This year’s E3 was amazing and Far Cry 5 got some very nice awards from game websites and stars from all over the world! Discover the different awards that we got during the 3 days of E3 2017 below.
This year’s E3 was amazing and Far Cry 5 got some very nice awards from game websites and stars from all over the world! Discover the different awards that we got during the 3 days of E3 2017 below.
As the most comprehensive release in Just Survive's history, this update represents our new direction for what's to come in the many months ahead and we’re thrilled to finally show you what we’ve been working on. Before we discuss all of the new features, there are a few things to point out about this update:
Our new map, Badwater Canyon, represents a more focused approach to design and overall layout. The entire map was built meter by meter with multiple styles of gameplay in mind. Because of this new crafted approach, we are spending extra time on every single part of the map and we’ll be rolling out the first region at this time (Pine Mill Reservoir) which focuses on a drained reservoir and a devastated hydroelectric dam. Pine Mill is rather remote, given that it’s located in a National Forest, so expect to see POIs such as Ranger Stations and Campgrounds. The goal is to have each portion of the map feel significantly unique, so you can expect urban density and a variety of brand new POIs moving forward. This initial release allows us to get things in your hands sooner and allows you to provide feedback now while we continue development. Given this, population caps have been taken into consideration per server and will change based on what we see in initial testing.
In addition to all of the new features, we've fixed many recent (and legacy!) bugs in this update. Snaking is gone. Droning is gone. Melee weapons now render in first person. We’ve improved how the bow works. Overall performance has been improved, too. In other words, this truly is a comprehensive update.
There are some known issues (please keep in mind that this is a Test update and not a Live release) and we will start a new thread to detail those things separately once we unlock Test. We need your feedback on everything here so please report in either thread with anything and everything you find. This is still very much a game in development - your feedback matters and absolutely influences the end result. I've said it before and it bears repeating that we welcome ALL feedback. Debate is healthy. Critical feedback (when delivered in a way that's not disparaging or nasty) is healthy. we do hope you keep it up...we read every single thing posted here.
Alright! Let's get into the nitty-gritty details!
Strongholds
Our goal is to empower you to put down roots, form strong communities, and challenge one another to build and attack increasingly complex and challenging Stronghold configurations. New features for this first iteration of the Strongholds system include a Full Modular Building Set, Purposeful Attack/Defend Gameplay, Stronghold Respawn, and Crafted Building Locations.
The Modular Building Set includes a number of new pieces for increased creativity. We've also overhauled existing pieces like gates which are now completely self-contained. Beyond that, we’re introducing a timed Attack/Defense cycle to encourage scouting, force creative problem solving, and limit the amount of loot that can be gathered in an attack, especially with offline raids. When the timer reaches zero, attackers will be pushed out of your Stronghold by poison gas allowing your base to physically reset and rebuild itself while being shielded for a period of time so that you can safely modify your defenses. In other words, the blueprint you carefully design will now remain intact.
Badwater Canyon
Ultimately, none of this works without an environment that’s custom built for Just Survive’s new direction and that’s why we’re introducing this brand new map, Badwater Canyon. This environment is specifically crafted with targeted loot distribution, verticality, and exploration in mind. We felt it was critical to create crafted building locations for Stronghold construction that serve unique gameplay needs and provide progressive desirability. As a result, there will be hundreds of these easily identifiable basepads across Badwater Canyon, with the larger pads providing increased loot and interaction opportunities while the smaller variety provide a hidden, more tactical approach for those who prefer to avoid conflict.
Life & Death
Significant changes have been made to both spawning in the world and how you experience death. You now begin your journey as a rescued survivor with limited equipment in a makeshift Military Base. Here, you’ll have the opportunity to interact with the Supply Liaison (Corporal Moran), pair up with other survivors, or perhaps even cross paths with a future foe.
If you perish, you’ll have the option of respawning at the nearest Military Base or at your Stronghold. The Death Screen itself has also been updated to help clarify the cause of your death. Most importantly, only unequipped items in your inventory can be looted from your corpse. Anything still equipped will return with you on respawn, but in a broken state. This way, the high-tier Shotgun that took you days to find won’t simply disappear but you will have to spend a little effort to make it functional again when you revive.
Loot
Previously, loot was represented in a way that didn’t meet the standards of a game where you’re constantly in search of meaningful resources. That’s why we’ve completely re-itemized JS, adding dozens of new items and giving each of the existing ones clear representation in the world. The days of picking up a striped shirt only to discover it’s actually an orange tank top are over.
