Farm Together 2 Update Patch Notes June 26

 

UPDATED June 26

 

 

Early Access Update #27 – Bugfix update June 26

Hi!
Today we're fixing a few issues introduced in yesterday's update, as well as a minor upgrade to the animal floor system.

 

Improvements:

  • You can now place high grass on animal tiles.

 

Bugfixes:

  • Fixed being unable to place a floor type to override the animals one if it matched the underlying tile floor. In other words, fixed being unable to place grass on animals that were already placed over grass.
  • Fixed a bug with slope corner waterfalls causing items to stop being enabled/disabled while moving etc.
  • Fixed minor UI issues related to favorites.
  • Fixed bamboo tree growth progress not being updated in the same way as before.

 

Today’s Farm showcase: “It’s a mess, but it’s my mess <3” by le monke

 

 

Early quackcess Update #26 – Quack! June 25

Today we’re releasing a new update bringing new animals and other interesting features. Check them out!

 

New items:

  • New animal: Ducks (6 variants). They yield the feather resource.
  • Added new townspeople requests.

 

New features:

  • You can now favorite players and search for them in the Find Farms section. This is done using an alternate method compared to public/friends search. Favorited players have to be the host of a public farm to show up in the filter.

 

Gameplay changes:

  • Reduced amount of resources/items requested for job-related tasks. While more houses are being worked on, we don't really want players to feel forced to perform and keep track of multiple jobs in parallel in multiple houses. We're reducing the amounts required in quests and shop upgrades, so new houses are more geared towards customization and decoration, and not mandatory for proper progress.

 

Improvements:

  • Added corner waterfalls. Just like the straight ones, they're automatically placed when surrounded by water.
  • You can now change the floor type of animal tiles. All tiles in the same group will show the same floor type
  • You can now open the Quest log while in automatic tractor mode.
  • Added a check to detect potential Steam Cloud conflict issues. If a conflict has been detected, a message will be shown with more information on potential data loss and what to do to recover the backup.

 

Bugfixes:

  • Fixed animal scale not always being applied.
  • Fixed tiles with sprinklers being selected/recycled when trying to recycle empty tiles.
  • Fixed preview for decoration items such as plates, books, etc not being rotated properlywhen moving them.
  • Fixed not seeing other players move after accepting an invite while playing on another farm.

 

Today’s Farm Showcase: One calm day on a farm by Vivian

 

 

Early Access Update #25 – Morning Glories, fixes, lots of minor improvements June 19

Hi!
In today's update we're adding a new type of flower, the Morning Glory. We're also fixing a few issues that could lead to crashes in specific cases, and adding plenty of minor improvements and changes based on your feedback!

 

New items

  • New flowers: Morning Glory (5 variations)

 

Improvements:

  • Added a setting to show time remaining until the current season ends.
  • Improved behavior and looks of the see-through effect when the player is obstructed by buildings, trees, etc. This isn't finished yet, bounds on the town still need to be checked a bit.
  • Sitting on decorations now waits for host confirmation before proceeding. This fixes two players being able to sit in the same spot and, more importantly, potential desynchronizations between host and client when moving or recycling items while a player is trying to use them.
  • Recycling items is no longer pre-calculated on the client. This could lead to potential synchronization issues.
  • Added a setting to reset camera rotation when using quick travel.
  • Added a setting to hide the invite code. Useful if you're streaming/recording the game and don't want strangers to join.
  • The house icon in the map shows a little box when a quest-related job inside it requires attention.
  • Added a new Feathers resource. This resource can't be obtained yet. This is in preparation for a future update.
  • You can now advance time while in Photo mode. This is only visual, farm time isn't affected by it.
  • Added Dynamic glyph generation when using Chinese/korean/japanese languages. This should help with missing glyphs while typing in chat.
  • The UI will now show the name/icon of the currently assigned item when standing by a sign, a bush, a painting or a food plate.

 

Gameplay changes:

  • Town shops can no longer be recycled. This feature was causing trouble because recycled shops would lose their level, so we're disabling it. There's a lot of space available in town so there shouldn't be a need to recycle them anyway.

 

Bugfixes:

  • Fixed VRAM memory Leak every time a farm was loaded while FSR was enabled.
  • Fixed Tutorial prompts not showing up on new farms.

 

Today’s Farm Showcase: Beginnings by Beezenees

 

 

Early Access Update #24 – Bugfix update June 14

Today's patch fixes a couple issues introduced in yesterday's update.

 

Improvements:

  • Farm name will now be shown in the bus stop.

 

Bugfixes:

  • Fixed crash when opening the farm recycle button on big farms.
  • Fixed looks of the new Tool Sheds on Winter.
  • Fixed being unable to place fences on two sides of the farm.This hasn't been fully tested yet, could be buggy in specific interactions!

 

Today’s Farm Showcase: Realistic farm progress by Gee

 

 

Early Access Update #23 – Multiple pinned quests, new decorations and QoL June 13

Hi!
In today's update we're bringing the ability to pin multiple quests (up to 3). We're also adding new farm decorations (Tool Shed and Animal Shed), a lawn floor type, and a bunch of QoL upgrades based on feedback.

 

New items:

  • New floor type: Lawn
  • New decorations: Tool Shed and Animal Shed

 

Improvements:

  • Now up to three quests can be pinned, and quest updates will be shown below the pinned quests instead of replacing the pinned one. Only the first pinned quest will be shown in split screen.
  • Improved map generation performance a bit.
  • Added townspeople with available tasks to the compass while in town.
  • Automatic mode is now stopped when the controller is unplugged.
  • Improved camera smoothness issues when colliding with the scenario or interacting with towsnpeople.
  • Added new sorting methods in the shop (Category and Resources). Category sorts item by similar family/utility/looks, and is now the default in Decoration, Fences and most house shop categories. Removed the Unlock Level sort methods from a few categories.
  • x5, x10, etc. multipliers in the town shops will now use the lowest valid multiplier if below the available sell/purchase amount.
  • Automatic water mode changed from an on/off switch to a setting so you can set if you want to water only crops or flowers.

 

Bugfixes:

  • Fixed UI flickering for a frame after moving items.
  • Fixed UI behavior issues when disconnecting the controller while paused.
  • Fixed drone behavior around locked plots of land.
  • Fixed Wadrobe "New" icons not working properly.

 

Today’s Farm Showcase: Untitled by Mona

 

 

Early Access Update #22 – Initial avatar setup, Garlic and bugfixes June 11

Hi! In today's update we're adding a simple avatar body selection upon first launch (previous players will not see this dialog), to set initial avatar looks from 6 choices.
We're also changing a bit the way the body shape slider works, to (hopefully) make it a simpler to understand and use in the general case, while still offering the same customization possibilities as before.
On top of that, we've added a new crop (Garlic) with 4 variants. It's a new, higher level, source of Legumes (we know Garlic isn't a real legume, but the icon looks similar enough!) to feed your Sheep.
We've also fixed a couple bugs regarding multiplayer. Hopefully we're almost bug-free with this one!

 

New Items:

  • New crop: Garlic

 

Improvements:

  • Added Italian (partial) and Vietnamese community translations.
  • Added an initial avatar selection upon first launch
  • Added a new Body Type selector that limits faces and the Body Shape values so it's easier to choose a feminine/masculine look. The Custom Body type will allow all choices at once. Previous saves will have the body set to Custom to make sure they're compatible, but you can change it at anytime.

 

Bugfixes:

  • Fixed multiplayer issues on clients when new players join the game.
  • Fixed error with animals/feeders when recycling the farm.
  • Fixed some shopkeepers still having the squeaky sound.
  • Fixed the Invite code button not copying the code to the clipboard.
  • (Probably) Fixed an issue that could break the tile previews while moving fences.

 

Today’s Farm showcase: Untitled by Vaidurya

 

 

Early Access Update #21 – Bugfix update June 10

Today's update brings a few hotfixes and other minor changes to the game. They should help preventing those nasty "Synchronization failed" popups!

 

Improvements:

  • Adjusted guestbook UI so it better fits the available space.
  • You can now open the map while in automatic mode.
  • Improved a bit performance when surrounded by several animals. It still takes a toll on CPU usage, but it should be better than before.
  • Removed squeaky sound from the shopkeepers.

 

Bugfixes:

  • Fixed fuel discrepancy between host and clients that could lead to a desync issue.
  • Fixed backup file not being properly created.
  • Fixed visual issues with waterfalls and fences.
  • Fixed being unable to climb hills on corners.
  • Fixed splitscreen UI issue with recycle confirmation prompts.

 

Today’s Farm showcase: “Recycle my farm yesterday. And Im pretty happy with how it looks so far ♥” by RockaPanter

 

 

Early Access Update #20 – Minor update June 7

Hi! In today's update we're fixing an internal issue that could cause a number of problems in online. We guess it was the reason for seeing people not moving when joining farms, etc. , but have been unable to confirm.
We're also slightly lowering upgrade prices that asked for diamonds.

 

Gameplay changes:

  • Slightly reduced diamond prices of shop upgrades.

 

Bugfixes:

  • Fixed not all buildings having internal unique ids, which could lead to a number of problems in online.

 

Today’s Farm showcase: Untitled by Silence

 

 

Early Access Update #19 – Invite codes, quest harvest icons! June 6

In today's update, we're adding two new useful improvements.
The first one are the invite codes, that can be used to easily join someone's farm without the need of being Steam friends. This should work between regions and can also be used to join private farms.
The second one is a highly requested feature of having different icons for items ready to be harvested when they belong to a quest.
We're also fixing a couple issues introduced in past update. The reason for those new bugs was a last-minute removal of a feature that we intended to add, but wasn't fully convinced it would work. The removal wasn't properly done and the code for the Max multiplier wasn't working as expected.

 

Improvements:

  • Added an Invite Code feature to easily join other people's games.
  • Items ready to be harvested use a different icon when they belong to an active quest.
  • Added a 50% multiplier to Town shops, that tries to sell half of your stock (if the shop has enough money to do it).
  • Increased night time a bit. Based on feedback received from yesterday's change, we've increased night time duration a bit.

 

Bugfixes:

  • (Probably) Fixed some sounds not playing when surrounded by waterfalls.
  • Fixed Max multiplier not working as expected in town shops.

 

Today’s Farm showcase: Peaceful by Kōji

 

 

Early Access Update #18 – New flower variations, bugfixes and minor improvements June 5

Hi! Today's update brings a few new flower variations (more importantly, new sources of Blue flowers!), and some changes based on user feedback of yesterday's update.
We're changed the way town shops work internally (they can now have independent capacities when they have different currencies for sale). With this, we can use the previous, easier to understand style of showing currency values instead of available trades.
We've also changed a bit how fuel works: Now the fuel depot capacity is also increased along with garage upgrades (but not its refill rate! A single fuel depot will take some time to refill in big level farms), and we've reduced the fuel recovery boost from garage upgrades (it got so huge in high level farms that it was basically infinite). These two changes should make the overall feeling of refuelling more consistent and logical.

 

New items:

  • Added 3 new flowers.

 

Gameplay changes:

  • (Not an actual gameplay change)Nights are now a bit shorter (more daylight).
  • Fuel depots now increase their capacity based on Garage level. Basically they can now always refill a fuel tank if they're at 100%, but it will take some time until they get their fuel back completely.
  • Reduced a bit fuel recovery boost from garage level.
  • Fixed one bamboo tree still giving wool.
  • Done some changes to how framerate is handled when out of focus. Maybe it helps with issues when tabbed out.
  • Reworked how shops manage their capacity. Now they have a separate capacity for each currency they sell (the Groceries shop was the only one with more than one currency). This way we can go back to using the previous UI style.

 

Bugfixes:

  • Fixed potential network desync related to house jobs.
  • Fixed being able to place roads over waterfalls.

 

Today’s Farm showcase: Untitled by Maddy

 

 

Eaarly Baaccess Updaate #17 – Sheep & Waterfalls! June 4

Hello! In today's update we're adding a new set of animals, the sheep! These wooly friends will become an important souce of, well, wool.
We've also added a highly requested cosmetic feature, waterfalls! These will be automatically shown when two tiles of water are in the top and bottom tiles of a slope or hill.
We're also doing some changes to town shops and upgrade requirements for resources obtained in house jobs, as well as increasing the amount of fuel available.

 

New items:

  • New animal type: Sheep, with 6 variants
  • New crops: Spinach and Red Spinach.

 

Gameplay changes:

  • Resources granted by animals are now worth more diamonds in the shop.
  • Bamboo trees now give Greens instead of Wool. Now that we have sheep, and wool has an increased value (see previous point), decided to change bamboo resource. From now on, we'll try to keep animal resources completely separated from the ones in crops/trees.
  • Revised required amounts for job resources (prepare food, paintings, songs) in town upgrades. Overall less resources are required. Jobs with high duration tasks (such as some songs or paintings) have an even stronger reduction in the amount of resources required.
  • Increased base fuel recovery rate.
  • Increased fuel capacity and recovery rate of the fuel depot.
  • Town Shops can now sell items at different prices. Some UI changes were done to account for this.
  • Decreased Spice-to-medals ratio in the Restaurant.

 

Bugfixes:

  • Fixed UI issue when talking to townspeople in split screen.
  • Fixed UI issue when closing the teleport window at the same time as travelling, or when clicking and pushing the keyboard button at the same time.
  • Fixed hair color issues in Customization introduced in yesterday's update.

 

Today’s Farm Showcase: “My little pink space” by KultureGaming

 

 

Early Access Update #16 – Bugfix update June 3

Hi! Today we're releasing an update with a bunch of bugfixes, some of them small, but there's a couple that were rather common and required urgent fixing.
We're still investigating on an issue that could cause the PhotonCloudTimeout errors, probably related to an in-game freeze. If you're experiencing this kind of error, please post your issue either in the Steam forums on in the Discord channel, and try to be as descriptive as possible, as well as posting the log file.

 

Bugfixes:

  • Fixed potentially out-of-order network messages during the join process that could cause multiplayer to work improperly. This would happen more frequently when joining from another game in progress. Thank you for your reports and detailed reproduction steps on this issue.
  • Improved some asset loading code so it can be done in the background and doesn't stall the main thread, specially when traveling to the town for the first time. While no reports were done in regards to this, we've noticed several second stalls in the telemetry that we believe are related to loading assets on extremely slow computers/hard drives. These several-second stalls could lead to being disconnected from multiplayer sessions.
  • Fixed action pop-ups not being properly handled in split-screen.
  • Fixed bushes/flags disappearing bug.
  • Should have fixed the "Fall below the floor" issue when placing fences on water. Should no longer happen, and if it does, we've added a check to reposition players above the ground again.
  • Fixed "Browse log files" not working on Mac.
  • Fixed bug when moving road tiles with the tractor and pressing the Move key.

 

Today’s Farm Showcase: “Pigs and cows are located in the forest” by Merrie

 

 

Farm Together 2 – Early Access Update #15 – Small update May 31

Hi! Today we're releasing a small update with a few bugfixes, and lots of additional logging on specific issues that we're having trouble finding (probably related with those dreaded PhotonCloudTimeout disconnection issues).
This additional info on the telemetry ( optional and completely anonymous) should help us find potential reasons for the disconnections (we believe they're related to a temporary freeze that causes connection to be lost).
We've also fixed minor issues in edge cases (such as trying to jump a fence placed at the edge of the world).

 

Improvements:

  • Non-separating fences (such as arcs or the newly added lamps) no longer block the tractor's work area.

 

Bugfixes:

  • Minor UI/logic bugfixes.
  • (not a bugfix) Additional logging on specific cases to help pinpoint the reason for some internal exceptions.
  • Fixed being able to open the shop (and take the drone) while sitting on a decoration, that could cause the player to be unable to move anymore.
  • Fixed boat decoration not rotating when moving it.

 

Today’s Farm showcase: Déjeuner (presque) sur l’herbe (Lunch (almost) on the grass) by Weesh & Pistacciolata

 

 

Early Access Update #14 – New lighting items & other improvements May 30

Hi!
Today we're releasing a new update, adding a few new lighting items to give more color to your farm during the night!
We're also adding a bunch of quality of life improvements based on user feedback, as well as a few bugfixes. Nothing too big, as we've been working on a couple of bigger features that should be ready in future updates, but they should help improving the overall experience!

 

New items:

  • Added 3 new sets of lighting fences, with three variations/colors each.

 

Improvements:

  • Last map zoom state is now saved between games.
  • Houses are now shown in the map as teleport positions.
  • Added a "Plow new land only when planting" setting, to help avoid accidentally plowing land when doing other tasks. Disabled by default.
  • You can now place fences inside animal groups or ponds. They will be split properly if required.

 

Gameplay changes:

  • The Sweet shop now offers deals in medals instead of Diamonds. It also no longer sells or stores Nuts/Grapes. This has been done in preparation for a future update featuring production of Jam and Honey. These advanced resources can be traded for medals, but having low level resources in the same shop could become problematic or confusing, so we're removing them. They were the only resources that could be sold in two different establishments anyway.

