We added 3 rocket launcher variations and made a lot of changes to the gameplay. All vehicles with cards now only use Red Cards, swords now don't use ammo and modules now don't cause fire damage forever.
Rocket Launcher - Reload for 3 seconds after shoot 4 Rockets
Rocket Charger - Charge up to 4 Rockets to shoot all at same time.
Missile Launcher - Shoot 1 big Rocket but has only 4 ammo, Legendary.
Patch Notes
Gameplay - Changed all vehicle with Cards to use only Red Cards. - Added 3 new weapon: Rocket Launcher, Rocket Charger and Missile Launcher. - Changed all melee weapons to not use ammo. - Add new enemy vehicle camera. - Standard Ship now only have 2 cards. - Module now don't cause fire damage forever, only 5 times. - Shop now don't repeat upgrades.
Fixes - Attempt to fix bug with camera goin first person.
We are now flying at full speed through the CSM election season and Anger Games 5. In the past two weeks we have seen several candidates going out there and giving interviews on your platforms as well as being interviewed on CCPTV. The first weekend of the Anger Games 5 concluded last weekend and the organizers of Anger Games 5 will return this weekend on CCPTV with another amazing weekend of brawls.
CSM SEASON VOTING STARTS SOON
In the last Beat we talked a little bit about what the CSM is and for this week we will take a closer look at the campaign so far. At the beginning of every candidate’s campaign, we ask them to write a post on the EVE Online Forums. This is not just to introduce themselves as individuals who might not be familiar with them but to also lay out their plans and what they want to focus on during their term. These are now all available for every candidate for anyone to see so if you want to get to know them a little better before deciding on who to vote for then check it out.
Every candidate gets ten minutes on the air over at CCPTV to campaign their cause and we have so far had two evenings of interviews. If you missed them then no need to worry as you can still get the VOD’s. The last round of interviews will be conducted tonight, starting at 18:30 UTC and runs until 01:00 UTC to wrap things up before the voting starts.
Voting for CSM 17 officially begins at 11:00 UTC, Tuesday 7 and runs until 10:59 UTC, 14 June.
There will be a German CSM townhall for German speaking candidates to answer live questions. We will add the information here in German as well.
"Meet and greet LIVE CSM 17 for the German community LIVE at RHP TS3 (ts.respect-honor-passion.de) Every pilot is welcome to ask questions Directly and LIVE (you can’t speak English /no problem for translation host provided)
When : 19:00 UTC, 4 June (21:00 CET) Who are the candidates :
Everyone is invited, videos and LIVE recordings are expressly permitted. We look forward to offering that again this year. if you have any questions in advance, please contact the RHP discord."
Anger Games - Weekend 2
One weekend down, two to go! The next round starts with the Winners Bracket Round 3 & Losers Bracket Round 2 and will begin at 17:00 UTC tomorrow (Saturday).
Jin’taan made a great highlight video from the first weekend which shows some of the top plays that were pulled off, enjoy!
EVE NOLA 10 - 12 June
Down in Louisiana USA, this next weekend the New Orleans player meet will be taking place. If you’re interested in fleeting up and your close by then hop on to the event Discord and chat with the fine folks there for more details on where to go to meet up!
Partner Spotlight
Rixx Javix
Writer and in- and out of game event organizer, Low Sec pirate lord and long may we go on. In game he leads the A Band Apart alliance and is the CEO of the Stay Frosty corporation. You might know them for being the hosts and organizers of the Stay Frosty Frigate Free for All. He also holds out a blog website called EVEOGANDA where you will find great articles on all things EVE. Later in the summer, 23 July to be exact, Rixx is organizing Steel City V, a player meet in Pittsburgh, Pennsylvania. If you are interested in meeting great EVE people then check that out.
Rixx Javix is not only a dedicated EVE Online player and writer but also an artist. We encourage you to take a look at his portfolio for some fantastic creations from EVE.
Lastly you can find him posting on his Twitter regularly on updates on everything mentioned above.
Astherothi (Bonus!)
We featured Ashterothi in a previous Community Beat back in November but we still want to give him a quick shoutout again for his hard work during the CSM election campaign. Ashterothi has been conducting interviews which are all over an hour and he has offered to do this for every candidate for this year’s CSM election.
If you’re out there looking for more ways to get to know your candidates, then this is an excellent place to check it out.
It's time to prepare for epic battles, as a new season of Skyforge's biggest competition — Pantheon Wars — is about to begin! Pantheons will once again battle to determine who is the strongest in the game, and earn some Argents along the way. Gather your best fighters and start training, because the first battles will take place on June 12. Winners will be rewarded with valuable prizes and a substantial prize pool!
