As we announced at the streaming event last week, we’re delighted to announce that we’ll release our new title “DYSCHRONIA: Chronos Alternate” next year. The game will be episodic, with Episode 1 due for release in Spring 2022, Episode 2 in the Summer of the same year, and Episode 3 slated for Winter 2022 for Oculus Quest 2 first. The game is expected to release on SteamVR too.
The brand new trailer is available on the Chronos Universe YouTube channel.
We’re also pleased to announce that, just like ALTDEUS: Beyond Chronos, Dyschronia will be fully dubbed and subtitled in English.
You can see the details of the latest information about Dyschronia on the renewed official website. https://dyschroniaca.com/en/
We look forward to keeping you updated on the game development.
It’s Tuesday and we’re back with our weekly round-up of Motornation. Let’s slide right on into it and find out what’s happening in The Crew 2 this week.
LIVE SUMMIT – THE CHOSEN (NOVEMBER 3 – 10)
There’s plenty of fresh drivers gathering around the starting grid for this week’s LIVE Summit. No matter your fame rank, Motornation welcomes you all! The competition will be harsh, but the Ferrari F12 TDF is worth the challenge. Good luck, we’ll see you on the leaderboards!
Joining the Far & Beyond store this week is the Bugatti Centodieci (2019) Blue Prismatic and the Porsche 911 Speedster (2019) Blue Rewind vehicle & vanity bundles, available until November 9th.
New World Update: 1.0.5 will release at 7AM PT (2PM UTC) on November 4.
Greetings, Adventurers! This week’s update introduces more general changes and bug fixes. We’d like to thank you for your patience as our team continues to work on resolving issues, and for your continued reports on our official forums. You can find a full list of changes and fixes below.
General
Coin Sellers We know many of you have seen the pesky chat messages from players spamming messages, and we’re continuing to investigate solutions to this issue. We discovered that many coin sellers were creating new characters and transferring money to other accounts. To combat this, we’ve:
Banned and suspended many of the reported accounts. Thank you for your reports for players spamming chat.
Added restrictions to prevent player-to-player trading and currency transfer from characters under level 10, or whose account is less than 72 hours old. Logging in after your account is 72 hours old will enable your ability to trade and transfer currency once you’ve hit level 10.
Redistributed coin value from some early quests to later in the Main Story questline, keeping the total amounts of coin earned the same, just delivered in quests slightly later.
Trading Post usage will be restricted until new characters accept the “Introduction to Trading Post” quest in their first settlement.
We will monitor the impact this has on bots and the health of the game, and continue to adjust as necessary.
Exploits
Fixed a bug where players were able to duplicate items via storage sheds and crafting stations.
We fixed the issue of gold duplicating on territory projects we introduced by disabling trading and made sure it would not occur in the future should we need to disable trading again.
Combat
Life Staff: Orb of Protection
Removed the small area of effects (AoE) that were triggering on passthrough from every hit of the base version of Orb of protection.
AoE no longer triggers on passthrough from the Aegis upgrade, it will only trigger on impact against an enemy/object now.
Reduced attribute respec coin cost by 60%.
Reduced weapon mastery respec Azoth cost by 75%.
Reduced coin cost of chisels by 20-50% depending on tier.
To encourage competition in Outpost Rush, we've slightly reduced the Coin and Azoth rewards for the losing team.
We have surfaced the War conflict progress bars on the map and the Faction Board when there is an upcoming Invasion, as you can still gain War conflict for your Faction.
Identical Weapon Equipping: Players can no longer equip the same weapon type in both weapon slots. We want each weapon slot to have a different weapon type to open up combat diversity. This change also addresses issues which could occur when swapping between weapons of the same type.
Group Scaling Passives: Fixed issues which could cause passive effects that scaled on the number of nearby foes, such as Bloodlust (Great Axe), Against All Odds (Hatchet), and Outnumbered (Warhammer), to apply incorrectly.
Spell Strike Consistency: Fixed issues which caused several magic spells, such as Ice Storm and Gravity Well, to not hit consistently.
Resilient (Item Perk): Fixed an issue that caused this perk to reduce all damage instead of just damage from critical hits.
PvP Flagging: Fixed an issue that allowed PVP and PVE players to heal each other.
Outpost Rush
Fixed an issue that was allowing players to get out of the starting Fort before the match starts.
We now prevent multiple players from interacting with the Altar in Outpost Rush. This will prevent players from getting multiple summon tokens per 500 azoth.
Fixed an issue that sometimes caused the nameplates of summoned allies to appear hostile.
Fixed an issue that was causing Battle Bread (the food buff in Outpost Rush) to be twice as effective as intended.
Updated the tool tip for Battle Bread and Monster Slayer's Stew to properly describe the buffs they provide.
