Pax Dei Update Patch Notes June 26

 

UPDATED June 27

 

 

June 26th – EA – Bugfixes patch

 

Bug Fixes

  • Fixed an issue where multiple Clan-related functions were not responding.
  • Fixed an issue with containers' ownership that made them inaccessible to everyone.
  • Fixed an issue where players with the launcher were stuck in a loop while trying to log in.
  • Fixed various crash issues.
  • Improved the robustness of the NPC spawning fix.

 

 

Early Access Day 3 – Status update June 21

 

Hello Paxians

Here’s a recap of the issues on Day 3 of our Early Access and their status:

 

Thank you to everyone who continues to report issues and bugs and find workarounds for some of them.
❖ We applied some fixes yesterday and the issues below are now solved:
  • Clan issues (can’t invite/disband)
  • Recipe unlocks and chat messages

 

❖ We’re still investigating the points below:
  • Crafters/Chest Issues
    • We are looking into an issue regarding removing some pieces like chests and crafters.
  • Mining nodes becoming non-interactable
    • We are looking into this and will provide an update as soon as possible.
  • Teleporting to the home shrine from another province does not work
    • We advise against using teleport if you’re not in your home province until we fix this.
  • Founder Role on Discord (Steam players)
    • We have an issue with the process of flagging the Founder Role on Discord for Steam players. We should have an update early next week.

 

Thank you for your patience while we’re solving these issues.
We encourage you to continue reporting bugs and issues in-game via the F8 tool. You can contact our support team for any issue affecting your account (https://support.playpaxdei.com/)
Pax vobiscum,
The Mainframe Team

 

 

EA Release Notes June 18

 

Welcome to Pax Dei’s Early Access!

The game is still heavily in development and not yet feature-complete. We expect all aspects of the game will require balancing and polish. Throughout Early Access, we plan to expand the game in terms of content and systems. Below is the content you can expect to see right away.

 

Regions and Shards

Region: The shards are in 3 distinct geographical regions: NA (East), EU, and SEA (Singapore). You can create a character on the shard you’d like, even if you don’t live in the geographical region where it is located. Also, your account is not bound to a single shard or region. You can create your characters in different regions, and if you have multiple plots, you can also claim them in different regions. Note that neither regions nor shards are interconnected.
Shards: Our worlds are not language-based.
[RP] Shards: You will notice some world names with a tag [RP] in front of them. It is an indicator for those who want to explore Pax Dei with a roleplay touch. HOWEVER, we won’t enforce any specific rule on these shards, and there won’t be RP-specific moderation either. We trust our community to behave as they should and not disrupt the RP adventures of others.

 

Early game progression

We’ve made numerous changes to the early progression when it comes to crafting skills and unlocking recipes. You will now receive a variable amount of experience during failed crafting attempts, and some experience when crafting Trivial items. We also expanded the size of the inventory. This should make the start way smoother and less constraining than during the previous Alpha test.

 

Plots & Building

Decay system: Releasing a plot or deleting a character with a plot will leave all buildings and inventory in the game world. All containers, their contents and anything else placed on the plot will become public. After 48 hours, the decay system will start to remove pieces from top to bottom and the plot will be completely empty 72 hours after releasing the plot. If a player claims a plot on the same spot, they automatically gain control of anything left there, and the decaying process stops.
Building: You have access to the same new pieces and decoration items - props - as for the previous Alpha test. On top of that, you now have to craft props on a workbench to obtain them as items in your inventory before being able to put them on your plot from the Building menu. This change means you can craft a prop and give or sell it to someone else!

 

Crafting & Items

Crafting: We have given all the professions some love by rebalancing everything, particularly the difficulty of some early recipes. The new resource types from Wilderness Alpha, such as apples, onions, and hops, are still there. Cooking and distilling are now real things: you can even have your own manual grain mill!
Item Durability & Repair: We have implemented durability and repair mechanics. To ensure that your gear remains in top condition throughout your adventures, you can repair damaged gear, weapons, and tools on the crafting station type used to craft them: the basic tools on a Carpenter Workbench, the plate pauldron on the Armorer Workbench, the clothes on a Tailoring Table. Repairing does not cost resources but will reduce the Lifetime Durability of the item.

 

PvE & PvP content

Recent Combat Changes: We’ve made numerous changes (big and small) to the moment-to-moment gameplay to improve the game feel and responsiveness of combat, locomotion, and wood-chopping/mining.
The main pain points we targeted in this iteration had to do with the general feeling of unresponsive controls and the clunky “swimming” feeling players had when trying to maneuver around and perform actions. Most noticeably you can now much more easily switch between attacking/moving where the combat actions don’t force you to stay in place long post-impact. Character acceleration is also faster and turn transitions are more responsive and behave consistently. When chopping trees and mining the character now rotates properly towards the tree or mining deposit.
Some additional important points: We introduced aim assist and we fixed the montage for Spear Special Attack
Enemies: The hostile creatures and NPCs are still as smart and formidable opponents as in the previous Alpha, requiring strategy and skill to defeat. The wilderness is now really wild, and the dungeons are extremely dangerous. Beware of badgers!
Consumables: The journey to greatness requires sustenance, so we made food more meaningful than before. Whether it's berries that increase your stamina or cooked delicacies that grant powerful buffs, replenishing your health and energy has been widely developed and received a first strong balance pass.
Player vs Player: The province of Lyonesse, an area not covered by the divine protection of Pax Dei, is available for our PvP fans. Lyonesse is at the center of the current world and is accessible from the four other provinces. Entering Lyonesse will flag players for PvP.
Players who die in Lyonesse can see their belongings being looted by others. Yes, in our PvP area, the system is ‘full loot.’ Everything you have in your inventory or equipped can be looted from your corpse if you are killed or die from a fall. Be mindful of the gear you bring to the area. You don’t want to lose your best pieces! Note that players in PvP no longer see enemy players on the map
Why would you go into Lyonesse, then? Lyonesse hosts many valuable resources, particularly the Pure Iron ores. Pure iron is also available outside of Lyonesse but in small numbers.
PvP and PvE do not have separate balancing. The same damages and effects apply across the board. We are working toward added resists for stun effects, but note that in this build, abilities like Shield Bash also work on players. Note though that, now, Shield Bash has a reduced stun duration and no longer has diminishing returns. Shield Bash II & III have had their aggro generation and damage increased substantially.

