Missing Gamer Found Safe After Parent’s House Guests Finally Leave

LONG ISLAND, N.Y. — Peter Barone, the local gamer who went missing earlier today was finally found safe after his parent’s house guests finally left. 

Police Chief Tony Bauer announced the good news at a press conference held outside Barone’s parents’ house where the 32-year-old gamer resides. 

“Mr. Barone was found safe this afternoon when he emerged from his bedroom almost immediately after the guests his parents had over had left. Paramedics checked him and while they found him to have severely bloodshot eyes and traces of Baja Blast in his bloodstream he is going to make a full recovery as soon as his mother makes him lunch.”

Peter recounted his harrowing experience. 

“I was in my room getting some early morning Destiny reps in. Then all of a sudden I hear the front door open and I hear my parents talking to some people. Then it dawned on me that some people had come over.  I just froze. I didn’t know what to do. I knew I couldn’t just go down and talk to them. Then I’d get stuck in an adult conversation where they’d ask how my life is going. I kept waiting for them to leave but it just never happened.  I was stranded in my room. I was so hungry but all I had was some flat Baja Blast from the night before. I’m lucky to be alive.”

Barone’s parents Brad and Patricia are glad their ordeal is over and happy to have their son back.

“It was the most stressful few hours of my life,” said Patricia. “No parent should have to go through what we did. I went into Peter’s room around 8:30 to tell him that I made him some eggs for breakfast. He said he’d be down as soon as he was finished with his game. Then our friends Lee and Stan dropped by and I noticed Peter never came down for his food which isn’t like him so I knew something was wrong. We had a nice time with Lee and Stan and they probably didn’t notice anything wrong but deep on the inside I was panicking.”

“I was kinda hoping he had gone out for once, maybe to find a girlfriend or something. It was a little disappointing to hear he was just in his room the whole time,” explained Brad.

At press time, Peter is currently safe playing video games in his room, although there was a brief scare when Brad started speaking to a salesman at the door.

Supermarket Simulator Update Patch Notes June 27

 

UPDATED June 27

 

 

Customization Update June 27

 

Hello everyone!

The long-awaited update has arrived!
As I've said before, I took some time to build a team and now we're back in the game.
Thank you all for your patience and support. I hope you enjoy the update.

 

What’s new:

 

Modified restockers to take boxes from the ground too

 

Added more sections for the storage area

 

Customization!

 

Added renaming the supermarket

 

Added changing the position of the entrance

 

Painting the walls…

 

…and the floor

 

New shelves-fridges-freezers & color variations

 

There’s more!

  • Optimization
  • Added a large rack
  • Changed the small rack model
  • Separated the storage's light control
  • Edited product placement in boxes to see the last product in the box easily
  • Visual bug fixes
  • Added placement zone to spotlights
  • Fixed customers paying less than they should
  • Fixed NPCs getting stuck on navigation
  • Fixed loan payments are sent even after paid off early or completed

 

Supermarket Simulator on Steam is the only game we're developing. Please don't mind other games/studios using supermarket naming to clone our game.

Thank you and have fun!

 

 

Patch v0.1.2.4 April 1

Hello everyone!

Thank you for playing Supermarket Simulator.
Here's the patch notes for v0.1.2.4:
  • Added mouse invert and FOV settings
  • Fixed not being able to take items into the empty boxes once closed and opened that started to happen after the last update
  • Fixed not being able to place boxes once placed into racks AKA boxes staying red
  • Fixed restockers mixing products and misplacing them
  • Fixed NPC pathfinding bug that causes characters to get stuck or move weirdly
  • Fixed product icons on boxes are clipping with the cardboard box
  • Fixed closed checkouts are re-opening on a new day by itself
  • Fixed the count of Zap Soda on purchase
  • Fixed racks keeping the label when placing an empty box onto them
  • Fixed cashiers not starting to work when spawned or moved
  • Optimized the way restockers work for better FPS
Please let us know when you encounter any issue on our Discord or Steam community so that we can fix it asap.

Thank you and have fun!

 

Supermarket Simulator Update Patch Notes v0.1.2.3 Mar 29

 

That’s a wrap on the patch notes for Supermarket Simulator on June 27.

Ghost Of Tsushima Director’s Cut Update Patch Notes June 27

 

UPDATED June 27

 

 

AMD FSR 3.1 is now available in Ghost of Tsushima Director’s Cut June 27

Hey everyone
We're excited to announce the availability of AMD FSR 3.1 in Ghost of Tsushima Director's Cut. We have been working closely with AMD to incorporate this performance-enhancing technology, which can be used with recent graphics cards from AMD, Intel and NVIDIA.
AMD FSR 3.1 offers improved FSR upscaling quality, with less flickering and better preservation of detail, compared to previous versions. Like our existing implementation of FSR 3.0 in the game, it is possible to use AMD FSR frame generation in combination with any upscaling technology available in the game for your graphics card.
This update also resolves an issue with the HDR Max Luminance slider so that it is not capped to 1000 nits anymore. We have also made several changes to improve Legends co-op multiplayer matchmaking.
Thanks to everyone for playing Ghost of Tsushima Director's Cut on PC and for sharing your feedback with us!

 

Release notes v1053.5.0625.1621

  • Updated AMD FSR to version 3.1 with improved upscaling quality.
  • Fixed an issue with the HDR Max Luminance slider that caused it to cap at 1000 nits.
  • Improvements to Legends co-op multiplayer matchmaking.

 

If you encounter any issues, please contact support and supply the requested files, to help us gather more data and insights.

 

 

Ghost of Tsushima Director’s Cut Patch 4 Release Notes June 13

Hey everyone,
Today's patch for Ghost of Tsushima Director's Cut on PC contains various bug fixes and stability improvements based on feedback from players and data from our crash reporting system. This update also includes an updated version of the PlayStation PC SDK, with support for processors that lack AVX2 instructions. Check out all the details in the release notes below.
Thank you all for playing Ghost of Tsushima Director's Cut on PC, and for providing constructive feedback to help us continue to further improve the game.

 

Release notes v1053.3.0612.1334

  • Updated PlayStation PC SDK to version 2.5 with support for processors that lack AVX2 instructions.
  • Fixed an issue that could cause facial textures to be displayed incorrectly when running out of video memory.
  • Fixed an issue that could cause shadows to appear smeared for a few frames.
  • The gyro functionality of controllers can now also be used when Steam Input is enabled.
  • Stability improvements to AMD FSR Frame Generation.
  • Various stability improvements.
  • Various user interface bug fixes.

 

If you encounter any issues, please contact support and supply the requested files, to help us gather more data and insights.

 

 

Ghost of Tsushima Director’s Cut – Legends Hotfix June 6

Hey everyone,
Today we are releasing a Legends hotfix for Ghost of Tsushima Director's Cut. This update contains improvements for Legends co-op multiplayer matchmaking. Thanks again for playing and for sharing your feedback with us!

 

Release notes v1053.3.0605.1431

  • Improvements to Legends co-op multiplayer matchmaking

 

If you encounter any issues, please contact support and supply the requested files, to help us gather more data and insights.

 

 

Ghost of Tsushima Director’s Cut Patch 3 Release Notes June 4

Hey everyone,
Patch 3 is available now for Ghost of Tsushima Director's Cut on PC. This update fixes several issues that have been reported by the community and includes stability improvements based on data from our crash reporting system and user feedback.
We've made changes to address audio cut-off in certain situations and improved game stability for players using AMD RX 7000 series GPUs. See the release notes below for more details on changes in this update.
We are grateful that so many players on PC are discovering the beautiful island of Tsushima and we really appreciate all the feedback that has helped us to further improve the game so far. The teams at Nixxes and Sucker Punch continue to monitor feedback and work on updates.

 

Release Notes v1053.3.0604.1051

  • Improvements to address audio cutting out in certain situations.
  • Various stability improvements.
  • Updated the PlayStation PC SDK to version 2.16 with improved compatibility for Windows 11 Insider Preview versions.
  • Fixed an issue that could cause the game to start with a black screen when HDR is enabled on Windows 10.
  • Fixed issues that could occur when combining HDR with Exclusive Fullscreen on Windows 10.
  • The Sword Glint effect now works correctly in Photo Mode.
  • Opening Photo Mode with an Xbox or Steam Deck controller no longer also takes a screenshot.
  • The ‘A moment in Time’ achievement now unlocks correctly when using the mouse.
  • Mouse and keyboard prompts for Heavenly Strike are now displayed correctly in Legends mode.
  • Various visual bug fixes.
  • Various user interface bug fixes.

 

If you encounter any issues, please contact support and supply the requested files, to help us gather more data and insights.

 

 

Ghost of Tsushima Director’s Cut – Standoff Hotfix May 29

Hey everyone,
Today we are releasing a hotfix to address player reports about the standoff functionality not working properly when playing at high frame rates.
There are no other changes in this hotfix. Please note that we have a larger update with more improvements and bug fixes in the works, which we will release soon.
Thanks again for playing Ghost of Tsushima Director's Cut on PC and for providing input helping us to further improve the game.

 

Release notes v1053.2.0528.1709

  • Improvements to standoff functionality

 

If you encounter any issues, please contact support and supply the requested files, to help us gather more data and insights.

 

 

Ghost of Tsushima Director’s Cut Patch 2 Release Notes May 28

Hey everyone,
Today's update for Ghost of Tsushima Director's Cut on PC improves stability on AMD Radeon GPUs and contains various improvements to Legends co-op multiplayer stability and matchmaking.
The teams at Nixxes and Sucker Punch are working hard on more updates, to address other issues that have been raised by the community. Meanwhile, we continue to actively monitor player feedback and crash reports.
Thanks to everyone for playing Ghost of Tsushima Director's Cut on PC and for providing input helping us to further improve the game.

 

Release Notes v1053.2.0524.1422

  • Stability improvements for AMD Radeon GPUs.
  • Various improvements to Legends co-op multiplayer stability and matchmaking.

 

If you encounter any issues, please contact support and supply the requested files, to help us gather more data and insights.

 

 

Ghost of Tsushima Director’s Cut Patch 1 Release Notes May 23

Hey everyone,
Thank you for playing Ghost of Tsushima Director's Cut on PC. We've been thrilled to see so many of you dive into the tale of Jin Sakai and really appreciate the outpouring of both positive and constructive feedback that we have received so far!
This first update contains various changes to improve stability and fixes a couple of visual bugs related to DLSS 3 Frame Generation and AMD FSR 3 upscaling.
The teams at Nixxes and Sucker Punch are working hard on more updates, to address other issues that have been raised by the community, and further improve stability on specific hardware configurations and in Legends multiplayer mode. Meanwhile, we continue to actively monitor player feedback and crash reports.

 

Release Notes v1053.0.0522.1042

  • Stability improvements.
  • Fixed visual bugs that could show while transitioning from cut-scenes to gameplay with NVIDIA DLSS 3 Frame Generation Enabled.
  • Fixed visual that could show when combining AMD FSR 3 upscaling with Dynamic Resolution Scaling.

 

If you encounter any issues, please contact support and supply the requested files, to help us gather more data and insights.

 

Those are the patch notes on June 27 for Ghost of Tsushima Director’s Cut.

Horizon Forbidden West Complete Edition Update Patch Notes June 27

A compilation of recent patch notes for Horizon Forbidden West Complete Edition, in descending order, from latest to oldest:

UPDATED June 27

AMD FSR 3.1 is now available in Horizon Forbidden West Complete Edition June 27

Hey everyone,
Patch 1.5 is out now for Horizon Forbidden West Complete Edition on PC. This update adds AMD FSR 3.1 including frame generation, contains various performance optimizations and introduces new options in the settings menu.
We have been working closely with AMD to incorporate FSR 3.1 in Horizon Forbidden West Complete Edition. This performance-enhancing technology can be used with recent graphics cards from AMD, Intel and NVIDIA.
AMD FSR 3.1 includes frame generation and offers improved FSR upscaling quality. It also allows you to use AMD FSR frame generation in combination with any upscaling technology available in the game for your graphics card.
AMD FSR 3.1 also includes a Native AA option that applies high quality anti-aliasing without upscaling, for improved image quality. To enable this option, set Upscaling Method to Off and select AMD FSR 3 Native AA from the anti-aliasing options. This setting can be used in combination with or without frame generation.
We have also made changes under the hood to improve performance and added new options to the Settings menu. The Graphics menu now has a Cinematic Face Detail option with Performance and Quality options. Under Mouse & Keyboard, you can now enable Stylized Mouse Cursor, which may improve the visibility of the cursor on high resolution displays.
This update also improves audio for users of Logitech G HUB Surround Sound software and includes an option in the audio menu to change the output mode, with the choice of Default, Mono, Stereo or Spatial Audio.
We've also resolved various bugs and made user interface improvements based on player feedback. Check out the patch notes below for all the details.
On behalf of the teams at Nixxes and Guerrilla, thanks to everyone for playing Horizon Forbidden West Complete Edition on PC and for providing input helping us to improve the game!

 

Release Notes

  • Added AMD FSR 3.1 with frame generation and Native AA options.

  • Added a Cinematic Face Detail option in the Graphics menu.

  • Added a Stylized Mouse Cursor option in the Mouse & Keyboard menu.

  • Added an Output Mode option in the Audio menu.

  • Various optimizations and performance improvements.

  • Improved audio for Logitech G HUB Surround Sound users.

  • Ammo Crafting is now remappable on Mouse & Keyboard.

  • When using a Nintendo Switch Pro controller, buttons are now working and show as intended.

  • Buttons are now working as intended when using Nintendo Button layout on Steam Deck.

  • The Toggle Vista Prompt now works correctly when using Mouse & Keyboard controls.

  • Various user interface fixes.

 

If you encounter any issues, please contact support and supply the requested files, to help us gather more data and insights.

 

 

Horizon Forbidden West Complete Edition 1.4.59.0 Release Notes May 2

Hey everyone,
Patch 1.4 for Horizon Forbidden West Complete Edition is available now. This update contains various visual upgrades, bugfixes and improvements to the user interface, based on community feedback. Check out the details in the release notes below.
On behalf of the teams at Nixxes and Guerrilla, thanks to everyone for playing Horizon Forbidden West Complete Edition on PC and for providing input helping us to improve the game!

 

Release Notes

  • Fixed an issue where the power cell in the No Man's Land Relic Ruin would lose its charge without touching the water.

  • Improved the texture quality of Aloy in Photo Mode when using Very High textures.

  • Improved the visual quality of snow to match the improvements made to dust visuals.

  • Focus Highlight Track is no longer hardcoded to the F key when using mouse and keyboard. You can reassign the function by remapping the Weapon Wheel key binding.

  • Fixed a bug that caused the subtitle size setting to reset to default when changing peripheral devices or updating the interface text size.

  • Fixed an issue with various item lists where items would be displayed off-screen after scrolling through another list.

  • Fixed an issue that prevented players from taking all chest items if they opened it using a controller and would then swap to mouse and keyboard controls.

  • Various UI bug fixes.

 

If you encounter any issues, please contact support and supply the requested files, to help us gather more data and insights.

 

 

Horizon Forbidden West Complete Edition Hotfix 1.3.57.0 April 25

Hey everyone,
This hotfix addresses a crash that could occur for some players in the Burning Shores expansion after installing the update we released earlier this week. We've also fixed a bug that prevented users of AMD Radeon GPUs and older NVIDIA GeForce GPUs from enabling Intel XeSS Native AA. Thanks again for sharing your feedback!

 

Release Notes

  • Stability improvements.

  • Intel XeSS Native AA is now also available on AMD Radeon GPUs and older NVIDIA GeForce GPUs.

 

If you encounter any issues, please contact support and supply the requested files, to help us gather more data and insights.

 

Those are the recent patch notes up through June 27 for Horizon Forbidden West Complete Edition.

Dying Light 2 Stay Human: Reloaded Edition Update Patch Notes June 27

 

UPDATED June 28

 

 

Update 1.17 – Tower Raid Open Beta June 27

For three weeks only, storm the Tower and claim the spoils!

