As a follow up to the recently published pieces of fan art created by our players, today we'd like to share some more. This round includes digital fan art and a tattoo. Check them out below!
If the talents of your fellow Exiles have inspired you to create your own piece of fan art, make sure to submit it to our ongoing Scourge Fan Art Competition! Find out more about it in this news post.
Smaller update, mainly focused on inventory bugfixes and overall improving the performance of the game. Maps now load differently, with different segments being activated/deactivated based on where you are in the map which greatly improves performance, especially on some of the larger maps such as the Shanty Town.
Full Changelog
Added
RGD-5 fuse ignition particle effect.
Map segment loader system.
On-screen notification appears in contracts when remaining enemies have been marked on the map.
Changed
File serialization error UI re-worded.
Fixed
Player gun input now always returns to its intended state after closing the inventory, rather than always re-enabling input.
Magazine repacking can no longer be performed if no loose ammo for that magazine exists in the inventory.
Magazine unpacking can no longer be performed if no rounds are set to be unloaded.
Killhouse gates now use 3D audio.
Remaining enemies in contracts are no longer marked on the map if the setting is turned off.
Gun UI is hidden from screen when screenshots are taken if the setting to hide UI is enabled.
The Garden areas is being built up more in this patch. We’re adding a double faced ramp to grant easier vertical access to the ramparts in Garden.
Balance Changes
Thermal Vision got reworked, rather than a global maphack it will now be a pulse that emanates from the player in an 80m radius around them revealing enemy locations.
“Scythe” Carbine received a damage buff bringing it from 60 -> 65.
“Spire” Sniper Rifle got recoil reduced again.
Healing Dart range increased from 15m -> 25m.
Incendiary Rounds now has a 50% weapon damage scaling as well.
Jetpack can no longer initiate the hover mechanic while the player is on the ground.
Shockwave stun duration made to scale from at tier one up to tier five 1.25, 1.4, 1.55, 1.7, 1.85.
Bug Fixes
Purchasing Shields no longer restarts the shield regen delay.
Clicking a new filter in crafting will reset the previous filter.
Timerunner will now be pushed to 13th December 2021.
Why is the delay?
29th November 2021 was the planned release. However, it falls under the Steam Autumn Sale period and during sales pretty much you don't want to release any games to avoid conflicts.
So yeah it's now coming 13th December, the extra delay allows us to add more improvements to the User Interface.
Dress up and play as your favorite Arcane character in Among Us’ first ever Cosmicube partnership, out now on all platforms through December 31, 2021!
We’re so excited to have worked with Riot for an official collaboration to celebrate the launch of their first animated series, Arcane! You’ll see some fan favorite champions, hats, and skins from the League of Legends franchise, including Heimerdinger, Jayce, and Caitlyn. Oh! And Heimerdinger’s absolutely adorable Poro pet. Check out the full list of cosmetics in the game!
Much like your ability to survive as a Crewmate, all good things must come to an end. The Arcane Cosmicube will only be available from now through Dec 31, 2021 before it disappears from our store. However, once you purchase the Cosmicube, the ability to unlock the cosmetics and items inside it will be yours forever.
All cosmetics are purely visual and do not have any effect on gameplay or gameplay options! This is purely for your eyeballs (or visor?) to enjoy. Don’t forget to activate the Cosmicube once you redeem it in order to start earning Pods to unlock the contents. You can activate the Cosmicube via the Crewmate button on the front page, or in the game lobby. You can purchase the Cosmicube on the Store by pressing the "$" sign in the game.
The fact we’re partnering with Arcane is wildly exciting for us, and we hope you love all the cosmetics in the game. Not bad for our first-ever collaboration, huh? There’s a ton to get hyped for in the future.
Can’t wait to see all those Poro pets running around!
Today's update is the brewing system! I've made a few changes since I announced the system so I will detail those here.
There are three brews. I updated the names based on some feedback. Also Brews no longer rely on the crafting level of the Brewer, but rather unlock as you build more Breweries.
Hammer Spark Brew increases the chance that any of your crafters will craft a masterwork item. It requires you to have at least 2 Breweries.
The Ironbeard Brew increases the amount of resources a townsperson can carry. Note this also means there's a chance of getting over the normal maximum of a resource from that townsperson. This brew applies to any townsperson who automatically gathers resources including workers, miners, farmers, herbalists, and hunters. This brew requires you to have at least 3 Breweries.
Buulloar's Brew increases the mood buff from having a beer. This increase will stack with the buff from having honey beer making for a very powerful brew indeed! This brew requires you to have at least 4 Breweries.
I still need to add this functionality to the Townspeople UI, but since this update took longer than I expected it to I wanted to release it now rather than wait for that. For now you can assign a brew to a brewer simply by speaking with them.