Far Cry New Dawn, the latest entry in the long-running series and the narrative follow-up to Far Cry 5, is only weeks away. And there are some special treats waiting for returning players in our new game!
If you have Far Cry 5 registered to your Ubisoft account, then you can earn exclusive items in Far Cry New Dawn: one special outfit and one special weapon skin!
ROOKIE OUTFIT All you need is to have finished Far Cry 5's introduction by activating the radio tower on Dutch's island, and the Deputy outfit (male and female) will be yours in Far Cry New Dawn! Oh, the nostalgia...
SIN EATER But that's not all! If you have finished Far Cry 5, you will be rewarded with the special Eden's Gate-themed shotgun skin, the Sin Eater!
You can redeem these rewards by going to the Far Cry New Dawn page in the Ubisoft Club and activating both items.
If you have not reached the end of Far Cry 5 yet, don't worry! You can still do so after Far Cry New Dawn's launch day to unlock these rewards!
If you have already unlocked one or both of these rewards, then we thank you for supporting Far Cry 5 since it released in March 2018, and we can't wait for you all to get your hands on our latest title, Far Cry New Dawn!
As you may have noticed, we've just updated our game to version 2.1 which is another big step for us. Take a look at what we've got:
Added: - two new side quests: Pirates of the Carribean and Firefight Exercises - Free Roam (after completing the game)
Fixes: - some flow changes, making the gameplay smoother - toolkit has been moved to section Vb - small QTE changes in Act 3
That's right! Two new side quests have been introduced into the game as well as an all-new Free Roam mode in which you can, well, "freely" explore the entire vessel. A great opportunity if you haven't collected all of the collectibles or if you simply want to take things slow and look around the submarine in peace.
PLEASE NOTE: The update to 2.1 unfortunately means that all previous save files will be deleted. We apologize for the inconvenience.
We're putting in the work to get you the best possible version of our game, so we hope you will enjoy this update. If you encounter an issue, please create a thread in the Steam discussions or send an e-mail to support@jujubee.pl.
Also, we would like to wish you a Merry Christmas and a Happy New Year everyone! Thank you for your continuous support, we really appreciate it!
Got some last minute changes and fixes pushed for release tomorrow and for all early access special people suffering at the hands of spaghetti code! Sorry for the hour delay on release, my internet sucks
Entire new physics system for the player now non-framerate dependent!
Iffy physics calculations with cubes going through walls + glitching fixed!
Notable changes on level 1 with tutorial extension for dummies
Fixed glass overlap in level 3
(new music coming soon i swear) music tracks switched around
Cube no longer rotates when picked up: (feedback? <3)
Th_Pion's unknowingly discovered bug we don't talk about is fixed.
Feedback from playtesters has been implemented with the player script
Platforms rotating you 90 degrees unconsensually fixed!
Weird flying jump bug has been squashed
Level 3 funky drop cube thingy now un-funkified
NOTE: after falling your rotation is carried over, looking down not a glitch
Grabbing cubes limit is now shortened to compliment new grabbyness?
Body not pushing objects fixed!!!!!!!! <------ came with the new script
Tweaks to lvl 3 and pushing the dimensional slider thing to be less clunky
Widened the walky pole collider bit in level 5 (used to be strangely small)
Fixed all the platforms not grabbing player properly
Fixed all the dim platforms too sloped for the new physics
Subscribe to pewdiepie
Did a bunch of tweaks to elevators around the globe now easier to use
Removed extra cubes laying around hiding from me
Disabled cubes now have handicap elevators (progressive eh?)
I only got 2 hours of sleep please love me
Increased physics timestep recursion (fancy words) for cubes (is better)
Added checkpoints to lots of areas (will add more later after sleep)
Changed the dim-pushable stair level to less parkoury more puzzle
If you got any level ideas, bug reports, questions etc come join the discord :p Cool Link To Click <3
p.s if anyone experiences backwards input due to gimble lock let me know it has been reported even with the camera clamped
We've been hard at work on a new Testlive build that we are planning on rolling out before the holidays. This update is a massive one, containing a multitude of critical fixes and changes that we can't wait for you to check out.
First up are the building optimizations, which will significantly improve how the game loads in building pieces and improve performance. Next is a revamp to the Purge that should make it more reliable and dangerous. Additionally, we've done a major balancing overhaul to the game, increasing the amount of XP you get from crafting and killing enemies, while also making NPCs and monsters more dangerous.
