Version 0.9.4.4 is now live! I've added controller remapping to Dungeon Core. Let me know if you have any problem. There are 3 different types controllers at this moment: Mouse/keyboard, PS Controller and XInput (Xbox, etc..)
Some other improvements: - Fixed a typo in the intro - Win7 / Win8 improvements - Terminals have more HP further down to avoid snow-balling! - Enemies outside of the room
The Mineral & Craftsmanship update added some big content and systems to the game and the team have been working to fix any remaining bugs but also to polish the content that was added.
Consequently, we are now working on a content patch that will add some further improvements to the recent update. This patch will not only improve on some of the visuals but will also expand the masterpiece parts.
1.6 Content Patch
More specifically the 1.6 content patch will include:
Visual improvements to the quarry depots
Visual improvements to the mineral deposits including improved textures
Improved mineral distribution
Visual tweaks to Masterpieces
New parts for the Gate Masterpiece
New sounds for mining and workplaces
New animations including workshop and building animations
I am sure you will be as excited as i am to hear that the 1.6 content patch will also include the following QoL improvements:
Promotion window sorting
Many more villager names and the option to rename villagers (planned)
With that, let's take a closer look at what the team are currently working on…
Buildings & Masterpiece Polish
Claudine and Loup-Gabriel have been enhancing some of the building visuals, polishing current buildings with improved basements and grounded doors as well as working on the new Masterpieces.
The Gate Masterpiece, in particular, will see a new wall part as well as even more parts for you to build that perfect entrance to your city.
More Visual Polish
Enhanced textures are being worked on for the Mineral Deposits with Claudine currently working on a more refined Gold texture. You can expect to see more improvements to the deposits and quarry depots for the upcoming content patch.
Quality of Life Improvements
Christopher has been busy on a number of improvements including, updating the notification panel to remember your severity choice and refining the action button and warnings. These changes can be seen live right now in last week's hotfix which also included Christoper’s work to allow multiple Masterpieces on the same monument.
On top of these changes, he is currently working on the villager promotion window to show more information in addition to some added control in the form of a sortable promotion list!
Building & Workshop Animations
Something we have been wanting to add for some time is more interaction between workers and the buildings, for example, the gold smelter pouring liquid gold from the cauldron when smelting.
Up until recently it hasn’t been possible… but now it is! With this newly created ability, Michaël has been working on new interactions between buildings and workers that includes moving parts on the buildings themselves.
Winepress now in action:
Is the sheep checking in on the weaver?:
A training dummy being pummelled:
Modding
In the past few weeks, we have been gathering feedback from the modding community to see what new features and content they would like to see unlocked. Armed with this feedback Max has been busy opening up new options for modders to create extra content.
For example, last week’s patches saw a new behavior tree for custom guard behavior. This will allow modders to create custom locators for guards so that they can patrol your villages.
Additionally, the recent patches have exposed a whole host of assets for modders to play with, such as building functions for the new quarries and workshops, masterpiece parts, villager jobs and much more. Full modding changelogs can all be found on the modding wiki pages.
Alongside this, Max has been working to add in some quality of life improvements and bug fixes for both modders and players alike. Modding logs have been augmented to catch errors in created mods and a useful QoL update has seen a new prompt when a player loads a save that might be missing mods. This will allow you to download the missing mods directly when starting a save game.
Both Max and Leo continue to work on performance optimizations improving the game for players and modders alike.
And Finally...
Vincent has been working on a top-secret project for a future update. Unfortunately, I can’t bring you more news on this just yet but it will bring some extra life to your villages.
To wrap up this Devlog I have some particularly exciting news that I know you will all be very happy to see. Dan has been working on the UI redesign whilst also improving the user experience wherever possible. The design phase is progressing very well and thanks to the UI tool that is being created by Ben, integration will start soon.
Once that big chunk of work is done, we will iterate both on the UX and the style of the menus, so expect changes along the way.
