Do you remember that Fridays are the days when the furious battles rage? Today is no exception - you will be able to fight enemy squads, willing to kill you at all costs, in a few hours. But we are sure that there is no one to beat you up on the battlefields! Only you can team up as a clan and prove that helping each other, being brave and persistent are the keys to success. Nevertheless, we wish you luck - it is always needed on the battlefield!
As usual, the challenge consists of 3 stages, and you do not bound to start from the first one - you can choose which one is more interesting to you and start with it. Clan Challenges will begin today at 4 p.m. GMT and finish exactly in a week - next Friday, at the same time.
And we're back! As you all saw in the last post, we got a nice and cozy new office and this is our first update from here so cheers to that. Also thanks each and every one of you for the nice wishes!
LET'S GET INTO THE SWEET PATCH NOTES!
This week we have mostly bugfixes, exploit fixes and QoL changes.
Bug and exploit fixes.
Fixed a bug where adding items to a backpack full of items or dropping that backpack on the ground produced an absurd amount of AI noise that attracted puppets.
Implement ability to list spawned vehicles, teleport to spawn a vehicle and destroy spawned vehicle via admin console command
Fixed a bug where the player was able to drag the sledge while other player is mounted on it or is standing on it.
Fixed a bug where grenades did not collide with cars.
Items cannot be dragged anymore if someone is standing on them. (Chests, shelters etc..)
Fixed a bug where event participant stats in scoreboard were not being shown properly upon joining the event.
Sledge cannot be equipped after someone has boarded it.
Fixed a bug where it was sometimes impossible to drag an item from the vicinity.
Visual effects such as blur, color saturation when health is low, nightvision, etc. should now work when inside the vehicle
Fixed a bug where some servers stopped spawning cars.
Minor improvements to server save/load performance
Fixed a bug where people could interact with items that are in fortified buildings.
Fixed bug where some items were still being shown on corpses even after they were searched
Fixed bug with equipment when dying in some places you would lose all items permanently, not lootable or at spawn (basic shirts and pants)
Turned off autowalk upon waking up from ragdoll or dying
Fixed fame point exploit related to cooking items
Fixed getting stuck in patching wounds animation if game window was not in focus
Fixed exploit causing suicides with throwing weapons to give you famepoints
Possible fixes for incorrect character state saving while in event, if you exit the game while in event on relog it should spawn you from your last position before you entered the event.
Fixed issue where respawning that is not "on shelter" would respawn you on some random shelter in the game.
XP reward for projectile hits now take projectile hit energy into account, you can not farm XP anymore with ricochets anymore.
Fixed a bug where patching wounds with an item (rag, bandage) from a container (e.g. closet) wouldn't consume the item
Fixed a bug where some same containers in a different building would share items
Fixed a bug where searching objects while lagging would sometimes show another object's items or no items at all even if some items were inside the object
Fixed a bug where locked doors would be in an un-pickable state
Fixed a bug where fortifications sometimes wouldn't get placed upon finishing the blueprint
Fixed a bug where crafted locks would still consume fame points upon placing them on a door
Fixed a bug where non-completed fortifications blueprints would get corrupted upon relogging
Auto-dropping an item shouldn't be able to place the item behind walls & objects any more
Filling soda / alcohol bottles with water will now correctly water down their nutrients
Possible fix for sometimes being unable to rotate blueprints when placing them
Possible fix for door lock widget sometimes getting rendered from large distances
Added suggestions box for admin commands, also implemented auto complete admin commands. To finish the command press TAB.
Fixed bug with drone getting stuck under water
Fixed awareness mode overlay bug while swimming
Fixed issue with awareness mode getting stuck after entering TAB mode
Added different distances for loading and unloading virtualized items
Fixed bug where items spawn by virtualizations system would blink blue and be easy to notice
A new way for fame gain on a player kill. When you kill a player you gain 10% of the fame he had. The player who got killed losses those 10%. If you are in a negative for -100 fame points and someone with 100 fame kills you, you will be on -90 famepoints and the other person will be on 90 fame points. People exploited this to gain fame points by continuously killing team members.
Balance and QoL changes.
Reduced spawn rate for christmas items
Added new icons for small and large bundle of sticks.
Vitamins (all medicine) do not get destroyed now once you consume all uses.
Improvised wooden spear now has the same weight as long wooden stick 400 grams
Stinging nettle does not have infinite uses anymore
Baked beans now need a can opener to be able to open it.
Fixed missspelling in "Bear Shoes" item
Fixed Skewer bug with infinite skewer crafting, and a bug where your metabolisms nutrients would drop exponentially.
Added a new bobby pin item, it can be found all around the island and you can craft a lockpick out of it.
Safety and Bobby pins can now be made into a boundle up to 20 pieces.
Fixed bug where stew preparation could be crafted infinite amount of times.
Fixed bug where standing torch could be crafted infinite amount of times.
Fixed bug where metal chest recepie would not include tool box.
Fixed bug where pastry could have been eaten infinite amount of times.
Vehicle cannot be unmounted if exit location is blocked.
Added ability to push the vehicle (this is an experimental feature and works only if no one is in the vehicle)
Advanced fortification recepie QoL fix regarding needed usage shown, the amount stays the same. If an item does not have uses the number in the recepie is the quantity of that item(10 pieces of scrap metal), if it has uses then its the total usage of the item that the recepie needs (100 uses of lead, one lead plate has 20 uses, so you need 5 lead plates).
10 scrap metal pieces 10 uses from the tool box 100 uses of lead plates, that makes up to 5 lead plates
The improvised lookout blueprint has been removed for now from the game due causing a lot of exploits and problems. If you had a lookout somewhere it will be gone from that place.
