Apparently Steam has a quick patch notes tool now. Nice.
1.4.8 addresses a bug which was affecting some players, on the Steam version, encountering a fatal error when the game tries to save after a race in Hard Mode. I'm sorry to those of you who have run into it already - since around the New Year I've been less attentive, trying to find work. Fortunately, someone sent an email to nitroglycerinltd@yahoo.com detailing the problem today, so I was able to issue this patch.
Please let me know by email if anything else comes up.
This patch is focusing on fixes, balance, and improvements.
We're currently in the process of switching the VOIP service, which should fix all the existing issues and prevent new ones in the future. At the moment though, it had to be disabled to finish the setup. Once done, there won't be a need for a new patch, just a quick server restart, so no downtime. Shouldn't take more than a few days.
Just to get some things out of the way: there won’t be a January community devlog or a Q&A in this post. There’s enough to read through as-is! If you have something you’d like to ask the devs, head over to our Discord and check out #announcements for a link to a submission form.
CHANGELOG & QA NOTES
Some Backstory
The ability to ignite containers in order to create an explosion, using the exploding types of ammo (such as Cluster Bombs, Fire Bombs, etc), or resources which can also explode (such as Lava Fuel), is a mechanic that dates back to the time we released the Volcanic Content Patch. Initially, it was designed as a way of countering War Walkers which were loaded with explosive ammunition, but somewhere along the way, creative Players figured out ways to weaponize this.
How it Works, What We’ve Changed
Although this mechanic will remain in the game, we have once again done a new rebalance pass, optimized and improved the visual effects, and made sure that there is at least one effective counter against them.
The way the mechanic currently works: explosive ammunition or ignitable resources can be detonated if inside a container. The amount of resources plays a major role on the achievable damage output, although it is limited to an extent, for obvious performance and balance reasons. When a container is severely damaged with fire damage, it will eventually catch on fire, and be ready to detonate all the bombs and other ammo inside (which can also cause gas to spill out of the container), and create an explosion damaging anything in its proximity, as well as possibly setting off more detonations if containers with explosives are nearby. When a container is set to detonate, it’s possible to extinguish the fire, and prevent the detonation altogether.
GAMEPLAY
-New mechanic addition: It’s now possible to track enemy Poaching Huts, which temporarily reveals the location of other Poaching Huts owned by an individual, or a clan in the Oasis. It will only reveal Poaching Huts owned by the clan you tracked. Greed never pays, Nomads. -Mechanic rebalance: Ignition mechanic (also known as improvised bombs) has been rebalanced. The general effectiveness of these improvised explosives has been reduced. The time to ignite and detonate explosive materials inside containers has been increased. Small containers are the easiest to fuse, but also the easiest to extinguish. Large containers are harder to fuse, but also harder to extinguish with water streams. The time window to ignite explosive materials inside Walkers has been reduced, but it’s harder to fuse them. Bigger containers and constructions in general are much harder to chain-detonate. -Ignition mechanic has been updated to also include gas clouds spilling out of containers when they are affected by nearby explosions, both inside the same container, and from outside. All types of gas should work here. -Added the ability to extinguish containers which are going to explode due to extreme fire damage. Hose station water stream can now extinguish the flames on an ignited container, if used in time. It is also possible to pour water on containers which have explosive materials inside, which will shield them from incoming fire damage which would otherwise ignite the materials inside the container. It won’t last forever, but it’s one way to make sure your favorite bombs don’t all go away in a show of fireworks… On your own Walker. -Mechanic rebalance: Gas has been reworked so that it now works as a status effect applied to the Player. This means gas damage can no longer stack with more bombs fired on one location. This allows us to both work out better performance for gas bombs in general, but also be able to better balance this mechanic. -Grappling hook: When hit by a melee attack, your grappling hook will now detach. -New mechanic addition: Added Player combat cooldown. When a Player is attacked by another hostile Player, they will no longer be able to leave the Oasis. Player combat cooldown does not affect Walkers attempting to leave an Oasis (this means a Player can be in cooldown, but if the Walker he is on isn’t, they can leave). -Allow throwing weapons to be equipped in both weapon slots.
