Monster fish living in the ocean will not miss the opportunity to eat you. You can't hide from them, they will find you. If you don't want that, or if you find them too strong, you can reduce the damage taken or turn them off completely in the new game difficulty settings. You can now customize the difficulty of the game for yourself. Adjust the amount of resources received, the needs of the character, adjust the damage received. You can also enable peaceful mode without enemies, and the complete removal of resources after death. At all difficulty levels, after death, the supply of food and water will decrease. It gets cold at night, you have to warm yourself by the fire. Getting wet in the rain and in the water. It intensifies the cold. Comfort - campfire gatherings and furniture around you create additional comfort. He restores health. Watch for negative effects. If the character is cold, hot or wet, health will not be restored. Sleep - use the bed to sleep and skip the night. After sleeping, the supply of food and water will be reduced, keep this in mind so as not to die. Go to the crafting menu and create a new item - a hammer. With it, you can pick up certain building items, sofas, chairs and more. AFTER UPDATE YOU MUST START A NEW GAME. OLD SAVE WILL NOT WORK CORRECTLY.
LIST OF CHANGES. Added: Monster fish Added: Sleep Added: Mallet Added: Game Difficulty: Setting the amount of resources Added: Game Difficulty: Customization of character needs Added: Game Difficulty: Damage Taken Adjustment Added: Game difficulty: Ability to delete items on restart Added: Game difficulty: Peaceful mode without enemies Added: Character freezing Added: Character overheating Added: Character getting wet Added: Character Comfort Added: Blood in water when damaged Added: Reduced health when cold or hot Added: Reduced food and water supply on death Added: Button to get up when you are lying on the bed
Changed: Increased sail speed Changed: Oxygen warning shown earlier Changed: Wood burning rate reduced Changed: Bandage adds more health Changed: Increased waves in storm Changed: Reduced chance and time of rain Changed: Now the hook does not get stuck under the raft Changed: Coconut in slot 5 Changed: Pineapple in slot 5 Changed: Avocado in slot 10 Changed: Banana in slot 10 Changed: Berries in slot 10 Changed: Mushrooms in slot 10 Changed: Hinge in slot 10 Changed: Bolts in slot 10 Changed: High quality metal ore in slot 20 Changed: Metal ore in slot 100 Changed: High grade metal loot increased to 10 Changed: Stone extraction from stone ore increased to 250 Changed: Health does not regenerate on negative effects
Fixed: The sail did not swim well against the current Fixed: In rare cases, the character fell through the textures when getting out of bed Fixed: The camera was inside the character on restart Fixed: Fixed errors in the information window when building items Fixed: Some control buttons could not be remapped Fixed: Fixed underwater sail sound Fixed: Easier to climb the foundation. There was a problem at the junctions of the foundations Fixed: The bed remained occupied when the player left the game while lying on the bed Fixed: Rapid movement of clouds when changing weather Fixed: Chairs didn't fit well Fixed: While lying on the bed, the other player did not move correctly. Falling into textures
We'd like to inform you that we've launched the usual in-game survey about the features of the latest update. Take it and let us know what you think of them! By participating, you're helping us make Crossout better!
The in-game poll will be available from 13:00 UTC on November 29 to 13:00 UTC on December 1.
In case the poll doesn't show up, make sure you have the "Enable surveys" option checked in the settings tab.
For more information on Crossout, follow these channels:
The Riftbreaker Update, November 29th 2022. EXE: 632 DATA: 255 Changelog:
Feature:
Added Safe Mode launch option. If the game detects that it wasn't closed properly the last time, it will prompt the user whether they would like to launch the game in Safe Mode. This mode disables all downloaded mods and resets the graphics options to safe default values - DirectX 11, windowed mode, 1280x720. Here are some cases when this option might be useful: - You have some mods installed and a game update has caused one ore more of them to become incompatible, resulting in a game crash at startup. Launching the game in Safe Mode will allow you to disable the mods that cause problems and wait for a fix. - You installed a couple of new mods and they are incompatible with each other - just like in the previous case, Safe Mode will allow you to try and determine which mods are causing trouble. - You changed your PC hardware or a monitor - Safe Mode will give you the option to restore your settings to safe defaults and then allow you to reconfigure the game the way you like. You will be prompted about launching the game in Safe Mode every time when the game detects an unsafe shutdown. This option is also available from our Launcher menu.