We are excited to reveal to you an exclusive sneak peek of the work so far:
You can see more samples of the work in progress UI in the recent article from Rock Paper Shotgun.
We would love to get your feedback, so feel free to leave a comment and don’t forget you can join us on our Discord server and let us know your thoughts.
This week we released DCS World Open Beta 2.5.6.53756
Introduced the new DCS: Syria Map* by Ugra Media.
Introduced two new campaigns:
DCS: F/A-18C Raven One Сampaign by Baltic Dragon
DCS: Mi-8MTV2 Crew Part 1 Campaign by Stone Sky
DCS World
R-27 missiles family. Reduced the value of the induced drag, increased lift. Lift to drag ratio now is more accurate and provides better performance against maneuvering targets, compared to AIM-7 performance level.
R-77 missile. Reduced the value of the induced drag, reduced transonic zero-lift drag, increased the lift. Missile will better save energy, slightly increased range at low altitude.
AIM-7 missile. Adjusted autopilot to fix guidance inaccuracy.
DCS Scripting Engine. Shooting start/end events lack information on weapons - fixed.
DCS Scripting Engine. Most weapon class functions fail on torpedoes - fixed.
SA-6 Kub. Search-track radar still emits after the alarm state set to green - fixed.
Runway still damaged after repair for bombs craters just off the edge of the runway - fixed.
Dedicated Server. "Engage Air Weapons" has reduced functionality on dedicated (norender) server - fixed.
MP. [LCtrl + F10] command allows the player to get position on map even in 'Map only' mode - fixed.
The Schnellboot will evade a collision in a torpedo attack.
ME. Neutral static objects are not in the targets list, but can be selected by clicking on the object on the map - fixed.
Aircraft AI. Lead aircraft in tight turns can create physics problems for wingmen - fixed.
MiG-25. When a plane loses a wing, missiles stay in the air - fixed.
Air tankers with unsuitable refueling connectors for the player's AC will not react to the player's requests.
Projected runway lights turn off as soon as the nose wheel is down - fixed.
Implementing compressibility for pitot tube for Mach > 1 and turning it on for all planes.
Tail wheel tuned for all taildraggers.
GDR (East Germany) added as a country.
MP. Now when server creation, the first (not last) mission in the list will be selected.
Ships start a mission in motion even if they have set speed 0 in the mission - fixed.
ME. AI aircraft. Added checkbox “AI off” for ground start.
ME. It's possible to set a task for aircraft AIs to attack friendlies - fixed.
ME. Improved auto naming of groups.
When choosing a missile on the F10 map and switching to the F6 view to this missile, another missile is shown - fixed.
MP. Cargo not synced correctly hangs in the sky after release, and can obstruct other helicopters in drop zones - fixed.
Sling loaded Cargo phantom not destroyed by destroy() function - fixed.
AI not using high drag MK 82 Snakeye below 1000ft - fixed.
Helicopter wingmen fall through the deck when landing on the ship - fixed.
Briefing window. Moving and scaling of large illustrations is adjusted.
F10 map units coordinates are out of panel - fixed.
ME. In advanced trigger options, if add an item by CLONE, then the content of the newly cloned item will not be saved - fixed.
ME. Added View menu item with ability to switch between Imperial and Metric units.
Added removing of precompiled shaders from previous version of dcs on Update.
Ground AI. The vehicles do not turn smoothly, but along a broken line - fixed.
DCS F-14B by Heatblur Simulations
NEW - Added 11 Quickstart missions for the Syria map.
Included Supercarrier versions for Syria Quickstart missions.
Added Quickstart Free Flight mission for the Channel map.
Fixed MLC Auto not using actual antenna elevation above horizon.
Fixed keybindings not incrementing panel and gauge lights appropriately.
Fixed RIO annunciator light intensities.
Increased intensity of slime lights (= formation lights).
Corrected roughness of intake ramps.
Fixed broken normals on intake areas.
Fixed unwelded vertices on engine nacelle.
Fixed mismatch intake ramp color on default livery.
Fixed incorrectly assigned textures on exterior gear doors and right wing.
