By the golden light of her lungs! We can hardly believe that it’s the 2nd anniversary of Disco Elysium, now known as Disco Elysium - The Final Cut. So much has happened since our first anniversary…
We announced and released The Final Cut, which features full voiceover, streamer mode, and Twitch integration. We added four more languages and opened an {LINK REMOVED}official Displate shop. We designed and created a ton of new merchandise on the webstore, and launched ZA/UM Atelier, where you can get high-quality artwork and handmade clothing inspired by the game. Did you know we also opened a new ZA/UM website and hosted a pop-up shop in London? We sure did!
And now Disco Elysium - The Final Cut is available on all major platforms. We really have been riding the lightning over the past two years!
To celebrate it all, you can buy Disco Elysium - The Final Cut at -45% off for the week of October 11th - October 18th. Be sure to tell your friends who are yet to play the game (or gift it to them if you're feeling extra generous) so they can enjoy the experience too.
Some visitors were also able to meet a couple of our writers and artists, and had the opportunity to get their hands on signed posters. A huge thanks to the hundreds of fans that came by and showed their support, we truly appreciate it. Be sure to follow our Atelier Twitter and Instagram and sign up to the {LINK REMOVED}newsletter to be notified of future clothing drops.
PC Gamer - Top 100
Continuing the celebrations further PC Gamer recently selected Disco Elysium - The Final Cut as #1 in their annual Top 100 Rundown for the second year in a row!
Once again we want to thank our community for their continued love and support. Kisses to you all.
We’re still being blown away by the incredible fan works that you continue to produce. It’s beyond surreal to us that our characters have captured your hearts and minds. You clearly have as much love for them as we do.
From fan art to tattoos, sculptures and cross stitches, memes and even the odd graffiti, the list goes on and on. Due to the fact there is always so much incredible art and fanworks, it often feels like we don’t have the capacity to see and recognise it all. Please keep sharing your artworks and tagging us in your efforts and know that we appreciate each and every one of you. Here is just a tiny selection of fanworks we have enjoyed over the last year, please show them your support!
Rest assured that we’re still working on continuing to make improvements and optimise the game as much as possible on all platforms. Please continue to help us by reporting any issues you may come across in our bug report.
Thanks to all the feedback we've been getting, we were able to do a big difficulty redesign for Normal and Hard modes. Read below for all the details on this, but in summary, Normal is quite easier now, and Hard is slightly harder than the old Normal. To adjust for this, we've also launched our Nightmare difficulty, for players that want to get obliterated. These are all major changes, so let me know what you think.
We've also been working on many other feedback requests and bug reports as we get closer to 1.0. Keep sending us feedback by Steam, Twitter, and the official Discord! It's really helping us out a lot.
Another big change in this update: You can now construct an Altar in your base that will let you resurrect yourself automatically, if you keep giving it sacrifices and meat and leather. This cost increases each time you die. We finally put this in due to request, but it won't be buildable in the new Nightmare difficulty.
We're keeping an eye out for any bugs that this new self-resurrect feature causes, especially in regards to breaking quests. Let us know if you run into any of these!
This was a fast but big update. We will likely due a hotfix or two for any issues, and then get to work on the next one as we work towards the end of Early Access.
List of Changes, Version 0.9.9.9.4
Difficulty Tweaks
- You can now build an Altar for 5 metal and 5 scrap. If you sacrifice 1 meat and 1 leather at the Altar, the next time you die, you will automatically resurrect at the Altar. You can then sacrifice more meat and leather at the altar for another extra life, but the cost increases every time
- New Normal Difficulty, values generally 75% of previous for enemy amount and so on - Previous Normal Difficulty values moved to Hard Mode, with some slight tweaks upwards - Previous Hard Difficulty values moved to Nightmare Mode, with some major tweaks upward - Enemies no longer get more max health in Hard Mode, though they still do in Nightmare, and Bosses still get more health as before - Buildings have enemies in them more often in Hard Mode (20% of the time, up from 15%) and Nightmare (25%)
- Nightmare Difficulty is now available! For people that want to die horribly. Enemy amounts scale up very fast in this mode, enemies get a bit more health, bosses get significantly more health, and bosses get tweaks to their attack patterns
- Companions now last for half the day, both for when you first meet them and when you summon one with a Walkie Talkie. This is a very big increase in duration
- Kracklin boss tentacles should now give you more of a warning before appearing, with a smaller warning on higher difficulties
Other Tweaks
- Big buffs to how much the buildable tents heal you, especially the upgraded version
