Killer Klowns From Outer Space Update Patch Notes June 13

 

UPDATED June 21

 

 

Patch 1.1.4 June 13

To clear up any confusion that may occur from the patch version number; we are skipping 1.1.3 and releasing it as 1.1.4 instead.
This was done in order to implement several necessary fixes into this build. We will remember how to count properly in the future.

 

General

  • Various Crash Fixes
  • Various fixes and improvements to address cheating and exploiting
  • Various fixes, improvements, and optimizations to the matchmaking, crossplay, and party systems
  • Various fixes and improvements to several map locations and escapes
  • Fixed an issue where players were able to interact with objects while stunned
  • Made adjustments to the timing of several animations to be more aligned with the gameplay

 

Humans

  • Addressed an issue that was causing certain items to be unable to be picked up
  • Reduced the duration of the Energy Drink
  • Fixed an issue where the Ice Cream Truck Escapes would sometimes allow the player to be killed even after they have already escaped
  • Fixed an issue where the Ice Cream Truck Escapes objective markers would not appear for players that have resurrected recently
  • Fixed an issue where vaulting would not drain stamina
  • Fixed an issue where players could enter the Bunker without escaping
  • Fixed an issue where players could continue to interact with an escape objective even after taking damage or failing the QTE
  • Fixed an issue that was allowing too many players to enter the Boat Escape

 

Klowns

  • Downed Humans will now get cocooned faster when being cottonized by non-raygun based weapons
  • Klowns can now push lackeys out of the way
  • Increased amount of Cotton Candy Cocoons that spawn on the map
  • Made improvements to the Boxing Gloves and Mallet’s hit detection
  • Added collision to Cotton Candy Cocoons to prevent them from being placed at certain escape locations
  • Addressed several issues that were causing escape objectives to not be cottonized with certain weapons
  • Fixed an issue where Klowns were able to cocoon Humans while the Human is being Klowntalitied
  • Fixed an issue where Klowns were able to cocoon Humans while the Human has already escaped
  • Fixed an issue where Klowns were sometimes unable to break certain windows

 

 

Patch 1.1.2 (Hotfix) June 10

 

General

  • Various Crash Fixes
  • Various fixes and improvements to the matchmaking and party systems
  • Various fixes to several containers that were not interactable
  • Various fixes to several locations that were causing players to become stuck
  • Fixed an issue where the one of the Ice Cream Truck Escapes on the Downtown Crescent Cove Map was blocking players from escaping
  • Fixed an issue where players may sometimes not return to the Main Menu after the host closes the party
  • Fixed an issue where the “Leave Match” button would sometimes not return the player to the Main Menu
  • Fixed an issue where the match timer in Private Matches would begin during the opening cinematic
  • Fixed an issue where all party members would return to the Main Menu from the Customization Menu if the host exits the Customization Menu

 

Humans

  • Adjusted damage across to all Human melee weapons, ranged weapons, and thrown items
  • Addressed several issues that were being caused by multiple players using the same interaction at the same time
  • Fixed an issue where throwing an item may cause the player to become interaction locked under certain conditions
  • Fixed an issue where the objective icons may disappear at the beginning of the match
  • Fixed an issue where the Item Cards may persist on the screen after gifting an Item Card to a dead player
  • Fixed an issue where a thrown Compass could kill a downed Klown

 

Klowns

  • Addressed several issues that were being caused by Humans leaving while being cocooned or Klowntalitied
  • Fixed an issue where VoIP would sometimes not work properly for Klowns that have died in the match
  • Fixed an issue where the Klown’s health bar would be inaccurate when using the Pizza Box ability
  • Fixed an issue where the Pentashot was unable to hit players when in point blank range
  • Fixed an issue where several weapons were unable to cottonize objectives under certain conditions
  • Fixed an issue where the Lackey spawn timer was becoming desynced

 

 

DAY 1 PATCH NOTES June 4

 

General

  • General crash fixes
  • General improvements to game optimization
  • General fixes and improvements to bot behavior
  • Crossplay account linking and Crossplay party invites are now available
  • Various fixes and improvements to matchmaking and premade lobbies
  • Added blocking volumes at escape locations to prevent body blocking escapes
  • Addressed several issues to prevent exploits related to items and EXP
  • Addressed several issues that were causing players and cocoons to fall under the map
  • Fixed an issue where the language options were not appearing on the Steam client
  • Fixed an issue where the intro cinematic when loading into a match would sometimes be missing assets
  • Fixed an issue where bots would not be replaced by players who are joining in progress
  • Various fixes to address collision issues and stuck spots on every map
  • Various fixes to EXP not being granted properly during certain events
  • Various fixes to SFX timing issues

 

Human

  • Loot spawns have been adjusted to prevent repair items from spawning too close to their related escape
  • Reduced the duration that the escape location icons remain on the HUD after reaching the meeting point
  • Made adjustments to the distance attenuation curve for Human proximity VoIP
  • Fixed an issue where the crosshair may remain on the HUD after dropping a weapon
  • Fixed an issue where certain outfits were missing flashlights
  • Fixed an issue where empty loot containers would appear as closed and non-interactable for players that have joined in progress
  • Fixed an issue where the player would sometimes regenerate stamina while sprinting even without any item buffs
  • Fixed an issue where the Cocoon VFX would sometimes remain on the player after they have broken out of a Cocoon
  • Fixed an issue where the throwing prediction line would sometimes not show up when throwing an item
  • Fixed an issue where using the Compass in certain locations would cause the escape indicators to remain on the HUD permanently
  • Fixed an issue where using items and interactions in quick succession could cause the player to become interaction locked
  • Fixed an issue where players could not uncrouch in certain locations
  • Fixed an issue where blunt weapons were sometimes able kill a downed Klown
  • Fixed an issue where the bots were causing cocoon outlines to behave incorrectly
  • Increased fear reduction while hiding in a hiding spot
  • Reduced the damage that axes deal to gated exit barriers

 

Klowns

  • Adjusted the camera position while using the Balloon Dog trick
  • Made improvements to the Klown VoIP when transitioning from team chat to proximity chat
  • Fixed an issue where the Klown's loadout 3 was not available even after reaching the level requirement
  • Fixed an issue where the UI prompt that appears to notify players that there is not enough space to use the "Invisible Car" ability was missing
  • Fixed an issue where certain quality settings would cause the Klown Jump to have visual issues
  • Fixed an issue where Klowns may sometimes become interaction locked after performing a Klowntality
  • Fixed an issue where Klowns may sometimes not be able to use any of their Tricks after performing a Klowntality
  • Fixed an issue where Klowns could perform a Klowntality while in the middle of an interaction
  • Fixed an issue where the Cotton Candy Raygun's beam would sometimes not connect properly to player models
  • Made improvements to the Cotton Candy Raygun's hit detection during close quarters engagements
  • Fixed an issue where the firing animation was sometimes not appearing for the Pentashot and Laser Beamer
  • Increased Cocoon damage when thrown at Humans
  • Increased Klown movement speed when sprinting backwards
  • Fixed an issue that was causing the Popcorn Bazooka to deal double damage
  • Reduced range of the Popcorn Bazooka to be more in line with the popcorn VFX
  • Reduced environmental damage of the Popcorn Bazooka
  • Reduced tracking time of the Popcorn Bazooka
  • Increased Pentashot cottonization damage
  • Improved Pentashot projectile hit detection
  • Reduced Bouncecaster cottonization damage
  • Increased Mallet charge speed
  • Reduced the Hypnotic Lure escape threshold

 

Those are the patch notes up through June 13 for Killer Klowns from Outer Space: The Game.

Man Who Vowed to Finish Current Game Spots a Pretty New Game Looking at Him Across the Room

TORONTO — Local gamer Frank Meadows has found himself in quite a predicament as despite his vow to finish the game he’s currently playing, temptation is having its way with him as he’s spotted a pretty new game looking at him from across the room.

Meadows took to social media to discuss his current internal struggle.

“I’m so conflicted here because I’m in the middle of this big open-world game that I’m really loving,” Meadows said to his dozens of followers. “I have a real problem with not finishing games before moving on to another game but I vowed that I would finish this since I’m enjoying it so much. But my Baldur’s Gate 3 physical edition got delivered the other day and it’s so beautiful and it’s just looking at me, begging to be played and I don’t know if I’m strong enough to resist giving it what it wants.”

Meadows, who has been single since high school, doesn’t often have something so beautiful staring at him in temptation, which is why this is so difficult for him.

“This just never happens to me. Even all the other times I’ve abandoned games to play something else it was because I felt like it. The problem here is that I don’t want to abandon this game, I really love it but every time I glance across the room Baldur’s Gate 3 is there looking at me and it’s so beautiful. It’s probably the most beautiful thing I’ve ever seen and definitely the most beautiful thing that’s ever wanted me to touch it. I just don’t know what to do.”

Meadows’ struggle ended up going slightly viral and renowned gaming relationship counselor Bradley MacDougall weighed in with professional advice.

“One of the main reasons that gamers and their games even come to me is due to issues stemming from the desire to move on to a different game before the relationship has reached its natural conclusion. I’ll tell Mr. Meadows what I tell all my patients. While the primal desire to play something else can be tempting, not finishing your current game relationship will only cause a repressed backlog that will eventually lead to having so many games to play that your brain just shuts down and you don’t play anything.”

Amid his crisis, Meadows contacted his parents for advice on what to do. His mother took to Facebook to address the situation.

“I just want my boy to get help. He’s about to turn 30 and has never been on a date,” His mother Dina said through tears in a heartbreaking Facebook Live.

At press time, Meadows has begun his playthrough of Baldur’s Gate 3 but the unopened copy of Metal Gear Solid 5 that he bought three Black Fridays ago is calling to him.

Roboquest Update Patch Notes June 13

 

UPDATED June 13

 

 

Roboquest – 1.3.1 Hotfix June 13

Hey Guardians!
We just pushed a small hotfix for the Super Update. Nothing too major, mainly bug fixes and a few balance adjustments for Superbot.
Happy robot smashing!

 

Roboquest 1.3.1 Changelist

  • Passing through enemies while riding a spline will no longer fail to destroy them
  • Superbot's stealth no longer makes boss unable to react
  • Fixed a crash occuring when Superbot eats a weapon in multiplayer
  • Fixed an issue where a player would be stuck in "fall" animation state after dying
  • Deleted a debug in-editor icon that would appear during the Iris Pt 2 fight
  • You will no longer crash when joining a game at the same time a player uses Superbot's Overdrive ability
  • Weapon Alt-Fires now always properly display their icons
  • You can no longer loot weapon and enemy cards you haven't come across in the game yet
  • You can no longer obtain 100% museum completion rate without having actually unlocked everything
  • The collision of the bomb you have to defuse at the end of certain corrupted levels will no longer lock you forever under certain circumstances
  • Superbot can no longer eat the Shovel or Buddybot after they've been transformed in Fantastic rarity or spawned by the weapon vending machine in the Basecamp
  • Captain Mc Slice damage increased from 70 to 75
  • Captain Mc Slice debuff reduced from 50% to 35%
  • Super-Blaster affix "Bullshot" replaced by "Buckshot"
  • Super-Blaster damage increased from 20 to 23
  • Superbot's perk Hammer Pants bonus damage increased from 50% to 75%
  • Superbot's Supershot bonus damage increased to 300%
  • Increased Super-Cannon non-explosive damage from 140 to 160
  • Reduced Quarry S-Rank time requirements slightly
  • Increased Harmony Square S-rank time requirements slightly

 

 

Roboquest – Super Patch-Notes June 6

This time around, the patch-notes is quite light as most of our changes are the additions you've already (probably) read through in our highlights section.
Find the release announcement and highlights section here.
Watch the highlights video:
Here's the patch-note:

Patch-Notes Super Update (v1.3)

 

General

  • Added a new quest to unlock Superbot
  • Added a new cutscene available once you've completed the new quest
  • Added 3 new data-logs
  • Added 5 new achievements related to Superbot

 

Class

  • Added Superbot as a playable class
Developers' Notes: It will only be available once you completed the new quest.

 

Weapon

  • Added a new weapon called 'Captain Mc Slice', it is a powerful heavy blade that can be picked up at run start once you've discovered it in a certain level (pretty much like the Shovel)

 

Level

  • Added a new level called 'Harmony Square', it can be accessed through 'Haven City' under certain conditions
  • Diversified the enemy pool in 'Aqua Station' in difficulty levels Guardian 2, 3 and 4
  • Added a 'Goliath Slug' in the path from 'Aqua Station' to 'Fusion Core'

 

Settings

  • Added a new quality of life settings called 'Infinite Music', this is unchecked by default and you may check it to make sure the music never turns off, even when you haven't fought enemies for a while
  • Added the possibility to toggle Sprint Mode with a keyboard/mouse input when playing with hybrid controls

 

Bug Fixes

  • The Transformer-Toy summon now properly appears for the other player when you pick it
Developers' Notes: This is the second time we're fixing this, but it is for real this time.
  • Dropping a weapon in multiplayer no longer has a chance to make it disappear forever
  • The final door in front of IRIS is now properly interactable by both players in all cases
  • Spending a Crystal Powder in a level will no longer prompt the Crystal Powder end screen when completing it
  • Fixed a texture streaming issue causing the 'Crystal Claimed' texture to display a white square when completing a corrupted level
  • Credits will properly scroll to the end again
  • Enemies have their proper texture when watching them in the Museum

Join the community on Discord!