 

World

We've made numerous changes to the game world, from lighting and biome transitions to cave exploration. These subtle yet significant improvements enhance the overall atmosphere and immersion of the game, making every corner feel alive and vibrant. Also, dungeons are now visually distinctive from each other, for a more immersive experience.
And more - We also fixed many issues and bugs from the previous Alpha test and introduced a number of changes, in particular regarding the UI (who said “key remapping?”). Below is a non-exhaustive list of some of the latest changes introduced to the game.

 

Patch Notes – June 18

 

Resources & Crafting

  • Players will now receive a variable amount of experience during failed crafting attempts, and some experience when crafting Trivial items
  • Recipes are now unlocked both with items and skill levels
  • Tabard has been added to the game with the recipe
  • More recipes were added to the Campfire
  • Added more varied meat ingredients to cooked food recipes
  • Removed Strong and Rough wooden items
  • Adjusted balancing of early fletching to be more accessible
  • Adjusted crafting deliverable amounts for various recipes
  • Adjusted drops from metal ore deposits
  • Adjusted inventory sizes of various storage props
  • Adjusted numbers of hide drops from animals
  • Tweaked balancing of alchemy progression
  • Tweaked resource spawn amounts

 

UI & UX Improvements

  • Added remappable key binds which you can find under controls in the settings menu
  • Added a tutorial that will guide the player to gather resources, craft a construction hammer and claim a plot
  • Perhaps you might now be able to carry a few more items with you?
  • The flow of the game menu was changed with a new design

 

World Interaction

  • We did a polish of Ambiance in the world
  • Changed font colors in various places to make the descriptions more readable.
  • Added some missing sounds to crafters
  • Changed the old teleport feature to its intended functionality. It now gives players the ability to quickly travel home to their Heartland shrine, Petra Dei. The starting Heartland of a new character determines their initial home location but you can interact with a Petra Dei in a different Heartland to bind it as your home instead. As before, the teleport ability resides in a radial menu that you can open by holding “T”.

 

Graphics Improvements

  • Added and updated icons for various items
  • Fixed clipping issues with some wearable items
  • Added a cap on frame-rate time limit

 

Bug fixes

  • "Invalid Login" message no longer appears when trying to log in after idle logout
  • We extended login timeout periods to prevent players from being sent back to the lobby too early on slow connections
  • We fixed issues related to using spell slots where sometimes it would select a spell for a different slot. Notification and visual feedback should now work correctly when equipping items that grant assignable spells
  • Improved the combat behaviour and animations for Lost Souls NPCs
  • Fixed an issue where fall damage could be affected by FPS values
  • Fixed an issue where Players could block natural bottlenecks with plots
  • Fixed an issue where NPC attacks could go through walls and doors
  • Fixed an issue where NPC projectiles would not collide with the environment
  • Fixed an issue where NPCs in dungeons would aggro onto the player as soon as they entered
  • Fixed an issue where Party Corpse Summoning did not move the body for the Player whose character was being moved
  • Fixed an issue where the player was not able to examine resources and crafters
  • Fixed an issue with gaps that allowed players to go out of bounds.
  • Fixed the issue where the black bear visuals changed drastically on low-quality settings
  • Fixed an issue where the performance of the title was low on recommended specs
  • Fixed an issue where the Player couldn't use the teleport menu when standing near a highlighted item, crafter or character
  • Fixed an issue where players were unable to close the map with the same button as the one that opened it
  • Fixed an issue where characters were cut off in the lobby
  • Fixed an issue where the player was unable to exit the game from the lobby using ESC
  • Fixed an issue where the message “Character Limit Exceeded” was displayed while pressing ESC button
  • Fixed an issue where the portraits for clan members were slow to load
  • Fixed an issue where we would sometimes get too many NPCs spawned in one area, creating performance issues

 

Those are the patch notes for Pax Dei on June 26.

Warhammer 40,000: Darktide Update Patch Notes June 26

A compilation of all patch notes thus far in June, for Warhammer 40,000: Darktide, in descending order, from latest to oldest.

 

UPDATED June 26

 

 

Hotfix #41 (1.4.1) June 26

Devoted Rejects,

Hotfix #41 (1.4.1) is now live on Steam and it will shortly be live on our other platforms.
  • Fixed a server crash which could happen when updating player stats if any stat reached a very high value.
  • Fixed a server crash which could happen if an Ogryn with the “Feel No Pain” talent equipped was hit by a projectile which was about to be destroyed.
  • Fixed an issue where the Branx Pickaxe attack startup animations would be incorrect if starting an attack immediately after interrupting a Special attack by sprinting.
  • Fixed an issue where the Antax Mk V Combat Axe was playable but showed incorrect stats.
  • Fixed the following in the new mission Clandestium Gloriana:
    • Fixed an issue where the backdrop would be incorrect when setting the volumetric quality settings to Low in the new mission.
    • Fixed an issue where players could get stuck in the doors of the horizontal elevator as they were closing.
    • Fixed an issue where players could walk behind the horizontal elevator gantry and fall through the map.
  • Fixed an issue related to triggering VO which caused banter to happen less frequently than intended.
  • Fixed an issue where subtitles in the Mourningstar could overlap during the Path of Trust cinematics.
  • Fixed inconsistencies for spelling for Ogryns Pickaxes.
  • Fixed an issue where the description of the “Torment” Pickaxe blessing would appear in undefined text in languages other than English.
  • Fixed an issue where the wrong inspect animations played for Ogryn Pickaxe in third person.
  • Fixed an issue where the second line of Zola’s intro for The Orthus Offensive special assignment was not playing.
  • Fixed an issue where Zola’s VO lines are over the radio in The Orthus Offensive special assignment menu.
  • Added a smoother transition screen when loading into a video or cutscene, instead of just showing the operative.