- Red and Gold stashes will now give about double the scrap they used to. Red Stash: From 5-7, changed to 8-12. Gold Stash: From 9-11, to 18-22
- Further adjustments to Enemy Infighting, including enemies now having a chance to come to the aid of their faction members if they see their allies attacked by another enemy faction. This can cause chain reactions sometimes, but hopefully enemies will still usually end up hating the player the most
- The Automatic Hunter will now provide both Raw Meat and Leather
- Missions involving enemy waves now display a circle on the floor, and the waves will only spawn if you're near that position. This was necessary so that Altar self-resurrection wouldn't screw up game progress, now they should restart if you retreat or die and come back
- Further performance tweaks, let us know if you keep getting slowdowns and when this happens
- Further updates to enemy AI - Performance update for constructed buildings getting laggy - Some text changes for the Bulldozer and Gate events
Bug Fixes
- Fix for Groupeeze self damage - "Other" mission check with text updates - Increase frequency of when "closest interactive item" is updated - Fix for gamepad's "take all" - More controller fixes - Disable gamepad close button have second after you close any panel or inventory, to help with accidentally using items - Double check for AI wall collisions - Fix for campfire life recovery - Inventory Swap Weapons Fix (the lockpick bug) - Fix for wonky intro scene for Quill, where the cannibals could get stuck - Controller fix for closing containers
- A fix for the lab or cave locations not getting generated if you had a lot of base buildings - Chopped head scale fix - Fix for title screen - Grammar Fix for daily building health regen - Testing a fix for an invincibility bug - Fix for the Luck Shrine eating resources when full - Fix for special moves activation in Horde Mode - Fix for Horde Mode materials glitching - Fix for an exploit for getting a ton of resources from constructed walls
- Fix attempt for missing characters - Fix attempt for getting a big character on the main screen - Possible fix for locked bookshelves - Possible fix for a close inventory bug - Fixes for the wave missions before opening a location or getting the chopper
-no more sinking in sand -hand position is better now on the bar -shoulder problem fixed -strange position when powering the bar fixed -pause game when opening steam overlay -added one footer board-off
Added a minigame: Arena. The arena is still in development, as it turned out to be larger than I expected. Currently there will be one hero and 23 items available, later new items and a new hero will be added.
[Warlocks] Added 3 new contracts.
[Warlocks] Fixed a bug when opening contracts.
[Grimoire] Added Spell: Summon a Hero (Class: Demon)
Fixed bug with inability to load 'Load: Tokens' from cloud backup.
A ship docked on the planet’s surface takes off in a hurry - leaving its crew behind! All hails are ignored, but it’s clear whoever is piloting the vessel is inexperienced when they narrowly miss striking another ship just dropping out of warp. Intercept the ship, find out the identity of the thief, and return it in one piece!
Event Name: Renegade Wishes - mega event part 2 Event Type: Skirmish Event (space battles) Event Start: Thursday, 10/14 at noon ET (16:00 UTC) Event Finish: Monday, 10/18 at noon ET (16:00 UTC)
Squadrons: Y Crew Sharing: N Faction Winner Bonus: N Community Rewards: N
Event Crew: Kal'Hyah Sisko (New) 5*, Iden (New) 4*, and North Star Archer (Existing 4*)
Ranked reward 5* crew: Holo-Engineer Zimmerman (New) - this crew will be featured event crew in the event starting on 10/21.
Bonus crew/ships - high bonus: event crew and Luau Q - medium bonus: variants of Sisko, Archer and crew with the “innovator” trait - small bonus: crew matching at least one trait of the current battle
It’s only the first full week of October and if you’re scared of bugs at Halloween, I can comfortably say you won’t be seeing as many this year as we’ve squashed another monumental load of them keeping Aim Lab running smoothly!
This patch features a new benchmark dashboard featuring Voltaic, an easier way to share tasks and playlists with deep linking and portals inside of Creator Studio...
Carry on reading to find out more!
Voltaic Benchmark & New Benchmark Dashboard!
Ready for a new challenge? We now have a brand new integrated benchmark dashboard built inside Aim Lab! Put your skills to the test with the Voltaic Benchmarks featured under the “Events” tab. The Voltaic Benchmarks are a collection of tasks that are assembled to determine your aiming skill level and consist of three main categories: Clicking, Tracking, and switching. You’ll even be able to get your own shareable player card with your skills!
Deep linking 🔗
An excitingly convenient new feature for Aim Lab comes with this patch. Deep linking will now allow you to link to maps, tasks, and playlists outside of Aim Lab. When you click a link, it’ll automatically launch the game directly to the task or playlist!
If you want to try this out, paste this into your browser aimlab://task?id=10023
Splitgate style portals in Creator Studio!
We’ve included working portals inside of Creator Studio under the “Interactables” section. Inspired by Splitgate, these portals can help you build some insane Creator Studio maps!