 

 

Roboquest – 1.2.1 Hotfix April 30

Hello Guardians!

 

We've just released a hotfix for the Arsenal update, v1.2.1.
Here are the list of changes for this hotfix:
  • Removed instances of situations where you'd spawn within the ground in the basecamp
  • Fixed a crash occurring when the client player would unlock the Sunglasses and get back to the basecamp
  • Fixed a crash occurring when the host player starts the game right after their brobot has joined
  • Fixed a crash occurring when a brobot would join while the host is generating fury points in the practice range as the Commando
  • The Gorilla Bolter can no longer roll the Buckshot affix twice
  • Not finishing Doom Gardens before the timer expires will no longer result in a end-screen showcasing a Crystal Powder gain
  • Deactivated the difficulty selection while searching for a quickplay
  • You can no longer be stuck with the pause menu open when combining several inputs in a row with the gamepad
  • Fixed a bug with the Yoyo item not properly working
  • The Transformer-Toy summon now properly appears for the other player when you pick it
  • Fixed a bug with the Mini-Cricket not shooting exactly on your crosshair
  • Fixed an issue with the Mini-Cricket not shooting at the usual maximum range for all weapons (50m) - its fall-off range is still at 12m
  • If you added a perfumed affix to your unique weapon (Handgun, The Shovel or Buddy Bot), Smithing Ted will no longer remove it when upgrading it to Fantastic in the Oasis

 

That's it for the hotfix, happy robot smashing everyone!

 

 

Roboquest – Arsenal Update Patch-Notes April 15

Here are the patch-notes for the 1.2 version of Roboquest: the Arsenal Update.
Find the release announcement here.

Patch-Notes 1.2

 

Gameplay

  • New resource: Crystal Powder
    • Crystal Powder can be acquired at the end of levels containing a Corrupted Crystal you've already claimed
    • Crystal Powder is used to increase a weapon's rarity from Epic to Fantastic in the new friendly robot Willy Wonder (view in the Friendly Robots section later)
  • New keyword: Summon
    • Summoning is the action of deploying allies like drones, decoy, sentry turrets and everything else that is tagged as Summon in its description
    • Several ingame elements such as Perks and Items grants bonus effects to your Summons
    • Reworked several parts of the code to make sure your summons apply your additional effect like "marking burns"

Classes

  • Several perks have been reworked to now include the Summon keyword

Weapons

General
  • New weapons:
    • Missile Battery - We had a minigun but we didn't have a ROCKET minigun.
    • Rapier - En garde!
    • Sling Gun - And the stone goes boom!
    • Minion Box - Raise my minions!
    • Mini Cricket - We liked that gun from a famous movie with aliens. Such boomer times.
    • Gauss Rifle - Pro Quake player, anyone?
    • Bee Cannon - A mysterious vacuum that shoots bees.
    • Boomerang - Whoosh in and whoosh out.
    • Shuriken - For all the robot-ninja mains out there (you know who I'm talking about).
  • The damage of summons deployed by alt-fires has been increased by 15% per weapon level to 20% per weapon level
  • Overall increase of the explosion radius for all weapons (detailed below)

 

Alt-Fire
  • Increased Bayonet base damage from 60 to 72 and healing cell bonus drops from 2 to 3

 

Affixes
  • Updated the number of shots required to trigger Volatile
  • Increased Buckshot trigger chance from 15% to 20%
  • Increased Puncture damage bonus from 50% to 75%
  • Decreased Cadence firerate bonus from 15% to 10%
  • Fragmentation reworked, now works as Buckshot but sends a volley of explosive projectiles
    • Developers' Note: Fragmentation always felt awkward and a bit misplaced due to its graphical implementation and its projectile speed. Replacing it with something that propels several projectiles similar to its origin weapon will probably feel better overall and works best for us in terms of balancing and implementation. Beware Kaboom Buckshot!
  • New affixes:
    • Echo - Additional Ricochet and Ricochet damage
    • Interceptor - Bonus damage against flying enemies
    • Big-Game - Bonus damage against elites, goliaths and bosses
    • Uproot - Bonus damage against turrets
    • Eraser - Bonus damage against marked enemies
    • Haste - Bonus movespeed while in hand
    • Leader - Bonus summon damage
    • Piñata - Chance to drop several healing-cells on takedown

 

Balance Changes
  • Junk Rifle
    • Alternative Fire
      • Projectile speed increased from 4000 to 4250
  • Thumper
    • Primary Fire
      • Damage decreased from 57.0 to 56.0
      • Firerate decreased from 2.22/s to 2.08/s
      • Explosion radius decreased from 1.9m to 1.6m
  • Flare Gun
    • Primary Fire
      • Explosion radius increased from 2.3m to 2.4m
  • Elephant Gun
    • Primary Fire
      • Explosion radius increased from 0.9m to 1.0m
  • Dragoon Mortar
    • Primary Fire
      • Explosion radius increased from 2.3m to 2.4m
  • Torpedo Rifle
    • Primary Fire
      • Explosion radius increased from 0.7m to 1.0m
  • Comet Cannon
    • Primary Fire
      • Damage increased from 50.0 to 53.0
      • Impact force decreased from 62.0 to 56.0
      • Explosion radius increased from 1.0m to 1.4m
      • Energy cost increased from 8.0 to 10.0
  • Beluga Cannon
    • Primary Fire
      • Damage decreased from 53.0 to 50.0
      • Explosion radius increased from 1.8m to 2.2m
  • Volcano Rifle
    • Can no longer roll the Bounce affix
      • Developers' Note: This felt more like a nerf to the weapon to roll this affix than anything else, so hey, we're removing it cause affix gotta be fun.
    • Primary Fire
      • Explosion radius increased from 1.0m to 1.2m
  • Junk Beam
    • Primary Fire
      • Damage decreased from 18.0 to 8.5
      • Firerate increased from 7.69/s to 15.38/s
      • Energy cost decreased from 2.5 to 1.25
  • Hurricane Rifle
    • Primary Fire
      • Damage increased from 10.5 to 11.0
  • Mammoth Minigun
    • Primary Fire
      • Damage decreased from 11.0 to 10.5
  • Ram Shotgun
    • Primary Fire
      • Damage decreased from 10.5 to 8.0
      • Firerate increased from 2.5/s to 2.77/s
  • Gorilla Bolter
    • Primary Fire
      • Damage decreased from 46.0 to 44.0
      • Critical ratio increased from 1.25 to 1.5
  • Buffalo Cannon
    • Primary Fire
      • Explosion radius increased from 2.1m to 2.2m
  • Pulsar Rifle
    • Primary Fire
      • Explosion radius decreased from 1.1m to 0.8m
      • Projectile speed increased from 4500 to 6000
  • Shark Sniper
    • Primary Fire
      • Damage increased from 96.0 to 98.0
  • Kangaroo Sentry
    • Alternative Fire
      • Increased summon sentry base damage from 4 to 7
      • Action duration decreased from 0.55 to 0.25

Gadgets

  • Increased Grappling Hook cooldown from 4s to 5s
  • Increased Hero Cape maximum bonus damage from distance traveled from 200% to 300%

Items

  • All multiplayer-only items now also trigger off being nearby a friendly summon and can now be looted in single player
  • Hourglass damage bonus increased from 25% to 30%
  • Magnet now marks nearby enemies instead of shocking them
    • Developers' Note: And we changed its icon color, because you know, it no longer shocks.
  • Cheese jetpack bonus duration increased from 1.5s to 2s
  • Phone Charger now also increases your summon health
  • Heart Necklace now also increases your armor if a summon is nearby
  • Candle now only increases burn damage (moved the explosion part on a new item)
    • Developers' Note: The "burn or explosion" part of the description was always confusing for players so we're splitting that into two items.
  • Removed Walkie Talkie from the game
    • Developers' Note: This was the last "multiplayer-only" effect remaining and we didn't find an interesting enough alternative to it work.
  • New items:
    • Chestnut - Your bonus armor increases Hero Cape damage
    • Ocarina - Increases summon damage and reduces your damage
    • Onion - Increases summons firerate
    • Transformer Toy - Summons a drone to fight alongside you permanently
    • Potato - Increases explosion damage
    • Ball and Chain - Increases Grappling Hook damage and its cooldown

Basecamp

  • Added a Training Range to the Basecamp
  • Training Range: Punching-Bot - To try out your DPS
  • Training Range: Weapon Vending Machine - To spawn any weapon you have the card of
  • Training Range: Weapon Upgrader - To upgrade weapons from the Vending Machine
  • Training Range: Shooting Range - To have fun while waiting for your brobot
  • Training Range: Some of these elements are unlocked once you completed Burger Bill's quest
  • Added an interface breaking down all the stats of a weapon in the Museum
  • Added a hit animation for Bosses in the Museum
  • Added an idle animation for Bosses in the Museum
  • Updated the Elite Punk picture in the Museum

 

Workshop
  • Removed Rolling Foot from the upgrades, added its 5% bonus movespeed to character's base movespeed
  • Chronosphere moved to previous Rolling Foot slot
  • Loot Hoarder moved to previous Chronosphere slot
  • Added a new upgrade to unlock Willy Wonder to the previous Loot Hoarder slot

Friendly Robots

  • New friendly robot: Willy Wonder
    • Willy Wonder is unlocked with a basecamp upgrade
    • Willy Wonder is a friendly bot that belongs to Max's Crew and can appear in safe areas of the levels
    • Willy Wonder can increase your weapons rarity and grant them additional affixes
  • New friendly robot: Burger Bill
    • A quest has been added in relation to Burger Bill, completing it will unlock the full Training Range at the Basecamp
    • Lottery Luke will now appear in multiplayer for both players if at least one of them has unlocked it

Enemies

  • Increased base health of Goliath Cruiser from 660 to 720

Levels

  • Replaced the Goliath Destroyer by a Goliath Cruiser in Fields
    • Developers' Note: While it is fun to have some kind of "bouncer" to mark the beginning of the second act, this one was taking its job a tad too seriously.
  • Reworked many safe areas to be able to include Willy Wonder
  • Reduced the number of Security Pods in Haven City by approximately 33.3%
  • Added more random chunks (variations) to Haven-City and the Moon

Quality of Life

Added several quality of life settings:
  • Show Items - To show or hide the icon list of all the items you've equipped
  • Show Gadgets - Same than above for Gadget icon list
  • Show Perks - Same than above for Perk icon list
  • Show Compass - To show or hide the compass locator indicating enemy presence around you
  • Show Damage Counter - Displays a counter below the minimap displaying how many damage you've dealt this run
  • Reverse X Axis - For those of you weird unique enough to play with reverted X axis
  • Hybrid Control - Playing with both a gamepad and mouse/keyboard should now work properly
  • You can now use Colon, Comma, Exclamation and Period in the keybinds settings

Interface

  • Entirely reworked the localization for German, Korean, Simplified Chinese and Traditional Chinese
  • Added Dutch and Farsi to the game's languages
  • Added Starbreeze to the game's bumpers
    • Developers' Note: Don't worry, nothing has changed internally ;)

Optimization

  • Optimized UI rendering
  • Optimized loading of VFXs and SFXs

Bug Fixes

  • Speculative Fix: Players failing to play with each other should now be able to, regardless of their platforms.
    • Developers' Note: We're sorry for the time it takes us to fix those issues. We're trying our best and we hope this round of fixes will do the trick. If not, we'll be on the hunt again.
  • You will no longer be stuck in Haven City after unlocking the door while your brobot disconnects
  • Fixed an issue where Rover enemies wouldn't disappear for the client player
  • Vsync no longer reactivates itself automatically upon game restart
  • Fixed an issue displaying the remaining stack of alt-fire despite having the setting to show them disabled
  • Status effects UI will no longer remain permanently on screen after activating screenshot mode while being under their effects
  • Aim Assist now works properly even with very high or low field of view values
  • The Gotta Catch Them All achievement will unlock the next time you open the Museum if you have everything unlocked but the game previously failed to detect it

 

Those are the patch notes up through June 13 for Roboquest.

Top 10 Grasses to Go Touch

We’re all guilty of spending too much time online, but some of you definitely spend too much time online. You’ve probably had someone tell you to “touch grass”, but don’t know where to start. Luckily for you, we’ve compiled a list of the Top 10 Grasses you can go out and touch. 

