New Drone Model! We’ve updated all the art for the drone; rebuilt from the ground-up, this drone has a frame that’ll allow us to start experimenting with even greater customisation for the drone.
Networked AI! If you wait 60 seconds before the Match Start timer begins and no one joins, one of our improved AI players will join so you have someone to play against. If a human joins your match, the AI will get given the boot. If you’re in a 1 vs 2 situation, an AI will join your team to balance things out. Please note you can turn off AI in the Create Match menu!
First version of the Live Crowd. Now, when you play the game, the crowd will be much more reactive to what you’re doing. They’ll sing, play drums, play music and even throw pyro onto the pitch if you’re doing super well. This is the first version of this feature and we’re really excited to get feedback on it. Expect more details and a richer feature set in the future.
Post Match Stats screen now tracks how you played. This is a first version of it, so expect more to come in the future. Feedback welcome!
Upgraded from Unreal Engine 4.19 to 4.20. This is a pretty major step in getting our replay system to a 100% reliable state and to getting us on lovely dedicated servers. It’s also given us better graphical scaling on our presets, so hopefully people on lower end machines can play more safely.
Gameplay
We now track your stats in game so you can see how you did at the end of the match. Keep an eye on the player profile page for more work on this in the future.
You can now collide your drone into other players drones! This gives them a bit of a shove. Feedback is welcome, and remember to play nicely. The Referee’s are always watching!
Drone has been repositioned slightly. You might have to adjust your aim...
User is now only able to fire one shot in penalties. We found that players were taking a huge amount of shots and it was becoming a bit of a spammy mess. We want to limit it and have penalties be a tense, skillful playmode.
A ball per player spawns into the arena during the kickabout phase. Have fun with the multiball madness!
The ball color flash length is now determined by the weapon that’s used on the ball.
AI
AI now pays more attention to the amount of ammo that it’s consumed and will return to recharge more frequently.
AI should spend less time waiting before firing now.
Updated AI tactical positions to be closer to matching player behavior.
Art
Added the new drone; this drone represents the graphical quality we want for the cosmetic items in the game, and for our upcoming arena. For the stats fans out there, we’ve doubled the polycount of the drone and given it a massive texture overhaul.
Added the Live Crowd flare VFX.
Audio
Added new vehicle audio. Feedback is appreciated!
Added Live Crowd Chanting, Drums and Brass audio. They’ll sing when you’re winning, drum when you’re losing, and more.
UI
Changed the Controls menu into an Options Menu. You can now change your keybindings, graphical preset, mouse sensitivity and more via the Front End.
Spectator Hud is now fully hooked up, meaning you can live stream using freecam and get information about who you’re following. We’re planning on adding more features to spectator cam soon.
Spectators now show in the list of players in a match with a special spectator tag. It was pretty weird that someone could be watching you and you’d never know.
Server browser now shows the amount of people spectating a match.
Bug Fixes
Added sound effects to error/popup message buttons.
Players can now move around normally after readying up in local multiplayer.
Increased low FPS tolerances in auto perf scaling.
Spectator will now no longer collide with bollards.
Fixed an issue where left mouse button couldn’t be rebound
Yellowstone is called “The Serengeti of North America” because it’s home to so many big animals, at remarkably high densities. Watching videos from Yellowstone, it looks like you can’t hardly turn around without seeing a wild animal. Of course, reality is not quite like that. Last year we hiked into the areas depicted in WolfQuest and weren’t exactly tripping over wildlife. We’re big noisy mammals, certainly scaring off many animals — but so might wolves.
So in designing the game, we need to strike a balance between accuracy and gameplay. How frequently should you see other animals? How hard should it be to find an elk herd? Making the world dense with animals would boost the excitement in the game — at least initially — but would not represent the environment accurately, and perhaps over time would make animal sightings too mundane. But making animals (especially prey animals) too scarce and difficult to find would of course make the game too frustrating for all but the most determined players. Striking the right balance is a major focus of beta testing, and we’ll undoubtedly continue to tune that once the game is in Early Access for PC/Mac. (And yes, we’re still aiming to get it out in Early Access by the end of the year.)