Fixed missing fuselage in cockpit view.
Re-added normal map on TCS pod.
Rudders will now detach with heavy damage.
Increased size of fuel tank hitboxes to more closely match real life sizes.
Adjusted damage model to be less “tanky” with direct missile hits.
Improved aerodynamic damage effects.
DCS AV-8B by RAZBAM
Sound missing for AI aircraft once airborne bug fix.
DCS MiG-19P by RAZBAM
Fixed several typos in Russian cockpit.
Fixed the frontal glass canopy mesh so it does not look like it is raining inside it.
Small cockpit textures corrections.
China Asset Pack by Deka Ironwork Simulations
Added WingLoong-1 UAV AI for China, Pakistan, Egypt, Kazakhstan, Saudi Arabia, Serbia, United Arab Emirates, Algeria. Added AKD-10 missile for WingLoong-1, more weapons will be added later. Fixed HQ-7 LN no radar warning issue.
DCS JF-17 by Deka Ironwork Simulations
Re-made 6 training missions (more will come later)
Added new ground crew VoiceOver
Added abs axis binding for:
UFCP and HUD Brt knobs ACP COM1/2, TCN/ILS and MSL Vol knobs Сockpit illumination and AAR light knobs Note: dcs provides only 10 customized axis commands
Fixed: SMS page: max bomb quantity for selection (determined by load setting)
If more than 4 bombs mounted (i.e. 6), additional quantity 6 at OSB R5 If less or equal than 4 bombs, only show quantity 1, 2, 4 as before
Fixed: player must turn off all power supply to (un)install AAR probe.
Fixed: player must open canopy to update DTC.
Fixed thrust and wheel brakes axis command id ( need to rebind your joystick!!! )
Fixed UFCP_1 fallback viewport name.
Added g-suit tube operation in auto start/stop script.
Known issues:
ED just changed AG radar render code, we need time to figure out how to make our AG radar EXP modes work again.
DCS SA-342 by Polychop Simulations
Linked brightness of gun and mistral sight to weapons panel brightness rotator dial.
Added support for NS430 Module implementation.
DCS C-101 Aviojet by AvioDev
Video ON/STB/OFF switch in clickable cockpit is now conforming to DCS standards
Fixed EB FD glideslope commands. It now commands correctly to follow ILS GS, independently of the speed of the aircraft
Fixed voice-over of Sea Eagle missile training mission
Fixed Sea Eagle missile training mission. Modified wingman task to be able to launch two missiles
Enabled engine fire in failures list
All failures repair works now. See extensive list below
Fixed damage and failures repair issues:
Now all EB engine-related failures are applied to C-101 (it was not the case previously) All failures related to engine are now correctly repaired. Engine start is now possible after repair Added repair of the following previously implemented avionics failures and unrecoverable states: landing lights burnout, landing gear lock override safety wire, cockpit depressurization, reset of landing gear emergency extension handles, gear/flaps stuck state due to overspeed, canopy fracturing (C-101CC only)
Landing gear lever is forced now to extend position at repair
Improved ITT indication (both needle and digits) when electrical power is cycled on/off
Adjusted engine N1 and N2 pointers movement speed when electrical power is switched on/off
Adjusted movement speed of voltmeter needle
Fixed brightness of rear cockpit AOA indexer
Fixed C-101EB takeoff mission. F-18 does not crash now
Added SCAR Light Test Button functionality
Fixed ERR light on SCAR Display Unit. It now blinks correctly and on both cockpits
Added RAAF Roulettes livery
Added “PITOT HEAT” caution light function
Added pitot heat failure in Mission Editor
Pitot heat korry light is now off when Mission Editor “pitot heat fail” occurs
Added “pitot heat fail” repair
Fixed logic of “pitot/static port blocked” failures in Mission Editor. Now those follow the same logic as the one of “pitot/static port blocked by ice” systems failure, i.e., it uses last known values of pressures, etc.