Fixed an issue that could cause players to become stuck in a teleport loop if they teleported out of Outpost Rush while using /unstuck.
General Bug Fixes
Fixed an issue that prevented some people from joining Outpost Rush because they had a pending group invite.
Repair kits should no longer require Coin to use.
Fixed an issue that sometimes caused players to use the wrong consumable when using consumables from the inventory screen.
Fixed various issues with Invasion status showing before the Invasion was declared.
Updated missing English text for on-login pop up explaining housing tax compensation.
Fixed an issue allowing magic weapons to animation cancel their primary attacks with weapon swap or targeting spells, causing rate of fire to be faster than intended.
Fixed an issue that caused Ice Gauntlet upgrade Pylon Dodge to only work immediately after you placed the Ice Pylon.
Fixed an issue that could cause a player to lose their house while offline during maintenance. In a future update, we will be reimbursing the players who encountered this issue. Exact details around the reimbursement will be in the corresponding update notes.
Fixed an issue with enemy AI duplicating and stacking spawns during the quest “Shivering Timbers”.
Fixed an issue that allowed players to initiate a server transfer if they were in the tutorial.
Fixed an issue causing the Trading Post to become unresponsive or delayed.
Improved server performance when a large number of players congregate in settlements.
Fixed an issue that caused some territory influence to not be properly recognized when lots of players turned in PvP missions simultaneously.
Fixed an issue causing some player titles to show as <uninitialized>.
Fixed an issue where players could become stuck while fishing with lag.
Fixed the UI notification for landing in a hot spot while fishing.
Fixed a localization issue where bonus crafting percentages for tools were displaying as 0% for non-English languages.
Fixed the time in Europe to properly account for the change from CEST to CET.
Fixed an issue preventing gear score to increase past 589 from drop rewards.
Speculative Fixes The fixes listed below are tentative fixes and mitigations. Our goal is to get these changes out and see if issues persist, so we can continue to work on them and address in a future update if necessary.
Implemented a change to help us dig into the "timed out while waiting for server to describe world" issue, and added a fix to reduce occurrences of this issue while we continue to investigate.
Thanks for your support! We'll see you in Aeternum.
-------- v1.1.0 -------- -DPI "zoomed-in" fix for desktops scaled over 100%
-Custom menu scaling, menus should work on all resolutions now including ultra-widescreen and are adjustable in size. The menus can be scaled by a setting in the Options menu, alternatively, in the main menu or the options menu, + and - work to resize the interfaces.
-Made keys bind-able in-game in the controls menu. Can only bind one key to a control, will still have to use the startup launcher to add multiple bindings to a single control.
-Player set to full health at beginning of new chapter on the easiest difficulty. -After using Chalice/Potion of Rage, the player will now auto-equip their last used weapons if fists are still equipped and not in the middle of an attack with that hand. -Changed HUD face's eyes to be red while enraged. -Now defaults to Axe after you break a main weapon -Improved collisions of small rocks & coffins -Fixed "leopord" to "leopard" in the questing beast's description. -Fixed [relate] error caused by summon rune sometimes on the first use.
-Added Potion Of Illumination to dealer. -Chalice/Potion of Invisibility now makes enemies who already saw you lose sight when you become invisible. -Added dealer items to inventory screen. -Fixed some of the dealers items not loading in the players inventory on level change & issue with dealer and not having killed the rabbit. -Fixed random Horde drops not resetting after level restart & added some more items to it. -Added dealer to The Pentagate & a total gold count, so any gold you get during a level in the campaign will be added to the horde gold amount. -Added Quest list to shop menu showing tasks that unlock items. -Added 2 New unlockable items to dealer -Added 4 new achievements
-Fixed two out-of-bounds areas in Village -Fixed getting OOB at end of Dark Swamp -Fixed player (and enemies) getting stuck in vertically closing doors in Castle Ruins -Fixed extra enemy kill in Chapter 2.
-Fixed Option Sliders being off from mouse when sliding in various resolutions -Added separate sensitivity slider for the menu cursor when using a controller. -Added view-stick acceleration & setting in options (still needs work) -Added option to remove lights -Prevent player from saving in an empty map -Made the large HUD more efficient (more work to do, along with making all the HUD's scale-able)
Beginning Friday 5th November 5pm PDT and ending Sunday 7th November 10pm PST, you will have the standard two days to complete an array of unique missions this Beta Weekend.
6 Missions, 53 hours, starting from 0
Beta Weekend Six brings our biggest test yet, the faction missions system. While only providing a taster of the range of missions in the game, you’ll complete six missions with brand new characters, as we have wiped your characters from Beta Weekend Five so we can see how you progress. Using an experienced levelled-up character would not going to give us accurate data or insights into how players progress through the missions.