Finally, we have added in several changes to find, and block, ways players were able to get beneath the ground mesh.
The current plan is to deploy this build to Testlive tomorrow, at 2pm CET, but please remember that this is subject to change.
with snow covered roofs and long nights ahead we wanted to light up a small flame to greet the new year and enlighten the spirits of our community. So we thought we'd offer a double event in the doubled edition. Over the holiday, starting Friday 21st of December 17:00 CEST until the 3rd of January 10:00 CEST,
All drop rates will be increased by 50%.
Players receive double the amount of Medals from PvP Matches.
Also check out the store with the new edition of the permanent "Christmas Costume" only purchasable during the period of the event.
We hope Fortuna is with you and provides you with the items you are looking for. Enjoy the Holiday and a happy new year.
Section 1: Performance Improvements Section 2: General Section 3: Main Menu / In-game Menu Section 4: Act I - Police Dept. Section 5: Act II - Redwoods
-Improved light calculations which had a huge negative impact on performance. -Improved performance slightly by deleting non-visible objects. -Prepared more objects for the following CPU performance boost update Patch #2 coming on late January 2019.
Overall, this is a significant perfomance boost, specifically for the CPU usage (which was a big concern). The game should now be playable with high mid-range systems on 30-60 fps such as AMD RX650 or GTX 1050.
Section 2: General
-Changed the in-game menu from [Tab] to [ESC]. -Added camera shaking effect to some events in both acts. -Main character sent to the gym: +1 run speed duration. -Fixed (removed) a visual bug that showed a zoom label when observing an item. -Fixed the issue where you had to press [Tab] [Tab] to fix mouse problems when you tabbed out and back in. -Fixed a multitude of spelling mistakes in both acts.
Section 3: Main Menu & In-game Menu
-Built-in Unity configuration window that appeared upon the game's start-up has been deactivated. -Reduced the sensibility of the brightness bar. Additionally, maximum brightness was reduced. -Resolutions can now be changed within the main menu, including:
-Added a loading progression bar in the loading screen. -Added an image with the controls in the main menu. -Fixed an issue with the 'Exit button' within the in-game menu. It now leads to the main menu instead of exiting the whole game.
Section 4: Act I - Police Dept.
-Redesigned second riddle to be more logical and rewarding to figure out instead of feeling ''random''. -Redesigned the website for the first riddle to be in dark mode to avoid 'blinding ' people. -Improved the trigger mechanics for the main quest log. It now triggers in up to three different cases. -Introduction scene is skippable now after viewing it once. -Added motion sensors to the lights. Now they will turn on when you are close enough to an emergency light. -Fixed an issue where sometimes the main enemy did not spawn. -Fixed a visual issue where you were able to interact with the Rifle cabinet through a wall. -Fixed a visual issue where books in the interrogration room where overlapping on each other.
Section 5: Act II - Redwoods
-Improved slightly the hints for the quest to enter the final house. -Improved overall trigger and behavior mechanics for the AI in the event of the final house. -Improved the labels on the top right of the screen when using the AR view. -Fixed the sound range of the TV in the side quest to seem more realistic and accurate. -Fixed an issue where you were not able to click the 'Exit Button' in the menu on this act. -Fixed an issue where the "interact" label was still showing up after deactivating the interference signal. -Fixed an issue in the final house where a door was showing up twice. -Fixed an issue where a character in the side quest was sometimes glitched inside the floor. -Fixed a visual issue where some objects had an interactable sign but were not supposed to be interactable. -Fixed a visual issue with several tables and chairs in the final house being disproportionately big. -Fixed a visual issue where objects appeared to be inside walls.
What: 2018 has flown by. This will be our last stream of 2018 before we close for some long overdue holidays. We’ll be doing this Devstream a little faster / looser than usual because we are focused on Hotfixes right now, but we’ll be celebrating 2018 with some mind-bending Warframe Stats and plenty of fun.
Prizes? Why yes, we will be giving away 3 x 1000 Platinum Prizes and during the Livestream as well as a Mesa Prime Access Pack!
Drops: There will be a Twitch Drop! Tune in live to learn more!
Where: Find us at: twitch.tv/Warframe to watch for a Twitch Drop, or if you're watching from your Switch, watch on the YouTube app!