No long preamble here – I have lots to share! Our team worked SO HARD and we managed to fix 100+ issues that were bothering you in Among Us. Here’s a big list of most of them, so make sure you’re update to version 2022.6.21, now out on all platforms.
First up: we’ve been listening to you! I know you’ve all wanted a lot of things improved in the game and I am happy to say we’ve changed some things to hopefully make your lives easier.
Quality of Life Improvements & Implemented Community Suggestions
Added a Streamer Mode. When active, room codes do not display in the lobby and is replaced by “Click to copy”. This can be toggled on or off in the General Settings.
Added Colorblind Settings. When active, the names of the colors will appear next to the players during meetings, and below the player during gameplay.
Account linking is back. Follow the in-game instructions carefully as we’ve removed Guest Accounts, but it should make it an easier process. More information on the new Account Linking here.
Players are now able to view the map from the voting screen.
Friends List – The player’s last display name will appear above a player’s Friend Code.
We definitely have wayyyy more planned in future, so keep playing the game and letting us know how you feel (nicely, pleaseeee) and I promise we’ll be listening.
But I’m not done this post yet – now for the some of the many fixes which made it into the game.
Biggest Fixes
Loading screen now waits for every player in the lobby when loading into a round
Kills can no longer happen when an Emergency Meeting is being called
Players in game should no longer randomly lose the ability to interact with map, complete tasks, or kills
Quick Chat wheel can be used as intended while a task (Download Data / Upload Data) is being completed. Players will no longer be forced to close and re-open chat
Smooth Talker achievement can now be unlocked if the second to last Crewmate leaves the game
Players should no longer see the ‘Sure is taking a while’ error message when launching Among Us
Friend Codes no longer duplicate across all players when player and host rejoin lobby
Resolved desync issue when player reports body while climbing ladder
Redeem pop up message for Scream cosmetics no longer prompts. Redemption period for this cosmetic has passed!
Players will no longer see ‘Sure is taking a while’ if game is set to languages other than English
Players are now able to unlock the Circumventor achievement
Entering the correct date of birth no longer registers the account as age 0
Added the Language server filter to the settings in the Lobby
These are just a few of the fixes. For the entire list of fixes check out our dev log.
Thanks for being understanding about how we needed to take this time to really improve the game. Your feedback means a ton to us, and we all wanted to make sure we could start really chipping away at things that bothered you, even if it meant having to put a pause on some new content. That being said, new content is still on the horizon, so watch out!
A moment to celebrate!
June 15 was a special day for Amongis… AmongUses… AmongUs-s-sses? Now matter the plural form- Among Us has turned 4!
As part of our celebration we have brand new merch. We have the full suite of Crewmate colors, keycaps, and a bunch of new pins too. Grab yours at our store quick.
Okay now I’m actually done. Now to the rest of the dev log, onto you Krys!
Cheers,
Victoria
Howdy!!! Congrats on trudging on through our expansive bugs crushed list—as you can see, we’ve been very busy making some important quality of life changes for YOU, friends! Yes, you. And you. You, too! Er, maybe not you over there.
Anyway! Thanks so much for reading my last Bug Zone—lots of you contacted us to get your DLC that may have fallen through the cracks when we made some account updates. If you’re still having DLC/purchases issues, please don’t hesitate to reach out!
That’s all from me. Til next time, Crewmates!
Hi everyone! I’m Dors – the new community manager here at Innersloth! Victoria alluded to me in last month’s update. For the most part you’ll see me around Tiktok and Discord, but I’m no stranger to Twitter and Reddit either.
Beyond helping with the social channels and running numbers, I’m also gonna be looking into community events, featuring fan art and creations in the dev log!
We call it the COMMUNITY FUN ZOOOOOOOOOOOOOONE!
To all of you out there who are having fun and sharing your Among Us themed creations and finds- I’ll be on the look out and trying to feature you here in our dev logs if I find your work. Keep using those fan art tags!