 

Bugfixes:

  • Fixed Upgrade icon being shown on a maxed out garage and warehouse.
  • Removed price for upgrading a capped town shop.
  • Fixed being unable to unbind mouse buttons from the "Tractor" and "Map" inputs.
  • Upgraded Photon networking plugin. Should help with the "SequenceOutOfBounds" error.
  • Fixed fade out/fade in effect not shown for the second player in split screen.

 

Today’s Farm showcase: Nice Relaxing spot by Farmer Doomz

 

 

Early Access Update #13 – New town shops and Pepper! May 28

Hi!
Today's update is a small one, bringing some new items that didn't make it to yesterday's update. The main addition are the new town shops where you can sell wool and spices, as well as more rare resources such as paintings or songs.
Oh, and by the way, we're now officially Steam Deck verified! We know there are still some issues with handling suspend/resume on it, and we'll try to get them fixed soon!

 

New items:

  • New town shops: Art Gallery, Restaurant, Arts&Crafts
  • New crops: 4 variants of Pepper

 

Improvements:

  • "Money spent" on item stats now is reduced when recycling items (by half if done manually, by full if done via Farm Recycle). This can't be applied retroactively, so stats for farms that have been recycled will keep showing inaccurate values.
  • Clicking anywhere on the townspeople task request will no longer be treated as clicking on the accept button.
  • Manually recycling a crop will now refund 5 additional coins (from the plowed land). We're rich!
  • Just like with houses, trying to recycle a town shop will always show the confirmation prompt, overriding UI settings.

 

Bugfixes:

  • Fixed empty panel shown when checking profiles in the guestbook.

 

Today’s Farm Showcase: “Cozy Vibes” by Princess

 

 

Early Access Update #12 – Diamonds for everyone! May 27

Hi!
In today's update, we're addressing one of the most requested things lately, which is the supply (and demand) of Diamonds around the farm.
We've also found and fixed a (probably)frequent bug related with joining a game via network invites. Thank you to everyone that sent log files of the problematic sessions, as that helped us determine what happened and fix it.
We wanted to add new town shops today as well, but we spent more time than expected fixing the aforemented bug. They will be added in the next update.

 

Improvements:

  • Increased amount of quick travel points that can be built to 40.
  • Town upgrade window won't show stats for level 101, as they can't be upgraded to that level.
  • Improved looks of T junctions and corners for the Brick road variations.

 

Gameplay changes:

  • Slightly increased harvest money bonus from item level. We still think the logarithmic approach is more adequate, but maybe we went too far with the specific values.
  • Reduced price of new plots by approximately 30%. The difference in price will be reimbursed for plots unlocked before this update.
  • Leveling up town shops will now increase the amount of diamonds gained per transaction. Approximately one more diamond every 10 levels.
  • Reduced increase of townspeople tasks required resources. It wasn't THAT bad, but it could make the deals not as interesting in some cases.
  • Increased amount of coins requested/offered in townspeople deals based on level. The amount of money was trivial at mid-high farm levels. We haven't gone too far with this and it's probably still trivial, we'll probably do a second change in the future.

 

Bugfixes:

  • (Probably) Fixed water level issues with non-sprinkler flowers.
  • Fixed water sound when using auto tractor to feed animals.
  • Changed save method to a more robust behavior, that shouldn't break file contents if the computer crashes while performing a save.
  • Fixed accepting an invite causing "Lobby not found" errors later on.

 

Today’s Farm Showcase: “A lonely red barn” by Jocasta Nyx

 

 

Early Access Update #11 – Townspeople quests changes, and other fixes May 24

Hi! Today's update brings a few changes to townspeople's quests among other things. Now the amount of money/resources they ask for will increased based on the current farm level, as well as the resource rewards they give (the money rewards were already being increased).
This should help keep the tasks remain an interesting source of resources and a non-trivial (in some cases) challenge to fulfill them.
We also wanted to comment on the (expected) feedback from the last update, regarding the overall reduction in income, especially from flowers. While Farm Together 2 isn't meant to be a competitive by any means, balancing is still something important to have in mind.
If an item or set of items has a clear advantage over the others, it will steer people's behavior towards it, and that's not something we want to happen. We don't want to force the opposite either (although the quest and town shop system encourages item variety), but at least make it so farms with a bit of everything isn't "penalized" too much by comparison.
In regards to the item experience bonus multiplier, the switch to a logarithmic behavior means that focusing on a single item to boost its income beyond reasonable values is no longer as good a strategy as before. However, as a result of that, it's true that the overall income for most mid- and high-level farms has been reduced, which is why we're releasing a change today that reduces the amount of money required to upgrade town shops.

 

Improvements:

  • Improved looks of the farm name in the entry cutscene.

 

Bugfixes:

  • Fixed animal fields not updating their food amount properly (caused visual issues with feeders)
  • Fixed invalid quest requirements for items with unlock level over 100. If you got one of these, please discard them if you haven't already.

 

Gameplay changes:

  • Decreased coin requirements of shop upgrades.
  • Townspeople tasks now scale their requirements and rewards based on farm level.
  • Decreased XP granted by harvesting Fish ponds. Also, pond size multiplier now applies to XP as well as money. Despite being the items with lowest effort-per-tile, they granted just too much XP compared to other items.

 

Today’s Farm showcase: “Dreamin about a fully unlocked farm map” by Farmer Doomz

 

 

Update #10 – Balancing, new trees, and lots of fixes! May 23

Hi!
Today's update brings a number of changes to item experience, price and yield. The main goal is to make the main item categories similarly interesting in regards to money generation, as well as reduce the impact of the money bonus from item level, which was frankly just too powerful.
We've also made so items with long harvest times can be leveled up faster, so they are not overshadowed by items with shorter harvest times that easily.
We've also fixed most (yes, most!) of the remaining bugs reported so far, and we're also adding a few new trees to unlock.
Enjoy!

 

New content:

  • New trees: Clove tree, Cinnamon +1 variant, Quince

 

Improvements:

  • Improved looks of the area covered by a new plot when selecting it.
  • Added croatian language
  • Added a setting to disable watering crops and flowers while in Auto Mode.
  • The map is updated when the season changes.
  • The Inventory screen is updated every second.

 

Gameplay changes:

  • Decreased money bonus multiplier from item level. Instead of a linear increase, the bonus reward is more or less logarithmic, getting a smaller increase on high item levels.
  • Decreased flower harvest money
  • Decreased pond price and harvest money.
  • Slightly increased crop harvest money.
  • Slightly decreased tree purchase price.
  • Items with long harvest times will level up faster.
  • Increased maximum item level from 250 to 500.
  • Increased chicken food capacity. This means you can store more food. Rate at which food is consumed, and amount of resources per hour, stays the same.
  • Decreased food consumption rate for pigs and cows.Less resources per hour, and lasts a little longer.

 

Bugfixes:

  • Fixed UI icons changing between keyboard and gamepad when opening a menu in split screen.
  • Fixed using chat stopping auto tractor.
  • Fixed feeding animals showing water particles while using auto tractor.
  • Fixed desync issue between Mac and Windows due to floating point calculation differences.
  • Fixed Render scale other than 100% hiding icons in Mac.
  • Fixed animation issues while hopping fences with the tractor.
  • (Probably) Fixed NPCs falling below ground or floating in the air
  • Fixed desync issues caused by a different simulation state when connecting.
  • Fixed wrong error message upon disconnection.
  • (Probably) Fixed Playfab lobby not closed properly.
  • Fixed UI tags not processed on house construction UI.

 

Today’s Farm Showcase: My little farm house <3 by Elarh

 

 

Early Access Update #9 – Bugfix update (yes, again!) May 20

Hi! Today we're releasing a new update featuring a bunch of fixes. We should really start calling these days "Bugfixing Mondays"!
Regarding the Roadmap, we'll be showcasing it in a separate newspost!

 

Improvements:

  • The compass now shows icons while in the town.
  • When missing resources for multi-resource tasks (such as jobs or house upgrades), only the ones that are incomplete are highlighted.
  • Added a backup recovery button to the Settings->Support section.
  • When disconnected from a session, the internal reason is shown.

 

Bugfixes:

  • Fixed feeders disconnecting when moving animal tiles around them.
  • Changed navigation behavior on maps a bit, should avoid edge cases where some buttons couldn't be selected with a controller.
  • Fixed rye harvest using the wrong particles when harvested.
  • Fixed townspeople showing a level value (they don't have any).
  • Fixed emotes not being properly saved when changing them in the wardrobe.
  • Fixed UI errors when moving fences.

 

Today’s Farm showcase: The Labyrinth by enovas (developer)

 

 

Early Access Update #8 – Bugfix update May 17

Hi! Today we're releasing a small update, mainly focused on fixing some issues with the compass and feeders.

 

Roadmap and updates announcement

Past week we announced we would work on a roadmap to show you, probably at some point during this week. However, we were working so hard on urgent updates and fixes that we weren't really able to properly prepare one!
We've started preparing it now and we'll most likely release it next Monday.
Now that the most important issues (other than all that content that we're still missing when compared to the first game) have been addressed, we'll switch to a slower update schedule. It will depend on the specific contents of each update, but we'll try to stick to a weekly schedule.

 

New content:

  • Added cow bush

 

Improvements:

  • When moving a feeder or placing animals around a connected feeder, the original group will have priority over the new ones.
  • Fences now prevent feeders from connecting to animal groups. Also you can't place fences between a feeder and its connected group.

 

Gameplay changes:

  • Halved cow feeding resource requirements.

 

Bugfixes:

  • Fixed compass stopping working when entering a house.

 

Today’s Farm showcase: Sleepy time by awesomehaxx

 

 

Early Access Moopdate #7 – Moo May 16

Moo! Today's update brings a new type of animal, an animal that is able to gives the precious milk resource!

We're also adding some strawberries to the mix, as well as the usual minor improvements and bugfixes. Enjoy!

 

Improvements:

  • New Items:
    • Cows
    • Strawberries
    • Picnic table
    • Earring variations.
  • Added Danish language
  • You can now open the inventory while in automatic mode.
  • Reduced size of key binds without text so they don't break the UI too much.
  • Added the house icon to the compass.
  • Compass icons now start showing up at a further distance, and change size depending on distance.
  • Map teleport buttons will not re-center the screen when selecting them with the mouse (they will still do it when using a controller or the keyboard).

 

Gameplay changes:

  • Reduced XP gain when placing items. Prevents some exploits by recycling the farm. In a standard game, the bulk of XP comes from harvesting, so it's barely noticeable.
  • Shops can now ask for milk or wool for upgrades at the proper levels.

 

Bugfixes:

  • Fixed duplicate tractor in the main menu.
  • Fixed wrong colors for some crop variations.
  • Fixed incorrect bush description
  • Fixed incorrect bush shop preview
  • Fixed minor issue when trying to place roads in a locked plot.

 

Farm showcase of the day: Tree Section by Lucas

 

 

Early Access Update #6 – Rain is back! May 15

Hi!
Today we're releasing a new update, this time a bit more focused on new features than on bugfixes (although there are some of those as well!).
The main two features are the rain, that will happen from time to time and will slowly replenish water levels of crops and flowers, and the always-on inventory UI, showing the resources that are closest to full their inventory (there are too many resources to show them all...).

 

Improvements:

  • Now it will rain ocassionally, slowly watering crops and flowers.
  • Added an always-on inventory setting. Also, added in yesterday's update, now inventory has bars telling how full is every resource.
  • Changed a bit Coconut position, should help with getting stuck less often.
  • Upgraded version of networking engine, could help with some connection issues. Could also introduce new bugs, please report anything you find!

 

Gameplay changes:

  • Removed one-tool per room limitation (there's still a limit on number of tools per house). In any case, there was a bug where moving tools would skip this check...

 

Bugfixes:

  • (Maybe) Fixed problem while recycling animals that could cause tiles to become unworkable.
  • Fixed wrong shop item being selected when clicking at the same time as moving.

 

Farm Showcase of today: “Queen of Hearts Courtyard” by hugsforyou

 

 

Early Access Update #5 May 14

Hi! Today we're releasing yet another update with more changes and fixes. Hopefully we'll run out of bugs to fix soon, and will be able to focus on bigger features! We're mixing small improvements along with them, and will soon add new content, but for now, here's what we've been working on today:

 

Improvements:

  • Added a button on the pause menu to open the invite dialog.
  • Added Lithuanian, Latvian and Luxembourg flags.
  • Added a contextual pop-up when the landscaping agency is unlocked.
  • Added an icon for the wardrobe in the town map.
  • You can now empty the move / recycle queue by pressing and holding the cancel button for about half a second. No need to press right click 100 times!
  • Implemented a method to make find farms results a bit more random.
  • Added an icon for empty town slots.
  • Added a key to toggle harvestable icons in the farm map. Not perfect, as the whole map has to be redrawn.
  • Job recipes with a quest will now show an icon and be placed first on the list.

 

Bugfixes:

  • Fixed resource icon sometimes changing to a fuel icon.
  • Fixed flower water lowering when complete, even if they have a sprinkler.
  • Fixed being able to open the map while entering a house or going to town.
  • Fixed auto tractor spending water after harvesting flowers with sprinklers.
  • Fixed only moving half the items with auto tractor.
  • Fixed fish being shown below ground when moving tiles.
  • Fixed empty tiles being selected when moving/recycling a sprinkler.
  • Fixed an issue where the game would get stuck in the loading screen.
  • (Maybe) fixed animal animation interpolation issue.

 

Today’s Farm Showcase: The Barn by Enveie

 

 

Early Access Update #4 – Bugfixes galore! May 13

Hi! Today we're releasing a new update, fixing lots of bugs that have were reported over the weekend (or earlier).
They're not all bugs that have been reported, still a bunch of them to go, but we're getting closer to the point where we can focus on new things!

 

Improvements:

  • Improved collision on ramps so the tractor doesn't get stuck on specific cases.
  • When searching for friend farms, a tooltip is shown telling that the friends list must be public to work. We have no way of determining whether your friend list is public or not, so it's just a suggestion to check.
  • Updated Ponds how to play description with the limits changed in the last update.
  • Reduced townspeople walk speed.
  • Decreased size of quick travel buttons in the Map window.
  • Compass update rate is increased based on the "Model Quality" setting

 

Gameplay changes:

  • Increased even more fuel capacity when upgraded.
  • Increased fuel capacity and regeneration rate of the Fuel depot.
  • Reduced chances of getting a job resource as an upgrade quest, and reduced the amount requested. This change will cause requested resources to be different from the previous version. Apologies!
  • You can now refuel the tractor without the need of getting down from it.
  • Slightly reduced price of town upgrades that ask for coins.

 

Bugfixes:

  • Fixed two fish varieties that were impossible to unlock.
  • Fixed an error related wih the guestbook that caused the farm not to save properly.
  • Fixed falling off the map when placing a barn and recycling it while still inside.
  • Fixed vehicle customization not properly saved when done from the Wardrobe in town.
  • Fixed items becoming invisible when entering and quickly exiting a house, or the town.
  • Fixed UI issues when exiting a house while moving or placing items.
  • Fixed map sometimes not showing harvestable state properly.
  • Fixed quest description UI issues.
  • Fixed some resources not being released when quickly closing the map just after opening it.
  • Fixed UI disappearing when map is bound to Z and you press Z, Z.
  • (Probably) Fixed "New" indicator not disappearing properly in the Wardrobe.
  • Fixed "Expand wide screen UI" not working at all.
  • Fixed minor chicken animation issues.
  • Fixed some UI text being improperly shown when selecting a sprinkler.

 

Farm showcase of today: LegenDairy Farm progress by Mr Pumpkin

 

 

Early Access Update #3 – Friday update! May 10

Hi! Today we're releasing a smaller update, as we only work during the morning on Fridays!
Today's update focuses on addressing several bugs that were found/reported yesterday. Some of this were important ones, and we think that after this batch, the remaining list of bugs are of lower importance (no game-breaking bugs left, we hope!).
We're also increasing the pond size penalty threshold to 36 tiles, as well as a reduction in the penalty itself, however this comes with a reduction in the base profit for ponds. This is not to compensate for the threshold increase, but to bring their profit numbers more in line with the other types of items.
Animals will also be seeing a small increase in profits.

 

Update Changes

 

Improvements:

  • Moved the "Map" title up so it doesn't cover map tiles.
  • The "Find Farms" section will now show error details if there were any while finding games, instead of just showing "No games found".

 

Balance changes:

  • Increased pond size penalty threshold from 15 to 36 tiles.
  • Reduced pond size penalty factor approximately by half.
  • Reduced overall pond income.
  • Increased overall animal income.

 

Bugfixes:

  • Fixed crash on Mac when tabbing out while VSync is enabled.
  • Fixed farm names with special characters breaking the save. Whoops
  • Fixed some items having the wrong name. Yes, that fence was definitely not a door...
  • Fixed the tractor how to play section so it doesn't lie. Also added more information on how it's unlocked and upgraded.
  • Fixed the way steam authentication was handled. This should fix "InvalidSteamTicket" errors.

