Crime Reaper - rotten_tater
A special thank you to everyone who has picked up Crime Reaper and left comments over the last two months! I'm so humbled that there are so many of you that seem so excited and have enjoyed playing it! I've taken some time to add some highly requested features and fixed issues that have been reported. Again, thank you so much for playing!

New Features
  • Added toggle for turning on/off playboard highlights to allow the game to be more difficult for proficient players
  • Added Restart button that can be used while paused during a puzzle
Bug Fixes
  • fixed bug where tokens could become frozen on the board when trying to select another token
Jun 28, 2021
Squad - Krispy
Hello squaddies,

Today brings the v2.9 Update for Squad containing a slew of gameplay updates and bug fixes aimed at improving your overall experience while playing Squad.

If you missed our latest SquadChat from Friday 25th June where we discuss some of the changes in this update plus future updates that we hope to make, you can check that out here.

If you like what you see, remember that Squad is 25% off during the Steam Summer Sale until the 8th of July.

EDIT: At the time of original posting, the recent HAB Proximity changes were not documented within the release notes, this has been rectified and we will be closely monitoring community feedback in regards to the meta changes this gameplay update brings.

System & Gameplay Updates
  • Updated the vehicle ammo rack components mechanic:

    Designer’s Note: This is mainly a quality of life and UI/UX rework for this component, this is not anticipated to greatly weaken or strengthen vehicle dynamics as it relates to this vehicle component in engagements.

  • An ammo rack will now be set on fire/cookoff when the health of the component falls to 0 HP, instead of the previous 30% HP.
  • After reaching 0% HP, the ammo rack will no longer be repairable by any means (This is intended to disincentivize player behavior of vehicles camping at repair stations to avoid destruction).
  • When the ammo rack is on fire & cooking off, the component health indicator on the driver's UI will start blinking red, notifying the driver of imminent destruction. The SFX of rounds being cooked off will still be present, as another indication of the ammo rack component being destroyed.
  • A burning ammo rack no longer deals damage directly to the vehicle hull, but instead starts a timer counting down to detonation. This ensures the VFX gets a chance to play without being immediately interrupted by the vehicle exploding when it reaches 0 HP.
  • The amount of time needed for the ammo rack to burn out and detonate is randomized between 15 and 30 seconds.
  • Disabled the ability to cause instant detonation of the ammo rack by over damage (i.e. tank AP sabot round previously was causing instant detonation & vehicle kill on IFVs ammo racks, which no longer will be possible)

    Designer's note: the intention here is to reduce the frequency of one-shot kills, and to give players on the receiving end a clear understanding of why their vehicle was destroyed so fast. This will also increase the survivability of infantry transported in APCs and IFVs, as they will have time to dismount.

  • On ammo rack destruction & start of ammo cookoff, the vehicle will now lose most of its large-caliber ammunition.
  • Tanks will lose all ammunition for all main gunner weapons, except for the one currently loaded in the main gun, and the coaxial machine gun.
  • IFVs will lose all ammunition for all main gunner weapons except the coaxial machine gun. The only exception is BMP-1, which will act the same way as tanks.
  • Damage modifiers on the ammo racks were tuned to give more reward for precisely aimed shots, especially with LATs, HATs, and ATGMs.

    Designer's note: Vehicles have different armor values on different parts, which will affect the amount of post-penetration damage done to internal components when shooting from different angles.
    All of these changes mean that the visual and audio effects will be more often perceptible when a vehicle has been ammo-racked, rather than skipping to near-instantaneous destruction. However, if a vehicle’s hull reaches 0 HP while the ammo rack is cooking off, the vehicle will still instantly explode.


  • Overhauled the ammo rack component code, allowing for more related features to be potentially implemented by developers or modders in the future (i.e. ammo rack that doesn't kill the vehicle on cook-off but makes it lose all the ammo, and applying certain amount of burning damage without violent detonation, simulating the effect of blow-out panels and wet covers on the ammo racks).
  • Updated the FOB Exclusion Radius, this has been increased back to 400m (from 300m).
    This change is intended to reduce the effectiveness of massed FOBs/HABs surrounding an objective, and tone down the FOB spam meta which currently exists.

    Designer’s Note: We recognize that the ability to deploy multiple FOBs/HABs in close proximity to the surrounding objective area should not be the primary means to take control of an objective, and will be looking at more changes in the future to help mitigate this broader strategic meta, and encourage a wider variety of effective strategies. We want to align this part of Squad gameplay more closely with Squad’s focus on teamwork, communication, planning & coordination, to allow and encourage more often wider strategic options and effective planning.

  • Reworked HAB Proximity Scaling. The distance at which a HAB can be proxied by enemies (i.e. the HAB is considered overrun and becomes unspawnable) will scale by the number of enemies in proximity to the HAB. For example:

    -2 soldiers can proximity disable a HAB if they are all positioned within 20m of it.
    -8 soldiers can proximity disable a HAB if they are all positioned within 80m of it.

  • Note: A minimum of 2 players is required to proxy a HAB. The maximum proxy range now scales up to 80m (this was previously fixed always at 30m).

    Designer’s Note: This is intended to reward a cohesive Squad that works together with each other while attacking an enemy HAB. It is intended to give an advantage to a team which is organized and has a plan to execute decisive tactics. It’s intended to give less advantage to players who attack independently, without planning, and attack one by one.

    This is also intended to incentivize FOB and HAB placement further from the frontlines, and to devalue and decrease the prevalence of the spawn-wave mentality.


    The HAB proximity disable system is static in the live game, with 2+ players within a 30 meter radius disabling a HAB. It’s often observed that when a friendly is seen dying close to a HAB on the minimap, the expected & effective tactic is for the team to quickly spawn on the HAB with enemies just outside, with full knowledge of which direction they are coming from because they had just seen a friendly killed by them. Giving up and quickly respawning with the enemy right next to you is not a tactic that we want to incentivize or reward.

    The mindset of “Give up, spawn at HAB” is something that has been noted in the existing meta that is often forced on both the attacking and defending teams as the optimal way to play. This is not intentional, and we believe it undermines our efforts to make Squad about Teamwork, Coordination, Communication, & Friendly Communities. We hope this new change will help to avoid needlessly rewarding players for moving recklessly and alone.

    We’ll be monitoring community feedback on these important changes.

