Hello everyone, we will be releasing a guide for Survive soon. This will help you understand how to play the game. A menu to control sounds etc may also be released.
The feedback we’ve received this week has been invaluable. We re-worked the economy, removed some frustration points you guys identified, as well as adding a wholesale marketplace and fixing a handful of nefarious bugs.
- Wholesale Marketplace! Got some leftover Snicklefritz hanging around? Plies of Purple Urkle? Now you can sell bud on the open market! Hire the marketer to access the wholesale marketplace. Access the marketplace by clicking on your bud inventory icon (bottom left-hand corner of your screen).
Quality of Life Changes
- Colas no longer need to be manually harvested. They will be scooped up along with loose buds after you harvest your plants. - Rebalancing harvest to favor more bud and less colas. Instead of needing to harvest a bunch of colas, it has been reworked to be mostly the bud pickups and colas will be a rare spawn that contains bonus bud. - Each plant’s needs have been rebalanced to make them easier, especially in the early game - as well as more distinct from the other strains. - The cost to hire the Agronomist and Manager have been significantly reduced. - Reoccurring costs (farm lease, field upkeep, worker payroll) have been set to $0. Some players were able to reach unwinnable states. We’ll readdress reoccurring costs later when the economy is more developed.
Bug Fixes
- Contract spawning bug! We have located another set of edge cases that cause contracts to not spawn after loading a saved game. - Contract reward bug! We have located another set of edge cases that cause contracts to not properly complete when finishing an any strain contract. - Fixed a bug where you would be unable to quit to main menu on game over screens.
Known Issues
- Hash-E contract does not appear during the tutorial. You can continue playing through. - Sprinklers may occasionally conflict with plants, when they occupy the same tile.
The feedback we’ve received this week has been invaluable. We re-worked the economy, removed some frustration points you guys identified, as well as adding a wholesale marketplace and fixing a handful of nefarious bugs.
- Wholesale Marketplace! Got some leftover Snicklefritz hanging around? Plies of Purple Urkle? Now you can sell bud on the open market! Hire the marketer to access the wholesale marketplace. Access the marketplace by clicking on your bud inventory icon (bottom left-hand corner of your screen).
Quality of Life Changes
- Colas no longer need to be manually harvested. They will be scooped up along with loose buds after you harvest your plants. - Rebalancing harvest to favor more bud and less colas. Instead of needing to harvest a bunch of colas, it has been reworked to be mostly the bud pickups and colas will be a rare spawn that contains bonus bud. - Each plant’s needs have been rebalanced to make them easier, especially in the early game - as well as more distinct from the other strains. - The cost to hire the Agronomist and Manager have been significantly reduced. - Reoccurring costs (farm lease, field upkeep, worker payroll) have been set to $0. Some players were able to reach unwinnable states. We’ll readdress reoccurring costs later when the economy is more developed.
Bug Fixes
- Contract spawning bug! We have located another set of edge cases that cause contracts to not spawn after loading a saved game. - Contract reward bug! We have located another set of edge cases that cause contracts to not properly complete when finishing an any strain contract. - Fixed a bug where you would be unable to quit to main menu on game over screens.
Known Issues
- Hash-E contract does not appear during the tutorial. You can continue playing through. - Sprinklers may occasionally conflict with plants, when they occupy the same tile.
The Waffenträger concept was conceived to combine German artillery tractors and SPGs into one vehicle type that would salvage precious resources, like field guns, from the battlefield in the later stages of the war. Though the concept did undergo testing, it never received its real baptism by fire, thus War Thunder tankers can look forward to having the honour of testing out the Waffenträger in real combat themselves in the upcoming 1.71 update!
Work on the Waffenträger project started in early 1944, being part of the E-series of standardized, next-generation German tanks. Waffenträgers (eng; weapons carrier) were intended to merge two types of vehicles used by the German army into one - artillery tractors and self-propelled guns. This new vehicle type would be a mobile, lightly-armoured tank destroyer that could both use its cannon itself or, depending on the circumstances, unequip it and hand it over to other units to be used as field artillery. This concept was seen as highly practical by the Germans, given how it not only gave the German army one vehicle for the price of two, but was also saving on vital resources of which Germany suffered a great shortage of in the late stages of the war. Nearly all renown German companies that produced military equipment or vehicles took up the task, resulting in 4 different Waffenträger designs.
The Waffenträger will soon reinforce the higher ranks of the German ground forces tree in an effort to turn the tide of battle, in War Thunder’s upcoming 1.71 update. Until then, commanders!
The Waffenträger concept was conceived to combine German artillery tractors and SPGs into one vehicle type that would salvage precious resources, like field guns, from the battlefield in the later stages of the war. Though the concept did undergo testing, it never received its real baptism by fire, thus War Thunder tankers can look forward to having the honour of testing out the Waffenträger in real combat themselves in the upcoming 1.71 update!
Work on the Waffenträger project started in early 1944, being part of the E-series of standardized, next-generation German tanks. Waffenträgers (eng; weapons carrier) were intended to merge two types of vehicles used by the German army into one - artillery tractors and self-propelled guns. This new vehicle type would be a mobile, lightly-armoured tank destroyer that could both use its cannon itself or, depending on the circumstances, unequip it and hand it over to other units to be used as field artillery. This concept was seen as highly practical by the Germans, given how it not only gave the German army one vehicle for the price of two, but was also saving on vital resources of which Germany suffered a great shortage of in the late stages of the war. Nearly all renown German companies that produced military equipment or vehicles took up the task, resulting in 4 different Waffenträger designs.
The Waffenträger will soon reinforce the higher ranks of the German ground forces tree in an effort to turn the tide of battle, in War Thunder’s upcoming 1.71 update. Until then, commanders!
Just another quick patch in response to a few queries. Unfortunately the code to detect the Vive headset doesn't work consistantly, so I've made a couple of additional launch options that are available when you right click the game in your Steam Library. These options allow you to launch for HTC Vive or Oculus Rift. Hopefully this will allow everyone with these respective headsets to see the correct refinements and wording.
In due course I'll refine the code to detect the Vive, so these launch options become redundant. :)
Just another quick patch in response to a few queries. Unfortunately the code to detect the Vive headset doesn't work consistantly, so I've made a couple of additional launch options that are available when you right click the game in your Steam Library. These options allow you to launch for HTC Vive or Oculus Rift. Hopefully this will allow everyone with these respective headsets to see the correct refinements and wording.
In due course I'll refine the code to detect the Vive, so these launch options become redundant. :)