Our server maintenance has concluded and our servers are now back online.
Please update your game to access the Realms once again. It's recommended to restart Steam/Epic or verify your game files to make sure you're on the latest version. The game version will also now appear in the main menu when you start the game.
0.1.1 Patch notes:
Bug Fixes
Progression Blockers
Fixes for various crashes (Tab + I at the same time, loading into The Watch, mining and chopping trees, mitigating Out of Memory, some Intel processor crashes)
Network Errors or progression resets should no longer happen when the game is force quit
Creatures should no longer vanish during Vault encounters
Added certifications that should prevent anti-virus programs such as AVG from blocking Nightingale from launching
Logging out or leaving the Realm should no longer block the quest ‘Keep the Beast at Bay’ from Shiv Pierson and should be fixed for those who previously ran into this issue
Some changes were implemented to the Byway (tutorial) Realms to address various crashes, progression blockers, and general incorrect game states.
Art/Visual
Scrolling quickly in character creator should no longer create SFX spam
Removing Trapper's Shoes (Critter) and "Calcularian Boots" no longer cause invisible legs
Forest and Desert Bunker POI no longer has see-through gaps
Removed unintended floating assets at Forest Ruins POI
Fixed missing water mesh in Desert Herbarium small oasis POI and Astrolabe Swamp
Added missing waves to some instances of Forest maps
Mystic Climbing Pick third person animation now uses the intended animation
After dashing with lantern, player’s main hand animation should no longer lock
Added cooldown on Poison Trap VFX to prevent it getting stuck
Climbing Pick Magick VFX should now show in third person
Ghost Card fog effects should look more consistent for all performance settings
Fixed warping on nighttime starfield
Pagoda foundation brick top and bottom pattern now align
Cleansing Minor Card should now remove visual Minor Card effects
Hoover VFX should no longer lock when player is in motion
Audio/SFX
Star Map Room music no longer gets stuck when taking staircases
Increasing gear score should no longer produce player pain sounds
Fixes for some glitchy sound effects when destroying bustable objects
Fixed sound effect for eating berries
Removed sound artifact that sounded like knocking from the Refined Enchanter’s Focus
Fae Starmap music should no longer cut in and out in The Watch
Sound effects now apply to spells with the Enchanted Repair Hammer
Removed Estate Cairne sound loop next to Aurelio
Added missing build complete sounds for various structures such as Stone Carving Block, Enchantment Station, Potion Station, Crystal Ball, Plant Box, Stick Tent, Simple Wooden Table
Building
Can now add light decorations to the underside of upper floor pieces
Fixed seed growth in the Simple Plant Pot and Plant Box
Estate Cairns should create Respite Points even when on POI structures such as broken pillars
Crude Transom Archways now support roofs
Crude Peaked Roof, Crude Peaked Corner Roof, and Desert Roof pieces should no longer allow rain to pass through
Stave Trianble should now fully rotate
Materials should no longer be lost when removing partially complete building blueprints
Fixes for when players can occasionally not add resources to Build Encounters
Legal Augments should now connect to Alchemical Boilers
Controls
Keybind changes should no longer break after player death
Can remap the push-to-talk key
Inventory rebind should now respect your non-TAB key
Controller fixes:
Players can now navigate through the greeting screens
Can now select the Options part of the Ammo radial menu
Can remove map markers from the map
Should be able to navigate Simple Upgrade Bench fully
Updates to umbrella gliding inputs
Can now rotate your character in Character Creation menu
Swapped D-pad control cycles on the toolbars
Should be able to rotate blueprints when it’s another tileset piece
Economy
Gossamer and Time Infusions can now be assigned to items
Makeshift Torch can no longer be upgraded at Benches
Crafting Bench timers can no longer be reduced to 1 second to avoid VFX/SFX errors
Umbrella gliding no longer increases player power levels
NPCs
Wheelhead Bound Hammer should no longer linger after death
Small creatures should no longer reach above themselves to get onto surfaces
Fixed wardrobe clipping on some Abeyance Essence Exchange merchants
Puck’s dialogue should match written text in the encounter before The Watch portal
Recruited NPCs should no longer teleport into invalid locations such as inside of terrain
Reductions in Bishop & Knight Automaton, Hero Vine Elk and Leporidon ragdolls falling through the world
Desert Eotens should now use their Bramble ability
Blastminer's Trap should no longer blow up other human NPCs
Prismatic Pupfish now displays the correct creature name
You can now properly apologize to Danu
Bound at Defence Encounters now properly despawn with dissolving effect
Recruited NPCs no longer ignore Elephas
Fledgling Apothecary challenge should now provide a reward upon completion
Removed uncraftable Enchantment/Charm recipes from NPCs
Player Character
Player character model should not appear in first person before dissolving VFX plays when loading into a Realm
Improved deconstruction accuracy when using extreme camera angles in third person
Removed obsolete Fed Time+ trait
Animation should no longer loop when reloading the Winchester while aiming
Various stability changes to the character creator menu