Added new recurve bow FPS animations
Landscape and arhicteture fixes
Added possible fortification places on 4 sides on the lighthouse.
Moved big stone that was offset from the terrain on A1
Fixed an bug where rain was falling through the TV base on A3
A house was in the air (player could get inside the house through bottom floor) B3, water pump was below terrain on B3
Fixed a bug on a ladder where the player would start climbing from the wrong side on D4
Fixed a bug where the player could enter a vehicle through the garage door.
New admin commands.
#ListSpawnedVehicles Prints list of all spawned vehicles. Each vehicle has its ID, last access time and location printed.
#TeleportToVehicle <Vehicle ID> Teleports invoking player to the specified vehicle. Vehicle ID is displayed via #ListSpawnedVehicles.
#DestroyVehicle <Vehicle ID> Destroys the specified vehicle. Vehicle ID is displayed via #ListSpawnedVehicles.
Optimizations
In this patch server optimizations should give to up 30% of a server boost, so less lag and better stability.
We are excited to announce that we will be leaving Early Access next week. We have made some really cool new levels and would love you all to experience it. We will be uploading the build that contains all the new levels and features this weekend (hopefully tonight). You can then play them. We will however stay in early access until next week, just so we can see if any bugs pop up over the weekend that we may have missed. And also to give everyone a last chance at getting the game at the discounted Early Access price. When we move out of Early Access the price will increase. There may be a release day patch, depending on if we found any problems over the weekend.
We hope you enjoy the game and we welcome your feedback.
We are near the final countdown and we are proud to announce you that the game will be released on January 31th on Steam and Switch! Other platforms will follow, but we have no date we can give you yet.
In this update, weβve added the last story missions with the final boss.
For those wondering about the future of the game once released, we will still provide updates with fixes and improvements, if not content addition when possible.
See you next week for the release!
Features
Last factions missions available!
Final boss is there!
Bug fixes
Fixed an issue causing the R.E.P.A.I.R.βs Shield stabilization and Localization skills to sometimes do nothing in fight when their second talent was upgraded.
Fixed an issue preventing rooms decoration to be loaded correctly.
Fixed an issue where effects were not cleaned correctly on enemies that have been summoned.
Fix a missing text in English for a Z.E.R.K.E.R. talent.
Fixed an issue where the W.A.R.βs Art of equipment talent was not working as intended and as described in the tootlip.
Fixed an issue with Mythic items and CyberRights faction bonuses where Danger Level decrease was applied more times than intended when succeeding an action.
G.U.A.R.D. Teasing
We will release the 1.0 version with the G.U.A.R.D. unit, an incredible tank with no Resistance who's using his tremendous amount of Shield to attack. Manage his Neoconverter stacks to get more Shield back when dealing damage to the enemies lines!
"The G.U.A.R.D. units are steeped in British craftsmanship. They were conceived to replace the Royal Guard at Buckingham Palace in 2030, and were programmed to follow this single directive: defend the entrance to the palace and protect the King of England against all dangers."
Stream Run
We're preparing a 24 hours Stream Run with some content creators all around the world! If you want to join the Stream Run Event, let us know ;)
Today we'll tell you about a place that used to belong to a caste of brave warriors. These days this place is good for shooting a horror movie. You might have guessed that the place is the Barracks.
Before the mutant onslaught, Barracks were a training camp and a campus for brave soldiers, defenders of Ark. One of the Lost in Sky's main characters Roy also spent quite a bit of time here, together with his fellow soldiers. Long training sessions and warcraft studies have done their job. The Ark warriors are rightfully considered the elite unit.
Today the Barracks look menacing. There's blood, and gore, and human bodies, and pools of slime, and cocoons, dangling from the ceiling. The mutants damaged some life-support system energy generators during their attack. The electricity cuts are only making the dark picture worse.
The spacious and now gloomy rooms are a great place for langoliers and giant hornets to dwell. In case some of you forgot, langoliers are flying creatures that look like fish. They live and attack in packs. The mutants nosedive on characters, emitting clouds of deadly gas and inflicting huge damage over the area.
Hornets are dangerous because of their enormous size and rapid onset. A flyer attacks, ramming you with a poisonous stinger in the rear part of their body.
You might find something useful in the Barracks. Don't forget that warriors used to live here, after all. You will discover grenades as you walk through the level. They are metal spheres that can be thrown from a short distance and rebounded from a wall. They explode a few seconds after a throw and deal damage over the area. They're very efficient against packs of enemies.
Barracks is the place where Roy's hearth and home used to be. He spent almost his entire life here, and now he hopes to find survivors. The question is, are there any survivors at all?
Some part of achievements have been implemented! Enjoy to unlock achievement by all means!
In game screen, achievements are still under development. Give us few weeks for rest of them!
New achievements
β Beginner Magician: Gain more than 100 INT during combat. β Advanced Magician: Gain more than 1k INT during combat. β Wizard: Gain more than 10k INT during combat. β Worm Killer: Defeated Boss worm. β Terminator: Defeated World Saver. β Overdungeon: Defeated Omega the over. β Lilith: Completed the ending with Lilith. β Sugar: Completed the ending with Sugar.
B bug fix
Fixed a bug that sometimes the record of Sugar was recorded with Lilith.
β Introduction of current development β β Discharge card effect β Achievement β Player statistics β Enemy Attack UI β Enemy Adjustment β Ascension 01 - 10 β Moving office :D β Boss relic adjustment β NEW! Creating a new character!
In the sixth episode of our blog series about the game, we talk about why we're actually making this game and give a little bit more background story to the development of Godhood! Read up on it over at our community page.