TRADING STATION & QUESTS
-Fixed an issue which would cause the same quest to be generated many times in the same Trading Station. -Fixed an issue which would cause the Trading Station to generate quests for an Oasis which was not yet available for travel. -Fixed anonymous tiles streamer function not working for Scout quests. -Fixed price display for sell orders - Should no longer display “you will receive” when spending Flots. -Trading Station protection timer should properly reset for both duelists now. -Fixed Players being able to loot Players in specific situations, after duel ends in Duel Arena.
BALANCE
-Items inside Obsidian Canister and Obsidian Pot cannot be ignited in order to create an explosion. -Fire Bolts, Hellfire Bolts, and Hardened Hellfire Bolts can now all be detonated. -Slightly reduced Explosive Bolt and Fire Bomb explosive power. -Heavily reduced Floating Bombs explosive power. They were truly broken for their recipe cost. -Added Hull Hardening Module - This new Walker module will protect against all kinds of damage, with the exception of ammo which deals vs.Reinforced type damage (that being Hullbreaker type of ammo, such as Fire Bolt, Hellfire, and other Hullbreaker ammo types). This new module will only be available in the Ancient City event oases. -Firestone Kopesh has been rebalanced to better fit it’s tier. This one was a bit OP. -Baskwood Armor has also been rebalanced to better fit it’s tier. It was also quite OP.
STRUCTURES & BASES
-If a mannable weapon or interactable structure is not facing the proper way toward the Player attempting to man it, it will now turn in place automatically when the Player interacts with it. It will not be possible to enter the mannable structure or interactable, until the turning operation is completed. -Made mannable support for Scattershot Gun a bit more restrictive, so that Players are no longer floating alongside Walkers when manning Scattershot Guns. -Remote Ballista and Exosuit aiming reticles should now work as intended. *happy sniper noises* -It’s no longer possible to build Giant Wall Packers on Walkers. -It’s no longer possible to build on Giant Wall Packers. -Battle Fan “flamethrower” mode can no longer damage Players and mobs through any objects, including but not limited to Walkers, structures, terrain assets, etc. -When a container has been ignited and is going to detonate, it will have a combat timer. This is to prevent the owners from disassembling it and preventing an explosion. -Fixed not being able to place Iron Ingots in Lumbermill input, which would disallow the crafting of Reinforced Planks. -Fixed not being able to store Reinforced Hellfire Bolt in some containers. -Increased building distance for Giant Walls to fix some placement issues where Players could not reach it. -The Defensive Tower has been moved to the Defenses category in the Building menu. It has not yet been fixed, so for now it remains unavailable to be built. -Fixed incorrect rotation of Exoskeleton repeater gun. -Crane and Kite now have proper building checks. -Structures and Walkers which are being unpacked now behave as regular structures, disallowing unpacking/building nearby. -Fixed Furnaces not being locked by default, as other crafting stations and containers are. -Improved snapping for Barrier Base and Barrier Plank. -Added more spawn positions on Beds. -Fixed an issue which would cause Player movement to be tied with Kite when grappling to it, and then using a Wingsuit. -Walker Climbers should now have proper building checks. -Rebalanced recipe cost of Barrier Base, Barrier Gate, and Barrier Plank. -Lowered Toolpod interaction distance. -Fixed transferring items through walls. This should also fix the issue where player loot would appear on the roof of a base, instead of where they died.