Implemented pitot heat equation. Now it affects only the ability to reengage pitot heat on ground after about 17-15 minutes (depending on TAT) since enabled. To reengage pitot heat, wait for a couple of minutes until it cools down. Such electrical condition is very rare though
Updated cockpit textures, including lighting
Adjusted effect of alpha and beta on the computed indicated airspeed
Fixed cockpit lighting of external model
Added input_profiles_repairer.exe and corresponding readme.txt. This exe allows to recover old C-101 input mapping saved previously to Open Beta update 2.5.6.52196. Already correct profiles are kept untouched. Disregard the repairer output file
Adjusted g-suit effectiveness factor (a wrong scale was being used)
Modified "crash" button tooltip, added its activation condition for clarity
Updated brightness control for the following lights:
All cockpits: emergency pitch trim light, markers lights, ENG IGN light, CAWS panel lights, IFF test light, IFF reply light EB: ARN-127 freq digits, ARC-134 freq digits, ARC-164 freq digits, HSI digits CC: MPR light, telebriefing light, HSI/ADI digits
Korry buttons and other signal lights without integrated brightness control change now their brightness with instrument and consoles lights dimmers
Implemented landing gear red status lights (gear in transit)
Fixed ILS frequency typo in Persian Gulf instant action hard landing mission
Gear handle light brightness depends now on the instrument knob (dimmer) position
Fuel lights are set to off (white bars) when fuel measurement CB is pulled
CC HSI annunciator lights brightness is changed now with instrument knob (dimmer)
Radar locks air target in AG mode, but HUD target box stays in default or last known position - Fixed
ICLS is not stabilized. If ship rolls on waves ICLS bar swings together with deck - fixed
TACAN Data not showing on SA page top left - Fixed
Launch bar switch is down for player spawned on catapult - Fixed
JDAM indication is crossed out on the HUD when the JDAM is not aligned - Fixed
F-18C separate RWR indication is barely visible - Fixed
RWR screen is now rendered to a texture RWR brightness is initialized according to the night/day condition (Sun angle at mission start) Adjusted RWR symbology material alpha, as well as the visual appearance of the font (thickness)
Gun smoke is far too dense - Fixed
Forced "Unrestricted SATNAV" option doesn't work - Fixed
Laser CODE on SMS main page with Guns selected creating a conflict - Fixed
GBU-31(V)3/B Fuze Error - Fixed
AMRAAM midcourse guidance stops when the L&S is swapped with DT2 in LTWS - Fixed
Designation in NAV or AG modes stops AIR Attack Radar range and elevation changes - Fixed
AIM-120 Quantity on HUD Incorrect with Mixed Types Onboard - Fixed
Autostart macros fixed with INS STD HDG Alignment - Fixed
INS GND alignment never finishes if GPS is not available - Fixed
INS alignment status display in HSI indicates 0.5 OK but INS alignment is not ready - Fixed
Aided INS (AINS) position mode - Fixed
Missing MPCD Display Controls
Contrast control was added to AMPCD Also contrast control was implemented for L/R MDIs
Added yardstick to FLIR page
Added coordinate display for FLIR page
Added north arrow to FLIR
INS align display horizontal bar aligned - Fixed
Hot start IFA not aligned properly - Fixed
Hot start should have INS selector knob in IFA - Fixed
FCS page glitch (Appear only on first page activation) - Fixed
POS/ADC Caution Message is Missing - Fixed
INS DEGD Caution Message is Missing
Fuel overwrites WP name - Fixed
Comm 1 switches from AM to FM on its own - Fixed
Engine sound update (wip)
Major external sound update
Air-to-Air Target Range on Air-to-Ground HUD - Fixed
AG radar. Infantry can be detected - Fixed
AG radar. FRZ and SIL don't function properly - Fixed
Maverick slaving after step- Fixed
AG radar. EXP render issues - Fixed
