We are taking part in the Going Rogue sale, which is from May 2nd to May 9th.
During this time, you can grab Dungeon Crawler for -20% off :)
Upcoming Currently we are working on localization. First on our list is our mother-tongue German but we are looking into further in-game languages as well. Again, some smaller QOL updates will be included, like better integration of your Steam User Name, clean-up of redundant in-game information and mouse-wheel zoom. Stay tuned for the next update later this month.
As always, for feedbacks, discussions, help needed or bug reports, visit our discord and get in touch: https://discord.gg/v57Ap2Yf93
Good luck and safe travels! Keep in mind, death is not ultimate...
The first version of a new map is now available to all players --go check it out! We also fixed a performance issue which could cause lags during sex dates for some users.
That's all for now! Thank you for playing and have a fun time with your Girls in Booty Calls!
Thank you so much for participating in Lost Eidolons' second beta.
It has been an exciting opportunity for us to share improvements and additions since our first closed beta, as well as expand the Lost Eidolons experience to a larger number of players.
Ocean Drive Studio team believes that player feedback is essential in shaping the game, so here is how you can share your thoughts with us:
※ Please keep in mind that the features and updates we provide below may be modified or even possibly removed due to reasons such as bugs, in-game issuesㄹ
Tactical Gear
Spotter Scope
The previous Patch Notes hinted some big and small changes were soon to come to the Spotter Scope. The Spotter Scope and its automatic features of marking and following enemies continue to show overly strong performance, causing more stress than enjoyable experiences to our players. Therefore, starting from this update, you shall now be able to meet the following, healthier changes:
The enemy detection range has been changed from 1000m → 600m.
The white passive marker will NOT appear automatically in ADS mode.
It now requires you to hold the Fire key to begin scanning for enemies.
Once a scan begins, a meter will appear on the screen and start to fill up. It will take up a second for the scan meter to fill up completely.
Exiting ADS mode during a scan will cancel the scanning process altogether and require you to start again from the beginning.
Once the scan meter is full, passive marker(s) will then appear on enemies within the Spotter Scope’s field of view.
However, enemies who enter the Spotter Scope’s field of view after a scan is complete will not be marked.
Passive markers will also appear on enemies hiding within smoke.
You may initiate and complete as many scans as you’d like in ADS mode.
A new scan can not begin while a scan is already in progress.
When you complete a new scan, the previous set of passive markers is overwritten with a new one.
There is no time limit to the duration of passive markers and they will continue to mark enemies even when enemies hide in smoke or foliage, but passive markers will disappear when marked enemies hide behind solid cover such as trees or buildings, or when they exit the Spotter Scope’s field of view, or if you stop using the Spotter Scope.
You can also choose to tap the Fire key instead of holding it to perform a different function – tapping the fire button when passive marked enemies are within your field of view and positioned in the center rectangle of the Spotter Scope will change passive markers to red active markers.
The red active marker now marks enemies individually for 3 seconds.
After 3 seconds, the active markers will turn back to passive ones if the enemies are still within the Spotter Scope’s field of view. Otherwise, the marks will completely vanish altogether.
If you tap the Fire key when you’ve already changed passive markers to active, you can extend the duration of your existing active markers.
Active markers will disappear as soon as enemies are out of sight – this includes when they hide behind cover.
If you are marked with an active marker by the enemy, you will receive a warning message on your screen.
Even if passive marked enemies are inside smoke, you can convert their passive markers to active ones.
(Console) The key for normal screen ping has been changed to the following:
Controller A, B Type: RB (Xbox, Stadia) / R1 (PlayStation®)
Controller C Type: R Stick (Xbox, Stadia) / R3 (PlayStation®)
Weapon Balance
5.56mm Designated Marksman Rifles (DMR)
According to the stats, the usage rate of the two weapons using 5.56mm was far below our expectations. However, we hope the following minor changes make them more appealing and used more frequently. Moreover, we have changed the position of the Mk12 as a high-end DMR.
