At approximately 9:45 UTC/ 10:45 BST we deployed updates for both Elite Dangerous: Odyssey and Elite Dangerous: Horizons, to address a number of priority issues.
Information on both updates can be found below.
Elite Dangerous: Horizons
General fixes to improve stability of the game have been implemented.
A moon has been reinstated in the Sharur system, which disappeared in Update 2 and caused issues for players trying to log into game whilst present in Sharur.
Elite Dangerous: Odyssey
General fixes to improve stability of the game have been implemented.
A fix has been implemented so that the scope of the manticore oppressor is no longer obscured.
A fix for a softlock when entering the CMDR panel via the access UI (due to the player being unable to back out) has been implemented.
A fix for the shuttle becoming stuck in a loop of docking requests when trying to land at a hostile settlement has been implemented.
Phantasy Star Online 2 New Genesis - [PSO2_Moderator]
We have confirmed that following the PSO2 NEW GENESIS launch, the increased load on servers during peak hours has been causing some parts of the game to lag.
We have identified part of the cause of this problem, and are taking measures to improve the situation. Emergency Maintenance will be conducted as soon as the preparations are complete.
We will update everyone again regarding the expected date and time for the Emergency Maintenance once the details have been finalized.
We deeply apologize for any inconvenience this may cause.
Based on player feedback we have improved trade routes and resource availability. Trading now provides more both short route and long route opportunities. The New trading spawn system (per player) has significantly reduced server loads and will improve before deployment of the Arsenal patch.
Please report in comments your ideas on additional improvements.
Like every friday, let's elect our Architect of the Week!
Each week, we look forward to seeing your creations made during the week. Even though we only elect one Architect of the Week, you all show great imagination to reinvent Paris.
Congratulations to Cotif11 who becomes the new Architect of the Week, with his seaweed farm. He did a very original work both in terms of project and elaboration. The use of the plot editor is very meticulous with a lot of right angles and symmetry, and an ingenious use of different buildings that also gives it a futuristic side.
You seem to be getting better and better at using the drawing board, making more and more precise designs. For those who have more difficulty with the in-game tools, stay tuned for more content that might interest you in the next few days.
Find us here next Friday to find out who will win the next Architect of the Week title! Don't forget to share your creations on our Discord community.
A new update has landed on your island with some very exciting updates
Expeditions Experimental Changes: Player
Player death locations now have a gravestone on the map.
NPCs
The Beastmaster now sells the lures needed to summon the elite animals.
Every taskmaster now has their own shop! They will sell useful items related to their general theme.
Taskmasters have been polished and their task-chains have been re-ordered and refined.
Legendary weapons are now made available after completing the final task for each taskmaster.
Token shop rewards are now delivered in clusters, giving you more choice when you visit the mysterious stranger and requiring you to travel back less frequently.
World
Vaults now contain puzzles. Your world will need to be regenerated for this to take effect.
Gold Ingot drop rate has been decreased, as it was too easy to acquire.
Tier 1 Crystal stalagmites can now be destroyed with a flimsy pickaxe.
Items and Recipes
Pelts now consistently drop from wolves, big cats and boars. These are a new important resource, which fetch a solid price from
Backpack recipes have been rebalanced to require more pelts.
Pelts are now used to make spears, swords & clubs.
Pelts are also used in the crafting of sails, which will make them slightly easier to craft.
All items are bought and sold individually now, rather than in pre-defined stack sizes.
Elixir and clean water now require a glass bottle of dirty water, instead of separate water / glass bottle items.
Makeshift bowls no longer have durability and now stack instead. Existing makeshift bowls are no longer used in any crafting recipes.
New Item: Gold Sword Handle. This is a component used in the crafting of gold swords and have a steep resource cost.
Balancing pass has been done on all trinkets. Each one should have a distinct use and feel powerful.
Cooking pot tree has been moved to the campfire. The cooking pot now displays the recipes added in the farming update.
Pastry is significantly easier to make as it no longer requires water
Weapons and Tools
Metal & gold requirements for weapons have been significantly increased.
Swords will now return the sword handle item when they break. Gold swords will return the new gold sword handle item.
Swords now have significantly more durability.
Durability of all tools and weapons have been increased.
Sharpened versions of tools & weapons now have more durability than their base versions.
Structures
Teleporters are now significantly easier to make, they now only need glowing rock instead of gems.
Campfires, cooking pots & forges only need to be lit once. The cost of lighting them has been increased. The campfire now needs 3 timber, opposed to 1. While the forge will require 10 charcoal to light it.
Charcoal can now be made on a campfire.
Structures now return their full cost when destroyed, allowing for easy rebuilding.
Both rafts are now slightly faster.
The raft no longer slows down when damaged.
Enemies and Animals
Orcling caches now drop from the big boss orcs, these contain a key item for crafting the top-tier trinkets.
Live fish can now be dropped onto the ground.
Elite stag can no longer be stunlocked.
Elite enemies now have a new health bar and correctly apply debuffs!
Attack patterns of boars, stags, wolves & turtles have been improved.
With our first public story demo going live on the 16th of June, we thought it would be a good time to check in and talk about some new features you can expect to find soon in My Time at Sandrock Early Access!
Desert farming!
Many simulation games use farming as a core aspect of gameplay, Harvest Moon, Stardew Valley, Animal Crossing, to name a few; so when designing My Time at Portia, we wanted to include our version of it to add another layer of customization and personalization into the gameplay experience.
Portia is a crafting/management RPG first, so we tried to incorporate farming into the workshop experience by making the planting boxes craftable. You can read more about our process in sorting that out here.
Though some players appreciated the ability to quickly move your crops around easily, most people have stated that they’d prefer to cultivate off the ground. With Sandrock, we listened to the players and have ditched the planter boxes for a more traditional farming style, but not one without improvements:
We’ve created a “Planting Toolkit” that players will be able to carry as one item in their inventory. No need to carry 3-4 extra tools, water, fertilizer, etc. just to plant some rice; once you open your toolkit and enter planting mode, you’ll have access to everything you need.
The toolkit is all designed based on real-world equipment and techniques that our team studied first-hand in the desert. Begin by using a square shovel to create a straw square, an essential technique in protecting seeds from sand blowing over them.
From this seed icon, you’ll have access to all the seeds you own without having to open up any menus.
The third icon will be a watering can which works about the way you’d expect. We do plan to make it upgradable and also are considering a more advanced system that will automatically water plants.
The fourth icon is simply a quick harvest functionso that you don’t have to exit out of the toolkit if you want to harvest and manage your other plants at the same time.
The fifth icon will help you organize your soil and fertilizer; in the desert of Sandrock, soil quality is extremely important. Just like in real desert planting, soil improves as you continue to grow plants in the same place, so we wanted to give players the option to move their rich, high quality soil if they want.
Eventually, planting will allow players to turn parts of the desert green again, just like real anti-desertification efforts happening in our world today. You may gain some rapport with the more eco-friendly townsfolk, and you’ll certainly get yourself some tasty veggies to boot by mastering the farming system in Sandrock!
All in all, we're setting out to create a system of farming that is easy to use, feels fresh, and is immersive. But the only way we'll know if we've succeeded with this or any other aspect of the game is if you give us feedback! Though farming isn't included in our first story demo, it's worth checking out our demo that will be available on the 16th of June during the Steam Next Fest! Don't miss out!