WALKERS & TRAVEL
-Added a new Equipment Selection interface when respawning on a Walker. This will allow you to select the equipment you will spawn with, from your Walker’s Gear storage. -When traveling to an oasis, if the protection bubble disappears automatically (by timeout), the entire travel party will be transferred off-map. This change is done in order to prevent situations where Walkers will in fact enter the map, but all Players are unable to reconnect, or a part of the crew is unable to reconnect. If the protection bubble disappears because the Walker inside has moved outside of it, nothing will happen. -Fixed Weightless Module effect not being calculated when travelling with a Walker. Should now work at all times, without needing to unpack and repack the base. -Fixed some structures pushing Walkers as if they were weightless. -It’s no longer possible for enemy Players to build too close to a deployed Proxy Walker. Cobra Walkers should now properly target nearby enemy weaponry, both on Walkers and on the ground. -It is no longer possible to hide under Falco Walker wings in order to sneakily destroy them, without being able to take damage. -Walker Part (Wings, Legs) lifetime has been reduced from 30 minutes to 3 minutes. This is done in order to avoid issues where Walkers and Players could sometimes get stuck under/in them. -Stiletto LODs are now a little bit less aggressive at shorter distances. -Construction supports for Walkers should now disappear after an hour. -Fixed Hornet Walker Heavy Wings not showing wing power in the tech tree. -Hercule Walker now has proper type for Walker levels. -Proxy Walker water container now unlocks when below 50% HP. -Buffed Titan Walker’s water storage. Previous values were 180 water Wood, 360 Bone, 750 Ceramic, and 1800 Iron. Updated values are 210 Wood, 450 Bone, 1050 Ceramic, and 2100 Iron. -Improved Titan Walker’s movement. Player feedback on this would be greatly appreciated in case more changes need to be made. -Fixed incorrect Wing Power comparison on Balang Walker. -Fixed an issue which would cause Player movement to be tied to Walker movement when grappling from a Walker and using a Wingsuit (also without Wingsuit). -Fixed Walker Leg animations not playing when large Legs moved at low speed (such as Panda Walker’s).
OASES & POINTS OF INTEREST
-Reduced eclipse duration to 3 minutes (down from 10). We noticed there is very interesting gameplay to be had during the eclipse, especially during the start of it. There are many tactical decisions to make during large clan fights which at some point or another will involve an eclipse. But, Players have given us feedback that it quite simply lasts too long. During the start of the eclipse, especially in the middle of a large battle, it’s something exciting that can sometimes change the tide for one side or another. Until it simply overstays its welcome. -Updated old lootsites in starting Cradle oases. -Updated visuals and LODs for crates on lootsites, for improved visibility and lowered performance impact. -Fixed some geometry issues in oases, such as random spikes coming out of the ground, and deep holes through roads. -Improved landscape on volcanic biome oases to better blend with the lava lakes. -Rupu Camps now have their very own submerging functionality, instead of a really crazy physical destruction.
MOBS
-Fixed several issues with Killins being unable to land on their nests.. -Improved Killin landing behavior on nests. -Improved Killin targeting behavior when around their nests. -Attacking a rupu should now properly interrupt their taunt behavior, and trigger an offensive response.
VISUALS
-Updated explosion visual effects: LoDs, radius scaling, and different trail materials and fading have all been improved. Explosions should have higher resolution, and now be much less noisy. -Various improvements to fire related visual effects (burning, objects on fire, etc). -Updated camera shakes from explosions. -Improved decals alignment on explosions, when hitting against angled surfaces. -Improved lights and shadows for torches, campfires, and other light sources. -Updated Advanced Hatchet asset. -Fixed Mollusk Medium Wings visuals when retracted.
SOUNDS
-Fixed Heavy Walker Legs having no walking sound. -Added new explosion sounds, for the improved explosion effects.
INTERFACE & TEXT
-Made gathering pouches have priority over normal Player inventory, when moving items between inventories, and harvesting resources. A similar behavior should also occur with other backpacks, etc. -A confirmation message will now appear when kicking clan members, or choosing to leave the clan. -Torque color on Walker Hud should now be readable. -Fixed Discord Logs Integration and Clan Bank widgets showing up when in Ownership Editing mode. -Improved clan color display on World Map, in particular when the clan color has dark tones. -Improved clan color display on Player name widget. All clan names and colors should now be perfectly readable. -Fixed some missing backgrounds in module icons. -When spawning with no water in the Walker, there will be a warning message letting you know no gear will be equipped. -Fixed typos in Giant Walls description. -Slots bidding input display has been tweaked to allow for a larger amount of characters. -Removed an old “Take all” invisible button. Someone actually found it. -Improved icons on Respawn Menu. -Tweaked descriptions of Concrete Structure parts. Fixed some naming issues. -Removed contextual opening of world map instead of local map when at the travel zone. -It’s now possible to rebind the Wingsuit open key. -Mouse smoothing setting changes now persist. -Fixed incorrect icons of vitamins. -Fixed very large interactable distance on downed Players. -Fixed incorrect interactable text on torque windmill. -Fixed several localization issues. -Fixed clan emblem showing up in different color at creation of clan. -Improved readability of spawn options in Respawn Menu.
