Additional language supports(Simplified Chinese, Japanese)
Adjusted difficulty of some levels to reduce meaningless retries.
Fixed a bug that some dialogues are not displayed properly in the boss battle(Thank you for the report, Blearm!)
I'm glad to see that you are enjoying the game, especially my stupid writing. Now, I'm a writer with a game-release experience and maybe can get a job on Disney or somewhere with this career.
We cordially invite you to join our community on discord! You will be able to talk to us there, ask questions about our games, exchange suggestions, and observations! If you want to be up to date with all the information then this is the perfect place! We are waiting for all of you!
Marvel's Avengers - The Definitive Edition - CD_StrumSlinger
To our community:
A year ago, we embarked on an adventure together. Like any journey worth taking, there have been triumphs and tribulations, as well as lessons and learnings. Now, a year later, how we apply what we’ve learned and improve from it makes us better; and we are best defined by the company we keep and the friends we’ve made along the way. Let’s look briefly back at this last year and forward to what’s ahead.
A Year of Heroes It has been immensely rewarding to see our community assemble to master their favorite Avengers’ moves, min-max their stats, and coordinate Strike Teams with their friends. We’ve also been thrilled to watch the community grow and see veterans welcoming new Heroes to the Avenger’s Initiative.
While what each of us has achieved on our own is impressive, the full Marvel’s Avengers fanbase has performed heroic acts across the globe. Some fun stats to reflect on:
Over 619 million Power Levels & 275 million Hero Levels have been earned
23 million HARM rooms have been completed
8 billion enemies have been defeated in the Avenger’s Initiative
Abomination is the most defeated boss, coming in at 9.4 million times
23 million Drop Zone, 17 million Hero Missions, and 12 million Villain Sectors have been completed
9.6 billion Fragments have been found, 4.5 billion Catalysts recovered, 569.2 million Polychoron claimed, and 1.5 billion Upgrade Modules rewarded
It is extraordinary to see how far we’ve come in just one year! Thank you for all of these victories! As for the War for Wakanda expansion, it’s obvious that many are enjoying time with the King.
3.4 million Hunter Crawlers and 50 million Scout Crawlers have been sent back to AIM in pieces
64.4 million Klaue Company mercs are rethinking their life choices
Black Panther has defeated 153 million enemies across 9 million missions in Wakanda
War for Wakanda has been a tremendous return for many of our past players as well as a welcoming gateway into Marvel’s Avengers for many players’ first time! The team at Crystal is proud of what we’ve achieved with War for Wakanda, and we hope everyone is enjoying such an immensely important character and world.
A Year of Growing The year since launch has been a period of growth for our studio & team, our game, and our community.
We opened a new studio (Hello Crystal Southwest!) and continued to refine our work-from-home environments. In mid-June 2021 we had a limited “soft re-opening” of our studios, using this period as a trial run for one-day fully reopening. Alas, as conditions have changed at each of our locations, we’ve adjusted those plans (since we always put the team’s health and safety first) and have extended our primarily work-from-home plans into early next year and beyond. We may still be apart, but we are always together.
We’re now in the middle of the uniquely challenging task – finding the best way to support a hybrid “work-from-both" environment. Many Crystalites are eager to return to in-person collaboration rather than just online, while others have truly embraced working from the comfort of their own homes. It’s been a fun challenge to optimize collaboration across these two environments, but these last seventeen months have taught us that it’s about going-forward, facing those challenges, and together saying “we’ve got this, whatever it takes.”
The Marvel’s Avengers gameplay world has also grown! From grand additions like new Heroes, Operations, and an expansion; to refinements and quality-of-life updates made from our evolving understanding of how fans play and what is most desired from Marvel’s Avengers.
In our first State of the Game Update, we identified four key areas of impact, and have worked against them continuously through the past year since launch, they were:
Performance & Stability: We’ve greatly improved stability & squashed bugs with near-weekly patches since launch, and we feel the successful launch of War for Wakanda illustrates our ongoing commitment to quality. We also brought Marvel’s Avengers to next-gen consoles, loaded with upgrades for no additional cost for players. Next-gen allowed for even more performance improvements, including updated visuals, improved destruction and detail, and significantly faster load times. While overall stability is strong, we know there are still some remaining bugs that distract from the play experience, and we are shifting even more of our attention to them in the near future.
