This event is a bonus event for your recharge into the game, since when recharging you get separate points in this event, with which you can try your luck by spinning the reel for x50 points or spin a large scrolling for x500 points.
During this event, your in-game purchases will become even more enjoyable. The event is limited in time, don't miss your chance to get additional rewards.
Mars - 150 full set in box:
* Now we will launch (in the game) an event of 4-5 days, each time before the date specified in the description.
Hey all, another Monday another Dev update! Check out what else our crew has been up to this past week.
We are also celebrating our 4th anniversary since the release into Early Access. It has been an eventful ride so far but we are not done yet as we are still working hard, delivering to you regular updates and working on the major ones to provide to you the best survival experience out there.
Working on the Energy drink/boost feature.
Implemented the new PhysX system.
Working on the Farming system widgets.
Working on the Farming system UI.
Updating the engine for live coding.
Working on the automatic steam build update system.
Resolving the issues with the internal server system.
Further work on ATM UI.
Working on the modular BB placing system.
Texturing outside materials of the nuclear powerplant.
Preparing further assets for optimizations.
Placing down the interior assets on the nuclear powerplant.
Finished up the modular building models for the modular BB system.
Try your luck in the Lucky Draw event, every day you get x1 free attempt to spin the wheel, and the spent gold coins are awarded to you in the form of points, which can also be used in this event.
Hey folks! For the last months, we have been working on making Your Story for you. Today we want to share the newest version of our demo and tell you about the status of our progress. If you want to try the game, go to our store page and download it.
What can you expect?
First of all, as we said before: our main goal was to create a better version of the game, and we changed a lot - staying, of course, close to our core idea. You can expect new graphics, more detailed characters, new backgrounds, and dedicated art. We also write everything from scratch to make it "sound" better, along with a whole new game code. In this demo, we are showing you the beginning of the game in which you can get acquainted with most of the characters and check some basic mechanics. Let us know what you think on our Discord server HERE.
What is the status of the work?
Writing [97%] - in this area, we are almost done. The main story is ready, and we're polishing the alternate endings.
Translating [10%] - to be honest, we've translated only text for the demo, and we're waiting for a fully finished script.
Art [70%] - we did almost everything we needed to fulfill the base needs, like characters, backgrounds, items, etc. From now on, we'll be creating as many dedicated arts and story comics as possible to make the game as visually compelling and dynamic as it gets.
Programming [20%] - base code is ready, so from now it's a "simple" path forward with coding the scenes that are already written as a script. We believe we can do it soon with new team members helping in this area. Of course, remember that this percentage is more or less accurate. With this, we can assure you that we'll deliver the game this year, but we need a little more time to tell precisely which day it will be.
Hey everyone! We’re very excited to finally bring you all our 1.0 release! As part of the celebration, we are putting Outerverse on sale for 20% off through September 5th!🥳
Here are the highlights from what we have done during Early Access:
Landmarks & Abilities: a major update with 6 new quests and 6 new unique and beautiful locations to explore and get 6 new awesome character abilities from.
Made building machines with schematics a lot easier in many ways.
Improved how torches lighting behaves underground and on surface.
Added a community schematics section to upload and download user created schematics.
Added fire spread.
A ton of optimizations, bug fixes, and improvements!
If you want to see what all the patch notes during Early Access, you can reference the notes here.
Thank you all for your support throughout Early Access! I’m so happy to be able to share this all with you. If you find any bugs, please report it in our Discord.
Season 2: Master of Arms is available for play starting tomorrow, August 30 at 12 UTC.
We have loved every second of playing Season 1 alongside you all. We’re now ready to journey into Season 2 together, and we’re looking forward to seeing you explore our new map, get to know our new Specialist and of course play around with the all-new hardware.
//The Battlefield Team
What’s new in Season 2? Here is an overview of the new content in Season 2, alongside highlights for changes and improvements:
In Breakthrough and Rush, automatically switch to play one round as both Attacker and Defender after EoR before rotating to the next map
Custom Conquest has been added to the Battlefield Portal Builder as a new Conquest game mode with added customizable options for capture points and extra logic options for the Rules Editor.
When can I play? Season 1 officially ends on August 30 at 08:00 UTC, at which time Update #2.0.0 goes live. Progression on Season 2 content becomes available on the same day at 12:00 UTC.
Once Season 2 is available for play you can jump straight into Stranded, our new map which is available through 24/7 Playlists for both Conquest and Breakthrough. You can also start your journey towards unlocking the new Battle Pass rewards such as our new Specialist Crawford, or the new weapons, vehicle and gadget.