FIXES & IMPROVEMENTS
-Fixed players becoming invisible in manned weapons in some specific situations. -Fixed several explosion related crashes. -Improved backend handling when an oasis is full, to avoid kicking if Players time out or take too long to connect. -Fixed Players sometimes getting stuck in block action when throwing Fire Bombs. -Fixed a projectile related crash. -Fix an issue which caused low level Players (protected) to lose gear when respawning with random equipment from Walker gear slots. Should no longer occur. -Possibly fixed the bug where Players would be stuck in up attack/block stance. We’ll keep monitoring this one in case it’s still a thing. -It’s no longer possible to climb while there is an active combat action, such as blocking. -Kicking while grappling should no longer get Players stuck. -Fixed several miscellaneous client crashes. -Fixed carry type of Short Ceramic Hoofmace. -Fixed a claiming related crash. -Fixed some issues with first Player login request failing. -Fixed Walker migration related crashes. -Continued optimization of structural building parts, in order to lower their performance hit. -Optimized several Walker parts to lower their performance hit. -Improved Walker LODs, optimized for performance. -Corrected and fixed collision issues on several rupu camp variations. This should also fix the issue where some specific parts of the rupu camp could kill players due to undermesh damage. -Cull distance adjusted for most things in the game, such as Walkers, Structures, and assets in general. -More performance improvements toward bomb effects, lowered number of areas of effect spawned by bombs, increased area of effect size.
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How about a ✨teaser✨ from the new map that will be released with Xbox?
Who is this mysterious warrior that seeks to challenge you in combat? Master your skills, prepare for battle, and be ready to overcome any challenge in Nioh 2 CE.
Eternal Return will undergo temporary maintenance starting Tuesday, February 2nd from 6 PM to around 9 PM PST to apply the 0.25.0 update.
Hello my dear friends. Aesop here with some big ole’ patch notes for you. We’ve got a lot of cool stuff for you today - new character, new skin, new features, new stats on items!
Let’s jump right into it with some details about the newest character to come to Eternal Return, Luke
Luke
The Cleaner is ready to start taking out the trash all over Lumia Island. (Note: Luke will not be available in Ranked matches for 1 week.)
Neat n’ Tidy
Neat: Luke recovers 5/8/12% lost HP upon killing a player or 20/25/30% lost HP upon killing Wickeline
Tidy: Luke gains a stack of Tidy upon killing players, killing wild animals, or opening air supplies.
Gain an evolution point at 10/30/50 stacks
After 50 Stacks, every 10 stacks of Tidy increase the effect of Neat by 1%.
Gaining Tidy Stacks:
Chicken, Bat Kill: 1Stack
Boar, Wild Dog, Wolf, Bear: 3 Stacks
Player Kill: 5 Stacks
Wickeline Kill: 10 Stacks
Opening air supplies: Uncommon/Rare: 1, Epic: 2, Legendary: 5
Clean Sweep(Q)
Luke throws a bottle of his favorite cleaning product in the targeted direction, dealing 30/50/70/90/110 (+Attack Power 50%) damage to enemies hit and granting him vision of them. Reactivate this skill within the next 3 seconds to dash to the enemy hit, dealing 50/80/110/140/170(+Attack Power 100%) damage and destroying their shield. Evolution Effect:: Reactivating Clean Sweep heals Luke based on damage dealt.
Cooldown 10/9.5/9/8.5/8s
SP Cost 30/50/70/90/110
Range 10m, Width 0.6m, Reactivation Range 11m
Elbow Grease(W)
Passive: Reduces duration of CC on Luke by 20% (airborne/slow/root/stun/suppression). Active: Luke strengthens his normal attacks for 5 seconds, dealing 20/35/50/65/80(+Attack Power 20%) extra skill damage to enemies hit. Hitting an enemy increases his attack speed by 12% for 2 seconds, stacking up to 5 times.
Evolution effect: Every time an enemy is hit by the enhanced normal attack of Elbow Grease, the cooldown of Clean Sweep is reduced by .5 second.