MK12
Since the damage-related update, players still found it challenging to handle. Therefore, we improved the recoil recovery value to ensure stability like the Mini14
Increased recoil recovery
Re-balanced the recoil related speed
Mini 14
The Mini14 continues to show steady selection rate due to its distinct traits – therefore, its damage has been slightly improved.
Damage 47 → 48
Mortar
We’ve constantly listened to your feedback since the Mortar was introduced as a Taego-only weapon. Unfortunately, contrary to our expectations, the Mortar definitely wasn’t one of the most favored weapons. It didn’t take us long to figure out the reason. When deploying it on the surface, it had many limitations, aiming was too complicated, and even the ammo was hard to find. It doesn’t end there; it occupies one main weapon slot, which many players found not to be worth it. However, we are still seeing a lot of feedback about how attractive a weapon the Mortar is. In this iteration of the Mortar, we applied the following changes to unlock its hidden potential.
It can now be deployed on any terrain, except when the deploy angle is not secured or on water, including small puddles.
Asphalt, Concrete, Iron, Grass, Sand, Snow, Ice, Rock, etc.
Available on Normal matches: Erangel, Miramar, Sanhok, Vikendi, Karakin, Paramo, Taego.
Due to its distinct map characteristics, Mortar is not available on Haven.
Now the Mortar takes up the inventory slot and the weight is set to 50.
It can be picked up and stored in the inventory again after use.
Picking the Mortar up with a primary weapon in hand will automatically have you swap to the Mortar.
Picking the Mortar up with bare hands (with two primary weapons holstered) will place the Mortar in the inventory.
Swapping a primary weapon out with the Mortar in the inventory screen will have you drop the primary weapon.
Picking up the Mortar when the player is not equipped with any weapons will place the Mortar to the first primary weapon slot.
Ammo weight is lowered to 20 in lieu of the previous 30
Ammo spawns in a stack of 3- 5 in lieu of the previous 1 – 3
(Console) UX changes
Put into inventory: A key (Xbox, Stadia) / X key (PlayStation®)
Unequipping: X key (Xbox, Stadia) / ▢ key (PlayStation®)
Can not equip to primary weapon slot by looting it from the ground or trunk of a vehicle.
Map Service
We are currently preparing a more flexible system for our map services. With that being said, a separate Map Service Plan announcement will not be released as we believe it’s a bit too early to announce our upcoming plans. However, we will continue to announce the map service updates for the current patch through the Patch Notes.
The map rotation for Normal Matches will pluck Haven out and plant Vikendi back in.
Ranked
Erangel / Miramar / Taego
World
B.Duck Collaboration
Dive into the lake located at the middle island of Sanhok and meet the giant, floating rubber duck bobbing in the calm waters.
B.Duck is a map decoration – therefore, nothing will happen even if you attack the duck.
Weather
The colors of the weather and terrain texture in Miramar have been adjusted to reduce the map’s glaring, yellow shade.
Adjusted color of certain weathers for Paramo, Haven, and Karakin as well to represent a more realistic atmosphere.
Training Mode
New Area: 1v1 Arena
Who’s the better player? Find out in the 1v1 Arena.
Additional constructions have been made to Training Mode to welcome all types of combat practice in a suspenseful 1v1 setting. Either go through 1v1 rounds with a real player or spectate intense fights in the new 1v1 Arena.
How to use the 1v1 Arena
Interact with the signboards located in front of the ticket booth outside the arena to either participate or spectate.
Numerous interactable signboards to either sign up for a 1v1 match or to spectate are also scattered around the arena.
Participants: Will be registered to the 1v1 matching pool
You may cancel your matchmaking any time by interacting with the ticket booth again.
Once matchmaking is complete, a 5 second countdown will pop up before you enter the arena.
Spectators: Will enter the spectator area after a 5 second countdown
Basic rules of a 1v1 match
While waiting for your turn to enter a 1v1 match, you will not be able to enter other training areas such as the Aim/Sound Lab, private indoor target practice, or Jump School. Attempting to do so will cause a message to pop up asking if you’d like to cancel your 1v1 matchmaking.
However, you can enter a 1v1 match while you’re searching for a Ranked match.