Multiplayer/Matchmaking: In addition to improving the stability of this critical feature, we made it our goal to allow players to matchmake with a larger pool of players online. We’ve done this through incentivizing online play with content like a daily quickmatch XP reward and with the recent change to make Temporal Assault permanent – allowing for multiples of the same Hero in Strike Teams. We’ve also added quality-of-life features that aid in online communication, such as the ping system. Improving matchmaking and the multiplayer experience is something that we’ll continue working on into the future.
Rewards: Tuning rewards is an ongoing effort for Marvel’s Avengers, as we’re constantly evaluating game telemetry and online feedback. This has come in the form of guaranteeing Exotic drops through specific mission types, to adding new elements to the game such as the Cargo Runner Synthoid. We’ve also spiced up our cosmetics with animated nameplates, and we have begun offering free items in the Marketplace to show appreciation for our players.
Late-Game Content: Content for our highest-leveled players is and continues to be a major area of focus for us in Marvel’s Avengers. We’ve made refinements to existing content to make it more challenging and rewarding with even higher global stakes. Content offering fresh challenges and complex combat that requires tactical thinking for advanced players includes the Beating the Odds Villain Sector, featuring the Scientist Supreme’s secret weapon: the Cosmic Cube!
Customizable HARM Rooms have allowed for a personalized (and if desired, punishing) training experience with modifiers like enemy types, numbers, environmental hazards, difficulty, and buffs! We’ve seen players use customizable HARM rooms to slow down and learn strategies for new Heroes as well as challenge themselves with a punishing gauntlet for the Heroes they’ve already mastered.
The addition of multiplayer to Mega Hives has allowed for more tactical team runs, which can help train Strike Teams for the big bads - Omega-Level Threats (OLTs). Our first OLT– Family Reunion – requires full four-player Strike Teams at Power level 145+ to revisit the fight against the Super-Adaptoid. We have seen some insane Super-Adaptoid runs, and have enjoyed community members assisting others in completing it as a team.
And all of this has been happening in parallel with a ton of story and Hero releases: Operation Kate Bishop: Taking Aim, Operation Clint Barton: Future Imperfect, and our recent War for Wakanda Expansion added cinematic storytelling through both single-player and cooperative play, extending the overall Marvel’s Avengers story to over 25 hours. These content drops have also added iconic new villains, new enemies, new biomes, and more!
Fan requests have also guided our content strategy, such as Reassemble Campaign Replay, Operation Replay, reducing the Mega Hive to just four steps, having Priority Missions grant Exotics, allowing running in Outposts, having multiple Faction terminals in Outposts, ranged-enemy attack indicators, and just recently, our UX/UI Overhaul. In fact, while the UX/UI rework was very well received, we heard that there are too many clicks required to dismantle gear – so we plan to update that too!
This is just a quick look back at some of the bigger moments over this first year and how things have progressed and evolved with everyone’s time, input, and feedback. Now let’s look to the promise of Marvel’s Avengers’ future yet to come.
A Year of Learning This past year has taught us so much – from showcasing what modes and missions players favor, to social media surfacing quality-of-life improvements needed, to forums and livestreams illuminating what our players want most out of Marvel’s Avengers.
The North Star for our development team for the last several months has been delivering the best version of Wakanda and the Black Panther to our fans. Now that we’ve launched War for Wakanda, we’re shifting our attention to some other areas of the game that we want to address in the next phase. In the upcoming months, we plan to rework and improve many of the game’s systems to make it more rewarding to play on an ongoing basis. At the same time, we are looking at how people are playing and analyzing what works and what we could do better.
For those just entering this world, we have a slew of great cinematic content waiting for you – from the full campaign to new Operations and our recent Expansion. Moving forward, our goal is to deliver more compelling Avengers Initiative content that is replayable. We know our dedicated fans want challenges worthy of the Avengers, and to get that thrill the first time and as strongly the next time they replay it or try it with a different hero in their roster. The upcoming Klaw Raid called Discordant Sound is a great example of what we aim to achieve with future content – more on that below.
Check out our updated Roadmap to see where this refined development philosophy is taking us into next year.
The Road Ahead...
We’ve just rolled out two new permanent quests that reward players with resources for regular play in the Avengers Initiative. The daily quest - “Rise & Shine” - offers up Fragments and Upgrade Modules for completion. The weekly quest - “Up for the Challenge” - will reward a Fragment Booster, Hero’s Catalyst, and Units. The goal is to reward players who are fighting the good fight with even more opportunities to power up assembled teams.
