P-nine-zero. New SMG, the P90 is here, and other updates. See notes and video for details.May 19, 2018 - Community AnnouncementsAdditions - P90 SMG added - unlocks late game. Has attachment rails for Holo sight, Acog scope and laser sight. 50 rounds of goodness! - 3 new glove designs - All will unlock through the EA missions. - Vest designs changed - 2 of the plain colored vests have been replaced with new designs. All will unlock through the EA missions. https://youtu.be/r9i7vJCVG6k Ongoing work... M8 - Continuing map build out and level development.Early Access Update #6 - Hands now grab onto mags, scopes, shield and tablets. Empty mags are now empty. See notes and video for details.May 6, 2018 - Community AnnouncementsChanges - Hands now attach more realistically to magazines, scopes/sights, shield and tablets when grabbed by either hand. Dominant hand doesn't matter, either hand can pick up a gun and manipulate it as usual. - Empty magazines now show no bullets in them. Remaining bullets in mag will disappear after they are used. For example, if 3 rounds are shown in a full mag, when 2 rounds are left, 2 will be visible, when 1 round is left, 1 is visible, and it will show empty when all rounds are used. - Magazine cleanup - Mags will completely disappear after a certain time, but only when they are empty and have been ejected from a gun. Partial mags can still be stored and used later. Additions - Enemy bullet trails are now available as an option from main menu. Turn On to be able to see enemy shots. Can be an aid if you are having problems locating where enemy is shooting from. Turn Off for more realistic shots. https://www.youtube.com/watch?v=oCbfkiWEtm4&feature=youtu.be Ongoing work... M8 - Continuing map build out and level development.Early Access Update #5 042918 - Hands now attach to weapon grips when grabbed and various changes and fixes, see notes for detailsApr 29, 2018 - Community AnnouncementsEarly Access Update #5 Changes - Hands now attach to weapon when grabbed - Now weapons will have hands attached to rear and front grips when grabbed by either left or right hand. No more floating hands that correlate to controllers position in world, now they stay on the weapon. This is something I've been wanting to get working for a long time and finally solved it. Hide Hands menu has been removed from Main Menu room. Hide Hands menu has been removed from Main Menu room since it was a workaround for those who didn't like the way the hands looked. If there is a preference for players to not see any hands, it can be added back. Give feedback on forums if you like no hands at all when weapon is grabbed. Fixes - M6 - Collider improvements to give better wall shape on player body contact and also prevent accidental out of bounds teleport when teleporting to edge of wall. - M3 - Slopes added to sidewalks in some areas to allow smoother incline from the road. - Teleport Only - Direction arrow now in correct orientation to where player will be facing after teleport in M1, M2, M5, M7. - M4 - Player start height set to ground level, was a few feet in air. - Sniper scopes now enable on weapon being first grabbed and disable on weapon being fully released. There was a previous issue with scope activate/deact on front grip being grabbed. Timer was put in to workaround that, but this is a better solution. Additions - Enemies now react to missed shots landing in their vicinity. When shots hit around them they will investigate, if you are in their visibility range, they will attack. Coming soon and ongoing work... M8 - Under development. I will be focusing more time on Mission 8 and building out the level. It will be more of a mixed range style of engagement, with a longer range approach to the objective areas, and closer range combat once near objective.Early Access Update #4 - The "Laser" and various changes and fixes, see notes for detailsApr 22, 2018 - Community AnnouncementsEA update #4 out now. Changes - Step height - Adjustment to reduce chances of hopping up on top of low objects. Added slopes to most steps and building entrances to allow smoother transition when step height changes. - Left Hand Dominant Inventory slots - Pistol and Evidence slots switched for Left Hand dominant control schemes. Pistol now on left, evidence on right. Main weapon slot now has weapon grip facing left. Gun unlocks- Adjusted unlocks so all guns will be unlocked by end of mission 7. Will be changed to unlock later once additional levels are released. - M2 - Trees updated to pine trees to match mountain setting. - M2 - Adjusted MSF patrols to prevent some soldiers getting stuck during routes - M3 - Town ground level changed to cover outside of sidewalk, which was open, and allow smoother movement over it. Fixes - Assault Rifles and UMP45 charging handle couldn't be pulled after gun was empty and bolt was open to load first