But keep in mind you’ll be forced to quit from a 1v1 match once your Ranked matchmaking is complete.
You and your opponent will play three rounds.
The player to win the first two will win.
There is a time limit of 60 seconds per round.
If a player dies within the 60 second time limit, the round will immediately end.
If both players die at the same time or if no one dies within the time limit, the round will end as a tie.
Once you spawn on the fighting grounds, you can not move nor receive any damage for 3 seconds.
Your HP will be set to 200.
You and your opponent will spawn on each side of the arena and switch sides every round.
The results will turn out as the following if your opponent quits during a round:
When opponent leaves in the first round, you win.
When you lose in the first round and the opponent leaves in the second round, it’s a tie.
When you win in the first round and the opponent leaves in the second round, you win.
Equipment
Basic equipment: Vest (Lv.3), Helmet (Lv.3), Backpack (Lv.3)
Weapons: Two primary weapons and one secondary weapon
The weapons you’re holding before you enter the match.
You can not change them after entering the arena.
Other items such as ammo, heal items, and/or Tactical Gear will disappear from your Inventory once you enter the arena.
Ammo: 2 stacks for each held weapon
If you are not holding any weapons or if you only have throwables and/or melee weapons in hand, the default weapons will be provided:
M416 and SKS
Pan
Grenade
Handgun: P18C
The state of your ammo and armor will reset each round.
After a 1v1 match, the results screen will pop up displaying the final results along with the results of each round.
Spectators
May enter the arena any time even when a 1v1 match is not in progress.
Players who are up in line for a 1v1 matchmaking may enter as a spectator while waiting for their turn.
Your screen will display the current situation of a round in progress.
You will enter the arena with no weapons/equipment in hand.
However, you will have throwable apples.
The use of emotes is available in the spectator area.
You can not enter the fighting grounds from the spectator area.
You may interact with interactable signboards within the spectator area if you wish to sign up for a 1v1 match.
After a 1v1 match, the results screen will pop up displaying the final results along with the results of each round.
After a 1v1 match, you may continue to wait for the next match to start.
Spectators may leave the arena any time by pressing:
PC: B key
Console: D-Pad Left
New Feature: Map Teleportation
As Training Mode continues to expand with its new features and areas, we’ve decided to add a teleport feature to save time and create a more convenient experience for you all.
Open up the World Map to teleport within the training grounds.
Clickable icons are shown on the map. Click on the icon of your choice and you’ll instantly find yourself at your destination.
(PC only) You may also use the list of thumbnails of specific areas shown on the left side of the World Map.
Aim/Sound Lab Score System
With the addition of new categories to the Aim/Sound Lab’s scoring system, players who pull off relatively difficult combat stunts will earn extra points.
Aim Lab
Condition
Extra point(s)
Hit farthest target
2
Hit the next farthest target
1
Etc. areas (Legs, arms)
0
Head area
3
Body area
1
Hit next target within +1 second after hitting previous target
3
Hit next target within +2 seconds after hitting previous target
2
Hit next target within +3 seconds after hitting previous target
1
Your current scores are now shown on the upper right screen in Aim Lab.
Sound Lab
Condition
Extra point(s)
Hit target within +3 seconds after sound plays
1
Hit target within +2 seconds after sound plays
2
Hit target within +1 seconds after sound plays
3
Custom Match
You can now create a Training Mode custom match to enjoy with your friends.
Each player may only enter this mode as Solo.
Minimum number of required players: 2
Maximum number of players: 32
Tutorial
Tutorial missions have received an update so that all our players can keep coming back to play the game even more.
Missions
Equip a Skin Set
Changed the name to “Equip a skin”.
Previously, you had to equip the entire set, but now you only need to equip one skin (Ready to Rumble Jacket) to clear the mission.
Add Friends
Changed the name to “Request a Friend”.
Previously, you had to invite three friends, but now you only need to invite one friend to clear the mission.
Target
All PUBG: BATTLEGROUNDS accounts.
Mission period
Mission is available for all players at anytime.
Players will not need to do anything, the missions will start automatically.
The mission list will be removed once they are all clear.