Changing category while in Eye Detail screen should no longer break the camera
ESC no longer breaks customization when in the naming panel
Adjusting intensity of makeup colours with no Color B selected should no longer remove all your makeup
Reset button in Eye Manipulation should now apply to eye position
Random button on Inheritance screen now applies changes to the player character
Moustaches should no longer stretch with facial restructuring
Hard Difficulty hat should no longer snap to your face after changing facial hair
There should no longer be a third hand when collecting while swimming
Logging out while climbing should no longer put players out of bounds
Reloading the Chassepot Rifle while crouched no longer stacks Hidden status
Resources
Trees should more reliably turn into logs after being cut
Bushman Grass in the Desert should now be collectable
Textiles using animal fiber should inherit their unique appearance
Clothing should now inherit specialized patterns from higher tier animal hide
Chitin no longer can be used as a replacement for bone/hide
Papyrus now callable with a Sickle
Oberon Bounty spell should no longer drop mismatching Essence tier/properties
Carnute Ichor should go straight player inventory rather than dropping on the ground
Crafting Hybrid Stone at an Excellent Masonry Bench no longer creates Carved Stone
Illegal stacked rocks at POI has been removed
UI/UX
Rebinding additional mouse buttons should no longer stretch icons
Players can no longer consume ammo from the Q slot
Removed mentions of Hope from various texts
Decor recipes no longer appear on cooking stations without augmentations
Guidebook entries should no longer require multiple clicks to expand
Players should be able to consistently remove items from fueled structures
Death Chest map pin should now show the correct cause of death
Pocket Watch matches server time
Completed items in benches should now show the correct amount of items after Long Rest
Text should no longer be cut off for the Higher Lumberjack Challenge
Previously played Realm Cards should show when re-opening portals
Gear score should be consistent between inventory and what is shown to other players
Pistol crosshair now shows on first load when in third person
Interact prompts no longer disappear after using “Help I’m Stuck”
Longer NPC names should no longer be cut in the Realm Preview UI
Track and Info buttons should no longer cut off text
Challenges should no longer be exposed in the guidebook before requirements are met
Recipes should no longer show as craftable even when there aren’t enough ingredients
Move and remove prompts for ineligible Realm structures should now be the same
Food icons should not persist after timer has run out or disappear before the timer runs out
Status bars should fill properly consistently
Elder Eoten life bar no longer persists regardless of distance
Charm of Stealth does not show continually
Travel to Herbarium quest should no longer show as 0/0 progress
In progress Bench timers should persist when returning to a server
Death Chests should no longer have inconsistent spacing between items
Removed inconsistent flickering on Bench UI when players queue up tasks
Key shortcuts should no longer break after looking at the fuel widget
Charms no longer incorrectly state they increase carry capacity
Misc
Various localization additions, updates and changes
Game Changes
Audio/SFX
Added sound effects for Tier 2/3 Stone crafting station, Crude Umbrella
Art/Visuals
Updated Tiered Plant resource textures, Red Mushroom textures
Adjusted text and backgrounds in Inventory Transfer Menus to help with legibility
Adjusted Gem Material for lighting
Removed Essence VFX from Infusions
Added Drayman’s Ensemble and Hat
Adjusted Rock shapes to help players distinguish Harvestable Rock
Changed the texture of one deer stag model to be consistent with the others
Added missing Nightingale Symbols to Tileset vendors
Building
Crafting Stations now get Threatened status when in close proximity to hostile creatures
Controls
Added controls for rotating through the Offhand Toolbar [ALT + MMB]
Added support for Gamepad Navigation in Character Creator
Changed the Fan the Hammer skill to a Hold Skill
ESC should now exit crafting and storage menus
Typing in the guidebook search no longer loses focus
Economy/Balancing
Firearm costs decreased to 100 rather than 1300
Adjusted the debuff for Hungry/Tired to be less punishing
Removed Water Bottle Essence exploit
Removed Rocks to Ammo exploit
Adjusted pricing and items at Essence Trader stores
Added missing resources to Essence Trader stores
Balance changes for Shockwave Spell
Balance changes for Magic
Balance changes for Resource drops
Added Lunar Nectar obtainable in shops
Axepicks, Mining Picks, Mauls, and Climbing Picks reach has been increased
Player Character
Players will no longer take damage while loading from Return to Respite
Players with a full inventory won’t lose rewards from the Watch without knowing it
Backpack will automatically be equipped with the Easy loadout
Removed cloth physics from ancestors for improved game performance
Ancestors should no longer have strong makeup by default
Resources
Adjusted Water Cabbage interaction box
Added Discoveries to Hope Echoes in Ascended Realms
Added additional localization for Healing Salves and Potions
Glow Spores are now harvested with Sickles
Colorful Glass now requires Glass to craft
Raw Berries (Tea) name changed to Spice Tea
Removed invalid Fae Vases from POIs
UI/UX
Added Keybind hints to raising and lowering structures
Added warning in Pet Bed description that only one pet can be active in the Realm.