 

10. Kentucky Bluegrass

Kentucky Bluegrass is one of the most common grasses you can find in North America. It is thought to have come over with European settlers in the 17th and 18th centuries as they established roots in the Kentucky region.

Chances are you can walk outside your house, apartment, or basement and easily find some Kentucky Bluegrass to run your hands though. It’s so easy to find you can probably find some within range of a Wi-Fi signal, but that would kind of defeat the purpose of this article. 

9. St. Augustine Grass

If you live in the Southern United States, the Mediterranean, Caribbean, or other tropical climates, St. Augustine Grass is your cultivar of choice. An interesting characteristic of St. Augustine Grass is that it is vegetatively propagated and there is no such thing as St. Augustine Grass seed you can purchase.

Once you find a patch, run your hands through its characteristically coarse blades and soak up some vitamin D that you are most likely deficient in after spending all your time arguing about the inclusion of a minority in the latest AAA game.   

8. Common Reed

Depending on how badly you need to get out and touch grass, Kentucky and St. Augustine might not cut. You’ll have to venture into the wetlands where you can find the Common Reed. Growing up to 20 feet (6 meters) tall, you can envelop your whole self in a thicket of reeds and forget all of your stresses.

Or if you run into someone else, you can argue whether or not the Common Reed is an invasive species in North America and fulfill your need to argue with strangers about topics of little consequence.  

7. Bermuda Grass

Despite its name, Bermuda Grass isn’t from Bermuda and is considered an invasive species there. With a soft feel, you can let the blade brush against your skin and help you remember the world outside social media.  

It is most commonly found on lawns and on the sports fields of professional teams you swear you could manage better with your one-year experience on a junior varsity soccer team.

6. Bamboo

​​Though it may not look like what you think of when you hear the word “grass”, Bamboo is in fact part of the Poaceae family of grasses. There are over 1500 species of Bamboo across the world and if you live in a warm climate, you can probably find some to touch.

Bamboo also has tons of uses, cultural significance, and environmental benefits. However, we aren’t going to list them here so that you have to go look them up and hopefully take you away from that 1500-word Twitter essay about the current state of Star Wars that you’re writing.    

5. AstroTurf

If you can’t easily find real grass nearby (which is concerning), some good AstroTurf can get the job done. Invented in 1964 and originally patented as ChemGrass, it was renamed to AstroTurf after being installed in the Houston Astrodome in 1966.

Don’t worry that it’s fake grass, touching AstroTurf still counts as real. The same way that your dating sim relationships are real and that no one else should ship them differently without your permission.    

4. Lemon Grass

Not all grasses you have to go out and touch. Some you can go out and eat. There is a high likelihood that you’ve consumed Lemon Grass in some way, shape, or form in the past. 

One of its many medicinal properties is as a headache reliever, which you probably need after staring unblinkingly at your phone all day while trying to think of the perfect comeback to the Gen Z TikToker who made fun of your side part.

3. Pampas Grass

Pampas Grass, specifically the Cortaderia selloana, species is another tall grass you can lose yourself in. It also sports lush and fluffy (looking) leafs that would be irresistible to even the most terminally online person.

If you’re in the UK, and a little more adventurous, a patch of Pampas Grass in front of someone’s home may indicate that the couple living there are swingers. This may or may not be factual, so take caution before you go knocking on doors.  

2. Fine Fescue Grass

Fine Fescue grass can be easily identified by its long, wavy grass blades that may resemble the hair of your romantic partner you canceled plans with to make sure you won an argument about politics in 1980s South America in the comments of a Facebook post about local trash pickups.

However, this is the only grass on this list that we’ll give you a pass on touching. Fescue pollen is a significant irritant for those with hay fever. Though there are nine other options to choose from on this list, so you’re not off the hook.    

1. Zoysia Grass

Named after Karl von Zois by German botanist Carl Ludwig Willdenow, Zoysiagrass makes the top of our list due to its thick, carpet-like feel that can be inviting to any barefoot adventurer. It is commonly found on golf courses where you are sure to find people who have no idea what the current Twitter drama is. Or that Twitter is now called X. Or what Twitter really is.

Seriously, we all spend too much time online and could benefit from less of it. Go out and touch grass.

V Rising Update Patch Notes June 13

 

UPDATED June 13

 

 

V Rising 1.0 Hot Fix #7 June 13

The following improvements will be added to V Rising with this patch

Hello Vampires.
We will start patching V Rising shortly.
This hotfix brings the following fixes and updates:

 

General

  • Added support for loading a specific auto-save using the “Load Game” option. This allows players to load previous saves in case the latest auto-save becomes corrupt. However, this won’t recover lost saved data or progress from auto-saving issues.
  • The “Leave Game” button in the System Menu now displays “Save & Exit” if you are the game’s host. This is to clarify that the game always saves when you leave it.

 

Bug Fixes

  • Fixed an exploit where players could clip through doors using the Sword Shockwave ability.
  • Fixed a bug where players sometimes could not select a waypoint to teleport or a coffin to respawn in.
  • Fixed a potential crash when navigating the Build Menu.
  • Fixed a potential crash triggered by a player destroying a Refinement station while another player looked at recipes.
  • Fixed a potential crash that could occur when interacting with Servants.
  • Fixed a potential crash caused by renaming stations or containers.
  • Fixed a crash related to castle relocation that could occur if a player left the territory during the relocation process while building.
  • Fixed a potential crash when interacting with the Devourer.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Enjoy your weekend in Vardoran!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #6 June 4

The following improvements will be added to V Rising with this patch

Hello Vampires.
We aim to patch V Rising today at 8:00 UTC / 10:00 CEST.
This hotfix brings the following fixes and updates:

 

General

  • Merged the current “Accessibility” Options Menu tab settings into the “Graphics/Controller” setting tabs to reduce the total number of tabs, making it easier to navigate the Options menu.
  • The Spellbook menu ability bar can now be navigated with the left analog stick when replacing abilities using a gamepad.

 

Bug Fixes

  • Fixed an issue where replacing a window castle wall with a normal castle wall would cause attached objects such as curtains, castle window growth, or spider webs to yield their dismantle cost twice.
  • Fixed a server crash that could occur when attempting to dismantle floors in very big castles (castles beyond standard limitation settings).
  • The camera should now default to the lowest pitch setting when playing with a gamepad.
  • Fixed a bug where ability animations would not show correctly when having high attack speed.

 

Balance Changes

General balance tweaks to the offensive power of defensive spells and boosts to select offensive projectile and area spells. In general, physical damage, along with defensive spells, have proved to be too strong in comparison to offensive spell damage builds. These changes aim to even out the playing field slightly.
Additionally, some changes aim to reduce the power of stacking movement speed and movement-enhancing spells.

 

General

Whip Primary Attack
  • Damage changed to have the whip Primary Attack deal more damage on the tip and less on the line. Line damage changed from 50/50/55% to 45/45/50%, and tip damage changed from 20% to 25%.

 

Warrior Blood
  • Parry damage absorption was reduced from 50% to 40%.

 

Critical Strike Power Set Bonus Reduction
  • Reduced the Critical Strike Power set bonus on “Rogue” Armor Sets Tier 6 / Tier 8 / Tier 9. Reduced from 20/25/30 to 15/20/25%

 

Spells

 

Movement Speed Spell Changes

Power Surge
  • Movement Speed bonus reduced from 20% to 15%
  • Duration increased from 3.5s to 4s
  • Jewel increasing movement speed reduced from 3-8% to 3-6%
  • Jewel increasing lifetime reduced from 15-30% to 12-25%

 

Blood Rage
  • Movement Speed bonus reduced from 15% to 10%
  • Healing increased to 65% from 60%
  • Jewel increasing movement speed reduced from 3-8% to 3-6%
  • Jewel increasing lifetime reduced from 15-30% to 12-25%

 

Lightning Curtain
  • Movement speed bonus reduced from 30% to 20%
  • Movement speed bonus from jewel reduced from 10-20% to 10-15%

 

Offensive Spell Power Changes

Shadowbolt
  • Shadowbolt damage increased from 170% to 185%

 

Sanguine Coil
  • Damage increased from 75% to 80%

 

Chaos Volley
  • Projectile damage increased from 110% to 115%

 

Spectral Wolf
  • Damage increased from 125% to 140%

 

Wraith Spear
  • Damage increased from 160% to 170%

 

Frost Bat
  • Damage increased from 100% to 110%

 

Aftershock
  • Damage increased to 130% from 125%

 

Bone Explosion
  • Damage increased from 140% to 150%

 

Ice Nova
  • Damage increased from 140% to 150%

 

Defensive Spell Power Changes

Blood Rite
  • Damage reduced from 100% to 80%
  • Jewel Increasing damage reduced to 10-20% from 15-30%
  • Jewel spawning blood daggers, reduced damage from 25-50% to 20-40% per dagger

 

Cold Snap
  • Shield Duration reduced from 6s to 5s
  • Freeze Duration reduced from 3s to 2.5s
  • Jewel boosting movement speed reduced from 10-25% to 10-15%

 

Discharge
  • Stun duration reduced to 0.6s from 0.8s.
  • Jewel that allows you to recast, damage reduced from 25-50% to 15-30% and knockback effect power reduced by ~25%.
  • Jewel increasing stun duration reduced from 0.2-0.4s to 0.1-0.3s.
  • Jewel granting immaterial, duration reduced from 0.8-1.6s to 0.8-1.2s.

 

Storm School Effects

  • Jewel effect charging next primary attack damage reduced from 15-30% to 15-25% per stack.
  • Jewel effect that consumes static into stun, duration reduced from 0.3-0.7s to 0.3-0.5s.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #5.1 May 30

The following improvements will be added to V Rising with this patch

Vampires.
A small fix today to get rid of a bug that snuck in on the last Hotfix.
This hotfix will feature the following changes:

 

Bug Fixes

  • Fixed a bug which prevented the player from adjusting their camera while holding down the button for Spell Slot 2.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #5 May 29

The following improvements will be added to V Rising with this patch

Greetings Vampires!
Today we bring you a series of quality of life and usability fixes, a new optional gamepad layout, a whole host of bug fixes, and a ton of V Blood changes to make the visuals on fights more clear, as well as adjust the difficulty just a bit to be better in line with our expectations.
This hotfix will be going live shortly and feature the following changes:

 

General

  • A number of FX have been updated with new visuals to improve performance.
  • Soul Shards will now automatically be destroyed if not picked up from the ground after 60 minutes.
  • Server Details window now displays castle pvp times.
  • Soul Shards can no longer be spawned using the console command unless the shard has already dropped (to avoid admin mistakes by spawning shards that are not bound to the shard bearer).
  • Players in Siege Golem form are now immune to Witch's “Hex” spell (the spell that turns players into pigs). It previously removed the Siege Golem buff if players were hit by this spell (the spell is used by the Blood Witch, so this could create some awkward siege interactions).
  • Increased the configurable range of the brightness calibration option.
  • A particular leaf bush in Farbane Woods and Cursed Forest now has the correct visual representation after a player has cut it.
  • General optimizations to improve performance.
  • Vietnamese Localization has been added.

 

Gamepad

  • A new control layout has been implemented. The new layout favors a more convenient camera control that better mimics the right mouse button on the PC. Both Weapon Skill 1 and 2 are on double inputs in order to make this control layout work.
  • L2 is the Camera Modifier, and the Right Stick controls the camera.
  • Players may rotate the camera while using the primary attack at the same time (R2).
  • L2 + R1 to trigger Weapon Skill 1.
  • R2 + L1 to trigger Weapon Skill 2.
  • North Face Button (Triangle / Y) as shortcut to Build Menu.
  • Players may now select control layout in the Option Menu and can choose between the new control layout and the old control layout.
  • Some ability slots have been moved to new slots on shapeshifts such as Toad and Siege Golem to make sure both control layouts work properly.

 

Bug Fixes

  • Fixed an issue where you could transfer all Blood Essence from an enemy Castle Heart by using the Take All key bind.
  • Fixed an issue where you could input items into an invisible servant coffin inventory.
  • Fixed an issue where server times did not take Daylight savings time into account.
  • Fixed an issue where server details did not display Mortium Rift Incursion Event settings correctly.
  • Fixed an issue where castle objects that require multiple levels of space could be placed on top of other objects taller than a single level. For instance, this allowed a castle throne to be placed on top of trees.
  • Fixed an issue where the name horse prompt could activate when browsing the inventory while using gamepad.
  • Fixed an issue on Cyril the Cursed Smith where his Spear summon would not attack properly on Normal Difficulty.
  • Fixed an issue on Cyril the Cursed Smith where he would summon Axes on Normal Difficulty (Brutal Difficulty only Summon).
  • Fixed some overlapping text issues in tooltips on some languages.
  • Fixed an issue where you could dupe unique structures in relocation if you were outside of the networking range.
  • Fixed an issue where the “Every Corner of the World” achievement was unlocked without visiting every world region.
  • Fixed an issue where default castle music could sometimes play for a while after logging in even if a music box was playing tracks in the castle.
  • General stability fixes for AI movement logic, should fix various cases where units could lag, especially when aggroed.
  • Fixed an issue where certain abilities could interrupt other, already casting, abilities.