We’re taking a first crack at this now, as we configure the animal spawning systems. We’ve created two types of spawning systems:
* Persistent animals: We create permanent elk herds and packs of stranger wolves, which persist as long as you’re on that game map. Typically we have three stranger packs in Amethyst Mountain, each of which has staked out a fairly large territory, leaving a small no-wolf’s-land in the middle of the map. Only in that area are you truly safe, but you’ll usually have to venture into stranger pack territory to hunt and find a mate. These stranger wolves persist, which means if you manage to kill one (unlikely as that may be as a lone wolf), you won’t see it again, while you will continue to see the surviving members of that (and other) packs. And same thing with elk herds: We’re creating a number of herds, and these will slowly shrink in size as you prey on them. (But what happens if you kill a lot of them? Well, nature abhors a vacuum….)
* Non-Persistent animals: These use a rule-based spawning method, so we can determine how frequently they appear in the game. We set the minimum and maximum distance that flock (a group of animals, from one to many individuals) can spawn from the player. Naturally, small animals like snowshoe hares would spawn closer to the player than big animals like moose. (Why? You can’t see snowshoe hares at long distances, but you can see moose, so this ensures that we don’t spawn animals at greater distances than they’re visible at.) Furthermore, to ensure that there's always a certain distance between flocks of a particular species, we have another pair of variables that control the minimum and maximum distance between spawns.
All this gives us great control over the density of animals in the game, as we test and tune the game to answer the question “how densely populated *should* the game-world be?” What do you think the answer should be?
Biggest change this update is the new "Battle Tester" mode. In this mode, players may freely place units on an empty map and simulate battles. Originally, this was intended as a developer only mode to test unit balancing and combat but I noticed the popularity of "Battle Simulators" and decided to make it available to players. The new mode can be accessed from the main menu.
Also included in this update are a few new items for the Lord.
Change Log:
-New "Battle Tester" mode. Freely place units on an open map to simulate battles. Mainly for testing unit balance and combat. Can be accessed from the main menu.
-New Lord item accessory "Minotaurs". Start the game with a unit of Minotaurs.
-New Lord item accessory "Bodyguard Manual". Adds 3 Royal Guards to the Lord's unit. Guards are revived and healed at the end of every wave.
-New Lord item skill "Fireball". Throw a small fireball.
-New Lord item ability "Greater Fireball". Throw a big fireball.
-New Lord item skill "Bull Charge". Charge forward and knock away any enemies hit. Same skill as Warpriest's Righteous Charge.
-The reward rate of higher tier items (when defeating a stage) has been increased.
-AI for Paladin will now use the "Holy Strength" skill.
-Improved combat AI for Warlord. Will now combo into skills and attack more aggressively.
-Fixed issue with unit banners blocking placement of buildings.
-Fixed issue with the hitbox of the Warpriest not properly updating when knocked down.
The battle for the throne of Atlantis continues in DC Universe Online’s most exciting episode yet – Atlantis! It is dark times for this once beautiful undersea paradise as Corum Rath looks to take the throne. You’ll need to do everything you can to assist the underground resistance in Atlantis for there to be any chance to save the kingdom.
Atlantis features new daily and weekly Open World missions, a new Solo, Alert, and normal and elite versions of two new Raids!
Earn new feats, discover new collections, earn new gear inspired by Aqualad and Corum Rath, and more! To get started, look for Atlantis in your Mission Journal. Atlantis is free to access for Members.
For a limited time, special event versions of the content will be available to all players level 10+. Look for these event versions in the events tab of your on duty menu.
New Solo – Atlantis: Royal Palace
You have been summoned to the Throne Room of Atlantis as a special guest along with Aquaman, Mera and Ocean Master. Be on your guard though, something is amiss in the great undersea city.