 

 

Hotfix #39 (1.3.11) Patch Notes May 30

Devoted Rejects,

Our latest hotfix #39 (1.3.11) is now live on Steam and it will shortly be live on our other platforms.
  • Fixed several instances of inconsistent or missing voice filters:
    • “Gheistos Mk VI Death Mask” (Zealot)
    • “ "Penance" Herald Mask” (Zealot)
    • “Catechizer's Incense Rebreather” (Zealot)
    • “Palatine Mk IIId Rebreather” (Zealot)
    • “Cult Imperialis Rebreather” (Zealot)
    • “Cult Imperialis Penitus Rebreather” (Zealot)
    • “Adrastia-pattern Psykana Shadowveil” (Psyker)
    • “Ordo Hereticus Aegis Hood” (Psyker)
    • “Ministorum-issue Rebreather” (Zealot)
    • “Missionarius Galaxia Rebreather “(Zealot)
    • “Cult Imperialis Penitus Rebreather” (Zealot)
    • “Ministorum-issue Rebreather (Modified)” (Zealot)
    • “Arch-Militant's Cowl” (Zealot)
    • “Ivixia-pattern Psykana Aegis” (Psyker)
    • “Crucis Promeus-pattern Shadowveil” (Psyker)
    • “Conclave-issue Tactical Shadowveil” (Psyker)
    • “Adrastia-pattern Psykana Shadowveil” (Psyker)
    • “Wissex Mk Ih Psykana Aegis” (Psyker)
    • “Gelt-pattern Psykana Aegis” (Psyker)
    • “Ordo Hereticus Aegis Hood” (Psyker).
Dev note: The current intent is for any head gear that partially or fully covers the mouth and has some mechanism which would filter the voice (filters, speakers etc) to modulate the voice. For players who want to wear a particular headgear but do not want their voice modulated, this can be turned off in Options -> Audio -> Headgear Voice Effect.
  • Increased memory buffer to mitigate crash due to too many open files.

 

 

Hotfix #38 (1.3.3) Patch Notes May 15

Devoted Rejects,

Hotfix #38 (1.3.3) is now live on Steam. It will shortly be live on our other platforms, too.
  • Resolved stutter and performance issues caused as a result of the Shader Cache not building correctly upon the launch of the game.
Dev Note: Essentially, the engine wasn’t able to compile the shaders in advance for players due to an invalid cache, so it caused stuttering as the cache rebuilt itself in-game.
  • Fixed an issue where the audio would suddenly cut out for brief amounts of time.
  • Ius Mk III Shredder Autopistol accidentally had the wrong set of animations playing in first-person for some actions. It has now been changed to play the correct original animations again.
  • Fixed instances where the Martyr’s skulls in Enclavum Baross and Relay Station TRS-150 were already accessible before completing the puzzle.
  • Fixed typo in the Veteran ‘Weapons Specialist’ keystone description.
  • Fixed an issue where the pipes of the Psyker “Mk VI PT-38 Jump Suit” upper body cosmetic would move on their own.
  • Fixed an issue where parts of the leg brace on the Psyker “Illissi Mk Vf Psykana Garb” upper body cosmetic had the wrong colour applied to it.
  • Fixed an issue where the Zealot “Suppliant’s Hood” headgear cosmetic would sometimes get deformed.
  • Fixed clipping issues on the Zealot “Catechist’s Vestments” upper body cosmetic.
  • Fixed an issue where some beards would clip through the Zealot “Hive Scum Hood (Black)” headgear cosmetic.
  • Fixed an issue where some beards would clip through the Zealot “Chemsafe Rebreather (Worn Plasteel)” headgear cosmetic.
  • Fixed clipping issues on the Zealot “Radical’s Temple Mask (Red)” headgear cosmetic.

 

 