This month we’ll be focusing on in-game community activities, and a celebration of Marvel’s Avengers’ one-year anniversary! Happy Anniversary to everyone and THANK YOU for being on this journey together from the start!
From Sept. 2-16 we’ll reward players who log in and complete all the story-based campaigns (Reassemble, Taking Aim, Future Imperfect, and War for Wakanda) with a celebratory nameplate. For those of you who have already completed all campaign content, the reward is granted retroactively. There will also be free items in the marketplace:
Week 1: A free Iron Man outfit and anniversary bundle (Black Panther nameplate, Hero’s Catalyst, and Fragment Extractor)
Week 2: A free Thor outfit and an additional Hero’s Catalyst
We’ll also roll out three in-game community activities in September – the first being Priority Rush Missions, which allows players the chance to complete one Priority Mission every day rather than only one per week – this means more chances for exotic gear!
We’ll round out the month with another community activity that greatly increases the spawn rate of the Cargo Runner Synthoid, as well as a third activity offering additional rewards for completing Campaign Flashback missions. Paired with an XP-boosting event, all Heroes will feel extra powerful by the end of September. It’s a great time to jump in and rapidly boost your alt Heroes or max out new ones!
Last, but not least, new MCU-inspired outfits are coming to the Marketplace. We’re thrilled with the reception of these outfits from the community, and we’re humbled to hear that we’ve done these iconic outfits justice. In fact, the latest is the Marvel Studios’ Black Panther Outfit for T’Challa – we know many players have been waiting for this one.
The rest of the Roadmap includes in-game events, new content, system updates, and of course, a certain friendly neighborhood hero coming to PlayStation consoles. All of this while we continue improving systems and quality-of-life features to constantly push for the best in-game experiences, so keep that feedback coming!
Let’s start with systems. We’re systemically reworking resources and gear upgrading fueled by player feedback.
System Reworks Gear: Improved gear upgrading, more rewarding gear, more late-game focused gear... we hear you! With the upcoming power-level increase we want to make sure players can keep their hard-earned gear as they progress. The new system will allow players to upgrade Epic, Legendary, & Exotic gear from power level 100 all the way to the new power level cap! As we continue improving gear, we are also taking a closer look at Hero Set Gear: where it’s obtained and how to improve clarity around use. We’ll have more details about all of this in a future blog.
Resources: We’re currently working towards a more streamlined and focused approach to resources. In this new system, each resource will have a single specific purpose to help improve clarity – like how Polychoron is used exclusively for upgrading major artifacts, and Upgrade Modules are reserved for upgrading gear. Fragments will be the sole exception as they will remain a resource with multiple uses. We’ll share more details as our plans are finalized.
Earnable Cosmetics: We’re adding ways to earn cosmetics through gameplay, including items that were previously only available in the Marketplace. We'll talk more about the details of those systems in the coming months as they are added to the game.
Klaw Raid: Discordant Sound & Power-Level Cap Increase We’re also polishing our first raid – available in both standard (PL 150-160) and Elite modes (PL 160-175) – which will offer a conclusion to Klaue’s story in War for Wakanda. This will be the most challenging content yet, meant to not only test the mastery of each Hero but also the well-built four-player Strike Teams out there! Collaboration and observation are crucial to beating this one.
The Klaw Raid features custom-crafted levels, new threats that require complex and tactical combat, and stronger enemy variety themed to the Villain being faced. New enemies called Echoes – sound constructs created by Klaw - have been created and tailored exclusively for this experience. With the Power Level increase to 175 yielding more compelling drops, it is a notable example of replayable and rewarding content that fits our mantra moving forward.
Celebrating the Marvel Universe One of the things we most love about working on Marvel’s Avengers is our opportunity to celebrate exciting new content from all branches of Marvel media. We’ll be offering some well-timed tie-in events coordinated with Disney + Marvel programs and, we’ll be releasing more MCU outfits as we collaborate with each production’s creative teams.
Events Between larger game updates we’ll be bringing back limited-time events to give our new players a chance to try them out and provide everyone opportunities to earn exclusive rewards and high-level gear. These events include our Corrupted Vibranium Event, Red Room Takeover, Tachyon Anomaly Event, and Cosmic Threat Event.
Your Friendly Neighborhood Spider-Man Finally, there will be a new playable Hero with a Hero Event starring Spider-Man in 2021, only on PlayStation platforms. We’ll have more information on Spider-Man closer to launch and you may catch a glimpse of him here and there along the way.