 

 

Early Access Update #2 – Second day! May 9

Hi again! Today we're releasing a second update, with a few more bugfixes and some balancing changes to fuel and town shops, which have been a strong point of discussion since the beginning (Ponds have been another one, we'll probably take a look at it tomorrow!).
We talked about the most commented topics yesterday, so today we'll just be asking for some patience: We say this a lot, but we at Milkstone are just a team of 6 people, and while we're working hard on fixing things, doing support while working on future features, there's a limit on how much we can do at the same time!
We're doing our best to read, and comment whenever possible, on your suggestions, bug reports and feedback, but just reading all the chat messages in the Discord when we wake up would take a whole hour! So it's very likely that we miss some feedback or problems here and there, so if you are still having an issue and we haven't addressed it, please insist on it a bit to make sure we've noticed it.
We hope to finish most "small" improvements soon, so we can start on the big additions (the ones that would take a place in a roadmap!), in order to add more content and variety to the game. Meanwhile, we ask for some patience and understanding! :)

 

Languages

We also want to comment on Community languages. First of all, a huge thank you to all the people that have helped translating Farm Together 2 to a total of 17 languages so far!
There are currently two languages that have been requested by players, but aren't complete enough to add them to the game: Italian (Currently at 33%) and Danish (44%). If you are fluent in these languages and want to help with translation, please join the ft2-localization channel on our Discord server!

 

Update changes

 

Improvements

  • Added a "Dialogue sounds" setting in Settings->Audio.
  • Townspeople with quests will now have an exclamation over them instead of a box. They will also show it on the minimap.
  • Increased the time the "Quest Complete" notifications stay on screen.
  • Added a description of what the Warehouse does on its shop details.
  • Added a third camera distance, between the previous ones. Increased a bit distance of the furthest camera distance. Camera is also a bit more snappy when turning.
  • Added a setting to expand UI to cover the whole screen on wide aspect ratios. This is a setting to prevent causing neck pain to people with REALLY wide screens.
  • Tractor license plates are now less restrictive, allowing a mix of numbers and letters. They will pass a profanity filter. We all know you're going to find funny names anyway!

 

Balance changes:

  • Increased resource storage provided by the warehouse and town shops.
  • Slightly reduced amount of resources required to upgrade town shops.
  • Increased stock capacity and recovery rate of town shops when upgraded.
  • Increased base fuel capacity, as well as the amount and recovery rate upgrades from the garage.

 

Bugfixes:

  • Fixed network errors while creating an online game not stopping the load process.
  • Fixed getting stuck when travelling to/from the town while sitting on a bench.
  • Fixed terraforming price preview not matching its actual price.
  • Fixed being able to place one sprinkler over another, wasting its price.
  • Fixed getting stuck when placing flower shop.
  • Fixed getting stuck when a shop near a bench.

 

Farm showcase of today: I NEED FOOD by Pfanni

 

 

Early Access Update #1 – First day fixes! May 8

It's been a wild day! We can't believe so many people are playing the game already and looks like most of you are enjoying the game! We can't ask for more than that :)
We're releasing a small update today fixing the most important and common issues reported so far. We'll also add our thoughts about a few of the most commented topics:

 

Rain

As we said on a previous newspost, our initial intention for Farm Together 2 in relation to weather effects was to have them just for looks, but without gameplay effects. This was because in the first game, many people would get confused as to why they crops weren't watered, or why they would yield less money than expected, etc.
On top of that, weather effects couldn't be too strong, as otherwise crops taking whole days to grow would be affected by them too much. For example, if rain fully watered crops, and you get rain once every hour or two, you would basically never need to water long term crops! The opposite could happen as well if we had some kind of negative weather effect.
This is why we decided to remove the gameplay effects for the sequel.
However, it's clear that it wasn't a good decision. While no one has commented that snow does nothing, lots (I mean LOTS) of people have reported that rain does nothing to water crops.
So we've decided to bring back the rain effect, working in a similar way as the first game, but we probably won't bring back freeze, drought or any other kind of negative effect.
It will take some time until we add and check it's working properly, so until then we'll remove rain altogether to stop the flood of reports. Don't worry, it shouldn't take long until the rain is back!

 

Fuel

We've noticed tractor fuel consumption is a bit too high currently. The new automatic mode helps with doing tasks really quick, but people just run out of fuel too quickly because of that (also because the automatic mode waters crops as well).
We'll probably increase base fuel capacity and regeneration rate a bit, as well as increase the rewards for upgrading the garage. Fuel depots should still be useful, but you shouldn't need as many of them.
This update will come at a later date, as currently we're focusing on bugfixes.

 

Flat farms

Some of you have shared your concerns about the lack of a starting flat farm. In the first game, this was an option that came with an income penalty to compensate for the increase in available space and ease of navigation.
This is something we felt wasn't necessary in Farm Together 2 because you can now terraform the land to your liking, and instead of the income penalty, you'd have to pay the terraforming price (which isn't that high). Since you would do it as you keep unlocking chunks of land, it shouldn't be a tedious task (unless you want to flatten the whole unlocked farm at once).
We don't think we'll add a setting to start on a flat farm, however we might look into adding an option to flatten the whole farm, just like you can recycle it. Of course this would need to have terraforming unlocked and enough diamonds to do so, but it should be an acceptable alternative that would let people experiment without too much hassle.

 

Town shops

People has always shown their concern about town shops limiting the amount of resources you can sell. Many people like that you can upgrade each shop with resources, increasing the variety of items you need to plant and harvest, but others have complained about how it limits how many resources you can sell, causing storage to run out of space.
The intention behind the limited sell rate was to encourage people to visit the town often, as well as adding more weight to shop upgrades beyond just increasing storage capacity. However, in a "normal" gameplay loop (one where players aren't exclusively planting and harvesting the same thing over and over), ideally you shouldn't empty out the shop as often as it currently happens.
To compensate for that, we'll probably increase the capacity and recovery rate from upgrades, or maybe reduce shop upgrade requirements so you can get them to higher levels more easily.

 

Ponds

There has been some complaints about the income penalty of ponds based on their size. I think most are ok with some kind of penalty, given that you can harvest thousands of tiles with a single click, but they feel that it starts to be applied too soon.
We may look into a different solution, and change it so ponds are harvested by player position (so you harvest only the tiles near you), so having big ponds have no advantage (but no penalty either). But we would like to hear your thoughts on this!

 

Roadmap

We'll prepare a roadmap with future updates soon. It probably won't be this week, as we're still focusing on the more urgent changes and fixes. But we should have it ready by next week.
This also gives us time to hear your suggestions and plan them out for future updates.
Nothing on it will be set on stone, and part of it can change based on your own suggestions, but it should give you a general idea on when to expect certain features, etc.

 

Update changes

 

Improvements:

  • Shopkeepers were complaining about how much their hands hurt, so they've stopped clapping.
  • The tutorial will now check if you're too smart for it and had already placed the vegetable shop or the garage ahead of time.
  • We're disabling rain effects until we can add some gameplay effect for them, to avoid getting flooded with questions about it.

 

Bugfixes

  • Fixed beards not saving properly. Had we hired someone with beard, we would have noticed earlier!
  • Did some tricks to try to detect how much time passed when the Steam Deck is resumed. It's not perfect, but it should work in the general case.
  • Vsync on caused high GPU usage when the game is alt-tabbed out. Solved by disabling vsync in those cases (the Background FPS setting will be used)
  • Fixed Korean, Japanese, etc. fonts not working in the chat window.
  • Position checks weren't properly done when adding or removing ramps from hills. This should prevent people from falling below the ground when doing it.
  • Contextual help popups could show while interacting with the town shops and break the UI. This shouldn't happen anymore.
  • Should have fixed flowers not progressing while offline (not 100% sure, please report if you still experience this)
  • Fixed farm and item experience partial progress not being saved properly.
  • Removed a repeated flag.
Finally, we'd love to keep hearing your suggestions, comments and reports. We're really glad you're enjoying the game so far and we want to keep adding content and features to it.

 

Farm showcase of today: “First day” by LadyAlicja

 

Those are the patch notes up through June 26 for Farm Together 2.

The Finals Update Patch Notes June 26

A compilation of patch notes for The Finals running through June 26, in descending order, from latest to oldest:

 

UPDATED June 26

 

 

Update 3.2.0 June 26

Welcome to Update 3.2.0, Setting the Stage for the OSPUZE Expo!

 

Update 3.2.0

Check out the store update for this week:

 

Also, we have a few fixes and tweaks to share below. Most notably, you can now reconnect in Private Matches if you are disconnected during the match! Also, we’ve had to temporarily remove Solo Bank It from Private Matches in order to fix an issue in the mode. It will be back soon.
Today is the last day of the ENGIMO Open and tomorrow, we are proud to announce the OSPUZE Expo! In this leg of the World Tour, things will get fizzy and explosive in Monaco, Las Vegas, and Kyoto! The rules will be Standard Cashout and keep an eye out for some contracts over the weekends!
Get ready to Pop. Pour. Perform!
Here’s the change list for this update:

 

Content and Bug Fixes

 

Animation

  • Tweaked inspect animations for carriables so that you can start a consecutive inspect quicker
  • Fixed an issue where the weapon would be visible while getting revived
  • Fixed an issue where the players would get stuck in the sword lunge animation
  • Fixed a bug where players could die without spawning a statue if a teammate immediately started to revive

 

Gadgets

Grapple Hook
  • Can no longer attach to surfaces that are out of bounds

 

Dome Shield
  • Fixed an issue where the Dome Shield would skip on or bounce off of water surfaces

 

Game Modes

Private Matches
  • Disconnected players can now reconnect
  • Fixed an issue that would cause the game to lock players in a state of accepting an invite
  • Solo Bank It temporarily removed due to a bug

 

Cashout
  • Fixed an issue where the Cashbox icon would not re-appear after fading away for the first time when in the possession of another team

 

Terminal Attack
  • Fixed a bug that caused extraction location names to not be visible at the start of a round
  • Fixed motion blur being incorrectly forced during the warm-up phase
  • Fixed an issue where key insertion failed after the hold interaction was complete
  • Improved the penalty system for delivering sanctions to players who leave the match early

 

Power Shift
  • Fixed a bug that made it possible to overtake the platform after the round had ended

 

Performance

  • Added improvements on cosmetics and distance fields to save memory

 

Specializations

Winch Claw
  • Fixed an issue where players lunging with the Sword could get stuck in a captured state when hit with the Winch Claw

 

UI

  • Fixed an issue that caused the spectator camera vignette to play in the drafting screen in Terminal Attack
  • Fixed the Battle Pass background to prevent it from being cleared when entering the Career screen
  • Changed the controller input for editing the Player Card to avoid canceling matchmaking
  • Fixed an issue that caused player score to be cleared for reconnected players
  • Disconnected players will be hidden in certain squad intro scenes

 

Weapons

Dagger
  • Fixed an issue where the Dagger’s secondary backstab attack could hit multiple players at once, which was unintended
Dev note: Melee weapons' ability to hit multiple targets was a new addition with unintended consequences. Now, we've refined it so that heavy-hitting attacks intended for single targets can't be used to hit multiple people.

 

Sledgehammer
  • Fixed an issue where the Sledgehammer’s secondary overhead swing attack could hit multiple players at once, which was unintended

 

SR-84
  • Fixed an issue where the scope glint effect would not be shown at distances over 150m

 

Maps

Kyoto
  • Tweaked destruction behavior to better support prolonged combat and traversal by making buildings collapse more slowly, break into larger chunks, and debris settle faster
Dev Note: We felt that Kyoto buildings were a bit too brittle, so we tweaked their destruction behavior to be more sturdy. We will continue to monitor this and apply further changes where necessary.

 

Monaco
  • Changed the collision of the see-through curtains so that all projectiles and thrown objects pass through them.

 

Security

  • Further enhancements to our Aimbot detection system for faster reaction time

 

 

Update 3.1.0 June 19

Welcome to Update 3.1.0, Let's get Dressed to Deploy!

 

UPDATE 3.1.0

Let’s get Dressed to Deploy in The Arena with our first store rotation and update of Season 3! We’re heading full sprint into summer and there’s a green theme in the store - from the Jaded, But Not Jaded set to the Midsummer Maypole!
The Midsummer Maypole is free to claim for the coming week, so make sure to do so!
Here is the new store update:

 

We’re also bringing some balance changes and stability increases.
Let’s get into the notes!

 

Balance Changes

 

Gadgets

Sonar Grenades
  • Decreased range from 15m to 12m

 

Weapons

LH1
  • Decreased damage from 52 to 48

 

Throwing Knives
  • Decreased damage from 63 to 60

 

Winch Claw
  • Decreased damage from 15 to 5

 

Content and Bug Fixes

 

Bug Fixes

  • Fixed a server crash related to certain types of destruction

 

Game modes

Unranked Terminal Attack
  • The mode now randomly selects the starting player and objective spawn scenario, proceeding through the sequence of scenarios from that point
Dev note: Terminal Attack previously had the same set sequence of scenarios as Ranked Terminal Attack, but due to it featuring less rounds, you would less often get to see the later combinations of team and objective spawns. By giving it a random starting point in the sequence, you can now experience and practice all of them more regularly.

 

 

Update 2.11.0 June 5

Welcome to Update 2.11, fresh new store update and a couple bug fixes!

 

UPDATE 2.11.0

Sun’s out, guns out in The Arena this week with a store update featuring the No Oasis Set as well as the matching Desert Dust Set featuring no less than eight weapons!
We also want to congratulate all of you on beating the Community Event! The pink tank featuring the panda print will be in your inventory in a couple of days - well done everyone!
Here is the new store update:

 

As for today, the last update of Season 2, we’re bringing you a couple of bug fixes and then we set our sights on Season 3. This update will only need to be downloaded by PC players, console players will not need to update their games but will still see the updated store.

 

Content and Bug Fixes

 

Performance

  • Fixed a crash related to certain hardware which was introduced in 2.10
  • Fixed an issue which prevented parties from joining Private Matches

 

 

Update 2.10.4 June 1

Various bug fixes to issues introduced in update 2.10

 

Hotfix 2.10.4

We’re pushing out a Hotfix for many of the issues introduced in Update 2.10.0 this week. Huge thank you to our community for helping us find and define the most pressing issues.
Here are the updates:

 

Gameplay

  • Fixed Aim Assist to prevent tracking enemy contestants through objects such as walls, terrain, etc.
  • Reverted a change that removed directional weapon binding for controller

 

UI

  • Fixed Enemy Healthbars persisting on screen longer than intended, as well as being visible through walls/terrain
  • Fixed an issue where players could not track contracts in rookie/challenger/pro/master circuits
  • Fixed the incorrect message displayed when an account is restricted from playing

 

Weapons

  • Fixed exploit where animation canceling allowed certain weapons, such as FAMAS, Throwing Knives, R93, to be fired at a much higher rate than intended

 

 

Update 2.10.0 May 29

Welcome to Update 2.10, Massive XP boost - let's wrap up the Battle Pass!

 

Update 2.10.0

  • As we near the end of Season 2, it’s time to boost XP to give a helping hand to those still working on that last page of the Battlepass!
  • We have the final community event of Season 2, and the final event featuring the community-pink rewards! Here is your mission, if you choose to accept: work together to collectively deal 18 billion in damage to enemy contestants in the next week! For the first time ever, you’ll be able to track your progress both in-game and on embark ID. Let’s make sure to end the season with a bang!
  • Check out today’s store update right here:

 

We’re also bringing some changes to the APS turret, making it less of a powerhouse, a sweet set of buffs to the Throwing Knives and a fix for the annoying Voice Chat bug on XBOX, and much more!
Let’s dive in:

 

Balance Changes

 

Gadgets

APS
  • New feature: The APS turret now consumes a set amount of health for each projectile it destroys
    • The health cost per destroyed projectile is 40%

 

Weapons

Throwing Knives
  • Reduced the delay before the first projectile spawns from 0.22s to 0.11s to make the attacks more responsive
  • Reduced the delay between the first and second projectile spawning from 0.15s to 0.11s to make it easier to land both knives on a moving target
  • Increased the initial projectile speed from 138m/s to 166m/s increasing the weapon’s precision
  • Increased the primary attack damage from 60 to 63

 

Content and Bug Fixes

 

Animation

  • Fixed an issue where a camera shake would play at each orbital laser charge up event, the shake is now removed

 

Audio

  • Fixed voice chat not working in certain situations on Xbox

 

Characters

  • Fixed the Darque Mood Hairstyle to prevent it from briefly obscuring the first-person camera during the intro screen
  • Fixed the in-game appearance of the Pink Chunky Wedge Trainers

 

Controller

  • Fixed an issue where selecting contracts using a controller would break the selected focus

 

Game Modes

  • Fixed a bug where healbeam and defibrillators could be used in Terminal Attack
  • Make it less likely that boxes and stations get stuck underneath the ground

 

Gameplay

  • Reduced the size of the Zipline anchors’ ping hitbox
  • Reduced the scale at which Ziplines become easier to ping from a distance, making it less likely that they absorb pings intended for other nearby targets
  • Fixed unintentional freelook enabled when interacting with objectives and statues
  • Fixed the Glitch Barrel being hard to pick up in certain situations
  • Fixing issue where players could get stuck colliding with Goo when on moving platforms

 

Maps

Las Vegas
  • Fixed lens flares incorrectly appearing around the edge of the screen at sunset
  • Fixed characters hovering slightly above the ground during the post-match winner celebration

 

Progression

  • Fixed issue where a win in Terminal Attack did not count towards the “First win of the Day” and “Win X Games”- contracts
  • Community event progress is now displayed on the leaderboard screen
  • Daily Contracts increase from 1000 XP to 10000 XP
  • In-game performance and objective XP has been increased by 50%

 

Settings

  • Added support for Steam invites

 

Specializations

  • Fixed a bug where players could quick melee while using the Charge 'n' Slam ability
  • Fixed quick melee being available while using the Mesh Shield

 

UI

  • Added more events to the in-game score log, such as revives
  • Fixed an issue where your own position wasn't shown in the leaderboard screen
  • Fixed Quick action buttons disappearing after switching tabs in the Social menu
  • Fixed an issue with the 'Enable Voice Chat' key bind remaining togglable while typing a player report
  • Fixed an issue where players could accidentally open the party menu when in settings by pressing the shortcut button
  • Animations will autoplay the current selection when browsing customization categories
  • Updated the overview stats in the equipment screen for FAMAS and FCAR to better reflect their tuning
  • Added a new system to the frontend that limits frame rate and resolution after receiving no user input for a while, or when the app is not in focus
Dev note: This will help save energy and spare your PCs and consoles from working too hard when the game is idling. This only affects the main menu and can be toggled in the new Energy Saving section of the Video setting.

