Pilots! It's time to improve your fleet strength! The Federation liaison at UMC reports that a new transport convoy has arrived in fringe sectors from inner worlds. It seems that the blockade has been broken. We are expecting even more trade caravans in the fringe sectors soon!
Only today, October 24, we offer a 50% discount on Archelon components! They can be purchased directly from the ship tree.
The idea of creating a guard frigate had been on the minds of Federation engineers for a long time. The best specialists spent days in laboratories and test sites around the clock to find a solution. During research by General Reactors corporation the engineers managed to develop a unique power distribution system for the ship’s shields. However, a new concept called for a fundamentally different design and characteristics of the ship. All the little pieces of the project finally came together when the leading designer of Dry Lab corporation joined the team.
The special offer is valid for a limited time and will end on October 25!
Pathfinder: Kingmaker — Enhanced Plus Edition - TheZeisonSha
Hello everyone!
Please, be aware that there are plot spoilers in the description below (in the Quest, Areas and Kingdom sections)!
Quests
There were no characters near Pitax Academy during Linzi's "A Bard's Calling" quest. Resolution: fixed.
One of the choices could incorrectly interrupt the dialogue with Nyrissa in one of the later chapters. Resolution: fixed.
"The Lonely Hunter" quest didn’t complete correctly if the player picked an option to kill Ivar at "Silverstep Grove" area. Resolution: fixed.
The "Hand of the Technic League" quest wasn't marked as failed at the start of the second chapter. Resolution: fixed.
Areas
Interface to chose sub-location to enter was missing at Capital Square in some cases. Players could enter "village-state" Capital Square instead of the available "city-state" one. Resolution: fixed.
Dialogue with Stefano Moskoni didn't work correctly at "Rushlight Fields" area. Resolution: fixed.
Some characters could remain uncontrollable in some cases (for example, Amiri could be broken after Flintrock Grassland bugs). Resolution: fixed.
"Test of Loyalty" event could work incorrectly for Tristian and Jaethal under certain circumstances at the "House At The Edge Of Time" area. Resolution: fixed.
Puzzle with three chests didn't work at "Pitax Royal Palace" area. Resolution: fixed.
Trolls, goblins or other unintended creatures could appear at "city-state" Capital Square after Coronation event. Resolution: fixed.
The dead companions could be incorrectly resurrected with the "Raise Dead" spell during the "Test of Loyalty" event at the "House At The Edge Of Time" area. Resolution: fixed.
Kingdom
"Pitax wins" event will no longer appear in the finished events deck after players defeat Pitax.
Assassins, monsters and bards kingdom events could still be active after defeating Irovetti. Resolution: fixed.
Lander Lebeda, Shandra Mervey and Kassil Aldori could appear at the capital regardless of the players decisions. Kingdom events to rank up the "Population" stat could work incorrectly if Lander Lebeda was appointed. Resolution: fixed.
The kingdom rank up event to improve "Loyalty" stat up to X didn't finish correctly (related project couldn't start properly too). Resolution: fixed.
The Baron's animation could be broken after the "Pitaxian Crowd Awaits an Audience" event. Resolution: fixed.
The kingdom event could not be completed correctly if it happened at the same time when the related councilor left the post. This issue could concern Espionage, Military and Stability events if Ekundayo or Amiri took the posts. Resolution: fixed. Players have to re-enter the "Throne Room" area - the stuck event should start after players appoint an adviser to the position.
Kingdom project "Find Mention of Armag's Tomb" could not be available for the players in some cases. Resolution: fixed.
Classes & Mechanics
Armor stats could have incorrect calculation when loading game saves or changing areas. Resolution: fixed.
Swarms and the other monsters of the similar types were incorrectly immune to some area effect spells like Blade Barrier. Resolution: fixed.
"Back to Back" feat applied bonuses multiple times. Resolution: fixed.
Protection Domain was not giving bonuses to saving throws. Resolution: fixed.
"Two Weapon Fighting" feat didn't work if base Dexterity value (without race and equipment modifications) was less than 15. Resolution: fixed.
Paladins that use "Lay on hands" charges for channel energy couldn't get "Selective Channeling" feat. Resolution: fixed.
Splash weapon (Alchemists Fire, Acid Flask, Alchemist's Bomb) could make sneak damage when missed. Resolution: fixed.
Madness Domain "Vision of Madness" ability was unusable. Resolution: fixed.
Mastery fauchard was dealing damage even on failed combat maneuvers and was not giving immunity to the forced movement of the spell Tsunami. Resolution: fixed.