Open your On Duty Menu and look for the End-Game version of Atlantis: Royal Palace under Tier 9 of the 1 Player Tab.
Combat Rating: 241
For the Event Version - look for Atlantis: Royal Palace (Event) in the On Duty Menu under the Events Tab. Minimum Level: 10.
New Open World Missions: Atlantis
Unrest is spilling onto the streets of Atlantis! Do what you can to aid Mera (Heroes) or Ocean Master (Villains) in the battle to take back the Throne from Corum Rath! Check in with Aqualad, King Shark, and other notable Atlanteans as well for other ways that you can help in the cause!
Look for Atlantis in your Warp Menu or use the teleporter in the Watchtower or Hall of Doom (PLEASE
NOTE: The Atlantis: Royal Palace Solo needs to be completed before you’ll be able to access Open World Atlantis via teleporter or the Warp Menu, and the first part of the Atlantis pointer mission will need to be completed before Open World missions will unlock).
New daily and weekly missions in Atlantis!
Minimum Level: 10
New Alert – Atlantis: Silent School
Join Aqualad and King Shark in infiltrating the shadowy halls of the Silent School on a dangerous quest to recover the Trident of Poseidon. But be wary of the mysterious trick and traps that may await you there!
Open your On Duty Menu and look for the End-Game version of Atlantis: Silent School under Tier 9 of the 4 Player Tab.
Combat Rating: 241
For the Event Version - look for Atlantis: Silent School (Event) in the On Duty Menu under the Events Tab. Minimum Level: 10.
New Raid and Elite Raid – Atlantis: Crown of Thorns
The time has come to confront Corum Rath! Join Mera and Ocean Master and fight your way through the Crown of Thorns into the heart of the Palace itself!
Open your On Duty Menu and look for the End-Game and Elite versions of Atlantis: Crown of Thorns Raid under Expert Tier 9 of the 8 Player Tab.
Combat Rating: 241
For the Event Version - look for Atlantis: Crown of Thorns (Event) in the On Duty Menu under the Events Tab. Minimum Level: 10.
New Raid and Elite Raid – Atlantis: The Throne
This is it, the final battle with the deadly usurper himself – Corum Rath! Everyone’s help will be needed in this fight to end his reign and restore Atlantis to its former glory, but be wary, for the mad king may have a big surprise up his sleeve!
Open your On Duty Menu and look for the End-Game and Elite versions of Atlantis: The Throne Raid under Expert Tier 9 of the 8 Player Tab.
Combat Rating: 241
For the Event Version - look for Atlantis: The Throne (Event) in the On Duty Menu under the Events Tab. Minimum Level: 10.
New Gear, Base Items, Feats and More
• Earn a new event currency: Rath Crowns!
• New gear and styles, inspired by Aqualad and Corum Rath!
Version 0.7.8 is out! This has been a wild ride but we took our time to improve the game in almost every aspect. Open area outside graphics theme, more and extended maps, Stage1 graphics and lighting greatly improved, new Implants and one new playable Character : Atom. Our focus has been to heighten the initial impression with the game but also to make everything more interesting and fun for people already playing the game.
Key points in this release are: - New open area theme and new maps added - New character : Atom (technical character, defenders manipulation specialist) - More Implants and thus more combinations possible - Stage 1 lighting and graphics improved, maps extended - Music revamped completely (we removed the current theme with a more industrial/rock dynamic approach) - Each character has 3 starting perks now instead of one - Hard Reset game mode changed - Jump pads
Today we have a pretty exciting update that includes a number of exciting improvements as well as a big new feature! We've added ranged weapons to both the Seekers as well as Stage 1 afflicted which should definitely change up combat quite a bit. We've also made the player motor feel more responsive and a little bit faster, especially when walking sideways and backwards. You will also notice that punching has been sped up significantly. All of this put together is a big improvement on combat, and you'll be seeing quite a bit more of this in the next update or two.