 

V Blood Balance Changes

Balance tweaks and updates on the following V Bloods.

 

Dracula the Immortal King (Primarily Co-op changes.)

  • Reduced damage on Vampiric Curse.
  • Blood Crystals no longer fire burst of projectiles.
  • Slightly reduced the number of extra projectiles spawned for each player in projectile-based spells during phase 2.
  • Tweaks to hitboxes on Circle of Blood to better match the visuals.
  • Slight increase in air-time on shockwave projectile knock up effect.

 

Solarus the Immaculate (Brutal difficulty changes only).

  • Cooldown and timing tweaks on select Divine Angel attacks on Slight damage reduction and hitbox size tweaks on melee projectiles on Brutal Difficulty.

 

Adam the Firstborn

  • Reduced maximum health by 5% and phase 2 health by 10%.
  • Damage, cast and velocity reduction on a few attacks.
  • Fixes to visual effects and hit-colliders that were mismatching (not properly feedbacking danger areas / hitboxes).

 

Gorecrusher the Behemoth

  • Minor adjustments to his max health to scale better in solo vs co-op.

 

Lord Styx the Night Champion (Brutal difficulty changes only)

  • Slight tweaks to timing in leap/dash attacks.

 

Tristan the Vampire Hunter (Brutal difficulty changes only)

  • Aim prediction on his crossbow attack has been tweaked.

 

Maja the Dark Savant (Brutal difficulty changes only)

  • Minor adjustment to health on her minions.
  • Minor adjustments to the velocity of books circling the arena.

 

General Valencia the Depraved

  • Damage reduction on iron maiden attack.

 

Simon Belmont the Vampire Hunter

  • Minor damage adjustment on cross boomerangs.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #4 May 22

The following improvements will be added to V Rising with this patch

Greetings Vampires!
Another week of our covert war against sinister forces wages on (because the only sinister forces should be us), and with that, we bring you another list of fixes and adjustments to better perfect your experience of those lovely, blood-soaked Vardoran nights.
This hotfix will feature the following changes:

 

General

  • A number of visual effects have been updated to improve performance in combat.
  • Optimizations for doors in castles to improve performance in big castles with lots of doors.
  • Made doors fade out in front of the player.
  • Optimizations have been done to a number of UI elements to improve performance.
  • Added a 2 second immaterial buff to players when exiting Dracula’s Throne Room.
  • Some objects in Cursed Forest have been optimized to improve performance.
  • Fading added to some archways in Iron Cave (Dunley Farmlands) and Spider Cave (Cursed Forest).
  • The behavior of the music being played from the Music Box has been recalibrated to more accurately replicate the behavior of the default castle music.
  • Various optimisations and bug fixes on sound effects.
  • Improved precision and performance of occlusion culling.

 

Bug Fixes

  • Fixed an exploit where it was possible to escape Dracula's throne room with Blood of the Immortal.
  • Blood of the Immortal is now removed when a player is downed, preventing an exploit where players could use Blood of the Immortal during the first phases of the Dracula fight.
  • Fixed an issue where Blood potions icons got stretched with misaligned texts.
  • Fixed an issue where Blood potions didn't have their blood % displayed when in the action bar.
  • Fixed visual feedback on physics for some objects in Mortium.
  • Fixed shapes on some rugs in the player castle, to make them more circular.
  • Fixed a spot next to a build area in Gloomrot South where players could get trapped.
  • Fixed player collision on player castle fireplaces, making the collision not stand out too much from the object.
  • Fixed a bug where the yield when harvesting multiple plant types would merge instead of displaying a separate yield number for each type of plant harvested.
  • Fixed a localization issue for the “Close” button in the Servant menu where the wrong text was used.
  • Fixed an issue where players with shards would get locked out from using waygates outside of raid hours.
  • Fixed issue where boss music often restarted on top of the already playing instance when disengaging a boss.
  • Fixed an issue where killing a boss on brutal after it had already been defeated on a lower difficulty on the same server did not trigger the brutal achievement.
  • Fixed an exploit where players could get free resources by dismantling workstations during relocation.
  • Fixed an issue where an old setting could cause erroneous behavior during building.
  • Fixed an issue where the “wallpaper fill” feature could cause server lag.
  • Fixed an issue where the /r (reply) command in Chat did not work in some cases.
  • Fixed an issue with overdrawing UI.
  • Fixed a material issue on the Spear Summons by Cyril the Cursed Smith.
  • Fixed an issue where Recipe Tracking did not work in the Player Crafting menu.
  • Fixed a material issue in some of Adam the Firstborn’s spells.
  • Fixed an issue with Rowdain Steed that caused it to face the wrong direction while not mounted.
  • Fixed an issue where the Blood Soul version of Domina the Blade Dancer would get an off-setted return position when encountered during an incursion event in the North Fortress Ruins. This caused her to sometimes exit combat if the player walked a short distance away from her.
  • Fixed an issue where Dracula could at rare occasions teleport outside of the arena and reset during phase 1.

 

Dracula Balance Changes

These changes primarily target brutal mode, we are looking into a few changes to address difficulty and scaling in co:op vs solo for a future patch. Our intention is to make the fight more balanced for solo players as well as co:op players. Right now the fight is a bit over-tuned for co:op and we are looking at some additional changes to address this.
The changes done to Brutal mode are made to ensure that Dracula can be defeated with more types of weapons and spells. Additionally, swapping spells between phases should not feel like a necessity. These changes aim to make Phase 3 less punishing if players don’t manage to kill all ads while making Phase 4 less stressful and all in all reduce the overall amount of RNG and requirement on defensive builds and/or top DPS builds.

 

Phase 1

  • Wolfs spawned in co-op health reduced by 20%.

 

Phase 2

  • Damage done by his long dash, where he summons an additional shadow, reduced to 180% from 250%.

 

Phase 3 (Brutal Only)

  • Blood Souls movement reduced to 0.75 from 0.9.
  • Blood Souls healing reduced to 3.5% from 5%.

 

Phase 4 (Brutal Only)

  • Curse of Dracula now increases damage taken by 1% per stack instead of 3% per stack.
  • Waves of Projectiles now spawn every 3.0 seconds instead of every 2.5 seconds.
  • Projectile velocity reduced to 10 from 13.
  • Increased the duration of the shrinking blood storm effect to shrink over 80s instead of 60s.
  • Slightly reduced the knockback on the pushback blood novas.
  • Increased the impact duration for ethereal sword aoe’s to 1.4s from 1.2s.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #3 May 15

The following improvements will be added to V Rising with this patch

Greetings Vampires!
Here are a few quick fixes to try and help out those Vampires who might be at risk of unraveling.
This hotfix will feature the following changes:
  • A fix that will “repair” journal quests that were not progressing the “Leave Crypt” quests.
  • Several crash fixes to various uncommon but significant events.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #2 May 14

The following improvements will be added to V Rising with this patch

Greetings Vampires!
The war on bug-kind continues unabated as our elder Vampires set to massacring those who would disrupt our mission to conquer Vardoran! We are doing our utmost to ensure you, or kin, can build your legend uninterrupted. Consider this one more step towards the most perfect Vampire experience we can offer.
This hotfix will feature the following changes:
  • Fixed a rare bug where players could get stuck in combat once they leave a fight.
  • Fixed a rare issue where players could get stuck outside of the map with a “blue screen” on login, as their character was not synced properly to their client.
  • Fixed a potential server crash issue.
  • Fixed an issue where players would technically still have a weapon equipped after dragging and dropping it into the upgrade slot of the Ancestral Forge.
  • Fixed an issue where the Soul Shard map icon would not update correctly to follow the player carrying it if the Soul Shard was equipped directly from a Soul Shard pedestal.
  • Fixed a rare issue where not all unlocked progressions were correctly synced to a player upon login.
  • Fixed an issue where the maximum user cap would not work correctly, allowing more players to join a server than intended.
  • Fixed an issue where pillars could be destroyed in wide entrances if the wide entrance did not have support by an additional wall. This meant that a golem could destroy an entrance in one hit if they hit the pillar.
  • The server setting for displaying siege golems on the map is now toggled as “disabled” as the default setting. This will retroactively go into affect on Official Servers, and on those servers siege golems will no longer show on the map when placed.
  • Enemy players may now interact with prison cells, but they are not able to kill or subdue prisoners this way. This fixes an issue where players stored loot in Prison cells to secure it from enemy raids.
  • Players may now insert subdued units into empty enemy cells to allow for prisoner trades.
  • When purchasing books from a trader you can now see what books you have already unlocked.
  • Fixed a few assets that were not fading correctly when the player was standing behind them.
  • Lanterns in Farbane Woods Cemeteries now emit light correctly.
  • The illusion spawned when using Veil of Illusion will no longer attack other players in PvE.
  • The support mail in the main menu has been updated.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!

 

Eternally yours,
/Stunlock Studios

 

 

V Rising 1.0 Hot Fix #1 May 10

The following improvements will be added to V Rising with this patch

Greetings Vampires!
We give the dust no time to settle on our coffins! We’re hard at work slaying the first round of bugs following our full launch. We’re doing everything to make your bloody massacre across Vardoran as dignified and bug free as it should be, and in the spirit of that we offer the following bug fixes.
The hotfix, which will begin at 7 UTC and will be rolled out over Official Servers over the next 30-60 minutes, will have the following changes:
  • Fixed an issue where players were unable to mount horses when using a gamepad.
  • Fixed an issue where the Incursion Events would not run correctly on select PvP servers, causing all events to stop running for an additional 24 hours+.
  • Fixed an issue where cosmetic items could be salvaged into high tier materials than intended.
  • Fixed an issue where the client could crash when using the “Fill Wallpaper” feature in large castles.
  • Fixed an issue where the Castle Heart blood essence drain modifier server setting would not work correctly when modified.
  • Fixed a few issues related to castle relocation that could cause flying roofs to stay in place as well as blocking the possibility to build new castles in the affected territory.
  • Fixed an issue where saplings/trees planted in growing plots in the castle got stuck in an invisible state blocking them from growing as well as blocking dismantle.
  • Fixed a rendering issue where terrain did not render correctly if viewed through the walls of a castle that was in the “disabled defenses” state (PvP).
  • Fixed an issue where rulesets in the advanced settings menu did not update the “save” button correctly, causing ruleset changes to not apply unless the player manually altered a setting before exiting the menu.
  • Fixed an issue where players were unable to save settings after loading a preset.
  • Fixed a rendering issue with the rim light effect causing it to not work on all types of units.
  • Fixed a rendering issue on clouds while in bat form.

 

If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.

 

Eternally yours,
/Stunlock Studios

 

Those are the patch notes up through June 13 for V Rising.

Total War: WARHAMMER III Update Patch Notes June 13

 

UPDATED June 13

 

 

Hotfix 5.0.5 June 13

Hey everyone,
We've got a couple of quick fixes for you today in Hotfix 5.0.5, focused on Black Arks.
  • Fixed an issue where executing the Sacrifice to Mathlann would unintentionally spawn multiple Black Arks, leading to spam. The fix ensures that characters are only added to the recruitment pool without spawning, preventing the spam.
  • Minor adjustments to AI-controlled Black Ark behaviour, improving end-turn performance.
We'll also be looking at adding further improvements to Black Arks in future updates to help them move more meaningfully within the AI framework.
Thanks for your ongoing feedback and bug reports. If you experience a bug or issue while playing, remember to report it over in our dedicated bug reporting sub-forum.
See you on the battlefield!
—The Total War Team

 



⚠ IMPORTANT



If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article.
If the issues persist, please visit our support site for additional troubleshooting steps and assistance.

 



🧱 MOD WARNING



Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.

 

For the latest news and announcements, drop by our official social channels.

 

 

Hotfix 5.0.4 June 4

Greetings!
We've just rolled out Hotfix 5.0.4.
Here's what we've got today:
  • Confederating minor factions will no longer increase the cost of confederating Legendary Lords in the Great Book of Grudges
  • Fixed an issue where the Nurgle Plagues button could sometimes become permanently disabled in multiplayer campaigns
  • Fixed an issue preventing Anvil of Doom characters from performing melee attacks under certain circumstances
  • Added some missing VFX and audio to Thorek's Anvil of Doom melee attacks, including a fresh new effect where his anvil runes glow brighter when making a strike!
  • Made Malakai's gun a tiny bit less eager - it now fires its bullets in sequence instead of firing every bullet immediately on the first shot
  • Added audio to Malakai's third shot in his firing sequence
  • Fixed an issue where several different Legendary Heroes (I've got my eye on you, Ghoritch!) could spawn at a random character that did not belong to the player
  • Fixed health bar not filling correctly on unit information panel in campaign
  • Fixed an issue where Hero character names and icon outline did not match the player's colour
  • Fixed an issue in multiplayer campaigns where the Tomb Kings Mortuary Cult HUD button was locked if another player was Dwarfs
  • Fixed an issue where Chaos Lords of Nurgle and Chaos Sorcerer of Nurgle variants were missing their Nurgle Authority skills
  • Fixed the bandits caravan event not triggering
  • Fixed an issue where some generic combat skills in the Daemon Slayer's skill tree used the hero variants (three levels instead of two that lords usually require)
  • Fixed crash when loading a saved character in the army setup
  • Fixed an issue where horde factions could infinitely recruit capped units by creating and loading a save immediately after recruiting them

 

As always, thanks for your ongoing feedback and bug reports. We'll be back in the coming weeks with Patch 5.1. Until then, we'll see you on the battlefield!
—The Total War Team

 



⚠ IMPORTANT



If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article.
If the issues persist, please visit our support site for additional troubleshooting steps and assistance.

