Members, it's that time of the month! Spring is in bloom and Chapter 3 of our first PlanetSide 2 Campaign almost here. ALL MEMBERS will earn Double XP through Sunday, April 25! Call in your Bastion and start banking those certs, soldiers!
Hey everyone! Today we're releasing a new major update that extends the moon and adds a new city like area to the moon with its own unique mechanics that will help you get deeper in the mines!
Implemented the reactor at world 2 - 300km. Convert isotopes to higher tier isotopes and make power along the way.
Implemented the buff lab at world 2 - 300km. Spend power you make from the reactor on buffs.
Buffs are now affected by timelapse but the buffs granted from chests last much longer. (Some buffs now save.)
Adjusted level 24-26 blueprint cost to account for snapshotting and trading post nerfs in previous update.
Moon Miner prices have been adjusted.
Made yellow gems slightly cheaper.
Added more levels to the gem forge and oil rig.
Added tooltip to oil rig to show time until complete.
Gem crafting can now be cancelled and the cost refunded.
Some tooltips now update while being hovered on.
Added new blueprints to be discovered from chests passed 1350km.
Scientists now gain levels faster early on (existing scientist levels will ajust with the new formula)
Adjusted scientists levels (see above)
Nerfed Golden Keys % and Buffed Golden Shovels.
Stats tab now shows more stats.
Hovering over your money now shows the total amount.
Quest UI has been updated
Added new hotkeys:
-S: Sell center (press twice to open the other one)
-Shift+S: Scientists
-H: Hire center
-D: Drill center
-G: Gem forge
-C: Core
-T: For trade (press twice to open the other one)
-Space: Jump to chest (if metal detector > 4)
-Shift+Click: Open chests without popup
-R: Reactor
-B: Buff Lab
Improved rendering performance of divine relics
World level tinting has been adjusted
Early game (<20km) balance & tutorial slightly tweaked
-Pause menu now has Options feature. Players can adjust and apply graphics and sound settings on the fly. -Motion Blur can be adjusted as well, ranging from 'None' to 'Very High' -Fixed audio bug with music volume adjustment -Fixed minor Look sensitivity bug -Fixed HUD disappearance bug in rare cases -Added BOSA Suit Info/Tutorial for players who aren't aware that suit will absorb fall damage, making them stuck trying to figure out one of the first puzzles. -Our hero won't get bored anymore while in aiming mode for long period of time. -Performance optimization and terrain improvements
this update took me a bit longer than I wanted to. Sorry about that. I was thinking a lot about how to make the pipes in higher difficulties more fair. While a health system would have been a possible solution for this, I wanted to add another gameplay element into the game instead. Main Valves.
1.1.0 Patch Notes:
- Main Valves: Each area/hallway has a main valve that spawns in a random location. Players can interact with the valve to disable all pipes in the current hallway/area. - Crawling: Tired of laying around and waiting for help? Say no more. - Medkit Self Heal: time to revive yourself cut in half - More Medkits in higher difficulties - Additional game notifications when things happen in the match(death notifications, ..) - Lunch Lady Speed/Hearing/Sight tweaks - Some smaller map changes to fix areas where the Lunch Lady got stuck
- Reworked the internal difficulty system so I can work more efficient when creating maps and difficulties in the future :)
If you encounter any bugs, feel free to report them in the steam discussions or join me and the others over at discord. Can't wait to talk to you :)
You can see the current game version in the main menu's bottom right corner. If steam doesnt update the game automatically, just restart steam and the game should be able to update.
Added an option to play the clip twice before entering your dub
Added an option to add a delay between dub playback
Added subtitle option to show/hide dub text during playback
Added separate volume settings for both dub TTS and sfx playback
Normalized SFX volume
Minor UI and bug fixes
Fixed repeating clips bug (PS4/PS5 only)
TTS Language Support is available in: Arabic Bahasa Indonesia Dansk Deutsch (German) English Español - España (Spanish - Spain) Español - Estados Unidos (Spanish - US) Filipino Français (French) Italiano (Italian) Nederlands Norsk bokmål (Norwegian Bokmål) Polski (Polish) Português (Portuguese) Tiếng Việt (Vietnamese) Türkçe (Turkish) Русский (Russian) हिन्दी (Hindi) বাংলা (Bengali) ગુજરાતી (Gujarati) தமிழ் (Tamil) తెలుగు (Telugu) ಕನ್ನಡ (Kannada) മലയാളം (Malayalam) 國語 - 台灣 (Mandarin - Taiwan) 普通话 - 中国大陆 (Mandarin - Mainland) 廣東話 (Cantonese) 日本語 (Japanese) 한국어 (Korean)
To change your TTS language settings, simply start a game, head to PlayWTD.com and select "TTS Language" under the text entry box.
We are hard at work on the next patch. If you have any suggestions feel free to stop by our "Unofficial Suggestion Thread" and let us know.
It's that time of the month again and the May 2021 Playtest Update has just been released 🎉.
The update contains the the Trash Can (which the community have chosen on our Discord), the reworked Vacuum, tons of bug fixes, and the Community Cone (which was created on our Discord).
We’ve composed a little trailer with some of the new stuff in the May 2021 Playtest update. Enjoy!
