After reviewing your feedback, we updated the Zombie Case DLC to make the gameplay more enjoyable for you:
Made the zombies slightly weaker than before, but they're still a serious threat;
Redesigned zombie missions: a) Changed zombie spawners and suspects; b) Overall, there are more zombies and civilians, but fewer bandits; c) Some rooms now only have zombies in them;
Fixed a bug with using a defibrillator on a partner in cooperative mode;
Missions will now not end as long as at least one infected person remains on the map to avoid conflicts at the end of the level;
We tried for you, so thanks again for the feedback!
P.S. And don't forget to add the free Police Stories: The Academy prologue to your wishlist, which will be out soon!
This is a little hotfix addressing another crash that became more visible with our latest patch. This crash fix is related to Spitters specifically.
As usual, if there are new issues or something we claim to have fixed still occurs, let us know over at our QA Site: https://questions.satisfactorygame.com/
Hope you all are going to have a nice weekend! <3
BUG FIXES
Fixed crash occurring when fighting Spitters in close combat
KNOWN ISSUES 1. A potential workaround for Foliage not being pickupable on Dedicated Servers is restarting the server and re-joining it. Sometimes moving very far away from the area you spawn in also results in Foliage being pickupable again, both in the new area and the old area. Worth noting that when Foliage is pickupable, it usually tends to break when disconnecting/reconnecting to server until the server is restarted. None of these workarounds are super reliable but they might help people play the game on the Experimental version on Dedicated Servers until we finish working on a proper fix for this
2. Resource Well Satellite Nodes have a few different issues on Dedicated Servers, from not working at all, the extractors not working or them working but producing Nuclear Waste instead of the correct resource and Clients not being able to interact with them. From version 194290 you should be able to dismantle and rebuild the Pressurizers and Extractors on a Resource Well and Satellite Nodes, this is a potential workaround for this issue while we work on a proper fix for this.
Most of the building construction is now finished Traffic lights are not implemented yet, sorry! More exciting things will be added later!
New Vehicle
Kira van is added to the Gang-Jung Dealership Kira flatbed truck is added at the Heavy Duty shop Kira Box truck is added at the Heavy Duty shop Panther, a small two-seater with a pop-up headlight is added
New offroad track under construction
You can test-drive the new offroad track near the mountain, although it's not opened yet!
Improved/Changed
[Taxi] 2~5 Person Group Taxi passenger is added with increased payment
[Taxi] Improved map UI at the taxi passenger popup window [Bus] Unrelated map icon is removed from bus route map [AI] AI Vehicle turns at the crossroad a little bit smoother [UI] Hide UI mode now has 2 steps, 'hiding HUD' and 'hiding entire UI stuff, like yellow interaction box' (Thanks to ESS5) [UX] Roadside Towing service charges low on the first 9 times (0~90%) (Thanks to Tchey) [UX] Light help message doesn't show up after the player turns on the light (Thanks to Nina Felwitch) [Control] Look left/right angle option and rate mode option are added (Thanks to -VG- Napster | Michi) [Vehicle] Truck spawner is added to warehouses [Vehicle] Taxi skin is added to Koma [Vehicle] Some vehicle's tining opacity from cockpit view is decreased (Thanks to Shadowrine79) [Vehicle] Heavy-duty 350HP engine was too quiet on idle (Thanks to PcmciaKai) [Vehicle] World vehicle doesn't despawn when it's hooked with a winch (Thanks to Vaporized Matter) [World] Crossroad mesh is improved
Bug Fixed
[Taxi] Having another player as a passenger makes the taxi passenger's Comfort level 5 (Thanks to vcharng) [Truck] Dropped cargo was paid (Thanks to StepArbiter and Chromatose) [Camera] If you look down in character mode while seating and change to chase view camera, the camera is stuck on a rolled angle (Thanks to Takoyaki9887 and Aixo) [Controller] Controller doesn't work on vehicle spawn UI (Thanks to r0zen and Joseph) [Parking] Parking at the police station says 'already parked' (Thanks to vcharng) [Vehicle] Police interceptor has a hole in the steering axis (Thanks to We The People) [Vehicle] Mitage wheel mesh was same as Stella (Thanks to vcharng) [Vehicle] Spider's wheel axle was too wide (Thanks to Tehlikelierd) [Vehicle] Dumpy was not able to spawn