What can you expect from the next game update? The next game update is currently being assessed for release towards the end of September / start of October. Alongside further fixes and changes, it will include the reworked version of Renewal, the Polaris RZR in-world vehicle, and new Vault Weapons in All-Out Warfare.
Stay Informed To stay informed on the roll out of Update 2.0, you can follow us on the @BattlefieldComm Twitter account. You can also follow along with our tracking of Known Issues and game changes that we’re able to make in real time on our Battlefield forums.
What’s New?
New Map: Stranded
Head to Panama and a desert lake drained of water. Fight around and inside a beached container ship housing an illicit arms trading center.
We’ve built Stranded from the ground up to be a smaller level with a dedicated CQC space. It’s split into three spaces; North and South spaces are more open, while the central space is where you can expect the CQC chaos to take place.
On the South side, there is a tall tower which lets you move across the level while avoiding combat. There is also a path below the ship which connects the North and South spaces, this lets you traverse across without having to go inside the ship.
We made the decision not to put any flags on top of the ship as we want the main focus for Stranded to be on CQC and infantry play, which take place inside the ship. This infantry focus also means that Stranded will feature no vehicles while playing Breakthrough. Of course, Conquest will still have our full array of vehicles available for play.
The team is extremely excited to get Stranded into your hands. Especially the interior of the ship has given us that close quarters meat grinder feeling during Playtests that we’ve seen you enjoy in for example Metro, and Locker. We’re keen to hear your feedback about how it plays!
New Battle Pass
The Season 2 Battle Pass brings 100 new tiers of Hardware, Cosmetics and Player Card items to earn. All-new gameplay content such as the new Specialist, Weapons and Vehicles are all available as part of the Free Tiers, while The Premium Tiers give access to further cosmetic rewards.
New Specialist: Charlie Crawford
Deploy as new Specialist Charlie Crawford and use his Mounted Vulcan to support your team and lay down solid defense.
Specialty - Mounted Vulcan - The Mounted Vulcan is a stationary minigun that lays down immense firepower and is particularly effective against infantry and light vehicles.
Trait - Cache Point - Replenish Gadget ammo for friends that you revive.
New Vehicle: EBLC-RAM
A fast and highly maneuverable armored reconnaissance and attack vehicle designed for hit-and-run strikes on the enemy. It also comes with the ability to place a Spawn Beacon on the Battlefield on which any member of the friendly team can deploy. It is also equipped with an Active Protection System to intercept incoming anti-vehicle weaponry. This makes the EBLC-RAM perfectly suited to lead flanking attacks on the enemy. But be careful when venturing behind enemy lines, an enemy Tank lurking around the corner is one of your direct counters.
New Weapons: AM40, Avancys, PF51
A new Assault Rifle, LMG and Secondary Weapon become available for play.
AM40 Intended for close quarters combat, this ambidextrous weapon delivers an Assault Rifle in an SMG-like package. It’s a versatile and controllable weapon that shines with strong performance in short range combat, while having an increased damage falloff versus other Assault Rifles.
Avancys Heavy usage of polymers and 3D Printing allow the Avancys to be 20% lighter than the competing Machine Guns while providing unprecedented firepower and adaptability. It’s a versatile weapon skilled at sustained fire.
PF51 Equipped with a P90 magazine, this originally semi-automatic weapon has the ability to fire in full-auto to maximize its personal defense capabilities while sacrificing ammo efficiency. It’s lightweight and perfect for combat over minimal distances.
New Gadget: Concussion Grenade Upon detonation, this grenade temporarily disorients any enemies caught in its blast radius. Useful for flushing out hostiles that have dug into defensive positions.
New Feature: Assignments
Assignments are missions that allow you to unlock new hardware such as weapons, or the gameplay content from a previous Season. You can browse the Assignment for all unlockables via the Collection screen to see which criteria you need to complete. They are permanently available, so you can work towards unlocking them at your own pace.
New Vault Weapons: M16A3, M60E4
Two Battlefield Portal iconic weapons from the Battlefield 3 era are now available in the All-Out Warfare arsenal. You’ll unlock these Vault Weapons at your own pace via the new Assignment system.
M16A3 This Assault Rifle comes with an upgraded rail interface system and is capable of Automatic and Semi-Automatic fire. Chambered for 5.56mm and has a 30 round magazine.
