You can now undo/redo drawing and token movement with buttons in the toolbar, or ctrl-z, ctrl-y (as is tradition). DM undo of changes to the map are sent using the update, just like fog changes.
The big tool help text can be hidden via a 'corner-X', this hide is per-map since usually map shape determines how annoying it is. The Local settings tab in the top right has the option to disable tips entirely.
Fixed a bug, where screen DPI scaling was not properly accounted for, and caused map to draw smaller than usual within map panel, and ALL mouse clicks on the map would be inaccurate. Only occurred in certain OS/monitor configurations, but made Dudes barely usable.
When the DM moves a player token, the move-preview is now broadcast to players. NPCs movements are (still) private, and players only see the token pop into the new location.
Re-Added logic to prevent anyone from grabbing a token that someone else is moving.
Updated later in the evening with the same software version, but now the binaries are all signed.
General Additions - Added a diamond plate section to the tower ladder to cover a whole in the mesh - Added Controls to manually change Tilt of bucket on the tower ladder
Emergency Changes - Some emergency locations have chance for windows to be barred. You will need to use the saw to remove the bars (Rotary saw will be returning later this month) - Added roof fires to some locations around the map - Added 2 new emergency locations around the map (Brush Fires)
I released a number of patches in the last few days. I hope this will make your experience in game even better. Enjoy! p9
Fixed more typos
Fixed Edwards fast running speed
Fixed the third person car view with your held item following the camera.
Some dialogue rewrites for Jason's dialogue and Crimsons introduction in ACT II
p10
Some additions to the Act I's story (Edward owned a stun gun during the prologue)
Fixed the part, where Edward runs incredibly fast in the facility quest
Fixed Bridgetown from fading in and out all the time in the past
Fixed Edward and Jason from going into the terrain in the Diverting Actions Quest
Fixed the temperature meter in the menu to display 0°F instead of 0F, since people thought it was "Off" wrongly spelled. Either way I fixed it now
Fixed some pink materials in the menu
p11
Fixed the misplaced buildings and tank on the road in ACT III
Fixed the ability of being able to travel to undisclosed time periods
Fixed the delayed chunk loading (This should prevent buildings from popping in too late after time travel, and perhaps also cars from spawning in from time periods)
Fixed the hunters sell option, so it only deletes what is to be sold
Fixed the jumping uranium in the car, finally
Lowered the traffic amount in the future city, hopefully this will decrease care piling
This update adds a bit of content, a few items, some research and compresses the timeline.
Also, a few fixes and optimizations. Before I go into detail with the changelog, however, I'd like to announce a followup game, called The Jovian System. It's still early in development but you can put it on your wishlist right now. I'll make a dedicated announcement here later.
Here is the breakdown of the 1.25 update.
Changelog
New Content
More hazardous events added.
Power Girdle item added back in.
Making second special rations added back in. Including 'Moonshiner' perk.
NPCs will occassionally be in the basement depending on their schedule.
More crew interaction.
Jukebox in the basement is now interactable.
Stealing Chinese plutonium from the roof vent now properly implemented.
Titan Anatomy research added.
Stimulant IV item Added.
Optimizations/Balance
Compressed timeline. The Megiddo arrives a year earlier.
Added autosave. Periodically saves when you're inside the rover or at the base.
Talt Lander now has loot.
Added more seeds throughout the game. A bit easier to get +8 morale and full fruit/vegetable diversity.
Removed annoying 'Saving...' alert message.
Drone cost and build difficulty increase.
Atmospheric Leak Random Event likelyhood increased.
Can now Process items from outpost stock screen as well.
Better Tuxing Liu arrival cutscene performance.
Roster panel now shows a message when crew morale is suboptimal.
Some crew members will get a heavier morale hit without a living room.
Crew pathfinding improved.
Fixes
Items found on dead driver in stranded vehicle will no longer randomly disappear from inventory in certain circumstances.
Hesiod now orbits farther away from the space elevator in the orbital view.
Freighter now shows extra layers after shipment 17 in the orbital view.
Suit modifiers update immediately when removing equipment, no need to refresh.
Can no longer tell Karl about William again after asking Karen to talk to Karl.
The table with the honqo motor in Throat of Kraken now shows up as an interactable when hitting TAB.
Let's do a few quick runs of Mayhem Brawler, shall we? Watch the developer torture himself with Legend difficulty arcade run! We will be playing the first 3 level with both choices and commenting is allowed!