at Heavy Duty Shop (Thanks to vcharng) [Vehicle] Vehicle part's weight didn't apply correctly (Thanks to user20310) [Vehicle] Koma driver character clip through seat (Thanks to majored1) [Vehicle] Fortem's front fender has a hole (Thanks to bishop) [Vehicle] Nimo's interior mood light mesh has different view distance (Thanks to 8Sh1t) [Police] Suspect vehicle doesn't show up on the map during multiplayer (Thanks to vcharng) [Leaderboard] Cheat flagged player's top speed kept resetting (Thanks to Midnight) [Physics] Yellow line at the water factory has dirt physics (Thanks to HiUp) [World] Terrain hole at the Oedo is fixed (Thanks to Vampr1c) [World] Floating road mesh at the airport is fixed (Thanks to SmallbutDeadly) [World] Guard rail sticks out at the 1100 winding road (Thanks to Saint6) [World] Grass in the road is fixed near Jeju (Thanks to 7HC, Simax Deluxo and EduNeves) [World] Road bump at the Hospital entrance is fixed (Thanks to Erick) [World] Bumpy roadside near Jeju harbor warehouse (Thanks to Reddington [Red]) [World] Road line was not aligned near the bridge, east of Seo-Gui-Po (Thanks to 8Sh1t) [World] Road near Lumbermil didn't have 'dirt' physics (Thanks to r0zen) [World] Road center objects blocked crossroad at the Seo-Gui-Po downtown (Thanks to r0zen) [World] Useless construction trucks at the Seo-Gui-Po downtown (Thanks to r0zen) [World] Wood fence near Gim-Nyung Beach fall over by itself (Thanks to ♪D.J C♂mb1nE♫) [World] Tree falls over by itself near Olle Speedway (Thanks to 8Sh1t) [World] Gim-Nyung beach area message keeps showing up at the housing area (Thanks to 8Sh1t) [World] Grass clipping through road near powerplant (Thanks to NorthHopper) [World] Track curb mesh not aligned at the Harbor (Thanks to 8Sh1t) [World] Terrain mesh artifact at the Olle Speedway (Thanks to majored1) [World] Ground collision height was a little bit high at Overseas Imports (Thanks to 8Sh1t) [UI] Pressing the ESC key at the Vehicle Control Panel can remove the cursor without removing UI (Thanks to Erick) [UI] Taxi passenger's destination box was not visible at a distance
Hello Guys, here is another patch, this deals with a couple of sound effects that play wrong, It also fixes the the missing boulders on the Dino levels. It also fixes the bomb graphic on the last boss fight. Garibs hit box has been increased by 10%.
We are still working on more reported bugs. After that we will work on improving the textures.
Last week, we launched the “First Run” OpenDev and gave many of you a chance to play Endless Dungeon for the first time. We’ve already received a lot of great feedback, both positive and constructive, so thank you for your participation! If you want to get a few more runs in, or haven’t checked the game out yet, this weekend’s the time, as the “First Run” OpenDev will end on Monday, July 11th, at 16:00 CEST. And if you applied and did not get an invitation last week, be sure to check your emails again, including your spam folder, as we’ve been sending more invites the last few days, but we heard some of them got lost.
Of course, we know Endless Dungeon is a tough game, and while we think you’re tough enough to handle it, sometimes you just want a helping hand to get started and dive in. So we prepared a couple of short videos to cover the basics:
with this devlog we’re shining a light on the first major Early Access update. Be prepared, as this update will go live on July 18th! Here’s an overview of what to expect:
Custom (endless) mode
As was requested by many players, we will add a custom mode in which you can define what type of game you want to play. You will be able to select the pace at which expectations rise (or even fully disable them), choose the frequency of natural disasters and select how long the game should last by selecting an amount of victory points, or even not define any end goal and just continue playing for as long as you want. The game will then calculate a mastery level, to give you an indication of how your created game compares to the scenarios in terms of difficulty.
When starting the game, a specific “seed” will be generated. By sharing the seed, you can challenge someone else to play the exact same game (even with the same map generation and projects/leaders presented).
As the endless game can last for a long time now, we have also added randomly generated leaders for the longer games. These leaders will have a shaded portrait and randomly selected skills, but come without specialization. This feature is also active in normal scenarios.
The new custom mode start screen.