Toggle HUD Time Off with Landing Gear Down - Fixed
DCS F-16C Viper by ED
TGP Litening:
Added HOTAS Commands Added Cursor Zero (CZ) Mode Added Steerpoint Indication Added HSD Steerpoint Added Laser Range Indication Added Laser Code Indication Added Camera Pointing Azimuth Added DCLT option Added Time to Steerpoint Indication Added AA mode Added North Arrow Added Coordinate Display Added NAV Mode Slave Added Meter Stick Value Added Gray Scale
HUD CCRP indication doesn't sync with on TGP selected target - Fixed
LASER guided bombs Time to impact on HUD & TGP - Fixed
TGP Slew changes Waypoint locations IN HSD - Fixed
TGP can show -10ft of altitude - Fixed
TGP CCRP selection drops empty waypoint coordinates to (X = 0, Z = 0)
HUD AOA Bracket top and bottom to wide - Fixed
Adjusted dim lights logic
CMDS "CHAFF FLARE" message after takeoff - Fixed
FLIR crazy brightness parameters at night - Fixed
HSI Very dimmed at night - Fixed
Master light switch is not illuminated - Fixed
Countermeasures released below aircraft - Fixed
Add NOT SOI label to formats that can be assigned SOI: FCR/TGP Pages
Add Weapon Time To Impact (TTI)
Add Time to Steerpoint Needed
DCS F-86F Sabre by ED
F-86F Direction indicator knob animation corrected
DCS Flaming Cliffs by ED
Su-25T Cockpit. Restored coloured glass. Corrected glass material. Added scratch texture on the canopy. Added rain drops on glass.
MiG-29 Cockpit. Restored countermeasures counter. Corrected the speed indicator. Added scratch texture on the canopy. Added some textures.
Su-25 Cockpit. Added scratch texture on the canopy. Added rain drops on glass. Corrected mirrors animation.
A-10A Cockpit. Added scratch texture on the canopy. Added rain drops on glass. Eliminated gaps on the back side of the cockpit.
MiG-29. The engine nozzle will open if the throttle is pulled back independently from the airspeed.
Su-25T. The TV screen is transparent in HUD only view - fixed.
DCS Mi-8MTV2 by ED
Eliminated gaps on some details of the cockpit
DCS UH-1H Huey by ED
Fix of left side gunner sound
DCS L-39 Albatros by ED
Gear indicator lamps don't work after a cold start - fixed
DCS Supercarrier by ED
Super carrier figures only render in one eye in VR and the encyclopedia - fixed
DCS: The Channel Map by ED
When the AI takes off from runway 3 of High Halden, they fail to see any units on the runway and crash into them - fixed
DCS WWII and Assets Pack Schnellboot sometimes incorrectly attacks the target - fixed Bofors 40mm erratic behaviour - tuned Flak 41 ignore buildings/scenery and continue to fire without LOS - fixed Tail wheel behaviour tuned for all taildraggers
Voice chat
Users can create their own rooms
Crew intercom rooms autocreated now
Mission makers can create additional coalition rooms via scripts system
Mission 09: Aerial photo in brief corrected. Mission 10 Simple A2A version: Correction to an important vehicle late activation.
Bf 109 K-4 Jagdflieger Campaign, F-86F Hunters over the Yalu Campaign, P-51D The Blue Nosed Bastards of Bodney Campaign, Spitfire IX The Big Show Campaign by Reflected Simulations:
Fine tuned triggers
Introduced interactive triggers
Added better user guidance
Campaign progression logic revised
UH-1H Worlds Apart - Spring 2025 Campaign by Low-Level-Heaven
Fixed path finding issues in Mission 7 and 8
*Known issues of Syria Map
The team have been working hard to find and fix issues that will affect mission design and gameplay, and whilst many have been resolved, some did not make it in time to be included in the release build. Below is a summary of the current known issues in this early access release. We encourage all Open Beta players to report any and all bugs and issues that you encounter to our forum, as you are an invaluable piece of the puzzle, to enable us to move forwards and bring this truly breath-taking terrain out of early access.
