Join us Friday April 2nd at 3PM EST where the team will be doing some playtesting of the most recent build of Rocket Rumble! Caustic Canyon has gotten a facelift and we can't wait to show it off!
A brand new update is available for Remothered: Broken Porcelain. Update 2.0 adds 4k support as well as additional bug fixes. View the full notes below: Bug Fixes:
Fixed a bug where a certain character would hide in the wrong spot and cause a soft lock.
Fixed a certain snow globe not being collectible with the moth power.
It will no longer be possible for Jennifer to stop walking/talking without reason.
Very rarely, Stalkers could get stuck on top of each other trying to force open a tied door. Now they can't at all.
Fixed an instance where Ashmann wouldn't move in the cold room.
Porcelain will no longer freeze in place after getting hit with an item.
Resolved an exploit where you could bypass a large part of the Rosemary section.
Fixed some issues with the Luck skill.
Stalkers used to very rarely get stuck in "searching for player mode" permanently after a reload. That won't happen anymore.
Jennifer will no longer become unresponsive if a certain cutscene interrupts her throwing animation.
If Jennifer was hit when vaulting over an obstacle, there was a small chance she could get stuck inside it.
Jennifer will now always properly snap to doors when unlocking them with a key.
Fixed some minor issues with Thai in the tutorials.
Fixed a bunch of typos in the English subtitles.
Fixed a weird situation where Andrea could get stuck in a bathroom.
Some upgraded items would lose their special properties on reload, now they'll stick around.
Improved Jennifer's death animation when she's killed by fire.
Two type of hair accessory added. you can take NPC hair accessory by grabbing calf. Save file comparability: Only towns you did not accessed has hair accessory.
Each item category has different hitting sound.
Grenade added. It explodes 3~5 seconds after its pin removed.
You can talk to near NPC by shooting grapple hook.
New contract- Finding lost cargo with crane added. I made this long before but disabled until now. I don't remember reason. Each lost cargo and delivery cargo remember contract ID.
Contract level system added. you have to pass test to increase contract level. Better ship requires higher contract level. All ships are reballanced.
Changes- When you kill town NPC, town regenerate another random NPC next time loaded. NPC watch your eye, not your character head. Military zones are protected with palisades and there are expensive chests. guards will be clever next in update. Ship sink animation added. Bullet reward from contract increased. Handle collision of production machine cover became bigger. not tested at all Bullet effected by less gravity.
Minor bug fixed- Night ambient changes on time NPC job information shown properly.
As you know, Season 3 is charging ahead for its launch on April 7, and you can expect a game update on April 6 at 4 p.m. PDT (11 p.m. UTC) to get the track ready for race day. Along with adding the content for Season 3, this update will also include improvements to the Trade In system.
For those still new to Rocket League, players can trade five items of the same rarity for one item of a higher rarity. This process is called "Trade In." With so many items in Rocket League and inventories constantly expanding, we wanted to make the Trade In process easier.
NEW "TRADE IN" MENU
Once your game is updated on April 6, a dedicated "Trade In" button will be added to the Garage Menu. In the new Trade In menu, you'll see your tradable inventory organized into three categories: Core Items, Tournament Items, and Blueprints. Your items in each of these categories are organized by rarity. This new menu displays how many Trade Ins you have available, making it much easier to trade your items in quickly and efficiently.
Simply select the rarity of the item you would like to receive from the Trade In. Then, you can select your items and trade them in for an item of higher rarity. You can repeat this same process for your items earned from Competitive Tournaments, as well as Blueprints.
Following the update, Blueprints (revealed only) and items from Competitive Tournaments can be Traded In regardless of their Series. Since you'll be able to mix Blueprints from different Series in a Trade In, this changes the chance of the Blueprint you'll get in return. You'll have a better chance to receive an item from a Series if you Trade In more Blueprints from that same Series. For example, if you trade in three Ignition Series Blueprints and two Ferocity Series Blueprints, you'll have a 60% chance to receive an Ignition Series Blueprint and a 40% chance to receive an Ferocity Series Blueprint.
Remember, Season 3 begins on April 7 at 8 a.m. PDT (3 p.m. UTC), a day after the update goes live. Season 2 Competitive Rewards will be distributed shortly after Season 3 begins. Gear up to hit the new DFH Stadium (Circuit) and the all-new Rocket Pass on April 7!
The game has been patched to add new symbols, items, features and bug fixes!