  • Updated falling damage and burning damage to no longer cause the player to begin bleeding. The intent is to prevent minor falls from requiring bandage use, costing the player a valuable consumable. This is part of a larger upcoming overhaul of soldier locomotion involving stamina drain, jumping, leaning, etc.
  • Updated all Armoured Car RWS turrets to now have a collision mesh which will take component damage from projectiles. Armored Car variants with RWS turrets include: RUS Tigr Arbalet Kord, USA MATV CROWS M2 / M240 variants, CAF TAPV CROWS M2 / C6 variants.
  • Updated Admin Access Levels bit flags. This is a small optimization and should make the checks on access rights a lot faster. It does not affect the functionality of Admin Access Levels on servers.
  • Updated the Server Browser to add a new reconnect button prompt. This will appear in the Server Browser after a player gets disconnected from a server.
  • Updated when a player creates a Squad to now be logged in the server log file. This is an admin quality of life improvement and part of our ongoing effort to support server admins with better monitoring tools.
  • Updated the list of names in the IED Phone. Thanks go to all our Community Play Testers, Wiki editors, and all other dedicated testers that have helped us uncover bugs. You may recognize a few of the names next time you're dialing your IED Phone. These dedicated community members have been consistently turning up to report bugs and help us test!
  • Optimized the following vehicles by switching to the new turret movement component: RUS/MIL BTR80 APC, RUS Tigr RWS, RUS/MIL MTLB with PKT turret, RUS/MIL MTLB with NSVD turret, MIL MTLB 6MB. All other vehicles are already using this new turret movement component since v2.0. This new turret component is intended to improve overall vehicle network performance.
  • Optimized grass shaders with improved wind math on foliage, and improved the grass normals and shading.
  • Adjusted M68 and Z-Point red dot reticles to be smaller and brighter. This should make it easier to line up accurate shots with these reticles without obscuring the target.
  • Adjusted Transport/Logistics Truck’s and Technical’s engine component armor thickness, reduced from 3mm to 2mm, so now they can be damaged reliably with small arms.
  • Adjusted INS/MIL/MEA machine gun shields armour thickness. All shields and guns now have 10mm armor.
  • Adjusted the rail on the G3 Rifle’s ZF Optic mount to include the proper hollowed out hole, so in the future the iron sights could be seen thru the rail to support potential backup iron sights.
Bug Fixes
  • Fixed an issue with players getting disconnected on map change with a "Server is full" error message. The issue would occur when, upon reconnecting after a map switch, the player reached the pre-login stage but had not successfully completed the login, and would lose connection during this time. The player would be removed from the reconnection cache but they would still remain in the pending players list and take up a slot until this connection timed out (InitialConnectTimeout), even though they would never be able to reconnect in this way if the connection had been broken.
  • The player should now be correctly removed from the pending players list if they disconnect during the connection process.
  • If the player does not reach the pre-login stage of connection, the player will remain in the reconnection cache and will retain the server slot until the reconnection timeout (default 60s).
  • If the player does reach pre-login, they will be removed from the reconnection cache and added to the pending players. If the player loses connection during this process they will be removed from pending players and the server slot will be freed instantly.
  • Fixed a problem with the way steam encrypted app tickets were being sent to EAC. This should improve overall stability around EAC authentication, potentially reducing mass disconnects.
  • Fixed & improved the error popup coverage for various network errors, where previously the Player would be sent back to the main menu with no popup message.
  • Fixed an issue with the FOB request map marker not being auto-deleted when a new FOB was built within its relevant area. This functionality was previously lost during an engine upgrade. Now if a friendly FOB gets placed inside the FOB request icon’s radius, it will be correctly auto-deleted.
  • Fixed an issue with logistics vehicles, wherein certain scenarios the vehicle’s ammo supply points would be reset to 50% of the total vehicle supply capacity when a player rearmed directly from the vehicle.
  • Fixed an issue with the USA M249 SAW M68 Aimpoint variant having an incorrect weapon zero, the zero is now set correctly to 100m (previously was labelled as 100m but was shooting high to 300m).
  • Fixed an issue with the Shielded DShK Tripod mesh, where the shield was not visible. This issue started in v2.8.
  • Adjusted the turret skeletal mesh position on the following vehicles: MIL/INS BMP1 IFV, USA M1A2 MBT, GB FV4034 MBT, CAF Leo2 MBT, RUS T72B3 MBT.
  • Fixed Mesh Decal Projection Bleed.
  • Attempted fix for an issue with HE Autocannon explosions incorrectly showing up as UGL explosions on certain surfaces.
  • Fixed an issue with closed turret vehicles turret collision hitting desynced colliders on client-side.
  • Fixed an issue with the CAF LAV6 IFV which was incorrectly using the M1126 APC armor values instead of the stronger LAV6 IFV armor values, this issue started in v2.7.
  • Fixed an issue with the GB FV4034 MBT which had missing effects when the ammo rack component was in a critical low health state and burning.
  • Fixed an issue with the CAF LAV6 IFV where the gunner could shoot and damage their own vehicle. The gunner’s turret pitch curve was adjusted so that the barrel stays above the collision on the right front side of the vehicle.
  • Fixed an issue with the INS Modern Technical Transport, which was using a Logi map icon instead of the correct Transport map icon.
  • Fixed an issue with the INS Modern Technical Logi which had the player collision clipping through the roof.
  • Fixed an issue with certain Closed Turret Jeeps map icons (BRDM2, LPPV RWS, TAPV M2), which were being displayed incorrectly as Open Turret Jeeps. The map icon should now correctly display these vehicles as Closed Turret Jeeps.
  • Fixed an issue with the RUS Tigr RWS being displayed on the vehicle list incorrectly as an Open Turret Jeep. The icon should now correctly display on the vehicle list as a Closed Turret Jeep.
  • Fixed an issue with the wrecks of BTR80 & BTR82A APC's which were casting to the VehicleClosedTop CPP instead of BTR80.
  • Fixed an issue with AT mines not respecting the maximum placed limit for each kit (currently 10). Land Mines will now remove the oldest placed mine when placing a new mine over the limit (10).
  • Fixed some issues with wreck meshes for the following vehicles: M1A2, T72B3, FV520 CTAS.
  • Fixed a minor issue with the INS/MIL T62 MBT turret wreck falling through the vehicle when the vehicle was destroyed.
  • Fixed a minor issue with the CAF TAPV Armoured Car where the displayed names on the UI were not reflecting the different TAPV variants.
  • Fixed a minor visual issue with the CAF TAPV C6 Desert Armored Car, which when switching to smoke launchers, the gun model would visually swap to the M2 variant and would also swap to the woodland camo for the turret mount.
  • Fixed a minor issue with the USA M1A2 MBT, which was missing its turret wreck when the vehicle was destroyed.
  • Fixed a minor issue with the debug function CanDriverSwitchTo3rdPerson which caused a flood of warning messages.
  • Fixed a minor issue related to the ban log which caused a flood of redundant debug error messages in the log.
  • Fixed a minor issue with GB FV432 APC where the collision mesh had a material with no triangles assigned.
  • Fixed a minor issue with the RUS/MIL BTR80 & BTR82A APC, the turret wreck was offset and sometimes glitching inside the wreck of the main hull.
  • Fixed a minor visual issue with the CAF LAV6 IFV where a small part of the mesh from the turret base was floating under the vehicle.
  • Fixed a minor issue with the USA BFV IFV’s turret wreck, whereupon destruction of the turret would fall through the vehicle body.
  • Fixed a minor issue with Admin Cam where a Player who is actively using Admin Cam could be sent to the ragdoll state by a vehicle if the vehicle runs over the location of the Player's hidden unpossessed solder.