A special thanks to everyone who provided feedback in the Experimental Branch. The Experimental branch is now closed. Want to test the next Experimental Branch? Looking for someone to play with? Want to report a bug? Have a great suggestion? There's so many reasons to join our Discord! 👉Join the other dads and babies.
The next Playtest update is coming May 28th 2021!
🏊🏡
Detailed Patch Notes
Trash can! - Babies can get inside to roll and bounce around - Daddies can pick up and empty the can
Added a Cookie Jar item
Added the "Community Cone" (Created by our Discord Community)
Vacuum Buff - We have reworked the vacuum - Now has a charge that lasts 10 seconds - Can be recharged at a working? Outlet - Can suck items - Can disable babies with high suction power
Forks & Knives: Babies can now stick fork & knives into things and daddies
Fruit bowl is now an Edible object
Gas Can has a UI now
Blender now has a power light
Blender and toaster models "break" after exploding
Stat Numbers: Players now show their health, sickness & oxygen values. Events that effect these stats are also now shown on screen. This feature can be disabled in the game-play settings if desired.
Players now have a left click option when detecting many items, allowing them to eat/drink items without picking them up
Players now have an FOV setting
Added menu clicks!
Added a rich presence feature
Added discord invite support
Fixed an issue that caused broken plants to vibrate (reported by _TosT_AR)
Fixed an issue where babies could still use vents to get into "locked" rooms (reported by _TosT_AR)
"Black hole baby" fixed a bug where babies could attempt to access a nonexistent inventory slot (reported by _TosT_AR)
Spawned in Fire Extinguisher values now reflect the one by the fridge (reported by _TosT_AR)
Outlet covers can no longer be used infinitely (reported by _TosT_AR)
Fixed Game breaking issue related to baby's Secret Stash perk (reported by _TosT_AR)
Fixed an issue with Drawer sounds
Fixed an issue with the vape sound
Fixed Ball not Disappearing when blended
Edible Containers now include their Health and Sickness properties of the shards contained within them when fed to baby (Ex. Batteries)
Blender can no longer be used underwater
Room name updates if Party Leader Changes
Bug related to glass table shards breaking the game has been fixed
Added some functionality to plugs that allow them to unplug after moving a certain distance, One can also now plug into outlets with the move function if they desire.
The "wide-table" in the kitchen and living room should be moveable without breaking the game
Fixed multitude of issues relating To baby once exiting the Blender, one of which was not being able to slip on Ketchup/mustard.
Fixed issue related to Water bottle's Water appearing outside of it and getting stuck when switching between it and another item
Fixed bug that allowed T.V menu to fall over within menu screen
Fixed bug related to Light Flame staying active when put away
Daddy and Baby's arms will no longer break items like the flour pot during stretching to reach for items
Fixed bug related to dropping an item you are moving, while holding an edible, you will eat the edible
Freezer door colliders now block characters (as they should have)
Fixed a bug that caused a blender sound to play when picking up the cable
Fixed an issue with the freezer shelf collider that hid the ice tray
Fixed a bug that would mess collisions up after dropping an item
The other announcement, highlighted in the picture, is that we've finished Phase Two of the illustration process! Now we'll move on to finishing every scene in the second chapter, though we'll still do new characters and a few other scenes just for fun.
Today's patch is both late and early, as it includes the new finish zones (still a little bit of a work in progress) but also includes the new jerseys throughout the game, which were supposed to be added in Demo Update 8 - in three weeks time.
In the past three weeks we have made big steps towards finishing off the fundamentals for career mode. That has now come to a spot where it is functional enough to show you a basic overview of its mechanics, which is done in a summary video here: https://youtu.be/4LrM_P4nODU Also to note is that there will be a let's play of the first two seasons of this alpha version of career mode on KillrobPlay's channel: https://youtu.be/_3vUbzvSW9E
The plan going forward is still the same as outlined in the development outlook, we're right on schedule for that at the moment still. Apart from any needed or wanted hotfixes, Demo Update 8 will come out in about two and a half weeks and will include a new tutorial scenario as well as various fixes and polish.
As always, we hope you're enjoying the latest update to the demo version and we're looking forward to your feedback and bugreports. :) Cheers!
This one fixes up some remaining "ghosts" that were happening in multiplayer, so knock on wood hopefully that's the end of those. That was a fun thing where clients would still see certain dead ships that the host did not see.
This build also updates the Steamworks integration by about a year's worth of patches, so hopefully any Steam-specific networking issues are resolved via this. There's actually a newer version of the underlying Steam networking API in use, so that's an exciting thing that I didn't realize was even on the table as an option. Fingers crossed.
The hacking costs on ARSes have been substantially reduced compared to the prior build It was a misunderstanding that led to them being increased quite as much as they were. Sorry about that!
The Zenith generators got major buffs, and the AI Risk Analyzers got a major nerf. AI intelligence on difficulty 7+ went up quite a bit when you are trying to trap them via forcefields.
We also fixed a few bugs from the last patch, such as tutorials being broken and the AMU-based mods being broken. There's also a new "Hacker OS" planet name set by ZeroTheHero, and more beginner journals.