Vicious weapon quality dealt non-magical slashing damage, causing it to be blocked by damage reduction. Resolution: It deals purely magical damage now that is not blocked by anything except qualities that reduce any type of damage.
"Royal Guardian" armor had more Maximum Dexterity Bonus than was mentioned in the description. Resolution: the maximum dexterity bonus was reduced to fit the description.
"Grandmaster's Rod" functioned as just "Greater Maximize Metamagic Rod". Resolution: It functions according to the description now.
"Great Dreamer's Smile" ring added the Spell Penetration bonus twice. Resolution: fixed.
"Mirror Bow" masterpiece second arrow ability did not work. Resolution: fixed.
"Undeath to Death" and "Circle of Death" did not work as well as in tabletop - as at the levels you got them you would not get many encounters with enemies that had less than 10 HD that would warrant the use of sixth level spell. They also did not require material components. Resolution: both spells inflict 100 damage on targets with HD higher than 9, but require 10 diamond dust to cast (similar to tabletop in terms of pricing).
Activatable abilities stopped working for not active companions (though they were kept visualized as active in the interface). Resolution: fixed.
"Weapon Focus" feat applied as bonus feat on the first level of Cleric Crusader didn't work. Resolution: fixed. "Weapon focus" feat will work correctly after the next cleric crusader level-up for the affected save files.
Thassilonian Mage couldn't use scrolls and wands without "Use Magic Devices" skill. Resolution: fixed.
Skeletons summoned by Jaethal's camping ability didn't disappear after death. Resolution: fixed.
Items
One of the vendors at the "Rushlight Tournament" area was selling a unique armor "Ravena's Embrace". Resolution: fixed. For players, who have already bought it, it will remain in the inventory.
"Ravena's Oath" shield didn't actually provide some of the bonuses, listed in the description. Resolution: fixed.
"Mythslayer", "Perfection", "Sovereign" and "Great Dreamer's Smile" no longer grant Base Attack Bonus, but give Additional Attack Bonus instead.
There could be several Briars in Irovetti's inventory. Resolution: fixed.
"Acerbic Ring" didn't give 1d6 to alchemist bomb damage. Resolution: fixed. Players have to reequip it to apply the fix.
"Dwarven Urgrosh +4" and "Gnome Hooked Hammer +4" had incorrect names. Resolution: fixed.
Miscellaneous
There were issues with "Dreamscape" area lightening. Resolution: fixed.
New pack of typos and localization fixes.
System
The Unity could chose to use OpenGL API instead of Metal on Mac platform in some cases which could cause a crash on game start. Resolution: we still couldn't reproduce this case locally but potential fix for this issue was implemented.
Other players autosaves can no longer overwrite "Last Azlanti" mode saves. Please, load your old "Last Azlanti" saves at least once to ensure this fix is applied to them.
Loading an autosave made while creating a mercenary could break the game. Resolution: the game doesn't make autosaves in this case any longer. Affected saves should be also corrected.
There could be issues with cloaks physics simulations on some computers. "Clothdisabled" command line switch was added to help with related game crashes.
Some of the players encountered a bug, which made their alchemist characters to lose the Bomb ability. We are going to fix this issue in the nearest hotfix (1.0.13). Update: we've just found the nature of issue, which leads to alchemists losing bombs. We are on it right now and the fix should be available tomorrow, but for now, please, refrain from using Acerbic Ring and Gear's Rule items. Moreover, de-equip them from your alchemist characters to avoid losing bombs.
A new referral season starts today! From now until the end of the year, refer your friends and get three exclusive items: the Recruiter's Fox Crop, the Recruiter's Hunter Statue, and the Recruiter's Dire Fox.
How to Earn Seasonal Referral Rewards
The new referral season lasts until January 1, 2019. There are three ways to collect referrals and earn a Dire Fox:
The easiest way is by sending Trial Keys to your friends. Each key redeemed on an account without a key on it will count toward your referral season progress.
Additionally, any Starter Pack that you buy and that gets redeemed on an account without a key will also count toward your progress.
And last but not least: if a friend registers through your referral link, then buys and redeems a Starter Pack on their account, you’ll also progress.
To get an overview of your current progress this season, and to see the FAQ for the referral system, click here.
As we announced last week, Fear the Wolves expands today with the release of the massive Treasure Map Update. We’re really happy to share with you the change log for this update which includes multiple new features, including a new weapon and enhancements to existing systems.