  • Fixed a minor issue with missing faces on the SKS PU Rifle scope while ADS.
  • Fixed a minor issue on the Main Menu Entry Map, where the soldier LOD transition distances were incorrect and resulted in the soldiers looking very low-poly at close range.
  • Fixed a minor issue on the Infantry Tutorial where some remaining soldiers had bad LOD transition distances, resulting in the soldier models looking low poly at close range.
Map Updates & Bug Fixes
  • Added 5 new map layers: Mutaha Invasion v2, CAF Al Basrah Invasion v3, CAF Narva Invasion v1, CAF Mutaha Invasion v1, and CAF Yehorivka RAAS v2. Also updated the server config to add those new maps.
  • Mutaha Invasion v2 is a clone of Mutaha Invasion v1, but with Midday lighting instead of Night lighting.
  • Fixed an issue with the following 3 new map layers not being listed on the default server config:
    -Kokan_AAS_v2
    -Sumari_AAS_v2
    -CAF_GooseBay_AAS_v2
  • Updated Tallil Outskirts Soviet Air Base POI: 3 of the Soviet tube air hangars are now updated with two new entrances and additional props.
  • Updated Tallil Outskirts bomb craters to be more smoothed out.
  • Updated the lighting on Al Basrah Invasion v1 (Sunset lighting layer), replacing the HDRI and adjusting lighting for a more realistic look.
  • Adjusted most Invasion map layer vehicle timer initial delays so Attacker’s have better odds on the first objective. Increased the initial delay for Defender’s MBTs & Mobile ATGMs to 15min (some 20min), and IFVs to 10min.
  • Adjusted Skorpo Invasion v1 map layer balance to give Attackers better odds of winning. Moved the Militia initial forward spawn point from the Fish Oil Factory to Vaagen Beach. Replaced Militia Spandrel and BMP1 with Technical SPG9 and Technical UB32.
  • Adjusted vehicle balance on Chora AAS v2 - USA with 2x M1126 APC & 2x MATV versus RUS with 1 BTR82A, 1x BTR80, 1x Tigr.
  • Adjusted Kamdesh RAAS v4 vehicle balance, removed MEA Simir Kornet Mobile ATGM.
  • Fixed an issue on Yehorivka Zolota Hillside Bunker POI, the bunkers had an opening where players could access under map.
  • Fixed an issue on Fallujah RAAS v2 where GB team’s transport truck did not spawn when it should have.
  • Fixed an issue on Sumari where there was an invisible collision above Souk.
  • Fixed several issues on Fallujah: Prevented FOB Radio placement behind the grates in the sewers; Fixed floating road splines near the Crash Site POI; Removed duplicate building at Crossroads.
  • Fixed an issue with Physmats on plaster materials.
  • Fixed an issue with several Map Loading Screens which were using older Full HD images which did not have the best quality rendering settings for the image.
  • Fixed an issue on Fallujah Skirmish v2 with the northern out of bounds not being lined up with the road edge.
  • Fixed some visual errors on the Yehorivka minimap.
  • Fixed various issues on Fallujah with some floating and clipped objects.
  • Fixed an issue on the Al Basrah Refinery POI where a Warehouse building had a very small unintended exploitable gap in the wall; this gap has now been closed.
  • Fixed an issue on the Belaya Tunnel POI where an invisible collision existed at the tunnel entrance due to a landscape visibility mask.
  • Fixed an issue on Yehorivka AAS v2 where both teams’ IFVs were incorrectly delayed by 20min, now correctly set to 15min.
  • Fixed an issue on Sumari AAS v2 where the Checkpoint POI map name was offset from the actual capture zone.
  • Fixed a minor issue on Manic-5 with a floating rock.
  • Fixed a minor issue with a static mesh having missing faces; the end of the wooden beams on a slanted damaged village house roof could be seen through.
SDK Updates
  • Updated the file names of Layer Overhaul delay data assets to include the time of initial delay in the file name instead of using “Short”, “Long”, “Very Long”, etc.
  • Removed the combined stairs from Skorpo Fish Oil Factory Building, since this was an unfinished asset.
  • Restored the original version of the Aircraft Hangar Bunker Tube and converted the new version with the side door to be an alternative version.
  • Removed yeho_compound_v2 merged static due to physx errors. Due to prior issues, this asset has already been replaced with a BP variant, so this is just a cleanup to remove the error.
Clear Cache to resolve residual issues
  • If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.
    /list]
    Known Issues
    • Occasional Player (Client) crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports.
    • Various Kit icon issues - Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit.
    • The deploy screen squad list will sometimes display incorrect players that are not actually in the squad.
    • SL icons sometimes incorrectly show up for player kits in the spawn screen squad list (and outside of the squad list).
    • SL icons show up for every kit on ammo crates when rearming.
    • Player kit role icons are sometimes not being displayed on certain menu screens.
    • HAB will sometimes show up as "red/unspawnable", even when it is in fact spawnable. Fix has been applied but there still remain some alternative ways to reproduce this issue.
    • Some players may be experiencing very low-res textures after the v2.0 release. If you are experiencing this issue, you are likely under the minimum recommended specs for VRAM (4GB). This may be mitigated by ticking the “unlock pool size” box in the settings menu under the textures tab, but it may come with more performance stutter.
    • Player (Client) occasional crash at the end of a round, upon map switch, due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash.
    • “Missing Turret in Vehicle Issue” - Occasionally vehicles have their turrets missing from the round start. This issue is a high priority for us to fix.
    • “Ghost Player in Vehicle issue” - Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle. This issue is a high priority to fix.
    • "Mass EAC disconnect issue" - Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a “Server Closed Connection” message. Closely working with EAC to resolve this issue.
    • "FOB teleport bug" - Occasionally upon digging a FOB down, players within a certain radius of the FOB will be teleported outside of the FOB radius in a random direction.
    • Commander – When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he hears all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from – even if the person doing the transmission has moved afterward. This will be addressed in a future update.
    • Vehicle Reset Feature does not currently work with Helicopters. This will be addressed in a future update.
    • Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree.
    • Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — This will be addressed in a future update.
    • Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
    • ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This is an inherent problem, and the solution is currently in long-term development.
    • “Alt-tabbing” out of Squad during a loading screen freezes the Player (client). The recommended solution, for now, is to run Squad in the “Borderless” mode. This can be changed in Settings -> Graphics.
    • The audio module for Squad is initialized at the game start. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again — This issue will likely require an engine upgrade to UE4.25 to be fixed.
    • SFX bug while Firing in full auto. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did — This will be addressed in a future update.
    • Localization for most language translations is currently out of date. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game.
    Local/Offline Issues & Bugs (these currently have a lower priority)
    • Local/Offline Bug with Commander – Insurgent / Militia Handheld Drone does not move in local.
    • Local/Offline Bug with Commander – UAV hovers in one position instead of moving along the flight path in local.
    • Local/Offline Bug with Commander – CAS does not do damage in local.
    • Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
    • Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
    • Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Player’s HUD until they get back in the Emplacement and then Scope out.
Last Soul - Prologue - contact
During the last weeks, we dedicated ourselves to prepare the new features of LAST SOUL while listening to the suggestions of our fans. Now we're getting ready to present it to you.