Pressing Return to Respite now closes the menu
Added missing icons for Clothing, Twitch Drops, Tools, Guns, Coffee Recipe and unique Wood Bundles
Improved damage vignette
Added announcement banner for pending maintenance in the Main Menu for future updates
Changed Shard Error message to ‘Servers unavailable’ for future updates
Added user-facing game version numbers in Main Menu and debug screen
Improved Options Screen layout
Added missing status effect icons
Added Server Region select to character creator
Reskinned panel for Pop-Up widgets.
Added blank card to show Item Previews in Shops
Added “New” category to the guidebook
Various description and text updates or changes
Station Traits moved to menu in top right
Removed challenge count in guidebook
Benches are now listed in Tier order when looking at Required Benches in the Crafting Menu
Players now get informed when they leave or get kicked from a party
Higher quality checkboxes added to the Settings menu
'Error reading game data' now asks users to verify game files to check for corruption
NPCs
Added loot shimmer when Pawns collect resources
Recruited NPCs will not join you in Vaults accessed from The Watch, but can join you in private Vaults
Adjusted damage outputs for Fabled Creatures and Larger Creatures
NPCs won’t attack passive creatures in Offering Quests
Removed Encounter Vendors
Most NPC shops have had their wares changed and costs adjusted, unlocking previously locked items such as Ornate Spyglass
Critter Eoten’s now drop wood after death rather than meat and bones
Hunt Site of Power no longer spawns random Automaton combinations and is now fixed to one Bishop and one Knight
Misc
Disabled Nvidia DLSS frame generation due to causing some GPU crashes, players have the option to turn it back on if desired
FSR upscaling is once again available, however FSR frame generation is still unavailable due to stability issues
---
Thank you for your contributions and feedback so far! We looked forward to sharing future updates with you all.
During the new Spiral Scene event, you can earn terrific rewards by rating castle tour houses, visiting top houses, completing daily assignments, and more!
As you fill up your personal progress bar, you’ll unlock special free rewards:
Professor’s Hoard Pack
Mega Snacks
Jewels
Reagents
And Much More!
More good news! Earning points in the Spiral Scene will also earn you points towards your Scroll of Fortune progress for even more rewards.
A little mischief and mayhem never hurt anyone...except the bad guys! Today we're introducing our new Beastmoon Monster Mayhem event.
How Does it Work?
Upon entering a match, creatures are spawned across the map to fight. Defeat all those monsters to spawn a powerful boss in the middle of the map. During the boss fight, Artemis will place some additional monsters outside the Spiral battle which unlock buffs for the players in the boss battle when defeated! If you succeed in defeating the first boss in the time allotted, you’ll move onto the second wave. If you can quickly make your way through three waves of monsters and bosses, you’ll win the whole event!
Be wary – this is very challenging and only the most skilled, coordinated, and luckiest Wizards will make their way through the whole event!
The Beastmoon Monster Mayhem Event has unique repeatable objectives to challenge your skills! See Meleager while the event is active for more information!
Beastmoon Monster Mayhem Vs. Beastmoon Hunt
Unlike the Beastmoon Hunt, Beastmoon Monster Mayhem is a PvE event – meaning that you won’t be playing against other players. Instead, your enemy is the clock and waves and waves of monsters! Available beastforms in both events are the same. If you have unlocked or tiered up a Beastform in one event, it will be unlocked and/or tiered up in the other event as well.
To unlock Beast Forms, Gold Beastmoon Idols are needed. Only one Gold Beastmoon Idol is required per Beast Form and is permanent for that character.
Beastmoon Monster Mayhem Rewards
Mayhem will be rewarded! You’ll be able to work towards some great rewards including:
Lunari
Beastmoon Seeds
Reagents to craft a special school-specific Beastmoon gear
And more!
Participate in matches and fill up your personal progress bar to receive them!
There’s a lot to discover about the Beastmoon Monster Mayhem Event! To learn more, speak to Artemis in the arena while the event is live.
More good news! Earning points in the Beastmoon Monster Mayhem Event will also earn you points towards your Scroll of Fortune progress for even more rewards.
We have just released a new update for ChilloutVR on the Stable branch.
Major Changes:
Gravity
A new way for players to create, move, and interact with Worlds and Props Accessibility Settings are available for a more comfortable and tailored experience The Gravity Zone component will be freely available for creators in the Content Creation Kit
Camera Indicator
A Camera lens has been added to indicate where a remote players camera is Nameplate Customization is available as a Graphics Settings
Better Cache Management
All content Cache has been moved to a unified directory Now limited to 20GB
New Character Controller
Physics based controller that allows for object collision where possible Adjusted automatic step height to take avatar height into account Improved Holoport to allow both the local and remote users to see smooth player movement
Desktop IK
Animated and realistic leg movement for Desktop players
First Person Render Exclusion Component
Show objects that would normally be hidden from your first person view, such as hair, hats, and accessories. Note: Currently incompatible with the experimental Visual Clone setting
BodyControl StateBehaviour
Allows for better tracking control over parts of the IK solver of an avatar in specific cases The following can be toggled: Head, Pelvis, Left/Right Arm, Left/Right Leg, and Locomotion
Refactored Avatar Eye Movement
Eye movement is now much more reliable, consistent, and adheres to set limits A new setting is available to force all subjects to look at the Portable Camera when held
New Shadow Clone Implementation
Reworked the local player Shadow Clone utilizing new tech afforded to us with the update to Unity 2021. It now respects Unity/Magica Cloth & material swaps, while also being more performant.