New Content
Added apartment floors, with each unlocked apartment floor (up to the 9th floor currently), you have the option of making the game more challenging (you select your floor at the start of a new run)
Added 3 new symbols (1 Common, 2 Uncommon)
Added 4 new items (1 Common, 1 Uncommon, 2 Rare)
Modified 3 existing symbols (changes listed under Game Balance)
Modified 1 existing item (changes listed under Game Balance)
New Features
The removed symbols are now listed in the inventory
Added an option for 144FPS
Content Patch #6 will release in 3 weeks (instead of 2 weeks) in order to provide extra time so Dan (that's me!) can re-assess the game's roadmap
Game Balance
Decreased the cost of the 7th, 8th, 10th, and 11th rent payment by 25 coins
Increased the cost of the 6th rent payment by 25 coins
Increased the amount of Removal Tokens given per email by 1
Reworked Ancient Lizard Blade to have the effect of "Gives 6 coins each spin. Gives 1 coin less for each symbol in your inventory with a quantity of 2 or more. Cannot give less than 0 coins." (instead of its previous effect)
Bartender now has a 10% chance of adding a symbol (instead of 5%)
Hex of Thievery has had its wording clarified to note that it has a 30% chance of taking 6 coins (this does not change how it functions gameplay-wise)
Miner now gives 10 coins for each symbol it destroys
The above balance changes were made for the following reasons:
A large amount of players felt the game had become too challenging with Content Patch #4. While many other players (myself included) enjoyed the challenge that comes with higher rent payments and less removal tokens, forcing this difficulty on every player makes the game less enjoyable overall. For this reason I've made the "base-game" more in-line with the difficulty level of previous patches, and have moved much of the difficulty to the new apartment floors. If you'd like to challenge yourself in the game, I'd recommend giving the new system a try!
Ancient Lizard Blade's previous effect could be more of a hindrance than a benefit in almost all situations. This new effect is still on-theme and is closer to what one expects for a "Very Rare" item.
While Bartender was already a very good symbol power-wise, the frequency at which symbols would be added was low enough that the effect was uninteresting and felt almost "tacked-on." The odds of a symbol being added have been slightly increased to make runs more interesting, while not breaking the game's balance.
Many players were completely ignoring Miners and hoping to just get a Mining Pick or Geologist to break their Ores. Miners giving coins on symbol destruction will hopefully make them more viable in the "early-game."
Please let me know your thoughts either in the comments or on the official discord!
-Dan
Bug Fixes
Fixed numerous bugs which caused lag when there were a large number of Items and Symbols
Fixed numerous calculation bugs with Wildcards (they now apply their bonus effects after finding the highest value among adjacent symbols)
Fixed a bug that caused severe lag if the player had an exceptionally large logfile
Fixed a bug where symbols wouldn't load properly if the player loaded a save after switching languages after loading a save (yes that's written correctly)
Fixed a bug where a symbol that received a multiplier bonus after being destroyed by a Dwarf or Monkey would not apply the multiplier bonus to its value when taken into account by the Dwarf's or Monkey's effect
Fixed a bug where the Reroll Tokens and Removal Tokens granted from an email would be incorrectly set to incredibly high values on a reload
Fixed a bug where symbols that increase symbol rarity could apply too many times in the same spin
Fixed a bug where the tooltip from the Removal Token button would still appear even when there are no Removal Tokens
Fixed a bug where Watering Can, Wanted Poster, Checkered Flag, and Reroll wouldn't apply their effects retroactively when added from an Item Capsule
Fixed a bug where multipliers from Arrows and Buffing Capsules could be applied too many times under certain circumstances
Fixed a bug where Pink Pepper was not giving coins after being forced to Skip from a Hex of Emptiness
Fixed a bug where "<end>" would sometimes appear in the Removal Token button's text
Fixed a bug where Diver and Geologist wouldn't both get a permanent bonus from the same adjacent Pearl (learn to share, you two!)
Fixed a bug where Monkeys would not give the correct amount of coins when destroying Coconut Halves if the player had a Lemon
Fixed a bug where symbols added during a spin from a group weren't taking rarity modifiers into account
Fixed a bug where Seeds weren't taking rarity modifiers into account when growing
Fixed a bug where Bartender could sometimes try to add a Very Rare alcohol symbol (which doesn't exist) causing a crash
Fixed a bug where the base rarity chances of items was slightly incorrect if the player loaded a save from the 3rd rent payment onward
Fixed a bug where the rarity chances of symbols could be set to "All Common" while the player has Frozen Pizza under certain circumstances
Fixed a bug where Swear Jar couldn't be destroyed before a rent payment under certain circumstances
Fixed a bug where the game's window would always default to the primary monitor on a multi-monitor setup (it now defaults to the active monitor when launching and changing settings)
Fixed a few instances of Symbols' reminder text not being updated correctly
[macOS] Fixed a bug where the first button input would be ignored after changing the "Fullscreen" setting
[macOS] Fixed a bug where the "Resolution" setting wasn't being properly applied when exiting Fullscreen
[macOS] Fixed a bug where scrolling wasn't working with trackpads
[macOS] Temporarily removed "Borderless" option as it was leading to inconsistent behavior
Unleash your inner beast! Don a beast form, team up with allies, and battle other wizards in an attempt to capture points and control the map. Earn incredible rewards like Gold Beastmoon Idols, Lunari, Beastmoon Seeds, and much more in the process!
Play anytime during the event! Here are some suggested playtimes where you may see more players available: TUE-FRI @ 4pm CT, SAT @ 11am CT, SUN @ 8pm CT, MON @ 11am CT.