We revisited all game elements, from the art to the mechanics and camera position. Everything needs to feel right for the levels that you already played and new challenges that you'll confront. To achieve this we're in constants communication with our fans using our social media. If you aren't part of this already, join our Discord and Subscribe to our Mail List to access Alphas/Betas of the final release.

Keeping you updated on our work is one of the most important things to do for our studio. But having the opportunity to exchange ideas with you while we're developing... that's amazing. That's why you can also follow our development on Twitch while the creator of LAST SOUL, Tony Munoz, will refresh you about the current work.



During the next weeks, you'll get more information about LAST SOUL progress. And if you haven't done that already, remember to wishlist the final version of our game here. Help us spread the word. We know you love the Prologue version... but what's coming will be marvelous.

Thanks for your amazing support.
MAYHEM - Cow
This stream was part of the Indigo event, which is a tradeshow hosted in the Netherlands. Special thanks to TeamWall for being kickass hosts and showing off MAYHEM.
Screeps: World - o4kapuk


Season #3 is open! Join now and place your spawn in the new seasonal event. The game will start on July 1 at 18:00 UTC. This season will last for 2 months, till September 1.

What is Season World?
It's a parallel world where all players start on equal terms. Everyone has GCL/GPL 1, equal 100 CPU from the start (which does not scale with GCL). The world will last until September 1, 2021. Then the season end and we will distribute valuable rewards among participants.

How to join the season?
In order to spawn in the Season World and start playing there, you have to get access to this particular season. You can obtain Access Keys at the official store, in-game market or Steam Community Market. Season #3 access costs according to the following schedule:
  • 3 Access Keys - June 28
  • 2 Access Keys - July 15
  • 1 Access Key - August 1
What are season rules?
Every season will have different rules. Season #3 rules are described below:

A new empty world is created (very swampy!).
Every player has 100 CPU.
Power banks do not hit the attacker creep back.
Power spawns can be built starting from RCL5, and their construction costs 10000 energy.
Power processing cost reduced to 10 energy per 1 power.
Spawns count reduced to 1 spawn per room regardless of the room control level.
Energy source capacity is doubled in every room with a single energy source.
Players with the most processed power win the season rewards.

Other game changes: power is enabled by default (and can't be disabled) on all controllers, the market is not available, terminal structures can send resources only to your own terminals.
API documentation for the season is already available.
Arcane Waters Playtest - burlin_gauna
- Master server now shows total client connections across the servers

updated confirm screen to render above the character selection panel

updated pvp system to generate floting icon for currency reward

Jun 28, 2021
NovaMundi - Slashware Interactive
For the past two weeks, we continued working on terrain generation and visuals. We produced 3 versions ending up in v0.29.0, update now if you haven't!

Exploration
The biggest change is the addition of the “Compress time” command; now if you press Shift while exploring, time will happen at 2x so you will move faster. I believe this is a need to prevent long travels from becoming super boring but I am still experimenting with this (may add some +/- commands to lock the time compression rate).



Units
New appearance for the Conquistador Cavalry, more similar to the concept. Kept the old one as “mounted pikeman”, may use it sometime.

Added some more variation to portraits, disabled the wooden clubs from the guardian’s portraits since they were looking a bit cartoonish cavemen to me; we will replace them with narrower staffs probably. The next version will feature some more variations still. Also, we reset the “framing” of the portraits in order to display more of the face even if we miss some details of the equipped weapons.



We are also working on a new non-military unit, we should be ready to unveil it on next update!

Terrain visuals
Implemented some visual fixes in the grass objects, and added a new texture for the rocks so they blend better with the grassy terrain. Rocks are also populated more sparsely.



The paramo (Andes tundra) biome also saw some work with the placement of the mountains there and the removal of the snow peak biome pending yet another planned overhaul of the biome placement that allows us to have more control over bigger areas of terrain instead of relying on the heightmap.



For grass texturing, we discarded some of the textures we were using and tweaked the tiling and normal scale values of some others.

A new particle system for rain was developed, although it hasn’t been integrated yet into the main game scene.



Combat
This iteration was meant to focus on combat but art integration and needed tweaks in the exploration just haven’t let me charge into it. However, I did some small high-impact changes, like increasing the size of the initial enemy sizes so they are less of a joke.

We also did some work in the audio aspect with Mr. QuietGecko, doing a pass over the attack sound effects to make sure all of them were covered, and tweaking the volume for the different combat actions.

Project and Community
We participated in the Steam Summer Sale (along with our other game, Ananias Roguelike).

We were also interviewed for our state’s TV news, and a couple of other podcasts (more info here)

This week I’d like to shout out to Kay Tila, a member of our discord community who has been helping a lot with playtesting. My story with Kay goes back a loong time including the original “Expedition” project and probably more stuff I’ve done along all these years. Thank you for all your valuable feedback!
Tales of Maj'Eyal - DarkGod
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.4 !

This release adds a new class and a new class evolution, amongst other updates, fixes and balances !

Don't forget to help ToME on Patreon too if you wish !


  • Add a new hook/callback, ActorAI:aiTalentTactics/callbackOnAITalentTactics
  • Add chat portraits to many things
  • Add zone max level to tooltip and adjust levels for difficulty (if applicable)
  • Allow Steady Shot triggered via Shoot to apply Marked
  • Dirges update mastery correctly
  • Feed and Fed Upon properly ignore absolute resistance
  • Fix a bug with Garrote
  • Fix AI targeting of friendly actors, preventing them once again from toasting their friends
  • Fix alt tier1 zones having a different level range than non-alt tier1 zones
  • Fix Assasinate
  • Fix bone shield having non-integer cooldowns
  • Fix Brawler Attack Speed
  • Fix Cleansing Flames's tactical table
  • Fix description for Animate Blade
  • Fix Disengage being able to move through walls
  • Fix Energy Absorption
  • Fix Hymn Nocturnalist description
  • Fix Minotaur's Grand Arrival
  • Fix Shadows not Fading once they are immune to their summoner's damage
  • Fix Shattering Charge double crits
  • Fix talent level of chants & hymns boosted by difficulty twice
  • Fix Trap Priming
  • Fix twist the knife extending debuffs by non-integer amounts
  • Fix value displayed in damage log for Guardian Unity
  • Fix Vile Transplant effect limit
  • Fix wintry ego on shield not criting
  • forceUseTalent will not break things like movement infusion and won't be disturbed by confusion
  • It is now possible to recall out of the Temporal Rift
  • It is now safe to digest a cursed shadow
  • Mirror images are removed on death
  • New chat dialog interface
  • New gfx for the Rune of Reflection
  • New skeleton's damage shield visuals
  • New Sun Paladin evolution: Avatar of a Distant Sun
  • New Wanderer class. It's akin to adventurer but more chaotic! Instead of choosing talent trees you get a random set as you levelup! The set is determined by a seed that you can share with others to have friendly random competitions, or just share cool combos ;)
  • New Webs of Fate visual effect
  • Prevent clicking multiple times on hotkeys while the targeting interface is running (prevents infinite resource bug)
  • Prevent exploit where you could increase and decrease talent mastery at the same time you learned Fallen prodigy
  • Prevent player from infinitely stacking Pestilence shield with enough action speed
  • Remove digging from a few more vaults
  • Slightly nerf pace yourself
  • Some UI updates (buttons, and such)
  • Split the effect of Brutalized and Stunned
  • Support inconstant resource drain, fixing the Fearscape and a few other talents
  • Take Down respects pin if the target is more than 1 tile away
  • Tentative fix for yeti's in EoR having fur sticking outside of their pants
  • Tune down a Boneyard and Corpse Explosion visuals
  • Update fixedart daggers to 50%str/50%dex dammod for knives
  • Update Seen by Arcane Eye to immediately reveal actors
  • Update targeting parameters for Kneecapper and Kill Shot
  • Update Yeek's Quickened to trigger if the damage would leave you at 30% life or less
  • Update many NPCs tiles
  • Update the face of most character dolls
  • Update translations
  • Upscale the size of many lore pictures