 



🧱 MOD WARNING



Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.

 

For the latest news and announcements, drop by our official social channels.

 

 

Hotfix 5.0.3 May 14

Greetings!
We've just rolled out Hotfix 5.0.3, bringing with it the changes to Age of Reckoning which we mentioned in our past updates, alongside a plethora of tweaks and fixes!
Here's what we've got:

 

Age of Reckoning

We've done quite a large balance pass of the Age of Reckoning system in order to try and simultaneously make it less hectic and scale more reasonably, while also maintaining its difficulty to ensure players don't easily max it out every cycle:
  • Grudge targets are now defined based on the factions you share a land border with rather than all "met" factions.
    • While the intent remains the same that we want Grudge targets to scale up/down depending on your local situation, we overlooked some issues that were detrimental to the current gameplay if you revealed too much too quickly beyond your own lands. We will continue to monitor the situation with the above change.
  • The second reward bracket (Skruff) no longer provides negative Control and Growth and the first reward bracket (Elgi) has had it's negatives slightly reduced. This should make the system feel less punishing if you only manage to reach the second bracket as it acts more like a neutral stage now.
  • Age of Reckonings and their subsequent rewards now last for 15 turns (from 10), however we have increased the percentage of grudges required from your local area each cycle to ensure it's still challenging.
  • Grudge targets now scale based on campaign difficulty.
  • We have squished the amount of grudges in the world along with how many grudges are gained by hostile actions, while this shouldn't create too much of a gameplay difference as the Grudge Targets will scale to match, it should make swings in Grudge Targets feel significantly less drastic.
  • Following the number squish, we've reduced the base cost of confederating to 7.5k settled grudges (From 15k)
  • Additional starting grudges have been added to the world (especially around the Darklands/Chaos Dwarves)
  • We fixed an issue with sacking settlements not fully clearing the grudges from the target, allowing you to double dip.
    • This fix also fixed an issue where enemy settlements would sometimes display grudges for a different culture (such as "Undead Actions" when the region is owned by beastmen).

 

We've also made the following adjustments to the Grudge Settler units and army rewards granted by the Age of Reckoning to smooth out its impact on the early and late game:
  • Base size of Grudge settler army has been changed from 15 -> 10
  • Added a further +3 grudge settler army size to the "Way of The Clans" technology (for a total of +5)
  • Added a further +2 grudge settler army size to Thorgrim's "High King" skill (for a total of +5)
  • The cap for maximum units reserved in your grudge settler unit pools has been reduced from 20 -> 2
  • The cap for grudge settler units in your army has been reduced from 5 -> 3
  • Added +1 to the unit cap in army to the warrior guild tech.
  • Added a further +1 to the unit cap in army to the Call Upon Oaths of Old tech (for a total of +2)
  • Grudge Settler units are no longer free to recruit.
  • Added -20% grudge settler unit recruitment cost to the warrior guild tech

 

Frost Wyrm Rescaling

As part of 5.0.3 we're making a pretty significant change to the Frost Wyrm by reducing its size by roughly a third. (See below)

Envisioned as a mid-tier fast mover, the Frost Wyrm was placed roughly in the brackets of large fast creatures like the Carnosaur, but the unit was also around the size of a Dread Saurian. We've heard your thoughts on the unit's performance since its release and concluded that the Frost Wyrm's concepted role and performance bracket was unworkable at its current size.
Size is an important balancing factor for our entity level simulations. Generally speaking, being larger exposes you to more potential attackers at the same time, owing to a larger attackable surface area, and so particularly large monsters must be paired with massive health pools, powerful defensive layers or dangerous abilities to survive. The Frost Wyrm was a mid-tier monster stuck in the body of a top-end supremacy-monster. Our reduction instead scales it similarly to a Carnosaur, compacting its stats into a less vulnerable package.
Additionally, we're making the following stat changes to the Frost Wyrm:
  • Armour: 80 -> 110
  • Bonus vs. Large: 0 -> 25
  • Max Entities Hit by Splash Attack: 6 -> 5 (this concentrates the weapon strength of the unit on fewer targets, improving its lethality)
Give the unit a spin and tell us what you think!

 

General Fixes

  • Fixed oneshot group vocalisations not triggering, particularly on unit selections and order responses ("Chosen of the Gods!" and all that good stuff)
  • Fixed 'Channel Magic!' always resulting in a loss of Winds of Magic. They say the house always wins but we're here to make that statement a bit less absolute.
  • Corrected a collision issue with the Thunderbarge that was causing most projectiles to phase through the balloon
  • Fixed an issue where certain plague symptoms could disappear/become unavailable when playing as Festus the Leechlord
  • Fixed an issue where Chaos Lords of Nurgle would not ascend to Daemon Princes when playing as Nurgle factions
  • Fixed an issue where Chaos Lords of Nurgle would not gain a trait when ascending to Daemon Princes
  • Pestigors now have 0 recruitment cost for Beastmen
  • Adjusted Dwarf grape shot to be in line with the imperial grape shot. Curtailing excessive shockwave radius around each projectile.
  • The Dwarf Dragon Slayer has found his unique axes stashed away under 2000 dead goblins and stopped stealing clothes from the Doomseekers. No wonder he's a Slayer.
  • Steam Tanks with Helblasters no longer benefit from the Helblaster upgrades in the imperial gunnery school. Units are not intended to double dip in multiple categories.
  • Fixed the effects provided by Miao Ying's quest item set
  • Balthasar Gelt's unique skill "Will of the Patriarch" now correctly increases Battle Wizard recruit rank
  • Fixed Chaos Sorcerer Lords and Heroes missing certain Marks of Chaos upgrades
  • Fixed the Gunnery School upgrade "Ballistics Plating" not functioning
  • Reverted oversight causing final transmutation to deal about a quarter the intended damage when not overcast
  • Fixed the Runesmith skill "Learned Intuition" having a lord's army scope instead of a hero's army scope.
  • Fixed an issue where some mounts could be stolen post-battle, sorry Bubebolos.
  • Fixed an issue that caused the Rot Beast to be available to all players, regardless of ownership. (Consider it a moldy, rotting taster.)
  • Fix reinforcement popup opening whenever the list of reinforcement updates.
  • The "Righteous Fury" skill shared by Warpriests and Arch Lector's now provides different effects.
    • For Arch Lectors:
      • Weapon Strength for flagellants: +10% -> +15%
      • Frenzy
    • For Warpriests:
      • Weapon strength for flagellants: Removed
      • Frenzy
  • Reduced the number of uses for the "Call of the Wild" amber college ability from 3 to 1.
  • The Beacon of Dawn Landmark now generates Slaanesh corruption for Morathi and the favoured corruption for all Daemon and Warriors of Chaos factions instead of always granting undivided corruption.
  • Fixed assembly_kit_example.pack presence in mods folder for Assembly Kit on Microsoft Store.
  • Cathay - fix Dragon Emperor's Wrath button notification still showing after the action has been performed
  • Fleshounds of Khorne were playing the wrong vocalisation tags, resulting in vocalisations cutting out - fixed
  • Fixed campaign conversational VO being able to trigger when multiple panels are open and one of them closes and also stopped the lord/hero panel that appears when selecting a lord/hero in campaign from blocking conversational VO
  • Fixed an issue where Gyrobombers were still being handled as single entities on the campaign, causing health inconsistencies.
  • Fixed an issue where the Lord Magistrate's unit card's colours were being tinted the wrong colour depending on your faction
  • Fixed an issue where unique herdstone settlements (Altdorf, Kislev etc.) weren't using the herdstone battle map when attacked
  • Fixed an issue where certain event feed notifications had a chance to cause a crash.
  • Fixed the tooltip in the Greenskin technology tree for Oglok the 'Orrible's trait displaying the wrong effects
  • Fixed an issue where Khalida's frontend poison attack benefit would simply state "phase name" when hovered over. Not very helpful, Khalida!
  • The Gate Master no longer misplaces his sword and shield when toggled into melee mode.
  • Added clearer collision impact sounds for land ship and steam tank
  • Where an effect applied only to Flamers and Exalted Flamers of Tzeentch (and sometimes Changebringers), it now always applies to Changebringers and Burning Chariots of Tzeentch as well
  • Fixed the portholes on dragon units being too zoomed in
  • Fixed an issue where mousing over spell lore selections in the custom battle menu would display the wrong text.
  • Reduced clipping of the chaos lord of Nurgle's arm and shield
  • Miners weapons are fixed ( now receiving blood properly )
  • Fixed some weapons that were appearing too blurred with TAA on.
  • Fixed the Gate Master and Exalted Hero of Tzeentch Heroes having the wrong "Mentor" skill
  • Beastment Rewards of dread will now always maintain the same original order instead of changing order based on the cost (this is to avoid an issue where sometimes the rewards will go on a third line instead of maintaining 2)
  • When playing a battle in multiplayer, battle speeds selected by the other players will now be highlighted.
  • Fixed an issue where confederated lords that had a loyalty rating (dark elves, skaven) would immediately drop to zero loyalty and rebel if confederated while that lord was in the pool or wounded
  • Fixed an issue where the Huntsman General's "Experienced Hunter" skill was giving regular empire archers upgraded crossbow bolts from crossbowmen instead of upgraded arrows.
  • Added modifier preview to buildings that provide factionwide resources (such as oathgold)
  • Mother Ostankya - fix curses showing in prebattle when reinforcing an ally instead of blessings
  • Individual entities will no longer attack while the unit is routing. This was particularly pronounced with Katarin on her sled.
  • Fix a placeholder army ability showing in multiplayer if one player takes control of daemon armies spawned from Malakai adventures
  • Fix funds field in multiplayer battles not being coloured red when the game version doesn't match
  • Fixed some abilities and attributes not being grouped together in the expanded view of the unit information panel
  • Fix war coordination button sometimes becoming active after a quest battle even when having no allies
  • Fix trade resources appearing as dy_resource after using the Slaanesh dominate mechanic in multiplayer
  • Fix mount icon in item set tooltip showing as weapon instead of the correct icon
  • Made Grom's Recipe UI top bar behave like it did in wh2, where it opens the panel when clicked
  • Fixed a rare crash caused by a lord gaining a mount while the army contains 21 units. (A rare occurrence itself, caused by armies which have lost their lord without replacing them yet recruiting up to fill all 20 slots with units before a replacement returns)
  • Fix some units in frontend lord selection not showing in the correct order
  • Fix selecting the 'show only unequipped item' checkbox in magic item panel and then switching to ancillary tab causing the ancillary tab to not filter out equipped items
  • Added diplomatic relations icon and tooltip to dilemma faction element, so it's easier to tell the relation with the faction from the dilemma (especially useful for dilemmas that give diplomatic relation)
  • Added stricter controls on rebel faction to prevent them generating invalid characters that can cause further issues.
  • Fixed Multiplayer Chaos Dwarf Ownership flag.
  • Fix chaos dwarfs technology notification appearing after all technologies have been researched
  • Fixed Skrag the Slaughterer has matched combat animation that leaves enemy body on battlefield
  • Fixed Vampire Coast Raise Dead marker not having a tooltip when attached to a settlement
  • Fix Visions of the Old Ones unit details tooltip appearing in an odd location that was causing parts of it to go out of screen
  • Fix corruption preview for agents entering a region not showing increased values from technologies

 

Battle Balance

 

Beastmen

Pestigors:
  • Recruitment Cost (SP): 650 -> 0

 

Gor Herd
  • Recruitment Cost (MP): 700 -> 600

 

Daemons of Chaos

Chaos Furies
  • Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250

 

Dwarfs

Malakai Makaisson
Malakai has had his missile weapon adjusted from a triple shot scattergun to a triple shot rifle, in order to maintain consistency with his lore.
  • Projectile number: 3 -> 1
  • Spread: 1 -> 3
  • Armour Piercing missile damage: 70 -> 100
  • Base missile damage: 30 -> 50
  • Penetration: 3 -> 4
  • Bullet Mass: 20 -> 25

 