Cooldown : 6/5.5/5/4.5/4s
SP Cost 20/35/50/65/80
Dirty Work (E)
Passive: Luke does not cause pings on the minimap when attacking or killing an enemy. Active: Luke teleports behind a targeted enemy and shoots them, dealing 60/90/120/150/180(+Attack Power 40%) damage. Evolution effect: Enemies damaged by Dirty Work are slowed by 70% for 1 second.
Cooldown 18/16/14/12/10s
SP Cost 70/85/100/115/130
Range 3m
Pressure Washer(R)
Luke fires a bullet from his concealed gun, dealing 250/300/350 (+Attack Power 80%) ~ 500/600/700(+Attack Power 160%) damage to enemies hit based on their missing HP, slowing them by 50% for 2 seconds, granting him vision of them, and pushing himself back. Evolution effect: Hitting an enemy with the bullet resets the cooldown of Clean Sweep.
Cooldown 100/80/60s
SP Cost 120/140/160
Range 10m, Width 1.5m
System
Skins & Executioner Jackie
The skin system is in place and the Skins are now here!
Executioner Jackie will be the first skin ever available for purchase in Eternal Return: Black Survival.
Going forward, we aim to have every major update include a new character and a new skin.
New Lobby Addition - Collection
We have added a tab in the lobby for you to view all your skins and emotes
You can access emotes settings in the new collection feature. New emotes will be on the way in the future!
Spawn Point Improvements
Spawn points have been limited to 5 per area.
Boxes have been added to some areas to ensure each spawn point has access to a relatively even amount.
If there are more than 6 players that start in one region, two players will start adjacent to one spawn point (within 2m)
Hyperloop will use the same points as before.
Normal Matches MMR System Reorganization
Normal Match MMR is divided by mode, when a player starts another mode for the first time, your MMR will be at 0. This would cause imbalance and instances of new players getting crushed by veterans. MMR will now match each mode a bit more accurately.
MMR now varies by about 50% when queueing up for different modes in Solo, Duo or Squad.
Following the patch, your Solo, Duo and Squad Normal MMR will be based on the mode with your highest MMR
Penalty for declining queue
You will now be penalized for declining 2 consecutive queues.
Finding Game Shortcut Key (Stream sniper protection)
You can now find a match using key commands. When in the lobby, press one of the buttons to instantly start searching for the match of your choosing. Your time in queue and selected mode will not be displayed. Pressing the key again will cancel the match.
Normal (Solo/Duo/Squad): F5, F6, F7
Ranked (Solo/Duo/Squad): F9, F10, F11
Mouse Shortcut keys
(We did it guys, we finally did it!!)
Mouse buttons (MB3, MB4, MB5)can now be mapped as hotkeys.
Character
Nadine
Squirrel Trap Health 9 → 10
[Bug Fix] Squirrel Traps now connect when placed on top of each other.
Lenox
Lenox has been shining a bit in Solo mode, so we’re adjusting her a bit, but still allowing her to deal the same damage when expertly pulling off skill combos.
Attack Power per level 2.8 -> 2.4
Damage Dealt in Duo mode: 100% -> 94%
Damage Dealt in squad mode: 94% -> 91%
Recoil(Q) Damage 40/70/100/130/160 30/60/90/120/150 + (+Attack Power 30%) → 25/55/85/115/145 15/50/70/100/130 + (+Attack Power 30%)
Recoil (Q)Outer Ring Damage 5/5.5/6/6.5/7% Max HP → 5.5%/6%/6.5%/7%/7.5% Max HP
Recoil(Q) Skill Animation speed adjusted a bit
[Bug Fix] Skills will now work properly when “Queued up” after normal attacks
[Bug Fix] Tooltips now appear correctly in each language.
Rozzi
After Rozzi’s first couple of weeks, she’s still showing to be a touch weak across all modes. We’re giving her room to make big plays, thus allowing Rozzi to be STRONK.
Casting time after targeting reduced by .06s.
Dual Wield(P) - Shooting speed is now proportional to her attack speed
Dual Wield (P) - Attack Power Ratio 70%, 60/70/80% -> 60%, 50/60/70%
Easy Shot (Q) - Range 5m -> 5.5m
Easy Shot(Q) - Size and Color of skill improved for clarity.