Al-Dumayr – AI Taxi route to parking spot 15 & 16 passes through runway leading to possible collision Jirah – AI taxi route to parking spots 4 & 5 is incorrect, leading to possible collision Beirut – Collison issue when large aircraft (C-17, IL-76 etc) pass over road tunnel under runway 24/16. Small aircraft unaffected Eyn Shemer – Possible collision when multiple aircraft land in succession Damascus – AI taxi route issue when using parking spots 110 & 302 can lead to traffic jam Aircraft taxiing from southern apron blocks all other taxi activity until in passes northern apron Mezzeh – Some aircraft & Helicopter parking spots are missing Incorrect AI taxi routing to parking spots 17,18 & 19 leads to traffic jam Taftanaz – Possible collision when helicopter AI is taxiing Khalkhalah – Incorrect AI taxi from parking spots 19 & 19 can lead to collision Possible AI collision with hangar 25 Megiddo – Possible collision on runway when large AI group lands Runway collision when using parking spot 10 Taxi-way hold point is displaced onto runway Ramat David – Possible AI aircraft collision with small building between parking spot 37 & 36 2 parking spots numbered 24 Parking spots 37-41 only available for helicopters (correct), but not marked as such Haifa – Possible traffic jam when many AI land in succession Marj Ruhayyil – AI uses taxiway for take-off and landing Unable to place Flanker size aircraft on ramp parking spots 28-33 Incirlik – Small chance of collisions during AI taxi Aircraft at parking spots 100-109 are facing the wrong way A-10C can not be placed on parking 114-120 & 63-69 Marj as Sulthan North & South and Qabr as Sitt – Helicopter AI touches down short of runway Fixed wing AI can be set to land at helicopter only bases Visual and collision issues with weapon impacts on bridges Some of the prepared SAM sites have uneven terrain, making unit placement difficult Fast mission creator is currently not functioning for Syria Terrain
Thanks to user comments, we have been able to identify areas that required improvement and added new content to enhance the experience. These improvements factor into all areas of the game and will add both additional polish and immersion.
Included update in the ver. 1.1 patch
Changed all in game dealer lap dances with new and improved motion captured professional dances that can be interchanged.
fixed dealer breast bounce in lap dance sequence.
dealer dance cost lowered from $20 virtual game credits to $10.
Added 5 new music tracks to select during lap dance sequence.
Added over 50 new dealer reactions to various winning hands
Please keep the comments coming and leave a review if you like our recent game improvements. Our next update will include new dealer reactions during bedroom interactions and improved movement controls to our interaction engine, stay tuned!
Just wanted to say thank you all for a successful launch week and remind you that the launch sale ends in just 2 days, so grab it now while it has the discount!
For those of you who were planning to get away for the summer, but had your plans scuppered by our collective situation – don’t worry, there’s a whole other world for you to explore from the safety of your sofa! If you’re stuck on land with nowhere to go, the ‘Summer of Sea of Thieves’ event kicks off today, inviting you to dive in and take a challenge-driven tour of our beautiful ocean regions.
From meeting the local pirate populace to attempting explosive aerobatics, this event serves up 10 challenge sets, each containing four goals, plus one more for Pirate Legends with some special tasks to tackle! You’ll have until the event ends on September 30 to pick and choose which of the wildly varied goals you want to complete, based on your play style and the rewards on offer.
There are glittering piles of gold and Doubloons up for grabs, plus rare cosmetics and player Titles – including a highly prized ‘Legend of the Sun’ Title to be bagged by those heroes who fully commit to this event’s adventurous antics and risky requests.
To find out more about the ‘Summer of Sea of Thieves’ in-game event, watch our handy video then head to the Events Hub to check out the challenges!
Turn Your Garden into a Galleon
It’s not just your in-game summer experience that we’re aiming to improve: thanks to a new summer-themed set of merchandise soon to land in the official Sea of Thieves store, you’ll be able to enjoy the sunshine in true pirate fashion. Deckchairs and towels will be on offer for those of you who want to sunbathe in style, and you’ll even be able to keep hydrated with your very own Sea of Thieves water bottle.