 

We are unlocking the doors of the Tower as Tower Raid debuts with Update 1.17! Are you ready to venture into its abandoned floors to find long-forgotten riches? But that’s not all, you can also expect some changes to Jai and the in-game economy. So without further ado, let’s see what we’ve cooked up for you!

 

Tower Raid Open Beta

Tower Raid is a new type of activity, inspired by the VNC Tower mission in Dying Light 2 Stay Human. The goal is simple: reach the top and grab the special loot waiting for you there. Each time though, you’ll have to traverse different floor combinations with different obstacles and goals. To additionally spice things up, you’ll have different modifiers for each run. It will affect (positively or negatively) the Player, the enemies… or both!
Tower Raid can be started via Jai’s Board, which can be unlocked through the side quest “Lost Armory” (available automatically once you reach the Central Loop). When the Tower Raid is started, you (and your friends if you’re playing in co-op, which we highly recommend) are spawned inside the lobby of the Tower. Your adventure will take you from the ground floor all the way to the roof (if you make it that far)! It’s up to you how you deal with various encounters and if you search each floor for loot. The ultimate goal is to find your way to the roof, and what’s there? We won’t spoil the fun, you’ll have to find out for yourselves.
For completing the Tower Raid, you’ll be rewarded with Jai’s Reputation Points and Tokens, which can be used to buy new stuff from him (including the Tower Raid chest). Moreover, on top of the Tower, you’ll find an Airdrop that contains a large amount of loot and an Exotic Weapon. Additionally, when you complete the raid for the first time each week, you’ll get bonus Reputation Points and Tokens.
Important: This feature is still in development. We are releasing it for the next three weeks (June 27 - July 18), so you can try it out and give us feedback on how to make it the best experience possible! Each week, we’ll be adding some new things for you to try:

 

Phase 1: June 27

12 floors
20 modifiers
5 more levels at Jai’s to progress through and 5 new rewards to get

 

Phase 2: July 4

3 new floors (15 in total now)
10 new modifiers (30 in total now)
4 new rewards (up to a total of 9)
New "Elite Mode" difficulty - complete 4 (up from 3) floors against harder enemies and with tactical stamina on, but for better rewards

 

Phase 3: July 11 (till July 18)

6 new modifiers (up to a total of 36)
3 new rewards (up to total of 12)
2x Jai RP reward for completing Tower Raids

 

After July 18, Tower Raid will be removed as we dissect and analyze your feedback, so make sure to let us know what you think!
https://www.webankieta.pl/ankieta/1271634/tower-raid-open-beta-feedback.html

 

Economy Rebalance

Alongside the Tower Raid Open Beta, we are rebalancing the economy a bit. From now on, you’ll be able to earn more scraps and trophies from almost all sources. We want to make crafting more accessible and reduce the amount of time you'll spend rummaging for crafting parts. However, you’ll find more scraps on human enemies. We've also tidied up the blueprints to make them clearer in terms of resource variety!

 

Jai’s rework and new items

With this update, we’ve also reworked Jai’s Reputation and fixed the issue with progress going back to 1 in NG+. All sources of Jai’s Reputation Points now give more than before, and leveling is now more dynamic and streamlined. Moreover, we’ve also added 5 new levels, thus expanding his rewards. Now, you’ll be able to get some of your favorite weapons from him, like the Scorpio and the Tribal Machete!

 

Co-op Improvements

In this round of Co-op Improvements, we focused on 3 features and enhancements for the co-op experience:
Joining Players from the Main Menu: To join from the Main Menu, you need to have unlocked co-op on your last save and can only join people that are currently in-game.
Quickly rejoining a lost session: Whenever a Player loses connection to a session, we have two ways to help them reconnect quickly. Remember this is only possible when the reason Players got disconnected is not directly caused by the host’s session dismissal. You can either reconnect directly through the “Lost Session” pop-up or “Join Last Player” option in the Online Menu.
Improving UX and UI of co-op sessions: When joining a game for the first time, you will receive an explanation on what to expect in terms of story progress saving and character progression saves. We have also added an on-screen notification informing when Players join or leave the session, and updated the visual representation of each Player (now in color). Moreover, you can now join sessions with your friends without them being on your favorites list.

 

New Level 5 Chase Music

The Nightmare Mode update introduced us to Level 5 chases, which are pretty hardcore by themselves! To make them stand out a little more, we decided to give them their own musical theme. So every time you hear this new tune, you'll know it's a little late for caution - time to run for your life!

 

Free Content

With this update, you must go and check out Pilgrim Outpost (https://pilgrimoutpost.techlandgg.com/) as we have some awesome stuff for you there! First up - Vola-Toy! Yes, the charm you voted for during our Second Anniversary is finally here! Attach it to your weapon to decrease stamina consumption on attacks and have a handy counter for how many Volatiles you’ve killed with that weapon. It’ll look particularly charming on the other free item - the Pilgrim’s Weed Whacker available from July 2. Don’t wait around though, as the Pilgrim’s Weed Whacker will be free only until July 11. After that date, it will be sent to the Armory where it will be obtainable for Pilgrim Tokens. Last but not least, we’ve prepared a Peacekeeper’s Hammerbasher as a Twitch drop. Watch any Dying Light stream for at least 120 minutes by July 4 to get this new weapon!

 

Game Updates

Aside from all the big news from Update 1.17 above, we’ve also introduced the following fixes and improvements to the game:

 

Co-op

  • Fixed multiple issues with AI not working properly in co-op sessions - eg. doubling, idling, disappearing
  • Fixed the issue with Moe’s model still being present and improperly displayed in the Dark Zone after progressing the “True Friends” quest
  • Fixed the zipline audio loop sometimes not stopping in co-op
  • Fixed the issue when tapes only play under specific conditions in co-op
  • Fixed the issue where Players downed by 0 immunity are revived with 0 HP
  • Fixed the issue where the Water Tower unlock cinematic sometimes became blurry in co-op
  • Fixed the issue when Players can sometimes lock each other in unescapable locations
  • Fixed the issue with Dude still visible after the cutscene in the “Double Time” quest

 

Gameplay

  • Fixed the issue where ammo was sometimes blocking the inventory. Player can now drop ammo, bolts and arrows from their inventory
  • Fixed the issue with Hakon being idle if the Player dies and respawns during the chase in the “Getting Stronger” quest
  • Fixed the disappearing objective marker for “Track Down Renegade Officer” in the “Spy Game” quest, when the Player is more than 120m away from the church
  • Fixed the doors sometimes not opening after defeating Damien in the “Missing Persons” quest
  • Fixed the issue where the next group of board quests would not unlock after finishing the first four all at once
  • Fixed the issue with the objective location marker sometimes disappearing from the radar and map when approaching it from specific places when being asked to "Report to the PKs' HQ"
  • Fixed the issue with quest objective marker disappearing when the Player is less than 100m form the container during the “Den For Brigitte” quest
  • Fixed the issue where the objective location marker is missing from the radar and the map after talking to Horace for the first time during the “Perfume” quest
  • Fixed the challenge pop-up sometimes remaining displayed if the Player is killed and respawns while being AFK after completing the challenge
  • Fixed the issue sometimes showing multiple loading screens during all Water Tower activation cutscenes
  • Fixed the Infected disappearing when the Player turns around during the “The Only Way Out” quest
  • Fixed the exploit allowing the Player to take the weapons out from the Firearms challenges
  • Fixed the Poison Alice resistances for melee weapons not working in the “Toxic Work Environment” Survivor Mission
  • Fixed the issue with AI not reacting when the Player shoots next to them
  • Fixed missing blueprints for the Nutcracker, Chicken, and Brecken Bundles, and the Dead of Winter bow and Deep Freeze arrows
  • Fixed the crossbow firing rate sometimes lagging
  • Fixed the issue with two Sophie models sometimes appearing in the Bazaar during the “Veronica” quest
  • Fixed the issue where too many Volatiles are spawned in the 2nd Dark Zone in the “Twin Brothers” quest
  • Fixed the issue where Volatiles sometimes are sliding on the ground instead of walking/creeping
  • Fixed the issue where Volatiles in Dark Hollows are still present during the night in the “True Friends” quest
  • Fixed the issue with blocked or disappearing exits in GRE Quarantines after looting all inhibitors
  • Fixed the issue which blocked access and prevented fast travel to the Quarry End Metro Station
  • Fixed the issue where the Player is unable to pick up loot from the water in the “Prince of Thieves” quest by allowing reset of all heavy objects
  • Fixed the issue with improperly placed bars on the military barricade near the Fish Eye, making it impossible for the Player to use it
  • Fixed the issue with the disappearing book during the “Book Club X” quest
  • Fixed the hit reaction and knock down possibility on Renegades with two-handed weapons

 

Technical

  • Fixed the improper rendering sometimes encountered for a few seconds during the “Priceless” Elite mission
  • Fixed the missing texture of bars visible in Online menu
  • Fixed the issue with the Sturdy SMG icon sometimes not showing properly
  • Fixed the pistol reload animation sometimes not working
  • Fixed the misplaced occluder which sometimes can be observed from a building in a Central Loop
  • Fixed the crash that sometimes happened during a GRE Aberration encounter
  • Fixed some performance issues sometimes happening in Old Villedor when Ray Tracing is on
  • Fixed the issue allowing the Player to get inside a specific building near the VNC Tower Metro Station
  • Fixed the missing texture of stairs on the other side of the lake during the Prologue
  • Fixed the issue with losing remaining ammo when the Player fills the entire ammo stack by moving the ammo from their stash to their inventory
  • Fixed the flashing lights sometimes present in the destroyed Bazaar
  • Fixed the incorrect lighting in parts of Colonel's Fortress during the “Assasination - Epilogue” quest
  • Fixed the high GPU render sometimes occurring when fighting a group of enemies under a status effect
  • Fixed the stage in the Fish Eye sometimes disappearing in free-roaming mode
  • Fixed the missing LOD on the Office Tower
  • Fixed the display of the Power Shot’s tooltip
  • Fixed the missing SFX of turning on or off flashlight during cutscenes and dialogues
  • Fixed the issue with lightning sometimes being tinted gray in various places
  • Fixed the issue with “The Librarian III” quest not being marked as a night quest
  • Fixed the issue with certain swing plate overlapping building in Central Loop
  • Fixed the improper rendering of Lower Dam Ayre
  • Fixed the issue with Sophie sometimes clipping through the table in “The Raid” quest

 

UI

  • Fixed the issue with the UI information about the bonus experience during the night sometimes does not change when affected by the Hypermode Alteration
  • Fixed the issue with the lack of information about consequences of switching difficulty mode from Nightmare to a lower level
  • Fixed the issue with Bounties sometimes not being displayed on the HUD when tracked

 

DevTools

  • Added Developer Menu for modders in DevTools
  • Added visual mods for Custom Maps
  • Minor fixes for the Community Maps menu
  • Added more prefabs to DevTools
  • Added Olympic Stadium meshes to DevTools - now you can create your own Stadium!

 

 

The Nightmare Mode Update Is Live! April 18

Nightmare Mode Update (1.16)
Welcome to your Nightmare, Pilgrims! Update 1.16 adds the highest difficulty level to the game, as well as a massive influx of DevTools functionalities, adjusted the nights with Infected tweaks, and some smaller, yet significant, changes. So without further ado — let’s see what we’ve cooked up for you!

 

Nightmare Mode

If you like challenges, we’ve got what you need. Nightmare Mode is our new highest difficulty for those wanting to truly experience the nightmarish reality of the Dying Light universe. Enemies are most cunning and brutal. They will put up even more of a fight now, which is important, as you’ll now realize everything you’ve relied on in previous playthroughs aren’t so reliable! And survival becomes essential with limited information and UI elements. To sum up the Nightmare Mode experience:

 

Level 5 Chase with Tyrants

  • Being in a menu no longer stops the game — Watch out as you are crafting stuff in real-time! Luckily for you, the Pause menu works as normal though
  • Flashlight now dims and flickers when in constant use, and can even cut out
  • Lower immunity from each inhibitor
  • Higher chance of looting rare quality items
  • Survivor Sense shows only weapons and quest items
  • Tactical Stamina — Regeneration takes longer to kick in, and when exhausted, you’ll only be able to shove until your stamina is full once again
  • Player armor and resistance reduction
  • Higher stamina drain when paragliding at night
  • Volatiles have shorter sight, but Chases trigger faster
  • Stamina regenerates at a slower rate
  • Health does not regenerate automatically
  • A larger amount of Legend Points is awarded
  • Players lose all Legend Level XP towards the next level up on death at Level 50 and above
  • Efficiency of Boosters has been reduced
Moreover, if you manage to finish the game (or NG+) on this difficulty, you’ll unlock the exclusive Waltz Outfit. Please note: This reward requires you to complete the entirety of the main story on Nightmare difficulty! Are you brave enough to enter the Nightmare?

 

Night Changes

The Nightmare Mode Update will also incorporate various changes to the night itself. We grouped these changes into two sections: all difficulties and Easy/Normal.

 

Changes made in all difficulties:

  • Lowering the number of Volatiles, mostly on the rooftops
  • Volatiles are also receiving these nerfs:
  • Vision arc decreased to from 100 °to 90°
  • Recognition time changed for 1-6s (min-max)
  • Lowering the number of Spitters in the night population on Difficulty Ranks 1-6
  • Reduced range of hearing player's footsteps for Biters
  • Reduced visibility of flashlight for Biters by 50%
  • Reduced vision range of Spitters and Suiciders

 

Changes made only for Easy and Normal:

  • Increasing the recognition time for Volatiles:
  • 2 secs, if player is very close to a Volatile; up to 7 secs if player is 20 meters from Volatile
  • Removal of Volatiles from Chase Level 1:
  • No additional Volatiles spawn during Chase Level 1

 

Co-op for Community Maps

Grab your friends and wreak havoc together on maps created by you, our community, because co-op is here! Try to prove yourself as the best Pilgrim amongst your pals or just enjoy the crazy scenarios designed by our players as a group!
But what’s co-op on Community Maps without the Community Maps? That’s why we’re adding a whole bunch of new DevTools functionalities, so our creators can come up with even more creative, challenging and diverse maps. Your toolbox has been expanded with:
  • Pixelated visual filter
  • Additional prefabs in the Editor
  • More gameplay scripts to be overridden
  • Colorful rubber skins for meshes
  • Bloody Ties assets!
And yes, we heard you! We’re also adding a low gravity functionality! We can’t wait to see what you come up with!

 

Gear Loadout System

In response to your requests, we are introducing the Gear Loadout System to Dying Light 2! In the Inventory menu, you can now switch between 4 customisable loadouts to quickly equip the gear, weapons, consumables and accessories that suit your current needs and playstyle.

 

Cutscene Improvements

With the Nightmare Mode Update, we’ve updated over 70 scenes and dialogues to improve the overall quality of the cinematics. There’s a lot of changes in terms of improved lighting, smoother (or more advanced) animation, special effects, and many other qualitative changes that should be visually noticeable to the player!

 

What’s changed?

  • Character animation improvements
  • Refinement of camera animations
  • Improved dialogue lighting
  • FX upgrade
  • Improved transition from dialogue to combat
  • Numerous qualitative improvements to dialogue
  • Interaction with some NPCs will be more immersive

 

Power Shot Skill Rework

We reworked the Power Shot skill to give players more agency. Now, when you charge a power shot, your reticle will begin to shrink. Release it at the right moment to fire a perfect shot for extra damage!

 

Tactical Stamina Management Mode

We’ve added a new stamina management mode - Tactical Stamina! An intrinsic part of Nightmare mode, with this turned on, stamina regeneration takes longer to kick in, and when exhausted, you’ll only be able to shove until the bar is full again. This preset can be selected via the Game Options panel. And no, you can’t switch it off on Nightmare difficulty!

 

Main Menu Redesign

The latest update will refresh the design of the Main Menu by enriching its visual layer. Now, the character outfit will be better presented here. Additionally, we want to make the Events & Alterations, Special Offers, and Community Maps more visible by introducing a new information panel on the right side of the screen.