Survivor Pass: Galaxy Squad
Prepare to dominate the cosmic realm with the new Survivor Pass: Galaxy Squad! For more details, make sure to check out the soon-to-be released May Store Update announcement.
Throwables Timer
Throwables are small but precious weapons that can impact the game when used at the right time. However, throwing a throwable at the right time can be very challenging, even for skilled players, especially during combat situations.
We are happy to introduce the Throwables Cooking Timer UI to improve the current situation where players are reluctant to use throwables.
This feature is intended to help the less experienced players to use the throwables in Normal matches so that in the future, they can freely use throwables without the guide UI in Ranked. Also, we are aware of some concerns from the community. Therefore, we will continue to monitor the situation.
It appears on Grenades and Stun Grenades.
As soon as the cooking begins, the UI is displayed to the right of the throwing point display UI.
The UI disappears immediately upon throwing.
The cooking time for each throwables are as follows.
Grenade: 5 seconds
Stun Grenade: 2.5 seconds
Not available in Ranked and Esports modes.
Loot Recommendation
Relatively new or returning players seem to struggle and take some time learning and picking up the appropriate items for their possessions. To relieve that stress and provide an even better looting experience, we’ve decided to add in a new loot recommendation feature.
The appropriate ammo type and equipment such as vests, helmets, backpacks found on the ground will be highlighted (glow up) for the loot you are holding.
The ammo for the weapon you have equipped (primary or secondary) will be highlighted.
Ammo for holstered weapons will not be highlighted.
Equipment with higher levels than your current one(s) will be highlighted.
For example, if you have a Vest (Lv.2) equipped, a Vest (Lv.3) will be highlighted.
The Jammer Pack will be treated as a Backpack (Lv.1).
This feature will be turned on as default, but can be turned off in the Gameplay settings.
You can choose to either turn on/off the Highlight Recommended Ammo and/or the Highlight Recommended Equipment option.
Items within 30m of your character will be highlighted.
Items dropped by other players will also be highlighted.
Items from dead body crates will not be highlighted.
This feature is applied to every game mode.
Item Use in Driver’s Seat
Have you been mainly in charge of driving in your squad? If that is the case, listen up! Forget the miserable times of not being able to use bandages or boost items while driving. Remember how you had to take turns driving to heal yourself when traveling through Blue Zones? With this new update, the driver can remain seated in the cockpit until the end of time. Even in solos!
You’re asking why? Because with this update, you can freely use bandages and boost items while driving.
Bandages, Energy Drinks, Painkillers, Adrenaline Syringe are usable.
Available in the driver seat of all vehicles, including boats.
First Aid Kits and Medkits cannot be used.
Item use will be cancelled in the following situations
Same conditions apply as canceling the use of bandages and boost items when not in the drivers seat.
Anything apart from Driving straight (booster included), auto driving, turning vehicle off, or driving backwards will cancel the driver’s item use.
Driving in reverse, then forward and vice-versa will also cancel the item use.
UI/UX
The current in-game guides regarding Team Emotes did not seem very helpful, so we’ve improved the messages on the use of Team Emotes to the following:
Main lobby chat when you/teammate uses Team Emote: “To join ___, press ‘Join Team Emote’ in the Action Wheel.”
In-game radio message when you/teammate uses Team Emote: “To join ___, interact or press ‘Join Team Emote’ in the Action Wheel.”
In-game message when you’re waiting for teammates to join Team Emote: “Waiting for teammates to join. To start now, interact or press ‘Start Team Emote’ in the Action Wheel.”
Main lobby message when you’re waiting for teammates to join Team Emote: “Waiting for teammates to join. To start now, press ‘Start Team Emote’ in the Action Wheel.”
We’ve also heard your frustrations on not being given the option to either leave or have a clear error message pop up when a network issue arises during a match. Now, when a network delay/issue occurs for more than 10 seconds, an error message will notify you with the option to attempt reconnection or to leave the current match.
You will return to the main lobby if you choose to leave.
This is applied to every game mode.
Performance
Improved memory usage by removing unnecessary logic used to express in-game characters.