Thunderbarge
  • Additional Hit Points: 12820 -> 11320
  • Melee Defence: 10 -> 4
  • Armour: 120 -> 90
  • Projectile Penetration Resistance: 4 -> 20
  • Projectile Penetration Resistance: 4 -> 20

 

The Spirit of Grungni
  • Additional Hit Points: 14840 -> 12340
  • Melee Defence: 10 -> 4
  • Armour: 120 -> 90
  • Projectile Penetration Resistance: 4 -> 20
  • Projectile Penetration Resistance: 4 -> 20

 

Flame Cannons
  • Effective Range: 200 -> 240

 

Grudge Throwers (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 700

 

Flame Cannons (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 1200
  • Upkeep Cost: 325 -> 300
  • Effective Range: 200 -> 240

 

Hammerers (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 1200

 

Irondrakes (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 700

 

Longbeards (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 750

 

Quarrellers (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 600

 

Slayers (Grudge Settlers)
  • Recruitment Cost (SP): 0 -> 900

 

Gyrobombers
  • Additional Hit Points: 812 -> 1054

 

Gyrocopters
  • Additional Hit Points: 312 -> 346
  • Base Missile Damage: 6 -> 8
  • Armour Piercing Missile Damage: 16 -> 18
  • Miniminum Range: 10 -> 0

 

Gyrocopters (Brimstone Guns)
  • Additional Hit Points: 312 -> 346
  • Base Missile Damage: 12 -> 14
  • Armour Piercing Missile Damage: 2 -> 4
  • Miniminum Range: 10 -> 0

 

Gyrocopters (Trollhammers (Grudge Settlers))
  • Recruitment Cost (MP): 800 -> 1000
  • Recruitment Cost (SP): 0 -> 1000
  • Upkeep Cost: 200 -> 250
  • Additional Hit Points: 312 -> 346
  • Miniminum Range: 10 -> 0

 

Empire

Hochland Long Rifles
  • Recruitment Cost (MP): 850 -> 900
  • Recruitment Cost (SP): 850 -> 900
  • Upkeep Cost: 213 -> 225

 

Nuln Ironsides
  • Recruitment Cost (MP): 950 -> 875
  • Recruitment Cost (SP): 950 -> 875
  • Upkeep Cost: 238 -> 218

 

Amethyst Ironsides
  • Recruitment Cost (MP): 1250 -> 1075

 

Khorne

Chaos Furies (Khorne)
  • Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250

 

Nurgle

Toad Dragon
  • Recruitment Cost (MP): 2400 -> 2100
  • Recruitment Cost (SP): 2400 -> 2100
  • Upkeep Cost: 600 -> 525
  • Morale: 85 -> 75
  • Turn Speed: 60 -> 90

 

Chaos Furies (Nurgle)
  • Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250

 

Slaanesh

Chaos Furies (Slaanesh)
  • Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250

 

Tzeentch

Chaos Furies (Tzeentch)
  • Number of Entities: 40 -> 60
  • Additional Hit Points: 121 -> 90
  • Morale: 35 -> 50
  • Armour: 20 -> 25
  • Entity Mass: 150 -> 250

 

Campaign Only

Obsinite Gyrocopters
  • Additional Hit Points: 330 -> 366
  • Base Missile Damage: 18 -> 10
  • Armour Piercing Missile Damage: 8 -> 20
  • Miniminum Range: 10 -> 0
  • Projectile Velocity: 45 -> 60
  • Base Reload Time (Seconds): 9 -> 8
  • Calibration Area: 13 -> 3
  • Projectile Mass: 3 -> 4

 

Warriors of Chaos

Chaos Sorcerer Lord of Nurgle (Death)
  • Additional Hit Points: 4622 -> 4180

 

Chaos Sorcerer Lord of Nurgle (Death) [Mount: Chaos Steed]
  • Additional Hit Points: 4960 -> 4708

 

Chaos Sorcerer Lord of Nurgle (Nurgle)
  • Additional Hit Points: 4622 -> 4180

 

Chaos Sorcerer Lord of Nurgle (Nurgle) [Mount: Chaos Steed]
  • Additional Hit Points: 4960 -> 4708

 

Chaos Sorcerer Lord of Nurgle (Death) [Mount: Rot Beast]
  • Additional Hit Points: 5786 -> 5486

 

Chaos Sorcerer Lord of Nurgle (Nurgle) [Mount: Rot Beast]
  • Additional Hit Points: 5786 -> 5486

 

Abilities

 

Army Abilities

Call of the Wild
  • Number of Uses: 3 -> 1

 

Character Abilities

Hurricane of Death
  • Recharge Time (Seconds): 90 -> 120
  • Initial Recharge Time (Seconds): 90 -> 120
  • Delay until damage is dealt (Seconds): 0 -> 1

 

Mistwalkers’ Barrage
  • Spread: 0 -> 10

 

Feast of the Maggot Lord
  • Target Intercept Range: 100 -> 30

 

Spells

Soul Stealer
  • Winds of Magic Cost: 16 -> 18

 

The Fate of Bjuna
  • Active Time (Seconds): 20 -> 18

 

Traitor-Kin Upgraded
Phase Stats:
  • Direct Damage Amount: 133 -> 100

 

The Dwellers Below
  • Armour Piercing Vortex Damage: 1 -> 4
  • Branch damage: removed
  • Effect Duration: 1 -> 5
  • Starting Radius: 5 -> 20
Dwellers below and its upgrade's performance was too volatile after our previous round of changes. So we've elected to return its damage application to a more standard vortex arrangement, but leave the new randomized flailing branches imparting forces for spectacle.

 

The Dwellers Below Upgraded
  • Armour Piercing Vortex Damage: 4 -> 6
  • Branch damage: removed
  • Effect Duration: 1 -> 5
  • Starting Radius: 5 -> 20
  • Expansion Speed (Per Second): 40 -> -20

 

The Fate of Bjuna
  • Active Time (Seconds): 20 -> 18

 

Final Transmutation
Phase Stats:
  • Direct Damage Amount: 33 -> 133
    • This is a reversion to the accidental overwrite of this in 5.0

 

Unit Abilities

Coruscating Blast
  • Base Missile Damage: 75 -> 50
  • Armour Piercing Missile Damage: 175 -> 125
  • Radius: 5 -> 4

 

Spear of Grungni
  • Base Explosion Damage: 75 -> 15
  • Armour Piercing Explosion Damage: 15 -> 75

 

Thunderburner
  • Recharge Time (Seconds): 1 -> 30
  • Direct Damage Amount: ~50 per second -> ~150 per second

 

Thunderburner Upgraded
  • Recharge Time (Seconds): 1 -> 30
  • Direct Damage Amount: 0 -> ~50 per second

 

Whirlwind of Death
  • Duration (Seconds): 6 -> 4
  • Delay until damage is dealt (Seconds): 0 -> 0.75
  • Armour Piercing Vortex Damage: 2 -> 4
  • Explosion Force: 50 -> 200
  • Starting Radius: 4 -> 0.1
  • Expansion Speed (Per Second): 1 -> 100

 

Whirlwind of Death Upgraded
  • Duration (Seconds): 6 -> 4
  • Delay until damage is dealt (Seconds): 0 -> 0.75
  • Explosion Force: 50 -> 200

 

Endless Whirlwind of Death
  • Duration (Seconds): 6 -> 4
  • Delay until damage is dealt (Seconds): 0 -> 0.75
  • Armour Piercing Vortex Damage: 2 -> 4
  • Explosion Force: 50 -> 200
  • Starting Radius: 4 -> 0.1
  • Expansion Speed (Per Second): 1 -> 100

 

Endless Whirlwind of Death Upgraded
  • Duration (Seconds): 6 -> 4
  • Delay until damage is dealt (Seconds): 0 -> 0.75
  • Explosion Force: 50 -> 200

 

Once again, thank you all for your bug fixes and feedback since the release of 5.0 and Thrones of Decay. As always, please keep talking to us about your experiences over in the CA Community or the Total War Discord server, and keep reporting your bugs over in our dedicated bug report forum.
See you on the battlefield!
—The Total War Team

 



⚠ IMPORTANT



If you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article.
If the issues persist, please visit our support site for additional troubleshooting steps and assistance.

 



🧱 MOD WARNING



Please note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance.

 

For the latest news and announcements, drop by our official social channels.

 

Those are the patch notes on June 13 for Total War: WARHAMMER III.

Enshrouded Update Patch Notes June 13

 

UPDATED June 13

 

 

Changelog for Patch #4- V 0.7.2.1 June 13

Version number: 535584
Here is a brand new patch for Enshrouded, with fixes and improvements. Thanks again to all of you who reported issues. The game keeps getting better as we iron out the kinks, thanks to you!
And now for the good stuff...

 

MAGE CHANGES AND CLASS BALANCE

We’ve been monitoring player feedback since the release of the latest changes to mage builds. As we mentioned before, balancing is an evolving endeavor that will continue as we expand the game. Your feedback is an important part of Enshrouded becoming the best game it can be, so please share your thoughts and anecdotes on combat situations on our Discord server at discord.gg/enshrouded. You remain as always our favorite part of making Enshrouded happen.

 

BUT ALSO

We are still investigating an issue with green luminescent blocks emitting too much light. It’s not you, it’s them.

 

CHANGELOG

  • Jump pads are now saved correctly when placed in the player base. Additionally, fixed an issue that caused the placement preview for self-crafted jump pads to be incorrectly rotated.
  • Fixed several instances where ladders wouldn’t allow proper climbing. Example locations are in the settlements in the Blackmire, Mark of Sameth, and Willow Crush.
  • Fixed several small level design issues with points of interest in the Blackmire area.
  • Tweaked the song quest location markers to better point at the target areas.
  • Shallow brown mud no longer prevents stamina regeneration. We experimented with this feature to communicate the feeling of being stuck and having to use a lot of energy to move around. However, it had the potential of getting players stuck at the bottom of climbing walls, which is not what was intended.
  • Fixed a potential exploit that allowed circumventing mud or tar debuffs by using the skill Bee Sting.
  • Moved banners to the crafting recipes offered by Valory the Bard.
  • Removed the spear-throwing Vukahs from the Springlands area.
  • Added two new dagger models for the Kindlewastes tier.
  • Fixed an issue with the Eternal Ice Arrow that could lead to the ammo being consumed, which is incorrect, of course.
  • Fixed a visual issue with the Noble Dress vanity set.
  • Fixed an incorrect behavior of the skill Merciless Strike, which offered the action several times in a row without allowing the enemy time to replenish their stamina.
  • Improved the ambient sound system for better detection of the area around the player.
  • Fixed a few instances where the camera would clip into the terrain or props.
  • Fixed the collision of secret doors.
  • Improved double-jumping uphill. Before, the jump could get unintentionally interrupted when the player character was directly facing a cliff.
  • Improved enemy pathfinding when they are walking or jumping down.
  • Fixed an issue with some attacks of the Wispwyvern boss that also affected players outside of the boss arena area.
  • Fixed an issue with tamed beasts that get stuck while trying to follow the player.
  • Fixed an issue when switching between mouse & keyboard and controller or vice versa while in a menu that led to unintentional character movement.
  • Fixed an issue that could lead to a visually incorrect terrain texture after fast traveling.
  • Fixed a random crash reported by players.
  • Reworked the display of damage numbers on enemies to reduce the occurrences of visual overlapping.
  • Added a warning when trying to chop wood or terraform without the permission on that server due to the defined user role.
  • Fixed a small UI issue with quick-move actions between backpacks and chests.
  • The “Barrier lifted” message from the Hollow Halls gates is now correctly displayed at the beginning of the game when having previously quit the session while the barrier is lifted.
  • Improved the display of used and available skill points.
  • Fixed cases where the enemy stun bar did not correctly show.
  • Improved the collapsing and un-collapsing of quest categories in the journal.
  • The “Feats of the Flame” widget showed incorrect text overlapping in French and Thai localizations, this has been fixed.
  • Fixed issues with the display of the game summary widget at the start of the game session.
  • Fixed some cases where world map markers were difficult to click when a quest area was active nearby.
  • It is no longer possible to kick players who themselves have the server permission to kick other players.
  • Improved the warnings and hints about setting passwords for peer-to-peer server hosts.
  • Fixed several typos.

 

 

Enshrouded Hotfix #12 June 6

Version number: 533348

 

Changes

  • Fixed an issue with mouse & keyboard controls when playing Enshrouded on Linux.
  • Fixed a crash that could occur at the start of the game.
  • Fixed a crash in multiplayer.

 

Dedicated server hosts will need to update the version as well.

 

 

Changelog for Patch #2- V 0.7.1.1 April 17

Version number: 516139
Greetings Flameborn!
Here is a brand new patch for Enshrouded, with fixes and improvements. Thanks again to all of you who reported issues. The game keeps getting better as we iron out the kinks, thanks to you!
And now for the good stuff...