 

Scalable Player FOV Correction

After the Firearms update, many of you started asking about more FOV (field of view) flexibility and we’ve delivered. With the Nightmare Mode Update, we are adding a slider allowing you to reverse the distortion of the player character when changing the FOV. When set to the default (100%), the player character appears the same regardless of the FOV value and when set to zero, the player character scales accordingly to the FOV.

 

Grappling Hook Customization

The update also introduces a new skin type, a bespoke one made for one of the most important tools in a Nightrunner’s arsenal: their Grappling Hook! Be sure to visit the Pilgrim Outpost to grab the First Pilgrim Grappling Hook skin for free and swing through the Villedor in style!

 

Game Updates

Apart from all the big news from the Nightmare Mode Update above, we’ve also introduced the following fixes and improvements to the game:

 

CO-OP

  • Fixed the issue disabling joining multiplayer via Quick Join
  • Fixed the issue in the “Ferry Tale Endings” quest causing the generator to turn off and on when attacked by multiple Biters, resulting in failing the mission
  • Fixed the issue where blunt attacks to the head counted towards the “Off With Their Heads!” Survivor Mission Bounty
  • Improved accuracy of online status information in the Friends section of the Online menu
  • Player icons on HUD are now differentiated with different colors
  • Player icons on HUD are now properly hidden if the Immersive HUD option selected
  • Player icons on HUD are now visible while using the extended HUD option
  • Fixed and tweaked several TPP animations
  • Fixed the issue with the “Boss Raid” bounty only progressing for the player who last hit the boss when in a full party in any Elite Survivor Mission
  • Fixed the animation for Wall Run Kick in TPP
  • Fixed the animation of swinging the weapon while the camera is pointed towards ground
  • Fixed the missing swing animation upon attacking with the Grubby Bat

 

Gameplay

  • Fixed Virals being able to successfully perform jump attacks by turning in mid-air towards players, even if they dodged. Additionally, the frequency of Viral jump attacks has been lowered
  • Increased Firearms damage values:
  • +25% of base damage on all Firearms
  • Sniper Skill (Legend Levels) will now give +2% damage per each point, instead of +1%
  • Addressed the issue with the Bounties tracker being stuck on 3/6 or 6/6 Bounties
  • Fixed the Renegades not spawning properly during the “A Place to Call Home” main quest, blocking further progress
  • Fixed the blocked by a car transition to the Central Loop
  • Fixed the camera while unlocking a windmill cutscene
  • Fixed the game still running underneath the credits after the alternate ending from the new story path
  • Fixed the Adaptive Triggers sometimes not working unless a weapon with Adaptive Triggers was held just before
  • Fixed the issue causing kills with explosive knives counting towards the Improvised Weapons Bounty progression
  • Fixed the Alpha Demolisher not having damage resistance to headshots
  • Fixed the issue with the “Drive By” Bounty completing by hitting Infected instead of killing them
  • Added Combat and Parkour XP to the Firearms quest rewards
  • Fixed the issue sometimes blocking the player from climbing the lamp poles
  • Fixed the missing VFX fire for Molotovs when thrown from higher places in a certain location
  • Fixed the prolonged black screen sometimes happening at the end of the "Now or Never" quest
  • Fixed an issue where animations sometimes did not blend correctly after performing a vault jump with crossbow equipped
  • Fixed the issue with Lawan sometimes changing her position right after the dialogue in the “A Place to Call Home” quest
  • Fixed the issue where the Banshee’s jump attack cannot be dodged in the Prologue
  • Fixed the issue where perfect dodge sometimes didn’t work during fights with Demolishers, causing player to get stunned
  • Fixed the despawning NPC after finishing “The Black Widow” quest

 

Technical

  • Fixed several rendering issues present on the ground, concrete, and lights in the Prologue
  • Fixed the error that sometimes failed to load the audio voice-over metadata file after launching the game in the Bazaar
  • Fixed the bug causing internal memory running out after a few minutes of gameplay
  • Fixed the improper rendering encountered during 'Priceless' Elite Survivor Mission
  • Fixed the graphical corruption occurring when several HUD icons aligned
  • Fixed the graphical glitches that sometimes showed after changing video quality and the upscaler
  • Fixed the textures that sometimes improperly rendered in a specific room of Central Loop
  • Fixed the mural collectable clipping through the roof of a kiosk in Central Loop
  • Fixed the projectiles' trails sometimes being improperly displayed
  • Fixed the game sometimes crashing on the loading screen when starting NG+
  • Fixed an issue that sometimes did not play death screams on enemies’ deaths
  • Fixed the inconsistent LOD0/LOD1 materials in R02 overpass
  • Fixed an issue blocking the selection of any sfx in audio prefabs in the DevTools Editor

 

UI

  • Redesigned the Audio Output menu to make it more clear
  • Fixed the text on "Bacon's Cipher" going outside the UI frames
  • Added the “Buy Max” feature, allowing players to buy all the available items without choosing the amount
  • Corrected typo in the “Split The Marrow” Bounty description
  • Fixed the issue sometimes incorrectly showing negative values or previous statistics during the Survivor Missions ending screen
  • Fixed an issue sometimes incorrectly showing a death screen when dying by leaving the mission area and due to lack of immunity

 

Those are the patch notes on June 27 for Dying Light 2 Stay Human: Reloaded Edition.

Drug Dealer Simulator 2 Update Patch Notes June 27

 

UPDATED June 27

 

 

Patch #2 is here! June 27

Dealers, the patch is here as promised!
And before we dive into the patch notes, we have a few words for y’all from the Big Boss Rafal:
Thank you all for the overall great reception of the game! For those, who experience issues – thank you for all your patience, even if stretched thin. The game is huge and combined with coop it was an enormous challenge for us, so we really appreciate your indulgence and understanding. I hope you are having great fun and continue to do so with the updates to come! Stay safe, have a great time and grow your cartels to wealth and glory!
All the best, Rafał Pęcherzewski – Lead developer, Byterunners CEO
And now, without further ado, here are the patch notes!

 

Questline fixes:

  • Fixed a bug preventing completion finishing the optional task to blow up a gas tank at a bandits' hideout (no tank/unable to plant a bomb);
  • Fixed a bug where Jean was getting stuck in the doors to Benita’s hideout in the “Clash of Titans” questline;
  • Fixed a bug where in some cases the crate to gather torpedo quest items was not interactable after moving away or loading the game;
  • Fixed dialogue issues regarding the moonshiner quest;
  • Fixed dialogue issues regarding Kira, preventing further game progression;
  • Fixed potential dialogue and quest issues regarding negative street cred (street cred should never be less than 0);
  • Fixed timeout issues with temporary passes to the big city (saving and loading, timeout loss when dropping or moving the item). The fix is not retroactive – it will not fix already broken pass items.

 

Mechanical bugfixes:

  • Fixed motorboat docking issues and prevented the levitating motorboat bug;
  • Fixed a bug where the keybind settings were not being saved properly;
  • Fixed issues with the restoring defaults not working in the settings, especially in the main menu;
  • Fixed a bug where hideout upgrades (windows and doors) were not being saved properly. The previously “lost” upgrades will not show back on the windows/doors but they will be returned to the cartel collection after the first loading of the saved game;
  • Fixed an issue where some players could experience a debt leak, causing extreme hideout power usage costs and increasing the debt fast (the issue was caused by a looped crafting query where power draining stations had their output space full);
  • Fixed issues regarding the new cartel lobby considering lobby character placement, and character selection (especially after returning to the main menu from a previous game session);
  • Prevented opening and jumping out of windows while viewing a hideout;
  • Blocked the ability to parkour through windows with bars or shutters;
  • Added the ability for window shutters to block militia gas grenades during raids;
  • Fixed multiple equipment placement issues with specific equipment or with some of the hideouts;
  • Improved visuals of the equipment placement gizmo and fixed a bug, where a solo player or host was not seeing the red gizmo color indicating the inability to place the equipment;
  • Fixed collisions for some of the map warehouses;
  • Fixed collisions on staircases in some enterable houses and hideouts;
  • Fixed recalculating hideout stats after the game was loaded.

 

Quality of life and content improvements:

  • Fixed UI issues on certain resolutions (character or crafting UI clipping, causing it to be unusable);
  • Added multiple missing translations and removed Polish sentences and phrases from the game;
  • Added a setting in the controls section to switch between Toggle or Hold mode for sprinting;
  • Multiple environment fixes considering paths, buildings and landscape;
  • Added the ability to pause the game and access the pause menu while using a vehicle;
  • Added a temporary “emergency teleport” option to the pause menu, which will teleport a blocked/glitched player out of geometry i an issue occurs. The option will remain available until most map/collision and parkour glitches are fixed;
  • Fixed casual client spawn points positions all over the map;
  • Fixed multiple quick travel spots (cars) positioning all over the map, and fixed some of the quick travel spots being available too early.

 

Intel processor crashes:

Some of the players are experiencing crashes due to a conflict with some Intel i9 processors and the Unreal Engine 5 decompression method. We are not able to deliver a direct fix, but there is an available workaround that will fix the issue for most cases.

 

Workaround:

For who?: People with 13th and 14th gen Intel processors & those who experience "LowLevelFatalError - Could not decompress shader group with Oodle" crashes
What's the problem?: Hardware issue with Intel 13900K and 14900K (and more, like 13700, 14700) processors causing game crashes due to BIOS settings and high clock rates.
How to fix (Short explanation): Players should disable overclocking in BIOS or use Intel XTU to lower the Performance Core multiplier for stability.
Step by step guide to fix the problem: https://www.radgametools.com/oodleintel.htm (use the link and scroll down a bit for a step by step guide for fixing this problem).

 

[edit]

Known issue:

If you want to change keybinds and see only a black screen, no worries, we do too. But how to make things work?
  1. Open settings
  2. Click apply
  3. Exit settings
  4. Reopen settings
  5. Do you see it? You can now happily change the settings.

 

What’s next – a word from the developer:

For the next updates, we will be investigating more issues including additional crashes and fatal errors some of you are experiencing. We will be also fixing more major and minor issues, as well as doing some more improvements on the quality of life and performance side.
Unfortunately, not all fixes made it to this update, but we needed to prioritise fixing the most pressing issues ASAP and update before the weekend. We are aiming to deliver the next fix/improvement update in around a week from now. We desire to deliver possibly frequent updates improving the game in the first weeks to maximise your experience.
Considering the overall launch success, after we deal with the most important fixes and improvements we are planning to work on:
  • Multiple QoL and balance improvements and changes based on the community feedback;
  • Melee combat, raid and opponent AI improvements as well as new employee classes;
  • Additional features and ideas that did not originally make it to the 1.0 release but we would really love to add (no spoilers for now);
  • Additional content including more vehicles, items, quests, equipment, clothing and decorations;
  • Adding the active cartel search and the ability to create and join sessions not only with Steam friends;
  • Additional game activities and sidequests;
  • More performance improvements;
  • Adding a few more drugs to the game;
  • Across the board world, graphical, environmental and sound effect improvements.

 

Thanks!
And here is a quick reminder of what’s been addressed already in patch #1:
  • Added launch option (DirectX 11) that should help people with problems with too bright screen;
  • Fixed an issue where FOV can be saved and set up on the 0;
  • Fixed an issue where hiding a table might not have been possible;
  • Fixed an issue with not being able to pick up the weapon of a defeated opponent;
  • Fixed an issue where temporary passes to Bahia de Oro could be used even though they had expired;
  • Lowered the volume of the motorboat in the intro;
  • Added information about the number of unread hints in the journal;
  • Adjustment of prices of some products in stores;
  • Added additional decorative furniture to stores;
  • Added a medical post in Bahia de Oro;
  • Fixed some of the problems with translations;
  • Added credits in the main menu;
  • Other minor fixes.

 

That’s it from us for today, folks! Have fun in-game!
Btw. There is that game made by our friends at DRAGO ent, and we’re sure a lot of ya have already heard about it: Gas Station Simulator. So here’s a rec from us: we have a bundle now with GSS and it’s a great price, and the game is pretty great!

https://store.steampowered.com/bundle/42222/

 

 

The First Patch Has Landed June 21

The first patch is here from the highly motivated (by your awe-inspiring support) team at Byterunners!
Thank you for all the suggestions, bug reports, and positive reviews. More improvements will come. Expect info next week.

 

Patch Notes

  • Added launch option (DirectX 11) that should help people with problem with too bright screen
  • Fixed an issue where FOV can be saving and set up on the 0
  • Fixed an issue where hiding a table might not have been possible
  • Fixed an issue with not being able to pick up the weapon of a defeated opponent
  • Fixed an issue where temporary passes to Bahia de Oro could be used even though they had expired
  • Lowered the volume of the motorboat in the intro
  • Added information about the number of unread hints in the journal
  • Adjustment of prices of some products in stores
  • Added additional decorative furniture to stores
  • Added a medical post in Bahia de Oro
  • Fixed some of the problems with translations
  • Added credits in the main menu
  • Other minor fixes

 

Don't forget to like and subscribe, and smash that like butt... Wait, this isn't Youtube! Don't forget to tell us what you think about the game, and if you like it and want to support us, consider leaving a Steam review.
Have a nice TRIP!

 

Those are the patch notes on June 27 for Drug Dealer Simulator 2.

Barotrauma Summer Update Patch Notes June 27

The patch notes for all Barotrauma updates up through June 27 are below, in descending order, from latest to oldest:

 

UPDATED June 27

 

 

Hotfix v1.5.9.1 for the Summer Update June 27

Hello everyone!
The second hotfix to address issues found in the Summer Update has just been released!
After this update, we're off to enjoy our summer holidays, but don't worry - we'll be back in action in August.
Have a great summer everyone!

 

v1.5.9.1

  • Fixed outpost security being way too eager to arrest characters who attempt to escape a security inspection, to the point that getting inspected while running past a guard would immediately make them arrest you.
  • Fixed some thalamus items being hidden for no reason in some wrecks.
  • Fixed "assault enemy" order not working in abandoned/enemy outposts.
  • Added a configurable multiplier for the cost of hiring a new character to replace a permanently killed one. Makes it possible to host permadeath servers without having to assign hiring or money permissions to clients.
  • Players are allowed to rename the character they take over in the permadeath mode.

 

Modding:

  • Fixed forceOutpostGenerationParamsIdentifier (which can be used to force specific outpost generation params to be used in a location type) only working in single player.

 

 

Hotfix v1.5.8.0 for the Summer Update June 27

Hello everyone!
We've just released a hotfix to address a few issues with the latest update.

 

v1.5.8.0

  • Fixed crashing when killing a defense bot or a leucocyte.
  • Fixed directional flak ammo box still being carried with 2 hands.
  • Fixed set_auto_operate and toggle_auto_operate disappearing at the start of the round if AutoOperate is not enabled. Now there's a setting called "Allow Auto Operate With Wiring" which can be enabled in the sub editor to enable the connections.

 

 

Out now: Summer Update June 18

Hello everyone!
The Summer Update has just been released. It includes the new Permadeath and Ironman game modes, monster-attracting voice and text chat, bot AI fixes and improvements, multiple quality-of-life additions and a long list of fixes.
Read more about the update in our previous post and see the full list of changes below.
Make sure to update your game to the latest version to be able to join and host servers. Have a great summer everyone, we’ll see you again after our vacations!