Experimental Visual Clone Alternative
Available under Experimental settings, this idea builds off of the same tech as the new Shadow Clones. Turns the local player into a "Visual Clone", which is basically a Shadow Clone, but visible in first person, and does head-hiding within the same pass.
Voice Audio and Attenuation Improvements
Improvements in voice stability and reconnection handling New Focus Attenuation settings including: Nearby, Speaker, Forward, Backward, and Angle adjustment
libVLC Implementation
Alternative experimental rendering method for videos Enable using the --enable-libvlc launch option
Experimental support for Virtual Desktop OpenXR
Allows native Quest hand tracking to be use with CVR on PCVR How to use:
Enable the OpenXR runtime for ChilloutVR using the launch option `--force-openxr` in Steam
Enable Forward tracking data to PC in the Streaming tab of Virtual Desktop
Set the OpenXR Runtime in the Virtual Desktop Streamer to VDXR
Launch ChilloutVR from Virtual Desktop’s Game tab
Note: This implementation is still a work in progress in both Virtual Desktop and ChilloutVR. Experiences may vary as this feature is further developed.
Technical Changelog:
Additions:
Added Automatic Role Assignment IK calibration option
With this enabled, there is no need to select which tracker roles to calibrate in IK Tracking Settings
Added BodyControl StateBehaviour
Added Camera Lenses to indicate where remote player cameras are
Camera nameplate behavior may be configured in the Graphics Settings
Added Camera setting to start Drone aligned with the Gravity (default)
Added Display FPR Exclusions option as expert Portable Camera setting
Added FBT toggle in Quick Menu
Added Drone Controls for controlling the roll
Control the Drone roll in VR by holding right trigger, then moving the left thumbstick to either side
Added experimental libVLC video player as a launch option: `--enable-libvlc`
This video player introduces a new decoding method that may currently be unstable
Added experimental support for Virtual Desktop OpenXR Runtime VDXR
Exposed First Person Render settings in new foldout on CVRAvatar component
Added fluid volume streams that affect players
When being affected by multiple streams, it will average them out (fluid volumes without stream strength are ignored)
The water drag is reduced when swimming in the same direction as the stream
Added Gravity Interaction setting to Dynamic Bone Interactions
Added General setting to change Main Menu anchor behavior in VR
If enabled, the main menu will maintain its position in the world when open
If disabled, the main menu will maintain its position in your VR playspace when open (default)
Existing users will be unaffected from this new default behavior
Added new FPRExclusion CCK component
Place on a transform to have control over if the chain is visible or not in first person
This affects any SkinnedMeshRenderers or MeshRenderers using affected transforms
An FPRExclusion is automatically added to the avatars head bone if it does not exist
This allows you to specify your own FPRExclusion to take control over this behavior
Added player Gravity Rotation Setting
Added size-related blending for box gravity corners
Added sliding footstep pass to IK to prevent huge steps when being pushed/pulled
Avatar Overrender UI experimental setting now has basic support for UDIM discard (Poiyomi & Liltoon Standard)
Changed the default of Left and Right Ear Focus to false
Configurable Gravity Zone alignment speed
Made camera Player Face Tracking respect the player orientation
Exposed WorldAnchorMenu option under General settings
You may uncheck it to have the Main Menu anchored to you
Implemented new Focus Mode Attenuation and Settings (Special Thanks to Nirvash :D)
Nearby Focus
Speaker Focus
Forward Focus
Backward Focus
Ear Focus Angle
Implemented a new Shadow Clone solution for the local player avatar
Shadow Clone is now more performant, especially while using the Avatar Overrender UI option
Shadow Clone now displays Magica Cloth & Unity Cloth properly
Shadow Clone now displays material-based toggles properly (ex: UDIM discard)
Implemented an experimental Visual Clone solution for the local player avatar
This solution can provide even more of a performance improvement depending on the avatar, and can be enabled under Experimental settings
Includes the improvements of the new Shadow Clone solution mixed into an alternative method of head-hiding
There is no more explicit shadow clone, but instead a “visual clone” that you now see in first person- i.e. you are now the clone, and your true-self is only visible in your reflection
Improved Zero Gravity Controls
Increased deceleration while swimming
New Formula for Calculating Attenuation
Orbit World Space on Orbit Mode is now false by default
Prevent toggling crouch when using the Drone Camera
Implemented AdditiveContentScene to house Players, Props, and Portals so they can be easily differentiated from world objects
Implemented Flight without No-Clip
Implemented Include Mature Content search option
Implemented login in VR (takes you to the login Room)
Logging out will take you into the Login Room instead of exiting the game
Implemented new HUD Customization option to Fade When Idle in Graphics Setting
Implemented new TransformHiderManager
Reworked legacy head-hiding to allow for runtime toggling
Implemented VRIK for Desktop avatars, configurable in IK Solver Settings Desktop subcategory
Animation position correction & diving pitch control will also now affect Desktop avatars
Made HUD shard pulse rate increase briefly when an update is received