  • Fix Diseased Body crashing in some corner cases
  • Fix Eternal Suffering to not appear on NPCs
  • Update translations


  • Add portraits for various chats
  • Exoskeleton is now displayed behind weapons
  • Fix Emergency Steam Purge wrong range
  • Fix Innovation + Mastery update interaction
  • Fix rounding problem with some steamtech/sawmaiming talents
  • Make Furnace Vent open only if it is fully charged
  • Mecharachnid shows artifact tiles when worn instead of generic ones
  • Summons will now avoid targeting amakthel body parts
  • Update translations
  • Upscale lore pictures
  • Yetis are 100% less prude


  • Update Reality Fracture so rifts last for the full duration stated
  • Update translations

Have fun in Eyal!
STAR WARS™: The Old Republic™ - SWTOR Community Team
Highlights:
  • Nar Shaddaa Nightlife is back! - Head to Nar Shaddaa between June 29th at 12:00 UTC and August 10th at 12:00 UTC to test your luck on Smuggler’s Luck, Kingpin’s Bounty, and Emperor’s Grace slot machines to earn new and unique prizes!
  • Double XP Event - Starting June 29th at 12:00 UTC, and lasting until July 13th, enjoy two full weeks of Double XP, Valor, and Renown.

General
  • Free-to-play players can now create in-game bug report tickets with the /bug command.
  • Increased the cap of Tech Fragments to 11000 (up from 10000).
  • Corrected typos in the Legacy emote commands of the following classes:
    • Sith Inquisitor
    • Sith Warrior
    • Jedi Knight
    • Jedi Consular
  • The following chat commands are no longer missing from the Emote Window:
    • /peer
    • /question
    • /smirk
  • Added the following abbreviation in the chat commands:
    • /ty
    • /thanks
    • /cong
    • /grats
    • /congrats
    • /lol
  • It is no longer possible for players to go over the Item Rating cap of 306.
  • Darkside corruption is now correctly displayed on Nautolans in the character sheet, outfits, and after an area transition.
  • Chat no longer appears blank after linking the Commemorative Statue of Dread Master Brontes several times.
  • Spacing has been added to the bottom of the Item and Amplifier tooltips for better readability.
  • The tooltip of the Bioanalysis Efficiency Amplifier is now correctly referencing Archaeology in French and German.
  • Corrected typo on the word “gladiatorial” throughout the game.
  • Emotes are no longer case sensitive, so you can /dance, /DANCE, or /dANce to your heart's content.
  • Corrected a typo in “Defeat the Republic Commander - Master Mode” Achievement.
  • A Legacy Bank has been added to the VIP area of the Fleet for both factions.
  • There is now an Arrival Point Terminal in the first room next to the elevator of the Kaas City Apartment Stronghold.
  • There is no longer a graphic issue on the Penthouse doorway arch of the Carrick Station Stronghold.
  • Corrected environment issues in the following areas:
    • The environment no longer disappears in the west side of the map of the Palace Main Floor on Onderon.
    • The environment no longer disappears in the west side of the map of the Rebel Refugee Zone in Nar Shaddaa.
  • Players can no longer hear the door audio of other players in the Vaiken Spacedock Penthouse.
  • Altuur zok Adon’s interaction for being highly influential to him now only appears when reaching Influence Rank 50, as intended.
  • Altuur zok Adon's Kolto ability ‘Targeting Field’ now correctly finishes its cooldown when the target is killed.
  • Clicking the Preview button for Paxton Rall in the Collections now correctly opens a new window with the Companion.
  • Players who previously completed Chapter IX: The Alliance of Knights of the Fallen Empire can now obtain Nico Okarr through his Holocommunicator, as intended.
  • The Weekly Login Subscriber reward now correctly shows as unclaimable for unsubscribed players.
  • It is no longer possible to fall into the platform showcasing mounts in the Galactic Seasons area of the Imperial Fleet.

Cartel Market
  • Updated the icon for the Tactical Ranger Boots.
  • Removed the knock-off protection tooltip from the WLO-RX1 Assault Tank mount as there is no longer knock-off protection in the game.
  • Fixed the following issues on the Tactical Ranger’s Armor Set:
    • Corrected several clipping, texture, and gap issues on the Tactical Ranger’s Armor Set.
    • The Tactical Ranger Chestpiece is now correctly colored when applying a dye pack.
  • Fixed several clipping issues on the Dark Marauder’s Armor Set.
  • There is no longer an invisible gap between the neck and the body of the character when equipped with the Mythosaur Hunter’s helmet without a chestpiece, on all body types.
  • Fixed a typo in the Storefront description of the Ancient Je’daii Bundle.
  • Fixed several typos in Dar’manda and Ash’ad NPC decorations.