 

v1.5.7.0

 

Changes and additions:

  • Added a new, optional, permadeath mode in the multiplayer campaign. When your character dies, they stay dead, along with all their XP and talents. You will have to acquire a new character to respawn and continue playing. This can happen in two ways: you can wait to hire a new character for yourself from the next non-hostile outpost, or take control of a bot to resume playing right away.
  • Added a new, optional, iron man mode in the multiplayer campaign for those looking for an insane extra challenge. Players who have died in Ironman mode can only spectate, and hope that the rest of the crew will make it.
  • Added a new wreck mission: clear Thalamus.
  • Added more beacon stations with bandits.
  • Added giving items to others by dragging and dropping. It's always enabled when targeting pets and bots (on the same team), but can also be enabled in the server settings for targeting players.
  • Added a slider at the bottom of the tab menu that allows you to set the salary of all crew members whose salary has not been manually set, and also determines new characters salary for late joiners.
  • Added support for new outputs in item containers:
  • "contained_conditions" (sum of the conditions of contained items)
  • "contained_conditions_percentage" (sum of the condition percentages of contained items)
  • "contained_items" (total number of contained items)
  • Turret auto operate settings now transfer to the other turrets that are swapped in place of the original.
  • Turret auto operate functionality can now be enabled or disabled with signals.
  • Reduced the minimum length of the outpost hallways. Should get rid of the horizontal hallways and reduce the length of some vertical hallways.
  • Monsters can now hear when the players are using the text chat and in-game voice chat.
  • Changes to carrying turret ammunition:
  • Can now be carried with one hand, instead of requiring two.
  • Each shell/box now slows the character by 20%.
  • Adjusted the hold positions.
  • Made small and medium mudraptor eggs glow the same way as the large version. The small version can now spawn in mudraptor nest missions, and they're extremely difficult to find without the glow.
  • Improved the hireable husks and clowns. Added titles, made the gear more appropriate, and added high-level versions of the NPCs.
  • Optimization: Fixed medical clinic UI refreshing and the server sending updates to clients whenever the number of afflictions on a character changes (which can in extreme cases be several times per frame).
  • Pumps and engines now deteriorate faster when being operated at full power for a while.
  • Changes to the highlighting to make it easier to interact with items near pets.
  • Made combat diving suits and slipsuits reduce visibility less than the other suits.
  • Added support for hosting servers in a local network without a connection to Steam or EOS. You need to set requireauthentication="false" in the server config to allow clients to join without Steam/EOS authentication.
  • Updated Crawler and Crawler Husk textures to a higher resolution.
  • Changed the logic of assigning jobs for the bots in the multiplayer game mode. Previously the jobs were assigned based on the number of spawnpoints for that job in the sub, now the game instead tries to distribute jobs evenly to the bots.
  • Changed the logic of generating hireable characters in the outposts:
  • All outposts now offer at least one hireable for a given job, if that job is missing from the crew.
  • Added medics, security and captains as hireables in mines.

 

Balance:

  • HMG has less severance chance and always applies a slow to characters, rather than just when carried in hands.
  • Assault Rifle magazine size is now 30, up from 20.
  • Flamer and Prototype Steam Cannons are better as weapons when used with Incendium Fuel Tank.
  • Lead and Uranium can now be launched with the Scrap Cannon too, increased the Scrap Cannon damage with some materials.
  • Auto-Shotgun is now less accurate than the Riot Shotgun.
  • Grenade Launcher can now hold 6 grenades, and fires faster.
  • Bandolier is now held in the bag slot, replacing the Toolbelt/Backpack but only accepting munition-type items (includes grenades).
  • Reduced bonuses given by money-related talents of the Captain's "Politician" tree. Stacking all bonuses was too effective.
  • Adjusted Captain's "Politician" talent tree.
  • Fixed the talent "Your reputation..." not giving double money for cities.
  • Minor speed buffs to Combat Diving Suit, PUCS, Slipsuit (only when swimming).
  • Added a bit more level generation variation to later biomes.
  • Changed the Great Sea a tiny bit in appearance (tweaking the chunks available).
  • Fixed some XML oversights, some plants had 0 commonness in all biomes and thus never appeared (for seemingly no reason).

 

AI:

  • Outpost NPCs now blame the character who equipped a diving mask with welding fuel inside it for the deaths caused by it.
  • Security bots don't inspect characters for stolen items in the first 30 seconds of a round. Prevents "unfair" inspections you have no chance to react to if you happen to spawn right next to a security NPC with stolen items on you.
  • Outpost guards will now hold fire for a while, give two warnings, and after that attack the target, unless it complies (e.g. by ragdolling). They still prefer stun weapons while trying to arrest, but can also use lethal weapons, unless the target is on the same team.
  • Targets that have escaped, resisted being arrested, or acted aggressively, will now be considered as criminals. Criminals will be immediately arrested with no warnings, if they do something illegal. The criminal status persists only for one round.
  • The outpost guards should now also always confiscate all weapons and stolen items when they arrest a target. Previously this happened inconsistently.
  • Fixed outpost security guards only attacking thieves when they can stun the target.
  • Fixed outpost guards not letting go of the target they’re inspecting for stolen items when their objective changes (e.g. when someone is attacked).
  • Fixed inconsistent guard reactions on interacting with handcuffs. They are now always considered illegal items, unless equipped (handcuffed).
  • Fixed/changed: guards can now follow the player to the player sub. They will now wait for a while, after which they'll return back to the outpost, if able to.
  • Fixed bots sometimes yelling incorrectly that they can't find a path when following/holding a position.
  • Human enemies and outpost guards can now react to noises (ai targets that have the tag "ProvocativeToHumanAI").
  • Fixed automatically created hulls in the docking ports not being marked as wet rooms, allowing the bots to drop the suits there.
  • Bots no longer automatically take diving suits off in shuttles.
  • Bots no longer take off diving suits while climbing. They should now drop the suits in the next platform instead.
  • Bots no longer cancel (looping) orders outside of the submarine. Some orders are still cancelled.
  • Added a separate job for outpost managers. Fixes outpost managers trying to operate the navigation panels in the outposts.
  • Fixed bots getting stuck in some outpost stairs.
  • Fixed bots sometimes stopping in the stairs while idling around.
  • Bots don't take items from magnetic suspension crates or the crates recovered from a wreck in the "lost cargo" missions.
  • Fixed bots "cleaning up" items from magnetic suspension crates and crates salvaged from a wreck.

 

Submarine layers (previously “groups”):

  • Added CheckDifficultyAction. Can be used to check the difficulty of the current level.
  • Option to require a specific layer to be present for an event or event set to be triggered.
  • Stop updating items that are in a hidden layer (previously e.g. reactors and other devices would work fine despite being hidden)
  • Hide wires that are connected to a hidden item. These are still visible in the connection panel though (just locked).
  • Added DamageBeaconStationAction. Can be used to disconnect wires and break devices and walls in beacon stations.
  • Fixed the "layers visible by default" sometimes showing the layers incorrectly.
  • Fixed entities getting hidden when loading a sub with some hidden-by-default layers in the sub editor.
  • Disabling a layer with spawnpoints in it now also disables the spawnpoints.

 

Circuit box UX:

  • Fixed selecting wires causing you to also select components if they overlapped.
  • Added character count indicator to circuit box labels and turn the text red if it goes over.
  • Show a prefab icon on the cursor of the wire that is being dragged when you start dragging a wire.
  • Input and output connections can be renamed by right clicking.
  • Labels can be renamed by double-clicking.

 

Tools:

  • Fixed editing water or fires using the console commands not working while on the freecam mode.
  • Water edit mode: you can now double click with the primary mouse button to set a room flooding with water instantly. Double click with the secondary mouse button to completely drain the room.
  • Fire edit mode: you can now use the secondary mouse button to gradually extinguish the flames in a room. Double click with the secondary mouse button to put off the flames instantly.
  • Copy-pasting multiple commands into the console executes all of them in order.
  • Added a parameter for specifying a location in the "teleportcharacter" console command.
  • The auto-completions in the console can now be browsed backward by holding left shift.
  • Added some subcategories shown in the value inspector views. Not yet used extensively.
  • Fixed turret rotation limits seemingly inverting when the angle wraps around at 360 or -360 degrees.

 

Modding:

  • Fixed "holdpos" attribute no longer working on throwable item components.
  • Added "PropulsionSpeed" StatValue and use it instead of "PropulsionSpeedMultiplier" in status effects. The latter doesn't stack, meaning if you wear multiple items that affect the propulsion speed, the last one would take priority.
  • Added a new attribute "ShouldBeOpen" to doors. Can be used by status effects to tell the door to open/close.
  • The game now prefers English texts when a localized text isn't found. This means that if your mod is only translated to English, e.g. mission and item names use the English text if someone is playing the game in another language, as opposed to displaying the text configured in the xml directly (e.g. missionname.mycustommission).
  • Fixed "TransferAfflictions" setting of StatusEffect (which can be used to transfer afflictions from the character executing the effect to a new one spawned by the effect) not working correctly if the characters have a different amount of vitality.
  • Instead of having to define the pirate sub files in the mission, you can also just leave it out and let the mission choose a random enemy sub. The reward, preferred difficulty, and tags that restrict which mission a sub can be used in, can be configured in the sub editor.
  • Changed how outpost modules are configured for abandoned outposts: Special outpost module types are now used: "AbandonedAirlock", "AbandonedAdminModule", etc. Previously these special modules used the same module types as normal outposts, but were restricted to only spawn in outposts of the appropriate type. That meant a mod could not add a new module that's used in all types of “normal” outposts by setting the location type to "Any", because it would also be used in abandoned outposts.
  • Made vision obstruction effect adjustable: instead of being just on/off, there's a ObstructVisionAmount value that can be set to a value between 0 and 1. A value of 0.5 roughly corresponds to the old obstruction effect, and setting the obstruction using the old ObstructVision boolean sets it to that value.
  • Better support for including non-human characters in the crew: CharacterInfo (which defines a characters job, skills and such, and is required for characters in the crew) can be enabled on any type of character by adding HasCharacterInfo="true" to the character config.
  • Fixed crashing when you try to spawn a character defined to use human AI but doesn't have CharacterInfo or a job.
  • Added an option to supply "addtocrew" argument to the "spawncharacter" console command. Makes it easier to test the above changes, and allows spawning "nonhuman crewmates" using console commands.
  • Added a new parameter for upscaling character textures: SourceRectScale. It's intentionally not exposed in the character editor, but can be used together with the existing TextureScale to adjust the scaling of the textures. E.g. TextureScale 0.5 and SourceRectScale 2.0 doubles the resolution without having to adjust the other values of the ragdoll.
  • Fixed DamagedByRepairTools not working if the item doesn't also take damage from projectiles or melee weapons.
  • Fixed artifact events causing a crash if the item the event is supposed to spawn can't be found.

 

Fixes:

  • Fixed the game sometimes crashing on welding a leak.
  • Fixed store stocks of most items increasing constantly, all the way up to 100.
  • Fixed ID cards not getting assigned the appropriate tags when you choose to get them delivered immediately.
  • Fixed antibiotics not applying "drunkweakness" as intended.
  • Fixed characters holding throwables, like grenades, weirdly in an unintentional pose.
  • Fixed "exhibitionism" event failing if clothes or a diving suit are held in the hand slots.
  • Fixed outposts giving an endless supply of missions if you keep taking up the missions, and then saving the game and reloading it again.
  • Fixed flipping of the item not being taken into account when launching a projectile (making left-facing projectiles launch backwards).
  • Fixed inability to hire/fire/rename/heal "twin bots" (bots with the same name, appearance and job).
  • Fixed characters moving faster on underwater scooters while wearing a backpack and an exosuit than when wearing other equipment or none at all. Also affected the movement speed of the characters while wearing/holding other items.
  • Fixed some CJK characters, for example ㅎ and A not drawing in the game properly.
  • Fixed item container sorting behaving inconsistently when there's instances/stacks of the same item in multiple slots (randomly shuffling the items around).
  • Fixed label tags sent via Wi-Fi components not using the localized text in the chat interface.
  • Fixed "minleveldifficulty" and "maxleveldifficulty" attributes being ignored in the single mission mode.
  • Fixed vertical gaps not emitting particles if the top of the gap is not above the top of the hull the water is flowing to.
  • Fixed some draw order issues on alien hatches and doors.
  • Fixed decorative items on held items glowing for no reason.
  • Fixed a potential softlock if you accidentally start a round in a level that's too deep for the sub. The crush depth warnings on the campaign map now take the start/end position of the level into account, and the sub doesn't take depth damage in the first minute of the round, giving you a chance to return if you end up in a level that's too deep.
  • Fixed BeaconStation and Wreck info (e.g. place on the ceiling and the difficulty settings) resetting when you enter the sub editor's test mode.
  • Fixed skin tint (both the normal skin color and tints applied by afflictions) affecting the color of the damage overlay (i.e. darker-skinned characters seemed to have darker blood).
  • Fixed melee weapons losing collision with platforms and level walls after being swung.
  • Moved the alien terminals a bit farther from the guardian pods, so that the player operating the terminal won't get damaged by the exploding pod.
  • Fixed inability to open some item interfaces in the sub editor (more specifically, items without an item container).
  • Fixed attempting to flip items that cannot be flipped on the X axis, for example crate shelves, not doing anything and looking broken when the submarine is flipped on the X axis (for example in PvP).
  • Fixed sprite bleeding on some structures and items.
  • Fixed clients sometimes displaying missions as having failed even though they succeeded server-side.
  • Fixed fabricating getting interrupted if you start fabricating an item whose recipe is unlocked by a talent on some bot, and then switch to that bot.
  • Fixed items that are marked for "relocation" (automatically moved to the main sub) after a bot drops them in the outpost disappearing if you save and quit. Now we also handle the relocation when saving and quitting mid-round, not just when starting a new round.
  • AutoInteractWithContained fixes:
  • Ignore AutoInteractWithContained in editors (e.g. don't force picking up an item from an artifact container when trying to rewire it in the editor).
  • Enabled AutoInteractWithContained on fire extinguisher brackets and weapon holders (interacting with one automatically picks up the item).
  • Fixed all walls taking double damage.
  • Fixed portable pump UI flickering on and off when picked up in MP.
  • Adjusted Camel airlock layout: removed the inner horizontal wall and moved the wires and components.
  • Fixed the oxygen generator not being wired on KopraKoht beacon station.
  • Fixed respawn shuttle spawning when a respawn triggers, even if all the characters spawned directly in the main sub (e.g. because they had an existing character who was previously on the sub).
  • Fixed docking ports and hatches being very difficult to interact with when they overlap with a door or a hatch.
  • Fixed flak cannon shrapnel not damaging the character who fired the cannon.
  • Fixed campaign map sometimes auto-opening at the beginning of the round (more specifically, when traversing backwards to certain kinds of levels).
  • Fixed crashing when the game doesn't have access to certain folders or files (e.g. if the folder the saves are stored in is set to be read-only). Should now throw a console error instead.
  • Fixed selected container staying open if you lose access to it by e.g. putting the ID card that's required for access into another item in your inventory.
  • Fixed characters teleporting outside when they pass from hull to another, and there's a tiny sliver of "outside space" between the hulls.
  • Fixed hanging end disappearing from a wire when you connect the other end.
  • Fixed marking a stack for deconstruction only marking the first item for deconstruction server-side, even though the deconstruct icon is displayed on all client-side.
  • Fixed an issue that caused duplicate characters in the HR manager menu. Happened when you moved a hire to the pending list, closed the menu and then reopened it.
  • Fixed "Junction Junkie"" talent giving an incorrect number of XP.
  • Fixed "Machine Maniac" and "Quickfixer" talents not affecting fabricator and duct block repairs.
  • Fixed "Better Than New" talent not affecting reactor repairs.

 

 

Hotfix v1.4.6.0 for Blood in the Water May 2

Hello everyone!
We've just released a second hotfix to address issues in the Blood in the Water update. Find the list of changes below, and be sure to update your game to the latest version.
Please note: We are aware of localization issues in certain talent descriptions, but unfortunately these could not be addressed in today's hotfix. We will release a third hotfix for the localization issues specifically a bit later, most likely next week.