The Hello Neighbor 2 Beta has just received an update! This 1.1 update is mostly technical and live now if you can't wait to jump in and test it out. But if you wanna check out the patch notes first you'll find them down below! And for anyone just tuning in and asking "What Beta?", we've got you covered there too, so keep reading!
So First things first, what can you look forward to in the Beta and how do you get your mitts on it? Let’s get into it. You may have noticed there are two editions currently available for pre-order. The Hello Neighbor 2 Standard Edition pre-order will contain the full game on launch + instant Beta access once your pre-order is completed. While both versions will grant you Beta access the Deluxe Edition comes with a few pretty sweet extras. Namely, 3 brand new DLC available on launch, and 5 days of Early Access to the game prior to its full release on December 6th, 2022!
The Beta itself is what we like to call the Encapsulated Hello Neighbor 2 Beta Experience. While Hello Neighbor 2 is still in development, we're excited to bring you a slice of how the final game will look and feel with many of its new locations, residents, and visuals. Certain gameplay elements such as breakable windows and boxes will be waiting for you in the full release. And did we mention the Beta is spoiler-free? We’re saving all of the biggest secrets for launch day so feel free to dive right in!
Now before we get to informational bits we are going to take a moment to shamelessly plug our new Hello Neighbor 2 merch because it's really cool and our artist worked really hard on it. Bring home a piece of Hello Neighbor 2 with our brand new Imbir plush! Lovingly designed by HN2's Lead Artist Elena, you can be sure every inch of this plush is extra huggable right down to the embroidered toe beans, adopt yours today!
We also dropped a whole batch of limited edition Hello Neighbor 2 enamel pins! You can snag your favorite character, or grab the whole set! You can find all our new merch in the tinyBuild Shop now!
Hello Neighbor 2 Beta Version 1.1 Patch Notes
Fixed Issues:
The baker properly gets rid of items inside the residence in a timely manner
The baker also places key in cabinet once & places it correctly from inside
Cutscene fixes - including turning Quentin to face the correct direction
Overall fixes to UI, button callouts, and interact icon prompts on all platforms
Missing poster does not clip through the tree & is visible nailed to the trunk
Lightpoles light up correctly and point correct direction during the cutscene
Day/night cycle smoothed out - take a break and admire the sunset! 🌇
Quentin no longer gets stuck on ladder while accessing pause menu
All quests now display on pinboard as you progress through quests
Camera mounting on corner surfaces and horizontal controls fixed
Mayor no longer gets stuck in the cycle of opening & closing doors
Bug fixes + various under the hood improvements & optimizations
When language is changed to Japanese text no longer flickers
The taxidermist's materials now lie correctly on work table
Taxidermist recipe paper now loads correctly on save reload
All wood textured keyholes corrected to have metal texture
Quests no longer disappear from pinboard on game restart
Jumping on stairs in barn no longer breaks controls
Quentin's watch (notifications) and locational triggers corrected
When using the bed audio now plays correctly
Some save, settings, and menu function fixes
Door loading and operation fixes throughout
Guest should now catch Quentin as intended
Items no longer float when placed in trash
Passage of time now triggers appropriately
Officer Keith no longer gets stuck outside
Quentin should now hold items correctly
Quentin can no longer get stuck in barn
Light hue and brightness corrections
Various texture fixes throughout
Camera sensitivity fixes
Freeze and crash fixes
Collision fixes
What's changed:
Final cutscene can no longer be triggered by climbing through window - sorry speed runners
Heavy door in Neighbor's House can now be opened from one side only
You can no longer activate the siren from outside the closed window (police car)
If you actually read this far leave the word potato in the comments
You can no longer observe AI with camera if they are too far away
Tv station window can no longer be entered from either direction
You are prompted to save your changes upon exiting the menu
Boards can no longer be taken from their respective locations
Camera sensitivity is now increased by default on PC
Boards can no longer be torn off from the back side
Door on 2nd floor of Peterson house is now blocked
Inventory is now locked while climbing ladders
Before we sign off we just want to thank our amazing community for all of your fantastic feedback, bug reports, and playthroughs! They are absolutely invaluable to us as a team and help us to build a better game that everyone can enjoy, so please keep it coming!