And Beyond... We have many plans beyond this most recent Roadmap update that stretch into late winter and beyond, including addressing long-standing asks, to quality-of-life improvements, to new Heroes, Villains, and more. We’ll also provide updates on Patrol Mode and Omega-Level Threat: Cloning Labs when we have concrete news to share.
MOST OF ALL, THANK YOU! Thank you for taking the time to digest all this information! We hope it echoes how committed we are to attacking the past issues and forging a future of new opportunities. There are still new stories to tell, new battles to fight, and new Avengers adventures to conquer. But that’s for the next update...
On behalf of everyone across the world who works on and plays in Marvel’s Avengers, we want to extend a heartfelt thank you for playing, building, supporting, challenging, believing, and assembling. Please continue to share your feedback online – it remains our compass for the future as we are one team, one dream.
The Fall Update is here and this season's EXO F.A.R.M Event has begun, try using the new Proximity Repeater to help you sow Sturdysquash Seeds and unlock fun new cosmetic rewards. The Trade Platform now also accepts Astronium in exchange for useful items and resources. Read on for more Fall Update details, including the addition of Steam Cloud Saves and what you need to know.
Update 1.21.127.0 will be live on all platforms Wednesday, September 15, 2021.
EXO F.A.R.M. Event
Grab your fellow Astroneers and use your expertise to assist EXO Dynamics in the Fuel Acquisition, Renewal & Maintenance event! Seasonal Sturdysquash have sprouted in the solar system and it’s up to you to cultivate and harvest them. Combine their valuable produce inside unique Cauldrangea plants to create valuable biofuel to send to EXO.
Find Wild Sturdysquash that can be harvested for their seeds on Sylva, Calidor, or Atrox; use these seeds to grow offspring that yield Sturdysquash Samples
Each of the featured planets have a unique variety of Wild Sturdysquash which yield different quantities of seeds
Sturdysquash Samples can be placed in Medium and Large Resource Canisters to keep your farms tidy
Locate Cauldrangea plants on Sylva, Calidor, or Atrox – but beware of the hazards that tend to grow nearby! Use the Cauldrangeas to produce one of three types of biofuel.
Compass navpoints appear to indicate nearby Cauldrangea.
Cauldrangea can be interacted with to cycle through their current biofuel recipe for production.
Each of the featured planets have a unique variety of Cauldrangea with different production speeds.
Different biofuels can be produced using different ingredients; the rarer the ingredients, the more the produced biofuel is worth:
Useful incremental rewards are included along the way to bolster your harvesting capabilities. Randomized recurring rewards are available after completing the event – including QT-RTGs & EXO Chips! – for those who want to continue to produce biofuels.
Proximity Repeater
A new activation item is available in the Catalog. Unlike other sensors and repeaters, the Proximity Repeater activates all items within its radius instead of requiring the use off segment pins. This makes it great for quick automation setups, or in cases where wired connections aren’t practical, such as planting seeds, scanning research items, or bulk packaging and unpackaging.
Byte Cost: 700
Recipe: 1x Zinc
Printer: Small
Trade Platform Updates
The Trade Platform has received an overhaul to expand its capabilities – it also has a new look!
The Trade Platform now allows players to trade Astronium for a variety of valuable items in addition to its previous Scrap trades.
The control panel interface has received an update to allow for selecting between Scrap, Astronium, and their various trades items.
The base model and associated rocket have been updated to bring them more in line with other EXO modules.
Slotting system behavior has been updated to allow for better loading / unloading when coupled with platforms and storage.
Minor text changes have been made to the description and Astropedia entry to tie this module less exclusively to Scrap.
Tutorial Removal
The tutorial is no longer available and cannot be accessed from the Main Menu.
The Achievement/Trophy “EXO Dynamics Training Seal of Approval” is now rewarded on completion of the mission “Printing Up”. This has no effect on players who already earned this.
Previously completing the “Printing Up” mission before this update will not unlock the Achievement/Trophy.  If you did not unlock the Achievement/Trophy for “EXO Dynamics Training Seal of Approval” by completing the tutorial, you would now need to complete the “Printing Up” mission to unlock it, even if you had previously done the mission before this update. This may require starting a new Adventure game.
Astropedia Update
A new Astropedia page has been added explaining Damage, Respawning, and Retrieving Supplies.