Items + Economy
  • Master Ranos’ lightsaber icons now correctly reflect her chosen color crystal.
  • Corrected an error preventing the following decorations from becoming tradeable:
    • Factory Welding Droid
    • Framed Skytrooper Chassis Remains
    • Gambler’s Mic Stand
    • Iokath Pump Station
    • Iokath Wall Lamp
    • Incomplete Skytrooper Chassis
    • Model Star Fortress
    • Portable Zakuulan Sentry Turret
    • Skytrooper Model Display Tube
    • Skytrooper Praetorian Armor Display
    • Sun Machine Reactor
    • Unstable Iokath Battery
    • XR-9 Scrambler Grenade in Suspension Chamber
    • Zakuulan Force Focus
    • Zakuulan Prototype Medical Probe
  • The visual effect of the Obsidian Squad Recon Walker mount is now correctly displayed when the mount or its flourish are used.
  • The hatches of the Junkshop Furnace decoration are now correctly opening for the junk.
  • The description of the “Stimulated” Achievement now correctly mentions the Stimulated set bonus.
  • The Amplified Champion’s Armor Set now correctly refers to Premium Amplifiers instead of Prototype.
  • Mandalorian Propaganda Posters are now using the correct form of Mando’a.
  • The Festive Tauntaun Mount received from the Life Day bundle can now be traded on the Galactic Trade Network.
  • Items that grant Schematics now display the correct required profession and profession level.
  • Shoulder plates of the Remnant Ressurected Smuggler’s Jacket now correctly appear with Male Body Type 2.
  • The following decorations can now be purchased for Guilds:
    • Alem "Whisper" Reesus Holo
    • Art: Alderaan Landscape
    • Art: Approach to Oricon
    • Art: Hoth Starship Graveyard
    • Art: Kaas City
    • Art: Nerfs
    • Art: Rakata Prime
    • Art: Tatooine Landscape
    • Art: The Reclaiming of Taris
    • Art: Underworld Casino
    • Bask Sunn Holo
    • Caller in the Dark Holo
    • Captain Meinar Holo
    • Colonel Barden Golah Holo
    • Commander Aster Holo
    • Commander Rasha Holo
    • D-5X Volitile Demolition Droid Holo
    • Darth Malgus Holo
    • Darth Yun Holo
    • GEMINI 16
    • Goldie Holo
    • Golga Brak Holo
    • Graul Holo
    • Heta Kol Holo
    • Holocall Kiosk
    • Jai Quallo's Sand Worm Holo
    • Lord Feng Holo
    • Lord Ziliss Holo
    • Master Jakir Halcyon Holo
    • Master Leeha Narezz Holo
    • Model Umbaran Train
    • Nathema Flower
    • Painting: Abstract Colors
    • Painting: Abstract Rectangles
    • Portrait: Gold Plated Hutt
    • R10-X6 Holo
    • Rakesh the Foul Holo
    • Scorpion TK Weapon Rack
    • Seldin Holo
    • Shade of Malgus Holo
    • Slybex Holo
    • Tau Idair Holo
    • Technician Canni Holo
    • Temple Arches
    • Terentatek Holo
    • Trophy Art: Alderaan Civil War
    • Trophy Art: Ancient Hypergates
    • Trophy Art: Huttball
    • Trophy Art: Kuat Drive Yards
    • Trophy Art: Novare Coast
    • Trophy Art: The Voidstar
    • Trophy Art: Yavin Ruins
    • Troya Ajak Holo
    • Umbaran Spider Tank Holo
    • Vinn Atrius
    • Vixian Mauler Holo
    • Vulture Squad Armored Unit 14 Holo
  • The Jedi Padawan Shrine decorations from the Ossus Reputation vendor are no longer missing their heads and lightsabers.
  • The following weapons now sit correctly on the character’s back on all body types:
    • Altuur’s Ornate Sniper Rifle
    • Altuur’s Exquisite Sniper Rifle
  • Made adjustments to the hand placements of Altuur's Ornate Sniper Rifle to sit more comfortably into the hands of all female body types.
  • The following Galactic Seasons Rewards Armor Sets are now correctly unlocking in the Collections after claiming it from a Mailbox:
    • Mythran Hunter’s Armor Set
    • Mythran’s Armor Set
  • The Mythran’s Armor Set is now correctly unlocking if pieces were stored in the Legacy Bank.
  • The Stronghold Label: Hideout earned from Galactic Seasons now correctly states it unlocks for the Legacy and not for the Account.

Classes +Combat
Jedi Knight
Sentinel
Watchman
  • The Cauterize ability tooltip now displays the correct periodic damage done.
Guardian
Vigilance
  • The Plasma Brand ability tooltip now displays the correct periodic damage done.
Sith Warrior
Marauder
Annihilation
  • The Rupture ability tooltip now displays the correct periodic damage done.
Juggernaut
Vengeance
  • The Shatter ability tooltip now displays the correct periodic damage done.
Jedi Consular
Sage
  • The Force Barrier ability now properly prevents certain effects from being applied to the player while active.
Shadow
Shadow Tacticals
  • Resilience from the Mind Over Matter utility is now correctly applying to the Friend of the Force Tactical.
Serenity
Serenity Tacticals
  • Two Time Trouble Tactical is now properly affected by Periodic Intensity Amplifiers.
Sith Inquisitor
Sorcerer
  • The Force Barrier ability now properly prevents certain effects from being applied to the player while active.
Assassin
Assassin Tacticals
Hatred
Hatred Tacticals
  • Two Time Trouble Tactical is now properly affected by Periodic Intensity Amplifiers.
Smuggler
Gunslinger
Saboteur
  • The Shock Charge ability tooltip now displays the correct periodic damage done.
Imperial Agent
Sniper
  • The Interrogation Probe tooltip now displays the correct periodic damage done.
Bounty Hunter
Mercenary
Mercenary Set Bonus
  • Updated the Apex Predator Set Bonus tooltip to make it clearer:
    • (6) Dealing damage with Power Shot or Tracer Missile and healing with Rapid Scan grant a stack of Power Step, stacking up to 5 times. At 5 stacks, your next Power Shot, Tracer Missile, or Rapid Scan deals 50% more damage or healing and generates no Heat.
Innovative Ordnance
  • The Incendiary Missile and Serrated Shot abilities tooltips now display the correct periodic damage done.
Powertech
Pyrotech
  • The Incendiary Missile ability tooltip now displays the correct periodic damage done.
Trooper
Commando
  • The Commando’s Electro Net ability is now correctly doing as much damage as the Mercenary’s ability.
Commando Set Bonus
  • Updated the Apex Predator Set Bonus tooltip to make it clearer:
    • (6) Dealing damage with Charged Bolts or Grav Round and healing with Medical Probe grant a stack of Power Step, stacking up to 5 times. At 5 stacks, your next Charged Bolts, Grav Round or Medical Probe deals 50% more damage or healing and costs no energy cells.
Assault Specialist
  • The Incendiary Round and Serrated Bolt abilities tooltips now display the correct periodic damage done.
Vanguard
Plasmatech
  • The Incendiary Round ability tooltip now displays the correct periodic damage done.