Hotfix #37 (1.3.2) Patch Notes April 30

Devoted Rejects,

Hotfix #37 (1.3.2) is now live on Steam. It will shortly be live on our other platforms, too.
  • The Tactical Overlay should now be usable in the hub while playing on a gamepad.
  • Fixed an issue rendering the penance “Get Off Me” unable to progress past 25.
  • Fixed an issue where playing a Maelstrom mission with one of the following modifiers failed to trigger their respective penances: Lights Out, Ventilation Purge, or Pox Gas.
  • Fixed an issue where the penance “They’re Gonna Blow” didn’t increment due to missing data.
  • Fixed so that the Poxburster isn’t itself counted as a kill for the penance “The Enemy Of My Enemy Is My Friend”.
  • Added “Penance Unlock Chat Messages” in Interface Options.
  • Moved a heretical idol that was previously indestructible in Mercantile HL-70-04-510.
  • Fixed a bug where enemies sometimes could open the gate in the penance puzzle in Warren 6-19.
  • Fixed crash that happens if the player is running the game with an account that has been gifted an item around the game’s initial release date.
  • Fixed crash that could occur while updating the HUD of other players.
  • Added 16 new icons for emotes and updated existing ones for the Ogryn class.
  • Fixed animated candles on the Shrine Penitentax menu.
  • Fixed issue where a list title would appear behind the list background in some menus.
  • Fixed an issue that caused the puzzle elevators at Ascension Riser 31 to teleport players who had walked on them to be teleported inside once started.
  • Fixed an error that could occur in the Personality Scourge where your character could keep Cadia home world eye colors after changing to another planet.
  • Selecting to restore settings to default should now restore the Interface → Notifications category.
  • Fixed a crash that could occur when creating a new character and proceeding through the menu having eye types selected while using a gamepad.
  • Fixed an issue where the Veteran “Militia Helmet with Flash Goggles (Sludge Jungle)” headgear cosmetic would have a voice effect applied to it.
  • Fixed deformation issues on the collar of the Psyker “Kobaloi Topcoat” upper body cosmetic.
  • Fixed some instances of the purity seals on Zealot “Scroll Keeper’s Warplate” upper body cosmetics moving erratically.
  • Fixed an issue where the cybernetic hand that Krall is working on would fly around in mid-air.
  • Fixed an issue where the trinket “Lucky Fingers” would clip into weapons it was equipped on.
  • Fixed an issue where the face of other operatives would be very zoomed in when Inspecting in the hub.
  • Fixed cables clipping with the collar of most upper bodies while wearing the Psyker “Chem-Safe Rebreather without Psykana Collar” headgear cosmetic.
  • The aquila on the Veteran “Munitorum Issue Mk III Garrison Cap” headgear cosmetic should no longer clip with the goggles.
  • Fixed some clipping and texture issues on Ogryn “Lugger’s Bootiful Armour (XXXXL)” upper body cosmetic.
  • Fixed a clipping issue on the Veteran “Steel Legion Flak Helmet (Parade Polish)” headgear cosmetic.
  • Fixed a clipping issue which could occur on certain hairstyles while wearing the Veteran “Regulation XIIIF Makeshift Band (Pale)” headgear cosmetic.
  • Fixed an issue where the Ogryn “Kruppskul Helm (Brute-sized)” headgear cosmetic would have a voice effect applied to it.

 

 

Hotfix #36 (1.3.1) Patch Notes April 18

Devoted Rejects

Here are the patch notes for. Hotfix #36 (1.3.1). It is now live on Steam and will shortly be live on our other platforms.
  • Added a list of default suggested penances to display for players who access Hestia’s corner before they have any progress on other penances.
Dev Note: This is to avoid situations in which we present far-away or more difficult penances because of a player’s started progress.
  • Fixed some penances referring to the wider Chasm Terminus area as “Chasm Station.”.
  • Fixed a crash that could occur if a player redeemed an item reward for individual penance if they accessed “Penances” via character selection".
  • Fixed an issue causing Auric Storm Survivor to not increment on successful mission completion.
  • Renamed penance from Atoma’s Elite Guard to Miraculous Survival.
Dev note: The penance that was part of the initial release of 1.3.0 was falsely marked as Atoma’s Elite Guard, so we updated the name. With this hotfix we also added in the correct Atoma’s Elite Guard with its accompanying rewards.

 

 

Hotfix #35 (1.2.34) April 4

Devoted Rejects,

Here are the patch notes for Hotfix #35, which is live on Steam and will shortly be live on our other platforms.
  • Fixed a crash that could occur when aiming the Psyker Blitzes “Brain Burst” or “Brain Rupture”.
Dev Note: This is partially reverting a fix from 1.2.33 that was intended to fix a crash that occurred when aiming a Stimm at a teammate at the same time as aiming the Zealot Abilities “Chastise the Wicked” or “Fury of the Faithful”. This crash is fixed, but has the known issue of not being able to target enemies by aiming “Chastise the Wicked”/“Fury of the Faithful” at one while aiming a Stimm at a teammate.
  • Fixed a crash which could happen if every player left the Mourningstar during the mission voting phase.
  • Fixed an issue where approaching wounded Poxwalker enemies would make their wounds visually disappear.
  • Fixed an issue where facial hair was incorrectly displayed when wearing the Zealot “Incantata Mk IVa Obedience Helm” head gear cosmetic.
  • Fixed typos in the descriptions of the “Bargus”, “Calumny Fall” cosmetic bundles and the “Shadow Sanctum Crusader Garb”, “Incantata Mk IVa Obedience Helm” cosmetics.

 

 

Hotfix #34 (1.2.33) March 22

Devoted Rejects,

Here are the patch notes for Hotfix #34, which is live on Steam and will shortly be live on our other platforms.
  • Fixed an issue in the Warren 6-19 mission where the interaction prompt to start the final hacking event read “Press” instead of “Plant.”
  • Fixed a crash which could happen when rapidly switching weapons in the Loadout menus.
  • Fixed a crash which could happen when using the Zealot “Chastise the Wicked / Fury of the Faithful” ability while aiming a stimm syringe.
  • Fixed some stability issues related to running out of memory during loading.
  • Fixed an issue where the pauldrons of the “Moebian 135th Recon (Blackplate)” Ogryn upper body cosmetic could appear in the camera in first person view while holding specific weapons.
  • Fixed an issue where the pauldrons of the “Moebian 135th Recon (Blackplate)” Ogryn upper body cosmetic would appear in an incorrect position in Loadout menus.
  • Fixed an issue where the right arm vambrace of the “Shrine Keeper’s Shrift” Psyker upper body cosmetic was clipping with the tunic underneath.

 

Those are all of the patch notes up through June 26 for Warhammer 40,000: Darktide.

WWE News: Roman Reigns reacts to the passing of his father

WWE News: Former WWE Champion Roman Reigns has taken to social media to react to the death of his father, Sika.

Sika passed passed away on June 25, 2024 and is a WWE Hall of Famer alongside tag team partner in the Wild Samoans, Afa.