Tether Toppers
Fall harvest-themed decorations now automatically adorn your tether posts. Enjoy festive, glowing gourds as you trot across the landscape!
Steam Cloud Saves
Steam Cloud Saves have been enabled allowing users to back up 10,000 files or 1GB (Whichever occurs first)
Due to how cloud saves are handled users must choose to upload or delete Due to how cloud saves are handled users must choose to upload or delete mismatch save data, there is currently no option to merge the cloud with your local saves if they differ. Saves with the same name could cause a conflict, we recommend giving each save a unique name prior to uploading files to the cloud. Check out the Steam Cloud FAQ here.
Save data will be checked upon launch and uploaded to the cloud after exiting the game
All flora hazards now have a highlight state and tooltip information – not just the harmless versions.
Harmless hazards can now be harvested directly through an action and don’t require players to unbury them.
Seed despawn timers have been increased to ~10 minutes.
Seeds can now be planted via sensors and repeaters, and without the need to manually place them on terrain.
Sturdysquash Samples and biofuels produced from Cauldrangea can be researched in the Research Chamber for bytes.
Small research sample items can now be scanned using sensors and repeaters
Bugs
The following is still a known issue as of version 1.21.127.0:
Hazards do not drop seeds or research samples when destroyed by a vehicle drill or paver
During the EXO F.A.R.M. event, some saves may experience duplicate Wild Sturdysquash spawns on Atrox.
The following bugs have been fixed as of version 1.21.127.0:
UI
[AS-15777] Fixed a bug where the title for the "Well, That's Weird" mission was not staying properly contained in its box within the mission log
[AS-16635] Fixed a bug where the care package page would be blank on the control panel of the EXO Request Platform after completing the main stage(s) of an event
[AS-16228] Added toast notifications when emotes are unlocked!
[AS-6123] Updated some of the colors in the unlock text and background in the Catalog to make it more readable
Multiplayer
[AS-15394] Fixed a bug where the hoverboard would sometimes appear rotated for clients
[AS-15503] Fixed a bug where clients would not see another client’s hoverboard after leaving relevance and returning
[AS-15188] Fixed a bug where clients in multiplayer would not see the tooltip on the Portable Oxygenator update correctly when the item was toggled between OFF and ON
[AS-15959] Fixed an issue where clients sometimes get transported to the Sylva core when landing on a planet
[AS-12043] Fixed a bug where the “Let Me Borrow This Just A Second” achievement/trophy was not unlocking properly in multiplayer for clients when the Research Chamber used was already running prior to placing an item in the chamber
Localization
[AS-16323] Fixed a bug where a mission objective was partially appearing in German when language is set to Dutch
[AS-15119] [AS-16188] Fixed an issue that caused the description for the “In an Astroneer’s Garden” achievement/trophy to be inconsistent (and in some cases, inaccurate) between languages
[AS-15825] Fixed an issue where a mission objective had a resource incorrectly translated in Simplified Chinese
[AS-15719] Fixed a bug that caused the description for the “Through the Looking Glass” mission to not be translated in several languages
[AS-15729] Fixed an issue for Xbox and UWP users where the warning text that appears when trying to connect to a non-preferred server was too long to be fully read in Russian
Miscellaneous
[AS-15534] Fixed a bug where terrain in the Thawed Biome on Glacio was sometimes appearing in the wrong color shade
[AS-15871] Fixed an issue where the print preview for the Large Resource Canister was out of sync with the actual print job
[AS-15807] Fixed a bug where the backpack printer could become broken after clicking on a resource hologram while it was being consumed by the printer
[AS-11902] Fixed a bug where scrap could be removed from the Trade Platform via auto arm while the rocket was being launched
[AS-15591] Hissbines should now respect the "Invisible to hazards" setting in Creative mode
Updated Laterite and Quartz entries in Astropedia to clarify that they are found in caves
Crashes
[AS-15833] Fixed a crash that occurred in save provided to us by a player when they were approaching a gateway. The crash will no longer occur and the save should now be usable again.