 

VFX

  • Fixed some environment decals rendering on top of the first-person meshes

 

SECURITY

  • We have now increased our detection of devices that emulate a controller while playing with Mouse and Keyboard, which is not permitted
  • Updates and improvements to current detection methods for increased accuracy

 

 

Update 2.8.0 May 16

Welcome to Update 2.8, New Community Event and Melee Improvements!

 

Update 2.8.0

Welcome to Update 2.8.0 and an all-new community event!

 

We are hosting a community event in honor of our last week of Terminal Attack! If everyone in the community can pull together to achieve a total of 7 MILLION eliminations in TA this week, everyone who contributed will earn a sweet prize: canvas shoes to add to your cute-mmunity look!
We’ll also host a leaderboard for the event so you can see the top contributors! As always, we’ll give out prizes on Discord during the event.
This update focused on many quality-of-life changes and improvements. Most notably, we have made changes to melee weapons, hoping to improve how they feel to play with in the game. We’ll need your feedback on these changes!
Let’s get into the nitty-gritty:

 

Content and Bug Fixes

 

Animation

  • Fixed an issue where hand gesture animations were overriding the Mesh Shield animations, resulting in broken character poses
  • Fixed an issue where throwing animations would not play while inspecting weapons
  • Added an intro animation in terminal attack to improve the round countdown

 

Audio

  • Player Voice lines will now only play for teammates and not opposing players

 

Gadgets

Anti-gravity Cube
  • We made the cube heavier so that it doesn’t get pushed as easily when hit by other objects
  • Fixed a bug where objects would lift much faster than intended when they were attached together
    • This also prevents an exploit in which the cube could be carried upwards together with the objects it’s lifting, causing entire structures to traverse upwards into the sky endlessly

 

Dome Shield
  • Fixed an issue where it was not able to be glitched when the center was occluded

 

Gameplay

  • A new carriable object has been added to the Arena: Glitch Barrels
Dev note: Glitch barrels are carriable objects. Pick them up and throw them to apply their effect in an area, or shoot them to detonate them from afar. The Glitch barrels apply the same effect as Glitch Grenades, removing the target's ability to use their Gadgets and Specializations.
  • Fixed an issue where players were able to start opening a Vault during the beginning of an emote
  • Fixed an issue where the Cashbox was incorrectly dropped far away from the player if it clipped through the map border
  • Interactions such as using a zipline, pressing elevator buttons, and interacting with a revive statue should now be more responsive, especially on console/gamepad
  • Improved visibility of barrels in dark and monochrome areas
  • Fixed a bug with sliding where auto-sprinting players could get stuck between the crouch and sprint state
  • Fixed a bug that allowed players to deal damage to their teammates
  • Fixed an issue where players would get stuck in goo when running up to it
Dev note: This will only fix the issue outside of moving platforms. We know that goo sometimes behaves strangely on moving platforms and are looking into it for a later patch.

 

Maps

All Maps
  • Rooftop reflections have been improved

 

SYS$HORIZON
  • Tweaked the zipline at the Museum entrance so you exit earlier automatically, instead of it taking you all the way to the ceiling

 

Monaco
  • Power Shift: Adjusted spawns to balance out the distances to the platform and to reduce how often you have to run after the platform when defending

 

Modes

Terminal Attack
  • Added a distinct sound change on the Terminal when there is only 15 seconds left to stop the decryption
  • The icon for the terminal will no longer appear in the center of the screen when decryption starts
  • Due to a known issue that could not be resolved in time, players can only swap weapons and gadgets between rounds and not in spectator mode after elimination

 

UI

  • Ping wheel additions and changes
    • Added new ping messages “Breach here” and “Hold this Position”
    • To make room for the two new pings “Hype” and “Danger” have been moved/removed. Hype is added to the expression wheel, replacing “Need Help.” “Danger” is removed from the wheel but still accessible via double-tapping the ping button on any target
    • Support/Social pings are now located at the bottom of the wheel, while tactical options are on the top half
    • “Going here”, “Defending here” and “Attacking here” in the Ping wheel are now called “Go here”, “Defend here”, and “Attack here” to make it clearer that they are requests to your team, and consistent with the character voice lines
  • Updated several event log messages related to pinging game mode relevant objects, to more clearly communicate the context
Dev Note: There are still some events missing their proper messages. They will be added in the future!
  • When holding the ping wheel on your own ping now we only show the remove option to make it clear that you pinged an existing ping
  • Fixed an issue that sometimes made it impossible to cancel the ping wheel
  • Fixed UI elements being drawn on top of the in-game menu in Terminal Attack
  • Flipped background opacity for dead/alive players in the scoreboard
  • Updated contestant icons
  • Fixed an issue in frontend where clicking buttons multiple times in short succession would cause them to not register
  • Updated required round completion on a terminal attack contract from 10 to the intended 14
  • Changed the key bind for “Hide UI” from F12 to F10
  • Changed the order of tiles for Quickplay
  • Updated the lighting on Player Cards

 

Specializations

Charge'N'Slam
  • Can now clear higher obstacles when activated on the ground to reduce instances where players get stuck on geometry

 

Weapons

Dagger
  • Improved backstab validation
Dev Note: We've received a lot of feedback about Backstabs not feeling as good. Hopefully, we've rectified that issue in this patch. The only way to tell is to let you try it and then gather your feedback!
  • Fixed so that the aim assist for backstabs now synchronizes with the swing, rather than triggering at the start of the charge-up.

 

All Melee Weapons
  • Improved hit validation for all melee weapons
  • There is now a setting for turning melee aim assist on/off in the “Gameplay” section
  • The aim assist and lunge range is slightly more generous for quick melee
  • We have changed the way sprinting gets blocked when attacking with melee weapons and using quick melee, so that sprint is only blocked through parts of a swing, instead of the whole duration of the attack. This is tweaked on a weapon-to-weapon basis
  • The sprint toggle no longer gets canceled by melee attacks, so players don’t have to re-toggle spam to efficiently chase their target while attacking

 

Riot Shield
  • The shield can now be raised more quickly after performing an attack

 

SR-84
  • Is now correctly marked as a Marksman Rifle instead of a Melee Weapon in the menus

 

Security

Updates and improvements

 

Known Issues

Heads up! There is an issue with all gamepad presets (except for “Modifier Button Equipping”) which causes players to equip weapons when pressing the “Interact and Equip Weapon” button, which is not intended. This will be resolved in the next patch, but until then, please go into the controller settings and fix it by clearing the “Weapon” bind. Sorry for the inconvenience!

 

 

Update 2.7.0 May 8

Welcome to Update 2.7, Darque Mood outfit and Various changes!

 

Update 2.7.0

Welcome to Update 2.7.0!
This week, we welcome the long-awaited, community-anticipated Darque Mood outfit. Get your goth on! We’re also bringing you a few performance improvements, UI fixes, and a security update!

 

Content and Bug Fixes

 

Performance

  • Fixed an issue where launch options like -dx11 stopped working. However, we still recommend playing without any additional options
  • Fixed a rare crash on the server

 

UI

  • Polished the look of the incoming melee damage indicator
  • Fixed an issue with single item bundle purchase where the wrong item was equipped
  • Fixed the nametag sometimes intersecting the HUD in terminal attack when in the squad-up screen

 

Security

This week, you will feel a difference in the number of cheaters you encounter in the game. Multiple new rules have been implemented and changes to how and when cheaters are detected. These new changes mean that cheaters are being detected and removed faster.
Remember: if you see cheating in the game, make sure to report it and add a good comment explaining what is happening! We also collect video reports on Discord, so if you capture suspicious behavior, send it in!

 

 

Update 2.6.0 – New Gamemode – Terminal Attack! May 2

Welcome to Update 2.6.0, where CNS proudly presents Terminal Attack! A brand new 5v5 gamemode in THE FINALS!

 

Update 2.6.0

MID-SEASON EVENT: TERMINAL ATTACK
Welcome to the mode:
Terminal Attack is a new 5v5, single-life, attack-and-defend game mode in which contestants take turns delivering the decryption key to the terminal and the best of seven rounds wins. Attackers are tasked with completing the upload, while defenders must prevent it by any means necessary.
No healing. No revive. One life.
Players can regenerate health up to 100 hp, and gadgets do not regenerate at all, so engage with caution and go in with a plan. You can play Terminal Attack in the SYSHorizon, Monaco, and Las Vegas arenas, and be warned, the destruction you cause will carry over through all seven rounds.
Throughout the event, cash in contracts to earn event cosmetics to show your support for CNS, a rogue hacking collective, and VAIIYA, a cyber-security firm. Which side are you on?
Get in there, contestants!
This week, we have a special article from our Design Director, Matt Lowe, who explains League ranks, the journey THE FINALS has taken, changes in this update, and the potential future of ranked play. Please give it a read here.
This update has plenty more to offer, all outlined in the bullet points below. The highlights include a change to Private matches that allows matches to start with as few as 2 players and the addition of Power Shift! Let the 1:1 battles commence!
We’ve added two bonus Battlepass pages with rewards for the grinders out there. Make sure to check out the new drip!
Power Shift has a new arena in rotation! Now you can ride the platform through Seoul.
Finally, for the first time ever, the new Outfit added to the store will allow you to purchase individual items from the bundle as well as the entire bundle all at once. We also added a way to equip your new item to the contestant of choice at the time of purchase, but this feature has a bug that displays the wrong image and fails to equip. We have a fix already, but it will come in the next update. Check the bundle out right here!

 

A note on Anti-cheat:

The current state of cheating is one we are acutely aware of and actively combating. We have a team of skilled engineers, data analysts, security experts, and machine learning experts whose full-time jobs are centered around anti-cheat. Talking too much about anti-cheat can provide too much info to those who build, sell, or use cheats. And yet, if we say nothing, many will feel we aren’t doing enough.
Easy-Anti Cheat is our base software. It acts as the first line of defense and a catch-all for blatant, non-careful cheating. After that, we have added additional layers of prevention methods and anti-cheat tools and software that obfuscate, check telemetry, hardware behavior and more. With each passing week, we add more rules based on our own data and adjust the old ones. This is because anti-cheat is a game of cat and mouse. With every change we make, the cheat makers respond, and we switch tactics and they follow suit.
When we catch cheaters, depending on the level of offense, we may provide a 7 day ban or a permanent ban. If the offender is cheating for a second time, the ban will become permanent.
We have also introduced a video report program on Discord, where you can capture cheating when you see it and provide the video as evidence. This is to catch cheaters who evade our current anti-cheat preventions and to provide our community of players with a place to report hard evidence. From these reports, we will be able to better understand the types of cheats that evade our current systems.
Please know that we are developing several new technologies and techniques that we will test and deploy as soon as they are ready. We will never back down from this challenge.
Now, let’s look at the mid-season update in detail:

 

Balance Changes

 

Gadgets

Barricade
  • Increased the size of the Barricade by 20%

 

Glitch Grenade
  • Update glitch effect so that it will now pass through Mesh Shields and Dome Shields

 

Stun Gun
  • Increased the Stun Gun projectile’s maximum travel distance from 12m to 16m
  • Players who are stunned can now use their Specializations and Gadgets while stunned
  • Players who are stunned can now aim down sights while stunned
  • Players who are stunned can now crouch
Dev note: We felt that the Stun Gun was a little too dominant as a Gadget and led to many slow, inevitable deaths. The stun effect now mostly lowers the target’s movement speed, blocks them from jumping, mantling, or vaulting over obstacles, and interrupts interactions. This makes stunned players vulnerable but gives them a fighting chance.

 

Vanishing bomb
  • Decreased the impact of the cloaking effect on the Vanishing Bomb, so affected players are slightly easier to see when moving

 

Maps

Monaco: Power Shift
  • Tweaked the traversal options between Villas and Park for easier access to rooftops
  • Minor adjustments to the spawn points around the Forest and Royal Plaza areas to provide a clearer frontline during the final stretch
  • Slightly adjusted the path of the platform to fix some clipping issues and make it more accessible on the road between Shopping District and Forest

 

Specializations

Cloaking Device
  • Decreased the impact of the cloaking effect so that cloaked players are slightly easier to see when they are moving

 

Weapons

FCAR
  • Decreased damage from 25 to 22
  • Increased magazine size from 20 to 25
  • Increased the fall-off damage multiplier at max range from 50% to 55%, meaning the weapon does slightly more damage at range
Dev Note: Our data shows us that the FCAR is very strong in the hands of good players but harder to use for newer players. These changes hopefully rein in the weapon’s power at higher skill levels, while making it slightly more forgiving to use for newer players

 

Content and Bug Fixes

 

Animation

  • New intro and idle animation added for Dagger and Sword
  • Swapping items when quick meleeing will now instantly cancel the quick melee animation
  • Fixing an issue preventing hand gestures from playing for dual-wield items

 

Audio

  • Increased priority of enemy footsteps, and tweaked attenuation and occlusion to make them easier to hear.
  • Tweaked loudness of dematerialize and rematerialize sounds

 

Battlepass

  • Added two bonus pages of rewards to the end of the Battlepass – good luck contestants!

 

Characters

  • Fixed an issue where the fur on the bunny outfit was flickering when viewed at close distances
  • Fixed an issue where players did not get the default outfit when creating a new contestant

 

Controller Gyro Aiming

Important!
There is currently a serialization issue with some of the new gyro settings in this patch, which causes players to initially get the wrong defaults. We therefore recommend that you restore defaults in the Gyro tab before enabling and trying out the new settings.
  • Moved gyro aiming options to a separate tab in the settings menu.
  • Made general improvements to the responsiveness and precision of gyro aiming controls.
  • The "gyro orientation" setting now has three modes:
    • World (New) - Rotation is based on the controller's rotational movement in the world
    • Local - Rotation is locally read from the controller's point of view
    • Player (Previously World) - Rotation is based on the controller's rotational movement from a player perspective
  • Vertical gyro sensitivity is now an absolute value, rather than based on a ratio of the horizontal sensitivity
  • Added a new setting that enables focal length scaling for gyro aiming, which scales sensitivity based on changes in FOV, making scoped weapons more precise
  • Added options for inverting each gyro axis individually
  • Added new settings for gyro acceleration, which increases sensitivity the faster the controller rotates, allowing for sharp turns while maintaining precision for small and steady adjustments
  • Add a new ‘flick stick’ mechanic that can be enabled with gyro, which changes the functionality of the look stick so that you can quickly snap to face any direction
  • Added the following optional controller binds:
    • Reset vertical rotation (necessary when playing with flick stick)
    • Toggle gyro aiming (On/Off)
    • Disable gyro aiming (Hold)

 

Gadgets

  • Flashbang
    • Fixed an issue where weak flashes could overwrite strong flashes
  • Fixed an issue where Grenades, Mines, and C4s with default customization sometimes got a random customization applied
  • Fixed an issue where spectators could trigger mines
  • Fixed several issues where it looked like the player could place an object but no object appeared
  • Fixed an issue where the preview arc showed the in-air detonation effect on grenades that don't actually detonate on a timer

 

Game Modes

  • Power Shift
  • Added Seoul to the map pool

 

Graphics

  • Reduced graphical Temporal Anti-Aliasing (TAA) artifacts on consoles

 

Maps

  • General
    • Adjusted collision on some bushes to improve interactions with placeable jump-pads
    • Fixed an issue where Zipline Cables did not break correctly when intersecting certain objects

 

  • SYS$HORIZON
    • Reduced the intensity of some of the interior colors
Dev note: Monitor and graphic settings that boost saturation make the colors more intense. Adjusting these settings can help to further reduce the intensity.

