The importance of creating connections in DEATH STRANDING is something we really wanted to celebrate in our latest community event. Which is why we recently invited our Porters to submit their questions for two people over at KOJIMA PRODUCTIONS who don't need much of an introduction.
What is the key to Hideo Kojima and Yoji Shinkawa's long lasting professional relationship?
Why are there no planes in DEATH STRANDING?
Who was the most interesting character for Yoji Shinkawa to design?
You asked - Hideo Kojima and Yoji Shinkawa answered!
Find out the answers to these questions and more in our conversation with KOJIMA PRODUCTIONS. Enjoy!
Let us take this opportunity to say a big thank you to all our amazing Porters. We had an overwhelming response to our Q&A session and we appreciate all those that got involved!
Congratulations to the following users who had their questions answered.
Hawaiian_spawn KARAS Laliluleahlo TimetheHobo Neko Axshria 菌哥哥的脑残粉 WiZe
DEATH STRANDING DIRECTOR'S CUT is available now on PC. For more info:
A collection of balance changes and fixes collected since the release of the 'Of Flesh and Faith' free DLC. The console versions will receive this update in the coming weeks.
If you have a modded game, update your mods. If you encounter issues, remove your mods.
If you still encounter issues, please report them here following the instructions in the sticky post.
Changelog for 1.5.0.11
Added a new 'Collectors' settlement situation that increases the sell prices of beast parts and treasures.
Changed the relations gain/decay effect of the Negotiator to 15%, up from 10%.
Changed the equipment and hire costs of the Oathtaker and Anatomist backgrounds. In general, Oathtakers got a little cheaper, and Anatomists got a little more expensive.
Changed the daily wage of the Anatomist background to better match their statline. The Anatomists origin now has slightly higher starting funds to give them a bit more runway.
Changed the maximum melee defense of the Oathtaker background to be slightly higher.
Changed the special Oathtakers origin-specific event fight to trigger later on lower combat difficulties. There's now an option to delay the fight (with some consequence) if the player feels they aren't ready.
Changed the experience gain offset of the Oath of Distinction to +50%, up from +40%, and removed it from the Oath tooltip, as it was confusing players and setting wrong expectation for the oath mechanics.
Changed Oath of Fortification to now grant an additional flat +5 defense when shieldwalling, in addition to its current effects.
Changed stacks granted by the Orc Berserker Anatomist potion to 3 per hit, up from 2. The effect now caps at 15 stacks.
Changed the effect of the Ifrit Anatomist potion to 25 natural armor, up from 20.
Changed the wording of the Sword Mastery perk description to clarify the hit chance effect on Split/Swing. The actual effect remains unchanged.
Fixed a bug that let certain Anatomist potions drop as loot when they shouldn't have.
Fixed Anatomist potions being forever lost if a character who'd taken them left or died the company in an event.
Fixed the Direwolf Anatomist potion triggering on Riposte misses.
Fixed the Orc Berserker Anatomist potion triggering on each hit of the Three Headed Flail.
Fixed bug causing fear/hate of beasts and the Oath of Dominion traits to not work in arena fights.
Fixed Oath of Fortification not properly resetting the count of dead characters when repeating.
Fixed the reward for the special Oathtakers origin-specific event fight getting lost if the player's inventory was full.
Fixed issue where accepting the 'Hunting Serpents' contract could cause the game to hang under rare circumstances.
Fixed certain retinue members applying their effects twice.
We have something special for you – ESPRESSO BRAINSTORM!
Each month we want to discuss with you some ideas about our Espresso Tycoon. Your voice is very important to us, and we want to know what do you think 😊 Of course, we have a plan for the development, and we’re working on it. But we want to know your opinion 😊
Here’s the first topic:
LOCATIONS
In our demo, we have just one location for the coffee shop. You may say it’s one of the European cities (not the specific one).
In the full version of the game, we're going to have 16 different locations. The Prologue will have one – but also a brand new one.
What kind of locations would you like to see?
Should the location influence the whole coffee shop? For example – the coffee shop located in the park should have some new decoration items like sun loungers or umbrellas?
Should the location influence the market research and social groups' preferences?
The King's Day DLC will launch with a 33% launch discount.
The Contents
The DLC contains 9 hats and 13 zeepkists:
Why DLC?
I'd also like to take this opportunity for a bit of transparency, and why I've chosen to add DLC.