Bug Fixes
Core Aim Lab
Fixed - Enemy weapon volume not working for rockets Fixed - Hordeshot Standard task video fails to load in task ESC menu Fixed - Econ Rating wasn’t being calculated correctly in the VALORANT Profile Fixed - Slideout Menu recently played tasks failed to load descriptions and videos Fixed - Slideout menu recently played is empty and not populating Fixed - Saving settings before the task begins causes it to apply ADS sensitivity for a split second (only if hipfire and ads have same fov) Fixed - All weapons are called "9mm" in the task end screen of all core tasks (Combine and Core) Fixed - Burstflick - Second target occasionally spawns and immediately despawns Fixed - Slider overlay was missing on widescreen Fixed - Creator Studio tasks in a playlist kept the names they had when the playlist was created, rather than the current name of the task (If updated) Fixed - Selected Display didn’t have a tooltip Fixed - My Valorant Profile Recommended Task always showed spidershot icon Fixed - Account recovery; clicking in and out of the field gives invalid email error Fixed - Any Non Aimlab video opened aimlab steam folder Fixed - ESC Menu visuals tab default is caused settings to go dark Fixed - Editing a custom weapon will default the model and stat values to 9mm Fixed - Connorball Gridshot applied 100T Blaster to Game Specific tasks Fixed - Last arm skin used will apply to next tasks regardless of the setting Fixed - Playlists using a task that has been duplicated via "SaveAs" use the steamPublishID of the initial task Fixed - The first time you upload a custom crosshair, the custom crosshair selection dropdown selected the image above the image you selected Fixed - Some task results screen circle graph text overlaps percentage bubbles Fixed - Playing suggested task pulls the weapon used from the previous task Fixed - Some outdated CS bots caused a spam of "Unhandled key _ES3Ref" errors in console which cause stuttering Fixed - Forgot password allows non-existent e-mail Fixed - Aim Lab version is missing from user reports unless they play a task Fixed - Circleshot Custom targets don't register shots Fixed - Search function subscribes to unowned scenarios, but can not play them without a game restart. Fixed - Favorite a task heart icon was not symmetrical or rounded Fixed - Task settings selection menu dropdown arrows not identical and aligned. Fixed - Home screen hairline graphics issue at top when in fullscreen exclusive mode Fixed - Logging out doesn't autofill email even with 'Remember me' checked Fixed - Save Icon had a square box Fixed - Freeze when clicking on the "playlist" button in the Training tab Fixed - Delete button on playlists takes multiple clicks
Creator Studio
Fixed - Change height feature would sometimes raise terrain with lower checked Fixed - Pulse-Rifle had a much higher fire rate in CS Fixed - Debug Messages: Fast Restart hotkey causes "What is destroying this live bot?" errors Fixed - Alpha value was set to "0" for all objects with custom color Fixed - Objects in the Shapes category had a broken color, also max transparency when first placed is active until the object is interacted with in by any of the tools or the level is reloaded. Fixed - If "Use Player Custom Graybox Settings" is checked on an object, then unchecked, the users graybox texture was applied to the object until the level is loaded Fixed - If Hipfire and ADS have the same FOV, it would apply ADS sensitivity for a split second when the task begins Fixed - Behaviours were completely nonfunctional in play scene Fixed - The restart button in the CS Result Screen warns the user that "all progress will be lost" Fixed - Favoriting workshop scenarios added Connor Ball Gridshot to favorites Fixed - Bots appear to be vibrating while doing long strafes
Happy training!
If you aren't already following us, check out @aimlab on Twitter & Instagram for more awesome events, memes, and training tips. Don't forget you can report any bugs in-game and join us on Discord or check out the subreddit to let us know of any feature requests you have or to just come and hang out with the community & our devs!
The Bad Kong Team is happy to announce that from today you can discover beautiful Hentai Nureta World in a special 50% off price. Take the opportunity and have fun. ːsteammockingːːsteammockingːːsteammockingː
An agile wheeled tank destroyer, the ZLT-11 with a rifled 105mm gun is a desired addition to the Chinese top-tier vehicle setup.
The ZLT-11 armoured combat vehicle is one of the vehicles, based on the modern Type 08 modular 8x8 wheeled chassis, currently in service with the People's Liberation Army of China. The vehicle replaced the six-wheeled PTL02, significantly surpassing it in terms of tactical and technical characteristics. The new wheelbase allows the vehicle to keep the high dynamics, while the ZLT-11 has enhanced protection from additional armour plates. Thanks to this, the vehicle is effectively protected from the fire of heavy machine guns, and even from light autocannons from the vehicle’s front.
The ZLT-11 is a long-awaited and very useful addition to China's top armoured vehicle setup. This vehicle will appear in the hangars of Chinese armoured vehicle fans in the next major update. Follow our development diaries to be the first to know all the news about the upcoming update!
The Bad Kong Team is happy to announce that from today you can discover beautiful Hentai Nureta World in a special 50% off price. Take the opportunity and have fun. ːsteammockingː