We’ve also completely overhauled containers and loot placement for Badwater Canyon so that the items you need are spread out in more meaningful ways. Additionally, several containers will still grant loot, even in picked-over areas. We’re also introducing a Rarity system that clearly differentiates the valuable items from the standard fare. Be on the lookout for those Purple items…even if you don’t see an immediate need, they might be worth their weight in gold!
Harvesting
Breaking down objects in the world for loot desperately needed refinement and expansion, because 1) breaking things is fun and 2) Stronghold pieces have to be built from something! With this update, the actual process of gathering materials from Cars and Trees looks and feels significantly better. Additionally, we’ve expanded what you’ll receive from interacting with these objects and added the ability to harvest Rock by using a new item, the Pickaxe.
Combat
Defending yourself against zombies and other survivors is a critical part of daily life in Badwater Canyon, and that’s why we’ve rebuilt all of our weapons from scratch. We’re introducing Tiers to each weapon type that tie directly into item Rarity. Additionally, each weapon was given a tuning pass so they now look and feel unique. For example, you can find a basic rusted AK that serves a purpose, but it’s not nearly as lethal as the Tier 2 variety.
Additionally, melee has received significant upgrades with an all-new hit registration system and a complete animation overhaul. The same Tiers system we’re introducing with firearms has been applied here as well, along with new surprise or two...
Currency
Creating true value for each item in the world and tackling the problem of item hoarding have both been addressed with the creation of an in-game currency, called Golden Eagle Coins, which is earned by exchanging items found in the world with Corporal Moran at the Military Base. At launch, this currency can only be used to purchase Stronghold locations but we have plans to significantly expand its usage over time. Currency is tied to your character and cannot be looted off your corpse.
Little Details
A number of core features in the game were functional, but desperately needed refinement. Barricades have been rebuilt and tuned to allow for reasonable fortification of existing structures. Likewise, Loot Stashes got a makeover and are now granted as part of your Starting Equipment.
We are also slightly changing how skins are applied to items with two goals in mind: integration with the new item tiers, and increased value for our players. With our new system, applied skins can now target any item in their core category – they simply alter its appearance, allowing them to inherit the qualities of their target item. For example, a Crimson Grin Satchel skin, previously only applied to other satchels, can now be applied to any backpack and it will inherit the associated carrying capacity of the converted item.
Dust in the Wind
With such a sweeping update, there were bound to be a few casualties. Sci-Fi Weapons, Pastel Zombie Clothing, Weapon Dismantling, Outdated Tool Functionality, Shacks, Special-Case Zombies and the Spear were all cut in the pursuit of a cleaner experience.
When will all of this make it to Live? Not before it's ready is the short answer here. There's a ton of new content here and a lot of new systems to shake down and it will be several weeks at least before we're ready to make that move. Our dedication to publishing solid Live updates will continue as it has over the past 6-months and we will make sure the Live promotion is something all of us, the community and devs, are comfortable with. We'll be updating Test frequently during that time, however, which means your test feedback is going to have a direct impact on the state of the game for the near future.
Thanks again to every single one of you for your continued support and patience these past six months. We can’t wait to see what you think and I truly hope you enjoy Badwater Canyon as much as we do!
We are thrilled to announce that Patch 1.9 was just released! This patch introduces several new bug fixes, and also localizes the game to Simplified Chinese. Both the main game and all released DLC’s now feature the option to pick Simplified Chinese as the text language. To mark the special occasion, we have also added a Chinese translation to the announcement text below.
Over the past months, our localization team has been hard at work in order to bring the Chinese language into the world of theHunter. The Chinese community has been very passionate about the game for a long time, and we feel a full text-localization is a major step towards bringing an even more immersive game experience to all Chinese-speaking hunters.
You can change the language to Simplified Chinese by right-clicking on the game in your Steam library, then selecting ‘Properties’ and the tab ‘Languages’. There you can choose Simplified Chinese from the drop-down menu and the localization files will be automatically downloaded. Please note that the language for customer support as well as social media and Steam forums will still be English.
Currently, there is one aspect of the Chinese language version which is not yet working as intended. Unfortunately, the multiplayer chat function does not currently support Simplified Chinese text input. Our development team is aware of this and is looking into possible solutions. We will inform all players when we have more news to share.
You may have to restart Steam in order to select the new language.
We are thrilled to announce that Patch 1.9 was just released! This patch introduces several new bug fixes, and also localizes the game to Simplified Chinese. Both the main game and all released DLC’s now feature the option to pick Simplified Chinese as the text language. To mark the special occasion, we have also added a Chinese translation to the announcement text below.
Over the past months, our localization team has been hard at work in order to bring the Chinese language into the world of theHunter. The Chinese community has been very passionate about the game for a long time, and we feel a full text-localization is a major step towards bringing an even more immersive game experience to all Chinese-speaking hunters.