Head to the Sea of Thieves store later to this month to pick up the first of your pirate poolside accessories, and make sure you’re quick about it! Wouldn’t want things to get salty if you miss out…
Find Out More
For more information on the ‘Summer of Sea of Thieves’ event, including the full roster of challenges, please visit the Events Hub on the Sea of Thieveswebsite. The event is available for free to all Sea of Thieves players who have bought the game on Xbox One, on Windows 10 PC or via Steam, or players who have access to it with Xbox Game Pass. Simply download and install the latest Sea of Thieves update to take part.
New to Sea of Thieves? Join the fun with our Maiden Voyage, a narrative-driven tutorial experience. New players will begin their travels within this scenario, which provides guidance and information to fledgling sailors. Learn more about Sea of Thieves at https://www.xbox.com/seaofthieves, or join the ongoing adventure at https://www.seaofthieves.com/ where you can embark on an epic journey with one of gaming’s most welcoming communities!
The “Border Land World” is located in the southwestern-most part of town. This tile is part of the Commercial District zone where many of the larger businesses are situated. It also includes the portion of the town located in Mexico, hence the name of the tile.
Since this tile is on the border and includes the Mexican portion of the town, of note is the border crossing and its trademark landmark, The Wall. It serves as the sole entrance into Mexico in the game.
Visually, there’s a contrast between the US portion north of the border and Mexican portion south of the border. However, the south-of-the-border area of town nonetheless functions in a largely identical manner, albeit with the Mexican visual twist.
Retail
Overview:
The “Retail World” is the southern-middle part of town. This tile is part of the Commercial District zone where many of the retail shops and larger businesses are situated. Some commercial offices are found here as well. Covering the entirety of the border along the southern edge is The Wall.
Of note is that this tile, true to its name, contains the most highly concentrated number of business establishments.
Ghost Town
Overview:
The “Ghost Town” is located in the central westernmost part of town. This tile is part of the Historic District zone where the town’s aforementioned ghost town is located. This is also where the poorest of the town’s poor congregate in the dedicated shanty town/ghetto.
In keeping with the old west theme established by the ghost town, this area is distinguished by its dry, dusty, desert atmosphere, even more so than the rest of the town’s desert areas. Expect to see tumbleweeds and dying, yellowed shrubbery.
New missions!
Meet Associate
Errand description:
Tuesday's Meet Associate errand is immediately assigned at the beginning of the day and sends the player to meet his new boss-of-the-day following Bellow. You will have to take an underground detour using the town's now newly (re)opened subway system (Using a placeholder location at the moment) which conveniently has available stops between these two districts. Come Wednesday, the rest of the stops will be available, making four total between the four districts around town.
Aside from that, the other major part of this errand is the cutscene where we meet the new boss and his faction: El Plago and his Los Oscuros cartel who operate out of Edensin's South-of-the-Border Land.
Border Smuggler
Errand description:
The short of the errand is that the featured Border Slingshot acts a mounted turret you can aim and fire with your "ammo" being the American immigrants you're launching over The Wall border into Mexico. The task here is set up as a target range challenge where you must successfully aim at floating holographic targets. If you miss a shot or fire an immigrant which is spotted by the Border Patrol, you still need to launch more immigrants over The Wall, but at this point hostile Border Patrol officers will also be spawning in waves to fight you.
Tag Turf
Errand description:
The one special gimmick in this errand is the use of the new Spray Paint Can weapon on the designated Billboards (You can activate the color wheel by holding RightMouseButton). The majority of this errand features combat against a new group, the Sensitive Hipsters.