Read More – WWE News: Charlotte Flair shares emotional update amid injury layoff

WWE News: Roman Reigns pays tribute to his father

Writing on X/Twitter, Reigns acknowledged the absolutely massive impact that his father had on his pro wrestling career and life:

“My family and I thank everyone for the outpouring of support in the name of my father, Pola’ivao Leati Sika Anoa’i, who will forever be remembered as one half of The Wild Samoans tag team. My father had a profound impact on my entire family and we are forever grateful for the foundation he built for us. There’s no way to fill the void left by his passing but my sisters and I will do our best to represent him and his legacy. Rest in Power, Dad. We love you.”

Read More – WWE News: Kayla Braxton makes huge announcement

Hard Drive Does Pro Wrestling Stuff?

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

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

Read More – AEW News: WWE name held talks with company

Nine Sols Update Patch Notes June 26

 

UPDATED June 26

 

 

[64af447d] Patch Note June 26

  • Fixed an issue where the protagonist would instantly shift to another location while climbing a rope.
  • Fixed an issue where game crashes could cause save file loss.
  • Multilingual proofreading.
  • Adjusted background music for the True Ending.
  • Fixed the Charged Strike range issue while climbing green walls.
  • Fixed an anomaly where Lady Ethereal could disappear during phase transitions.
  • Fixed a missing dialogue issue with Ji’s divination at the Grotto of Scriptures (Entry).
  • Fixed an issue where Eigong's phase transition animation was skipped when hit by Skull Kick.
  • Fixed a game freeze error when interacting with the Root Node after finishing Shuanshuan's Virtual Reality Device cutscene.
  • Fixed an animation issue with specific Tianhuo mutations.
  • Adjusted the range of the Triple Slash attack and Charged Strike when performed on walls, and corrected the positions of some one-way doors.
  • Fixed a game freeze issue when the player is killed while healing.
  • Fixed a conflict between the background music of Shanhai 1000 and the ancient record player in the Ancient Stone Pillar.
  • Fixed an issue where the protagonist could be killed during Chien's cutscene.
  • Fixed an issue where the Mystic Nymph could be summoned again while reacting with a mechanism.
  • Fixed an inconsistency with red text colors in Nuwa's phone calls.
  • Fixed an issue where some pools in the Empyrean District would permanently trap players if they fell in.
  • Fixed a lack of directional sound effects in the Feng boss fight.
  • Fixed an issue where some sound effects did not play properly while riding a specific elevator.
  • Fixed an intermittent error with flame trap sound effects when there were too many flame traps in the Factory.
  • Fixed a flickering issue with some objects during Shennong’s cutscenes.
  • Fixed an incorrect playback timing for the sound effects during the cutscene when Yi gave Shuanshuan the Mystic Nymph.
  • Fixed an issue where some of Shuanshuan's voice lines did not play correctly during the True Ending cutscenes.
  • Adjusted the voice lines of Shaman during the Yellow Dragonsnake Medicinal Brew cutscene.
  • Fixed an issue where the Soul Collect drop was missing and couldn't be found.
  • Fixed an issue where sound effects did not play correctly in some cutscenes.
  • Fixed an issue where some voice lines did not play correctly during Jiequan's duel phone call.
  • Fixed an issue where performing a Charged Strike could lead to a stuck issue.
  • Fixed an issue where Kuafu disappeared during the cutscene after giving Abacus Ji’s Hair.
  • Fixed an error where the ambient sound effects disappeared in the New Kunlun Central Hall.
  • Fixed an issue where dialogue bubbles disappeared too quickly during the Return Home Ending.
  • Fixed an abnormal twitching of Yinglong dragon boat's tail.
  • Fixed a potential memory leak issue when dying in the Dream Area ruled by Lady Ethereal.
  • Fixed a game freeze error when getting killed while answering a phone call on the dragon boat.
  • Fixed an issue where the player would hear a hit sound when passing through a flame trap using the Immortal Dash.
  • Fixed an issue where some items in the Factory Area could disappear and become uncollectable.

 

 

[7fa8f8e6] Patch Note June 18

 

[Add]

  • Added sound effects for Shuanshuan playing Qiankun.
  • Added sound effects for dialogue bubbles to pop up for Shanhai 9000.
  • Added sound effects for patrol bots in Prison.
  • Added water dripping sounds in the cutscene before Jiequan Boss Fight.
  • Added sound effects for the stone door opening in Livestock Harvesting Platform.

 

[Fix]

  • Fixed an issue where the game could freeze and become unresponsive.
  • Fixed an issue with continuous attack detection by the specific monsters in the Factory (Production Area).
  • Fixed several memory leak issues.
  • Fixed an issue where executing a Charged Strike could get stuck when attempting to block.
  • Fixed stuttering issues with some visual effects.
  • Fixed some English localization errors.
  • Updated the credit roll to include the names of crowdfunding participants.
  • Corrected errors in the credit roll.
  • Fixed the issue where music and sound effects could disappear when opening the menu during the escape from Tianhuo Research Institute.
  • Fixed an issue where some traps did not deal damage.
  • Fixed missing sound effects.
  • Fixed an issue where Skull Kick could cause the boss phase transition animation to be skipped.
  • Fixed an issue where some items in Factory (Underground) were missing and could not be collected.
  • Fixed an issue where some text in Goumang's Soulscape disappeared too quickly.
  • Fixed an issue where players respawned at incorrect points after taking damage from specific traps in Factory (Underground), causing continuous damage to the player.
  • Fixed an issue where some platforms in Lady Ethereal's Soulscape would not appear as expected.
  • Fixed an issue where the game could freeze if the jade menu was quickly accessed right after resting at a Root Node.
  • Fixed an issue where the Root Node in Apeman Facility (Monitoring) could not be accessed if missed (it can now be freely accessed via Teleport).

 

 

[e554ba4e] Update Notes June 14

  • [Add] Added a sound effect for the door opening when solving the Ancient Sheet Music note puzzle in Lake Yaochi Ruins.