You can change the language to Simplified Chinese by right-clicking on the game in your Steam library, then selecting ‘Properties’ and the tab ‘Languages’. There you can choose Simplified Chinese from the drop-down menu and the localization files will be automatically downloaded. Please note that the language for customer support as well as social media and Steam forums will still be English.
Currently, there is one aspect of the Chinese language version which is not yet working as intended. Unfortunately, the multiplayer chat function does not currently support Simplified Chinese text input. Our development team is aware of this and is looking into possible solutions. We will inform all players when we have more news to share.
You may have to restart Steam in order to select the new language.
For those wanting to stick to almost entirely multiplayer content but want to proceed through the quest line to get more access to gear and materials, Quest Points are here!
Collect a Quest Point on every successful multiplayer raid and spend these points to unlock single player quests!
For those wanting to stick to almost entirely multiplayer content but want to proceed through the quest line to get more access to gear and materials, Quest Points are here!
Collect a Quest Point on every successful multiplayer raid and spend these points to unlock single player quests!
Blueprints in the blueprint library are sorted using case-insensitive natural compare. E.g. the sorting order now is "1", "2", "10", instead of the previous "1", "10", "2".
Inserters will no longer drop what they are holding when disabled by the circuit network. more
The deconstruction planner filter now treats any entity filter as also matching entity ghosts of that type.
Multiplayer creation GUI now remembers game name. more
Balance
Explosive Mine now only does damage to enemy units and structures.
Sound
Added missing vehicle collision sounds (pipes, solar panels, etc...)
Reduced volume of ore mining and tree chopping.
Bugfixes
Toggling fullscreen via options or Alt-Enter now keeps window on the same monitor. more
Fixed that in long recharging queues some robots would never get a chance to recharge. more
Fixed that it wasn't possible to click and drag blueprints into an empty blueprint book. more
Fixed that deconstruction/blueprinting selection would be canceled if the selection ended on one of the always-visible GUIs. more
Fixed the productivity bar in the furnace GUI wouldn't show in some instances. more
Fixed exiting a multiplayer game hosted through the in-game multiplayer option. more
Fixed that tile ghosts would always get selected over real entities. more
Fixed that the heat-connection icon was not visible on entities other than boiler and reactor. (related to modding)
Fixed that furnace with heat source couldn't be rotated before placing it.
Fixed the gui of furnace using heat as energy source.
Fix that clearing items in Transport belt maddness didn't give the items back. more
Fixed that rails marked for deconstruction wouldn't allow canceling deconstruction while a train was on them. more
Fixed that biters would change orientation rapidly when they were near a player whom they couldn't attack. more
Fixed that Rocket Silo would continue crafting for 1 tick after completing a rocket. more
Fixed that lot of other keys that can be used to write characters in the edit box (or console) were not blocked from affecting the game if they are assigned to do a game action. Having text box active now means that all of the keys are blocked from affecting the game.
Fixed (hopefully), that the stretching of bounding boxes of walls to touch their neighbours was not taking into account when marking things in the way for the blueprint. more
Fixed that the description pane would change width depending on the content. It should now never change width. more
Fixed that the shooting-target would render as valid to shoot with rockets when it actually wasn't. more
Fixed that programmable speakers would get wrong instruments after importing pre-0.15.19 blueprint string. more
Fixed that maximized Factorio window had thin border around it. more
Fixed that vanilla and modded version of achievements could be mixed up. more
Fixed that inserters would try to insert items into other non-burner inserters. more
Fixed that fast-transferring modules into the rocket silo would put them into the module slots and the rocket at the same time. more
Fixed that the "rocket launched without satellite" message couldn't be dismissed in some cases. more
Fixed the mining drill GUI wouldn't show mining progress when it had a large number of modded module slots. more
Fixed fast-replacing an assembling machine with overloaded ingredients would spill the items. more
Fixed many ingredients or products in recipes would break the assembling machine GUI. more
Fixed wrong values when using /config set allowed-commands with invalid values would crash the game. more
Modding
Fixed that giving rolling stock entities invalid collision masks would crash the game. more
Mod title and description can now be localised.
Fixed a crash when mods use reset technologies during the technology researched event. more
Fixed that modded GUI elements wouldn't get removed in some cases when the mod was removed. more
Fixed source_effects applying effects to the source by the target instead of to the source by the source. more
Scripting
Fixed setting robot.energy for logistic/construction robots wouldn't account for the robot battery upgrade. more
Fixed that setting LuaBurner::currently_burning didn't accept LuaItemPrototype as the docs said. more