 

v1.4.6.0

  • Fixed monsters sometimes spawning immediately after the round starts (Often happened between levels, when there was no outpost between them).
  • The 'Art of Submarine Warfare' book granted by the 'War Stories' talent is now a separate item and the original book has been reverted to its original state.
  • Fixed Thalamus' fleshgun ropes not being able to stick to a submarine anymore.
  • Fixed Thalamus' flesh spike crashing the game in the multiplayer game mode.
  • Added a scrollbar to the submarine warning list. Fixes the list not fitting on the screen, when there were multiple, long errors.
  • Fixed server list filters not saving properly.
  • Fixed marking a stack of items to be ignored or deconstructed only taking into account the first item of the stack, instead applying to all items of the stack.
  • Removed duplicate localization lines that caused old versions of text to show up in some places.
  • Fixes to the Chinese localization.
  • Fixed the inability to edit tags that contained the same word as one of the predefined tags.
  • Fixed a crash on opening the contextual order menu for an item of another character's inventory while the health interface is open.
  • Fixed a crash when editing and resizing the circuit box label texts.

 

 

Hotfix v1.4.5.0 for Blood in the Water April 26

Hello everyone!
We've just released a hotfix to address a few commonly occurring issues in this week's update.

 

v1.4.5.0

  • Fixed crew remaining dead, mission remaining completed/failed, etc when you return to the lobby an restart the round. The issue was that the server did not properly load the previous save when opting to continue the ongoing campaign.
  • Added a button to the server lobby which opens the server description in a popup to make it easier for players to find. We are still thinking of the best way to handle the description/MOTD, this is more of a quick band-aid solution for the description being too easy to miss / difficult to find at the moment.
  • Fixed descriptions being outdated on some of the modified XP talents. Currently only fixed in English, the descriptions in other languages are still outdated.
  • Fixed "command not found" error when trying to use the new "converttowreck" console command.
  • Fixed items in a container in the submarine not being counted in the "owned items" count in the store interface.
  • Fixed bots being unable to properly clean up some items, just taking them into their inventory and leaving them there.
  • Fixed drinkable items (such as ethanol) giving the full effect with just a tiny sip.
  • Fixed effect from the "revenge squad" talent only lasting 60 seconds.
  • Fixed combat diving suit being slower than intended when using an underwater scooter.

 

 

Out now: Blood in the Water April 24

Hello everyone!
The Blood in the Water update has just been released, with two new monsters, a medical system mini-overhaul, extra difficulty settings for campaign mode, and new wrecks and beacons for you to explore, to name only a few things.
Read more about the update in last week’s preview post, see the full list of changes at the end of this post, and be sure to update your game to the latest version to be able to host and join multiplayer servers. We hope you enjoy Blood in the Water!

 

v1.4.4.1

 

Changes and additions:

  • Added new lost cargo missions, in which you must recover cargo from a sunken sub.
  • Added six new beacon stations, and updated existing beacon stations.
  • Added seven new wrecks.
  • Chat messages and NPC dialog is shown in speech bubbles above the character's head. Can be disabled in the game settings.
  • Improved the particle effects when the sub hits a level wall, and when cutting/destroying level walls.
  • Certain afflictions and talents change the character's walking/running animations (e.g. drunkenness, the "musical talents", vigor, hyperactivity, concussion).
  • Removed the randomization of quality from fabricated stackable items. The randomization made them annoying to fabricate, because the items of different quality couldn't be stacked in the fabricator's output slot.
  • Motion sensor ranges are visualized when wearing engineer's goggles.
  • Made fabricators and deconstructors faster in outposts (it's not fun to force everyone to wait while someone is working a fabricator in an outpost).
  • Fire no longer damages husk eggs, fruit and explosives over time. Allowing them to be partially damaged made them really difficult to handle when they happened to be in a stack. Now husk eggs are immune to fire, and the rest get destroyed completely after being in fire for a moment.
  • Improvements to the visual effects of lava vents and hydrothermal vents.
  • Pets leave behind a corpse when they die. Having them just "pop" often meant you couldn't be sure if the pet had gone missing or died.
  • Added a hotkey for dropping the held item. Not bound to any key by default.
  • Added a hotkey (by default Alt) that displays a label on all nearby interactable items. The label can be clicked on to interact with the item. Should make it easier to e.g. find loose items on the floor or pick up a specific item when there's many close to each other.
  • Tons of changes and improvements to outpost events: the main goal has been to make the things described by the event popups "actually happen", as opposed to just describing them in text. There's now more visual and audio effects in the events, and the things described by the texts tend to actually exist in the game world. There's also been lots of changes to the outcomes of the events: the choices you make should now generally be more meaningful.
  • Most outpost events can now be started by another player if the first player who encounters them chooses to ignore them.
  • Made the bilge pump circuits non-interactable and the bilge pumps non-wireable in outposts. It was too easy to abuse them to drown the outpost.
  • All the pathways from the location you start at in the campaign lead to an outpost. Choosing a new destination at an uninhabited location seems confusing to new players, who haven't yet seen how transitions between levels work.
  • Improvements and fixes to harpoons and ropes: the user can now pull towards the target by pressing space (but only when diving), added sounds to reeling and the rope snapping, adjusted the forces and changed how the forces were applied to both the user and the target.
  • Added ON_DOCK and ON_UNDOCK outputs to docking ports.
  • New automatic docking hatch assembly (much simpler than the old one, now built using a circuit box with labels that explain how it works).
  • Added an option to add labels inside circuit boxes (can be used to e.g. explain parts of the circuit).
  • Added a menu to the submarine editor that lists all the container tags used in the submarine, explains which tags are available and how they're used, and allows adding them to containers more easily. There's also now a warning on saving if the submarine is missing any common/recommended tags.
  • Clown crates now have pressure immunity, making them potentially useful for more than just fooling around.

 

Monsters:

  • Added Viperling, a venomous variant of Spinelings.
  • Reintroduced the legacy monster Mantis. Keep an eye out for anything unusual on the walls when exploring caves!
  • Changes to make big monsters more of a threat to characters inside the sub, not just the submarine itself:
  • Charybdis can poke its head inside the sub, bite and pull characters out.
  • Made monsters better at targeting positions on the hull with a character on the other side (meaning they're more likely to be able to cause shrapnel damage).
  • Made the shrapnel particles more noticeable.
  • Endworm can poke its mandibles inside the sub and damage characters inside.
  • Heavy impacts can launch off very high-velocity shrapnel that can penetrate a couple of inner walls, similar to spineling spikes.
  • Added some weaknesses to abyss monsters: Endworm has a weak spot in its mouth, Charybdis flees for a moment if it takes heavy damage to the head or mouth (a feature that initially was there but had been bugged for a while).
  • Updated husk's ragdoll, textures and animations.
  • Husks can now go unconscious and eventually get back up if not "properly" killed, the same way as huskified humans.
  • Adjustments to the loot dropped by Latcher and Charybdis.

 

Diving suit changes:

  • Several changes to to make it less obvious choice to wear diving suits indoors all the time:
  • Hull breaches flood the sub more slowly now, giving you more time to find a suit.
  • Reduced walking speed when wearing a suit (with adjustments to the animation to make the suits feel more "tanky", as opposed to just making the character look like it's walking in slow-motion).
  • Reduced the damage protection of suits - it was previously so high it encouraged wearing the suits in all situations just for the damage protection they offer.
  • Wearing a suit obstructs your vision more now.
  • Reduced the crush depths of diving suits to make them match the maximum crush depth of a fully upgraded sub. Allowing players to survive below the sub's crush depth didn't make that much sense: it was practically impossible to recover the sub, so it's better to treat as a "game over" state and kill the players, as opposed to leaving the game in an unrecoverable "soft-locked" state.
  • Decreased the armor ratings (damage modifiers) of the (early-game) diving suits.
  • Added Explosion Damage resistance to diving suits and protective gear (and clown outfits, ka-honk).
  • Made the exosuit more powerful by giving it more damage resistance, a chance to ignore stuns and increasing its speed

 

Balance:

  • Minor adjustments to the turret balance (most noticeably, made explosive ammo less OP, armor piercing ammo more effective against structures).
  • Removed threshers from Cold Caverns. Thresher bites can now cause infected wounds, which can be treated with antibiotic glue, broad-spectrum antibiotics or by applying ethanol or rum to the wound.
  • Acid grenades have a slightly longer duration.
  • Increased the amount of hyperactivity given by energy drinks. It's still pretty weak, but the previous effect was practically meaningless (making the item more harmful than useful due to the nausea it can cause).
  • Dual-wielding ranged weapons reduces reload times and accuracy.

 

Medical system:

  • Made opiates less of a "solution for everything": they have a much higher risk of causing addiction and overdoses, and morphine heals much more slowly, making it less viable for combat-heavy situations.
  • Added "infection" affliction type to add some variety to afflictions. Thresher bites and, on high world hostility campaigns, bleeding wounds and untreated burns have a chance of becoming infected.
  • Added "alcohol sensitivity" as a side-effect of antibiotics. This causes drunkenness to build up much faster, so avoid using antibiotics and alcohol together!
  • Stabilozine's effects no longer stack: it stops the progress of poisons, but doesn't cure poisonings.
  • Added "adrenaline rush" as an effect for adrenaline. "Adrenaline rush" keeps the patient conscious for its duration, removes all active stun when inflicted and applies short-term stun resistance.
  • Husk infections can be treated with sufforin and cyanide (but you must be careful to have a cure at hand!).
  • Antibiotic glue can be used multiple times.
  • Made Pomegrenade Extract a bit more useful: gives the "slow metabolism" buff.
  • Ethanol and rum can be poured on limbs to treat infections and burns.
  • Removed skill requirements from tonic liquid.
  • Alien blood causes organ damage, making it less viable as a risk-free cheap alternative for blood packs.
  • Saline can be used to treat infections.
  • Resting in bunks heals injuries a little faster now.
  • Europabrew can now act as a universal poison cure, but also speeds up husk infection in addition to vulnerability to acid burns.
  • Rum can now also be made from pomegrenade.

 

Submarines:

  • Fixed Azimuth's periscope being too high up, causing the characters to float when using it.
  • Fixed hulls being set up strangely in Camel's humps (not extending all the way up to the ceiling, making it possible for there to be holes in the walls without water getting in).
  • Various fixes and improvements to the shuttles.
  • Fixed too low oxygen output in Typhon's brig, causing characters inside to eventually suffocate without an additional oxygen supply.
  • Fixed Azimuth's cargo and engine rooms not draining full due to the hulls extending below the floor and the bilge pumps.
  • Fixed sloped wall piece making it difficult to move from Remora to its drone.
  • Fixed grenades sometimes going through certain walls (one common spot was Camel's bow).
  • Adjusted the hulls in Orca's lower airlock. The small in-between hull with the pump prevented the sub from flooding, because water couldn't flow out from that small hull fast enough to counter the rate of the pump.

 

Additional campaign difficulty settings:

  • Oxygen tank duration.
  • Reactor fuel duration.
  • Crew vitality.
  • Non-crew NPC vitality.
  • Shop purchase prices.
  • Shipyard purchase prices (buying new subs and upgrades).
  • Severity of injuries from failed repairs.
  • Mission income.
  • Option to disable the husk infection warning messages.
  • Renamed the generic "difficulty" setting as "world hostility", since it only affects things such as monster spawns and environmental hazards.

 

Wrecks:

  • Added wrecked variants of chaingun, pulse laser, flak cannon, double coilgun and their loaders.
  • New wrecks: Barsuk, Camel, Humpback, Typhon 2, Remora, R-29 and Venture.
  • Fixes to the wreck spawning logic: linked submarines and non-hulled spaces are taken into account in the placement, preventing them from ending up inside walls.
  • Various improvements and fixes to the existing wrecks.
  • Added new, higher-res wrecked versions of the shuttle sprites. Marked the old ones as legacy structures.
  • Fixed wrecked hatches' broken sprite rendering in front of characters.
  • Added console command ‘converttowreck’ to convert submarines to wrecks more easily.

 

AI:

  • Bots can now be ordered to deconstruct items. There's a separate contextual order for marking items to be deconstructed and a regular order that makes the bots start deconstructing those marked items.
  • Improvements to medic AI: they're now better at taking the negative effects of drugs into account, meaning they should be less eager to cause opiate overdoses.
  • Made bots better at choosing suits adequate for the current depth.
  • Fixed escaped prisoners being unable to seek for weapons in the prisoner transport missions.
  • Fixed inability to order bots to turrets that are connected to the periscope via wifi components inside circuit boxes.
  • Fixed bots cleaning up active glow sticks and flares.
  • Fixed bots sometimes deciding to idle inside docking ports.
  • Fixed bots being unable to put two-handed items on their back when trying to use an underwater scooter.
  • Fixed medic bots sometimes taking meds from inside their autoinjector headset even if they have suitable meds in a toolbelt or some other container in their inventory.
  • Fixed escorted characters (e.g. separatists) attacking you if you steal items from bandits.

 

Multiplayer:

  • Added player-specific voice chat volume sliders (i.e. if a specific player is very loud in the voice chat, you can reduce their volume or vice versa).
  • Fixed inability to remove invisible symbols (= special symbols not included in the fonts the game uses) from your name using the name text box in the server lobby. This seemed to be the cause for the mysterious "name contains symbols disallowed by the server host" errors: if your Steam name contained special symbols the game can't render, you couldn't remove them by editing the name in the server lobby.
  • Fixed an exploit that allowed getting free items from stores.
  • Replaced Reaper's Tax with optional extra skill loss when respawning mid-round.
  • Fixed clients' wallets appearing empty when spawning mid-round.
  • Reworked the server lobby layout. The goal was to reorganize the UI to group things in a more logical way and to make things easier to find.
  • Adjusted the local voice chat range significantly shorter (comparable to the range of the local text chat now).
  • Fixed VOIP breaking after changing the resolution.
  • Fixed characters sometimes getting assigned different personality traits between clients and the server.
  • Fixed inability to hire more crew if you've reached the maximum crew size, and then fire some to make room for more characters.
  • Fixed clients not getting notified in any way when a server has disabled downloading mods directly from the server, causing them to just get stuck in the mod download screen.
  • Fixed servers without an active host or anyone else managing the rounds getting stuck if the settings were configured in a specific way: if the respawn transport time was set to infinite (shuttle will spawn once, but will never leave the level and allow a 2nd respawn), the shuttle had spawned and all the players left, and someone new joined the server, they wouldn't be able to end the round because they've never spawned, and could also never respawn.

 

Talents:

  • Reworked most of the XP-giving talents to make them more meaningful and balanced.
  • Fixed "Fireman's Carry" talent not working on stunned characters.
  • Fixed tinkerer talent (which allows repairing items above 100%) causing some oddities with repair thresholds: the item would show up as repairable when the condition percentage (relative to the above-normal maximum condition) was below the threshold, but the repair UI wouldn't show up until it was "actually" below the condition where it should become repairable.
  • Fixed talent options displaying as locked (gray frame and a lock icon in the corner) even if you've unlocked them if another sub tree is incomplete.
  • “Residual Waste" can no longer be exploited for duplicating FPGA circuits.

 

Improvements to sub editor’s grouping:

  • Groups are now called "layers", which reflects their common uses better than "groups".
  • Layer options are more easily available in the right-click context menus.
  • When a layer is selected, all new entities you place are automatically placed into that layer, so you don't need to manually move every new item you place.
  • Added LayerAction as a way for ScriptedEvents to enable or disable layers, useful for modders.