These missions are assigned to you by various factions - organizations vying for control and riches around Icarus. See below to learn more about them.
The six missions are:
BEACHHEAD
LIVEWIRE
DARK HARVEST
FIELD TEST
KILL LIST
HEADSTONE
Here is the briefing for the first Mission: BEACHHEAD, the rest will follow as you progress:
Mission: BEACHHEAD
UDA Mandated first drop for new prospectors.
BACKGROUND: New arrivals to Icarus must demonstrate basic survival skills in this well-explored, temperate region if they wish to retain their prospecting license.
MISSION: Prospectors are not expected to fulfil any specific objectives, beyond staying alive for an acceptable length of time. No further tasking will occur until basic competency is attained. Failures will not be recovered.
TERMS: New arrivals will be provided with a functioning envirosuit, and basic crafting information. They will be otherwise unassisted.
This will be the first beta weekend where we really start to show what session-based survival feels like to play. While your first mission will let you get your bearings, we'll want to ensure you're a bit more comfortable with life on Icarus before ramping up the challenge. This could be in the form of missions with tougher objectives, a harsher environment to survive in or a very short drop-window in which to complete them.
Weekend Six Q&A
We realise you'll have a few questions this weekend with the character wipe, multiple missions and more.
What will be the level cap for the weekend?
While you might be starting new characters, the level cap will once again be 30, with Tier 4 still locked on the planetary tech tree.
Any changes to the number of Blueprint and Talent Points?
The blueprint and talent point allocation per level will be the same as before, no change has been made here. You’ll have a brand new chance to build your characters how you wish, with a lot more familiarity and experience.
What about the playing area for the weekend?
With multiple missions and prospects, comes multiple variations on the map. This means, we’ve made some small tweaks to how you can interact with the in-game map. There is now a basic system in place for tracing discovered areas and identifying out-of-bounds areas (specific to the Beta Weekends).
How do the missions work when it comes to playing with friends?
The mission system is designed to be followed in order. However, we understand there are situations where you don’t want to wait for a friend to catch up, so we’ve made some allowances for this. The gating you’ll encounter is only applicable when starting a prospect, meaning you only need one member of your crew to have the necessary qualifications to begin. From there, anyone can join that prospect regardless of their status, and will be credited with the completion when the mission is finished.
Will there be another extra day?
This time, no. While we have the last two Beta Weekends for different reasons, this weekend will be the standard 53 hour window. Enjoy it while it lasts!
What about new wildlife or biomes?
Giving this away wouldn’t be fun, would it?
The Factions
UDA – United Development Agency
A puppet with power.
Formed in the aftermath of Earth’s Climate Emergency, the United Development Agency brought humanity together in pursuit of a single, extraordinary goal – terraforming a planet beyond our Solar System. Then the dream collapsed, and disharmony and factionalism began to tear at the fabric of the organisation. Now it governs Icarus from afar via the Lagos Group.
In reality, the UDA is a vehicle of the New Powers – a way to maintain each faction’s post-crisis ascendancy while pursuing their individual agendas on Icarus. If there is truth to its appearance of power, it lies in the UDA providing a shield of legitimacy for faction activities, and enabling them to exclude other aspiring power players.
Sinotai – China Space Agency
Someone has to run space.
Sinotai is China's national space agency, ranking second only to the UDA as an off-world political force. Driven by the desire for power, prestige and innovation to ever deepen and extend its reach, Sinotai is one of the extraordinary success stories of the 22nd century.
Attacking ambitious off-world goals from 'an effective zero point', the agency proved its mettle in the mid-21st Century by putting the first humans on Mars, establishing Mars' first gigawatt power system, the first off-world fuel refinery, and many other ‘first leaps’.
Sinotai was a key player in the attempt to terraform Icarus, and few are the space-going organisations that do not rely on its power and capabilities to some extent. A common joke has it that it's impossible to do anything in space without them. A common complaint suggests this is exactly their strategy.
ACS – American Coastal States
Paranoia lingers at the borders.
After the slow-burning, mid-21st Century collapse of the United States into separate federations, the American Coastal States – or ‘The Coasts’ – abandoned most of the country’s central states to form “a new, true, blue Union”.
Half a century later, the ACS regards itself as a beacon of freedom and liberal values, while spending more on surveillance and military R&D than the other New Powers combined. Propelled by a curious combination of enlightenment, censorship and fear, the ACS have approached Icarus in the same conflicted spirit – intrepid yet mistrustful.
The ACS remains a contradiction, described by the Arkansas Defence League as ‘a noose around the heartland’, while others see it as a ‘bastion of determined sanity against medieval ambitions’.
By far the wealthiest of the ex-US federations, with deep connections to Larkwell Martinez, the ACS is the only North American presence on the planet.