 

  • [Design] Modified the timing for loading and releasing resources during scene transitions to reduce crashes caused by switching scenes.
(However, this change affects the entire game and requires more detailed testing to ensure it doesn't cause other issues.)

 

  • [Fix] Fixed numerous memory leak issues.
  • [Fix] Corrected issues preventing the collection of all items in the following areas:
    • -Factory (Great Hall)
    • -Tiandao Research Center
    • -Greenhouse
    • -Power Reservoir (East)
    • -Grotto of Scriptures (West)
  • [Fix] Fixed the abnormal disappearance of drops from the following optional boss fights:
    • -Celestial Spectre: Shangui
    • -Celestial Enforcer: Tieyan
  • [Fix] Fixed the errors causing enemies to get stuck in mid-air during the following boss fights:
    • -Lady Ethereal
    • -Eigong
  • [Fix] Resolved the issue where closing the HUD in settings stopped characters from leveling up correctly.
  • [Fix] Fixed the bug allowing players to climb invisible ropes after being attacked while on a rope.
  • [Fix] Restored missing attack sound effects for Celestial Sentinel: Jiaoduan and Celestial Sentinel: Wuqiang.
  • [Fix] Addressed performance issues caused by certain effects.
  • [Fix] Restored missing sound effects for the specific enemies.
  • [Fix] Fixed an issue where the palette vase gifted by Xuan Xuan could appear prematurely.
  • [Fix] Fixed an issue where background music could disappear during the battle against Celestial Enforcer: Huanxian.
  • [Fix] Fixed an issue where background music could disappear when opening the menu.
  • [Fix] Proofread and corrected text in multiple languages.
  • [Fix] Fixed an error where both values of Attack multiplier and Injury multiplier persisted across save files.
  • [Fix] Fixed a bug where being attacked by monsters while taking the elevator could cause the game to freeze.
  • [Fix] Resolved the issue where the one-way door in the Grotto of [Fix] Scriptures (Entry) could be destroyed from the wrong direction.

 

 

[fe684f4d] Patch Note June 7

  • [Design] Adjustments to terrain and mechanism in the Alchemy Factory (Great Hall).

 

  • [Fix] Modified save/load logic to prevent progress loss.
  • [Fix] Resolved some memory leaks.
  • [Fix] Fixed low-resolution issues with map and jade images on corresponding interfaces.
  • [Fix] Corrected errors in the Credit Roll.
  • [Fix] Corrected the number of dancers in the True End animation in Nobility Hall (4->2).
  • [Fix] Resolved issues with abnormal display of Yi's sprites during transitions in the True End animation.
  • [Fix] Corrected typos in multiple languages.
  • [Fix] Fixed the refresh rate of display rounding up error.
  • [Fix] Corrected fog of war display errors in some areas.
  • [Fix] Resolved the issue where the door to the hidden room on the right side of the main elevator in the Central Transport Hub couldn't be opened in the later stages.
  • [Fix] Fixed subtitles disappearing too quickly in Fuxi's Soulscape.
  • [Fix] Fixed subtitles disappearing too quickly in the Kuafu's Soulscape.
  • [Fix] Fixed subtitles disappearing too quickly in the Fudie's Soulscape.
  • [Fix] Fixed dialogue bubbles disappearing too quickly for Yanlao.
  • [Fix] Fixed dialogue bubbles disappearing too quickly for the Three Great Sages of Taoism.
  • [Fix] Fixed dialogue bubbles disappearing too quickly during Jiequan's torture scene.
  • [Fix] Fixed dialogue bubbles disappearing too quickly when leaving Lear's Soulscape.

 

 

[ba19c03b] Patch Note June 6

[Fix] Corrected the issue with default resolution detection on Steam Deck.
[Fix] Adjusted the font size of certain UI elements on Steam Deck to appear larger.
[Fix] Resolved the problem where the FPS would spike to over a thousand when the Red Candle logo is displayed at the start of the game.
[Fix] Fixed the issue where Dao Fruits couldn't be picked up after Jiequan was killed and floated in mid-air (he should now fall to the ground when loading old saves).
[Fix] Resolved the issue in Peach Blossom Village where the protagonist's soul would disappear and couldn't be retrieved when both the player and the enemy died simultaneously.
[Fix] Fixed the issue where the Shanhai 9000 disappeared in the Factory (Production Area).
[Fix] Corrected the elevator mechanism to load the Soul Reaper Jade in Lake Yaochi Ruins (it should now be possible to pick it up when loading old saves).
[Fix] Adjusted the character spacing of the elevator UI in English.
[Fix] Corrected the issue where spikes on Tianhuo mutants would still cause damage after their death.
[Fix] Adjusted the fog of war in some map areas.
[Fix] Fixed the issue where the item dropped by Celestial Sentinel: Jiaoduan would fall under the bridge and become unpickable (it should now be possible to pick it up when loading old saves).
[Fix] Corrected abnormal behavior where Yì was unable to attack Lady Ethereal during the transition cutscene.

 

 

[c610cddd] Patch Notes June 4

[Add] Mouse cursor is now hidden during combat.
[Add] Default screen quality now determined by hardware specifications.

 

[Fix] Addressed issue where players would get stuck in the Lady Ethereal realm, preventing loading of subsequent platforms.
[Fix] In the abandoned mine, dying simultaneously with mini-boss would cause items to disappear (items can now be retrieved at the location in old saves).
[Fix] Corrected issue where ponds in the agricultural area could be glitched when fall in.
[Fix] Rectified error where EiGong's talisman would grab onto the protagonist and not release.
[Fix] Fixed problem where dying simultaneously with Ji would prevent achievements from triggering properly (achievements can now be collected at the location in old saves).
[Fix] Addressed error where the GouMang would permanently break and remain suspended in the air.

