Hello everyone, Windy here with an update on recent Reload changes.
After the patch, we’ve gathered a lot of feedback regarding the reload changes and wanted to present what we’ve been discussing.
We agree that the presentation of the feature was creating more difficulties than improvements, especially in situations when you had to move out of combat to reload which messed up playstyles.
Big changes like this also should have been made during the pre-season and we should have definitely not have done this during the season when there weren’t a lot of alternatives for players to work around it.
We’ll try and communicate more on why we made this change in the first place in future talks but we’ll internally discuss to present a better vision for ‘auto reloading’ as a whole for now.
To address the changes to the reload system, here’s what we’re going to do.
First, we will be re-adding manual reloading (F) back through a hotfix. Although we’ve been currently caught up with some other bug fixes, we’ll try and complete the fix by next week.
The default key for manual reloading (F) will return for original players. Please check your bindings after the hotfix.
The default key for manual reloading (F) for new players will be swapped to the current Item Skill default key (F1). (Manual Reload: (F1) , Item Skill: (F) )
Secondly, we’ll also be improving auto reloading as well. Here’s our current plans for improvements.
Change auto reload to happen every n seconds after your last basic attack rather than moving out of combat
Auto attacks will no longer cancel reloading while auto reloading. (Manual reloading will still not be canceled)
Third, we’ll be adding some other options for triggering reloads. We expect to gather a lot of feedback and ideas on this part from players too!.
Tweak character skills to also support reloading (Ex. Rozzi W)
Add reloading options to some item skills (However, it will most likely be tied with another effect)
The improvement parts will take about 2 months (6~8 weeks) for us to fully complete.
Overall, we want to improve on auto reloading and reduce situations that would require manual reloading. Our currently planned improvements may change during development, or we could add other improvements such as shortening reload times for auto reload or set reload times per weapon type.
We’ll keep you all updated on our future changes and continue to work on Eternal Return to be a better game.
Hey, everyone We have synchronized our recent alpha updates to the stable version ( which is the Steam default one ) and saved the current stable version to the historical version. If you want to roll back to the historical version to play, you can manually switch to the Beta version, see the instructions below.
Update: Game creation menu overhaul:
Added more custom difficulty settings.
Added more random map settings.
Preset map - Easter Island can be chosen in standard mode and sandbox mode.
You can click on the name of your city to check the custom settings after entering the game.
Optimization of logistics related technologies:
Added Supply Depot where workers can store designated items for the usage of everyone nearby(Tech point required).
Added technology - Fast Porting which can increase the movement speed of logistics related workers(Tech point required).
Optimized the models and building materials of
Optimized the model of the Delivery Center.
Optimized the model and remodel effect of Warehouses.
Optimization of Factions and Trade:
Adjusted the UI and size of Factions interface. Optimized the icons of various factions and reputation level visual effect.
Optimized the interface of Market Price.
More Building Info:
The basic output, harvest period, growth temperature and sowing season are shown in Field type structures.
Basic output, harvest period and fruiting time are shown in Orchard.
Daily yield and slaughter output are shown in Pasture.
Basic output, time needed and stamina consumption per item are shown in production buildings.
Basic consumption of raw materials, basic output, time needed and stamina consumption of finished products are shown in processing buildings.
Occupants in housing-type buildings (Apartment excluded) will be shown as per family.
Durability is added in the menu of all buildings.
Easter Themed Content:
Added Easter active event: Easter Eggs would be spawned in the wild. You can get a reward after interacting with them.
Added new Wonder Building: Giant Easter Egg. There will be rabbits popping out of it. Putting the collected Easter Eggs in this Giant Easter Eggs can increase citizens' happiness.
Added animal - rabbit that can yield Easter Eggs.
Added clothes Rabbits Ears that can be obtained by interacting with rabbits in the wild. (Valid after wearing during the event.)
Added 4 kinds of decorative buildings: Easter Egg. (Can be built after event.)
Citizens eating Rack of Lamb and Ham can increase extra happiness during Easter Event.
Feature Adjustments:
Optimized the issue that banned items in houses cannot be moved out.
Optimized the models of some buildings.
Optimized the output ways of Apiary (rebuilding required.)
Optimized the UI and visual effect of roads.
Optimized the triggering possibility of foggy rainy weather.
Adjusted the style of Build Menu.
Added a new setting - Mute audio on focus loss.
Added a new setting - Lightness adjustment.
Game saves and log files location finder function added in the save/loading menu.
Added a new independent category for decorative buildings (hotkey: Tab).
Added many new decorative buildings.
Bug Fixes:
Fixed stamina cannot restore to full in late game.
Fixed citizens' warmth can't restore to full when they return home.
Fixed two Barbara can work as administrators in Town Hall.
Fixed saves cannot be loaded at extreme cases.
Fixed no highlight circle under the citizen after he has been selected.
Fixed the wrong population shown in Boarding School after remodel.
Fixed the technology School Expansion which mistakenly increase students in Boarding School.
Fixed random event awards can be obtained repeatedly in some cases.
Fixed the recipe category of Jam and Sugar.
Fixed the wrong interaction place of Cactus Workshop.
Fixed inconsistency between achievement description and trigger condition.
Guides of switching to Beta version: Switching Method Right-click Survival Settlement in the Steam LIBRARY, select Properties - BETAS, and choose the game version you want to participate. No need to fill in any code and the game will switch to the version of your choice after closing the window. (In some cases the game may need update and Steam restart.)
Action! - Gameplay Recording and Streaming - Mirillis
Hi Everyone!
This update includes changes from the upcoming Action 5 (that needed to be urgently included into Action 4):
- Fixed desktop capture for Nvidia Optimus and AMD Switchable Graphics when run without administrator rights - Improved support for dual Intel GPU setups (Intel UHD/Xe + DG1/DG2 and similar configurations) - Improved translations
The King's Herald has delivered a new message to the valley. When he handed it over, he seemed pleased and delighted. There might be something important in it. But unfortunately, some sheets were stolen by bandits shortly afterwards and since then the news is mostly gone. The part they left behind we gladly share with you:
Shame on the villains, but the hunters have swarmed out to recover the full notes. Now we must wait for their return. It might take a few days. We hope you'll be patient?!
But feel free to ponder what might have gone missing. Post it here in the comments, or on the social media channels.
Here we go!
The Render Cube and Toplitz Productions teams
PS: We will host a chat with the team chat tonight (April 14th, 2022) from 7 pm - midnight CEST.