M60E4 This LMG E4 variant has a shortened barrel, reduced weight and reliability improvements. It has a deployable bipod for more accuracy at greater distances.
New Battlefield Portal Hardware
New iconic weapons from our Classic Eras are available to unlock in Battlefield Portal. These weapons are also unlocked via the new Assignments feature and will be accessible when playing across Battlefield Portal.
M2 Carbine - 1942 Building on the success of the M1, the M2 variant allows select fire. Fully-automatic and semi-automatic modes are now fed by a 30 round magazine.
Bren LMG - 1942 This full-auto British assault rifle runs the same cartridge as the BAR 1918 and features a top mounted magazine.
M95 - - Bad Company 2 This .50 caliber, bolt-action, magazine fed, anti-material sniper rifle is a beast. Its long range and power make it a must for enhanced stand-off effectiveness.
M249 SAW - Bad Company 2 / Battlefield 3 The Squad Automatic Weapon is a belt-fed suppressive fire, light machine gun. It chambers the NATO 5.56 round with a 200 round capacity.
AEK-971 - Battlefield 3 Fully-automatic fire, 30 round capacity with a low spread and decent recoil. Optics are suggested for staying on target with those longer bursts.
These new weapons also come with new Scopes to give you even more customization options to fit your gameplay style.
Lastly, the M18 Smoke Grenade is back in Battlefield Portal and can be selected as a Throwable in your Loadout for all Classic eras.
Improved Home Menu
You told us that only having three game modes available via the Home Menu at one time felt limited. We heard you, and made changes so you now have a single overview of all available game modes.
Browse through Conquest, Breakthrough, Portal and Hazard Zone via a single menu to see which Playlists are available. But there’s more. We’re excited to bring back Rush as a permanent available game mode. You asked for it, and it’s here to stay.
Lastly, Once Season 2 goes live we’ll feature 24/7 Playlists on both Conquest and Breakthrough so you’ll be able to jump straight into our new map, Stranded.
Changelog
General
You told us that you want to experience Breakthrough and Rush as both an Attacker and Defender while playing. We have made a change where after EoR you now automatically switch teams and play the same map on the opposing side before switching maps.
Improved text readability in the Breakthrough gamemode widget, and added text icons to help explain objectives, such as "Capture"
Fixed a bug when preview a rank locked weapon, Locked by Battlepass is displayed
New Player Card Backgrounds are available for Crawford, AM-40,Avancys, PF51, EBLC-Ram and Stranded
New Player Card Tags are now available to earn unlock and earn
New Assignments are available to unlock 2 Battlefield Portal Weapons in All-Out Warfare, to gain access to Season 1 content in case you missed it, and new weapons for use in Battlefield Portal
Enemy Disrupted event XP has been reduced from 20 -> 5
In a future update we’re looking to split categories for disrupts between soldiers and vehicles, which allows us to further tweak the XP
Battlefield Portal
All 1942 weapons now have optic attachment options
All Portal soldiers now have access to Smoke Grenades via Loadout -> Throwable
Custom Conquest has been added to the Battlefield Portal Builder as a new Conquest game mode with added customizable options for capture points and extra logic options for Battlefield Portal’s Rules Editor.
Multiple improvements have been made across Classic Era maps, such as removing and moving props, and resolving collision and terrain issues.
Players were sometimes unable to spawn on spawn beacons. It's fixed now.
Voice lines have been updated for 1942 British army non-squad soldiers, German army non-squad soldiers and US army non-squad soldiers
Visuals of weapon scopes within Portal have been improved by removing lens dirt on several scopes, and added edge tint to most lenses
Rules Editor
Added EnableCapturePointDeploying block to Rules Editor
Added GetPlayersAtPoint block to Rules Editor
Added Lis, Mackay, and Paik to the Player Soldiers block in Rules Editor
Added Season 1 vehicles to Vehicle block in Rules Editor
Gadgets
Fixed an issue where the Motion Sensor changed teams, but not Icon, when thrown back by an enemy
Fixed issues with Ammo Bags on top of vehicle wrecks not despawning after a wreck disappears
Incendiary fire can now damage both your own and enemy deployables
Smoke Grenades can now put out incendiary grenades
CG Recoilless M5
Fixed clipping issues when reloading with the CG Recoilless M5
Fixed issues with CG Recoilless M5 status screen flickering
Smoke Grenade Launcher
Fixed a bug where the Smoke Grenade Launcher did not drop on death in Hazard Zone
Maps
Fixed an issue where interaction with the Metal doors around the Oil Rig would sometimes not trigger and were slow overall
Fixed an issue were players could trigger clipping through skyscraper on the Hourglass rooftops
Fixed an issue with an invisible wall near a ledge close to the B1 sector on Breakaway.
