Done a bunch of screen resolution fixes for those with 32:9 monitors. Hopefully they can see all the buttons now on their ultra-ultra-ulrta wide screens.
Spent 4 hours so far cleaning up and categorising the trello todo list
Disabled recoil visualisation for now
Manually set references for all weapon origin points
Updated Krautak visuals
Updated the 'unable to place here' building area visual
Shipyard also has a height indicator again
Added muzzle flares to all projectile based weapons
Changed the missile visuals
Beam weapons now have particle effects at the beginning and end of the beam again
Just a small update today, I mainly wanted to fix the race in Doggerton, which had a few bugs going on that I had to work out. I've got more updates but I wanted to get this one out before the weekend so the race is at least possible :P
Here's a list of all the changes:
Fixed a bunch of bugs related to the doggerton race
Changed the keyboard mapping so that up/down arrow keys are push/brake, and W/S only spin you in the air.
Added a boost zone near the saloon so it's easier to get on top of
Next things I'm working on over the weekend are bugs with camera recentering not saving correctly, camera sensitivity issues, and some improvements for some doggerton missions. Reworking the tumbleweed corral mission to require less tumbleweeds, and shorten the timer so it's a bit less tedious. I also need to spend some time fixing up the cave part of Doggerton as well.
Isn't it time you proudly displayed your love of Bunkers & Badasses across the Borderlands and beyond? Now you can evoke everyone's favorite chaotic fantasy RPG in Borderlands 3 thanks to the new loot available to earn in Vault Card 3: Bunker Masters. The final Vault Card included in the Director's Cut add-on to Borderlands 3, Vault Card 3 is now available!
If you need a refresher on what Vault Cards are and how they work, check out our 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 to Borderlands 3, which is available for individual purchase or as part of Borderlands 3 Ultimate Edition, Season Pass 2, or the Season Pass Bundle.
As with the Fallen Heroes and Welcome to Pandora Vault Cards, Bunker Masters offers a bevy of new cosmetic items and powerful Legendary loot. Collect it all through standard gameplay or shoot your way through the Daily and Weekly Challenges for faster rewards.
BUNKER MASTERS Vault Card 3 is all about paying tribute to Bunkers & Badasses, conjuring visions of chaotic fantasy made possible by tabletop battles, coveted custom dice, and meticulously painted miniatures. Between Bunker Masters and the recently released Tiny Tina's Assault on Dragon Keep: A Wonderlands One-Shot Adventure, you'll have everything you need to embody the spirit of Bunkers & Badasses before Tiny Tina's Wonderlands launch (Coming Soon).
There are 28 unique rewards to be unlocked in Vault Card 3, with the full item breakdown below. If you've scored all the cosmetic and gear rewards, you can still earn endless Eridium and maybe even some of those coveted Diamond Keys!
4 pieces of new Legendary gear (2 Assault Rifles, Grenade Mod, Shield) 4 Vault Hunter Heads 4 shared Vault Hunter Skins 4 ECHO Device Skins 3 Weapon Skins 5 Weapon Trinkets 3 Emotes 1 Room Decoration Remember, 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, and Weekly Challenges refresh on Thursdays at 9:00 AM PT / 12:00 PM ET.
CO-OP LOOT DROP (LIMITED-TIME EVENT) To celebrate the debut of Vault Card 3, for a limited time we're bringing back the Co-op Loot Drop event! From November 18 at 9:00 AM PT to November 25 at 8:59 AM PT, all Badass enemies will drop more loot when you're playing co-op in online multiplayer or local split-screen. The bigger your co-op party, the more loot you’ll see drop!
This effect applies to all Badass enemies game-wide, including any you encounter in paid add-on content, such as Moxxi's Heist of The Handsome Jackpot, Guns, Love, and Tentacles: The Marriage of Wainwright & Hammerlock, Bounty of Blood, Psycho Krieg and the Fantastic Fustercluck, and even Arms Race from Designer's Cut (albeit at a slightly lower bonus rate for balance purposes).