Bug Fixes
Gameplay
Fixed the issue of DBNOed players being able to see through walls.
Fixed the distorting character issue when you get on the Aquarail after getting off the Dirt Bike in water.
Fixed the issue of a character looking as if it’s walking when it’s actually sprinting after using an emote.
Fixed the issue of different Assist conditions depending if the enemy player was riding a vehicle or not.
Fixed the issue of a player’s posture and aim looking different in another player’s perspective after you re-access the game while leaning in ADS mode.
Fixed the issue of your footsteps sounding as if you’re barefoot when you have shoe items equipped from a multi-slot item.
Fixed the issue of the sound not playing when switching firing mode for ACE32.
Fixed the issue of the ACE32 sounding louder than other ARs from within a 100m distance.
Fixed the issue of being able to see terrain and the character’s silhouette within a Smoke Grenade’s smoke.
Fixed the issue of being able to stay underwater with no limit while using a certain emote.
Fixed the issue of being unable to enter the Aim/Sound Lab after vaulting a certain object.
(PC) Fixed the status issue of Solo/Duo Squad not being updated on Steam and Discord.
(PC) Fixed the issue of being able to use the Spotter Scope in TPP when setting Aim and ADS mode to different keys.
(PC) Fixed the issue of a black screen showing up when a player enters a Ranked match after entering Training Mode during Ranked matchmaking.
(PC) Fixed the issue of being unable to skip the intro clip when you start the Tutorial.
World
Fixed collision, texture, performance, and more general issues in Taego.
Fixed the issue of the Black Zone’s first siren sound not playing in Karakin.
UX/UI
Fixed the arrows showing up as white at the lobby’s News page.
Fixed the issue of the date disappearing when you hover your cursor on top of a notification at Notifications.
Fixed the issue of a spectated character’s health UI not showing up in the driver’s seat.
Fixed the issue of overlapping Russian text in the Training Mode related message that is shown during Ranked matchmaking.
(PC) Fixed the issue of every letter of G-COIN not capitalized in the G-COIN tab of the Store menu.
(PC) Fixed the issue of the missing menu bar after moving to the Store after purchasing a Preset Slot.
(PC) Fixed the issue of text shown cut off in the Training Helper when screen ratio is set to 16:10.
(Console) Fixed the issue of completed Tutorial missions continuing to show up on the Event page.
Items & Skins
Fixed the awkward texture issue of the male character’s left hand after equipping both the Ready to Rumble Gloves and the Ready to Rumble Jacket.
Fixed the awkward hair issue when equipping both the Ancient Mummy Mask and certain Hairstyle items.
There will be scheduled service maintenance on 3rd May 2022, starting from 23:00 HRS (PDT) / 02:00 HRS (EDT).
During the maintenance, Heroes will not be able to connect to the game including Steam users, and are expected to be resumed by 03:00HRS (PDT) / 06:00HRS (EDT).
[Friendly Reminder]
-May 2022 Web Bingo Event will open during this maintenance. Bingo event post will be uploaded during the maintenance.
We strongly recommend that you log out of the game before the stipulated time to avoid any item loss.
Last fall we decided to make the content update "Dead and the Drunk" available to OSX and Linux users despite the content not having gone through QA testing for those specific platforms. This was done by putting the content on an open beta branch called "Experimental".
We're now happy to announce that no significant issues has been raised so we've decided to make this version the default for both OSX and Linux.
This will bring a bunch of fixes, Chinese localization (thanks to "Vargoth.Zhao" for bringing this to out attention) and the content update with the "Dead and the Drunk" campaign.
We hope that players who missed our 'experimental' branch update will now get to enjoy the updated content, and as always if you experience issues feel free to contact us either here on Steam or on our Discord server.
This time we are looking at our current on-going work into Mayan Mishap this is all still a work in progress if we find anything we don't find fun while playing and testing then it will most likely change but for the time being we have started to settle on this design!
So what has changed! well we have made the arena bigger for a start creating more play area, along with the bigger area we decided to add some tiles that can not be destroyed, safe edges that will allow players to retreat to if there is no where else to go and added bomb spawn locations to each of the areas.