While there are dozens of improvements, fixes, and other changes in v3.0 the most significant are the addition of the American marine forces faction, new amphibious gameplay, and a new map Black Coast.
We’ve made a whole lot of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs.
Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC.
At ease,
- Offworld Industries
Changelog
Amphibious Gameplay and Water Interaction
This update primarily showcases amphibious functionality
Summary
Join the marine forces in amphibious assaults from ships off the coast.
Leverage the unique capabilities of your vehicles and faction asymmetry to pull off new tactical manoeuvres.
List of vehicles with amphibious capabilities
AAVP-7A1 APC - NEW
AAVC-7A1 Command/Logistics Vehicle - NEW
LAV-25 Armoured Recon Vehicle - NEW
ASLAV Armoured Recon Vehicle
BMP-1 IFV
BMP-2 IFV
BTR-80 APC
BTR-82A APC
BRDM-2 Scout Car
MT-LB APC
In addition to these fully amphibious machines, many military vehicles are capable of fording bodies of water up to a certain depth. Other less rugged vehicles will slow to a crawl and be flooded.
Features
Fully-modelled waves, buoyancy, and water drag physics for vehicles.
Waves become more gentle in inland waters.
Soldier water interaction has been reworked
Deep water reduces movement speed, scaling by immersion depth.
Trying to move in deep water depletes stamina, scaling by immersion depth.
Soldiers will raise their weapons above their heads when passing chest-deep water.
Drowning damage has been reworked and rebalanced.
Added Amphibious Invasion layers where capturing the first flag provides a shoreside spawn point for non-amphibious vehicles.
Added an icon to denote Amphibious capability in the driver’s HUD and Map Vehicle List.
Animated vehicle wake-plates when entering/exiting water
Note for Server Owners - Black Coast POI Subpen - This flag location currently only exists on AAS v1 and Seed v1 for performance reasons.When running Black Coast AAS v1 please keep in mind players may have much worse client performance The Subpen POI will be receiving updates and will be worked on for a future update when it could possibly be added to more map layers.
Al Basrah Invasion v2
Belaya RAAS v2
Black Coast AAS v1
Black Coast Invasion v1
Black Coast Invasion v2
Black Coast RAAS v1
Black Coast RAAS v2
Black Coast Seed v1
Black Coast Skirmish v11
Black Coast RAAS v3
Black Coast RAAS v4
Black Coast Invasion v3
Fallujah Invasion v1
Fallujah Invasion v3
Fallujah RAAS v1
Fallujah RAAS v3
Fallujah RAAS v6
Goose Bay RAAS v3
Goose Bay Invasion v4
Gorodok AAS v4
Gorodok RAAS v6
Jensen's Range v3
Kohat RAAS v2
Lashkar RAAS v5
Mutaha RAAS v6
Narva AAS v4
Narva RAAS v2
Sumari AAS v5
Tallil RAAS v1
Tallil Seed v1
Yehorivka AAS v4
Yehorivka RAAS v1
Mutaha RAAS v3 was updated with Great Britain, replacing Australia
Updated the Main Menu Entrymap to now feature the USS Essex WASP class LHD emerging from a storm.
Updated Discord Rich Presence config for USMC faction.
New CAF Vehicles
Added new vehicle: CAF Coyote Armoured Recon Vehicle.
Added new vehicle: CAF CH-146 Transport Helicopter.
System & Gameplay Updates
Added a new map showcasing amphibious capabilities: Black Coast.
Added a new amphibious-focused training map featuring the USS Essex: Pacific Proving Grounds.
Added nicknames on the USA M1A2 and USMC M1A1 tank barrels.
Added Character Interaction with mud, snow, dirt, and water. These materials will now accumulate on characters’ uniforms.
Updated the training menu to include a link to Jensen’s Range for all factions training layers.
Updated the infantry weapon hip-fire recoil visual animation to appear more intense.
Updated repair station unbuilt and mid-built level states to have a more accurate visual footprint and reduced vertical profile.