 

 

Patch Notes June 4

Build 'b37268ef' Patch Notes

 

[Design] Map system reworked. A detailed map is now available at the start of the game, while you still need Shan-Hai chips to reveal the item collection bar.
[Design] Reduced the health of several Tian-Huo mutated monsters.
[Design] Removed Tian-Huo monsters on the top floor of the Research center.

 

[Fix] Implemented file loading/saving fixes to prevent progress loss.
[Fix] Corrected Japanese font display errors.
[Fix] Fixed item disappearance issue outside of field items now respawn correctly in old saves.
[Fix] Addressed Jade’s disappearance upon slaying the mini-boss; will respawn in old saves.
[Fix] Adjust Tian-Huo monster roaring SFX.
[Fix] Rectified broken textures in some scenes.
[Fix] Adjusted hitbox size of EiGong’s attacks.
[Fix] Fixed issue allowing Charged Strike to bypass lasers.
[Fix] Red projectiles, upon reflection, won’t be blocked by DoubleAxe mini-boss.
[Fix] Ji Boss stage elevator now consistently starts on the ground floor.
[Fix] Corrected Credit Roll content errors.
[Fix] Adjusted turning behavior of Shuigui series mini-bosses.
[Fix] Fixed a few typos.
[Fix] Adjusted BGM in certain scenes.

 

 

[bde6a87] Patch Note May 30

+[Fix] Resolved the issue where Charged Strike could break through one-way doors.
+[Fix] Corrected the music in certain scenes.

 

Those are the patch notes up through June 26 for Nine Sols.

Farm Together 2 Update Patch Notes June 26

 

UPDATED June 26

 

 

Early Access Update #27 – Bugfix update June 26

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

 

Improvements:

  • You can now place high grass on animal tiles.

 

Bugfixes:

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

 

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

 

 

Early quackcess Update #26 – Quack! June 25

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

 

New items:

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

 

New features:

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

 

Gameplay changes:

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

 

Improvements:

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

 

Bugfixes:

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

 

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

 

 

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

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

 

New items

  • New flowers: Morning Glory (5 variations)

 

Improvements:

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

 

Gameplay changes:

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

 

Bugfixes:

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

 

Today’s Farm Showcase: Beginnings by Beezenees

 

 

Early Access Update #24 – Bugfix update June 14

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

 

Improvements:

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

 

Bugfixes:

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

 

Today’s Farm Showcase: Realistic farm progress by Gee

 

 

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

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

 

New items:

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

 

Improvements:

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

 

Bugfixes:

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

 

Today’s Farm Showcase: Untitled by Mona

 

 

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

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

 

New Items:

  • New crop: Garlic

 

Improvements:

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

 

Bugfixes:

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

 

Today’s Farm showcase: Untitled by Vaidurya

 

 

Early Access Update #21 – Bugfix update June 10

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

 

Improvements:

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

 

Bugfixes:

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

 

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

 

 

Early Access Update #20 – Minor update June 7

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

 

Gameplay changes:

  • Slightly reduced diamond prices of shop upgrades.

 

Bugfixes:

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

 

Today’s Farm showcase: Untitled by Silence

 

 

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

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

 

Improvements:

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

 

Bugfixes:

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

 

Today’s Farm showcase: Peaceful by Kōji

 

 

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

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

 

New items:

  • Added 3 new flowers.

 

Gameplay changes:

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

 

Bugfixes:

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

 

Today’s Farm showcase: Untitled by Maddy

 

 

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

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

 

New items:

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

 

Gameplay changes:

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

 

Bugfixes:

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

 

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

 

 

Early Access Update #16 – Bugfix update June 3

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

 

Bugfixes:

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

 

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

 

 

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

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

 

Improvements:

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

 

Bugfixes:

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

 

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

 

 

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

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

 

New items:

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

 

Improvements:

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

 

Gameplay changes:

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

 

Bugfixes:

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

 

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

 

 

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

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

 

New items:

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

 

Improvements:

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

 

Bugfixes:

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

 

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

 

 

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

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

 

Improvements:

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

 

Gameplay changes:

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

 

Bugfixes:

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

 

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

 

 

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

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

 

Improvements:

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

 

Bugfixes:

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

 

Gameplay changes:

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

 

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

 

 

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

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

 

New content:

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

 

Improvements:

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

 

Gameplay changes:

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

 

Bugfixes:

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

 

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

 

 

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

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

 

Improvements:

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

 

Bugfixes:

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

 

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

 

 

Early Access Update #8 – Bugfix update May 17

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

 

Roadmap and updates announcement

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

 

New content:

  • Added cow bush

 

Improvements:

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

 

Gameplay changes:

  • Halved cow feeding resource requirements.

 

Bugfixes:

  • Fixed compass stopping working when entering a house.

 

Today’s Farm showcase: Sleepy time by awesomehaxx

 

 

Early Access Moopdate #7 – Moo May 16

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

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

 

Improvements:

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

 

Gameplay changes:

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

 

Bugfixes:

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

 

Farm showcase of the day: Tree Section by Lucas

 

 

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

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

 

Improvements:

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

 

Gameplay changes:

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

 

Bugfixes:

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

 

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

 

 

Early Access Update #5 May 14

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

 

Improvements:

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

 

Bugfixes:

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

 

Today’s Farm Showcase: The Barn by Enveie

 

 

Early Access Update #4 – Bugfixes galore! May 13

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

 

Improvements:

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

 

Gameplay changes:

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

 

Bugfixes:

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

 

Farm showcase of today: LegenDairy Farm progress by Mr Pumpkin

 

 

Early Access Update #3 – Friday update! May 10

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

 

Update Changes

 

Improvements:

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

 

Balance changes:

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

 

Bugfixes:

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

 

 

Early Access Update #2 – Second day! May 9

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

 