This should help signify which shard received an update when stacked
Adjustments:
Added cooldown to search refresh of 3 seconds
Added distance limit to QM reposition mode (1m scaled)
Added isValidForVrIk check before attempting to initialize IK for an avatar
Added the default avatar/world as fallbacks when failing to load into an avatar/world
Added vehicle boost control to XR Input module (right thumbstick forward)
Adjusted “cannot spawn prop” notification to be different for Local & Network users
Added HUD config to disable network user prop blocked notification
Adjusted controller disconnect to disable IK for that hand
Behaviour can be disabled with the FreezeControllerOnDisconnect IK setting
Added CVRAudioDriver methods to AnimationEvent whitelist
Adjusted default smooth turn speed to 50
Adjusted “Disabled” Head Bobbing mode to change HeadIKTarget parent while on Desktop
Adjusted Head Ray to only enable if both controllers are not tracking
Adjusted intercollision logic, so collider on sub gameObjects from Humanybody bones should be counted as such (e.g. bone on a child gameObject of the Hand should now be considered for hand placement and not only in Everything)
Adjusted MaxTrackerDistance to 0.5f from 1f (meters)
Adjusted menus to not be considered as world anchored while sitting
Adjusted menus to not close when forcefully respawned (Combat System / Respawn Plane)
Adjusted Opacity of Center Hex Hub on HUD
Adjusted OpenXR hand tracking
Adjusted PassPlayer layer to interact with IgnoreRaycast
Adjusted physics update rate on Desktop & OpenXR to match OpenVR default settings
Adjusted Portal/Prop Drop to place in front of you instead of in front of your view
Adjusted search box to immediately open to a details page when fed a proper GUID
Valid prefixes are `w+`, `a+`, `p+`, `i+`, `u+` with GUID postfix
Adjust Seated Play offset to 97% of height
Adjusted ShadowCloneManager to fallback if mesh topology is not set to triangles
Adjusted the max images to load in cohtml per animation frame to 25
Adjusted TransformHiderForMainCamera to hide unneeded clones when Avatar Overrender UI is disabled
Adjusted TransformHiderManager to disable head-hiding if the players camera is too far away (This should be a measurable improvement in performance)
This replaces the explicit check for head-hiding to not run while in Holoport, as well as missing heads in VR while in chairs
Adjusted UI to be hidden in camera by default
Adjusted VR switching to recalibrate active avatar instead of reloading it
Adjusted world anchored menus to offset with the player when forcefully respawned or while on a movement parent
Adjusted world load to set respawn height below all spawns as a safety measure
Changed advanced tagging to be more accurate with the definition in the CCK
Added missing "Loud Audio", "Long Range Audio", "Horror" mechanic for advanced tagging
Changed finger tracking sync to allow for more intricate movement
Changed IKCalibrationMode to be set to Full by default
Changed IKEnableUniversalCalibration & IKEnableSaveCalibration to be enabled by default
Cleaned up redundant "Enable" text for setting names in IK menu
Disabled physical interaction with the menus. This will need to be revisited later
Enforced faster updating of QM buttons such as Mute, Flight, Seated Play, etc…
Experimental option for small player collider was removed, and now the collider of the players will scale down to a minimum height of 0.05 units by default.
Improved the default placement and scale of the default placed pointers for humanoid avatars
Made Universal Calibration persist through restarts
Reintroduces the previously unintended behavior present before when Saved & Universal calibration were enabled together
Moved Show HUD option to Graphics settings
Moved Smooth Mic Meter setting higher in the HUD Customizations section
Nameplate material and shader updates
Adjusted nameplate up vector to align with playspace up
Readded outline to nameplate username text to improve legibility
Fixed culling of nameplates in mirrors
Fixed nameplate behavior when camera forward aligned with player up vector
Crouch and Prone should no longer affect the player capsule radius
Fixed 4pt being considered FBT on calibration
Fixed a few issues with VRIKRootController not respecting avatar up vector
Fixed an error when calling PlaySound on a CVRAudioDriver when its gameobject is disabled
Fixed an issue allowing you to calibrate up to 3x in a frame
Fixed an issue where avatar root would still have velocity despite solver Reset
Fixed an issue where active offset didn't account for root up vector
Fixed an issue where TTS Messages would continue playback after Communication Services connection loss
Fixed an issue where VR Switching would not Calibrate the player into FBT if available
Fixed an issue with certain props (like piano fall lol) not able to be dropped using the raycast
Fixed an issue with CVRBlitter running for each camera in the scene
Fixed an issue with CVRGameEventSystem.Microphone not being called
Fixed an issue with Interactable SpawnObject not being ran through the World Filter
Fixed an issue with Microphone appearing Unmuted in Menus while using TTS
Fixed an issue with Microphone not resetting to the proper Mute state after Reloading CoHTML
Fixed an issue with remote avatar visibility changes applying AAS buffer when not valid
Fixed an issue with selecting QM AAS Profiles causing the MM to display the AAS Settings page when next opened
Fixed an issue with SteamVR_RenderModel throwing an error when starting in VR