Updated the Ticket Legend, the generic vehicle ticket amounts have been removed. Exact ticket values for vehicles are now being displayed in the vehicle card list.
Updated MEA Ural 4320 and RUS Kamaz5350 truck gearbox configuration.
Updated the game flow when entering and exiting vehicles while reloading your weapon. If you enter a vehicle during the reload animation before finishing the reload, the reload will be cancelled.
Adjusted the splash damage intensity on vehicle explosions. Vehicle explosions are now less deadly to infantry.
Adjusted AUS M1A1 Commander M2 to now use turret stabilisation.
Adjusted the rearm costs for various GPMG weapons on multiple vehicle turrets. The rearm costs should be reduced, in some cases drastically. Vehicles affected:
USA MATV CROWS w/M240B : full rearm cost reduced to 150 ammo points (down from 563)
USA M1126 RWS w/M240B : full rearm cost reduced to 150 ammo points (down from 563)
GB FV432 RWS w/M240B : full rearm cost reduced to 150 ammo points (down from 563)
GB FV4032 MBT loader’s turret M240B : full rearm cost reduced to 150 ammo points (down from 563)
CAF Leopard 2 loader’s turret C6A1 : full rearm cost reduced to 150 ammo points (down from 250)
CAF LAV 6 open-top turret C6A1 : full rearm cost reduced to 440 ammo points (down from 500)
CAF M113 open-top turret C6A1 : full rearm cost reduced to 440 ammo points (down from 500)
CAF M113 TLAV coaxial C6A1 : full rearm cost reduced to 220 ammo points (down from 750)
CAF LUVW open-top turret C6A1 : full rearm cost reduced to 440 ammo points (down from 500)
Adjusted CAF M113 TLAV turret inventory config - the coax GPMG now uses the same weapon slot as other similar vehicles (i.e. BTR-80, BRDM-2).
Updated the CAF LUVW Transport variant to now have a more clear visual distinction from the Logistics variant. The Transport variant now does not have a rooftop cargo carrier.
Updated reticles on the 1P78 (RU AK74m rifle scope) and ZF-1 scope (MEA G3 rifle scope) to be thinner and less obtrusive at range.
Updated the GB FV107, USMC LAV-25, and CAF Coyote to use a new Recon Vehicle icon in the Vehicle List menu and Map screen.
Adjusted the USA MATV Armored Car’s turret texture colouring to better match the rest of the hull.
Adjusted the colour of several CAF vehicles to better match each other.
Adjusted the MEA/INS G3 Rifle to have decreased visual roughness on the plastic butt stock and handguards.
Adjusted the woodland GB FV4034 and CAF Leo2 MBT’s, to remove distant fields on the turrets camo netting for improved optimization and improved visual quality.
Adjusted GB LDS Elcan reticle with thickened numbers to improve readability.
Adjusted all vehicles using the GPMG turret weapons and NSV Cupola guns to use proper LODs for improved optimization with these assets.
Adjusted all US Army character artwork to feature the M17 MHS pistol as all M9 pistols are now assigned to USMC.
Updated the launch Splash image to feature USMC.
Updated the CAF team-select menu images with newer character models & CH146.
Optimised AUS knife texture usage from 32552kb to 5461kb.
Optimised Skorpo cubemap texture usage from 49152kb to 8192kb.
Optimised texture memory texture usage from 49152kb to 8192kb.
Optimised Yehorivka Macro Mask Resource Size.
Optimised several non-power 2 macro masks texture usage from 65536kb to 8192kb.
Optimised skyboxes for lower resolution monitors/lower screen percentages
Optimised particle motion vector compression to bc7 from vector displacement
Optimised vehicle reticles compression and mips
Optimised F88, AUS Binos and SUSAT texture compression to bc7
Updated Credits
Audio Updates
Added a new music track to the main menu.
Added new M4 Rifle firing sounds.
Updated the AK74 Rifle close-up firing sounds.
Updated CAF C7 rifle series SFX for better ROF timing and decreased bass for mid range firing.