Here's a short preview of the new Spray Can:
Pet Shop Delivery
Errand description:
On Tuesday, after his meeting with the Mexican Luchadores boss El Plago, the Dude is sent on a delivery mission to bring a nondescript package to a local Pet Shop. Upon his arrival and descent into the building’s undisclosed underground storage facility, he discovers the place is actually a front for a drug lab. Not one to be remiss in his duties, though, the Dude braves the toxic fumes swirling through the air to complete his delivery, only to pass out on his way back to the exit. In his fume-addled hazy mind, he hallucinates himself having turned into a cat, suddenly believing himself to be completing a day’s list of feline-based Mini-Errands. Cat-based catastrophes ensue.
After turning into a cat, Dude (or Dude Cat) needs to complete three mini-errands.
Pay Fine
Errand description:
Here, the player is offered two branches to follow: Pay the fine by performing community service as a Meter Maid or manually dropping his ticket into the conveniently located drop box. Taking the Meter Maid route means roaming the town's free roam areas looking for illegally parked cars to ticket to meet your fine quota. Upscale cars can be ticketed more, but the vehicle's owners will respond with hostility. Going with the drop box route happens to trigger the station's lockdown mode, and the player will need to head to the Lockdown Terminals in the Security Offices to manually disable it. The station's Armory can be unlocked as a bonus!
The gameplay mechanics employed here aren't just for this errand. The Meter Maid will become available later in the week as an optional job/Side Quest to earn more cash. The lockdown mechanic in the Police Station remains a constant in this location, acting as the regular challenge to doing things like stealing from the evidence room, stealing from the Armory, gaining access to the Super Evidence Room, and so forth.
New P2-style shovel!(Blood masks will be added later)
Ingram
M16
New sounds for the Intro sequence
Footprints
Cutscene movie volume slider
Interior sounds to various buildings
Dual wielding crosshair(Borderlands 2 style)
Facial animations for dead pawns
New sound effects for Tazer Baton
Improved Combat AI:
NPCs not firing at long range distances
Melee enemies should now spread out a little when chasing you
Enemies will also no longer crouch when attacking with a melee weapon
Ranged enemies should no longer run up to your face before attacking
Enemies that lose sight of you no longer stand in place waiting for you to walk up to them
Cops shouldn't get stuck on the border of the Chase/Arrest radius anymore
Changed how enemies react to pointing a gun at them so they don't immediately attack you even if they're panicking
NPCs shouldn't freeze in place when entering Reload state anymore
Refined NPC weapon spread so they don't deal as much initial burst damage
and more!
Optimized vehicle and bystander models
Cars will now exploded when set on fire with Gasoline
Improved distance quality of foliage models
Reduced health on Cop NPCs
Greatly improved the look of various cutscenes
Sonic and Sanic cheats now apply to flying
Added more pickups across all levels
Weapons that use time based ammo consumption now consume 1 ammo at the start
Smoothed the AK firing animation to be less erratic. Reduced the recoil on the AK to make it a bit more manageable
Decreased AI Revolver fire rate from 0.3 to 1.0
Reduced frequency of ambient hawk screeching
Game now autosaves once instead of twice when going through zap zones
All Characters should now drop their Weapons when they die
Tweaked the walking animations
Camera will now pan to errand as the giver talks about it, and zooms to default zoom
A TON of mapping bugs
Crash that could occur after throwing many Pigeon Mines as well as when standing in a queue / interacting with the cashier. And many others!
Collision on a vast amount of assets
Grenades and Molotovs not colliding with doors
Broken interactables
Various issues with Prison
Car explosion sounds playing when master volume was set to 0
Video Menu “Show Outlines” text not matching checkbox
Player taking lethal headshot damage from the Revolver and Shotgun
Implemented fixes for the Dogs and Cats when transitioning back to normal movement
Beggar Sign “nag” dialog lines playing when a sign has already been constructed
Player facing the wrong direction when exiting the Scooter
Map screen panning off to Narnia when finishing errands
"Show Pickup Messages" menu option not working/Hide HUD not hiding pickup messages
We are happy to tell you that else than English, Chinese Parents now support Japanese as well! To celebrate that, there is a 10% off discount started from 10am on 19th Aug to 10am on 26th Aug (PST).
If you have any Japanese friends interested in it, please tell them this news!