PS4
[AS-9357] Fixed a bug where the “EXO Dynamics Solar System Mastery” Trophy had a typo in the title
NEW / CHANGES / FIXES * Added a queued cast system to make sure spells can not be casted too quickly. * Added prevention for abusing the skill Counterattack. * Will no longer display friendly npc's killed on the monster data list in the game. * Tired of your hairstyle? You can now randomize a new hair style and color from the ingame payment menu. Costs 10gems to do a randomize and your player updates right away. * Now displaying the Colosseum identity (1,2,3,4) in the colosseum monster name so that it's easier to understand the monsters in the in game data list. * Added a new page to the ingame data list that shows formulas from the game. It will be built out more over time. * Fixed the missing localization text on the very first map you start the game on.
WARRIOR (Paladin) * Taunt now makes it so monsters with multitarget only attacks the player that casted Taunt. Other players within the range of the monster will not be attacked until the taunt period elapses. * Taunt duration has been increased from 6sec to 10sec.
WISDOM MAGE (Paladin) * Protection spells now get better the more wisdom you have. * Boost Stamina spells now get better the more wisdom you have. * Changed bless spells to give WIS/5 instead of WIS/8 in boosted HP and lowered their base HP by 5-10HP. * Damage given by statpoints changed from 6 to 9 wisdom to get 1 dmg. * Lowered mana requirement by 1 for Blizzard. * Lowered wisdom spells by 1 damage.
ARCHER * Damage given by statpoints changed from 6 to 7 agility to get 1 dmg.
INTELLIGENCE MAGE * Lowered mana requirement by 1 for Armageddon. * Also benefits from spells that gets better with wisdom. (but not as much since they have much less in wisdom).
BALANCING * The NPC sight area has been changed from a square to a 45degree tilted square. * Minimum damage has been lowered for monsters and bosses. Highest minimum damage is now set to 10. * Less bosses now utilizes the teleportation skill and also those that do use it teleport less frequently. * Changed so there is no random (0 to 1) dmg added on the minimum damage and so that the minimum dmg does not increase from 0 to 1, 0 to 2 and 0 to 3 depending on your level.
We are happy to announce another big update! We worked on visual and sound improvements and started to pave the way for the implementation of new mechanics. Among these improvements, here are our main ideas:
Targeted Audience: We are paving the way for implementing the Target Audience selection mechanic, a hugely important feature in the advertising world, and which we want to bring to the game in a fun way!
Companies by contract: Previously there was only the possibility of producing advertisements in a "freelancer" way. Now we want to make available the idea that companies can hire your agency for a longer period of time, requiring planning and use of new resources and strategies.
New soundtrack: We are delighted to announce the participation of musician Kevin Luiz da Silva, who will be responsible from this update for commanding all the sound of our game, which will feature exclusive tracks and sound effects produced by the new member of BarCode Studios! Welcome Kelvin!
New "Finished Advertising" HUD : This is perhaps our biggest visual improvement in recent years. We've carefully planned a new, much better looking HUD that will help define the style we want to achieve in the game in the final project. In addition, it contains better organization of information and content disposition.
Global Random Events: This feature will help in the player's sense of time progression. Here we want to bring events that happen in the world while the player takes care of his agency, these events will influence the player's decisions and strategies.
In addition to the new features described above, we will be implementing new companies, new pet skins, a new employee and new audio skills.
Thanks for your support, don't forget to keep sending us feedbacks and ideas.
The cabin feels safer and the deception runs deep in our latest update.
Introducing our newest map - The Deep Woods! The edges of the map to the north are a dark forest with more difficult animals, but also better loot in bunkers.
Scared of the dark? Don’t fret! We’ve partnered with Corsair to brighten things up with full iCUE RGB lighting integration!
NEW FEATURES & GENERAL CHANGES:
A new map has been added, the Deep Woods:
The cabin tile is at the bottom of the map.
The edges of the map to the north are a dark forest with more difficult animals, but also better loot in bunkers.
Some traitor sabotages have been repriced.
The wolf trap sabotage costs 1 credit
The fireplace sabotage costs 3 credits.
Some items in traitor crates have been repriced:
Vodka and uncooked berries are free.
Tripwires, landmines, bear traps, poison, trap disarm kits, and campfires now cost 1 credit.
Defectors’ minimum charge time has been increased to 5 minutes and 30 seconds.
Defectors no longer start a match with any of their ability charged.
Changes have been made to the gondola map:
The traitor hatch near the cabin has been moved to the bottom of the ramp at the base of the mountain. Its companion hatch has been moved farther from the gondola station.
An exile box has been added to the bottom gondola station.
Players no longer lose warmth while they are in the gondola.
The gondola travels faster when no players are on it.
The range and rate at which traitors gain social credits has increased.