 

Private Matches

  • Lowered the requirement to start private matches to 2 players
  • The private match lobby creator now has the option to opt out of participating in the match
  • The private match lobby creator can now kick players from the lobby
  • Minor UI improvements to the private matches screen
  • Power Shift is now available in private matches

 

Ranked Tournaments

  • Reduced Ranked Tournaments size from 48 to 24 players
Dev Note: This change should make matchmaking faster, make tournaments available to more players in different regions, and help improve the quality of skill-based matchmaking leading to closer games
  • Reduced Ranked Tournament duration from four rounds to three, to account for the change in the number of players
  • Increased the speed at which visible league rankings synchronize with SBMM ratings
  • Improved matchmaking to closer matchmake player within their league rank
  • Added an indicator in the league overview screen to show your change in rank progression from the last tournament you participated in
Dev Note: This is the same arrow indicator that you get after a ranked tournament has completed so that if you missed it, you can review it on the league overview page.

 

Settings

  • Add a link to the Embark Portal in the system menu

 

Specializations

  • Fixed an issue where turrets lost targeting on players with riot shield
  • Fixed an issue where turrets would fall through buildings and not rotate when landing

 

Stability

  • Fixed three of the most common crashes
  • Fix for being able to close the "Compiling shaders" screen resulting in a softlock

 

Store

  • Players can now purchase single items within a Bundle
  • There’s now an equip button in the store rewards screen

 

UI

  • We have added a score log to display more scoring events in all different game-modes
  • Various playertag marker changes
    • Playertags now show distance to you
    • Playertags in-game are now uppercase
    • There’s now an effect on in-game healthbars to indicate healing
  • Fixed an issue in Game Summary where you could see duplicate stats for the same player
  • Fixed an issue where the 'Contracts' tab could faultily be accessed from the Battle Pass screen
  • Fixed an issue where the camera could be misplaced after inspecting rewards in the circuit screen
  • Polished and refined how pings are visualized in-game
    • Ping-icons are now smaller and will scale depending on their screen-centeredness
    • Pings, team health bars and objective icons now fade out when they come closer to the center of the screen
    • Off-screen enemy pings now behave like other off-screen icons and hug the screen edge closest to the pinged location. (Was previously not visible when off-screen)
    • Fixing bug where spectating players wouldn’t fade icons when the spectated player enters aim-down-sights
  • Voice lines for the default ping (when you ping a random location with no object attached to it) have been updated to be more consistent. Previously it would use “I will…” and “We should…” intermittently
    • In general, pinging something will now ask your allies to engage with that object, while pinging the ground will announce your own intention to move there
  • Updated options in the Contextual Ping menu
    • “Huddle here” changed to “Group up,” with all new voice lines
    • “Moving here” changed to “Go here,” using more consistent voice lines
  • Fixed an issue where you didn’t go to the correct page in the Battlepass from the outfit screen
  • Fix rare instances where first-person animations such as, reloads, inspects, and deploys could not be changed through customization
  • Added the ability to track contracts with a right click on the circuits screen
  • Fix for showing a single item rarity in the UI when previewing out of a bundle instead of the bundle rarity
  • Hit-indicator now differentiates damage from these types of attack
    • Long range damage
    • Short range damage
    • Melee damage

 

VFX

  • Polished the grappling hook wire animation.

 

Weapons

  • Improved melee aim assistance so that it not only looks for targets when the attack is initiated by the player, but also validates that they are still correct at the time aim correction is applied. This should reduce the number of occasions where melee attacks could pull the player away from a target

 

Security and Anti-Cheat

  • Added a requirement to have Secure Boot enabled for suspicious players
  • Several new suspension rules based on anomaly detection
  • Added suspension rule for using Aimbot
  • Tweaks to current anomaly detection
  • Hardened the suspension progression system

 

 

Update 2.5.1 April 24

Store update and a fix to a common server crash
This week, we have no update, just a small patch to live the new Store content and provide a fix for the server crashes that have been happening lately.
Check out the store video here:
We also added improvements and adjustments to security and anti-cheat.
Next week, we’ll be back with a more substantial update.
See you then!

 

 

Update 2.5.0 April 17

Welcome to Update 2.5, Balance Changes & Dev Notes!
Today, we’re bringing you an update with some balance changes and dev comments on future changes to both the Stun Gun and the Cloaking Device!

The second Community Challenge has come to an end. Congratulations on reaching the goal! We were never worried (maybe a little worried), enjoy your brand new Boombox — and special shout out to player "Goo and Sledge" for pushing the platform an astounding 185km!

Also, you may have noticed that we have switched to using Embark ID as our main Display name in-game. You can change your Embark ID display name by visiting the Embark Portal.

Now! Let’s get into the changes included in Update 2.5.0:

 

Balance Changes

Gadgets
  • Data Reshaper
    • Range increased from 5m to 15m
    • Target FOV decreased from 25 degrees to 12 degrees
Dev note: to account for the increased range.

 

  • Stun Gun
Dev Note: We’re aware of player frustrations around being stunned by the Stun Gun and are planning some changes to get it to a better place. However, these changes require more testing before we deploy them so it will be update 2.6 before these arrive.

 

Specializations
  • Cloaking Device
    • Increased the activation cost from 14.2% to 33%.
Dev Note: This does not change the maximum sustain time, but makes it drain faster when toggling it on and off too frequently. In addition to this change, we’re also investigating changes to the visibility of cloaked players, but these will not be deployed until the 2.6 update as they require more testing

 

  • Mesh Shield
    • Decreased health from 1000 to 750

 

Weapons
  • KS-23
    • Bullet dispersion reduced when jumping, sprinting, or zoomed in, to make the weapon more accurate

 

Security

  • AFK/Idle rule enhancements
  • Added detections for software such as cheat tools and injectors, leading to suspensions

 

The Finals Update Patch Notes 2.3.0 Apr 4

 

Those are all the patch notes through June 26 for The Finals.

DAVE THE DIVER Update Patch Notes June 26

 

UPDATED June 26

 

 

DAVE THE DIVER 1ST ANNIVERSARY UPDATE June 26

Hello Divers!
It’s been a year since DAVE THE DIVER officially launched, and you have dived with us through thick and thin.
We truly appreciate the love and support.
Thank you!

To celebrate Dave’s first birthday, we have prepared some special updates.
Please check the details below.
◈ Update Version:
  • Win: v1.0.2.1416
  • Mac OS: v1.0.2.449
◈ Update Content
  • New Content
  • Improved load speed
  • Bug fixes

 

[NEW CONTENT]

1) New Mini-Game
  • A demo of EVIL FACTORY was added as a smartphone app.
  • Unlock the mini-game with the promotion code: DAVEANNIVERSARY
  • Open Smartphone – Call – Operator – Claim Reward - Enter promotion code
  • A new “Leo Keychain” charm can be obtained after clearing the demo.

2) Phone Charm
  • A mini version of Dave can be attached to your in-game smartphone.

 

[System Improvements]

1) Optimization
  • Improved load speed of scene transitions

 

[Bug Fixes]

1) Sea Exploration
  • Fixed an issue where Dave would become unresponsive when hit while charging Mjolnir
  • Fixed an issue where Dave could not pass through sleeping rays
  • Fixed an issue where some objects were awkwardly floating in certain areas
  • Fixed an issue where the Shortfin Mako would get stuck in certain areas
2) Missions
  • [Chapter 6] Fixed an issue where Dave could not be controlled during the Ancient Stone Slab mission when encumbered
  • Fixed an issue where, in certain situations, the mission would be marked as failed even after successfully taking the Manta Ray’s picture
3) Bosses
  • Fixed an issue that could cause the Clione Queen to become immobilized when attacked with a Shock Harpoon Tip in certain situations
4) Sea People Village
  • Fixed a display issue with the Beluga Taxi cutscene that occurred in certain areas
  • Fixed an issue where certain characters were hidden behind background items
5) Sushi Restaurant
  • Fixed an issue where Dave was hidden behind the sushi bar in certain scenes
  • Fixed an issue where it was not possible to serve beer to Dr. Bacon when he visited during business hours
6) Mini-game
  • Fixed an issue where the floor blocked jumping in the mini-game ‘Leahs RUN’
7) Achievements
  • Fixed an issue where killing a FishMon instead of capturing it would still count towards the achievement
8) Controls
  • Fixed an issue where mouse scrolling would not work in certain windows such as Diver Box and Boat Skin
9) Other
  • Fixed an intermittent issue where the “Retake” button in the Picture Album App would not appear
  • Fixed an issue where the Mini-game app was available before the content was unlocked
  • Fixed an issue where certain texts were displayed unnaturally

 

DLC Related Fixes

1) GODZILLA DLC
  • Fixed an issue where the screen would flash intermittently while repairing the submarine
  • [Mac OS Only] Fixed an issue where the screen would flash awkwardly during the Godzilla cutscene
  • Fixed an issue where Godzilla interior items were hidden behind other items
  • Fixed an issue where Ebirah’s front claw would be displayed unnaturally in certain situations
2) ALL DLC
  • Fixed a display issue with the “Godzilla (1995) Head” boat skin in DREDGE EXPLORE mode

 

Additional Information

  • If you experience any issues after the patch, please compress the files from the path below and send them to our help center.
  • In case of crashes, freezing, or graphical issues, please refer to the [File Verification Guide] and follow the steps.
Windows:

%LocalAppData%\..\LocalLow\nexon\DAVE THE DIVER
Mac OS:

~/Library/Logs/nexon/DAVE THE DIVER/Player.log

~/Library/Application Support/nexon/DAVE THE DIVER/SData

or

~/Library/Application Support/com.nexon.dave/DAVE THE DIVER/SData
Steam Deck:

./.local/share/Steam/steamapps/compatdata/1868140/pfx/drive_c/users/steamuser/AppData/LocalLow/nexon/DAVE THE DIVER

 

◈ Notes
  • If there are any changes to the details, we will update you through this notice.
  • Please update Dave the Diver on Steam to the latest version for the changes to be applied.

 

A big thanks to everyone, including the individuals below who reported bugs. We appreciate your contributions!
Kalmstor, k_sze, Solid King, kocgum, YATORO, Hearthie, spiriniar, 佩佩, ハイドラント, ㅇㅇ

 

 

5/29 (Wed) Hotfix

Hello Divers!
We have conducted a hotfix to address some of the issues that occurred after the update.
Please find the details below:

 

◈ Update Version:
  • Win: v.1.0.2.1390
  • Mac OS: v.1.0.2.432
◈ Update Content
  • Bug fixes

 

GODZILLA DLC

 

[Bug Fixes]

  • Fixed an issue where cooldowns for certain functions were not resetting in specific situations
  • Fixed an issue that caused Ebirah to move erratically in certain situations

 

DAVE THE DIVER – Main Game

 

[Bug Fixes]

1) Fish Farm
  • Fixed an issue where the Fish Farm's breeding rates were not working as intended
2) Display
  • [Post Chapter 7] Fixed an issue that caused an error in the transition scene when travelling to a certain area after defeating Yawie
    • If this issue has occurred, please update the game to progress properly.
3) Sea Exploration
  • Fixed an issue where the game would become unresponsive when pausing and performing certain actions simultaneously
4) Missions
  • [Post Chapter 6] Fixed an issue where the "Lost Baby Manatee" mission could not be completed in certain situations
5) Sea People Village
  • Fixed an issue that warped the camera perspective when riding the beluga in a specific zone
6) Other
  • Fixed an issue where the game would not continue properly when opening the smartphone during specific situations
  • (Portuguese) Improved the description of the achievement 'Mestre Culinário'

 

Additional Information

  • If you experience any issues after the patch, please compress the files from the path below and send them to our help center.
  • In case of crashes, freezing, or graphical issues, please refer to the [File Verification Guide] and follow the steps.
Windows:

%LocalAppData%\..\LocalLow\nexon\DAVE THE DIVER
Mac OS:

~/Library/Logs/nexon/DAVE THE DIVER/Player.log

~/Library/Application Support/nexon/DAVE THE DIVER/SData

or

~/Library/Application Support/com.nexon.dave/DAVE THE DIVER/SData
Steam Deck:

./.local/share/Steam/steamapps/compatdata/1868140/pfx/drive_c/users/steamuser/AppData/LocalLow/nexon/DAVE THE DIVER

 

◈ Notes
  • If there are any changes to the details, we will update you through this notice.
  • Please update Dave the Diver on Steam to the latest version for the changes to be applied.

 

A big thanks to everyone, including the individuals below who reported bugs. We appreciate your contributions!
Raptor, Maurioccp, efs120, Hydromel90, Kebabthief The Lorehound, Esca, ㅇㅇ, BRUNOKAMIZA11, TimboSaki, Le Jaguar, Ruby, Darklimit, Frutiger Aero, Floobadooba, Hippiefireman, Special_Code4974 and more

 

 

5/24 (Friday) Hotfix

Hello Divers!
This hotfix is to address some of the issues that occurred after the update.
Please find the details below:

 

◈ Update Version:
  • Win: v.1.0.2.1383
  • Mac OS: To be updated
◈ Update Content
  • Bug fixes

 

GODZILLA DLC

 

[Bug Fixes]

1) Missions
  • Fixed an issue that blocked progression during the Ebirah boss fight in certain situations
  • Resolved an intermittent issue where specific attack patterns of the Ebirah boss did not deal damage
  • Fixed an issue where the mission would fail even if the Mine still remains
2) Other
  • Improved audio of some sections

 

DAVE THE DIVER – Main Game

 

[Bug Fixes]

1) Other
  • Fixed an issue where the game could not be operated after ‘manual save’ in certain situations
  • Fixed an issue where the game would not progress correctly after attempting to travel to the boat

 

Additional Information

  • If you experience any issues after the patch, please compress the files from the path below and send them to our help center.
  • In case of crashes, freezing, or graphical issues, please refer to the [File Verification Guide] and follow the steps.
Windows:

%LocalAppData%\..\LocalLow\nexon\DAVE THE DIVER
Mac OS:

~/Library/Logs/nexon/DAVE THE DIVER/Player.log

~/Library/Application Support/nexon/DAVE THE DIVER/SData

or

~/Library/Application Support/com.nexon.dave/DAVE THE DIVER/SData
Steam Deck:

./.local/share/Steam/steamapps/compatdata/1868140/pfx/drive_c/users/steamuser/AppData/LocalLow/nexon/DAVE THE DIVER

 

◈ Notes
  • If there are any changes to the details, we will update you through this notice.
  • Please update Dave the Diver on Steam to the latest version for the changes to be applied.

 

A big thanks to everyone, including the individuals below who reported bugs. We appreciate your contributions!
joao luiz, Devilin, chanhub1 and more.

 

Those are the patch notes on May 29 for DAVE THE DIVER.

Crime Boss Rockay City Update Patch Notes June 25

 

UPDATED June 25

 

 

Update 9.4 is OUT NOW! June 25

Patch notes for Update 9.4
  • Fixed an issue where throwable equipment were sometimes unusable.
  • Fixed an issue with new clients joining a session in progress would count as a revive.
  • Sorting in session browser is properly functional now.
  • Closing the game while in a mission in Baker's Battle will no longer stack the payout bonus, thus the money exploit is no longer valid.
  • Chat visibility fixed. Text instructing player to write now disappears after pressing enter.
  • Sentry turret no longer breaks client’s FOV.
  • Multiple crash fixes.

 

Those are the patch notes on June 25 for Crime Boss: Rockay City.

Legendary Chiptune Composer Cites Crippling Tinnitus as Inspiration

FORT WAYNE, Ind. — Renowned chiptune composer Joel Grady revealed that all of his award winning soundtracks were directly inspired by his debilitating tinnitus, which causes him to hear a constant, high-pitched ringing in his ears.

“I don’t know how much longer I can live like this,” said Grady. “I never wanted to make music. I wasn’t a gamer growing up. Hell, I didn’t even know ‘chiptune’ was a thing until I turned thirty and the ringing started. I was complaining about it to my buddy who happened to be working on an indie game, and he said the unbearable sounds I was hearing were exactly what they were looking for. I honestly don’t know why anyone would choose to listen to this. I’ve got a stable job now, I guess, but I’d rather have peace.”

Grady’s wife, Melissa, said that his condition and resultant career were ruining their relationship.

“He’s just not the man I married anymore,” said Melissa. “We used to talk and laugh all day. Now he can barely hold a conversation. Not only can he not hear what I’m saying, but half the time, ‘inspiration’ will strike him halfway through a sentence. He’ll just run off to write a new song. I felt bad for him when the tinnitus started, because he couldn’t get a good night’s sleep. Now it affects both of us, because he wakes me up when he springs out of bed in the middle of the night to compose. It doesn’t help that he is audibly crying through all of this.”

Birdfeeder, an indie studio that specializes in roguelikes and 2D platformers, related a meeting they had with the renowned composer.