 

Fixes:

  • Fixed some items sometimes falling through holes on the submarine's floor (and sometimes also getting stuck partially inside the floor).
  • Fixed campaign saves getting bricked if you save the game during the brief moment when your crew has died, but the "game over" popup hasn't appeared yet.
  • Fixed campaign saves getting bricked if you save the game after you've fired some of your crewmates through the HR manager and the remaining characters have died (or vice versa).
  • Fixed (traitor) events that require you to fabricate a specific item complete regardless of what you fabricated.
  • Fixed being able to fabricate items from just one ingredient, when the one ingredient matches multiple 'variable' ingredients (ingredients where multiple materials are valid, such as assault rifle magazines which require a munition tip, core and jacket).
  • Fixed thalamus organs sometimes spawning in dry hulls, making them die without the player having to do anything.
  • Fixed diving suits emitting light when placed in cabinets in the sub editor.
  • Fixed waytoascension2 event getting stuck if you choose the "I'll need to think about this" dialog option, end the round, and start a new one.
  • Fixed being able to switch submarines using the submarine switch terminals in abandoned outposts or the "dummy outposts" inside normal levels.
  • Fixed piezo crystals sometimes spawning close enough to wrecks and beacon stations to zap them.
  • Fixed character hover texts (e.g. "[G] grab") not refreshing when you change keybinds.
  • Fixed CPR pump animation often causing impact damage to the patient.
  • Fixed sonar sometimes not showing parts of the mountain on the ocean floor.
  • Fixed beacon stations you've restored during the round not displaying as active on the campaign map until you start a new round.
  • Fixed inability to pick up dropped stun batons.
  • Wire nodes are placed at the center of the grid cells instead of the corners to get them to align with signal components placed on walls.
  • Fixed being able to quickly swap the suit you are currently wearing with a broken suit, by just clicking the broken suit.
  • Fixed status effects on certain monster's limbs not working: Charybdis had one that should've made it retreat when it takes heavy damage to the head or mouth, and Fractal Guardian, Moloch and Latcher should've emitted special particles when hit on the weak spots.
  • Fixed genetic materials not getting destroyed when a gene splicer gets moved to a duffel bag when a character despawns.
  • Fixed language of the units (km/h, m) not changing on the nav terminal when you change the language mid-round.
  • Fixed crosshair being mispositioned for a split-second when the character turns around while aiming.
  • Fixed leaks sometimes being impossible to repair on "Tail Fin E P2".
  • Fixed freezing when you press tab in the sub editor's wiring mode.
  • Fixed duct blocks sometimes casting shadows strangely (leaving a see-through gap between the duct block and the adjacent walls).
  • Fixed deconstructing a nuclear depth decoy fabricated with the cheap recipe outputting incendium (even though it's not included in the recipe).
  • Characters that have thresher genes or who don't need oxygen for some reason (husk infection/symbiosis) don't consume oxygen from tanks.
  • Fixed a rare level generation issue that sometimes prevented certain levels from loading, kicking the game back to the main menu or server lobby with the error message "maximum amount of entities exceeded".
  • Fixed door's sound muffling effect behaving inconsistently in MP (sometimes muffling sounds even though the door open).
  • Fixed certain keys on an AZERTY keyboard not being recognized as keybinds.
  • Fixed steep but short wall pieces launching characters downwards too aggressively.
  • Fixed buoyancy still affecting docked subs differently than other subs. A sub with docked subs/shuttles would ascend and descend slightly slower than one where the hulls are all part of the same sub.
  • Fixed gaps' and waypoints' groups resetting in the sub editor when saving and loading.
  • Fixed monsters in the idle (or observing) state moving at too slow speed and changing the direction in which they were heading too rapidly when they wander around.
  • Fixed enemy subs' and respawn shuttle's crush depths not being set correctly, sometimes causing them to get crushed in late-campaign levels.
  • Fixed items in a character's inventory, who's in the main sub, being counted twice in the "owned item" count displayed in the store interface.
  • Fixed purchased items spawning attached to a wall if there's no room in your inventory.
  • Fixed characters spawned using console commands not getting ID card tags for the sub they spawn in.

 

Modding:

  • Fixed inability to publish mods when the language is set to Japanese.
  • Added support for defining the ragdoll by a content path, instead of having to define it by a folder. Allows decoupling a ragdoll from a character.
  • Added support for (temporarily) overriding character animations using status effects. Allows, for example, wearable items and afflictions to change the character's walking and running animations (see divinggear.xml and afflictions.xml for usage examples). Note that the vanilla animations are configured using the file name, which makes the game search for the animation file from the folder the rest of the character's animations are in. If you want to make your mod add a custom animation to a vanilla character, you need to configure the animation using a file path instead (e.g. path="%ModDir%/CustomWalkAnimation.xml").
  • Fixed variants of character variants not working.
  • Added an option to force location types to be owned by a specific faction by adding faction="somefaction" or secondaryfaction="somefaction" to the location type config.
  • Fixed inability to drag and drop items into hidden inventories. That can't be done with any vanilla items, but turns out some mods had functionality that relied on this behavior, and we broke it in the latest update.
  • Sub editor now warns about rooms with insufficient oxygen output (= if the vents output too little oxygen to support one character).
  • Made the joint limit widgets in the character editor (hopefully) a bit more intuitive and easy to use. There's now a gray line that indicates the angle of the limb, and that gray line is what gets clamped between the joint limits.
  • Fixed widgets and indicators jittering in the character editor when the character moves.
  • The "pitch slide" of turret and ranged weapon charge sounds (used in the vanilla chaingun and rapid fissile accelerator) is now editable using the “ChargeSoundWindupPitchSlide” attribute.
  • The deattach speed of repair tools can be edited ("DeattachSpeed" attribute).
  • Fixed events that are not allowed at start not triggering if you're in the abyss (or somewhere else a long way away from the destination).
  • Fixed PerCave/PerRuin/PerWreck event settings not working correctly in event child sets (the game created the correct number of events, e.g. 3 if there's 3 caves, but each event happened in a random cave).
  • Added an option to make TagAction require the target to be in a module with specific tags
  • Fixed NPCOperateItemAction being hard-coded to select Controller components, meaning you could only use it to make the character interact with an item that has a Controller component.
  • EventManager now works also in the editor test modes.
  • Fixed the “interval” attribute of status effects not working when the effect was defined in limbs.
  • Added an option to select a specific wreck and a beacon station in the level editor (simplifying testing when you want to test a specific one).
  • Fixed room name selection (accessible in the sub editor when editing a hull) being empty if any text file in a mod includes overrides.
  • Fixed reputation bars always showing -100 and 100 as the minimum and maximum, even if a custom faction has a different min/max value.
  • Fixed crashing when spawning a humanoid character that doesn't have any head sprite configured for it.
  • Fixed crashing when placing a door item that's set to be open by default.
  • Fixed OnOpen and OnClose action types only working for playing sounds when a door opens or closes, but not for actual status effects.
  • Fixed "custom skills" the character's gained during the round (skills levels the character/job originally doesn't have) disappearing between rounds, and only reappearing when the character gains some skill level.
  • Fixed MissionActions that are set to choose from a pool of missions always choosing the same mission.
  • Fixed inability to take specific kinds of items from a container that requires holding some item. For example, if you needed to hold a crowbar to access a cabinet, and took an item from the cabinet in a way that forces that crowbar item to be unequipped.
  • Fixed WeldedSprites not appearing in the sprite editor.
  • Fixed connection panel interface's borders overlapping with the connector sprites on certain resolutions if the panel is very tall.
  • Fixed OnImpact effects not working on broken items even if AllowWhenBroken is set true.
  • Fixed TriggerComponents no longer applying forces or other effects to characters when they ragdoll.
  • Made OnSuccess and OnUse effects usable in Repairables (previously only OnFailure effects worked).
  • Fixed event editor crashing if you tried to load an event that had action with attributes set to incorrect types of values (e.g. with a CheckMoneyAction with amount set to a string).
  • Fixed "Collider" spawn rotation type when spawning items via a status effect not taking the flipping of the parent item into account, causing e.g. projectiles to launch to the right when aiming to the left.
  • Fixed tracer particles not showing up when a projectile is spawned using a status effect indoors.
  • Fixed crash if a non-attachable item is made attachable mid-round (e.g. via status effects or console commands) and the submarine then saved.
  • Fixed monsters always aiming ranged attacks at the position of the target character regardless of which limb they're targeting. Was not noticeable in the vanilla game, because none of the vanilla enemies tried to aim at a specific limb.
  • RequireAimToUse is no longer forcibly enabled on ranged weapons (i.e. it's possible to create a ranged weapon you can fire just by left clicking).

 

 

Hotfix v1.3.0.4 April 15

Hello everyone, we've just released a second hotfix to address the multiplayer server crashes ongoing since last week. We are very sorry for the trouble and will continue to monitor the situation, but we are hopeful this fix should complete our countermeasures against these exploits being used to crash servers.
Please make sure to update your game to the latest version – the fix may take some time to apply as both clients and servers need to restart and update, so if you are still experiencing the server issue immediately after the update, please restart Barotrauma and Steam, and request that the server host do the same.
Please note that some source code mods, for example the very popular Lua for Barotrauma mod, need to be updated following this update. Servers using these mods will have some additional delay in the fix taking effect.
We wish everyone smooth sailing and thank you for your patience!

 

v1.3.0.4

  • Fixed another exploit that allowed crashing servers by sending them specifically crafted malformed data.

 

 

Hotfix v1.3.0.3 April 12

Hello everyone, we've just released a single-change hotfix to address an exploit that was discovered recently:

 

v1.3.0.3

  • Fixed an exploit that allowed crashing servers by sending them specifically crafted malformed data.
We're sorry for the trouble this exploit has caused to some multiplayer servers in recent days. This fix should allow you to get back to playing normally!

 

Those are the recent patch notes up through June 27 for Barotrauma.

Billionaire Goes Undercover as Homeless Person to Prove You Can Still Be a Weird Asshole Even With No Assets

NEW YORK — Local billionaire Morgan Theodore has confirmed he has undertaken a “poverty challenge” to prove that his inherited wealth, familial connections, and cloistered upbringing have nothing to do with the entitled way he turned out.

“People think the rich are weird assholes because of our money, but that just isn’t true,” says Theodore, who is three days into an experience he says may last as long as an entire week. “I was just as rude to waiters when I had nothing but my father’s checkbook and a dream of buying up all the affordable housing I could find. To prove it, I’ve sold my home, put most of my art in storage, and started over with nothing but a backpack, twenty dollars, and a vague idea of how to reach my pied-à-terre via public transportation.” 

The Theodore Family Trust issued the following statement in response to questions about their scion’s efforts.

“We are proud of Morgan, and fully support him in this brave effort to expose the class warfare currently tearing our country apart. For too long those with means have been depicted as deranged sociopaths, gleefully prodding our country towards fascism and ecological ruin to benefit our bottom lines. As Morgan’s experiment demonstrates, that is simply not the case. We are weird assholes because of who we are on the inside, not what our bank account says. We simply ask to be judged by the lack of content of our character,” The Theodore’s butler Geoffery stated to the press as the family relaxed in the pool.

Anson Leonard, an unhoused father of three who got to know Theodore while helping him figure out which side of the subway platform to stand on, said he came to suspect his friend led a more privileged life than he let on. 

“He tried to hide it, but I could tell. He didn’t understand why I couldn’t just get a loan and buy a house, or all the paperwork I have to jump through just to get my medication sorted out with the VA. Trying to juggle all of it just to get the basics. I need ID to get ID, you know? That kinda bull,” said Leonard. “Though I do admit, if you ask anybody around here, the guy has been a real asshole to practically everyone since he first started coming around. He tried to call the cops on me for taking a nap. They arrested both of us. So I guess he’s proved something, I don’t know what.”

At press time, Theodore says he plans on writing a book about his experiences and has already secured a publishing deal with Theodore Books Ltd. 

 

Mount & Blade II: Bannerlord Update Patch Notes June 27

 

UPDATED June 28

 

 

Patch Notes v1.2.10 June 27

 

v1.2.10

The patch has been released to Steam and will follow to other platforms once the remaining obstacles have been resolved.

 

Singleplayer

 

Crashes

  • Fixed a crash that occurred in encyclopedia when switching between characters quickly.
  • Fixed a crash that occurred when assigning a commander to a formation during the Order of Battle phase.
  • Fixed a crash that occurred due to a multithread issue during siege and hideout missions.
  • Fixed a crash that occurred during a conversation with a freed prisoner if multiple prisoners had been saved from the enemy party.
  • Fixed a crash that occurred when assisting a settlement under siege while a peace vote was under way between the factions.
  • Fixed a crash that occurred during the destruction of cloth meshes.
  • Fixed a crash that occurred when trying to drag two objects at the same time (as a result of Alt+Tabbing).
  • Fixed a crash that occurred when refreshing texts.
  • Fixed a crash that occurred when refreshing map nameplates.
  • Fixed a crash that occurred when pressing the “Click to continue" button during the very first frame of a map conversation.
  • Fixed a crash that occurred when setting a hotkey in Options.
  • Fixed a crash that occurred when refreshing battle menus after a peace declaration.
  • Fixed a crash that occurred when entering a battle against bandits.
  • Fixed a crash that occurred when loading a save file that contained an item from a deleted crafting template.
  • Fixed a crash that occurred when using the “Manage Prisoners" game menu option in castles.
  • Fixed a crash that occurred when leaving a settlement while having the town management menu open.
  • Fixed a crash that occurred while hovering over highlightable rich texts.
  • Fixed a crash that occurred when a kingdom tried to make a decision related to an eliminated kingdom.
  • Fixed a crash that occurred when trying to “Sell All” on an equipped item.
  • Fixed a crash that occurred when declaring peace via the Kingdom screen and doing the Save & Load immediately after.
  • Fixed a crash that occurred when assigning a hero to a claimed alley.
  • Fixed a crash that occurred when loading a save file.
  • Fixed a crash that occurred when sieging a settlement as an army member.
  • Fixed a crash that occurred when joining an army through the conversation with the army leader inside a settlement.
  • Fixed a crash that occurred when starting a conversation via the “Visit” button.
  • Fixed a crash that occurred when visiting the target village during the “Snare The Wealthy” issue quest.
  • Fixed a crash that occurred when using the "Wound all enemies" cheat.

 

Fixes

  • Fixed a bug that caused donated troops and prisoners to stay in your party.
  • Fixed a bug that prevented certain crafting recipes from producing legendary items.
  • Fixed a bug that caused some clans to have heroes of other clans as their leaders in older saves.
  • Fixed a bug that caused parties to abandon their army when the army leader was inside a settlement under siege.
  • Fixed a bug that caused parties/armies to continue besiegeing the settlement even in the presence of a larger threat nearby or when that was otherwise no longer logical.
  • Fixed a bug that prevented the “Coming of age” notification from appearing.
  • Fixed a bug that prevented some companions from being listed on the party role selection list.
  • Fixed a bug that prevented the “Preventive Medicine” perk from healing you after performing some hostile actions against villages.
  • Fixed a bug that prevented the assigned governor from teleporting to the target settlement.
  • Fixed a bug that caused the brother and sister to spawn when they reached 18, even if they were not rescued.
  • Fixed a bug that caused the game to get stuck after finishing a siege while having an active “Lord Needs Horses” issue quest.
  • Fixed a bug that caused numeric input fields to be unresponsive to a certain digit, if that digit was the last remaining one and was previously erased.
  • Fixed a bug that prevented the "campaign.add_attribute_points_to_hero", “campaign.declare_peace”, and “campaign.declare_war” cheats from working correctly.
  • Fixed a bug that caused a defending army in a siege to disperse without a valid reason.
  • Fixed a bug that caused breakout mechanics calculations to use player army count instead of the player party count when the player is not the army leader.

 

Changes

  • Reduced the loading time on consoles.

 

Multiplayer

 

Crashes

  • Fixed a client crash that occurred when you switched sides.