Fixed an issue with Vivox SetPosition being called too fast (now adjusted to 200ms)
Fixed an issue with world spawnables being eligible for deletion by user using Delete All Props button
Fixed any possibility of enabling Seated Play prior to calibration
Fixed applyOriginalHipRotation not being reset when toggling from FBT to Halfbody
Fixed Avatar Upright not accounting for avatar up vector
Fixed Avatars without CVRAvatar breaking the object loader
Fixed being able to grab the camera while scaling it
Fixed being able to sit down in disabled CVRSeat
Fixed Box Fluid Volume not respecting the placeFromCenter for physics influencers
Fixed calibrating in FBT while player was rotated
Fixed calibration mirror not scaling with avatar while in calibration mode
Fixed CameraAttachment VisualMod not being disabled on new world load
Fixed clapping disabling the camera indicator in the menu
Fixed ControllerRay line renderer being delayed a frame when interacting with the UI
Fixed ControllerRay line renderer being wrongfully affected by other objects when using UI
Fixed ControllerRay not calling OnPointerExit when no longer highlighting any other UI elements of the same type
Fixed CVRAttachment TrackerType.LeftHand & TrackerType.RightHand not using Controller transform
Fixed CVRAudioDriver erroring when setting a negative value
Fixed CVRGlobalMaterialPropertyUpdater child materials not being populated in worlds
Fixed CVRInteractable method call not being filtered when disabled
Fixed CVRObjectLoader destroying PlayerAvatar container instead of avatar itself if no CVRAvatar component is found
Fixes avatars getting stuck at 0% Fixed CVRParticleSound for local and custom space particles
Parent the CVRParticleAudio audio sources to the correct transform depending on the simulation space
Fixed CVRPickupObject not forcing a drop on disable
Fixed CVRVisemeController JawBone mode can break IK when not actually mapped
Fixed CVRXRModule_SteamVR.trackingValid being false while in SteamVR overlay
Fixed DroneMode from receiving input when CVRInputManager.inputEnabled is false
Fixed emotes not playing in the direction of your view
Fixed entering a seat causes you to get stuck in a falling animation sometimes
Fixed error about Update_Emotes() that always showed up when starting the game in VR
Fixed event filtering and instance id on video players
Fixed FBT limbs reverting to t-pose when IK for a limb was disabled
Fixed feet freaking out while on a movement parent that can rotate on every axis (e.g. a boat in water)
Fixed feet in Halfbody always pointing in direction of view
Fixed feet sliding when moving in your playspace while on a movement parent in Halfbody
Fixed Friends, Vote, and Invite HUD events being triggered constantly & while disabled
Fixed game menus colliding with PassPlayer and BlockPlayer layers
Fixed hang on Exit issue
Fixed height adjustment -+1 -+5 buttons from applying twice the values (while displaying it once)
Fixed hold and drag the scroll view to scroll
Fixed HUD opacity being applied twice
Fixed IKSolverVRSpine applying rootHeadingOffset with world up
Fixed IKSolverVRSpine.ApplyOffsets sending you to space when upside-down
Fixed interactable OnTimer action creating a timer for every other timer action
Fixed Interactable OnTimer action not stopping when component was disabled
Fixed Locomotion IK being enabled without checking Upright
Fixed Main & Quick Menus opening upside down when a MinimumMenuTilt was specified, and player was rotated
Fixed MaxTrackerDistance check not taking play space scale into account
Fixed menu not exiting head turn mode when sitting in a chair on Desktop
Fixed MetaPort.OnPostVRModeSwitch being called twice
Fixed mirror shaders not writing to depth
Fixed mouse cursor getting stolen on launch while in background / in VR
Fixed “None” Head Bobbing mode not returning to standing height when playing an emote
Fixed not being able to calibrate just one foot
Fixed not being able to calibrate without hip tracking being enabled
Fixed not being able to swim down using crouch if on the surface
Fixed not being centered in the initial Login scene in VR
Fixed occluded controllers being considered invalid and defaulting to one-handed mode
Fixed opening camera via menu or gesture not aligning with playspace up
Fixed OpenXR with index not working (can't move or use menus)
Fixed parameter stream LocalPlayerNameplatesEnabled so it respects the settings to only show when menu is opened, and also respect the world setting whether nameplates are enabled or not
Fixed PlayerAvatarPoint.GetPointPosition returning incorrect value when avatar was hidden
Fixed PortableCamera AutoFocus being occluded by layers it could not see
Fixed PortableCamera AutoFocus failing to get correct distance when attempting to focus on the players eyes
Fixed PortableCamera not being able to see PlayerClone layer (local player shadows)
Fixed PortableCamera Take Photo from receiving input when CVRInputManager.inputEnabled is false
Fixed prop details page displaying "Avatar"
Fixed prop drop button not being greyed out when you do not have access to the prop
Fixed prop list sub-category bottom margin
Fixed Props without CVRSpawnable being impossible to destroy (wrapper & primitives never unloaded)
Fixed PuppetMaster _initialAvatarHeight being incorrect when remote user was at an angle
Fixed RawLookVector being clamped on Y axis
This fixes Look Y entry on CVRParameterStream
Fixed RCC AudioMixerGroup being set to worldSfx when component was not on same object as Spawnable component
Fixed running animations in FBT while swimming disabling leg IK when standing still