To give you a little taste of what's to come in the next update, we're currently tweaking weapons to be more common, spawn with random durability, random upgrade nodes already slotted as well as a larger difference between a non-upgraded and a fully upgraded weapon. We'll also be improving the new ranged NPCs, so please comment about any feedback you may have about them!
Other than all of that, there are some nice fixes which you can read about below!
Have a great weekend everyone and enjoy the update :)
Features
Added ranged weapons on Stage 1 Afflicted and the Seeker.
Balance/Improvements
Made punching faster and more responsive.
Made the player movement more responsive.
Changes were made how NPCs choose a new target, they shouldn't bounce back and forth between targets anymore.
Quick melee feels more consistent, your fists will stay raised.
Fixes
Fixed NPC gravity so that they no longer hover when coming down the stairs or falling off a ledge.
Fixed a bug where stomping could cause the player's fists to stay raised forever.
Removed a few NPC door triggers that shouldn't have been there in Arcadia.
Beta 1 Start 11 / 8 / 2018, Beta 1 End 11 / 23 / 2018 (Date is subject to change)
To opt in, select the "preview" branch from the Beta tab in the game properties on Steam
New Additions and Highlights
2 New Maps
Santa’s Workshop (Weekly, Survival, and Endless compatible)
Ally with Santa to take back his workshop from Krampus’ evil clutches
Survival experience with mandatory objectives
Shopping Spree (Weekly, Survival, and Endless compatible)
Experience the shopping spree rush of slaying Zeds in this mangled mall
4 New Weapons
Battle Axe for the Berserker
Unlocked by completing all Christmas seasonal objectives
Shareable weapon content ( weapon is available to all players on a dedicated server if one player owns it )
Fire Axe for the Berserker
Tommy Gun for the SWAT and Commando
M32 Grenade Launcher for Demolitionist
Time-Limited Christmas Objectives, Tickets, and Cosmetics
Christmas seasonal objectives to earn the Battle Axe and a unique weapon skin for it
Christmas Event Tickets (Not available during BETA)
Christmas Cosmetics (Not available during BETA)
New Paid DLC Character
Badass Santa, fully voiced by Gary Busey (only available on final release)
New Steam Achievements for Santa’s Workshop and Shopping Spree and their Collectibles
Prestige System
Prestige Rank 3 is now available
Zedconomy
Added no duplicates system (Only available on BETA and final release)
From this patch onward, the system records items granted from a crate, usb, or ticket. While the same rarity drop percentages apply, it will be guaranteed to grant one of each cosmetic (ware-variants included) until you have the full item set. Once you have obtained all the items from a crate, usb, or ticket, it will clear the records of that item set and begin recording anew.
This system does not factor in currently owned items obtained before this BETA.
This system does not intentionally function for the Dosh Vault crates and materials.
This system only works while on the BETA version. It will not work on the live build until final release.
Added Cyber Samurai Crate (Not available during BETA)
Added Neon Skin Pack MK IV USB (Not available during BETA)
Added crate and key bundles (Not available during BETA)
Dosh Vault
Added more Tier 3 weapon skins
Increased Vault Dosh capacity to 600 million
MKb.42 (H) Carbine Rifle is now available to all players
Beta 1 for this update contains a lot of exciting new features! As such, feedback is going to be incredibly important. Stay tuned for a link to a survey where you, the community, will be able to provide your feedback directly to us!
General
Added new daily objectives for the Fire Axe, Tommy Gun, M32 Grenade Launcher, Santa’s Workshop, and Shopping Spree.
Added E.D.A.R. Christmas model.
Added new armor model for Rioter Christmas model.
Added Badass Santa voice audio as the Trader voice for Santa’s Workshop Survival.
Added new Twisted Christmas video slides to the Main Menu.
Bug Fixes Community Feedback Resolved Issues
Fixed an issue where the Die Sector Suicidal Endless Achievement was not unlocking.
Fixed an issue where the Spitfire was not using tactical reloads with the Sharpshooter Perk.