União – South American Union
Win at all costs.
Established in the late-21st century, the South American Union (commonly known as União or ‘The Unity’) gained immense off-world power from being the site of Earth’s first space elevator. This influence accrued most clearly in Brazil, which was not slow to exploit it, gatekeeping access to the Solar System – and now the Galaxy.
As a result, Unaio have grown extremely rapidly, gaining an overdeveloped sense of their own abilities and importance. Beneath their confidence, however, they are desperate to maintain their advantage, and see Icarus as a critical beachhead for their federation’s goals.
Allied with off-world mining groups like Inaris, it is clear that União has high ambitions for Icarus, and the exotics beneath its surface.
The Assembly – The African Assembly
Keep out of our way.
The African Assembly is a swiftly rising force in Earth politics, encompassing a majority of states in sub-Saharan Africa – a product of war and desperation rising from the ashes of continental strife.
The Assembly’s climb to power has been astonishingly swift, harnessing its huge potential to transform a continent in just a few decades. Its advancement on Icarus, in the aftermath of terraforming’s collapse, has been equally rapid, but it has been slow to shake old attitudes. After centuries of exploitation, its leadership still harbors hostility towards any outside influence, viewing groups like Sinotai with great suspicion.
The Assembly’s seat at the table is new, their confidence fragile. They wish to maintain their growth and will ensure it by whatever means they deem necessary.
The Lagos Unit (UDA)
It’s our planet, you’re just visiting.
A sub-branch of the UDA tasked with overseeing Icarus, the Lagos Unit was formed during an emergency summit in Nigeria’s capital. Based in orbit around Icarus itself, far from the eyes of Earth’s media, it has only one goal: control of the planet – and the flow of exotics.
Due to its distance from Earth and conflicts between the New Powers – who, theoretically, direct the Lagos Unit through the UDA – it can be difficult at times to know exactly whose interests the Lagos Unit is serving.
It has several sub-branches, including Group 15.
Group 15 (UDA)
The future will thank us.
Group 15’s exact role and remit remain stubbornly ill-defined.
A sub-branch of the Lagos Unit known for mercenary behaviour, dirty tricks and questionable tactics during covert operations, it has also been responsible for conducting some of the most advanced research and study into Icarus itself.
The Group is exceedingly pragmatic, often contracting prospectors to perform its most dangerous tasks, as well as importing skills from Earth as needed. As an organization, they embody a single idea: the ends justify the means when humanity’s future is at stake.
Mars Administration Authority – ‘The Administration’
It’s our time.
The Mars Administration Authority, often referred to simply as ‘The Administration’, remains a minor player in the Icarus political landscape. But the promise of exotics, and the extraordinary opportunities for development they seem to offer, has not escaped the attention of this fledgling colony.
Eager to grow and restless under UDA rule, the Administration is beginning to explore its options on Icarus.
Patch Notes
Note: A lot of bug fixes and changes this week were on the backend to enable the mission functionality, hence fewer visible changes for players in these patch notes.
Bug fixes and QOL improvements:
Placed snow-covered trees in transition areas between forest and arctic biomes
Fixed a bug where chopped wood was falling through the ground due to the raycast incorrectly not using the trunk to place subdivided pieces
Fixed a bug where where aiming from a harvestable item would display the ‘gather’ hand symbol instead of the crosshairs by putting in an override for the 2 mechanics that now prioritizes the crosshair
Fixed a bug where the cloth armour would form a ‘spike’ on the headpiece when the player was running or crouching in third person
Fixed a bug where the placement helpers for certain buildables (i.e wood roof) were often misaligned or offset due to some being set to half pitch angles
Fixed a bug where the crafting counter wouldn’t go back to 0 when changing from one recipe to the next
Fixed a bug where all benches would disappear after a game crash
Fixed a bug where some clients were unable to access tech or talent trees
Fixed a bug where the Steel Axe was invisible to some players
Fixed a bug where the Steel spear had the same description as the Iron spear
Fixed a bug where Wood windows wouldn’t close properly
Fixed a bug where Glass windows had no sound effects when destroyed
Fixed a bug where cooked meat would disappear from the hotbar
Fixed a bug where the respawn dropship’s animation would play on a loop
Fixed a bug where some seams were visible on the ground to host players
Fixed a bug where some caves in the arctic would not provide shelter from storms
Fixed a bug where crafting benches were using more resources than needed for the selected recipe
Fixed a bug where the lantern’s light was displaced from the mesh
Fixed a bug where quickly switching between players while spectating could freeze the game
Fixed a bug where rejoining a prospect by dropship could make the dropship land in a unplayable area
Fixed a bug where the 'Some for Me' talent would not regenerate health after reviving a player