Flutter (W) - Movement Speed 50% increase for .5s -> 100% increase for .4s
[Bug Fix] Using Flutter after Easy Shot no longer hides the Flutter animation
[Bug Fix] The second use of Gun Vault now properly hits enemies when something may block the projectile
Li Dailin
Ms. Dailin is just a tad too strong.
Defense per Level 2.5 -> 2.2
Nunchaku - Solo Mode Damage Dealt 103% -> 100%
[Bug Fix] Bottom Shelf (E) animation now ends at the proper time.
Magnus
Maggy here likes to build defense anyway, so let's move some of that HP he gets and promote him to be aggressive, too.
HP per Level +91 -> +82
Attack Power per Level 1.9 → 2.2
Shoichi
We’re making it so that the Cunning Businessman needs to decide where to fight a bit more carefully.
Ruthless (R) Cooldown 110/90/70 → 120/100/80
[Bug Fix] Ruthless (R) no longer occasionally sends knives out in incorrect directions.
Silvia
Silivia is pretty strong early, but towards the late game she tends to run out of gas a bit. (See what I did there?!)
Lumia Grand Prix (P) Skill Amplification from visiting all 15 areas 15% → 18%
[Bug Fix] Evolved Delay (Q) tooltip now correctly displays slow as 30/50%
Hyejin
Giving Hyejin a bit more time to reactivate her E. Hyejukes.
Charm of the Nomad (E) 2nd Use Reactivation Time 1.5s → 1.8s
Weapon
As usual, we’re adjusting some of the weapons that were underperforming or overperforming. Low pick weapons that were weak have been giving some love and individuality.
Pistol
Kelte Vision Range + 1.0
Glove
Skill Amplification per Mastery Level 2.0% -> 1.6%
School: 1 big box (Added Bandage, Hat, Bike Helmet, Scissors, Slippers)
Dock: 1 box (Added Short Rod, Scrap Metal, Kitchen Knife)
Bug Fixes
In-Game
Can no longer move around the inside of the Research Center
Crafting materials no longer occasionally disappear under during crafting
You can no longer change the location of an item in the inventory once you’re down to prevent the items from going back to their last spot when the downed player is trying to be revived.
The order for quick crafting is now always correct when picking up or discarding items.
Burnished Aegis crafting locations are now displayed properly.
Restricted areas now always count down properly.
Indicators for Yuki and Hyunwoo’s ultimates (R) now appear correctly at all times
Sissela (Girl in a Bubble (W)), Chiara (Last Judgement (R)), Rozzi (Gun Vault(E)) are no longer slowed when stepping on a trap in an untargetable state.
Crafting Mastery effects are now always applied correctly
Weapon Skill icons no longer blink when attacking with Throw or Shuriken.
The amount Throw and Shuriken charges are now displayed correctly above characters.
The cooldown for Aya’s Steady Shot (W), Nadine’s Bullseye (Q), Hyunwoo’s Haymaker (R), Hyejin’s Five Omens (R), Sissela’s Free at Last (R) and Silvia’s Shift Gears (R) is now correct when they cancel the skill after activation.
The frequency of character voice lines has been slightly decreased for moving, collecting, crafting, and looting boxes.
Lobby
You can no longer hear the sounds of the videos of the skill previews if your volume was muted.
Unusable weapons are now displayed when searching in the “every item” category.
We have improved the purchase system hook with Steam to avoid any payment errors.
- Base GMS framework upgraded to v2.3 - North Pole boss-fight level graphics updated - Tutorials changed to individual screens with more detailed explanation - More blood effects - More weapon particle effects - Updated flamethrower weapon shader effect - Triple overdrive points for glory kills
In this update of Hot Dodge! three things have been changed.
1. The hitboxes are a LOT better. You can actually dodge the Broccoli now!
2. A visual indication has been added when you use your shield (Level 6 and onwards). A green circle will appear around your Hot Dog, marking that you're using your shield.
3. WASD controls are available if you Launch The Game -> Rules and Settings -> Press 'S'. Every time you launch the game, controls are set back to arrow keys. Repeat this process if you want WASD controls every time.
4. An animation plays every time you start the game. This is just for fun. To skip the animation, press Enter 3 times.