Not only that we have gone in and added an environmental hazard something we want to bring to all the maps we make in the form of rolling boulders these will fall into the arena from off screen and then when landed will roll to the other side of the map forcing players to run between the one gap and creating potential choke points or catch the unaware and push them off the edge.
Outside of Mayan Mishap we have reworked UI pieces on the players so you can identify which special bomb you are holding and added in a new Feedback form this is so we can get that valuable and super important feedback from everyone who plays our game, we really want to get that feedback and steer the game in the direction the community wants
With this bigger map we want to add its own special bomb which add some extra oommphh to a players arsenal.
Before we get to SteamFest and have people playing these maps there are still a few questions for the map that we want answered such as:
Do we want the boulders to smash tiles as they go past
How many tiles should break when hit by a bomb
Turn up the heat and get even more FX in there
I hope you have enjoyed reading this little dev log there has been a lot of other things worked on but this definitely highlights the biggest parts. See you guys next time for more updates on Bombardier!
Hello Pioneers! After releasing our second devlog and hearing everyones feedback we've decided to make an attempt to more frequently post updates on Steam for all our fans. Before this we mainly posted updates in our Discord but we recognize that far from all of our followers are present on Discord.
That being said, since the second devlog we've been working on a lot of different stuff.
New movement mechanics
We've reworked the player movement mechanics as they felt sluggish during playtesting.
Customizable Character
We have been working for some time on a character that the player eventually can customize and that can show the various clothing they have equipped (we're still missing models for the clothes but the mechanics are in at least)
New Player Animations
Together with the new movement mechanics and the customizable character we've also been feeling that the animations of the character have not been up to par with what we aim for. Thus we have been working for quite some time experimenting and adjusting new animations for the player. This is still not complete but we're excited to implement it. Since we are missing a dedicated animator in the team it is all taking some extra time.
New Seasonal colors
We've calibrated the colors for all seasons. Before we had this very bright green for vegetation during summer but we found that the colors just didn't play that well in cohesion to the rest of the objects in the game. Because of this we have recalibrated all colors to what we feel is a much more fitting color scheme.
Snow
Together with calibrating the colors of the seasons we have also added snow which accumulates and builds on the ground the more it snows. We're also experimenting with making the snow volumetric (fluffy) but with that we also get some other gameplay challenges (such as finding items and buildings that are snowed over etc)
New vegetation and items
Every week the world of Far North become more diverse and sprawling! We've added the following collectible items that can be found in the world
Carrot
Onion
Stick
Chanterelle & other mushrooms
Apple
Thistles
Crafting
With the addition of the new collectible items we also added a crafting system. You can now craft.
Plank
Cordage
Sharp Rock
Stone Axe
Hand Drill
Torch
There are still a lot of missing functionality when it comes to the crafting in the game but we're slowly getting there!
Multiplayer
With great multiplayer comes.. lots of networking issues! We've been spending a lot of time redoing parts of our networking solution in order to make the game run smoothly when playing with friends. This is of course a constant work in progress, but we're a little ways off still until we complete the overhaul of the multiplayer.
Storage
As simple as that, we've finally added storage that the player can build to off-load their own inventory! Just be careful of your friends, you don't want them stealing your stuff!
If you have questions please feel free to join our discord or post in the forums.
We will be having our scheduled Server Maintenance on May 3, 2022.
Please check the details below:
============================================
Maintenance Duration:
5/3 23:00 – 5/4 02:00 PDT
Maintenance Details:
[Update]
1. XP Drink Event 2. Golden Week Jackpot Shopping Bag 3. Golden Week Bonus Deal Chance 4. Golden Week Special VIP exclusive package Leak
[Reward]- All Costume Set Sale Payback Event Users who spent 200 points or more on the Costume Set category during the event period (4/27 ~ 5/3 23:59 PDT) will be rewarded with points.
[Bug Fix]- Intensive Skill Focus issue fix Fox’s freeze when pass performing Spin move Dunk Big Joe’s ability card has a Skill stat that Big Joe doesn’t own
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Please be advised that won't be able to access the game during the maintenance