 

Fixes

  • Fixed a bug that prevented the lobby screen friends list from being updated correctly.
  • Fixed a bug that caused taunts and cheers to still receive inputs when holding the cheer button even after the radial menu had been closed.
  • Siege Scene Fixes
    • Ayzar Stronghold
      • Fixed a bug that allowed you to use the right-side ballista while in cover behind the palisade.
      • Fixed a bug that allowed players to walk on top of a destroyed wall near the attackers’ spawn.
      • Fixed a bug that caused players to get stuck inside the wooden columns on some castle walls.
    • Castle of Fen Altai
      • Fixed a bug that allowed you to climb the big rocks on the right-side in order to back cap the G flag.
      • Fixed a bug that allowed players to walk on top of the well.
      • Fixed a bug that allowed players to reach the warehouse roof by jumping on the shelves.
    • Baravenos Encirclement
      • Fixed a bug that allowed players to walk into the castle windows.
      • Fixed a bug that allowed players to reach spawn and character selection locations.
    • Skala Landings
      • Fixed a bug that allowed players to walk through an inaccessible door.
      • Fixed a bug that caused players to get stuck on the castle walls.
  • TeamDeathMatch Scene Fixes
    • Tsagaan Castle
      • Fixed a bug that caused players to get stuck between a barrel.
      • Fixed a bug that allowed players to jump over barrels to reach inaccessible locations of the castle wall and roofs of certain buildings.
      • Fixed a bug that allowed players to jump and get stuck between the walls and props.
      • Fixed a bug that caused players to get stuck between carts and walls.
      • Fixed a bug that caused players to get stuck between the barrels and fences.
      • Fixed a bug that allowed players to walk on the castle walls via the props near them.
      • Fixed a bug that allowed players to walk through a scene prop.
      • Fixed a bug that allowed players to jump and bypass the map barrier near the edge of the map.
      • Fixed a bug that caused players to get stuck between the castle merlons.
      • Fixed a bug that allowed players to attack other players while inside of a tent (outside the castle).
    • Harbour of Ovsk
      • Fixed a bug that allowed players to walk on top of the roof of a building.
    • Nord Town
      • Fixed a bug that allowed you to fire your bow/crossbow from an unreachable spot inside a house.
      • Fixed a bug that caused players to fall in between the walls and the props.
      • Fixed a bug that allowed players to walk inside of an inaccessible building through a window.
      • Fixed a bug that caused horses to get stuck between the small planks located on the road.
      • Fixed a bug that allowed players to reach the top of the shelves and get stuck.
  • Skirmish Scene Fixes
    • Zendyar
      • Fixed a bug that allowed players to jump and walk through some cliffs.
      • Fixed a bug that caused players to drop through the map while on a mount.
      • Fixed a bug that caused players to walk unevenly over some props.
      • Fixed a bug that allowed players to walk on top of some rocks.
    • Xauna
      • Fixed a bug that allowed players to walk and climb the tower walls.
    • Trading Post
      • Fixed a bug that allowed players to drop down and walk on top of some walls.
      • Fixed a bug that allowed players to jump down and not take any damage on some locations.
      • Fixed a bug that caused stray mounts to get stuck and block the stairs on Flag B.
      • Fixed a bug that caused mounts to get stuck between stair walls while jumping.
    • Port at Omor
      • Removed an object located outside of the playable area that was causing a graphical glitch.
      • Fixed a bug that caused players to get stuck while jumping with a horse on some props.
      • Fixed a bug that prevented players from accessing the wooden walkway near the beach.
      • Fixed a bug that allowed players to walk near the camera location where classes are selected.
    • Town Outskirts
      • Fixed a bug that allowed players to jump and get stuck inside a wall.
      • Fixed a bug that allowed players to jump glitch through some prefabs on the map.

 

Those are the patch notes on June 27 for Mount & Blade II: Bannerlord.

Bellwright Update Patch Notes June 27

Medieval-themed open-world survival game Bellwright released into Early Access on April 23, and has received a number of updates, patches, and hotfixes since then. A compilation of all patch notes thus far are below, in descending order, from latest to oldest:

 

UPDATED June 28

 

Bellwright Update Patch Notes April 30

 

Quality of Life Update June 27

We've had one, yes. What about second June Update?
The second batch of improvements is here to continue what we've started in the June Update! Now fully focusing on quality of life, we've redesigned the Tier 3 Pit to make it function more like a mine, allowing workers to harvest the deposits below the surface. Some of the screens, mechanics, and systems received much-needed overhauls and tweaks, and lots of fixes were introduced based on your reports from our discord, steam forums, and subreddit.
Special thanks to our Preview Branch testers who helped us tremendously by providing feedback needed to make this update possible! If you'd like to try new features and improvements early, head on to our Discord to find out how to participate!

 

Structures

  • Added ability to specify top-up and priorities for produced items in Campfire, Farms, Smoking, Drying, and Forager Racks.
  • Overhauled Tier 3 Pit. Placing it near ores will allow workers to enter the pit and continue mining deposits long after the nodes above the surface deplete.
  • Added "Requires Workers to be used" warning when placing research desk without having any villagers.
  • Added and fixed missing map icons for buildings.
  • Moved torch in Stockpile so player movement doesn't get blocked by it.
  • Updated descriptions of various buildings to reflect their updated functionalities from previous updates.
  • Fixed visual issues with black boxes stretching beyond beehives in Apiary.
  • Fixed player-built lanterns not lighting when built at night.

 

Settlement Storage

  • Overhauled stockpile storage screen to fit expanded categories better, added item search.
  • Unified categories on settlement storage, harvesting and trading screens with those used in the stockpile storage screen, allowing to search specifically for weapons, tools, etc.
  • Added Arrow Basket for a simplified storage usable with Staging Ground.
  • Made broken equipment items visible for deliveries and storage filters.
  • Made items become visible in storage when villagers put them in their inventories.
  • Added Quest Items category to stockpile storage filters to distinguish them from knowledge books and miscellaneous items.
  • Improved stockpile storage rules logic to not try to create requests for the entire Max rule.
  • Fixed stockpile storages on old saves that had outdated categories disabled; disabling Equipment before the change wasn't allowing workers to use the storage for specific types like Weapons.

 

Outpost Deliveries

  • Added error text when no origin settlement was selected for a delivery.
  • Added villager requirement and delivery capacity hints to delivery UI.
  • Updated visuals of delivery UI to match other screens.
  • Added displaying available item count in source and target settlements on delivery list.
  • Added order popup highlighting whether there are enough items available for the next delivery.
  • Added display of the last delivery result, showing the amount of actually delivered items when it's less than requested with details.

 

Villagers

  • Forbid villagers to eat food from the Research Desk.
  • Added visible reasons why workers can't work certain jobs in villager inspect screen.
  • Made workers only bring necessary fuel for crafting to prevent wasting peat in furnace; may help campfires too
  • Extended stock-up command to allow companions to grab bags and food pouches.
  • Fixed villagers dropping resources on the ground when inspecting while they are carrying stuff to warehouses after dismissing them from companions.
  • Fixed stock-up command making companions take broken equipment.
  • Fixed workers getting stuck in auto-harvesting when they're not allowed to harvest resource nodes.
  • Fixed villagers getting stuck when dropping and picking up items at Lumbermill storage.

 

Other Quality of Life Improvement

  • Increased time player loot bag is active from 10 minutes to 2 hours.
  • Added new icons for different arrows to distinguish them better.
  • Added Granite to be minable in Mining Hut instead of being locked by Pit.
  • Increased Small Backpack size from 20 to 24 slots.
  • Added new Fertilizer icon, as it was using the same icon as Peat.
  • Added HUD display for practice fights.
  • Added displaying real time instead of game time in some of the menus.
  • Removed Leather and Crude Wool from Tanner's Hut; they were kept there for a time in a transition after adding Tanning Rack.
  • Fixed villagers dropping items when picking up new ones while using Small Backpack with enough slots.
  • Fixed Smelter visual effects being too bright while working.
  • Fixed crash when hovering over a worker slot in Trapper's Hut and Lodge
  • Fixed issues with reclamation party warning display.

 

Quests

  • Made quest NPCs that drop quest items respawn unless killed by player or companions, and only drop the items then.
  • Fixed villager greetings in Haerndean, so they don't send you back to the Elder once you've spoken to him.
  • Fixed various issues with Pickpocket quest.
  • Fixed crash when hovering over a quest journal entry and scrolling it out of sight.
  • Fixed Golden Scales: Part 2 quest failing when player kills quest NPC that they need to talk to due to NPC hostility.

 

Bandit Camps

  • Made bandit camp migration only happen towards areas with higher threat.
  • Fixed wrong difficulty icons on some of the bandit camps.
  • Fixed bandits not migrating to some areas outside of any threat area.
  • Fixed rare crash with village hall belonging to invalid settlement.
  • Fixed enemy party locations showing incorrectly on the map.
  • Fixed crash when raid is sent to settlements with no items to steal.

 

Performance & Visuals

  • Adjusted image tone mapping to improve visual contrast.
  • Optimized weapon textures to improve performance.

 

 

June Update June 19

Thanks to your feedback and suggestions that you've been kindly submitting on our Discord, Steam Forums, and Reddit, we've managed to compile this large update introducing major quality of life improvements and much-needed fixes to reported problems!
Along with countless overhauls and tweaks to management, deliveries, book reading, and other parts of the game, we also added practice fights. You can now spar with your companions and other players in co-op to learn combat and hone your skills in preparation for bandit camp changes, where they will establish new camps in uninhabited lands, and if you're up for it, new difficulty settings for brigand reclamation parties.

 

Mastering Combat

  • Added practice fights against your villagers and other players in co-op to hone your skills in combat safely.
  • Added new difficulty settings for frequency and strength of brigand reclamation parties against liberated villages.

 

Structures

  • Added ability to copy structure settings between buildings like priorities or storage filters when a structure supports all orders of the same type.
  • Added buttons for structure renaming directly to management screens for an easier use.
  • Made it impossible to build structures on top of mud and peat, so valuable resources aren't lost; simply harvest them to build there.
  • Fixed minable rocks getting destroyed by placing structures on top or near them.
  • Fixed Weaver Loom and similar structures disappearing for clients in co-op.

 

Settlement Storage

  • Made items still be considered available for production if stockpile storage rule Min is above 0; items used to be completely invisible until the Min is reached.
  • Added ability to set up top-up orders for outpost deliveries, allowing consistent export of goods.
  • Made outpost deliveries respect storage filter settings; food will be brought to Food Cellars, weapons to Weapon Racks, etc.
  • Improved worker item delivery logic when canceling outdated deliveries in the settlement.
  • Split Equipment storage filters into Armors, Weapons, Tools, Gear, and Ammo to allow more granular setup.
  • Added Weapons and Tools storage filters for Weapon Rack.
  • Fixed incoming item delivery not getting updated correctly after editing stockpile storage rules.
  • Fixed items that are currently being delivered not counting towards top-up orders resulting in overproduction.
  • Fixed not all items appearing on stockpile storage filter lists.

 

Villagers

  • Overhauled book reading and introducing a menu about skills that will be improved, time of reading, and other useful information.
  • Added Morale tab to villager inspect screen showing full information on what causes their current values.
  • Made unemployed villagers start doing a job instantly after being assigned to it instead of waiting until the current walking destination is reached.
  • Added ability to change priorities even when they're grayed out; for example on villagers when a job isn't available.
  • Made villagers drop tools and resources to correct stockpiles respecting storage rules when they’re using staging ground, switching jobs, etc.
  • Fixed villagers walking long distances to pick up loot bags near road signs.
  • Fixed rare cases of workers getting stuck in behavior until switched to companions and back.
  • Fixed trapper thinking the job is invalid if there are no delivery requests.
  • Fixed trappers sometimes get stuck when not being able to skin caught animal.
  • Fixed villagers getting stuck when using or walking near Rabbit Traps, Cabin, Lumbermill, and Forester.

 

User Interface

  • Added reclamation party notification similar to raiders to indicate when they’re moving out.
  • Added new unique icons to all knowledge books to distinguish between their types and tiers.
  • Added unique icons to various items that had them shared, making it confusing which item is which.
  • Added missing icons to the map screen for Iron Ore and Cotton locations.
  • Adjusted positions of Granite icons on the map screen to match their locations better.
  • Tweaked and cleaned up attributes screen and different skill effects.
  • Removed map icons from fences, making it difficult to read what other structures are there.
  • Fixed incorrect tooltip text on some of the bandit camp loot.

 

Guards & Companions

  • Made Call to Arms allow switching reservists to either guards or companions for a quick army gathering.
  • Made guards not switch to workers when starving; guards will instead flee from enemies in that case and try to eat, but stay as guard.
  • Fixed enemies never disengaging when chasing player companions.

 

Tier 3 Improvements

  • Added 2 new Advanced Pit Saws to Lumbermill with much more efficient recipes for planks than the low tier Pit Saw.
  • Added Trapper Station and Drying Racks to Hunter's Lodge.

 

Tier 1 Improvements

  • Changed Lubomir's quest to allow hiring before building a Housing Tent for him, so he helps to build his own house.
  • Replaced Lubomir's Primitive Club with Simple Axe to allow him to gather Logs for his Housing Tent.
  • Made Outhouse unlock automatically after researching Farm instead of being buildable from the start; many of you were accidentally wasting resources on it too early.
  • Slightly reduced building cost for Campfire, Foraging Camp, and Logging Camp to adjust the early grind before more workers become available.
  • Tweaked Winter Cloak; added 2 armor value, changed the name to Fur Cloak, removed description about winter, as it currently doesn’t provide a buff.

 

Bandits

  • Overhauled bandit camp migration to work properly in Highlands and Swamps; disabled migration in Lowlands as a starting area - Bandits will send migration parties from their camps to settle in lands previously cleared to allow for continuous gameplay.
  • Added new bandit settlers coming to Karvenia when there aren't any camps left, so they establish entirely new camps on uninhabited lands.
  • Set up correct bandit camp threat areas to improve them for the overhauled camp migration.
  • Removed map icons from quest camps not to make them seem like just another bandit camp.
  • Fixed bandit patrols getting stuck inside camps in late game areas; should allow modders to read logs more easily now.
  • Fixed bandit camp loot sometimes falling under the ground, preventing the camp’s icon from ever being removed after clearing it.
  • Fixed one of the medium difficulty bandit camps having an easy camp icon.

 

Combat

  • Made recovery time shorter for one-handed shields to better match other weapon types.
  • Fixed combat modifiers to reduce attack speed penalty when using one-handed with shields.

 

Other Improvements and Fixes

  • Made Old Coins and animal trophies be destructible in Outhouse; they were considered quest items before.
  • Improved the timing of spawning weapon swing sound effects.
  • Updated heavy weapon swing sounds to be unique from other weapons.
  • Improved and tweaked various sound effects of characters landing on the ground.
  • Tweaked concurrency settings on some UI sounds not to spam them when played close together.
  • Added new UI sounds for managing sliders.
  • Fixed various crashes caused by quests.
  • Fixed incorrect tool tiers on some Tier 2 axes.
  • Fixed feet sliding while stabbing with one-handed and shield.
  • Fixed player-built lanterns having too strong and flickering lights.
  • Fixed floating chest in Belltower POI.

 

 

Bellwright Hotfix [June 1]

Small Saturday Hotfix incoming!
  • Fixed various navigation issues; one of them was sometimes preventing building travel sign near some roads.
  • Fixed top-up orders not taking items at the current structure into account during calculation.
  • Fixed companions pausing movement in Follow command.

 

 

Bellwright Patch #15 May 31

Hope you're enjoying Forestry Update so far! As you might've guessed, we didn't waste any time and already started working on the next one, but we'll keep releasing patches in-between with important fixes and improvements.
The biggest change in this patch is solving memory-related crashes that would happen for some players without any obvious reasons after a few hours of playing. If that sounds familiar, please let us know if the patch helped.
If you're still experiencing crashes, please reports them here: https://www.playbellwright.com/support
  • Fixed memory-related crashes affecting some players with certain hardware combinations.
  • Fixed performance hitches related to large quantity of top-up orders.
  • Fixed performance hitches related to updating resources in huge settlements.
  • Fixed crash related to cutting down a specific tree type in swamps.
  • Fixed crash in co-op when player joins at the same time as the host starts sleeping.
  • Optimized textures of some of the melee weapons.

 

  • Fixed NPCs sometimes getting stuck when trying to harvest resources for construction.
  • Fixed NPCs getting stuck while trying to run from an enemy within 40m that they can't see.
  • Fixed Farnworth Expert Weaver being hirable; hiring higher skilled villagers will be available in the future.
  • Fixed Medicinal Salve being visible in Tier 1 Research Desk and missing profession requirement for research.
  • Fixed garlic growing time and input requirement at farms.
  • Fixed tilling state of a farm not saving if nothing was planted there on the spot.
  • Fixed some weapons missing materials on weapon racks.