Added in this patch are a number of new looting rules and mechanisms to keep players discovering new elements of the map. Secret Stashes are now hidden throughout the ruins, containing high-tier loot that will give you an advantage over other scavengers, unlockable only with a treasure map findable in the wilderness.
Some buildings are also now boarded up, requiring the fire axe to break down the door and gather the goods inside. Waiting inside may be the new DMR SOK-94 sniper rifle, optimal at medium to long range.
Upgrades have also been applied to many of the game’s premier features. A full pass has been made on wolf behaviour and balancing, making them far more dangerous to players and a true PvE challenge.
Singular wolves will now attempt to sneak up on players, and packs are much more aggressive at protecting their territory and chasing down fleeing players, with more health and enhanced attack patterns. This joins tweaks to weapon balance, shooting feeling, and the addition of rooftop helicopter extractions to make Fear the Wolves better than ever before.
These changes join a host of quality of life tweaks, bug fixes, and minor additions - such as new end and tutorial screens, an improved drop experience, and additional sounds - to answer player demands and improve the game for everyone.
The NVIDIA Highlight system has also been integrated, allowing for automatic recording of big plays and huge kills for easy sharing on various platforms.
As always, please feel free to contact us if you have any feedback or technical issues that you want to alert us to. You can find the details of this patch below.
Features
Reworked shooting feeling
Improved the transition from hipfire to ADS to make it smoother.
Fixed mouse smoothness
Improved wolf behavior
Improved wolf movement (in narrow spaces, such as corridors or between objects, and on the stairs)
Wolves are now able to attack players standing on a raised surface, for example, a table or chair
Fixed wolves being stuck after spawn
New Weapon: DMR SOK-94 for mid to long range combat
Locked buildings that need to be broken open with an axe
Axes will now only spawn on special Fire Shields attached to buildings
Loot spawn has been balanced to take this new looting mechanics into account
Hidden stashes around the map, accessible through the discovery of treasure maps
Added a new extraction location in points of interest: building rooftops
Added new points of interest
Loading Station
Anomalous Forest
Reworked areas
Old Dam
Quarry
Security Checkpoint
RLS Vostok
Reworked loading screens
Show 4 tutorial hints, addressing the most important and critical parts of the game
Zone shrinking
Wolf tutorial
Anomaly tutorial
Extraction tutorial
Added Nvidia Highlight (for Nvidia GPU owners)
The game will automatically be recorded based on your in-game actions.
Reworked the screen error log
Added a delay to gameplay effects related to weathers
Added an additional warning for Adrenaline
When hovering over objects in the inventory, the category will now be highlighted
You can now see the oxygen level of players in spectator mode
Reduced the VFX intensity of Heat water
Added vehicles in the new locations
Weapons now generate shells falling on the ground.
Game Balancing
Tweaked weapon parameters
Increased fire rate for semi-automatic weapons
CZ-75 (400 -> 450)
Fort-17 (450 -> 500)
TOZ-34 (400 -> 450)
Increased wolf resistance: be sure to shoot for the head!
Sound
Fixed the sound effects that weren’t added in-game
Added the sound of shells hitting the floor after shooting
Added a sound for killing people by ramming them with a vehicle
Added a special sound when killing another player
Level Design
Improved Quarry location to make it an Orange location
Old Dam has been improved
Security checkpoint expansion
Added new props and improved the quality of some existing props
Bugfixes
Improved the helicopter phase
Fixed an issue with incorrect particle distance with the airplane
Fixed the Downed debuff icon remaining on screen after a player has been revived
Fixed an issue in which the heat weather VFX remained on screen for longer and affected other weather patterns.
Fixed the incorrect timer notification after being knocked down
Added a interaction zone with knocked down players
Fixed the case that jacket with long sleeves would obscure the player’s view
Multiple localization fixes
Fixed the case that players would lose player collision when being revived by a person who standing directly above their corps.
Fixed a case in which RGO and F1 didn’t do any damages on players in close range.
Fixed some incorrect information displayed on the endgame screen
Fixed some cases that the scope and weapon were duplicated
Removed the 3rd person particle effects for the BLEEDING status effect.
Fixed water visibility while parachuting
Fixed the case that the bullet trails wouldn’t come from the weapon, but from around the player
Known Issues
Nvidia Highlight will record when the player kills a wolf
Terrain bug near the loading station
Weapons other than pistols taken from loot crate (or secret stashes) will disappear if player drags them to pistol slot in the inventory.