Updated the DShK HMG close-up firing sounds to use new, more powerful sounding SFX.
Updated the M2 HMG close-up firing sounds to use new, more powerful sounding SFX.
Added new CAF LUVW engine sounds.
Updated infantry sounds to now include sounds when interacting with mud, including a mud landing sound, mud crawling sounds, and mud wrestling sounds.
Updated 50cal projectiles to use new wood impact sounds.
Adjusted bullet cracks audio with minor tweaks.
Adjusted 30mm pass-by sounds
Adjusted the turret rotation audio for emplacements and technicals.
Disabled muffled EQ for 1p chopper gunner firing including reload sounds.
Fixed an audio issue with footstep landing sounds, as they were too quiet and should now match the normal footstep sounds.
Fixed an audio issue with several vehicles that had missing engine destroyed sounds.
Fixed an audio issue with the DSHK and M2 HMG distance firing sounds volume from close range to mid range.
General Bug Fixes
Fixed an issue which was affecting patch install times. This will only improve install times for patches which come after v3.0, and is not a complete solution to long install times. We will continue to investigate fixes for that issue.
Fix attempt for a server crash related to Soldier Ragdolls.
Fixed an animation issue where certain grenade launchers, binoculars and rocket launchers (ie M72A3) had a jarring delay in the start of the animation when reloading, equipping, etc.
Fixed a gameplay issue with AUS Field Dressings costing 10 ammo points to rearm instead of 5.
Fixed a gameplay issue with certain user input breaking Rallypoints.
Fixed a gameplay issue where the AUS/GB HX60 Truck’s F2 passenger seat soldier’s boots were clipping through the vehicle mesh.
Fixed a gameplay issue with Seed map layers, the pre-placed deployables were unintentionally respawning after getting destroyed.
Fixed a gameplay issue with the M4 M150 ACOG M203 Rifle having a misaligned front sight mount.
Fixed a gameplay issue with the RUS Kamaz5350 Truck, the wheel traces caused the truck to get launched in unexpected ways. The vehicle handling should feel significantly different now. Increased speed threshold for substepping to have high precision at the shift point between 1st and 2nd gear. Also fixed an issue with the wheel setup that was affecting stability of the vehicle when doing sharp turns.
Fixed a gameplay issue with Light APCs, which were costing 10 instead of 5 tickets if destroyed by friendly fire.
Fixed a gameplay issue with the INS Black M1151 jeep, the gunner was not receiving direct explosive/frag damage.
Fixed a gameplay issue with the INS Black M1151 which was not receiving explosive damage properly and was not destroyable with timed explosives.
Fixed a gameplay issue where the CAF LAV6 IFV collision mesh permitted soldiers to clip into the rear of the vehicle.
Fixed a visual issue with helicopter tail rotors not showing rocket impact explosions correctly.
Fixed a visual issue with the INS/MIL BMP1 IFV, where the visual ATGM rocket mesh remains on the vehicle after getting fired.
Fixed a visual issue with Militia soldiers roughness/metallic values.
Fixed a visual issue with the RUS/MEA BMP2’s front wheel rig.
Fixed a visual issue with the CAF TLAV APC, where the turret was not visible on the wreck mesh, they will now pop off a little when destroyed.
Fixed a visual issue with the INS/MIL Mosin Rifle metal albedo being too bright.
Fixed a visual issue with the AUS Browning MK3 Pistol having flickering textures.
Fixed a visual issue with the BTR80, MTLB 6MA, BRDM-2 and BRDM-2 Spandrels occasionally having player shadows visible outside of their turrets.
Fixed a visual issue with ammo bags & rally points, there were inconsistencies with the desert/woodland patterns between factions, these have been standardized to woodland for all factions for all biomes.
Fixed a visual issue with the GB FV510 IFV, the turret colour was not matching the rest of the hull.
Fixed a visual issue with the RUS Kamaz truck having broken normals on the rear truck flap.
Fixed a visual issue with the CAF Rifleman 2 Arid soldier mesh, which had a visual anomaly with the helmet scrim.