“We almost landed him for a project we’re working on,” said Neil McMillan, a lead developer at Birdfeeder. “He actually met with us at our office, which seemed really cool at the time. We couldn’t believe that we had a shot at hiring him, but it fell apart pretty quickly. Once we told him that the game’s protagonist was a regular guy who falls under a terrible curse that is also the source of his powers, he just started to weep uncontrollably. We happened to have a mic in the room and got some decent samples out of that, but he didn’t stick around and won’t return our calls anymore. It’s such a shame.”

At press time, Grady was reportedly speaking at a gaming convention, begging his fans to explain how they found his music appealing.

Deadpool Breaks Fourth Wall To Give Full Mint Mobile Commercial

LOS ANGELES — A preview screening for the upcoming film “Deadpool & Wolverine” featured a fourth wall-shattering moment where the title character turned directly to the camera and presented a thirty second Mint Mobile commercial, sources confirm.

“Alright popcorn munchers, listen up,” said the Merc with a Mouth, who was joined by both Wolverine and a green cartoon fox. “Sure, Thunder From Down Under over there has a Nokia flip phone because he’s from the 1800s and Canadian, but you and I are normal. We have the best, most modern phones and we don’t want to pay for huge contracts. When I was on AT&T, I could barely afford my daily chimichanga. But with Mint Mobile, you can get unlimited data for only $15 a month. That’s almost like the unlimited power that wrinkly-chinned Grimace got when he had those power stones. Speaking of power stones, I have a couple in my pants right now. Scan the QR code on the screen while I make a smoothie.”

Although the ad is expected to bring millions of dollars in business to Mint, not all participants in the film were thrilled with the scene’s blatant consumerism.

“Listen bub, movies are about having fun and eating Twizzlers, not whatever this is,” said an exhausted fifty-five year old Wolverine as the scene continued. “When I had my emotional sendoff in Logan, which I’m now undercutting by being in this movie, I didn’t turn to camera to promote the tourism board of Australia. Trust me, I wanted to, they offered me a lot of money, and the koalas are something special. I joined up with Wade to kick some ass and cut people in half, and all he can talk about is this cell phone carrier and something called Aviation Gin. I don’t know what those things are, but he keeps making snide remarks about them like it’s an inside joke. I’m going back to musicals after this.”

Despite the controversy, experts say this kind of guerrilla marketing is not unprecedented in cinema.

“Celebrities use their films to hock products all the time,” said film critic Leonard Maltin. “George Clooney only made Ocean’s 11-13 because he knew he could portray Danny Ocean as a massive fan of Nespresso. Rihanna appeared in Battleship as a character desperate for low-cost, high-quality lingerie, and her climactic moment comes when she discovers Fenty Beauty. David Fincher had to cut a scene in Se7en in which Gwyneth Paltrow’s disembodied head espouses the health benefits of her Goop vagina candles. And it’s a worse film for it.”

At press time, sneak peek attendees described a scene where Deadpool fights hordes of mutants while promoting “Welcome to Wrexham” on FX.

 

Soulmask Update Patch Notes June 25

 

UPDATED June 25

 

 

Soulmask Early Access Hotfix 07 June 25

Dear Chieftains,
To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from June 25, at 7:00 AM UTC, with an expected downtime of 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.
The update details are as follows:

 

[Game Optimizations]

  • Optimized the visual and sound effects of the Claw Tribe Leader·Bloodletter's Ignite Weapon ability.
  • Optimized the sound effects for certain Dual-blade Mastery.
  • Enhanced the ambient sounds in the Rainforest and Desert areas.
  • Added Superarmor and extended Invincibility frames to the Blade Golden Mastery "Low Strike", making it easier to hit smaller targets.
  • Tribesmen within a 100-meter radius of a Bonfire will not be attacked by the Tribute Capturer NPC.
  • Improved the lighting effects of Wall Torches and Wall Oil Lamps.
  • Map now displays icons for free-range animals that are not mounts.
  • Optimized simultaneous operations of multiple granaries, with tribesmen now coordinating to tend to their respective farmlands.
  • You can now roast mushrooms and potatoes using recipes directly on your cooking stove.
  • Optimized the attack pattern of the Armadillo Lizard.

 

[Gameplay Adjustments]

  • Removed the sound coefficient correction from defense mods and deleted Chill-proof and Heat-proof adjustments in damage reduction mods.
  • Silica Sand can now be produced in a mill.
  • Fish Soup is now automatically consumable by tribesmen.
  • Turtle Shell can be used as a substitute for Shell to repair Bronze and Iron costumes.
  • Optimized combat AI for low-level (below level 40) humanoid enemies, who will now prefer to Block rather than Dodge when attacked from a distance.
  • Reduced the skill cooldown time for the Great Sword Mastery "Uplift."
  • Respawn function is disabled while riding.

 

[Bug Fixes]

  • Fixed the issue where the "Extreme Cold Aura" effect would remain after the character's death.
  • Fixed the issue with the Talent entry "Calm and Peaceful" displaying incorrect stack numbers.
  • Fixed the issue where the Gauntlets Mastery "Slidestep Hook" could cause characters to be thrown too far.
  • Fixed the issue allowing multiple stacks of the Mastery "Guarding Roar" and "Fearless Roar" to be applied.
  • Fixed the issue where visual effects caused by the Vajra Ape could persist.
  • Fixed the issue where rolling under the Blood Sacrifice state was misidentified as a Low Strike.
  • Fixed the issue where interrupting the recovery of "Retreat Drill" with a jump would also briefly apply Superarmor to other skill hits.
  • Fixed the issue where hitting an enemy's shield (wooden or steel) when they are not in defense state does not cause damage.
  • Fixed the sliding issue occurring after a spear execution.
  • Mining, Logging, and Collecting now produce a certain amount of noise, alerting the enemy.
  • Fixed a small chance overlap issue between Mimicry models and Masks.
  • Fixed the issue where certain Mimicry models block the player's view when drawing a bow.
  • Fixed the issue where Llamas carrying NPCs can be damaged by traps.
  • Fixed the issue where the Superarmor remains when the "Tactical Guidance" Mimicry of deployed tribesmen is disabled.
  • Fixed the issue where NPCs carried on the player character's back would behave abnormally if grabbed and dropped by a Vulture.
  • Fixed the issue where the release of certain skills would cause mining.
  • Fixed the issue where Parrots and Monkeys placed on shoulders would disappear if the game client was forcibly closed.
  • Fixed the issue where Half-Height Blackstone Stairs can be constructed in mid-air.
  • Fixed the issue where the displayed range of Workshop type buildings does not change after modifying their coverage area.
  • Fixed the issue where tribesmen assigned to maintain bonfires would not actively supply fuel to the Air Heater.
  • Fixed the issue where all tribesmen might show the "Cannot assign work to the default tribesman" prompt.

 

 

Soulmask Early Access Hotfix 06 June 21

Dear Chieftains,
Thank you for your consistant support of Soulmask! We will undergo maintenance. It will be temporarily unavailable starting from June 21, at 7:00 AM UTC, with an expected downtime of 30 minutes.
The maintenance details are as follows:
  • Fixed the occasional issue where the mount stamina can't recover after cross-server travel

 

In this update, we will enable the cross-server feature for the PVP servers that were released in the first week of Soulmask Early Access (before June 7, at 7:00 AM UTC) . Players on these servers can teleport to other servers in the same region or same war zone via the portal above Pyramid. More PVP cross-server features are on the way! We will enable the cross-server features for the remaining PVP servers in sebatches according to their releasing times.
Hope you have an enjoyable time in the world of Soulmask!

 

The list of servers with the cross-server feature enabled is as follows:
  • AS[Group02_1]PvPtest_6P Tribe_UTC12~16
  • AS[Group02_2]PvPtest_6P Tribe_UTC12~16
  • AS[Group02_3]PvPtest_6P Tribe_UTC12~16
  • AS[Group02_4]PvPtest_6P Tribe_UTC12~16
  • AS[Group02_5]PvPtest_6P Tribe_UTC12~16
  • AS[Group02_6]PvPtest_6P Tribe_UTC12~16
  • AS[Group02_7]PvPtest_6P Tribe_UTC12~16
  • AS[Group02_8]PvPtest_6P Tribe_UTC12~16
  • AS[Group03_1]PvPtest_20P Tribe_UTC09~17
  • AS[Group03_2]PvPtest_20P Tribe_UTC09~17
  • AS[Group03_3]PvPtest_20P Tribe_UTC09~17
  • AS[Group03_4]PvPtest_20P Tribe_UTC09~17
  • AS[Group03_5]PvPtest_20P Tribe_UTC09~17
  • AS[Group03_6]PvPtest_20P Tribe_UTC09~17
  • AS[Group03_7]PvPtest_20P Tribe_UTC09~17
  • AS[Group03_8]PvPtest_20P Tribe_UTC09~17
  • AS[Group04_1]PvPtest_20P Tribe_UTC12~16
  • AS[Group04_2]PvPtest_20P Tribe_UTC12~16
  • AS[Group04_3]PvPtest_20P Tribe_UTC12~16
  • AS[Group04_4]PvPtest_20P Tribe_UTC12~16
  • AS[Group04_5]PvPtest_20P Tribe_UTC12~16
  • AS[Group04_6]PvPtest_20P Tribe_UTC12~16
  • AS[Group04_7]PvPtest_20P Tribe_UTC12~16
  • AS[Group04_8]PvPtest_20P Tribe_UTC12~16
  • AS[Group05_1]PvPtest_06P Tribe_UTC12~16
  • AS[Group05_2]PvPtest_06P Tribe_UTC12~16
  • AS[Group05_3]PvPtest_06P Tribe_UTC12~16
  • AS[Group05_4]PvPtest_06P Tribe_UTC12~16
  • AS[Group05_5]PvPtest_06P Tribe_UTC12~16
  • AS[Group05_6]PvPtest_06P Tribe_UTC12~16
  • AS[Group05_7]PvPtest_06P Tribe_UTC12~16
  • AS[Group05_8]PvPtest_06P Tribe_UTC12~16
  • AS[Group06_1]PvPtest_06P Tribe_UTC12~16
  • AS[Group06_2]PvPtest_06P Tribe_UTC12~16
  • AS[Group06_3]PvPtest_06P Tribe_UTC12~16
  • AS[Group06_4]PvPtest_06P Tribe_UTC12~16
  • AS[Group06_5]PvPtest_06P Tribe_UTC12~16
  • AS[Group06_6]PvPtest_06P Tribe_UTC12~16
  • AS[Group06_7]PvPtest_06P Tribe_UTC12~16
  • AS[Group06_8]PvPtest_06P Tribe_UTC12~16
  • NA[Group02_1]PvPtest_6P Tribe_UTC01~05
  • NA[Group02_2]PvPtest_6P Tribe_UTC01~05
  • NA[Group02_3]PvPtest_6P Tribe_UTC01~05
  • NA[Group02_4]PvPtest_6P Tribe_UTC01~05
  • NA[Group02_5]PvPtest_6P Tribe_UTC01~05
  • NA[Group02_6]PvPtest_6P Tribe_UTC01~05
  • NA[Group02_7]PvPtest_6P Tribe_UTC01~05
  • NA[Group02_8]PvPtest_6P Tribe_UTC01~05
  • NA[Group03_1]PvPtest_20P Tribe_UTC22~06
  • NA[Group03_2]PvPtest_20P Tribe_UTC22~06
  • NA[Group03_3]PvPtest_20P Tribe_UTC22~06
  • NA[Group03_4]PvPtest_20P Tribe_UTC22~06
  • NA[Group03_5]PvPtest_20P Tribe_UTC22~06
  • NA[Group03_6]PvPtest_20P Tribe_UTC22~06
  • NA[Group03_7]PvPtest_20P Tribe_UTC22~06
  • NA[Group03_8]PvPtest_20P Tribe_UTC22~06
  • NA[Group04_1]PvPtest_20P Tribe_UTC01~05
  • NA[Group04_2]PvPtest_20P Tribe_UTC01~05
  • NA[Group04_3]PvPtest_20P Tribe_UTC01~05
  • NA[Group04_4]PvPtest_20P Tribe_UTC01~05
  • NA[Group04_5]PvPtest_20P Tribe_UTC01~05
  • NA[Group04_6]PvPtest_20P Tribe_UTC01~05
  • NA[Group04_7]PvPtest_20P Tribe_UTC01~05
  • NA[Group04_8]PvPtest_20P Tribe_UTC01~05
  • NA[Group05_1]PvPtest_06P Tribe_UTC01~05
  • NA[Group05_2]PvPtest_06P Tribe_UTC01~05
  • NA[Group05_3]PvPtest_06P Tribe_UTC01~05
  • NA[Group05_4]PvPtest_06P Tribe_UTC01~05
  • NA[Group05_5]PvPtest_06P Tribe_UTC01~05
  • NA[Group05_6]PvPtest_06P Tribe_UTC01~05
  • NA[Group05_7]PvPtest_06P Tribe_UTC01~05
  • NA[Group05_8]PvPtest_06P Tribe_UTC01~05
  • NA[Group06_1]PvPtest_06P Tribe_UTC01~05
  • NA[Group06_2]PvPtest_06P Tribe_UTC01~05
  • NA[Group06_3]PvPtest_06P Tribe_UTC01~05
  • NA[Group06_4]PvPtest_06P Tribe_UTC01~05
  • NA[Group06_5]PvPtest_06P Tribe_UTC01~05
  • NA[Group06_6]PvPtest_06P Tribe_UTC01~05
  • NA[Group06_7]PvPtest_06P Tribe_UTC01~05
  • NA[Group06_8]PvPtest_06P Tribe_UTC01~05
  • NA[Group07_1]PvPtest_20P Tribe_UTC22~06
  • NA[Group07_2]PvPtest_20P Tribe_UTC22~06
  • NA[Group07_3]PvPtest_20P Tribe_UTC22~06
  • NA[Group07_4]PvPtest_20P Tribe_UTC22~06
  • NA[Group07_5]PvPtest_20P Tribe_UTC22~06
  • NA[Group07_6]PvPtest_20P Tribe_UTC22~06
  • NA[Group07_7]PvPtest_20P Tribe_UTC22~06
  • NA[Group07_8]PvPtest_20P Tribe_UTC22~06
  • NA[Group08_1]PvPtest_06P Tribe_UTC01~05
  • NA[Group08_2]PvPtest_06P Tribe_UTC01~05
  • NA[Group08_3]PvPtest_06P Tribe_UTC01~05
  • NA[Group08_4]PvPtest_06P Tribe_UTC01~05
  • NA[Group08_5]PvPtest_06P Tribe_UTC01~05
  • NA[Group08_6]PvPtest_06P Tribe_UTC01~05
  • NA[Group08_7]PvPtest_06P Tribe_UTC01~05
  • NA[Group08_8]PvPtest_06P Tribe_UTC01~05
  • EU[Group02_1]PvPtest_6P Tribe_UTC19~23
  • EU[Group02_2]PvPtest_6P Tribe_UTC19~23
  • EU[Group02_3]PvPtest_6P Tribe_UTC19~23
  • EU[Group02_4]PvPtest_6P Tribe_UTC19~23
  • EU[Group02_5]PvPtest_6P Tribe_UTC19~23
  • EU[Group02_6]PvPtest_6P Tribe_UTC19~23
  • EU[Group02_7]PvPtest_6P Tribe_UTC19~23
  • EU[Group02_8]PvPtest_6P Tribe_UTC19~23
  • EU[Group03_1]PvPtest_20P Tribe_UTC16~24
  • EU[Group03_2]PvPtest_20P Tribe_UTC16~24
  • EU[Group03_3]PvPtest_20P Tribe_UTC16~24
  • EU[Group03_4]PvPtest_20P Tribe_UTC16~24
  • EU[Group03_5]PvPtest_20P Tribe_UTC16~24
  • EU[Group03_6]PvPtest_20P Tribe_UTC16~24
  • EU[Group03_7]PvPtest_20P Tribe_UTC16~24
  • EU[Group03_8]PvPtest_20P Tribe_UTC16~24
  • EU[Group04_1]PvPtest_20P Tribe_UTC19~23
  • EU[Group04_2]PvPtest_20P Tribe_UTC19~23
  • EU[Group04_3]PvPtest_20P Tribe_UTC19~23
  • EU[Group04_4]PvPtest_20P Tribe_UTC19~23
  • EU[Group04_5]PvPtest_20P Tribe_UTC19~23
  • EU[Group04_6]PvPtest_20P Tribe_UTC19~23
  • EU[Group04_7]PvPtest_20P Tribe_UTC19~23
  • EU[Group04_8]PvPtest_20P Tribe_UTC19~23
  • EU[Group05_1]PvPtest_06P Tribe_UTC19~23
  • EU[Group05_2]PvPtest_06P Tribe_UTC19~23
  • EU[Group05_3]PvPtest_06P Tribe_UTC19~23
  • EU[Group05_4]PvPtest_06P Tribe_UTC19~23
  • EU[Group05_5]PvPtest_06P Tribe_UTC19~23
  • EU[Group05_6]PvPtest_06P Tribe_UTC19~23
  • EU[Group05_7]PvPtest_06P Tribe_UTC19~23
  • EU[Group05_8]PvPtest_06P Tribe_UTC19~23
  • EU[Group06_1]PvPtest_06P Tribe_UTC19~23
  • EU[Group06_2]PvPtest_06P Tribe_UTC19~23
  • EU[Group06_3]PvPtest_06P Tribe_UTC19~23
  • EU[Group06_4]PvPtest_06P Tribe_UTC19~23
  • EU[Group06_5]PvPtest_06P Tribe_UTC19~23
  • EU[Group06_6]PvPtest_06P Tribe_UTC19~23
  • EU[Group06_7]PvPtest_06P Tribe_UTC19~23
  • EU[Group06_8]PvPtest_06P Tribe_UTC19~23
  • EU[Group07_1]PvPtest_06P Tribe_UTC19~23
  • EU[Group07_2]PvPtest_06P Tribe_UTC19~23
  • EU[Group07_3]PvPtest_06P Tribe_UTC19~23
  • EU[Group07_4]PvPtest_06P Tribe_UTC19~23
  • EU[Group07_5]PvPtest_06P Tribe_UTC19~23
  • EU[Group07_6]PvPtest_06P Tribe_UTC19~23
  • EU[Group07_7]PvPtest_06P Tribe_UTC19~23
  • EU[Group07_8]PvPtest_06P Tribe_UTC19~23
  • EU[Group08_1]PvPtest_20P Tribe_UTC16~24
  • EU[Group08_2]PvPtest_20P Tribe_UTC16~24
  • EU[Group08_3]PvPtest_20P Tribe_UTC16~24
  • EU[Group08_4]PvPtest_20P Tribe_UTC16~24
  • EU[Group08_5]PvPtest_20P Tribe_UTC16~24
  • EU[Group08_6]PvPtest_20P Tribe_UTC16~24
  • EU[Group08_7]PvPtest_20P Tribe_UTC16~24
  • EU[Group08_8]PvPtest_20P Tribe_UTC16~24