Technologies and new Scenario
The aspect that will have a significant impact on gameplay in this update is the introduction of Technologies. At specific turns, you will be able to choose 1 of 3 technologies (though you can speed up this proposal process by constructing “Applied Science Centers”).
Technologies cost science and have global effects that last for the entire game. There are technologies that reduce the costs of robots, reduce the costs of removing rocks, give support per new trade route or reduce the cost of other technologies.
We’re also adding a new scenario called “Planet of Knowledge”. This scenario is focused on the scientific reasons we have for going to Mars. To win the scenario, you must have spent a certain amount of the science resource, and have explored a certain amount of locations. Also, double the amount of technologies are proposed in this scenario.
Technological advancements event lets you select a new technology.
Lifeform spreading improvements
Another widely requested improvement has been to have clearer information when spreading lifeform. For this we are adding two improvements:
When you’ve selected a lifeform, each climate zone will light up in shades of green and other colors to indicate if the lifeform can be placed there.
When hovering over a climate zone, you get a tooltip explaining how the recharge duration after spreading the lifeform is calculated for that climate zone.
We hope that this will help new players understand the lifeform spreading flow better, and that it will help experienced players have a quicker overview of where they can spread each lifeform.
Climate zones will display different shades of greens and a detailed tooltip for spreading lifeforms.
Difficulty level and platinum trophy
We’re also unlocking the next difficulty level: Mastery level 36. And for all scenarios, the difficulty has been tweaked a little bit: we’ve reduced the amount of expectation rise events you’ll receive in the early game, and increased the amount you’ll receive in the late game. Besides that, we’ve increased the amount of damage you’ll receive in the late game by a small amount.
Finally, we’ve added a new trophy: the “Platinum Trophy”. This will replace the current golden trophy (complete the scenario in 65 turns or less). The golden trophy will now be 70 turns, and silver 80 turns. You will receive 5 mastery points for the Platinum trophy. All trophies will be automatically updated, so you can expect your mastery level to increase upon launch of the next update! We’ve also added that if you have completed a more difficult entry in a scenario, you will get the same trophy in all easier entries of that scenario. With these additions, you can jump ahead to more difficult challenges faster. Our goal is not to lock content behind grinding but to provide an increasing challenge as you get better at the game. So if the early levels are too easy, this system allows you to jump ahead to more challenging levels faster.
The new procedural leaders for longer games.
Marsyclopedia
We’ve also added the “Marsyclopedia”, in which you can view all projects, lifeforms and Leaders that you’ve encountered at least once in a game. You will be able to read and compare all descriptions, and see the rarity of projects, the type of lifeform and if a leader can be presented in the early, mid or late game.
We’re also happy to say that we have finally completed unique visuals for every single building in the game.
We would like to improve the Marsyclopedia in further updates. We would like to add search and sorting functionalities to it as well as add missing content such as landmarks and their options.
Marsyclopedia displaying which projects you have encountered and those still to discover.
Bug & Crash improvements
We’ve had reports from players experiencing crashes in the game. As we don’t experience those ourselves, it has been challenging to fix those. We’ve made some improvements, and hope that they will help.
In addition we have also worked on solving many of the reported bugs, added many new building artworks and other small improvements.
We hope that you will enjoy this first major Early Access update, and are looking forward to hearing your feedback!
Rappelz players are always champions for us, and everyone deserves a gold medal! Right now and before maintenance on July 11, don't miss the Gold Medal Server Buff, which will give you +40 Attack, Run, and Spell Speed.
The effect will be applied to you regardless of what time you enter the game, and will cease to operate during maintenance.
There is a rumor, that Mikko scientists got their hands on space technology and want to share it with the public. Before they do it, we managed to get some of the top secret/confidential concept plans for unique items that will be available at auctions. Just look at this beauties:
"Two-in-one, so why overpay?" - we totally agree with this MIKKO slogan for this unique Big Machine. Ride and fly - what a combination :)
“Nothing brings you closer than house cleaning with your loved ones” - in this case, we MUST agree with this MIKKO slogan (MIKKO family vacuum cleaner 3D model still rendering)
And something that is hard for us to believe, but like MIKKO says - it should be a perfect and self-sufficient cleaning unit. A Big Machine and a Mech combined. Wow, just wow! The following picture should load, and It Should Work!
Please, don't ask us how much all these collectibles will cost. MIKKO marketing guys are analyzing the price algorithms and they will let us know soon.