Fixed a visual issue with the MIL + INS Repair Station, at the first build state the generator's frame was doubled and clipped into the mesh.
Fixed a visual issue with the MEA BRDM hubcaps using the wrong texture.
Fixed a visual issue with the MEA UB32 rocket pod turret having incorrect texture.
Fixed a visual issue with the INS Black M1151 Light Jeep which had a missing vehicle wreck texture.
Fixed a visual issue with the G3 Z-point selection icons being inconsistent.
Fixed a visual issue with the Militia Machine Gunner Soldier having bad skinning on the back of the neck.
Fixed a visual issue with the GB Rifleman Soldier's back, which had bad skin weights.
Fixed a visual issue with the GB Automatic Rifleman soldier mesh having a double radio pack.
Fixed a UI issue with the name of the MEA BRDM-2 UB32 on the HUD text element being incorrect.
Map Updates & Bug Fixes
Updated CAF map layers to include the new CAF vehicles.
Updated the following maps to use the new ocean/lake water interaction: Al Basrah, Fallujah, Goose Bay, Narva, Skorpo.
Updated all Level Designer-placed razor wire (ie Al Basrah VCP) to use the same damage and movement penalty settings as deployables razor wire.
Fixed a visual issue with dead poplar trees having bad ambient occlusion.
Fixed a visual issue with various “breathing” ground cover materials when affected by wind.
Fixed a visual issue with the cattail plant mesh breaking when blowing in the wind.
Fixed a visual issue on the Infantry Tutorial causing floating grass and green roads.
Fixed Gorodok RAAS v3 main resupply zones not encapsulating all vehicles at both teams main.Fixed
Tallil RAAS v1 Iraqi Hangars flag name being offset from the actual capture volume.
Anvil Skirmish v1, Goose Bay Skirmish v1, Lashkar Skirmish v1 - Fixed an issue with Flag ticket gains being incorrect. They should behave like other skirmish layers:
+20 tickets for flag capture
+10 tickets for neutral flag capture
Anvil RAAS v1 - Fixed an issue where MBT’s were not spawning for both teams.
Al Basrah Seed v1 - Fixed minor visual issue with pre-placed FOB, MEA faction was incorrectly using the RUS Radio mesh and sound.
Belaya RAAS v5 - Adding missing helipad and heli spawner for CAF.
Fools Road Invasion v1 - Fixed a spelling in the name (was missing v).
Goose Bay - fixed collision on the roof of the airport building.
Goose Bay Invasion v4 - Fixed floating ammo crate.
Goose Bay RAAS v3 - Added new map layer with USMC vs RUS.
Goose Bay Skirmish v1 - Fixed an issue with both teams main base resupply zone not being large enough.
Goose Bay Invasion v3 - Fixed an issue with the RUS Main base resupply zone not including the helipad, preventing helicopters from rearming.
Goose Bay Invasion v4 - New map layer featuring the USMC.
Gorodok RAAS v11 - Fixed an issue where River Fortification can appear twice in the same layer, right on top of each other.
Gorodok - Fixed trees and smoke visible in Gorodok skybox.
Gorodok - simplified large scale grass.
Infantry Tutorial - Updated vehicle and faction ID board with USMC vehicles and infantry.
Jensen's Range v6 (AUS/RUS) - Fixed an issue with the AUS MRH90 helicopter exploding on the landing pad.
Jensen’s Range - Added Australian/RUS Jensens Range main menu selection link for AUS/RUS and USMC/RUS map layers.
Kamdesh Invasion v4 - Fixed an issue with the AUS MRH90 helicopter exploding on the landing pad.
Kohat AAS v2 - Changed from Mid Day to Early Morning lighting.
Manic-5 - Updated the upper water reservoir depth to be very shallow. This is an interim workaround for a technical issue, until the map can be fully updated for amphibious gameplay.
Mutaha Invasion v1 - Added INS Ural375 Transport Truck.
Mutaha RAAS v3 - Updated to swap AUS with GB.