If you close a door while being followed by wolves, they can achieve their jump animation through the door if you stay really close to it. If chased by wolves, keep a few meters from the closed door.
While loading your characters in the waiting room, they will fall through the ground for a second since the map is still loading.
The green boxes with Fear the Wolves written on them have a collision issue, and loot above them could be semi-hidden. Loot can still be taken if player comes close to the box.
Some players may have an issue that causes an unresponsive or invisible menu after this update. In this case, please restart Steam.
Some minor issues regarding the blocked buildings may appear.
We look forward to receiving your feedback and meeting you in-game. Feel free to contact us if you have any issues.
Closed Testing servers are running! This time we will test global progress and a new map!
Global Progress.
You have to choose one of three sides - the Alchemy Academy, the League of Miners or the Hunter's Guild. Each side will have statistics of killings and points. Fighting, players will gain experience and levels. This will allow to open and use a new passive abilities (this mechanic is still in development and will be added later). In addition, the choice of the side will also have a slight effect on the effectiveness of the items picked up during the game. As you may have noticed, many of the items were created by one of the sides (for example, poisonous artifacts by the Alchemy Academy, most of the defensive items by the League of Miners, etc.). Items created by your side will be used more efficiently.
New Map
Map is designed for a smaller number of players, there will be only 3 points. One of the central objects of the map is a power station, where electricity is generated from resources mined in The Nowhere. Directly under the power station, in the caves, one of the portals to another world was created. Here, workers from the Guild of Miners extract valuable substances from another world.
Thanks to your feedback, we fixed some animations, bugs, and improved performance.
P.S. On the new map there will be ~15,000 sunflowers.
We sent out a few thousand Beta Keys. Please, check your e-mail and spam folder. Do not worry if you did not receive the key. You can also get it in one of our giveaways at Discord or the next email giveaway.
We are waiting for you on Beta Testing! Good luck and thank you that you stay with us.
A new experimental build (0.50.01) is now live with some fixes.
We’ve also made it easier to assign controllers to each player in the input menu based on your feedback.
Have fun :)
Stay Alive! :: Beam Team –
BUG FIXES
- Fixed Audio volume not fading back in correctly for 3D audio sources. - Fixed Audio panning stuck on left speaker for single player game mode. - Fixed Drowning Audio playing continuously after a player dies. - Fixed Player Shadow displaying two character heads. - Fixed Player Animation snapping when dropping multiple items. - Fixed Ladders and Ledges randomly teleporting players. - Fixed Fire Lighting stick positioned wrong when lighting fires. - Fixed Rain Particles not emitting correctly or follow the player. - Fixed Pink Textures for debris when destroying building pieces. - Fixed Seaforts not loading for custom maps. - Fixed Cartographer camera screen appearing white. - Fixed disabled option input button elements not greying out.
CHANGES
- Added Dialogue on main menu to warn users of insufficient account or folder privileges. - Changed Life Raft clamped viewing angle from 60 to 90 degrees.
NEW FEATURES
- Added manual Controller Assignment. You can now assign controllers to different players in the input menu.
Those who have no fear, win! An unnatural mood has swept across all of Atreia - those that can keep their cool now will be able to celebrate, battle and clean up in the Halloween event: there’s daily quests, bombastic buffs, exploding pumpkins and impressive rewards all across Lakrum.
Running: 24/10/2018 (9 AM) till 14/11/2018 NPCs: Esta or Isuta
Daily Halloween Quests
You can complete a quest daily to earn yourself two Transformation Potions! NPCs Esta and Isuta will be waiting for you in the capitals within Lakrum. Pay them a visit and be rewarded! A full list of potential rewards can be viewed further down this news post.
An Hour of Bombastic Buffs
Get 100% more AP and a drop rate boosted by 100% for one hour in Lakrum. You receive the buffs by clicking on the coffin that appears in Lakrum. Activate your buffs as many times as you like – the only catch is that you cannot renew them when they are active.
Explode the Pumpkins
Charging stations for Candy Bombs will appear daily from 6 PM till 11 PM in Sanctum and Pandaemonium as well as on the fields of Atreia. Hunt the Pumpkin Kings in the instances listed below and blow them up with the event bombs – it’s the only way to defeat them!
The bombs can be collected from the Charging Stations for Candy Bombs every 10 minutes (up to a maximum of 20 a day).