round of new mag. Now both reload options work, either Slide Release (press up trackpad/stick) or pull charging handle to release bolt. - Guns that were equipped with scope/sight would fall strangely when dropped. Now gravity affects them normally. - Main Menu - Collider improvements to give better wall shape on player body contact and also prevent accidental out of bounds teleport when teleporting to edge of wall. Additions - New Laser sight attachment, attachable to front rails of pistols, Smgs and ARs. For pistols with under barrel rails. For SMGs and ARs, it can be attached on left or right side of barrel at most forward open rail point. To activate, touch with hand and pull trigger. - New 'Hide Chest Rig' - Toggle option added to Watch menu to hide chest rig to allow full view of inventory if needed. Updated Watch menu 'FPS on/off' button which is now a toggle, press same button to turn on and off. Coming soon and ongoing work... M6 - Collider improvements to give better wall shape on player body contact and also prevent accidental out of bounds teleport when teleporting to edge of wall and moving through it. Known bug - 'Teleport Only' control scheme directional arrow can point wrong direction on certain maps. The direction of the teleport will follow where your finger is on the trackpad/stick, but the direction arrow is not facing that direction. Use the direction that you are touching as your guide instead of the arrow. Will be fixed in next update. M8 - Continuing development of mission map.Early Access Update #3 040518 - Fun with a Shield! Smooth Turn speed increase and various changes and fixes. See notes for what's new.Apr 6, 2018 - Community AnnouncementsEA Update #3 Changes: - Smooth Turn speed increased x2, press to increase base turn speed - Teleport blink time reduced to minimize black screen flash during teleports - Teleport maximum distance increased - Sniper Scope fix for shutting off when front grip ungrabbed. Previous behavior (for optimization), disabled scope once ungrabbed. Now will remain on for period of time (3mins) after it is ungrabbed before disabling. If regrabbed, it will reset the timer and stay on for another 3 mins. - Menu graphics update Fixes: - White sphere around guns no longer appears after SteamVR button is used while holding a gun - Pistol slide accidental grabs - now pistol slide is not grabbable until picked up - Player hopping when crouched or prone, player no longer bounces when in contact with some areas of terrain and joints in building floors. Uneven points where rocks cause an incline where they meet the ground can still be an issue. - Mission 6 - Smooth turn player controller wasn't activating correctly causing black screen on mission launch. Now launching correctly for Smooth Turn users. Thanks to zpridgen75 for troubleshooting help. Additions: - Added scope attach to AKM - holo or ACOG attachable to rear sight. Just for fun, cause why not, even if not realistic. - New Bulletproof Riot Shield - Great for pistol runs. Unlocks mid-game. - Holster Height option added - You can now raise or lower height of pistol and evidence inventory slots at hip location. Should help fit different arm/torso sizes.Early Access Update #3 040518 - Fun with a Shield! Smooth Turn speed increase and various changes and fixes. See notes for what's new.Apr 6, 2018 - Community AnnouncementsEA Update #3 Changes: - Smooth Turn speed increased x2, press to increase base turn speed - Teleport blink time reduced to minimize black screen flash during teleports - Teleport maximum distance increased - Sniper Scope fix for shutting off when front grip ungrabbed. Previous behavior (for optimization), disabled scope once ungrabbed. Now will remain on for period of time (3mins) after it is ungrabbed before disabling. If regrabbed, it will reset the timer and stay on for another 3 mins. - Menu graphics update Fixes: - White sphere around guns no longer appears after SteamVR button is used while holding a gun - Pistol slide accidental grabs - now pistol slide is not grabbable until picked up - Player hopping when crouched or prone, player no longer bounces when in contact with some areas of terrain and joints in building floors. Uneven points where rocks cause an incline where they meet the ground can still be an issue. - Mission 6 - Smooth turn player controller wasn't activating correctly causing black screen on mission launch. Now launching correctly for Smooth Turn users. Thanks to zpridgen75 for troubleshooting help. Additions: - Added scope attach to AKM - holo or ACOG attachable to rear sight. Just for fun, cause why not, even if not realistic. - New Bulletproof Riot Shield - Great for pistol runs. Unlocks mid-game. - Holster Height option added - You can now raise or lower height of pistol and evidence inventory slots at hip location. Should help fit different arm/torso sizes.