Changes:
Metallic Valley Survival final wave tweaked - shorter delay before the ending waves, added flurian boss(es.)
Operational radius display added to magnetic stabilizers.
Added many new building 'working' state sounds and bioanomaly idle sounds. Feedback welcome!
Mini-Miner and Sentry guns item category changed from 'defensive' to 'consumable'.
Added effets for buildings being turned on and off.
Mod Management Screen - added `Toggle All Mods' button.
More performance options are displayed in the benchmark summary screen.
Fixes:
Fixed the collision size in Nuclear Power Plant.
Fixed an issue that caused single wall pieces to always rotate one way when not connected to any other wall pieces.
Fixed a crash on loading that occurred if the save was created during a building upgrade process.
Fixed a crash in BurstWeaponSystem.
Fixed an issue that caused pipes to connect to walls.
Fixed a crash in DestructionLevelSystem.
Debug: fixed debug_recreate_buildings command to give back proper resources, not duplicate saplings, set back mods, saplings and resources in decompressors.
Fixed a crash in Crafting Screen if resource doesn't exist in basket.
Fixed a crash on loading if an item blueprint doesn't exist.
Display a different controler shortcut if the current controller shortcuts don't exist.
Fixed unlocking research on additional trees when loading old saves.
Typing in the developer console now takes priority over game controls.
Hardened the game logic safety around a potential campaign flow bug that could prevent the game from progressing past building the alien research laboratory. Thanks, Typhon!
Fixed a crash if a save name was corrupted.
Fixed a crash that occurred if a player tried to launch a new version of the game and had deprecated FidelityFX CAS or VRS options enabled.
Fixed a crash in the camera system when getting back to maps where you died previously.
We're giving thanks during this special time of year to you, our players, and to celebrate the achievements we've built together over the years. The Steam Awards are here, and we are humbled to be eligible for a nomination for our 'Labor of Love', Trove!
As Trove's 7th anniversary year, we have added a new class, the stunning Solarion, along with many magical class reworks, updates, and events. With the recently added Star Chart system, there's even a whole new way to progress and empower yourself in Trove and we're excited for the future ahead. Be sure to cast your nominees for your favorite voxel adventure MMO and share your memorable 2022 moments on our socials!
How To Nominate? 1. Go to the Steam store. 2. Click on the “Nominate your favorite Games in the 2022 Steam Awards” button. 3. Click the “Labor of Love” award card in the menu. 4. Chose your favorite game. 5. Click Save. 6. Congratulations! You just nominated your game for the Steam Award!
