There are just a few days to go before the launch of Carrier Command 2!
Launch Party Live Stream!
We will be running a live stream on launch! Come chat to us and join the launch party as we play the game and answer your questions! We really enjoyed previous live streams and are looking forward to playing the game :-)
Many players have been asking about the price, and this will be announced when the game launches.
Some players and even youtubers have been claiming they know what the price will be with the greatest confidence, and to put it simply, they don't know. This information hasn't been released, and the prices being quoted are incorrect.
Making of - Infinite Procedural Worlds!
We have a new making of video! These videos are just informal chats between developers discussing the technology behind the game, and in this video we discuss the procedural world generation in Carrier Command 2.
Firstly, thank you all for your interest and support for Hyper-5. I am very much looking forward to releasing the game later this year.
I have had several people contact me regards the Demo of the game which I had hoped to release by now. This has been completed and approved from a technical perspective but unfortunately due to difficulties with a promotional tie-in I am unable to release on steam at this time. I sincerely apologise for the delay and I ask for your patience.
In terms of the game itself, I am pleased to report that an initial build of the complete main set of five levels has gone for alpha testing with my internal team. I am working on finalising a couple of the remaining weapon systems at the moment, including the "Gravity Whip", a system which allows your ship to attract enemy debris and use it into a powerful weapon!
Firstly, thanks to everyone for playing! The response has been quite overwhelming, and brought a welcome burst of enthusiasm to the playerbase.
We've been listening to all your feedback since our launch into full release, and this patch aims to address much of that.
Informant Escape Scenario
One thing that became clear was that our intent for the design of the new Informant Escape scenario was not being well communicated, causing some frustration among players. This, along with many fixes, is the focus of this update.
The Escape scenario was meant to test your card draw, however it became clear that the fight was insufficiently difficult, meaning if you lacked the necessary draw, you would enter into a long and drawn out fight that could even lead to an impossible stalemate. This obviously isn't how we want any combat in the game to play out, so we've made some changes!
The gate no longer ticks down, and you will start with 2x Chains by default. To offset this decrease in difficulty, it must now be raised to 15, the combat will begin with opponent barricades, and up to 3 Ender Guardians will take their place when they are destroyed. New enemies will spawn after this, but only whilst the gate is below the threshold value of 15, after which they will stop spawning, and the fight will work like any regular combat.
We had some other design changes in mind for this fight, but we wanted to address the immediate issues and alleviate the frustration for now. This probably won't be the last tweak we make to that combat, and we'll continue to listen to feedback about whether we need to increase its difficulty further, or make other adjustments.
Quality of Life
Feedback concerning certain Quality of Life features also hasn't gone unnoticed! Some of these issues require changes that aren't as simple as they seem, so haven't made it into this update, but rest assured, we've heard you! Improvements in this area are planned and on their way.
For those playing on controllers, we're also hoping to bring some of the improvements we're currently making to the Switch build over to the PC version in the coming weeks.
Overall, we hope you enjoy the update!
Full release notes below
[Changes]
- Characters no longer show "The Hammer" underneath their surname. - Recruitable characters will no longer spawn with Heavy armour unless their Stamina is greater than or equal to 4. - Spitter and his Gang Bruisers now have reduced Max Vitality. - Barricades in the fight with Spitter now start with 20 Defence. - The Informant Escape scenario (sewer gate combat) now behaves differently. The gate no longer ticks down, and you will start with 2x Chains by default. To offset this decrease in difficulty, it must now be raised to 15, the combat will begin with opponent barricades, and up to 3 Ender Guardians will take their place when they are destroyed. However, new enemies will only spawn whilst the gate is below the threshold value of 15. - Removing an upgraded card from your deck will now automatically store the token in your token book, avoiding the need to do it by hand.