 

 

Soulmask Early Access Hotfix 05 June 20

Dear Chieftains,
To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from June 20, at 7:00 AM UTC, with an expected downtime of 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.
The update details are as follows:

 

[Map Optimizations]

  • Optimized the level structure of Random Maze Ruins
  • Optimized the triggering of the one-way door in dungeons to prevent players from getting stuck in the door
  • Optimized the dungeon's teleportations and its random range to prevent some anomalies
  • Added new Respawn Points in the advanced area that can be used upon exploration

 

[Experience Optimizations]

  • For tribesmen: enhanced their survival capabilities regardless of the deployed states. Upon Feign Death, auto-recover of deployed tribesmen will be much faster
  • The disease's duration has changed from Permanent to 300 seconds. VFX displays when catching a disease. Antidotes' Intros are added to the disease buff description
  • Optimized bear's combat skills and AI
  • While playing the cutscene — the death of “Central Core”, players obtain a Damage Immunity effect
  • The random chance for some of the Non-Golden Masteries has increased
  • Invulnerability has been added while repairing nodes in Pyramid to prevent interruption
  • Attack Speed is now displayed on the stats interface
  • Optimized bow's mastery "Shooting Technique". The target is easier to hit when locked on
  • Optimized VFX for the damage reflection of the talent affix "Fight Back"
  • Granary and Breeding Farm are now unlocked at Lv.10
  • Damage derement by Sticky Explosive Can to different constructions becomes smoother
  • Steel Battering Ram and Steel Cannonball deal more damage to Blackstone Constructions
  • Corrected action and sound effect of drinking from Water Bottle
  • Added description for Repair Times and Loss Ratio of Max Durability to gear tips

 

[PVP Cross-server Test is On]

  • After this update, the cross-server feature of PVP servers in Group01 on Asia Server, North America Server, and Europe Server will unlock at 07:00, 6/20 (UTC). Players on these servers can travel to other servers in Group01 of the same region via the cross-server portal above the pyramid. Other PVP cross-server features are on the way.

 

[Bug Fixes]

  • Fixed the special effect remnant issue of Common Mammoth's skills
  • Fixed the display errors of Quality, Level, and other info under details in Hunting Gallery
  • Fixed the issue where Tempest Griffin's Wind Projectile wouldn't disappear after being unlashed
  • Fixed the issue of invisible friend units that couldn't be seen when Rendering Quality under Game Settings - Graphics is set as Low or Ultra-low
  • Fixed the issue where the display of “Mysterious Stone Table” wasn't refreshed after switching masks with mask hidden
  • Fixed the mask decor display issue on tribesmen after remodel
  • Fixed the display anomaly of Upper Limit for Tribesmen on the I interface after the adjustment of Recruitable Tribesmen Coefficient
  • Fixed the issue of occasional anomaly skin color after the hairstyle was changed
  • Fix the issue where when the bow was drawn, some feather accessories and Mimicry models would block the view
  • Fixed the issue where characters could stand on Anti-climb Thorns
  • Fixed Piranha's growth speed issue
  • Fixed the teleportation drift issue of animals after being carried through Portal
  • Fixed the issue where the NPC's action of using bandages still went on after being interrupted
  • Fixed the issue where the talent affix “Multiple Shooting” could only take effect in the Solo mode
  • Optimized the clipping issue of Vajra Ape's animation and its attack sound effect
  • Fixed the model inconsistency of throwable weapons when gripped and not gripped
  • Fixed the issue where “Mind-Heart Unison”, “Bloodbath Recovery”, and some other talent affixes couldn't be triggered when facing animals or machines
  • Fixed the issue where barbarians with the “Likes defecation” affix could trigger the continuous effect when entering Outhouse, but the effect would be removed the instant they left Outhouse
  • Fixed the issue where barbarians with the “Likes dancing” affix could trigger the continuous effect when dancing, but the effect would be removed the instant they stopped dancing
  • Fixed the action play anomaly of the executed when a barbarian was executed with Backstab
  • Fixed the issue where players might get stuck in models after being caught and thrown by the boss's Grab skill
  • Fixed the absence of the footstep's sound effect when riding an ostrich
  • Fixed the inconsistency between the displayed number and actual number of Turkeys in Turkey Coop
  • Fixed the issue where "Lighting Module" would reactivate when getting on and off the mount.
  • Fixed the vibration issue of Sprint while auto-advancing
  • Optimized the issue where player gets stuck in the air with the Leap Slash skill
  • Fixed the issue where after the tribesmen on patrol were deployed, the patrol mode was still on
  • Fixed the occasional display error of buff's time
  • Fixed the occasional issue where the skill gets stuck or first dry shoot would be released when using the bow’s mastery “Running Fire”
  • Fixed the occasional animation issue of character execution
  • Fixed the issue where players could enter the interior of mountains by climbing
  • Optimized the monster quantity in the dungeon ruins

 

 

Soulmask Early Access Hotfix 04 June 17

Dear Chieftains,
To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from June 18, at 7:00 AM UTC, with an expected downtime of 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.
The update details are as follows:

 

  • Adjusted the strength of the invading leader monsters. These leaders aren't that hard to deal with now when invading the tribe guarded by many players
  • Fixed the issue that the boss may disappear in Official and Private Servers
  • Fixed the error that occurred in dissecting vultures with Steel and Enhanced Butcher's Knives
  • Fixed the occasional disconnection when shooting with Rapid Bow's Divine Power Possession switched on
  • Fixed the issue that players failed to exit the Building Mode after the construction item was discarded
  • Fixed the issue that the ostrich nest wouldn't refresh anymore if the ostrich egg in your hands was broken
  • Fixed the issue that Refined Feed couldn't be crafted caused by recipe reminder that fuels were needed
  • Fixed the occasional crashing issue of the server

 

Of course, we won't stop here! This week, there will be another update for Soulmask, with more adjustments and improvements. Stay tuned!

 

 

Soulmask Early Access Hotfix 03 June 14

Dear Chieftains,
To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from June 14, at 7:00 AM UTC, with an expected downtime of 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.
The update details are as follows:

 

[Major Balance Adjustments]

  • Adjusted the difficulty of monsters in the Volcano and Snow Mountain areas, as well as the difficulty of the five major Bosses in the Pyramid on doom difficulty. Improved the overall difficulty progression in the game.
  • Increased the Drop Multiplier for the five major Bosses and elite animals in multiplayer battles.
  • Reduced the aggro transfer from Plunderers and Outcasts towards players.
  • Increased the level bonus for kill EXP, with higher-level creatures and barbarians granting more EXP.
  • Increased starter character's basic Stamina Recovery speed by 100%.
  • Reduced Stamina Recovery wait time from 1s to 0.5s.
  • Increased the output speed of Honey and Bee Wax in Beehives.
  • Beehive output is now influenced by the Automated Production Base's Output Multiplier.

 

[Gameplay and Function Adjustments]

  • Mounts come in different qualities, featuring different speeds.
  • In Solo/Private Server Mode, Jaguar/Snow Leopard Cubs support quality coefficient adjustment.
  • The Mimicry ability of the initial Civilization/Conquest/Rich masks is changed to become usable after the node is repaired.
  • The adjustment of HP, ATK, and DEF coefficients of creatures in Solo/Private Server mode will be released.
  • The requirement for Iron Wire in the Craftsman's Bench upgrade is removed.
  • Sharp Fangs can be used to replace Horns in repairing Bronze Shoes.
  • Removed the setting that the character will die instantly instead of entering the near-death status upon taking deadly damage in the head.
  • Invaders of the player's base will no longer use Grease Tanks.
  • Adjusted the refresh rule of the Holy Relic Chest. It will now refresh normally even if there are offline players in the room.
  • The hatred passing distance of Plunderers in Rainforest Ruins is reduced.
  • In multi-player battles, increase the drop multiplier for the five bosses and elite animals.
  • Added corresponding specimens for Pyramid Boss at different difficulty levels.

 

[Experience Optimization]

  • Keep Advancing function (the = key by default) will now turn into Dash automatically
  • Rainy weather can now wash off feces and the ignition effect.
  • Optimized the combat AI of deployed tribesmen. When the Master attacks a target, the deployed tribesmen in Assist mode will also attack the target instead of just standing around. Reduced the probability of pacing during combat, making deployed tribesmen more proactive in attacking.
  • Added a new button in the character interface to close the character preview and increase performance
  • Added battle background music for Snow Mountain Plunderer Leader.
  • Fixed the issue where attempting to perform a jump slash attack could trigger a basic attack instead.
  • Increased the windup time and shortened the hitstop time for the Anaconda's Wrap skill.
  • Increased the cooldown time (CD) for Anaconda's Wrap skill to 8 seconds
  • Enhanced the sound effect for successfully reflecting attacks.
  • Added a recovery action that can interrupt rolling.
  • Reduced the attack frequency of feline creatures when performing follow-up attacks from behind, and these attacks now include an effect that dismounts targets
  • Added a button to revert the queue to the planned queue in the loop queue settings interface.
  • Adjusted the disease mechanic to ensure that characters cannot contract the same illness more than once.
  • Increased the collection output of monkeys.
  • Six types of storage boxes now support stacking and no longer occupy individual slots in the player's inventory.
  • Dropped items now merge only into the previous owner's drop bag.
  • Optimized crowding issues among tribesmen. Added a prompt when navigation to the workbench is obstructed.
  • Optimized the spawn positions and disengagement distances for large camp Ruins Bosses.
  • Random invasion monsters no longer spawn near Constructions.
  • Fishing trap adjustments have been made to construction space, capture efficiency, and the number of catches to encourage proper use and prevent the impact on the game environment and server performance due to the excessive use of traps.

 

[Mask Adjustments: Tactical Guidance]

  • Reconnaissance now increases deployed tribesmen’s HP by an additional 100%.
  • Full-out Attack now increases deployed tribesmen's ATK by an additional 50%.
  • Positional Defense now increases deployed tribesmen's DEF by an additional 50%.
  • Emergency Mobilization now triggers at 5% damage taken instead of 10%, and the recovery effect has been adjusted to restore 50% of the damage taken, rather than 5% of Max HP.

 

[Mask Adjustments: Natural Enlightenment]

  • Nature's Blessing now increases Resilience by 10 instead of 5.
  • Increased the duration of animals summoned by Nature's Heart from 300 seconds to 600 seconds.
  • Expanded the types of animals summonable by Nature's Heart to include animals in the Ruins.

 

[Regarding Bugs]

  • Fix the issue where the Boss has a chance to disappear in Solo/Friends mode.
  • Optimized the drop logic for Death Packages to ensure they appear at the player's feet after resurrection, preventing them from falling through the ground.
  • Fixed the issue where players could get stuck in walls when teleporting out of the Dungeon.
  • Fixed the issue where the C key could still trigger Mimicry after the Mimicry key was changed.
  • Fixed the issue where the initial character could still be remodeled when there were no parts on the Mysterious Stone Table.
  • Fixed the display anomaly of feather ornaments in certain cases
  • Fixed the issue where the Mysterious Stone Table could be moved during remodeling.
  • Fixed the formula error for the Medium Costumes and Gloves of the Flint Tribe.
  • Fixed the issue where the Arrow Trap's knockback effect would only push the target backwards.
  • Fixed the issue where Peg Board deals no damage if placed on walls
  • Fixed the crafting speed anomaly of the Workbench due to the stacking power of the Power Windmill.
  • Fixed the issue that the talent effect “Mind-Heart Unison” can be triggered by deterred barbarians
  • Fixed the issue that no barbarians in the game own the title “Archery Master”
  • Changed the wrong translation “Likes braised meat” to “Likes sauced meat”
  • Fixed the incorrect configuration of the Vulture’s skill damage type.
  • Fixed the incorrect gear qualities and stats in Set Crafting.
  • Fixed the issue with the Construction Hammer's Durability not affected by the Durability Cost Multiplier.
  • Fixed the issue with the workbench destruction sound effect not playing correctly.
  • Fixed the issue with Crossbow Tower attacking deterred barbarians carried by Llama.
  • Fixed the issue where Spears are prematurely launched when squatting down.

 

Thank you very much for your support and understanding. More optimizations and updates are on the way.
Join discord: https://discord.com/invite/4G2K7FDbtp

 

 

Soulmask Early Access Hotfix 02 June 7

Dear Chieftains,
To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from June 7, at 8:00 AM UTC, with an expected downtime of 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.
The update details are as follows:

 

[Major Updates]

  • The Perfect Remodel Switch will unlock in Solo mode/Friends mode/Private Server. After their data is recorded at the Mysterious Stone Table, the tribesmen can be remodeled and revived upon death, retaining their Level, Proficiency, and Talent Affixes from before death. The latest recorded tribesman data will be used when reviving a tribesman.
  • In Solo mode/Friends mode/Private Server, you can adjust the Tribesmen Cap that can be recorded via Info Entry Coefficient.
  • No parts are needed to record Tribesmen Info at Mysterious Stone Table (Remodeling Tribesmen still needs equipping parts)
  • Adjust the recruitment rules for tribesmen: when a tribe has more than 10 players, the total number of recruitable tribesmen increases by 1 for each additional player.