Fixed an issue with the Loco Mask | Dancer | Precious not appearing in the Gear menu.
Fixed an issue in Monster Ball where dying or leaving the map while on Han’s dance floor was causing music to mute on the next played map.
Fixed an issue where the Death Pit in Monster Ball stayed open after Endless boss waves.
Fixed an issue where the 2018 Tier 3 Previous Vosh Vault Skins were using incorrect textures in-game.
Fixed an issue where Create a Match settings were influencing Find a Match settings.
Fixed an issue with the Siren scream causing unexpected behaviors.
Gameplay
Fixed an issue where the SPX 464 Centerfire and Winchester 1894 were doing significantly less damage during Zedtime in an online match when the Ranger Perk skill was selected.
Fixed an issue with Molotovs causing team damage.
Fixed an issue where dropped dual pistols could be sold for a higher price than originally intended.
Fixed an issue where the Kill Boss Daily was only awarded to a single player for a Patriarch kill.
Fixed an issue where explosive projectiles could be stopped by Zed collision without any detriment to the Zed.
Fixed an issue with Molotov fire effects remaining for too long.
Fixed an issue with the Freezethrower’s 3rd person hand animation.
User Interface
Fixed an issue where the Horzine Supply Crate | Series Loco was not tradable or marketable.
Fixed an issue in the Inventory Tab where selecting any category in the Weapon Type drop down besides “ANY” caused the items in the Inventory to become hidden.
Fixed an issue where the Seeker Six’s description text was cutting off at the end.
Fixed an issue where the Rarity filter was applying to the “Items” section of the Inventory Tab.
Zeds
Fixed an issue where the Abomination’s Gorge attack can cause players to take damage from any location.
Map
Monster Ball
Fixed multiple issues with lighting
Fixed an issue with seeing through wall grates into other areas
Fixed an issue where unwelding and re-welding a door while it’s taking damage from a Zed was limiting the maximum welding value players were allowed to perform on the door.
Fixed an issue with desync between the client and server which allowed the players to open doors that were still welded.
Fixed an issue where holdout-style maps were not assigned to the right sub Game Type which caused condescending Trader remarks.
Fixed an issue with a wall mesh creating a gap on the ground.
Sound
MKb.42 (H) Carbine Rifle
Fixed an issue where footstep audio was missing when holding the MKb.42(H) Carbine Rifle.
Doomstick
Fixed an issue with the Doomstick where players could hear it at full volume from anywhere in the map.
Art
DJ Skully
Fixed an issue where DJ Skully’s goggles were clipping through Halloween Masks.
Fixed an issue with DJ Skully having a floating backpack with the Steampunk outfit equipped.
Ana Larive
Fixed an issue with the position of the Undead Mask on Ana Larive.
Fixed an issue with Ana Larive’s mohawk clipping through the Lord Mask.
Mr. Foster
Fixed an issue with the Warrior Mask clipping Mr. Foster’s gas mask.
Classic Masterson
Fixed an issue with the Halloween Witch Hat clipping through Classic Masterson’s head
Oisten Jagerhorn
Fixed an issue with the Halloween Witch Hat clipping through Oisten Jagerhorn’s head.
Fixed an issue with the Doctor Mask clipping through Oisten Jagerhorn’s head.
Fixed an issue with the Incognito Mask clipping through Oisten Jagerhorn’s head.
Donovan Neal
Fixed an issue with the Warrior Mask clipping through Donovan Neal’s face.
Fixed an issue with the Incognito Mask clipping through Donovan Neal’s head.
Fixed an issue with multiple guns partially missing weapon skins in 3rd person.
Fixed an issue with the positioning of the Halloween Cyclops Eyes on many characters.
Localization
Fixed an issue where all STS Supported Languages were not supporting features from after game launch.
Known Critical Issue
During the first escort wave with the Cart there's a known performance drop for just that wave and then it will stabilize for the rest of the match.