[Fixes]
- Fix for three Hare talents (Pivot, PlanOfAttack and Urgency) spawning as Skills. This does mean loading a run with these cards will load them with a dead wielder, so they will be removed from your deck after your next combat. - Fix for Spymaster TrueStrike intent causing a softlock if the Spymaster is targeting the character in front of the shadow, and they evade the Shadow's attack - Fix for the bonus campaign cards being added to the beginning of the run before they would have been unlocked by the player. - Fix for statuses still alternating the turns on which they tick in "that" fight. - Subtle fix / change for Zealot, where it will now trigger if the character with Zealot has a status effecting them that banishes cards (e.g. Exertion). - Fix for Grave passive not triggering if your banish pile reaches 12 by cards banishes that happen during cleanup (stashed weapons, or cards with dead wielders). Cleanup may now also trigger any other similar banish related effects. - Fix for Akimbo consuming Charge prematurely when dual wielding, and therefore not working with the Mouse Racial Ability correctly. - Fix for a lockup in the second combat tutorial if you chose a card that already appears in your deck (e.g. Rush) as a reward for the first combat. - Fix for statuses still alternating their effects based on rank, even when both ranks are active - Fix for input bug that would cause the opening Informant card to be selected along with Forgotten Tunnel, meaning after the first combat, you would return to find the Informant card missing. - Fix for screen prompts (shown by campaign cards that require selecting a lane) being left on-screen when exiting to the main menu. - Fix for being locked out of the tutorial if you quit to the main menu before the "Party Screen" prompt. - Fix for Provoked blocking Beavers from selecting their barricades (e.g. using Craftsman) - Fix for Greataxe not dealing additional adjacent damage if the target had a status/passive that gave them more defence when their defence was broken (e.g. The Warden). - Fix for preselecting a talent allowing for that talent to appear twice in the final selection. - Fix for HiddenStrike intent setting the spawned card's wielder to a null character (appearing dead) when targeting barricades. HiddenStrikes targeting barricades will now set the wielder to a random party member. - Fix for cards with special per-instance values (e.g. Oathkeeper) displaying "PARSE_FAILED" when they were obtained by re-rolling or transforming. - Fix for being able to hover campaign cards over certain hot spots when viewing the party screen. - Fix for an issue where defeating The Warden in a run from an older version of the game could move to the Unlocks Screen without awarding XP, and without deleting the save game. Players who have encountered this can now Continue their campaign, and should now be awarded appropriate XP for the run. - Fix for Akimbo working inconsistently with weapon-handing. - Fix for RecklessCleave only dealing a base damage of 15 - Fix for Charge not being consumed correctly with certain cards, e.g. DancingBlades - Fix for a soft-locking exception under very specific circumstances, for intent-dependent cards/passives (e.g. Battleaxe).
Current update only includes small changes ie the axe is useable on trees, zombies ect. the following updates will be small changes and bug fixes i am currently working on animations please join my discord if there are any questions, suggestions or bugs to report. https://discord.gg/yDr8qJRp
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It was a lot of work to get familiar with the existing project, but we got there! Enough for a small first update for everyone.
Small performance update: frame rate limiting added by default, 30 in menus, 60 in gameplay. Previously it was unlimited, so this should help with GPU usage.
No more lootboxes: The lootbox has been removed for now, Team Names are given on every level up.
New cosmetic: Tattoos are added as a new cosmetic option to purchase. More colors and options will be available soon. Right now, you have to pick between wearing a Tattoo or wearing a Jersey, but we are hoping to change that in the next update.
Analytics: Data to help us make major game design decisions.
Logs: Steam builds now have logs so that crashes and other errors can be properly diagnosed.
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Owners of the Director's Cut add-on can unlock a slew of new goodies with Vault Card 2, available now in Borderlands 3!
Remember your first moments touching down on Pandora? The sweltering desert air, the jagged landscape, the imminent threat of horrible death? Get ready to relive those memories with Vault Card 2: Welcome to Pandora, the second of three Vault Cards included in the Director's Cut add-on! Vault Card 2 is available now via an update for all Director's Cut owners.
If you're unfamiliar with what Vault Cards are and how they work, be sure to read the Vault Cards and Diamond Keys guide for the complete rundown. Vault Cards and their respective rewards can only be accessed if you own the Director's Cut add-on, which is available for individual purchase or as part of Borderlands 3 Ultimate Edition or Season Pass 2.
As with Vault Card 1: Fallen Heroes, Vault Card 2: Welcome to Pandora offers a bevy of new cosmetic items and powerful Legendary loot to collect through gameplay, with a continuous supply of Daily and Weekly Challenges you can complete for faster rewards.
WELCOME TO PANDORA Vault Card 2's theme celebrates all the would-be Vault Hunters and naïve entrepreneurs who dared to brave this perilous planet seeking some combination of adventure, riches, killer loot, and gory glory. Fans of Tales from the Borderlands will particularly love the four new Vault Hunter Heads included in Vault Card 2, and you can even snag yourself an adorable Gortys skin for your ECHO Device!
There are 28 unique rewards to be unlocked in Vault Card 2, with the full item breakdown below. And even when you've scored all the cosmetic and gear rewards, you can still earn endless Eridium—and maybe some coveted Diamond Keys if you're lucky.
Remember that you can only have one Vault Card active at a time, each with their own Daily and Weekly Challenges to complete. Regardless of whether you've completed them or not, Daily Challenges refresh every day at 9:00 AM PT / 12:00 PM ET / 4:00 PM UTC, and Weekly Challenges refresh on Thursdays at 9:00 AM PT / 12:00 PM ET / 4:00 PM UTC.
Every time you level up your Vault Card 2 progression bar, take a moment to appreciate just how far you've come since you first arrived on Pandora. We hope you enjoy earning the new loot in Vault Card 2: Welcome to Pandora, and be sure to keep an eye out for the third Vault Card coming later this year!