We hope all you Vault Hunters enjoy a bit of light-hearted roleplaying with the new gear of Vault Card 3, and reap tons of rewards during the limited-time Co-op Loot Drop!
The testing and reports from the past two Experimental builds have performed well, so we're graduating the branch this week. In case you missed it, here's the notes for the past two weeks:
Change List
Added - Custom markers now appear on compass Added - New meteor type to Proteus 2 Added - Multiplayer data safeguards to better persist through crashes of either host or clients Added - Additional loading screen messaging for remote clients joining a host Added - More robust system for syncing save data among all clients
Changed - Upped 3 active creature ragdoll limit to 10, will evaluate more solutions soon Changed - Tweaked current mission set to lead the player through the tech tree Changed - Very old legacy worlds will no longer be migrated to the new data system to better maintain stability of current saves
Fixed - Objects can once again be built on Custom Piece structures Fixed - Removed nonfunctional customize screen on various objects Fixed - Zer planet is no longer blindingly bright in low orbit Fixed - Default language now properly is applied based on system languageFixed - Leaving an item inside the fuel window on objects such as the furnace will no longer prevent the fuel window from being accessible afterwards
Fixed - Sorting containers with multiple items in non-full stacks will no longer cause items to go missing or to be duplicated Fixed - Crashes occurring during client joining or leaving should no longer cause data losses or duplication Fixed - Logging out on other planets should no longer cause the player to spawn back in with their ship in orbit Fixed - Spaceship crash handling has been further improved to reduce the instances a player will spawn back in without/far away from their ship
Please reach out to us regarding language localization to verify it's working for you.
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There's a lot of different ways to do an in-game map. There's a lot of ways to get it right and a lot of ways to get it wrong. As the world of Lost Nova got bigger, I needed to start thinking about how to do my own in-game map. Here's the results!
Can you Read It?
Map readability was a top priority for me. As a rule, I used high-contrast colors and borders to really emphasize where you can and can't travel. I then immediately proceeded to break that rule for Secret Reasons.
Where's the SECRETS
There's a lot of secrets in Lost Nova! Would putting them all on the map ruin the fun of exploration? I'm not sure. Instead, I decided to go with a sprinkling of little hints. Certain parts of each map are left open, alluding at hidden pathways. There are tiny pictograms to mark important locations and landmarks. Each map also displays which resources you can find in that area. I'm trying to help the player as much as I can without fully tipping my hand. A tricky thing to do when you're making a game primarily about exploration.
How Do I, Jon, Even Make a Map?
I took screenshots of each area within the editor and traced them. It works!
Other Neat Things
I did a lot more than just think a whole lot about maps since my previous devlog. In Lost Nova you can now:
mow the lawn
talk to a rock
have multiple saves
play with a controller!
shoot a rock
It's all really coming together!
Until Next Time
That's all for now! I believe there's still one major zone in the game that I haven't talked about yet, but I'll save that for next time. Until then, don't forget to wishlist the game. It really helps me out and the Steam algorithm really likes it!
It's the last weekend of Feast of the Moon! To help you finish up those variants Bruenor, Calliope, Freely, Beadle and Grimm, and Avren are buffed all weekend long!
Check out the Treeclimber's Weekend Buff live in-game now!
This week we were mostly focused on bug fixes and some minor balance enhancements. AI is going smoothly, thanks to volunteers and our QA we are able to determine bugs even if we missed them during development. As stated before we are re-balancing a few things due to upcoming content. It will affect weapon damage, food refill rate, medicine effectiveness, etc. Work is in progress and we always look at test logs to make sure that will be no OP tactics for the Lost Region. Also, we will need to return to all of our locations in the future to replace current doors with openable and closable ones. That will make your looting slightly safer.
3D artists work
As we stated previously, our 3D artists are currently creating new meshes for the new location with the name ARS Rotor&Motor. And our level designer is filling it upon receiving new meshes. Here is an example of a checkpoint from this ARS.
That's all for today. We will continue working and next week will share some more details.