 

[Experience Optimizations]

  • Support for a new "Timed Enemy Respawn Switch" in Solo/LAN/Private Server modes: When this switch is turned off, enemies will not respawn while there are players in the Barrack. The switch is off by default.
  • Now, the camp will notify players before barbarians respawn.
  • The 5 main bosses have different appearances depending on the difficulty level.
  • Further optimized the cast backswing interruption
  • When holding a blade or a torch, players can attack while looking up or down.
  • The exclusive talent "Steel Body" for Flint has been adjusted to be obtainable by combat professions of the Claw, Flint, and Fang tribes. The general talent "Firm Will" has been adjusted to be exclusive to the Flint tribe.
  • Now, when tribesmen take items, they will also take them from beehives and dismantling stations.
  • No need to tick "Set the queue as Circulating Queue". It’ll auto-toggle Circulating Queue when you click Confirm
  • Pen will show the animal's quantity
  • Ballista won't attack the animal caught by traps
  • Work Broadcast will only be sent to Tribe Channel at the start and end. At other times, it'll only show above the head
  • Patrolling tribesmen will no longer attack animals caught in traps.
  • Player-owned monkeys will no longer die of thirst or hunger; they will take care of themselves.
  • The types and quantities of feathers required to unlock certain feather decorations have been adjusted, making them easier to unlock now

 

[Difficulty Adjustments]

  • "Casual" and "Easy" difficulty damage coefficients have been adjusted. (Existing players with saved files need to click "Advanced Settings" - "Restore All Coefficients to Default" to update to the latest coefficients.)
  • "Casual" and "Easy" difficulties now have "Player-built Teleporters for Material Transport," "Move Death Bag to Player's Feet Upon Revival" switches, and "Perfect Remodel Tribesman" enabled by default.
  • Reduced HP of Wolf, Wasteland Wolf, and Arctic Wolf
  • Reduced the hatred passing distance and hearing of Plunderers in Rainforest Ruins
  • Enhanced yield chance and output of rubber in the ground ruins of Rainforest
  • The material yield chances for tribal gear will increase

 

[Regarding Private Server Management]

  • More convenient GM Control Panel
  • Some of the GM Directive Names will be easier to read
  • Loads of new commands: including send items and creatures to a designated player, join a designated tribe, as well as other optimizations on server management and convenience
  • Please check Our Wiki for more info

 

[Mount Optimizations]

  • After dismount, it'll revert to the armed status as it was before mounting by default
  • Enhanced mount speed (the speeds of the corresponding wild creatures also increase slightly)
  • Fixed the issue where the remaining captured mounts and pets couldn't be controlled by anyone after the owner's character was deleted
  • Fixed the issue where while pressing "=" to keep walking, the mount still walks away on its own after dismount

 

[Optimized Process of Capturing Jaguars]

  • Reduced quantity of jaguar footprints you need to collect
  • Reduced time needed to track down female jaguars
  • Extended tracking failure countdown
  • Shortened female jaguar's field of view
  • Increased distance needed to track down female jaguars
  • Added an notification - "Finding food (tracking)", when players are within the range of tracking female jaguars
  • Changed the notification when players are too far away and exceed the Max Tracking Distance
  • Shortened female jaguar spawn area properly, reduced chance of female jaguars getting stuck in terrains

 

[Regarding Bugs]

  • Fixed the issue where player can’t enter the room if its password contains special characters
  • Fixed the issue where Anti-climb Thorns are ineffective
  • Fixed the issue where while carrying the NPC and being squeezed to death by Anaconda cause the NPC becomes abnormal
  • Fixed the issue where carrying people is abnormal while sitting on a Grass Mat/Stool
  • Fixed the issue of abnormal display of preview window after hiding the mask
  • Fixed the issue of characters getting stuck in Holy Ruins of Rift Valley
  • Fixed the issue where while Durability Cost is disabled, the durability of collecting tools is still deducted
  • Fixed the incorrect damage instances of the Spear Mastery "Overturn"
  • The bag dropped underground due to anomalies will be teleported beside the character’s feet
  • Fixed the issue of the disappeared portal in Death Package
  • Fixed the issue of no mineral output when reviving and returning to the mine point to continue to mine
  • Fixed the issue where when the player returns home with debuffs, tribesmen would stop working and prepare to fight
  • Fixed the issue where when tribesmen are in a low mood, they'd stop working and keep switching tools
  • Fixed the issue of the overly high movement speed of little panthers
  • All animals under the player’s name are cleared when character is deleted
  • Fixed the issue where Mysterious Tisane can be used on tribesmen that are not the original character created by player

 

Thank you very much for your support and understanding. More optimizations and updates are on the way.
Join discord: https://discord.com/invite/4G2K7FDbtp

 

 

Soulmask Early Access Hotfix 01 June 4

Dear Chieftains,
To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from June 4, at 7:00 AM UTC, with an expected downtime of 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.
The update details are as follows:

 

[Game Optimizations]

  • Added Deter protection; activating Deter no longer inflicts damage on either side.
  • The production of advanced wood also yields additional logs alongside the hardwood.
  • Adjusted the Stone Barrier's model to eliminate collisions with its bottom protrusions.
  • Optimized the attack range of the Butcher's Knife to prevent missing resources from small animals.
  • Map mark function now accepts space inputs.
  • Being infected with the plague will no longer result in death; it will only progress to a state of near-death at most.
  • Adjusted the consumption speed of Bee-drawing Syrup; for every additional bee, the cost of Bee-drawing Syrup is reduced to two units.
  • When placing a bonfire, the system checks for terrain obstructions to prevent getting stuck in rocks upon respawning.
  • The load no longer affects the rolling speed and distance, as long as Max Load is not exceeded.
  • Improved connection stability in online rooms for a smoother multiplayer experience.
  • Rainforest Flint bosses (including those in mangroves), Claw bosses, and Fang Barracks bosses on the hill now guarantee deerskin as a drop.
  • Punching with bare hands can now inflict damage on trees.
  • Reduced the durability drop speed of weapons and gear.
  • Increased the crafting EXP earned for certain items.
  • Adjusted the materials required to craft a Water Bucket, replacing Copper Wire with Copper Ingots.
  • Fixed the issue where tribesmen would behave abnormally in water-related works in homes without a well.
  • Added a command "ResetOneFrontNpc" for solo play and friends mode to reset humanoid NPCs unintentionally trapped within walls back to their spawn locations.

 

[Sound Effects Related]

  • Fixed the issue where ambient sound effects might not trigger.
  • Fixed the issue where some players experience a halt in background music upon entering the game.
  • Lowered the volume of sounds associated with enemy alert and being spotted.
  • Lowered the volume of sounds associated with crafting and logging activities.

 

[Keybinding Settings Related]

  • Added a keybinding setting for "Press and hold to switch to other styles" to fix the conflict between the Construction mode and movement commands on French keyboards.
  • Added a keybinding setting for "Keeping running".
  • Added a keybinding setting for "Call mount to follow."
  • Players can now press the subtract (-) key on the numeric keypad to open the game console.

 

[Quests Related]

  • Fixed the issue preventing completion of the Alpaca quest in specific scenarios.
  • Optimized the quests that require placing various constructions; now, interacting with existing crafting tables suffices for quest completion, eliminating the need for placing multiple identical constructions within a guild to meet quest requirements.
  • Fixed the crafting quest for Beast Bone Weapons where weapons crafted by tribesmen did not contribute to quest completion.
  • Tutorial quests can now be skipped using the PageDown key.

 

[Combat Related]

  • Fixed the issue where certain skills (such as Dual-blade leap attacks) could pull the player back to the original position after execution.
  • Fixed the persistent spawning issue of NPC invaders.
  • Optimized the attack method of the Battering Ram, which can now deal damage to constructions above it.
  • The recovery period following most attack skills has been minimized, facilitating easier cancellation through jumping, moving, weapon switching, defending, or other skill actions.
  • Reduced the hitching/stuttering frames to prevent movements from seeming unsmooth during periods of low server frame rate.

 

[UI Related]

  • The right-click menu will now automatically close after an action is performed.
  • When igniting facilities that require Fuel, a corresponding prompt message is now displayed.
  • Parrots are now configured by default to send alerts when constructions are being attacked.
  • Optimized the rules for tribesmen work assignment to prevent misunderstandings during certain operations.

 

[Bug Fixes]

  • Fixed the issue where killing monsters in solo mode and exiting the game immediately would cause abnormal monster movements upon re-entering the game.
  • Fixed the potential loss of AI for scout NPCs when a Bonfire is put away.
  • Fixed the issue of resources not respawning after a server crash.
  • Fixed the issue where using Bandages while mounted would not instantly update the status icon.
  • Fixed the issue with the Throwing Knife crafting recipe producing flying Spears instead.
  • Adjusted the frame rate limit settings (vertical sync is now off by default and is no longer dependent on whether the game is played in fullscreen).
  • Fixed the issue that prevented some players from joining tribes, with an error message indicating that "cannot perform in cross server".
  • Fixed the issue on ultra-wide screens where players were unable to pick up bags.
  • Fixed the collision issue with palm trees that would trap players.
  • Fixed the issue where tribesmen would enter battle status (pacing around frequently) for no reason.
  • Fixed the issue where backstabbing barbarians would not enter combat.
  • Fixed the abnormal flickering issue with fireflies.
  • Fixed the issue with bees exhibiting an abnormal growth Speed.
  • Fixed the issue where adjustments to the quality multiplier for barbarians and animals had no effect.
  • Fixed the issue where Uncrafting Beast Bone Bows and Great Beast Bone Bows would yield Leather Rope.
  • Corrected the EXP gained from watering farmland.
  • Fixed the issue where some Bonfires would not increase the Comfort level.
  • Fixed the issue where crops planted at the edge of farmland were getting deleted.
  • Fixed the issue where tribesmen recruited during Babarian Invasion would disappear after some time.
  • Fixed the repairability issue affecting some gear.
  • Entering a near-death state while climbing will now result in falling to the ground instead of remaining suspended in mid-air

…….

Thank you very much for your support and understanding. More optimizations and updates are on the way.
Join discord: https://discord.com/invite/4G2K7FDbtp

 

Those are the patch notes up through June 25 for Soulmask.

Celebrity Podcast About Fixing the Planet Brought To You By Company Actively Destroying It

LOS ANGELES — Self-proclaimed climate activist Ezra Miller has teamed up with Spotify and BP to launch a podcast spotlighting the changes individuals can make to help combat whatever it is that’s destroying the environment. 

“Each week I’ll talk to some of my best friends about everyday life hacks we can do to make the Earth a little greener,” said Miller in a recent interview. “Hacks like turning off the infinity pool fountain when you’re not using it, and fueling our cars with the cleanest burning gasoline from BP. I’ll reveal more at the premiere, which will be held in the middle of the Pacific Ocean, as I’m currently only able to make public appearances in international waters. Also, the garbage patch is beautiful this time of year.”

The podcast, which will be recorded at Miller’s private Hawiian estate, will fly in celebrity guests like Taylor Swift, Kendall Kardashian, and Jay-Z to talk about the little things in life they do to save energy and reduce consumption. It will highlight significant global dilemmas to the listener and explain why it is all their fault.

“Human beings are like walking factories, taking in healthy oxygen and expelling harmful carbon dioxide,” explained BP’s head publicist Marsha Spellman. “We can only hope that ‘Our Problem’ hosted by Ezra Miller can implement positive change in the lives of our listeners for the sake of our planet.”

Climate change activists welcomed the news of the upcoming podcast.

“The amount of carbon dioxide in the atmosphere is currently the highest it has ever been in human history,” said Chad Kinney, CEO of Just Stop Warming, an anti-climate change non-profit primarily funded by BP, Exxon, and Shell. “It’s up to us, the children of mother Earth, to reverse the inexplicable emissions that are attacking our precious ozone layer. For all we know, it’s due to the fact that the Earth is holding too much sweet, sweet oil within its withering crust.”

At press time, Spotify had just greenlit season 2 of ‘Our Problem,’ adding Elon Musk as a permanent co-host.

Every Scott Pilgrim Character Ranked By How Likely It Is I Would Have Dated Them In My 20s

As a queer guy who plays bass, with one foot in the nerd world and one in the hipster world, Scott Pilgrim was a huge point of identity for me in my late teens and 20s. First, as the comics, then the movie, it felt custom-made to appeal to my particular tastes. A decade later, with an animated series reigniting its cultural relevance, I’m forced to look back on the franchise and its characters with the same combination of nostalgia and embarrassment I do my 20s in general. What better way to do that than by breaking down which characters I would have dated (if i was lucky enough to have a chance) during my 20s? 

44. Knives Chau

I wasn’t dating high schoolers in my 20s. Who do you think I am, Scott Pilgrim? 

43. Tamara Chen

I already said I wasn’t dating high schoolers in my 20s. At least Tamara didn’t date Scott Pilgrim. 

42. Roxie Richter

Roxie is way too intense for young me. Even setting aside the fact she’s a lesbian, I’d be way too scared of her to want any sort of romantic relationship with her. I would try to befriend but she’d probably think I was hitting on her and smash me to death with a hammer. 

41. Gideon

I would not have dated Gideon in my 20s because I already dated him when I was 18. He was an absolute nightmare boyfriend. He was manipulative, cruel, self-involved, and the most pretentious guy I’ve ever met. Truly an evil ex. 

40. Nega Scott

The manifestation of Scott’s narcissism and self-deception would frankly be too high maintenance for me in my 20s. He’s also pure evil, or whatever, but mostly it just seems like a lot of baggage. 

39. Joel MacMillan 

The bass player for Crash and the Boys gets ranked this low because he’s a guy who plays bass. While I was in college I had no interest in dating a guy who played bass, because I was already a guy who played bass. I was pretty self-involved but even I wasn’t interested in dating myself. 

38. Julie Powers

Even when I was 20 I absolutely hated parties. Julie seems to exist exclusively at parties. It would just be too much for my anxiety-addled heart, which is a shame because someone who would call me on my BS and make me socialize is probably exactly who I needed to be with. 

37. Kyle Katayanagi 

As a student in the humanities, I had no time for those creeps over in STEM fields. Now that I’m in my 30s I still have no time for those creeps over in the STEM fields. Robots are cool and all but knowing how to make robots? No thanks. 

36. Ken Katayanagi

Everything I said about his twin applies to Ken but his outfit makes him slightly hotter than his brother. I wouldn’t have liked him or respected him, but I for sure would have hooked up with him anyway. 

35. Matthew Patel

Matthew Patel is a theater guy which eliminates him automatically from the dating pool. Sure, I’d have made out with him if we were hanging out with a mutual friend or something. But I’d be too worried about feeling pressured into seeing a local production of Cats to actually date him.  

34. Todd Ingram

Todd is undeniably hot and lust would have provided some initial attraction, but it wouldn’t last. Being a guy who plays bass is strike one, overconfidence is strike two, and being a vegan is strike three. In my defense, there were a lot fewer vegan-friendly restaurants back then. 

33. Scott Pilgrim 

I’m not proud to admit it but I would have gone out with Scott a few times. Honestly, anyone with an X-Men patch on their jacket would get at least one date. I’d figure out that Scott was an even more self-involved version of myself eventually, but it would have taken at least a few weeks. 

32. Lawrence West Pilgrim

Scott’s younger brother only briefly appears in the comics, but he’s a sneaky version of the guy who plays bass, having loaned his bass to his brother. I might date him for as long as a month before discovering that unforgivable flaw. 

31. Young Neil 

I’d end up dating Young Neil on and off just because we’d both frequently be the guy hanging out on a couch while our cooler friends were hanging out. His bass playing and obsession with Scott would always lead me to break up with him, but eventually, we’d both be playing a Nintendo handheld at a party and get back together for a few days. 

30. Mr. Chau

Knive’s dad would be ranked much lower if I met him before dating Scott. But assuming I met him after dating Scott Pilgrim I think his desire to murder Scott would be enough of a draw for at least a brief crush on my part. 

29. Gideon

I dated Gideon before my freshman year and it didn’t work out, but I probably would have taken him back. Honestly, I don’t even remember why we broke up. I’m sure I had my reasons for breaking up with him, but at the least, I would have had a rebound fling with him. 

28. Plumtree

Don’t get me wrong, I love Canadian indie rock band Plumtree as much as anyone but I just wouldn’t have had the confidence to date an entire band in my 20s. Still, if I’d heard Go or Only in the Movies live in a Toronto dive bar I would have taken a stab at it. 

27. Lucas “Crash” Wilson

The frontman of Crash and the Boys, Lucas has few defining characteristics. But being a frontman in a band and having comically short songs would have been enough personality for me to take him out.

26. Sandra and Monique

I know exactly how this would play out. A friend would try to set me up with either Sandra or Monique, but never having seen them separately I’d forget which one. I’d have a few awkward interactions, hoping to figure it out, but I’d never piece it together. After a few attempts, I’d resolve to never talk to either of them again to avoid a potentially awkward situation. 

25. Simon Lee

It’s a big reveal in the comics that Kim’s ex, Simon Lee, was just a regularly nerdy guy. “Regular nerdy guy” describes most of the guys I dated or wanted to date in my 20s, so Simon’s odds were pretty good. 

24. Cole

Cole’s only characteristic is being a drummer. I was pretty into drummers in my 20s. Sure, let’s party.

23. Michael Comeau

Comeau’s defining feature is that he knows who everyone is. All throughout college people would approach me knowing my name and details about me, who I thought of as complete strangers. I would have dated Comeau just so he could tell me who those people were and how they knew me. 

AEW News: WWE name held talks with company

AEW News: All Elite Wrestling has reportedly held talks with a popular WWE personality who is set to leave shortly.

According to a new report from Dave Meltzer of Wrestling Observer Radio, Kayla Braxton (real name Kayla Becker) has been speaking to AEW.

“It might be AEW, it might not. There definitely was talk between her and AEW. She was looking to other things as well. It was one of those things, I was told she could see the writing on the wall” the writer claimed.

Read More – AEW News: Shane McMahon reportedly contacts talent for job

AEW News: Kayla Braxton held talks with All Elite

“They pretty much decided that Cathy Kelley and Jackie Redmond were gonna be the top two ones” Meltzer added. So she was number three so I think by that she kind of could see maybe it’s time to go somewhere else” (transcription via Cultaholic).

Braxton recently confirmed that she would be leaving WWE for a “West Coast-based opportunity,” but we do not currently know exactly what that even is.

Could she be heading to All Elite? It is certainly a possibility.

Read More – WWE News: CM Punk SCREWS Drew McIntyre out of the World Title at Clash at the Castle

Hard Drive Does Pro Wrestling Stuff?

Yes, we cover pro wrestling news, including WWE, AEW, New Japan and sometimes the indies, so make sure that you keep checking back for everything you need to know about this great sport.

You can check out more of the content we have via our Minus World section (which also has real gaming news) and if you want to see more pro wrestling or combat sports you can check out my site FightFans!

Read More – Wrestler slammed BARE FEET FIRST into Lego and Glass at GCW Tournament of Survival 9