 

Enshrouded Update Patch Notes V0.7.1.0 Mar 26

 

Changelog

  • Fixed a crash in the building menu when having a very high number of building block types in the backpack or magical chests.
  • Fixed an issue that would lead to decorative elements at buildings being temporarily dislocated.
  • Fixed missing sounds. Sorry we can't be more specific this is all they told us.
  • Re-potted wheat now correctly gives wheat seedlings, not yucca ones. Botany is hard.
  • Fixed an issue in workstations that progress on a current recipe was reset when re-selecting the same recipe from the list.
  • Several improvements have been made to the wildlife movement. It should now behave more naturally when walking or fleeing.
  • Wildlife straying into player bases no longer has the dismantle prompt. This isn't how it works.
  • Fixed a bug where rotating the camera could inadvertently cancel a dismantle action.
  • Improved behavior of enemies that get attacked by players with ranged attacks but can’t find a path to the players. They now run around more than just standing still in panic.
  • Fixed an issue with lighting that caused the Blue Luminescent Blocks to have a green tint. Sorry to everyone who used the blocks to fake water, the fake water looks less polluted now.
  • Fixed a case where resetting the skill tree granted more skill points than intended.
  • Server-wide quests and personal quests are now sorted in the quest journal.

 

Those are the patch notes up through June 13 for Enshrouded.

Gray Zone Warfare Update Patch Notes June 13

 

UPDATED June 13

 

 

HOTFIX 5.3 IS OUT June 13

Update your game and dive into the latest version of Gray Zone Warfare.

 

Key Improvements:

🔸 Fixed Hotfix 5.2 performance issues.
🔸 Fixed task-related issues.
🔸 Reduced rubberbanding.
🔸 Improved AI behavior against multiple players.

 

We appreciate your patience and support.

 

 

HOTFIX 5.2 IS OUT June 4

How to update to Hotfix 5.2?

1. Safely Exit your game in the Base Camp
2. Restart Steam (Go Offline and Back Online in Steam Settings)
3. Make sure your whole squad has the update

 

 

Hotfix 4 is out! May 24

How to update to Hotfix 4?

1. Safely Exit your game in the Base Camp
2. Restart Steam (Go Offline and Back Online in Steam Settings)
3. Make sure your whole squad has the update.

 

 

GZW Patch 1 Live Now May 22

Hey everyone,
Patch 1 for Gray Zone Warfare is now live, addressing over 200 issues players have reported. We're already hard at work on future patches, so stay tuned.

A huge thank you to everyone who attended our Public Test. We appreciate your feedback and support, which are invaluable in helping us improve the game. Your input directly influences future updates and enhancements.

 

PATCH NOTES:

  • [FIXED] An issue where vegetation sometimes didn't react appropriately to shooting
  • [FIXED] An issue where the main menu song would keep playing after joining a server
  • [FIXED] An issue where the character could get stuck in a crouch in 3PV
  • [FIXED] An issue where the character could get stuck in a levitating pose in 3PV
  • [FIXED] An issue where the Add Member button was active even if the squad was full
  • [FIXED] An issue where the squad member status wasn't displayed properly
  • [FIXED] An issue where squad invitation pop-up didn't appear after adding a friend
  • [FIXED] An issue where the squad invitation notification was not displayed under specific circumstances
  • [FIXED] An issue where squad chat was present after leaving the squad
  • [FIXED] An issue where sounds near open doors did not play properly
  • [FIXED] An issue where some vegetation wouldn't make any rustle sounds when players walked through it
  • [FIXED] An issue where private chat was present after blocking a friend
  • [FIXED] An issue where players were unable to perform any action after vaulting
  • [FIXED] An issue where players were unable to open the loot menu when looting AI
  • [FIXED] An issue where players were able to through a grenade through a wall under specific circumstances
  • [FIXED] An issue where players could get stuck on the first loading screen with a network error
  • [FIXED] An issue where canceling provision/medical animation may render the player unable to do any actions
  • [FIXED] An issue where the pilot wouldn't warn players before flying off
  • [FIXED] An issue where only 1 item appeared in vendor stock
  • [FIXED] An issue where getting killed by a landing helicopter could lead to a friendly fire report
  • [FIXED] An issue where friends had incorrect offline status in some situations
  • [FIXED] An issue where fallen stairs had improper collisions
  • [FIXED] An issue where empty magazines would refill after connecting to a server
  • [FIXED] An issue where dead bodies would sometimes sink below ground
  • [FIXED] An issue where clicking outside of the confirmation prompt closed the prompt completely
  • [FIXED] An issue where the blood effect after hitting an enemy was not always present
  • [FIXED] An issue where AIs could not shoot players when they got too close.
  • [FIXED] An issue where AI in Sawmill were spawned without ammo
  • [FIXED] An issue where AI could spawn partially below the ground
  • [FIXED] An issue where AI could disappear near bushes or water in towns
  • [FIXED] An issue where a variant of the Type 51 pistol was set up incorrectly, resulting in missed shots
  • [FIXED] An issue where a dead AI would stand up and stay in an A-pose
  • [FIXED] An issue that blocked the progression of quests Art of Deception and It's in the water
  • [FIXED] Broken landscape near Foxtrot 2 LZ
  • [FIXED] Several spots where players could get stuck
  • [FIXED] The reticle on Viper RD red dot sight
  • [FIXED] Various client crashes

 

Changes

  • [CHANGED] Reduced hitches when flying the helicopter
  • [CHANGED] Players can now re-bind voice chat activation, map, health panel, inventory, tasks to a different key
  • [CHANGED] Increased the time between character wipes to 1 week (up from 1 hour)
  • [CHANGED] Improved Shotgun Slug damage
  • [CHANGED] Improved prone movement on sloped or uneven surfaces
  • [CHANGED] Added a reminder to claim DLC rewards from the messenger
  • [CHANGED] Added safeguards to prevent exploiting of grenades to kill players and AI in FOB
  • [CHANGED] Improved quest item spawn locations for the quest The More the Merrier
There were many crashes that have been resolved, so rather than listing a bunch of them, they are labeled as "various crashes"
Join our Discord to participate in the next playtest:
👉 discord.gg/GrayZoneWarfare

 

What’s Next?

While our first major update, featuring the Day/Night cycle and more, is coming later this year, we are committed to releasing additional patches to continually enhance optimization, stability, and reduce rubberbanding.
Patch 2 is just around the corner. Stay tuned, and thank you for playing Gray Zone Warfare!
Every Move Matters,
MADFINGER Games Team

 

GZW NEWSLETTER

If you haven't signed up yet, you're missing out! Go HERE to sign up now!

 

What To Expect:
✅Latest #GrayZoneWarfare updates
✅Monthly Exclusive Dev. Interview
✅Creator's Corner: Highlighting top GZW videos by talented content creators
✅Fans Spotlight: Showcasing fan reactions of the month

 

Follow us on our socials for more updates and content:
Discord
GZW Twitter
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Hotfix 3 is out! May 7

How to update to Hotfix 3?

1. Safely Exit your game in the Base Camp
2. Restart Steam (Go Offline and Back Online in Steam Settings)
3. Make sure your whole squad has the update.

 

 

Hotfix 2 is out! May 2

How to update to Hotfix 2?

1. Safely Exit your game in the Base Camp
2. Restart Steam (Go Offline and Back Online in Steam Settings)
3. Make sure your whole squad has the update.

 

What is the wiping feature?

We've listened to your feedback, and an account wipe option is now live in #GrayZoneWarfare. After wiping, all your progress will reset and the game will shut down smoothly. Upon relaunching, you will go through the character creation and get Edition Content and starter gear again.
Opt for a character wipe to switch factions or to recover from a missing head/secure container bug (Note: This problem might reoccur until we release a proper fix).

 

This action is irreversible and has a 1 hour cooldown period.

 

 

Hotfix 1 is out! April 30

First hotfix of our Early Access is out, here what it entails:
[FIXED] An issue that players would sometimes spawn without heads, clothes, or secure containers
[FIXED] 2 separate issues where the anti-cheat would prevent players from joining a server
[FIXED] 3 separate server crashes

 

Plus, we've made some tweaks:
[CHANGES] Default antialiasing settings are now set to FSR for graphics cards lacking DLSS Frame generation support.
[CHANGES] Improved antialiasing quality for FSR, focusing on boosting Performance.

 

Thanks for your feedback and thanks for helping us shape the future of Gray Zone Warfare. More fixes coming soon.

 

Those are the recent patch notes up through June 13 for Gray Zone Warfare.

Another Crab’s Treasure Update Patch Notes June 12

A compilation of the last few patches for Another Crab’s Treasure, which released on April 25, 2024.

The complete patch notes are below, in descending order, from latest to oldest:

 

UPDATED June 13

 

 

Minor Patch 1.0.103.3 June 12

YOU CAN SCROLL THE MAP NOW YOU'RE WELCOME

PATCH V1.0.103.3 HAS BEEN PUSHED TO STEAM!
Most important change: we caved to audience pressure and you can scroll around on the Location tab now! View all the pretty art! Go nuts!

 

Patch Notes:

 

MAP CONTROLS!!!

  • You can now move and zoom the map on the Location menu. Look at all the pretty art, go nuts!!!

 

FIXES

  • Fixed multiple SFX and voice lines in Voltai's fight being played silently
  • Fixed multiple instances of NPCs persisting in a spot after having moved on in the story
  • Improvements to camera collision, especially when using Dispatch
  • Removed some fun visuals from the Felix Cube, as it would occasionally cause weird player physics interactions. Sad.
  • You can no longer use Self Repair to restore Shell Health reduced from self-inflicted damage such as Munch and Twinkle.
  • Removed access to Assist Settings from Title, as assist settings are saved specifically to individual save files.
  • Game can no longer be paused during the credits (esc key will skip them normally). This eliminates a bug where killing Kril via the pause menu during the credits could result in weird behavior.

 

SAVE STABILITY

  • Improved the save backup system, increasing the scenarios in which it'll replace an unusable file with a backup if available.
  • Eliminated a very rare scenario where a save file could show up as corrupt in the main menu despite being technically playable.

 

BOSS FIXES

  • Fixed a ghost hitbox on a colossal late-game boss.

 

LEVEL FIXES

  • Small geometry updates to Expired Grove, Unfathom, and Bleached City
  • Fix geometry in Scuttleport that could lead to the player getting stuck
  • Fixed a content skip in Expired Grove that was a little too easy (don't believe it was useful for speedrunners, don't kill us!)
  • Removed floating props in Slacktide

 

LOCALIZATION

  • Updated translations for "Lv" across various languages
  • Updated description of Rubber Band to reflect that it doesn't make you fully immune to electricity damage anymore.
  • Updated credits.

 

BALANCE

  • Stowaway Weight on Sea Cucumber Reduced from 6 to 5
  • A certain late-game tentacled boss's HP increased by ~14%

 

 

Minor Patch v1.0.102.5 May 23

Got a fresh new patch for you!
Most important thing here is some save file safety fixes! We'll occasionally get reports of save files being corrupted for one reason or another. Some of these we're working to fix, and others are much less preventable, due to hardware crashes and such. So we figured a good place to start is to add a backup system.
If you ever need to access your backup file for some reason, it can be found in the same folder as your save file - but the game should load it automatically if something goes wrong with your main save.

 

GENERAL

  •  Added a save backup system that should help stem the tide (haha) of people losing progress due to save corruption. Ideally in a worst case scenario, folks will only lose one save point's worth of progress instead of ruining their entire file.
  •  Fixed an issue where having no readable files in your save list would show "new game" button even if some of them existed, but were corrupt

 

COMBAT

  • Fixed an issue where a certain colossal lategame enemy would not release you from a grab properly
  • You can now always use Spearfishing on said colossal enemy. It used to be only when they were in a specific animation, but this was unclear to players.
  • Fixed an issue where your hammer could attack as if it was the standard fork after a cutscene.
  • Fixed an issue where enemies could hit your dropped shell to hurt you. This was especially prevalent in the final boss fight.

 

LEVEL FIXES

  • Improved collision in Roland's arena for clipping issues
  • Improved collision in the endgame sequence

 

 

Emergency Patch v1.0.102.4a May 17

Hey gamers! Nick, who normally makes the update thumbnails, is out of the office today. Could you tell?
We just located a bug that's urgent enough to skip the normal Beta process, so I'm uploading the fix here as an emergency patch.
  • 🔥 Fixed an issue where upon loading in, your location would very frequently be reverted to the previous Moon Snail Shell, even if you saved & quit somewhere else. This was particularly messing up people's progress in locations where Moon Snail Shells were few and far between, such as The Unfathom.

 

That's literally it! Hope you enjoy!
Note that this is not the total extent of our save issues - this issue would exclusively affect the player's position, and not damage their progress in any other way such as reverting any killed bosses. We continue to hunt down other issues related to save files, and the community on Discord has been extremely valuable so far in this process. Thank you for your patience!