Fixed an issue where you encounter difficulties when traversing the last step of the stairs while prone on Exposure
Fixed an issue on Exposure where you would be deployed onto a different objective than what was selected
Fixed broken smoke VFX on Orbital
Fixed and issue where the thunder VFX on Manifest was too intense
Soldier
Soldier “incidental” animations are now visible during gameplay. This for example means you’ll notice soldiers slip when running on snow or mud, sprint with high knees going through water, or they will put their hand up against the wall if they walk into it. We heard you when you asked for these animations to be developed for 2042, and we hope they'll add to your immersion during gameplay.
Fixed an issue that could make the hints for deploying parachute or Wingsuit remain stuck on screen
Fixed an issue with the animation being broken during tactical sprint with the Commando Knife
Soldier animations have been improved for upper body rotations
Camera positions have been improved for some soldier positions which should result in less camera jitter
Hitboxes have been improved for soldiers in prone position
Resolved instances where soldier models weren't aligned during a Takedown inside moving elevators
Resolved several occurrences where soldiers could remain frozen after death
Fixed an issue where soldier hands would not stay planted on the ground while crawling
Fixed several animation issues related to transition between stances
The stance transitions between stand and crouch are now faster and have a more responsive camera curve
Resolved an issue where third person sprint animation transition sometimes wouldn't look smooth
Fixed a rare issue where repeatedly tapping sprint to open a door could cause animations to stop working
AI Soldiers
AI Soldier vehicles will now be able to use lock on weapons when they are equipped
AI Soldier vehicles will now switch between different weapons depending on the available weapons available target type
AI Soldiers are now better at navigating their way around all maps
General improvements are made to AI Soldiers driving land vehicles. You should notice less instances of them getting stuck against objects, or getting stuck in traffic jams
General improvements are made to collision avoidance for AI Soldiers piloting air vehicles
Players can now assign squad objective orders to their AI squad mates
Players can now ping AI squad mates in vehicle to request pickup
Players can now request a pickup from AI Soldiers
Players can now request Ammo from AI Soldiers
Players can now request Health from AI Soldiers
Specialists
Angel
Angel's Ammo Pouch is now easier to throw towards friendlies that needs ammo
Angel's Supply Crate should no longer intersect with other deployed objects
C5, AT Mines and the Spawn Beacon that were already spawned by a player will now be despawned if the player changes their Loadout through Angel's Loadout Crate
Fixed issues with weathering effects not being consistent on Angel's Loadout Crate
Casper
Fixed a bug where takedown prompts could be shown while controlling the OV-P Recon Drone
Fixed a bug where the OV-P Recon Drone wouldn't crash and explode when its owner died
Tweaked collision of the OV-P Recon Drone to not see through some walls
Dozer
Fixed an issue where bullets ricochet via the SOB-8 Ballistic Shield did not damage the enemy players
Fixed an issue where shield bashing a fence wasn't consistently breaking it
Fixed an issue with Dozers' SOB-8 Ballistic Shield not blocking bullets
Increased visibility through Dozer's SOB-8 Ballistic Shield when in 1P view. We also added missing rain effects on the shield's glass
Irish
Fixed an issue with 60mm Mortar Pod not being destroyed by APS-36 Shootdown Sentinel
Fixed an issue with Air-to-Ground missiles were not being destroyed by the APS-36 Shootdown Sentinel
Lis
Fixed and issue with the G-84 TGM Missile not dealing damage to soldiers behind Deployable Covers or vehicles
Improved the explosion response time when Lis's G-84 TGM goes into water or runs out of fuel
Mackay
Fixed issues with glitchy transition from Grappling to Vaulting
Paik
If Paik damages a soldier in an open vehicle seat, her Threat Perception will also spot the vehicle itself.
Rao
Hacking through see-through materials such glass, grid fences, vegetation has been smoothened
Sundance
Fixed a bug where Deploy Wingsuit prompts remained stuck on the screen
Tweaked the Wingsuit entry and exit camera timings
Vehicles
Fixed an issue that could result in silent vehicle engines
Fixed an issue that was stopping Aircraft from being spotted while in the spotter seat of a ground vehicle
Fixed an issue that would allow Aircraft Control Sensitivity to surpass the maximum allowed value
Fixed an issue where game mode icons were overlapping with the compass in vehicles.