Mutaha RAAS v5 - Fixed bad MBT spawner position for MEA.
Narva - Added amphibious water and updated the Narva landscape material.
Sumari Seed v1 - Fixed minor visual issue with pre-placed FOB, INS faction was incorrectly using the RUS Radio mesh and sound.
Tallil Outskirts - Adjusted all Tallil map layers' helicopter altitude threshold to be decreased from 600m to 300m to avoid visual anomalies and excessive helicopter spotting with LOD/landscape exploits.
SDK Updates & Bug Fixes
Incremented the Mod Major Version, to enforce compatibility with the new Squad Version on v3.0 release.
Added functionality to vehicle spawner that allows to override the biome to use for selecting a vehicle variant for debug purposes
Added functionality to vehicle spawner which allows you to set Required Tags. This is used to ensure only Amphibious-capable vehicles spawn in the Essex well deck, for example.
Added new experimental gameplay scripting system. This is a basic system for creating quick gameplay scripts. For example, in v3.0 it is used on certain amphibious-focused Invasion map layers to enable or disable vehicle/infantry spawns after the first CP is captured.
Added new all-new ocean and lake BPs. These water actors enable waves and infantry and vehicle water interaction. A tutorial for setting these up will eventually be made.
Updated vehicle spawner to allow spawning vehicles on water.
Overhauled the vehicle turret wrecks for optimization. Turret logic has been consolidated into a component. Your existing custom vehicle wrecks will still work, but we recommend updating to the new system.
Added a prototype Cinematic Character blueprint for easy setup of static scenes and cinematics. Also added a prototype improved Projectile Spawner for use with Sequencer.
Updated minimap generator tool to have tight and proper bound handling, using landscape component bound if there are no map corners.
Moved the hay bales and snow pole props from Skorpo map folder to Generic and cleaned up redirectors.
Clear Cache to resolve residual issues
If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.
Sick and injured mechanics will not fix your ships.
Miners passing you on the very rim of the rings will now be less likely to mine around you and will try to find their own mining spot.
Miners will now recognize deployed claim beacons and should not challenge you when there is a claim in plain sight.
Incoming communication displayed on the Eagle Prospector HUD installed on AT-K225 will now be displayed correctly.
Flying with fly-by-wire capable autopilot, but with the onboard computer turned off or the FBW capability disabled, will now count towards the “Driving Stick” achievement.
Attached steering wheels and similar devices will not scroll the game menus when you pick keyboard+mouse as a control scheme.
You could enter the OMS menu while the astrogation cutscene was in progress, which resulted in a slowly-fading black screen covering your menus.
When you started a habitat trade while a notification was displayed on the screen, you would get multiple trade notifications in a row.
Grinder of the Eagle Prospector will now sound right when you have it open in the OMS menu and during adrenaline surges.
Adjusted physical shape of the AT-K225 collider, making its docking bays larger and less likely to be damaged by containers moving inside them during rapid manoeuvres.
We're constantly working to improve the experience in Forza Horizon 5. Below you will find a summary of items fixed or improved upon in this update.
Version Number:
Steam: 1.474.341.0
Xbox One: 2.474.760.0
Xbox Series: 3.474.760.0
PC: 3.474.760.1
General
Added new localization languages
Added Subtitles for Danish, Greek, Dutch, Norwegian, Swedish, Finnish, European Portuguese
Added Voice Over for European Spanish, Italian, Korean
Added new Forza EV Rivals event
Added Horizon Story Co-op
Added TAA option when playing on PC
Various stability and performance improvements
Fixed issue where hood and bumper cam was too dark during dusk and night time of days
Added new Accolades in Online (Horizon Open), Stories (Drift Club), and Evolving World (New Cars)
In Series 9, the Accolade “It Just Works” now unlocks as intended once players have completed the Car Mastery skill tree on the 1963 Volkswagen Beetle. Players who already fulfilled this requirement prior to this update will need to select and drive the car to successfully unlock the Accolade.
All players will now see their Creative Hub rank increase as intended.