Broadcast will start 19:00 Greenwich Mean Time +0
That was all for the announcement, our Community Manager will see you on the stream! We have a lot more to do! Now release is closer than ever! While we are developing the beat 'em up of our lives for you guys, we hope you are staying safe in your homes and being happy, playing games. And if you still haven't added Mayhem Brawler to your wishlist, I don't know what are you waiting for.
- Your friendly neighborhood superhero developers.
And I greet you again, survivors! This is Alex Murch with the latest news.
It’s funny how sometimes the people we least remember make the strongest impressions on us. Like, I saw this guy for just a couple of minutes (I barely had time to get the camera), remembered almost nothing about him, but that adrenaline release stayed with me for a long time. And it would’ve been one thing if he threatened me, but no, he just walked by and stood next to me. Where did he come from, what was he looking for, why did I even decide to take a picture of him? Maybe for this news episode? Maybe...
For the same reason, I saved the most “liked” comment of the last news episode:
Mmm, I want this portrait:)
I even had the wildest idea of giving this portrait to the author of the comment as a gift, but then I realized that I couldn't understand which of the two he was talking about. And the activity under his comment is too suspicious. What if he looked into the future and saw this episode? Therefore it’s better not to give prizes for such comments neither now, nor after: either you won’t guess the reward, or you will offend other participants.
But from words to deeds: the order for letter to Vala is completed! To be honest, I thought that I would write a letter, refer to readers and forget about it with a clear conscience. But no! I got an answer. Like there were no those months of silence. It’s a little hurtful, actually. I used to think about them in the evenings. Going through all these letters from readers all alone.
“This is something in the updates, Something familiar, It’s definitely about the survivors, This is definitely about building. Vala”
Which magazine did she pull this from? Am I really going to believe that it’s located somewhere in the Wasteland? But why would she want that picture puzzle? To distract from the text? Again, questions and no answers. And now I remember why I hadn’t written to her for so long… I definitely need more time to think this through. And you write your guesses in the comments, yes. And, well, choose the next action for me:
Write to Vala;
Write to Porcupine;
Upgrade my armoured car;
Sunbathe on the roof.
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The work on the City of Gold update, planned for Summer 2021, is well underway. It’ll be the largest update of Stoneshard’s Early Access so far, adding a huge amount of new content and drastically changing the way the game functions. Today we’ll talk about a number of important features, which we currently develop.
SAVING ON EXIT
Now that City of Gold took a step away from our standard update schedule (once every 2-3 months), we actually have time to make all required changes to the world generation and saving systems. This means that the City of Gold update will finally introduce a highly requested feature - saving on exit. After its proper implementation, you won’t have to search for a tavern or a nearby camp in case of emergency or interruption - you’ll be able to safely close the game and then continue from where you left off whenever you’re ready.
It’s worth mentioning that this is not quick saving - saves on exit will be deleted upon loading. The character’s death will still return you to the latest camp or tavern save, preserving the weight of risk and responsibility for your choices.
KILLABLE NPCs
Along with the expansion of the global map, there’ll be a new event type added to the game - random encounters, during which you’ll meet new characters and witness many interesting scenes. In order to properly add this feature, we ended up reworking the existing NPC system, making most of them killable.
Naturally, killing NPCs will result in consequences other than an obvious hit to your reputation. Right now we work on the crime and punishment system to properly reflect possible outcomes. We’ll be able to share more details about this feature once it’s close to completion.
NEW LOCATIONS
Other than random encounters, we’ll also add lots of new points of interest. We won’t get into much detail and preserve the intrigue, so here is a screenshot to keep your interest piqued:
RIVERS
Rivers and other bodies of water are an important element of the global map expansion, adding a noticeable amount of variety to the world. Rivers won’t just sit there looking pretty - there’ll be a number of mechanics associated with them, such as swimming.
STEAM ACHIEVEMENTS
Initially we planned to add achievements only after the game is out of Early Access, as their conditions can change significantly during the development. However, we listened to the players and decided to partially implement achievements with the City of Gold update, starting with those which are unlikely to be influenced by possible reworks - about 50 of them in total.
THE LUTE
A small, but a pleasant addition. The Equipment Update II introduced a lute to the game, while City of Gold will let you actually play it. You’ll be able to reproduce your favorite musical pieces to lift the character’s spirit. Or attract nearby enemies, depending on your luck.