Fixed an issue where the Spotter seat within the MAV had a different graphical overlay to other vehicles
Holding fire no longer stops replenishing single fire Vehicle weapons
Improved free look camera so it no longer clips vehicles while driving at high speed
Removed conflicting visual effects for vehicle weapon stations, spotters and drones
The MAV now has a working handbrake
Visuals for Tank cook-offs have been added
EBAA Wildcat
Fixed an issue where you could sometimes see through the EBAA Wildcat while in 3rd person view
Tank Shell penetration damage has been increased against the EBAA Wildcat. It now takes 3 hits to be destroyed
Updated the range on the EBAA Wildcat ATG missiles from 400 -> 200. We're making this change to ensure the main focus of the Wildcat remains on Anti Air
RAH-68 Huron and YG-99 Hannibal
The 30mm cannon blast damage has been reduced from 24 ->16
This change helps further reduce the pressure on infantry
Fixed an issue that was causing the Repair System to heal the Stealth Helicopters too much
This change brings their repair mechanic in line with other vehicles as it was unintentionally too strong
Armor of the Stealth Helicopters has been reduced to ensure it remains in line with their overall agility
This makes them less survivable overall by for example only needing one hit with Lis's G-84 TGM missile to destroy them
MD540 Nightbird
Fixed an issue where the MD540 Nightbird minigun wind up sound kept playing when switching to missiles while holding the fire input
Fixed an issue with the MD540 Nightbird where the drivers right hand was not holding the flightstick correctly
MV38-Condor and Mi-240 Super Hind
A new damage zone has been added to the cockpit of the Condor and Hind. This new zone is the most vulnerable part of these vehicles and exactly where you want to aim if you want to take them out
Fixed an issue which would cause players to be placed back inside the MV-38 Condor upon exiting the vehicle
Fixed an issue that would sometimes prevent the FXM-33 AA Missile from locking onto a MV-38 Condor
Weapons
Headshot Multiplier on Assault Rifles has been increased from 2x -> 2.15x
This change reflects that we want Assault Rifles to feel rewarding for increased accuracy
Headshot Multiplier on Submachine Guns has been decreased from 2 -> 1.25x
We feel this change reflects the role of SMG’s; they are not weapons that should reward accuracy versus other weapon types
A weapons reload animation is now present when continuously triggering the bipod while firing the weapon
Aim Down Sight scaling has been added for scopes with up to 4x zoom
Fixed an issue where the lines on the SDB 10x reticle were too thin while having the Rough Ruby skin equipped
Fixed an issue where the Low ammo indicator would sometimes appear at the wrong time
Fixed an issue where the Plus Menu could sometimes appear empty after exiting a vehicle seat
Fixed an issue which would sometimes cause the wrong crosshair to be displayed when using various Shotgun underbarrels
Fixed the weapon fire mode HUD indicator showing up for gadgets if the primary weapon has an underbarrel weapon attachment equipped
Overall responsiveness of the crosshair has been improved, and resolved scenarios where dispersion would be incorrectly represented when zooming out
The player no longer gets spotted while shooting with either Ghostmaker R10 or BSV-M
The PSO scope no longer incorrectly has x10 zoom while equipping a certain skin
AK-24 The rate of fire of the Masterkey attachment is now unaffected by the AK-24's magazine attachments
BSV-M The BSV-M recoil modifier during Full-Auto mode has been increased from 0.9x -> 1.15x Full-Auto capabilities of the BSV-M should be viable when transitioning into a close quarters situation, but should not outperform its Semi-Auto capabilities BSV-M’s High Power and Close Combat ammo now have tracers
G57 Increased the Extended and Drum magazines capacity on G57 by 5 bullets We’re increasing the impact of unlocking Extended and Drum attachments by further increasing the gap between the amount of bullets they unlock
Ghostmaker R10 Fixed an issue where the color of the Ghostmaker R10 crosshair would not update when changed
M44 Fixed an issue where audio would cut short when using the M44 while prone The M44 Revolver 2-shot range has been increased to 100m
PKP-BP A minor improvement has been made to the PKP-BP's recoil behavior
VCAR The VCAR Drum Magazine's description now matches the fire mode of the weapon
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
In case you missed it, not only were we presenting our gameplay demos at gamescom, but we also took part in a couple of amazing showcases full of really cool indies! As part of these gameplay reveals, we go over some of the key features of Lightyear Frontier, and how you’ll be taking your first steps in making this new and beautiful world your home!