Taking into account your feedback after the previous season, we have prepared important changes that we want to tell you about in advance.
Pantheon Ranking and Bidding
When you open the Pantheon interface, you will see a new tab called "Rating", which displays all the communities in the game. The ranking is calculated by a special formula and depends on several factors, including (but not limited to) the number of Pantheon members and their Might.
This ranking will not only allow you to see the strongest and most active Pantheons in the game, but will also help in organizing Pantheon Wars. Starting in Season 7, only the top pantheons in the rankings will be able to participate in the Golden League bidding. Their number depends on the number of Pantheons on the server. If the name of your Pantheon is highlighted in gold, then you can participate in bidding. This will help to avoid situations where the bidding involved Pantheons that did not intend to participate in battles. Now, we will see battles waged by the true strongest Pantheons!
IMPORTANT: In order to implement this update, we need to remove Vindicator status from members of all Pantheons. Don't forget to give it out once the Pantheon Wars begin, but keep in mind that Vindicators have also been affected by some changes!
Vindicators
The most powerful and resolute Immortals participate in major competitions such as the Pantheon Wars. Therefore, starting from Season 7, only players with Vindicator status will be able to participate in battles. Also, we have reduced the number of Vindicators in Pantheons. Previously, Rank 10 Pantheons could have up to 50 Vindicators, and Rank 15 Pantheons could have up to 100. This number has now been reduced to 25 and 40 respectively.
At the same time, we have increased the rewards for Vindicators who participate in battles. They have a great responsibility — Vindicators represent their Pantheon in battle, and therefore their rewards must match their title!
This change will not only reward combatants fairly, but will also fix a problem that was raised during the last Season, where some Pantheon members would enter a battle only to receive a participation mark, then collect their reward at the end of the Pantheon Wars.
Rewards
We'll share more information about the rewards for the winners later, but we want to announce that starting in Season 7, the final award will be distributed among the 8 strongest teams in the Golden League! The bulk of the prize pool will go to the three winners, but we also want to support the other participants who demonstrated good results in the competition. We will reveal what part of the prize pool the teams will receive, depending on their place in the final rankings in one of the following articles.
Argents from the prize pool will be given out automatically a few days after the end of the Pantheon Wars. The sooner a well-deserved reward is received, the better!
We want the Pantheon Wars to be fair and exciting, and the rewards to be worthwhile. We'll be sure to keep an eye on the competition and may adjust some elements as needed. We look forward to the first battles and your feedback. Don't forget to share your opinions about the new changes on our Discord server.
Start training and get ready for your first battles, which will take place on June 12!
[Update note 0.1.1] - Fixed blocked on the entrance floor in gas station. - Fxied Can't pickup lamp. - Fixed stone axe can't destroy. - Fixed hitbox. - Increased item drop rate on single player.
Dear masters of forklifts, (you have been playing our title so intensely that we can call you this way), we have more good news and a big update for you.
Each subsequent week in Early Access is a big and exciting challenge for us. We keep in touch with you all the time and learn what you would like from a title like BFO.
Therefore, after previous updates, which brought a lot of improvements related to the comfort of the game, a number of supported steering wheels, and VR goggles - now is the time for new, juicy content!
=====🔧 Update Content 🔧====
⛺️ New open space I
Large space outside the warehouse, open in the first location (in mission 6). People with claustrophobia rejoice! Wohow!
🌄 New open space II
Large space outside the warehouse, open in the second location (in mission 6). Even more fresh air and extended horizons.
💪 New Forklift
The third big and powerful forklift. Scientists estimated that this bad boy is capable of capturing 28 russian tanks, single-handed.
🧹 Revisited Warehouse I
Improving the quality and operation of tasks that are outsourced in the first warehouse. To make old stuff match the new additions.
💻 More VR Presets
New Presets for VR controls. Because the best choice is more choices.
🔨 Bugfixes & Polishing
In addition, we've taken care of the graphics improvements. For example - the load deposition area is now more visible and some collision issues have been resolved. Also, we are already preparing to bring more content to the game in the next update.
🎥 Let's Play" video by SMii7Y
This one left as crying from laughter and endlessly grateful for the coverage. You HAVE to watch it!
We hope that such activities will give you even more fun with BFO. Our team is starting to come to the end of Early Access, so we really want each update to give you something extra, something you want. We always remember that the player is the most important figure, in our craft. So as long as we are able to fulfill your suggestions and wishes, we will definitely do it :) ~Gamedust Team
Want to always be up to date with the game - click the "Follow" button on the storepage!