Added a Vinyl Material slider to the Livery Editor which adjusts the material type (from matte to gloss) of all decals applied to the vehicle.
Exploits
Fixed exploit when using Photo Mode
Fixed exploit with gifted cars
Festival Playlist
Fixed issue where players could lose Daily Challenge progress
Online
Fixed rare issue where players matchmaking for Co-op Seasonal Championship can result in a player entering the wrong event
Fixed issue which could end up in wrong car class in an online race
Fixed issue which could cause Horizon Arcade events to not spawn
Fixed issue where players in a convoy could end up not seeing all other members of the convoy
Cars
Added a duplicate car filter to Car Select screen filters
Added Freeroam convertible functionality to Ferrari California T and McLaren 650 S Spider
Updated Volvo's logo
Fixed idle RPM on the 93 Nissan 240SX SE
Removed Forza Aero Splitter from the Maserati MC12
Fixed 97 Lamborghini Diablo engine audio when at high RPM
Fixed issue with Audi RS4 Avant and 2011 RS5 interior cockpit dash
Fixed misaligned backfires on the Mercedes C63 AMG when using the Liberty Walk body kit
EventLab
Added Car Horns from Series 6 and 7 to EventLab
Added Orbit Cam option
Added stepped rotation
Added new camera speed options
Fixed an issue where players entering EventLab events with a full convoy could get disconnected
Fixed an issue where the stadium floor wouldn't load when starting an event nearby
Fixed an issue where props could remain in Freeroam
Fixed Rule Importing only showing events with Custom Routes
Fixed an issue with one of the flood lights which would appear invisible when placed
With Squish releasing June 28th, the team at Grave Rave Games got together and are now broadcasting their intense matches for your enjoyment! Sit back and relax, get to know the team, and what made Squish what it is today in this amazing non-stop gooey party game!
A huge thank you to everyone who took part in the Beta 2 online playtest during Steam Next Fest. We have now taken the online matchmaking down to work on making some improvements ahead of the 4 August release date. HOWEVER! We have some very good news to share. Due to popular demand, we will keep the offline portion of the beta running for another 2 weeks.
Your feedback has been extremely valuable to us, and it will continue to guide our decisions. If you would like to share bugs or feedback from Beta 2 with us, you can do so via Discord or our feedback form: Beta Feedback Form TGR Discord
Over 37,000 people took part in the Beta 2 during the last 10 days, and over 11 million oversized golf ball collisions took place. This makes us very excited for the release.
If you enjoyed the beta, please consider Wishlisting us!
Added more cardinal signs to the world to help player navigation
Altered tree and flora prefabs to allow for better AI navigation
Bug Fixes:
Fixed issue where the mine by the main city yielded 3 tacks of ore instead of 1
Fixed issue where player could fall through the inactive lift outside hollow city. Also fixed an issue where the lifts’ clipping meshes were being visualized as ugly brown things.
Fixed issue where pressure lates for axe traps pressed from far away
Fixed object placements in one of the main dungeons in the Endless zone
Recolored and fixed opacity on the “NESW” letters on cardinal signs so that they are more legible against the background. The new blue color palette matches the Apostatic Union better too.
Fixed missing collider on the fences on the sides of the inter-island drawbridges
Fixed issue where the LOD trigger area around the castle was too small, causing a jitterseed pickup to deactivate and become inaccessible when approached
Fixed an issue where the braziers in the Queen of Silver’s chamber had no colliders
Added smoke trail visual effect to braziers
Fixed missing collision model on open flesh door
Fixed issue where the water in a small lake near the bridge to the endless realm was clipping through the adjacent cliff
Fixed z-fighting issue on the terrain near the path to the duke’s castle
Fixed an issue where certain chests were not leveled on the ground
Fixed fencing around the pub area and leading into the city. Previously the fencing clipped through the bridge, and had some messy gaps & texture placement
Fixed geometry of the city’s sewer so it no longer clips through the wall just above the river
And as always, please post any issues you come across or feedback you may have in the Discussion Forums.