 

  • Fixed not being able to do other quests for Elders except liberation after reaching Protector trust level.
  • Fixed Blackridgepool Elder dialogue issues caused by War and Peace quest.
  • Fixed quests being stuck on old saves when required NPCs were dead. Affected quests: Packing Light, Creeping Death, On the Verge, Whodunit? and A Cut Above.
  • Fixed hirable NPCs in Burning Stove quest having higher skills than their skill caps.
  • Fixed trust being given for Crasmere instead of Blackridgepool in The Expecting Mother quest.
  • Fixed description issues in Self-preservation and The Expecting Mother quests.

 

  • Improved and fixed Polish, Ukrainian and Russian localization.

 

 

Forestry, Staging Ground & Tier 3 Improvements OUT NOW May 27

After a long month of improvements and bug fixes, Forestry Update - the first of many content updates for Bellwright is finally here!
Forestry introduces a building where you can grow saplings and use them to replant nearby forests, allowing your settlements to have a sustainable source of wood instead of having to create new outposts deeper and deeper into Karvenia.
Staging Ground is another exciting feature - a gathering place to prepare your companions before journeying further. Companions assigned to it will automatically stock up on food, equipment, and arrows from nearby storages, significantly improving resource management.
Tier 3 buildings received plenty of tweaks and improvements as well. Notably, an overhaul for Windmill and Bakery, with the goal of creating a simple and consistent source of food for all of your workers.
Bakery will now be able to feed every one of your villagers with higher bread output, while Windmill and Thresher will produce significantly more flour and grains. On the other hand, new dishes added to the Inn provide useful status effects for players and soldiers like increased experience gain and higher combat attributes.
Many remaining gameplay issues have also been addressed. For example, many Tier 2 weapons, armors, and some buildings like Drying Rack will no longer require villagers with professions to research them. It was a common complaint that equipment needed to fight the brigands was only unlockable after liberation.
We considered different options like making brigands easier to kill, but ultimately decided that removing profession requirements from some of them would solve the issue without changing the rest of the gameplay.
Additionally, food items that don’t regrow including meat and cooked dishes had their spoilage times increased as many of you have suggested, and Villagers will finally be able to navigate properly around Tier 3 buildings, use ramps and walk on wooden platforms without issues.

 

Changelog

Updated after Preview Branch

 

Forester

  • Added Forester, where players and NPCs can grow saplings and replant forests.
  • Added Tree Seeds that drop when harvesting saplings and young trees, and can be bought from herbalists.

 

Staging Ground

  • Added Staging Ground, where players can assign their companions to it; they will stock up on food, equipment, and arrows from nearby storages and await further orders at its location.
  • Added food slider setting to squad menu to specify how much they should bring when commanded to Staging Ground.
  • Added Food Bag, allowing players and NPCs to store food in a separate container instead of the inventory.

 

Tier 3 Improvements

  • Overhauled Bakery gameplay loop to allow for consistent bread production that feeds the town, requiring larger wheat fields to support it.
  • Increased Bread output in Bakery from 1 to 8 per craft; all other recipes from 1 to 3.
  • Changed Grains recipe in Thresher to 10 Wheat -> 30 Grains, effectively keeping the same balance, but reducing the time it takes for NPCs to carry resources.
  • Increased Flour output in Windmill from 1 to 5 per craft.
  • Increased Grain requirement per flour from 3 to 6, effectively making the recipe 30 Grains -> 5 Flour.
  • Reduced Flour crafting time in Windmill from 5 min to 2.5 min.
  • Changed Windmill worker job category from Cooking to Crafting.
  • Changed Wheat category from Food Ration to Resource, so they don’t store it in Food Cellar.
  • Changed Windmill to require a worker to reflect much higher crafting efficiency.
  • Fixed various floating decorations in the Windmill.

 

  • Added new unique recipes to Inn that have status effects useful for players.
  • Increased Warehouse storage volume from 2500 to 6500.
  • Increased Big House NPC capacity from 5 to 7.
  • Added 4 Foraging Racks to Foraging Lodge.
  • Moved Apiary from Tier 2 to Tier 3, as it can’t be researched this early and honey has no use before Tier 3.
  • Increased Sage requirement in Honey from 3 to 5 to reflect the change in Apiary tiers.
  • Replaced Cured Rope with Rope in Coal Burner recipe to fix a Resin deadlock.
  • Removed smithing requirement when crafting at the Workshop to remove Iron Hammer deadlock.

 

  • Fixed NPCs getting stuck on or trying to walk under wooden platforms and ramps of Tier 3 buildings.
  • Fixed some NPC interactables in Tier 3 buildings not being accessible when a building is placed on extreme hills.
  • Fixed various issues with decorations in Tier 3 buildings; wrong collision set up and locations, resulting in flying or clipping.
  • Fixed fast travel in Town Hall spawning players on top of the roof.
  • Fixed Mashed Potatoes and Beetroot Jam not being possible to craft by players.
  • Fixed floating fences and flowers in Lodge.
  • Fixed Lumbermill being possible to be built partially inside hills.
  • Fixed Apiary map icon using meat.

 

Gameplay Improvements

  • Increased spoilage time for food that doesn’t regrow; this includes meat, cooked dishes, and special raw food like Cloudberry.
  • Removed and adjusted NPC profession requirements for researching Tier 2 equipment in Toolmaker and Weaver Hut.
  • Changed metal helmets crafted in Weaver Hut to Toolmaker.
  • Added stock up command for companions to be available on any single stockpile similarly to Staging Ground; they will only stock up from that stockpile.
  • Made it possible to destroy saplings growing in forests by hitting them with a weapon.

 

  • Fixed book reading and other status effects sometimes get stuck when loading the game after sleeping.
  • Fixed Knowledge Book loot never dropping One Handed books; thank you to our modders for finding this issue.
  • Fixed Rabbit Traps sometimes not being accessible by Trappers.

 

Brigands Headquarters

  • Improved and extended the final quest after killing Lord Ashbourne.
  • Added unique dialogues to Lord Ashbourne when meeting him before the battle.
  • Removed incorrect lines from Lord Ashbourne outside of dialogue.
  • Significantly improved NPC navigation in Headquarters, allowing for much smoother combat with big armies.
  • Blocked unfinished areas that aren’t supposed to be accessible yet.
  • Fixed some wooden walkways and the balcony not being accessible by NPCs.
  • Fixed various other issues by spreading our or grouping closer together decorations.

 

Combat

  • Added new down block animation for two handed weapons.
  • Increased the size and duration of blood particles to make them more prominent.

 

User Interface

  • Added the word “Broken” to broken items when searching for deliveries and for storage management in stockpiles.
  • Added warnings to the Research Desk screen to show missing requirements for research.
  • Added new category to stockpile storage management for Knowledge Books, quest items, Old Coins, and animal trophies.
  • Improved various alignments and positions of various screens and menus.
  • Added words “Highest” and “Lowest” when selecting priorities to make it clearer.
  • Made clicking on Specify Amount in storage management enable the associated item if it was disabled.
  • Made disabling an item in a storage management also disable the associated amount rule.

 

Text and Localization

  • Updated all localization to new and changed text.
  • Improved and fixed Ukrainian, Polish, and Russian localizations.
  • Updated Simplified Chinese and Traditional Chinese localizations.

 

  • Fixed wrong spelling of Bradford in some posters.
  • Fixed wrong text being voiced by NPCs in some instances of dialogue.

 

Various Fixes

  • Fixed rare issue on save files in late progression that would load for 10 minutes or more.
  • Fixed crash when Rabbit Traps would get assigned to a settlement twice.
  • Fixed Communication Breakdown quest failing if you kill bandits without talking to them first.
  • Fixed working animations not playing for NPCs when using some Tier 2 buildings.
  • Fixed hidden containers on NPCs when bags are equipped and items are stored, but not visible; was previously fixed, but required reequipping the bags. Now it's fixed automatically
  • Fixed hidden containers on NPCs when bags are equipped and items are stored, but not visible. Previously required to reequip the bags, but is now automatic.
  • Fixed shooting corpses giving Archery experience and lowering trust on mutilating animal corpses.

 

 

Bellwright Hotfix [May 17]

  • Fixed crash related to NPC tool slot added in Patch #14

 

 

Bellwright Patch #14 May 17

The first content update is drawing ever so near, and you can expect a post about it as early as tomorrow. In this patch, we've focused on solving the remaining major issues with quests that you had reported, along with other fixes and improvements.
We've also added a new tool slot for your NPCs, so they don't have to unequip their weapons every time, allowing them to always be able to defend their livelihood. This change has been planned for the upcoming content update, but we wanted to introduce it sooner, as it's been highly requested by you.
  • Added special tool slot for NPCs, so they don't drop weapons when equipping them.
  • Made Well produce water during winter.
  • Made refreshing a food slot with the same type of food move it to the last slot.
  • Fixed reclamation parties from Headquarters sometimes getting stuck on castle gates.
  • Fixed some Tier 2 equipment recipes requiring Steel, as it only becomes available in Tier 3.
  • Fixed worker productivity turning negative when a worker had a slacker trait, low morale and winter debuff.
  • Fixed crash when raiders try to steal more items than present in a settlement after moving stockpiles to outposts.
  • Fixed quests breaking or crashing the game when a player outpost exists with the same name as a neutral village.
  • Fixed Burning Stove quests getting stuck if camps were cleared out before the quests started.
  • Fixed Expecting Mother quest sometimes not counting as completed.
  • Fixed Packing Light: Part 2 missing an NPC required for it.
  • Fixed Communication Breakdown getting stuck if quest NPC was killed before player talked to him.

 

 

Bellwright Patch #13 May 10

We have quite a lot of fixes for you today from your reports! Major issues with quests have been fixed, so please let us know if the patch solved them for you. Hunters will also no longer stare at the sky when birds fly too high and will properly bring their loot back.
Localization had both major and minor improvements, especially for Japanese language. If you're playing in Japanese, we would really appreciate your feedback on our Discord
  • Improved A Wife's Wrath quest not to seem bugged before taking it when talking to quest NPC.
  • Improved various quest descriptions to make the goals more clear.
  • Fixed prisoners turning hostile in Burning Stove quest line.
  • Fixed Sleight of Hand quest NPC displaying wrong quest.
  • Fixed Lost Sword quest not finishing, allowing to loop the reward talk.
  • Fixed prisoner cages sometimes appearing in wrong locations in quests.
  • Fixed quest NPCs sometimes appearing in wrong locations.

 

  • Improved Japanese localization; working on further improvements.
  • Fixed various issues in texts and all language localizations.
  • Fixed hunters not being able to hit fast moving targets.
  • Fixed hunters not bringing bird loot back.
  • Fixed dead birds getting stuck in the air after dying in background (when player is far away).
  • Fixed flight trajectory of Steel Arrows having a sudden drop.
  • Fixed Iron Ingot being crafted instead of Steel when workers add items out of order.
  • Fixed higher tier bows having wrong tool type; now all bows can be used for hunting.
  • Fixed hunters getting confused and not doing anything when birds fly too high.
  • Fixed not being able to loot one of the three chests in Wheat Fields.
  • Fixed some bandit camps despawning before all chests are looted.
  • Fixed crash when character or settlement name was longer than 256 characters.
  • Fixed crash related to Smelter particles when crafting.

 

 

Bellwright Patch #12 May 8

As we're working on the upcoming content update, we'd like to present another batch of fixes for you as well as a new structure - Tanning Rack.
It will allow you to craft Leather and Crude Wool similar to how structures like Bloomery and Cauldron work, where you or your workers add ingredients for tanning and won't need to stay there while it's crafting. It also has 2 slots! We've kept the original recipes in the Tanner's Hut for now, so you won't lose your progress if it's already crafting.
  • Added Tanning Rack, allowing to craft Leather and Crude Wool without active workers.
  • Fixed items getting lost in Lodge chest.
  • Fixed some items not being marked as quest items and being tradeable, resulting in losing them.
  • Fixed rare bug with villagers stuck in delivery role not doing anything; was caused by a specific combination of priorities.
  • Added a filter to not show non-tradeable items in settlement trading.
  • Fixed talk quests being marked as completed when exiting the dialogue too early.
  • Fixed equipping bags on NPCs creating a hidden bag container, resulting in some items being hidden in their inventories; was the cause for missing tools. Please reequip the bags on your NPCs when loading the game after the patch.
  • Fixed hunting radius resetting after reloading a save.
  • Fixed rare crash when bandits send out parties from camps.

 

 

Bellwright Day 11 May 3

Quality of life improvements as well as fixes for bugs reported by you are available now in the latest patch! If one of your buildings was stuck in a construction phase, this patch will solve the issue.
We've been gathering your feedback, wishes, and complaints about the game on Discord, Reddit, and Steam Forums, and are currently discussing them with the team. We'll have an announcement for you tomorrow regarding the next steps for Bellwright, as we strongly believe in keeping you in the loop of our development and progress.
  • Added storage rules and filters for Food Cellar.
  • Added visual technology unlock for Advanced Research Desk to suggest it's a part of the Village Hall; research did not change.
  • Added Iron Nails to be craftable in Toolmaker as well as description suggests.
  • Moved Iron Nail technology unlock to be unlocked after Iron Ingot.
  • Made crows spawn in a more predictable way to help tracking them down.
  • Changed Cottage research requirement from Craftsman to Engineer.
  • Changed Salve research requirement from Herbalist to Healer.
  • Fixed some structures getting stuck during building construction.
  • Fixed collision of Windmill in Wheat Fields blocking movement and access to loot chests.
  • Fixed Bandit's Bane achievement not triggering.
  • Fixed Outhouse not destroying food when deposited.
  • Fixed damaged items not being removed when sold via settlement trading.
  • Fixed workers sometimes getting stuck when depositing items in Food Cellar.

 

 

Bellwright Day 10 May 2

We've been working on improvements to raid mechanics, as some of you at later stages of the game were getting multiple raids a day, resulting in slowed down progression. Additionally, a common bug with cauldron has been fixed and many other improvements were introduced. Thank you for your support!
  • Made raid threat not increase same day of the raid, increase by half the next day.
  • Made killing bandits only contribute to main settlement's raid threat instead of closest outpost; threat for outposts is still generated by their value.
  • Modified animal respawning and migration logic; now it should be easier to find them.
  • Fixed Granite missing from order list in Pit.
  • Added remapping Tech Tree button (default U).
  • Rebalanced some of the prices in village trading; this change will come into effect on the next in-game day. Larger rebalance is planned.
  • Fixed Canvas not being visible in storage rules of stockpiles.
  • Fixed Cauldron locking recipes when using raw food of different spoilage time.
  • Increased Wolf Fang drop rate to be in line with other trophies.
  • Temporarily removed laundry meshes from Weaver Hut to prevent workers getting stuck.
  • Fixed crash related to villagers harvesting resources for constructions in neutral villages.

 

 

Bellwright Day 9 May 1

More important changes are coming in today's patch, as we're preparing to shift towards working on new content. We've been collecting your ideas and suggestions, and discussing them with the team, so be sure to talk about what you'd like to see in Bellwright on our Discord and Steam Forums!
  • Forbid raiders to steal quest items.
  • Added two autosave slots for beginning of current day and previous one.
  • Added scrolling to settlement delivery screen.
  • Added killing raiders returning a part of their stolen items.
  • Fixed workers sometimes not being able to reach Mining Hut storage on a hill.
  • Added missing Cloudberry and Salt to Crassmere food merchant.
  • Fixed incorrect food stats on some of the bakery items.
  • Fixed structure priorities for Campfire, Smoking, Forager, and Drying Racks.
  • Slightly improved visibility of structure priority buttons.
  • Fixed NPCs forgetting to wake up after winter.
  • Disabled rabbits and deer migrating form area where they are dying a lot.

 

Those are the patch notes up through June 27 for Bellwright.