More information about the next steps of development below today's changes. But let's start with what's changed!
Today's changes
Reduced the default automation unlock requirement by 20% (500 > 400 for jobs, 10 > 8 for constructions/explorations). Actions with specific requirements have been tuned accordingly. New game plus scaling remains the same percentage, but the result is 20% lower by effect (subject to rounding)
Added two options that allow for accumulations of offline time when a menu is open, or the reincarnation screen is shown. Similar to when the game is closed, this causes the game to fast-forward to catch up on time that would have progressed if it was running normally, up until a paused state is reached. Aiming to support less attentive playstyles, if desired
Local saves are now also stored in [installFolder/saves], as a third save-loss prevention layer. For the very rare edge cases where Steam Cloud could fail, and a local disk-cleaner could remove the local file from the temp folder at the same time
Added an auto-backup feature with a frequency setting, allowing you to configure when the game should automatically create a save backup to [installFolder/saves/backups]. The setting defaults to new completions of current content, but can be configured up to every reincarnation. Only works for milestones after downloading this update, because this data wasn't stored before
Added a chapter completions tab to the generation history, to provide more in-depth information about how your playthrough compares (either to your own new game plus runs, or to flex to friends)
Automations that have their requirements reduced by completing another action, now mention which action that is. If that action has been encountered at least once
When automations are unlocked because their alternative was completed, even if it wasn't completed during the generation itself, it now explains that in the tooltip. To clarify a fairly common confusion
Fixed a bug that could cause the "prevent auto-refill" priority setting to prevent refilling during combat-stalling when something manual was available, resulting in unintended pauses
Automated explorations that can fail and use "stop before completion" through the setting now re-apply that setting when they fail
Chapter five tools now reduce the automation unlock requirement of their alternatives, since obtaining them all isn't really an option until well after automation is unlocked
Three constructions in chapter seven now also appear when their requirement is missing (but can't be built). To make the effect of an earlier pathing choice harder to miss
Those same three chapter seven constructions now reduce their automation unlock requirement when completing the required fourth construction. Similar to how some other optional things handle automation unlock requirements
The first optional exploration in chapter two now also reduces its automation unlock requirement when moving on
Lowered the automation unlock requirement of a chapter nine job
An early chapter five exploration now also reduces its automation unlock requirement when moving on
One chapter five exploration that requires a resource no longer halts filling-up automation with the setting, if the exploration itself as well as the resource are automated. To require less of a specific automation setup to proceed
Fixed a bug that caused passive jobs to remove the active job when running out of the required resource, if they shared a resource requirement but weren't the same job. It now causes resource automation for the active action to trigger similar to when it's normally started
Fixed a bug in the completion-damage exploration safety-check that caused it to not include decay increases, and potentially considering completion "safe" too soon. This affected one exploration in current content
Fixed a bug that caused queuing the same action as run-once before a fill-up to remove the fill-up from the queue on activation
Added a textual hint to the new game+ screen, indicating that right-clicking perks allows you to freely reallocate dna between playthroughs, to make that harder to miss
Slightly adjusted the order of warning messages when actions can't be ran, to make them a little more accurate to what's most relevant when notifying you
Added additional logic to the tooltip-rendering to ensure they're updated when available actions change, aiming to prevent tooltips of actions that are no longer available from remaining visible until moving the cursor
Added another safety-check to the launch process to verify that the connection to Steam succeeded. Aiming to prevent save-loss when the Steam API failed to connect
So what's next?
It has been three months since the last four chapters launched. And it has been quite refreshing to work on quality of life and player feedback for a while. And even though there's still plenty of work left to do in that regard, inspiration is guiding me back to content-creation! That also means this will most likely be the last smaller update for a while (bug-fixes aside), so that I can fully focus on content creation for the foreseeable future.
Details of the next content segment have yet to fully flesh out, but I currently expect it to be roughly two chapters. I do want to experiment with a new feature in one of those, which makes an ETA tricky as it's very much an iterative process that isn't done until I'm fully satisfied with it for release. A rough guess would be between two and four months, but it's highly subject to change. For those of you that are interested in development status updates, I'll be using the development diary as development proceeds. As it gets closer to completion I'll be able to provide some more detail until it's ready to be released. The development diary can be read on either the Steam Community or Discord, whichever is most convenient to you. Both use a read-only format, so you can subscribe to be notified when something new is posted without getting notified about responses. You're welcome to discuss/speculate on all of it in separate topics though!
Of course, once the next content-segment has been completed I'll continue to work on quality of life features and player feedback again too. Early Access isn't even half-way of the ambition!