Flashpoints
General
  • The following Flashpoints have been added to the completion of the [Weekly] Veteran Flashpoints Objective:
    • Kaon Under Siege
    • Lost Island
  • Unified the Flashpoint: The Star Fortress Mission names. Those will now appear as [SOLO] or [Heroic 2+].
  • The description of the Flashpoints - Master Mode in the Group Activities window now correctly displays the Master Mode information instead of the Veteran Mode.
Flashpoints
A Traitor Among the Chiss
  • Veteran’s Edge is now applied with the correct values in A Traitor Among the Chiss Flashpoint - Master Mode.
Hammer Station
  • The Asteroid Beast can no longer become stuck in the corridor in Hammer Station Flashpoint.
Kaon Under Siege
  • The surroundings no longer vanish for certain camera angles in the northern side of the “Park Service Tunnels” area in Kaon Under Siege Flashpoint.
The Spirit of Vengeance
  • Rass Ordo’s equipment can no longer be removed during the Spirit of Vengeance Flashpoint, as intended.
  • Reduced the damage dealt during the encounter with Heta Kol in the Spirit of Vengeance Flashpoint - Solo and Story Mode.
  • “Take Vengeance” Achievements now appear under the Veteran Achievements section of the “Spirit of Vengeance” Achievements.
  • Corrected an issue that could prevent players from advancing if Rass Ordo is defeated before the sniper trap in the Spirit of Vengeance Flashpoint - Solo/Story Mode.
Secrets of the Enclave
  • Conversations in Solo-Story mode no longer use the multiplayer conversation window when players are grouped in Secrets of the Enclave Flashpoint.
  • Increased the health of Golah and Narezz’s droids in the Secrets of the Enclave Flashpoint - Veteran Mode.
  • The Enemy Squad bosses from the Secrets of the Enclave Flashpoint now have more health in Master mode than Veteran Mode.
  • Fixed an issue that was causing emails regarding events following the Conflicting Priorities Mission to not be sent as intended in Secrets of the Enclave Flashpoint.
  • Arn Peralun and Darth Rivix no longer have less influence than intended in Secrets of the Enclave Flashpoint - Solo and Story Mode.
  • Arn Peralun and Darth Rivix equipment cannot be removed in Secrets of the Enclave Flashpoint, as intended.
  • The door to the Monstrous Terentatek’s room in the Secrets of the Enclave Flashpoint no longer closes, trapping players inside, if the Flashpoint Mission is advanced.
  • Emergency Containments Droids now despawn if the Monstrous Terentatek boss is killed in the Secrets of the Enclave Flashpoint - Master Mode.
  • Fixed the following issues on Narezz and Golah bosses in Secrets of the Enclave Flashpoint:
    • They no longer cast Activate Droid when they’re out of combat.
    • They now announce their respective Napalm Blast/Force Cone abilities attacks with a voice line periodically.
  • Updated Codex images for persons of interest from Secrets of the Enclave Flashpoint.
  • The following bosses now play a voice line when reaching 50% HP in Secrets of the Enclave Flashpoint:
    • Sergeant Corrik
    • Sergeant Kodo
    • Lord Ziliss
  • Skar'kla Swarmer ambushes now properly play their spawning audio in Secrets of the Enclave Flashpoint.
  • Lip movement for the scene after defeating Graul in Secrets of the Enclave Flashpoint now works properly in German.
  • Players are no longer instantly killed when approaching a wall on the south side of the Enclave Lower Level in the Secrets of the Enclave Flashpoint.
  • Corrected camera movements in cinematics of the Secrets of the Enclave Flashpoint - Solo and Story Mode.
  • The count value of the “Elite: O Captain, Bye Captain” Achievement in Secrets of the Enclave Flashpoint - Master Mode Achievements is now correctly displaying the correct value of 25 instead of 22.
  • Lord Ziliss’ Empowered buff description now correctly mentions that it empowers her own Force Bomb ability instead of Captain Meinar’s ability in Secrets of the Enclave Flashpoint.
  • Adjusted the distance between Ol’Cronchy and her food bowl in Secrets of the Enclave Flashpoint.
  • The following creatures now count in the completion towards the “Clearing the Vermin” Achievement in Secrets of the Enclave Flashpoint:
    • Xuvva
    • Zeldrate
    • Skar’Kla Swarmers
    • Ol’Cronchy
    • Fuzzy
  • Corrected the following graphic issues in the Secrets of the Enclave Flashpoint:
    • The grass is now correctly attached to a stone in the Upper Level of the Enclave.
    • There is now a wall in the North-East area of the Enclave preventing players from falling.
  • Relics needed for the “Secrets of the Past” Achievement now despawn after use, and cannot be seen if the Achievement has been completed in Secrets of the Enclave Flashpoint.
Operations
Operations
The Nature of Progress
  • The [Weekly] The Nature of Progress Operation is now correctly removed from the Fleet Operations Terminals after the Mission is accepted by players.
  • The [Weekly] The Nature of Progress Operation is still available on the Operations Terminal even if the player has previously picked up the [Weekly] Hive of the Mountain Queen Mission.
  • The Mission tracker no longer disappears after defeating the Hunt Master at the “Eliminate the Hunt Master” step, preventing players from advancing in the Nature of Progress Operation.
  • There is no longer a gap on the floor of the Huntmaster room in the Nature of Progress Operation.

Missions + NPCs
  • The following World Bosses are now correctly dropping level 75 loot:
    • Lucky
    • Trapjaw
    • Ulgo Siegebreaker
  • It is no longer possible to interact with Satele Shan to spoil the ending of Echoes of Oblivion Mission.
  • Space Missions can now be retried after failing them, as intended.
  • Travelling to the quest marker of the step “Find the survivors” of the Republic Mission “Power Vacuum” is now correctly advancing the Mission.
  • The cinematic for the Speak to Harlow Ricks step of the [Daily] A Crew of Your Own now has lip-sync and audio.
  • Fixed the following issues for the [Weekly] Daily Area: Rishi Missions:
    • The Empire version of the [Weekly] Daily Area: Rishi Mission can now be shared.
    • The [Weekly] Daily Area: Rishi Mission is only available when the prerequisite missions for all Daily Missions have been completed - for both factions.
    • Accepting a [Daily] Mission required for the completion of the [Weekly] Daily Area: Rishi is no longer automatically granting the [Weekly] Mission - for both factions.
  • Taren Vor’s name is now correctly displayed in the Mission tracker of the Imperial Taris Mission “Highway to Destruction”.
  • It is now possible to interact with the NPC after completing the “Scan for the Communications Uplink” step of Imperial Mission “Relative Harm” on Onderon.
  • The German description of the Shroud of Memory Mission in the Mission logs is now correctly displayed in German instead of English.
  • Paxton Rall’s recruitment cinematic now correctly takes place in his initial spawn location.
  • The Alliance Alert ‘The Stranger from Kubindi’ now properly displays a Mission image.