Languages

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

 

Update changes

 

Improvements

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

 

Balance changes:

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

 

Bugfixes:

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

 

Farm showcase of today: I NEED FOOD by Pfanni

 

 

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

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

 

Rain

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

 

Fuel

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

 

Flat farms

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

 

Town shops

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

 

Ponds

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

 

Roadmap

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

 

Update changes

 

Improvements:

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

 

Bugfixes

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

 

Farm showcase of today: “First day” by LadyAlicja

 

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

The Finals Update Patch Notes June 26

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

 

UPDATED June 26

 

 

Update 3.2.0 June 26

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

 

Update 3.2.0

Check out the store update for this week:

 

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

 

Content and Bug Fixes

 

Animation

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

 

Gadgets

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

 

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

 

Game Modes

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

 

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

 

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

 

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

 

Performance

  • Added improvements on cosmetics and distance fields to save memory

 

Specializations

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

 

UI

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

 

Weapons

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

 

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

 

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

 

Maps

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

 

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

 

Security

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

 

 

Update 3.1.0 June 19

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

 

UPDATE 3.1.0

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

 

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

 

Balance Changes

 

Gadgets

Sonar Grenades
  • Decreased range from 15m to 12m

 

Weapons

LH1
  • Decreased damage from 52 to 48

 

Throwing Knives
  • Decreased damage from 63 to 60

 

Winch Claw
  • Decreased damage from 15 to 5

 

Content and Bug Fixes

 

Bug Fixes

  • Fixed a server crash related to certain types of destruction

 

Game modes

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

 

 

Update 2.11.0 June 5

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

 

UPDATE 2.11.0

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

 

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

 

Content and Bug Fixes

 

Performance

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

 

 

Update 2.10.4 June 1

Various bug fixes to issues introduced in update 2.10

 

Hotfix 2.10.4

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

 

Gameplay

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

 

UI

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

 

Weapons

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

 

 

Update 2.10.0 May 29

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

 

Update 2.10.0

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

 

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

 

Balance Changes

 

Gadgets

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

 

Weapons

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

 

Content and Bug Fixes

 

Animation

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

 

Audio

  • Fixed voice chat not working in certain situations on Xbox

 

Characters

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

 

Controller

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

 

Game Modes

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

 

Gameplay

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

 

Maps

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

 

Progression

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

 

Settings

  • Added support for Steam invites

 

Specializations

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

 

UI

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

 

VFX

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

 

SECURITY

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

 

 

Update 2.8.0 May 16

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

 

Update 2.8.0

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

 

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

 

Content and Bug Fixes

 

Animation

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

 

Audio

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

 

Gadgets

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

 

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

 

Gameplay

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

 

Maps

All Maps
  • Rooftop reflections have been improved

 

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

 

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

 

Modes

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

 

UI

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

 

Specializations

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

 

Weapons

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

 

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

 

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

 

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

 

Security

Updates and improvements

 

Known Issues

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

 

 

Update 2.7.0 May 8

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

 

Update 2.7.0

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

 

Content and Bug Fixes

 

Performance

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

 

UI

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

 

Security

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

 

 

Update 2.6.0 – New Gamemode – Terminal Attack! May 2

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

 

Update 2.6.0

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

 

A note on Anti-cheat:

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

 

Balance Changes

 

Gadgets

Barricade
  • Increased the size of the Barricade by 20%

 

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

 

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

 

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

 

Maps

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

 

Specializations

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

 

Weapons

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

 

Content and Bug Fixes

 

Animation

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

 

Audio

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

 

Battlepass

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

 

Characters

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

 

Controller Gyro Aiming

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

 

Gadgets

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

 

Game Modes

  • Power Shift
  • Added Seoul to the map pool

 

Graphics

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

 

Maps

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

 

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

 

Private Matches

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

 

Ranked Tournaments

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

 

Settings

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

 

Specializations

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

 

Stability

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

 

Store

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

 

UI

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

 

VFX

  • Polished the grappling hook wire animation.

 

Weapons

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

 

Security and Anti-Cheat

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

 

 

Update 2.5.1 April 24

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

 

 

Update 2.5.0 April 17

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

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

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

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

 

Balance Changes

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

 

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

 

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

 

  • Mesh Shield
    • Decreased health from 1000 to 750

 

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

 

Security

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

 

The Finals Update Patch Notes 2.3.0 Apr 4

 

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

DAVE THE DIVER Update Patch Notes June 26

 

UPDATED June 26

 

 

DAVE THE DIVER 1ST ANNIVERSARY UPDATE June 26

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

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

 

[NEW CONTENT]

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

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

 

[System Improvements]

1) Optimization
  • Improved load speed of scene transitions

 

[Bug Fixes]

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

 

DLC Related Fixes

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

 

Additional Information

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

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

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

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

or

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

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

 

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

 

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

 

 

5/29 (Wed) Hotfix

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

 

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

 

GODZILLA DLC

 

[Bug Fixes]

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

 

DAVE THE DIVER – Main Game

 

[Bug Fixes]

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

 

Additional Information

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

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

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

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

or

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

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

 

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

 

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

 

 

5/24 (Friday) Hotfix

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

 

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

 

GODZILLA DLC

 

[Bug Fixes]

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

 

DAVE THE DIVER – Main Game

 

[Bug Fixes]

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

 

Additional Information

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

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

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

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

or

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

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

 

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

 

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

 

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

Crime Boss Rockay City Update Patch Notes June 25

 

UPDATED June 25

 

 

Update 9.4 is OUT NOW! June 25

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

 

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

Legendary Chiptune Composer Cites Crippling Tinnitus as Inspiration

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

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

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

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

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

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

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

Deadpool Breaks Fourth Wall To Give Full Mint Mobile Commercial

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

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

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

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

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

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

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