This patch rolls back the version of Unity we recently updated to the version we were using before (2019.4.20f1). This will fix the startup crashes that some players have experienced since the previous update.
https://youtu.be/IokKvaz3xJg Riders of the Apocalypse! We welcome you to our weekly Show, made so that you - the Waste’s best mechanics and riders, can earn some Gold! New episodes every Friday! Anyone willing to submit a video, must send a letter to CrossoutShow@Gaijin.team containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize… should your video win! When you leave a comment competing for the best comment of the week, don’t forget to include your account name, with all the right capital and lowercase letters, so that we can find you...and give you your well-earned Gold!
Hello players, NeverReturn is officially out, but since it's still in its sneak preview stage, there are a lot of issues that haven't appeared in the previous beta. However, due to the number of players who have purchased the game at the same time, there have been a number of issues with the game that were not present in the previous beta, and we are working on fixing them as quickly as we can. During the rush, we've also been working on a variety of issues from the player base, community and shop, and we've been working on the first fixes for some of the bugs that have affected the player experience the most since launch. We are very active in responding to and resolving issues raised by our players, and we are especially grateful for the comments and suggestions that have helped to make NeverReturn better and better.
I am happy to announce to you that we have a fully developed controller system integrated into the game! This took so long to implement because the controller support broke down lots of other things.
Here is what's new:
full controller support
a fully re-built main menu
a fully rebuilt settings menu (additional settings available)
optimized all the in-game widgets for controller and keyboard support
a re-adjusted stamina function
optimized animation cancellations
minor bug fixes (most of them are about characters getting stuck in certain places of a map)
From now all the characters will start with the same weapon. New weapons will be offered to the player in the gameplay throughout progression. New weapons will be added in the next big update (approximately 10 days). This will be a major update which will include a new map, lots of new assets, and some extra skills.
This patch adds another Fast-travel point to a distant, late-game area. And changes an existing Fast-travel point to be far more accessible. In addition, this patch removes the last of the missed missables from the game, including the "Generous" achievement, and some Hunt Points. Finally, this patch should address some of the... strange ladders platforms interactions some of you may have experienced.
Gameplay:
- Added an additional NPC and Nervepass to Cenotaph City. - Improved accessibility to the Feaster's Lair Nervepass. - Generous achievement changed to no longer be missable. * Instead of having to fully interact with all of the City's Coda, you now only need to destroy or take all of their gifts, which stay even after you have wiped them all out. - Added a pull indicator to the moving thread platform in Carven Palace. - Added Heals in the form of Pullable/destroyable Heads in Carven Palace. - Burst Lantern stacks can be triggered from air special. For style points. - Goldgrowth set can now be bought earlier in the game. - Puppet merchant will now sell Consumables after Heod refuses to, before the final boss fight.
Major Bugs:
- Fixed an issue of ladders and passthroughs sometimes bugging out. - Fixed bug with Misbegotten Amalgam dropping both platforms instead of just one. - One of the Memory orbs in Pale Sky was a repeat of a previous one. It has now been updated with the new, proper text. - Fixed a bug with the Assimilation achievement. * You can trigger the achievement by kill absorbing any prey. * Anyone who has acquired all Traits should now unlock this achievement upon loading the save. - Merchants no longer refresh the entire stock on closing and opening trade.
Minor Fixes:
- Added a shortcut to a Hunt carrier enemy in the Carven Palace after completing a platforming challenge. - Minor buff to ancient limb trait base damage - Made some platforming sequences in the pale sky not require as much pinpoint precision. - Fixed an issue making destroying certain walls with the Fossil Fist very difficult. - Fixed an issue blocking the player out of using the Gloomnest Nervepass. - Desert Watcher mini-boss mistakenly had a Hunt Point. - Collider fixes across all areas. - Coda gifts will no longer block you after they're destroyed. - City Nervepass should now be accessible if you defeated the final performance in a previous patch. - Fixed a bug where a strand platform in the tilted palace would despawn if you went far enough away from it. - Corrected a mistake in the bestiary, the Garden Yr does not grant increased breath capacity. - Created a new Ardor tutorial clip for the first Ardor tutorial window. - Made it easier to uncover some map spots in Nerveroot. - Fledgling Yrs will no longer backstep off of platforms. - The performer's leap into the arena is now properly flashing red, as it is unparriable. - Fixed an issue where dying and killing misbegotten amalgam at the same time would not let the player consume the boss upon returning to its arena. - Fixed some objects and lights snapping in or out of the background. - You should now be able to attain 100% map completion.
Plans for future patch/es:
- Next goal is the implementation of a limited respec. - A stuttering on loading areas that some players have experienced despite having powerful hardware. - Armor stats are "potentially" coming. Going to begin working on it and see how it goes the week following the respec patch. Don't worry fashion players, the system will let you combine whichever stat with each ever visual you want. - NG+ is and has always been a plan, actually, the final boss ability was made specifically with NG+ in mind. But we'll be able to focus more on that once we feel comfortable that we can space out our patches a bit more.
Special thanks, as always, to our Discord beta patch testers: Matsan, TayFey, Demajen, Idle309, Cryfor, Qerrassa, Stormquake.