No role can solo open the armory.
The end-game accolade previously named “The Scout” has been renamed to “The Adventurer”
Added controller legend for lobby sorting mode
Added popup message for basic mode locked crafting items
BALANCE CHANGES:
Ranged weapons deal 30% more damage to animals.
Guns and gun parts are less likely to be found in open and closed bunkers.
Weapon skins revert back to their default skin when the Mass Hysteria event occurs.
The progression tree interface has been reorganized to make it easier to show and unlock past events.
Disabled emote wheel on ghosts
Ghost mode controls have been added to the Settings menu.
Social traitor credits no longer decay over time.
Re-enabled controller toggle on controls screen in the settings menu
Ghost abilities can no longer decrease a downed players revive timer
BUG FIXES:
Fixed issues with matches completed/left and percentages stats mismatching
Fixed case of a converted tracker keeping tags when promoted to whisperer
Fixed issue of being awarded the survivor achievement before the player has escaped
Fixed legend not appearing for lobby sorting mode
Fixed issue with main menu tabs requiring double clicking
Fixed Detectives now don't list themselves or the victim as suspects (unless they killed them)
Fixed issue where if a crafting tip became hidden the next time the user pressed the button to show the tip nothing apparent would happen
Fixed failure to progress after launching without network, then establishing connectivity and choosing the Retry option
[Controller] Removed navigation to the scroll bar on the player profile screen
* The navigation can no longer explicitly move to the scroll bar, but the scroll bar can still be used with either thumb stick, noted as Rstick on the controller legend.
* One of the commendation icons will always be selected on this screen to show the player their current nav.
Fixed player having their selection reverted to their equipped item when entering recycle mode
Fixed Recyclable icons don't hang around when changing back from recycle mode.
Fixed `In Use` coming up over a dead body when a ghost approaches one.
Fixed issue where dropping radio into radio slot, holding radio talk button, then dragging it out and dropping quickly would cause the player to have access to that radio frequency without the radio.
Fixed bug where ghost bonus objectives were breaking when cloned and killed again.
Fixed traitor crates having cost on items stored by other traitor.
Fixed issue with reward for sabotaging giving rewards for opening and purchasing items from traitor crates.
Fixed the monthly reset causing some players to lose extra social ranks when having not logged on for a very long time.
Fixed bug where bonus objective that tracks flags visited not allowing a flag to count when visited before grabbing bonus objective from board.
Fixed issue where some bonus objectives would be completed when punched.
Fixed issue where medium converted to whisperer can still see ghosts.
Fixed issue where medium can't see ghosts when cloned.
Fixed bug where traitor credit icon would show on survivors when a traitor was cloned into a non-traitor role.
Fixed issue with Explorer progression tier 1 being unlocked after spending only 10 seconds in a Blizzard instead of 10 minutes
Fixed issue where being dead and being a ghost would contribute to time spent outside during a Blizzard
Changed controller keybinds for switching text chat channels to dpad up/down and enabled inventory cycling while text chat is open
Fixed issue where two inventory controller keybind sprites could be shown at the same time
Fixed a couple issues with controller lobby sorting mode
* You can no longer navigate to lobby entries and get the navigation stuck while sorting mode is active
* You can no longer navigate to the join button on lobby entries if it was being shown before sorting mode was made active
Fixed issue where ghost players that escaped could drop a radio if they escaped with one
Fixed issue where ghost ability pfx would be seen by players that were unaffected by the ability
Fixed issue where the dead body minimap ping would not be removed when stealing the role of a player who was not the first to die
Fixed issue where players ragdolling but not dying could show the dead player icon on the minimap for ID Thieves
Disabled any active Tracker tag if the Tracker player gets converted
NEW COSMETICS TO EARN
New store items available at approximately 6:00PM EST 
Keep your feedback coming!
As always, we are listening and we encourage everyone to leave feedback in our community Discord in the #suggestions channel.
Stay tuned for more updates in the future, and thank you for your continued support!
- Achievements are now live! - Improved the Health/Stamina/Mana Bar readability. - More localization fixes, All languages have now been updated. ( few little bugs to track down still ) - Improved ability to activate lightning abilities. - Few other rare bugs.
The Main highlight of this update is of course the achievements which were unfortunately unavailable at launch. I know some people have been waiting on them so I wanted to get this update out asap. I have a lot more bug fixes in the works now and hope to have another update out relatively soon!