Fixed search cursor being forced to the beginning of the field
Fixed seated play breaking between Avatar switches
Fixed several Viseme issues
Fixed sitting in a chair from another chair to keep you in a falling state
Fixed some gestures not working when using quest controllers in OpenXR
Fixed spamming Enter on the game start breaking the game
Fixed search refresh button
Fixed Tracker line renderers getting stuck when tracker exited MaxTrackerDistance
Fixed tracking point visibility not being updated on tracking point connect/disconnect
Fixed TrackingModules, InputModules, and VR camera position not being updated prior to avatar - reinitialization
Fixed Unity UI Scroll views going beyond their max limit
Fixed universal calibration resaving calibration data every avatar switch
Fixed Video Player pausing with audio becoming desynced
Fixed VR Switching in a Legacy world incorrectly shader replacing ALL remote Avatars & Props
Fixed VRIKRootController incurring a slight drift along local Y axis when the player rotated
Fixed VRIKRootController when there were no hips/feet trackers
Fixed world anchored Quick Menu not respecting MinimumMenuTilt
Fixed world scrolling making worlds disappear
Fixed _initialAvatarHeight being incorrect when loading an avatar while upside down
Ignore alpha channel on lag-less screenshot method
Prevent being able to spawn invalid sync precision props
Removed period from "cannot spawn prop" notification
Removed the requirement of rigid bodies in movement parents
Rewrote Focus Attenuation
Use movement parent deltas from new player controller
Along with this update, CCK 3.8 will release tomorrow.
Do you have what it takes to ace the ghastly test that awaits you? Wizards level 10 and above can showcase their spell-slinging skills as they claw their way to the top of the Death Deckathalon Tower. With no bonuses from your gear, level, or the ability to use regular trained spells, it’ll just be up to you, your treasure cards, and a well-crafted strategy to fight your way through 30 floors of frightful enemies. Those who manage to reach the top will be challenged by Dworgyn himself!
Each Wizard will gain three entries into the Death Deckathalon per day. Upon entry, you’ll be able to climb the tower as high as you can until you’re defeated or run out of treasure cards. Once you run out of entries, you’ll need to wait for the next day to claim more.
As you battle to the top of the tower, you’ll have the opportunity to purchase crafting recipes that may help you on your journey to becoming a top Deckathlete. After all, only the most dedicated Wizards will rise to the top of the leaderboard! High ranking Deckathletes can earn unique badges and trophies for their achievements.
Defeating monsters in the Deckathalon and using treasure cards in battle will contribute points to your individual progress bar. Accumulating enough points can reap great rewards such as the all-powerful Hands of Fate weapon and cute Death Class Pet!
Command & Conquer™ Remastered Collection - Electronic Arts
Dear C&C Community,
It’s been a few years since I had the opportunity to reach out and engage with you directly. I’ve truly missed that. I hope you have all stayed safe, healthy, and positive since my last post in September of 2020.
I realize many of you have been wondering about the status of Command & Conquer over the past several years. After the launch of the first C&C Remastered Collection, I told our Community Council I would continue to try and find opportunities to support the C&C community and franchise wherever possible. With that in mind, I do have an announcement we think the entire C&C Community can get excited about. The C&C Ultimate Collection is now live on Steam!
How did this come to happen? Well, a while back I heard some team members at EA had the desire to launch some of our classic titles on Steam. After hearing about this initiative, several of us proposed we include the C&C Ultimate Collection. We knew this has been a request of the C&C community for over a decade, and has been an equal goal of us passionate C&C folks around the company. As such, a dedicated strike team here at EA has been pushing to make this a reality - but we knew we couldn't do it alone. So in the spirit of our community collaboration from the Remastered Collection, we reached out to a small group of the C&C Community to understand how we could best deliver the Ultimate Collection on Steam.
The feedback and collaboration has once again been invaluable. With improvements like better compatibility for modern operating systems and additional supported languages for both the Steam and EA App versions, we believe this is the best release of the Ultimate Collection to date. Alongside the launch of the Ultimate Collection on Steam, we are also excited to announce the release of the beloved map editors FinalSun and FinalAlert 2 under the GPL version 3.0 license, which can also be launched directly from the Steam version of Tiberian Sun and Red Alert 2. Now over 20 years since their initial release, original creator Matthias Wagner has generously repackaged these classic editors into a more compatible version for 2024. This was achievable thanks to the technical collaboration with Luke "CCHyper" Feenan, and the kindness of Olaf van der Spek, who has graciously released his XCC Library under the GPL 3.0 license as part of this effort. We cannot thank Matthias, Luke, and Olaf enough for making this a reality for the C&C community, and are eager to see where the tools and content creation go from here.