Fix the bug that the furnace does not consume soul crystals Fix the bug that the sword blade storm only does one damage Fix the bug that the local pair cannot enter the game Repair the bug that dual-wielded weapons cannot be loaded or unloaded. Repair the bug that the text of gems is displayed incorrectly. Repair the bug of closing the prayer interface while closing the backpack when praying. Modify the ground pathfinding in the wetlands so that characters can no longer walk through walls Modify the wetland staircase room to add bonfire
Hello everyone! We are announcing the 7th edition of our level contest. This is a level contest for level creation where you can get 5000 frisbee coins for winning, or 500 for participating. You have 2 weeks to submit a level with the theme.
Guidelines:
Theme: Electric
Deadline: September 3rd 11:59 PM EDT
Winner gets 5,000 frisbee coins, all other participants get 500 frisbee coins
Limit 1 entry per person
Submit on discord! Post your level in the #play-your-level channel with the tag CONTEST-7
What you'll be judged on:
Esthetics - How good the level looks. Go for unique and unseen styles.
Gameplay - How fun the level is to play, unrelated to the difficulty. Use new and unique game mechanics.
Theme - How much the level is related to the theme.
Length - How long the experience is, in term of time and content. Small levels in size are okay as long as they provide lots of content. Avoid repetitive sections.
Difficulty curve - How well the difficulty is spread out through the levels. Submitted levels may be of all difficulties, there's no favoritism on easy or hard levels.
If you have any question, feel free to ask us anything on discord! Good luck!
Please report any bugs to the bug report section here on Steam. When possible please form one thread for each bug versus multiple threads for the same issue- it helps keep the community information together.
And if you haven't already, don't forget to join our Discord!
Have a wonderful day and stay safe!
The addition of a Vehicle that can store/carry large amounts of loot/material.
Map/Environment changes that will include a new road network.
New crafting stations.
New items and content.
Bug fixes & adjustments.
Overall gameplay balancing.
New Truck Vehicle:
This vehicle will be randomly spawned in a damaged state in a village location. Players will need to find & repair the truck it can be used, and it will require gasoline to run.
Repair cost:
15 x Mechanical Parts 20 x Iron Ingots 20 x Steel Ingots 25 x Plastic
The vehicle bed can hold logs, chests or stone crates. 2 stone crates, as many chests as you can fit (you can stack them very.....very high), or 21 logs - can even toss some stone crates on your stack of chests. (While the truck was being worked on to carry placeables, that feature has been removed, the idea may be revisited at a future time).
A flip button... In the event that this vehicle is stuck or upside down for example.
First Person driving view. (I may eventually add a third person view)
Head Lights added.
Added a truck/vehicle marker on the map.
New Buildings:
The Garage:
The garage is a pre built building that players can construct (similar to the Greenhouse). This building's primary function is to be able to recall/teleport your truck back to base should you die or should it get stuck and you are unable to drive it. Simply looking at the building and pressing [E] will teleport the truck inside it.
Construction Materials:
90 x Cement 60 x Bricks 60 x Clay 24 x Planks
New Crafting Stations:
The Oil Distiller:
This new placeable will allow players to craft gasoline for use with the truck. It functions similar to the forge by using a wood based fire to boil Oil Cans and produce gasoline. It requires 5 Oils Cans to produce 1 Gas Can.
Materials Needed:
20 x Iron Ingots 3 x Aluminum Ingots 3 x Plastic 8 x Planks
New Items:
Gas Can: Produced using 5 Oils Cans on the Oil Distiller station.
Crossbow: Upgraded range weapon of the Bow. Deals double the damage and a greater durability. Bolt: Used as the new Crossbow projectile.
Wool: Can be obtained by harvesting Sheep. Carpet: Rectangular carpet made from wool. Round Carpet: Round carpet made from wool.
Wool only has this one use at this time but I have plans to introduce new items that will require it in the near future.
Large Metal Gate: Double the width of the regular Wooden Gate and large enough to allow the Truck to pass through. It also has more durability than the wooden gate, from 400 to 2500.
Recipe:
75 X Iron Ingots 10 X Mechanical Parts 25 X Screws
Garbage Container: Placeable garbage bin designed for players to discard unwanted items quickly. When interacting with this container, players will see 2 buttons.
Button 1: Drop all items.. A quick swap of all items from your inventory to the container. Button 2: Discard items.. Basically a confirmation button to destroy and delete all the items in the bin.
Recipe:
25 X Iron Ingots
Map and Environment:
A new road system will be included in this update. This will be useful when trying to drive to locations with the new vehicle.
Creative Settings:
A few more game settings to allow players to build freely without the need to acquire technology and gather resources.
- Free Build: Allows all base construction and placeables to be built with no resource cost.
- Technologies: Toggle the need for technology blueprints. Disabling this setting will remove all technology prerequisites.
- God Mode: Enabling this setting will grant players immunity to all damage and pause all stat depletion.
Changes and Additions:
CHANGE - Fish in ponds: Some behavior changes that seems to help performance when in range of many fish. CHANGE - Added the ability to add/remove the Crossbow on the Weapons Rack. CHANGE - Can now move/relocate gates. CHANGE - Moved gates into the building/construction section. (Previously in the Others section) ADDED - Added Shift+RMB to move complete stacks and changed Alt+RMB to move single items. ADDED - Added Shift+RMB to move stacks of Iron Fragments to forge. CHANGE - Solar Battery name changed to Battery Storage. CHANGE - Solar Battery Tech BP name changed to Battery Tech BP. ADDED - Take All button added to the brick forge. CHANGE - Replaced the text of the Take All button in the storage chests with an arrow icon and tooltip. ADDED - A pause game button added to the keybindings. ADDED - Bulk recipe for Crossbow Bolts.