Originally, Zeepkist was meant to be offline only. Meaning you'd just have singleplayer and local split-screen multiplayer. This also meant that my expenses were non-recurring. I paid development costs once and then didn't need to worry about upkeep of any servers or anything.
However, after launch it quickly became apparent that players were really eager to also have online multiplayer. I hadn't planned for this because online multiplayer is notoriously difficult to program well. (Which turned out to be true, it took me about 3 months to actually develop online multiplayer).
But anyway, online multiplayer was added. And with this came the cost of running servers!
Every player costs me an amount of money each year. It's a recurring cost. This means that every year I'll need to keep making money to keep Zeepkist running.
Some games pay for this upkeep with a subscription model, other games use loot-boxes or purchasing of in-game currency. Personally, I'm a fan of keeping it as simple as possible: DLC that gets released every now and then to pay for server upkeep.
It means that if you want to support Zeepkist server upkeep and look swag, you can buy some DLC. And if not, then that's fine too.
I intend for DLC to be cosmetic only, so that you'll still be able to enjoy the entire game as it was meant to be by only buying the base-game.
I feel this is the most fair way to deal with the costs of online multiplayer, and I hope people enjoy the exclusive cosmetic content :)
Hi everyone! As you may have noticed, there was no weekly work in progress last week. This is due to a small change. We will be doing biweekly work in progress from now to gather more content for a bigger update to Astride's progress. The Kickstarter campaign has just a few hours left, and the goal is already greatly surpassed. We are so thankful for all of the love and attention Astride has received in the last time!
Animations
We'll start off with animations! These last weeks, we've had a lot of paperwork to be done, as well as other business related tasks that had to be done. But we do have some more animations for you! We've got the horse turning on the haunches for a standard standing still turn. The trot animation has another stage which is a more trained trot. There are still some fixed and work needing to be done, but this is the work in progress this far!
Icelandic horse
The Icelandic horse has also had more work done. It has gone through the sculpting phase and is ready for texturing. On the left, you can see the Icelandic horse model testing the Norwegian Warmblood horse's textures and normal map. We make sure that all textures work on all of the horse models as this cuts the amount of work needing done for each new horse by a ton. This way, all of the coats and markings can be available for all horses in the future. On the right is the low resolution model already baked and ready for a hand painted normal map.
Cross country jumps concept
Since Astride also is set in the north with a focus around a Norse inspired theme, we are adding elements to reflect this. Here is a concept of a cross country jump inspired by a viking ship/boat.
Bitless bridles
There will be many options for tack available in Astride. Bitless is one of them, and here is some work in progress on a hackamore. There will be different kinds of hackamores and bitless bridle options to pick from in the end.
Engine work
There is currently a lot of engine work happening behind the scenes. Here is a test of animations to mare sure that they work as intended and that the speed of the horse and the animation is correct. We are currently working on the multiplayer features, which is why there isn't very much to see at the moment. But this will change soon!
Please note that everything shown in these devlogs is mostly just work in progress and is not finished. Changes may happen and the things showcased here will have further work put into them! To see work in progress daily, join our Discord server community here!
- tools are now more realistically clamped into the holder
Fixed
- when measuring tool didn't move with workpiece - when clicking on vise 3D arrow removed right GUI controller from the screen - when in some cases all products in the list were in the same line - general improvements and fixes
The artic base: A snow map with military tents, barracks, towers...
Obviously, improvements and fixes have been made. Don't hesitate to report bugs and feedback.
Best regards, Helios
[CHANGELOG] - Add: New map - Artic base (available in any game mode) - Add: New award - Finish a mission on "Artic base" - Add: Difficulty option - Instant reaction - Add: New reload animation of handgun in first-person view - Improve: Rotation rate of AI characters - Improve: Reload speed of assault rifles - Fix: Some AI pathfinding errors - Fix: Some AI jump errors - Fix: AI operators might use focus with undesirable shakering - Fix: AI enemy might not disable focus correctly - Fix: Scope lens rotation too high - Fix: Support "Air raid" might not attack correctly on Klettgau forest - Fix: Support "Air raid" might not attack correctly on Jin-Shu temple - Fix: Some awards could not to be unlocked correctly - Fix: Some texts confusions between "task" and "mission" - Fix: UI Intel "Objective is spotted" displayed if "No tasks" option enabled - Fix: Rotate weapon in operator editor might not work correctly - Fix: Some scripts errors
1) Increased the hp/mana/end bar sizes and increased text font size 2) Increased chat window font size 3) Fixed shop and storage UI buttons and gold amount placement