A huge thank you to the community playtesters who helped provide feedback on this version of the Ultimate Collection, and the organizations of CnCNet, W3DHub, and C&C Online for continuing to support these classic titles. We hope you all enjoy these improvements to the C&C Ultimate Collection - available today on Steam.
This is a small update to fix a few things from the latest release.
The Palace is more difficult to complete than intended. To fix this, the final boss has had its health reduced, and the number of minions it spawns is reduced as well. The final boss sequence is also now set-up as optional - the Palace will be marked as completed for purposes of Quests if you survive the 20 minutes, even if the final boss was not killed.
Make treasure chests move out of walls, if they spawned there. This issue was made more apparent by the larger walls of the Palace. This fix makes it so you'll always be able to access a chest that drop.
Adjust the Bandages and Magnet to be more powerful. These were nerfed as a side effect of switching from multiplicative to additive scaling, which wasn't the intention.
Fix a bug where the end round timer was sometimes over 20 minutes.
Fix a bug with Phoenixes were there was way more spawning than intended. An extra phoenix was getting spawned every time a phoenix egg hatched.
Fix the rotation of a chunk in the underground that accidentally got spun around.
Fix the damage of the roman candle weapon. It's damage was accidentally set to low after the most recent balance pass.
Fix a bug where Javelin bonus damage was getting added multiple times when it should not have been, when multiple Javelins all hit at once.
Sorry for not updating the game in a while. I've been doing a last patch for b1.4 with some enhancements and QoL features :) After this I'll start making b1.5.
Changelog
Added special effect when an already used word is used.
Added `Training` and `Arena` main menu options as stub.
Added dynamic resolution support.
Both `Settings` and `Manage Packs` menus received an overhaul and may get new improvements in the future.
Added `Developer Mode` setting which allows you to enable the Debug Mode.
Added `Header Deco` settings to change how the top banner is displayed.
Improved general UX.
Moved choosing default packs to the manage content menu.
Added new lobby visibility options:
Changed `Public Lobby` check box for a toggler with 3 options: Private, Friends Only and Public.
Added a new option to disable non hosts to create invite links or invite other players. (Probably this doesn't work for all the cases anyways)
Moved the game mode selection toggler to the first section of the lobby settings.
Added new directories to game's path: `screenshots`, `modes`
Improved the quitting procedure of the game
Improved log verbosity.
Improved feedback when taking a screenshot, now it displays a white flash.
Remade settings system, avoiding future crashes. Your current settings will be lost when you update probably :P
Remade logging system to improve performance.
Fix: Folder `.tempdata` from the game's path was not removed upon quitting the game
Fix: Transitions were not working as expected during splash screen when the `Screen Transitions` setting is disabled
Fix: Under certain circumstances, the game won't be displayed on the taskbar after starting it until you interact with it.
Fix: Lobby settings could be modified during countdown, potentially leading into crashes.
Fix: Crash related to pack reading within the lobby
Fix: Logs from crashed runs were not copied to its respective folder.
Removed subtitle system. In the main menu under your username it only displays "Player"
Now Developer Mode is required to enable debug mode
Now debug mode allows you to start solo games again like in past versions
I hope you enjoy these new features and improvements ^^ Happy battling!
🚨 Progress Report. 🚨 📈 Lost Life Origins Progress (23.12.23-07.03.24) 📆 (Steam - v15) ▪ Unreal Engine 5.3.2 🛠 Update to Unreal Engine 5.3.2 🛠 Many small bug fixes. 🛠 UI/HUD improvements and fixes. 🛠 Ice World 01 HDRI fix. 🛠 Ice World 01 Collision Fix. 🛠 Achievement UI prototype. (Even though I made progress on the achievement system, I decided to scrap it for now and focus on other tasks.) 🛠 Some translation errors fixes. 🛠 Act 3 test location. 🛠 Weapon hit indicator. 🛠 AI improvements. 🛠 Some voice lines were attached to wrong sound volume sliders. 🛠 Mansion secret door button moved to a table drawer because many players couldn't find it behind the painting. ‼ There were a lot more changes, but I forgot to document some of them...
📋 Next on the list : ▪ Bug fix, quality improvements... ▪ Act 3.
‼ I apologize for lack of updates in past months. There were some stability issues that cause constant crashes and made the game unplayable. Now looks like that bug is fixed. ‼ In past months, I've been thinking a lot about the future of the project, story, concept of act 3 and game in general. One of possible directions of the game will be adding multiplayer with survival co-op mode that will expand the world and lore of the game. Act 1 and 2 is pretty big but with act 3 planned to be 4 times bigger with even more unique monsters. So, exploring it in co-op mode may give a really interesting online experience, while I work on new story elements for single player mode.
‼ Feel free to share your thoughts/ideas in comments, on discord or my Saturday GameDev live streams on YouTube.
And as always, thank you all for your support! 🙇♂️