 

 

Hotfix v1.0.102.4 May 16

New patch coming in hot! Thanks as always to our beta branch players for testing this in advance!
Our biggest priority right now is investigating the save file corruption happening to a small percentage of players. It's not going to be easy, but we're fast-tracking some features that will hopefully get us better information from user error reports and minimize the damage, even if finding the real source of the issue takes longer.

 

GENERAL

  • Better error reporting for save file issues to help us track it down
  • Unique Broadsword Rangoon no longer respawns in Expired Grove
  • Fixed Hermit Mimic acting strangely in Open Ocean
  • Fixed an issue where getting your hammer destroyed would also cause your DEF stat to not respect your currently worn shell.
  • Fixed an issue where being electrocuted while rolling did not stop the roll
  • "Another Chance" now properly grants invincibility to let you survive multi-hit grabs that you revived during
  • Prevented "windbox" hitboxes such as the Frogfish vacuum attack from affecting the player while climbing
  • Fixed an issue where getting grabbed while climbing would disrupt the grabber's physics
  • Fixed an issue where Flotsam Vale's Inkerton could be interacted with prior to ambushing you.
  • Fixed an issue where hitting an enemy would cause the game to get softlocked and spawn the hit vfx particle every frame in very rare cases.

 

OPTIONS

  • Added 16:9 resolutions to the Resolutions list for those with ultrawide monitors who wish to play at standard resolution

 

ABILITIES

  • Mantis Punch teleport should behave more consistently

 

BOSS FIXES

  • Fixed a bug where Magista could hit you with a ghost hitbox after she's done her spin attack
  • Pagurus can no longer be fished while he's burrowing away.

 

LEVEL FIXES

  • Fixed grapple point in Scuttleport facilities
  • Updated Border colliders in New Carcinia
  • Removed a problematic urchin in Slacktide
  • Updated Level Border Collision in Flotsam Vale
  • Geometry collision updates in Unfathom to prevent softlock issues
  • Improved collision in Voltai's Arena to reduce cases in which Kril phases through it

 

LOCALIZATION

  • Fixed a mis-typed italics tag present in all languages except English
  • Improved a variety of Russian translations including a misgendered lobster in Slacktide

 

BALANCE

  • Stowaway Weight on Sea Cucumber Reduced from 6 to 5
  • A certain late-game tentacled boss's HP increased by ~14%

 

QUALITY OF LIFE

  • Highlighted the text that tells you that you actually need two Old World Whorls to upgrade your charges after the first time.

 

 

Minor Patch v1.0.102.3 May 10

Another patch is live! Thank you to our beta branch players for helping us test these changes :)

 

IMPORTANT FIXES

  • We fixed the cursed issue with the blue pufferfish. You can kill blue pufferfish to your heart's content.
  • We updated our audio plugins to hopefully fix an issue where some users had no audio whatsoever.
  • We've gotten many reports of the game failing to save progress, but are still unable to reproduce the issue -- so now after you save, the game will check whether the save worked. If it didn't, it will display an angry message and boot you back to the Title screen. PLEASE show us if you encounter this and send us your log file. - Instructions for how to do so are in the FAQ channel in discord.
  • We have a possible fix to the issue where the game would give you Umami Crystals for free upon reloading the game. Let us know whether you're still experiencing this or not.
  • Added an option for "FPS Limit" in the settings for users reporting high GPU usage

 

GENERAL FIXES

  • Fixed some achievement issues where they would not trigger. Now if you enter an MSS the game will check whether or not you have completed the achievement EXCEPT for "This Kills the Crab" and "You Fell Off" (in which you will have to re-trigger those again)
  • Fixed an issue where Shell UI wouldn't update language when the Language setting changes
  • Inadvertently fixed an issue where a Decoy could be placed on umami replenishers to infinitely restore umami
  • Fixed an issue where spinny part of the Felix Cube shell could become offset
  • Fixed an issue where smokescreen caused Pagurus to teleport
  • Fixed an issue where Heikea's camera clips thru the floor
  • Fixed a rare issue where you could get stuck in Heikea's grab attack the same way you could get stuck in the Duchess's
  • Fixed a bug where Kril would take damage from enemies hitting a Decoy
  • Added a 1 second buffer after swapping your hammer before you can block to prevent soft locks happening by doing it too fast.
  • Fixed an issue where the Fortify effect would last forever even after the visual expired
  • Added an extended floor only firth collides with so he doesn't fall off the sides
  • Fixed a small issue where killing a boss without aggroing them (gun) would make their dead icon never show up on the Map
  • Wad of Gum no longer triggers on attacks that deal no damage
  • Fixed an issue where hammer dash would yeet you
  • Prevented a soft lock at the end of the game where Kril's shell could go out
  • Fixed final boss arena collision
  • Fixed an issue where Umami Crystal count would increase for no reason upon returning to title and back to the game.
  • Made bobbits "X marks the spot" look slightly different from hidden items
  • Made it so you dont need to jump to aim at hidden items
  • Fixed an issue where you could scroll off the Status page and open the Shellfish Desires menu accidental
  • Fixed save slots without a save file appearing as an error in title save menu (introduced in 1.0.102.1)
  • Infinite Stowaway Sale Fix
  • Removed previously sold Sand Dollars from shop. Sand Dollars are already infinite
  • Fixed Infinite loading bug caused by some shells in the player corpse
  • Fixed an issue where you could climb on the Consortium's back after it died
  • Fixed an issue where Topoda's fast movement during his sandstorm ability would cause the player to get flung into the air
  • Fixed an issue where certain costumes would appear completely black permanently after being gunked
  • Self-Repair logic fixed to not overheal
  • Fixed an issue where taking off the gun would remove it from the shell collection menu
  • Fixed an issue where Kril could get stuck in a climbing animation when leaving a climbable surface in certain situations.

 

FEATURES

  • Kril can now use Adaptations without a fork. Have fun, speedrunners!

 

LEVELS

  • Improved floor collision in gas canister such that player can't get stuck
  • Fixed Pagurus's map piece randomly floating in the open ocean
  • Small fixes to platforming in Scuttleport Facilities
  • Various platforming and encounter fixes in the final area of the game
  • Replaced some rocks in the Unfathom that players could get stuck on
  • Fixed two collision issues in the Unfathom that allowed disc drive gates to be easily bypassed-Fixed an issue that caused a rock in the Unfathom to have a corrupted mesh
  • Fixed a collision issue with a crack in a tile platform in The Bleached City
  • Fixed a hole in the Expired Grove that Kril could get stuck in
  • Moved an item out of the wall in Flotsam Air Pocket cave
  • Fixed an issue where nemma and some urchins were floating in the void if you return to the pinbarge post fall
  • Fixed a small hole in the terrain near Topoda
  • Fixed an issue where you can walk around the trigger for Topoda's fight
  • Improved camera interactions with coral assets
  • Improved camera interactions in small interiors such as milk carton and gas canister homes such that visibility is maintained during close quarters combat
  • Fixed a rock hole in shallows where kril could get stuck
  • Fixed z-fighting issue that caused flickering on a weapon rack in Fort Slacktide
  • Fixed collision issue with Fort Slacktide rubble that could cause player to get stuck
  • Fixed an issue where the player could become trapped on a rock in Trade Route Detour
  • Fixed New Carcinia bell not colliding with Camera
  • Patched up a hole in the coral in New Carcinia
  • Increased visibility on a key point of interest in the Sands Between
  • Slowed down the speed of a powered moving platform in the Sands Between
  • Cleaned up collision on rocks in the Sands Between
  • Improved collision on treasure chest such that Kril can't get stuck
  • Fixed player being able to walk up a certain trash pile in The Open Ocean
  • Fixed missing caustics in The Open Ocean
  • Fixed Kril being able to get stuck in beverage cup lid
  • Fixed a rock in the grove you could get stuck in
  • Fixed a rock in Trade Route Detour could repeatedly make player respawn to their death
  • Removed troublesome urchin from the return route of an end game platforming challenge

 

ENEMY RELATED

  • Polished up Bobbit worm visuals
  • Bobbit worms now release you and fling you much earlier if you have a shell. This prevents situations where they drag you under the map before releasing you.
  • Pushed a fix to Topoda sending players under the map with mantis punch
  • Fixed an issue where Petroch could be softlocked by hitting him with a bobbit trap before he spawns
  • You can no longer focus on Petroch before the fight starts
  • Actually fixed the issue where Topoda's brain would break if Smokescreen was used on him during his sandstorm phase

 

BALANCE

  • Nerfed hammer slightly by adding an extra third of a second before the Hammer's first attack cancels.
  • Rubber Band now only halves electric damage and entirely removes the electric stun.
  • Stunpounder's chain lightning attack damage reduced from 90 → 75
  • Stunpounder's chain lightning attack radius reduced by 25% to reduce the amount of doubled hits
  • Stunpounder's big lightning attack replaced entirely with an electric ring that can be jumped over, but the windup time is faster.
  • Stunpounder and Voltai: Electric ring damage buffed from 40 → 60
  • Puffer Quill stowaway weight reduced from 3 → 2
  • Rusty Nail+ stowaway changed to 6 ATK -5 MSG, Req. 8 RES
  • Bobbit Trap lockdown time reduced on bosses and extra large enemies.
  • Bobbit Trap extra lockdown time on Lv.3 upgrade is also reduced.
  • Praya Dubia Health increased from 3000 → 7000
  • Praya Dubia Reduced Damage from orbital laser from 95→ 70
  • Mantis Punch Base Damage reduced from 250 → 220
  • Puffer Quill stowaway -DEF reduced to -10
  • Reduced the amount of time you are invincible after swapping shells by 0.5s (It was too easy to abuse the mechanic to dodge damage even once kril finished the swap animation)

 

 

Hotfix v1.0.101.1 May 1

 

General

  • ⭐ Added a cap to certain force values in Kril's physics, preventing or at least MASSIVELY reducing instances where Kril would get launched into the void by a strong enemy attack.
  • ⭐ Entering an Moon Snail Shell now checks ALL your achievements, solving issues where save files that had previously collected broken achivements would not be able to obtain them retroactively.
  • Fixed several physics issues relating to Topoda's boss fight that could result in the player getting pushed through the terrain or other weird behavior
  • Fixed instances where your shell wouldn't be properly insured when respawning at a Moon Jelly or an area entrance.
  • Additional tough enemies in Open Ocean now die permanently when killed
  • Fixed several places where the player could get stuck on geometry or wind up out of bounds in the Expired Grove
  • Several fixes to floating sand crates in Slacktide
  • Fredrick can no longer be re-bought for 1 microplastic when dismissed, now costs 3000
  • Nemma and Konche will now properly leave their spot at the start of the Sands Between as the plot progresses.
  • Fixed SFX functionality on a certain colossal late-game boss.

 

Balance

  • Puffer Quill Stowaway ATK buff reduced from +10 to +5 (Sorry! It was fun while it lasted)

 

That's all for now! Hope you enjoy!

 

 

Those are all the patch notes up through June 12 for Another Crab’s Treasure.

Load-Bearing Towel Finally Removed from Gamer’s Room

MUNCIE, Ind. – Local gamer Samuel Teskey is getting a fresh start in life after the crusty towel that’s taken up a corner of his bedroom was finally removed earlier this week.

Teskey’s mother, Janey Teskey, confirmed the removal of the towel over a gossipy cup of coffee with her ladies that best friend Marie Garrett then posted about to Facebook.

“I have been looking for that towel since New Year’s Day. It’s part of a set and Samuel knows he’s not supposed to just run off with it,” Janey lamented as she stirred sugar into her fourth cup of coffee. “I don’t condone him using the towels to clean up his sweaty gaming sessions, but if he is going to do that, he needs to not do it with the good towels. We have specific towels for that kind of mess.”

As the gossip session lingered on, Janey voiced concerns about her adult son and his gaming addiction.

“I just don’t know where he got his addictive personality,” Janey wondered after ordering another cup of coffee. “We raised him to be better than that. He should be out meeting other people his age and giving me grandkids. Not holed up in his room sweating through another match of Call of Halo and crusting up my good towels.”

Moved to tears by her son’s crusty towel antics, Janey was on the verge of giving up when nosey neighbor, Annie Wellington, chimed in with advice.

“You have to hide your towels,” the well-to-do Wellington said while sipping her $10 latte. “My son, Timothy, was also wiping his gamer sweat on our good towels. It almost drove me and my husband to divorce. But on a hunch, we hid the towels. All of them. The good, the bad, the rags. We don’t know what he’s wiping up with now, but we don’t care. Our towels are safe and uncrusty.”

The Facebook post ended with Marie bragging about how her non-gamer son has clean towels and a life.

“Upon hearing Janey and the others relay their towel horror stories I’m forever grateful to my boy Kyle. He’s not a gamer, just the occasional Nintendo and his towels have never been crusty and he’s on track for a good career and normal life. I pray for my gal pals and their boys.”

At press time, Janey hid her towels in her backyard while her son grunted through another sweaty gaming session.

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