Warzones
General
  • PvP brackets have been reverted back into three brackets: 1-42, 43-74, and 75.
  • Using teleportation abilities such as Phase Walk during PvP matches in scenarios where the teleport would take players through walls or props should no longer kill players.
  • The following PvP Season 13 Rewards Titles now unlock the correct Codex entries:
    • Invader Title
    • Raider Title
  • Orbital Station and Mandalorian Battle Ring are now back in the PvP map rotation.
Warzones
Mandalorian Battle Ring Arena
  • Using the Hololocate ability a second time will now appropriately take a player back to the marked location.
  • Players are no longer instantly killed in the Mandalorian Battle Ring Arena.
Orbital Station Arena
  • Players are no longer killed when spawning into the Orbital Station Arena
Rishi Cove Arena
  • Players are no longer instantly killed when in the following location in the Rishi Cove Arena:
    • Near the wall in the northwest of the Arena.
    • Near the wall under the spawn area.
  • It is no longer possible to place Phase Walk in the spawn area of the Rishi Cove Arena.
  • Players are no longer stuck when jumping around the Spawn terminal of the Rishi Cove Arena.
Events
All Worlds Ultimate Swoop Rally
  • The Swoop Gangs have been contacted and instructed forcefully to remove part of the track they left behind on the following locations after the last All Worlds Ultimate Swoop Rally:
    • A ramp near the Sarlacc pit on Tatooine.
    • Several ramps on Onderon.
  • The misplaced ramp in the Tatooine course is now correctly aligned with the track direction during the All Worlds Ultimate Swoop Rally event.
  • Fixed an issue that was preventing the completion of the “Dantooine Perfection” Achievement during the All Worlds Ultimate Swoop Rally event.
  • Fixed the following cinematic issues of the All Worlds Ultimate Swoop Rally event:
    • The player’s character no longer slides on top of the speeder in the Daily cinematic of the Pit Screamers on Dantooine.
    • The character in the Blatant Beks’ cinematic is now correctly sitting on the Swoop bike.
    • The character in the starting cinematic of the [Daily] Horizon’s Razor: Tatooine Course Mission is now correctly sitting on the speeder.
Feast of Prosperity
  • The Feast of Prosperity Daily Achievement is no longer progressing if players can’t complete the Round 1 of the Cantina Rush - Hard Mode.
Nar Shaddaa Nightlife
  • The Emperor’s Casino Chip can now be dropped from kills on Mek-Sha and Onderon during the Nar Shaddaa Nightlife Event.
  • Nar Shaddaa Nightlife Tokens can now be dropped during Uprisings and as PvP rewards.

Conquests
  • The Pirate Incursion rewards window now correctly mentions Personal Reward in the Mission name.

Galactic Seasons
General
  • Added the Galactic Seasons End Timer and Date to the Galactic Seasons Window.
  • Players who are not eligible for Section X will no longer receive the Priority Objective 'Daily PO: Section X Daily Missions' as one of their Daily Priority Objectives as intended.
  • The following Companions are now back on the Galactic Seasons vendor Jaleit Nall and it is now possible to unlock their Alliance Alert when purchased from this vendor:
    • Nico Okarr
    • Master Ranos
    • Paxton Rall
    • Shae Vizla
  • Corrected typos in various Priority Objectives.
  • Claimed rewards items from the Galactic Seasons rewards track are now correctly listed in the chat.
  • Claiming Cartel Coins rewards from the Galactic Seasons rewards track now triggers a banner as intended.
  • Unclaimable Subscriber rewards now appear as Unlocked but remain unclaimable until the player subscribes.
  • The Galactic Seasons window pagination buttons are now correctly displayed when the character is activating the event.
  • Characters can now track or untrack a Priority Objective rolled on higher characters, even if they don’t meet the requirements.
  • Clicking on the Daily Priority Objectives on the Galactic Seasons screen now brings players to the Conquest window instead of the Galaxy Map in all cases.
  • Clicking on the following Priority Objectives in the Conquest Window now opens the Galaxy Map:
    • Daily PO: Defeat Capital Enemies
    • Daily PO: Defeat Coreward World Enemies
    • Daily PO: Defeat Hutt Space Enemies
    • Daily PO: Defeat Outer Rim Enemies
    • Daily PO: Defeat Seat of the Empire Enemies
    • Daily PO: Defeat Home World Enemies
    • Daily PO: Defeat Unknown Wild Space Enemies
    • Daily PO: Defeat Galactic Insectoids
    • Daily PO: Defeat Balmorra Insectoids
  • Clicking “Daily Priority Objective” in the Galactic Seasons window now opens the Conquest window if the player doesn’t have a ship.
  • Dread-Seeded Shaclaws now correctly count toward the progress of ‘Defeat Insectoid Priority Objective’ counts.
  • Defeating Underwalkers on Makeb now correctly count toward progress for ‘Daily PO: Defeat Galactic Insectoids’.
  • The ‘Weekly PO: Hutt Space Flashpoints’ no correctly displays the list of Flashpoints required to complete this Priority Objective in German.
Weeks
Week 1: Coreward Worlds
  • The ‘Daily PO: Onderon Daily Missions’ are no longer missing from the ‘Galactic Seasons Week 1: Coreward Worlds’ for players in the 50-70 level bracket and 71+ level bracket.
  • The ‘Daily PO: Defeat Balmorra Insectoids' is now available only for players level 28+ as intended.
Week 2: Distant Outer Rim
  • The Priority Objective ‘Daily PO: Rishi Daily Missions’ has been removed from the list of potential Priority Objectives while we continue to investigate reports regarding bugs on this Priority Objective.
  • ‘Daily PO: Defeat Outer Rim Enemies’ can be now advanced by defeating enemies in Section X.
Week 3: Hutt Space
  • Colicoid War Games is no longer referenced as an optional requirement for the ‘Weekly PO: Hutt Space Flashpoints’.
  • Insectoids on Ossus now correctly count toward the ‘Daily PO: Defeat Ossus Insectoids’ even if the player has not completed the story on Ossus.
  • All insectoids on Ossus now correctly count toward the progress of ‘Daily PO: Defeat Ossus Insectoids’.
  • The following Priority Objectives are no longer missing from the ‘Galactic Seasons Week 3: Hutt Space’:
    • Daily PO: Ossus Daily Missions
    • Daily PO: Defeat Ossus Insectoids
    • Daily PO: Makeb Daily GSI Missions for players in the 50-70 level bracket and 71+ level bracket
  • Defeating Enemies on Darvannis now counts toward the ‘Daily PO: Defeat Hutt Space Enemies’.
  • The Shaclaw mob density has been increased on Voss to make it easier to complete the ‘Daily PO: Defeat Voss Insectoids’.
Week 4: Seat of the Empire
  • The Dread Palace Operation has been removed from the list of optional Operations from the ‘[Weekly] PO: Seat of the Empire Operations’ to prevent instances of players missing Galactic Seasons credit.
Week 5: Unknown and Wild Space
  • Reduced the number of required missions for Ossus/Iokath Daily Priority Objectives to 3. (down from 5).


The following issues have been previously fixed with a hotfix deployed on May, 12th:
  • Players now correctly receive 2 Weekly Priority Objectives as intended.
Enhance VR - Virtuleap
  • [NEW GAME] "Stacker" - practice your planning skills.
  • [NEW GAME] "Orbital" - practice your visuospatial orientation skills.
  • Resolved minor bugs
...