Defeat an event boss and you will receive 1 Pumpkin King’s Bundle as well as 1 Halloween Pumpkin. A full list of the instances in which the Pumpkin Kings appear can be found further down this news post.
Rewards
A list of all details on rewards and the exchange of Halloween Pumpkins can be found here.
The “Designer’s Notes” series will provide you with insight into our Balancing team’s thoughts on Operator balancing around the middle of each Season. These will come after we have reviewed the data and feedback from the new Operators, and changes made with the latest Season. We are hosting an AMA on our subreddit starting at 2:00pm EDT (October 23rd). After reading these changes, please head here to ask your questions!
We utilize data and player feedback to make decisions on adjustments. With that in mind, we wanted to share some of the data they have been looking at for our various Operators. The following charts plot the power (Win Delta) and popularity (Pick Rate) of the Operators on Attack and Defense. The Win Delta is the average win ratio when an Operator is picked minus the average win ratio when an Operator is not picked.
Attackers
Defenders
Upcoming Changes
Clash
Reduced weapon swapping speed between CCE Shield and Sidearm
Delay before refilling charge after usage ends increased to 2 seconds, from 1 second
Attackers regain full mobility after 0.5 seconds, down from 1.5 seconds, after being shocked
We do recognize that Clash is currently not performing well in terms of Win Delta, and these changes may lead people to believe that we are nerfing an already underpowered Operator. We have made these changes to refocus Clash to fulfill the function that she was originally intended to perform, and do not anticipate a major impact on general Ranked usage or strength.
The swapping speed change is more of a bug fix than a balancing change. We had never intended for her swapping speed to be that fast from a design standpoint. When players would immediately ADS, they would skip the “equip” animation for the sidearm, and therefore significantly reduce the equip time. We also increased the amount of time it takes to put the CCE Shield on her back, further increasing the amount of time it takes to switch to a weapon. Our design intention is that she should be able to swap to a side arm outside of a gun fight or behind cover, but not be as lethal as she is currently.
The issue with the current state of the delay in the refill charge, and the reduction in the amount of time it takes for Attackers to regain full mobility is that it led to players being able to use her shock in short bursts to keep Attackers slowed for too long. On the topic of regaining mobility more quickly, this will also allow Attackers to move around a corner and escape without Clash being able to chase them down and continue shocking them. The goal of these changes is to lower frustration, and further empower our Attackers in their ability to manage encounters with Clash.
Ultimately, we believe that this will further drive the idea that Clash is reliant on teammates, as opposed to an Operator than can exist completely independently. She is not intended to be able to hold half of the map by herself, and will now require the proper support from teammates to do so.
Maestro
ALDA 5.56 recoil aligned with other LMGs
With the ALDA, we took a unique approach to LMG hipfire recoil. His LMG would have reduced recoil the longer it sustained fire without aiming down sights. This led to confusion, and did not play out in the way that we had anticipated. As such, we are removing this recoil style, and will be aligning the ALDA hipfire recoil with how the recoil for our other weapons acts.
SMG-11
Reducing recoil to improve handling
Following the weapon sight misalignment fix that came with Operation Grim Sky, we saw that it has had a significant impact on Smoke and Mira. As such, we are tweaking the recoil value on the SMG-11 to give Smoke a bit more viability when using this weapon.
Vector
Reducing recoil to improve handling
Following the weapon sight misalignment fix that came with Operation Grim Sky, we saw that it has had a significant impact on Smoke and Mira. As such, we are tweaking the recoil value on the Vector to improve the firepower that Mira is able to bring to the table.
Current Status
Lion Lion continues to be problematic for us at higher level play. We have a designer that is currently testing a pair of separate possible short-term solutions. One adjustment would remove the intel gathering aspect of his gadget, or we may go with the other, which will trigger more of a Jackal style ping. This is still very early on in testing and production, and will have more details to share once these changes have gone through some feedback sessions.
Glaz Much like Lion, we are not happy with Glaz in his current state. We are trying to move away from his role as one of the best “site pushing” Operators, supported by his own Smoke Grenades. We want to bring him closer to the original idea of a sniper, holding a line of sight with a high powered rifle. This one is also early on in production, but is a bit more promising. Much like the Lion change, we will be performing additional play tests internally (with Pro players), and plan to share more details in a future Test Server or Designer’s Notes entry as it draws closer to going live.
To ensure that your questions from these changes are answered, our balancing team will be participating in an AMA on our subreddit starting at 2:00pm EDT, October 23rd. Feel free to ask them your questions here! We look forward to seeing you there.