Large: * Redesigned the view to load savegames; now with filter buttons and more information per save file * When failing a scenario, it now includes options to go back to 3 checkpoints (instead of always starting over from zero) * For all objectives, there is now a progress bar so you get more feedback on whether you are going to succeed
Small: * Manual edits to the soil stats are now also stored in the savefile * Redesigned the objective view; now all information is one page (no tabs anymore) * The game now displays skin type statistics when hovering skin type buttons * When changing the global temperature in the sandbox, the soil colors are now updated immediately * When loading a sandbox world, any changes to the global temperature are applied only once (instead of twice) * When choosing a smaller map size, the temperatures will become less extreme (can be restored manually) * Fixed the 'white world' bug that appeared when using seasons in the sandbox * Polished the UV of the creature scenario, so maps projected onto the terrain (for example indicating where your creations will survive) more accurately depict the simulation * Fixed a bug where algae could be placed over the edge of the map * After a timejump, a message is shown 'rebuilding organism models, this may take a while...' instead of everything just freezing * Added a new death cause: seeds fell in water (although it only shows up rarely)
Various camera improvements: * When using the WASD/arrow keys, you can no longer fly into the terrain; the camera will automatically go up to stay 'above land' * When you stop moving the camera, the focus point will reset to the terrain in the center of the screen. This prevents unexpected camera behavior in mountainous areas. * If you lose control of the camera when tabbing out of the game, you can now 'get it back' by simply using WASD/arrow keys again * Fixed a problem where the camera would go wild when zooming directly after coming out of an editor
Various bulldozer button improvements: * The area cleared now perfectly matches the size of the circle, independent of map size * Plant seeds that were about to hatch are now also removed * A small 'falling rocks' particle effect and sound are now played with each usage, making it much more fun to use * The bulldozer mode now is automatically turned off when using another part of the UI, preventing weird interactions
Notice: this patch introduces a new savefile format (sav7). While the old format (sav6) does still work, there should be far fewer problems with games started AFTER this patch is installed.
We've teamed up with the creator of boomer shooter Project Warlock for an explosive event!
Upon the release of Impaler on December 6, the game will include in-game enemy and weapon skins from Project Warlock. The sexy Demoness will invade our cathedral and the powerful Harvester shotgun will be there to stop her from sucking out your life!
Project Warlock was released 4 years ago in 2018. That's almost precisely the same time as the solo indie dev Apptivus began the development of Impaler as his weekend passion project. 212 weekends later, you will soon be able to play Impaler!
Also, keep an eye out for a special launch bundle of Impaler and Project Warlock.
Project Warlock will soon celebrate its fourth birthday. The festivities began with the PC Big Box released under the wings of John Romero. Now the party continues as we've teamed up with the solo developer of Impaler to bring you a special Project Warlock goodie!
The sexy Demoness is invading Impaler’s cathedral and the powerful Harvester shotgun will be there to stop her from sucking out your life! Upon its release on December 6, Impaler will include in-game enemy and weapon skins from Project Warlock.
Wishlist the game now and keep an eye out for a special Project Warlock x Impaler launch bundle with an extra discount!
In War Robots: Frontiers you take the helm of a 15-meter-tall combat walker to fight for fame and fortune. Ahead of you is a vast battlefield and a team of six enemy Pilots. Challenge them together with your team, brawl over beacons, rack up damage using the best weaponry the future has to offer, and win with tactics or brute force!
Learn more about the combat mechanics of War Robots: Frontiers with this Developer Spotlight written by Shredder-Blitz (Community Manager) and Baz (Lead Level Designer).
THE LAY OF THE LAND
The bedrock game mode of War Robots: Frontiers is Beacon Rush. Two teams set out from opposite sides of the map and fight for strategic points. Every captured beacon becomes a beachhead where you can deploy your next Robot to press the attack. As either team hold their controlled territory, they accumulate victory points. With enough points, one team will instantly win the match.
Our goal was to make the destruction of each Robot a major event in the course of battle, so there will be no respawns (at least not in Beacon Rush). Once you’ve annihilated your target, it won’t be coming back. However, each player fields a squad of five Robots and one special Alpha unit. This makes more room for team strategy and turns each match into a ceaseless festival of Robot destruction. There will always be something to shoot at!
SUPER-SIZED DOESN'T MEAN SUPER-SLOW
War Robots: Frontiers rewards fast reactions and encourages you to always be on the move. A well-placed hit to a weak spot can instantly send an enemy Robot to the scrapyard (especially if someone has already done some work on their armor). However, even though you’re aiming at a four-storey tall giant on two legs, hitting it can prove to be a challenge. Each Robot is equipped with jet thrusters that allow dashing and jumping, and most of them run at a formidable speed.
Faster gameplay means a higher skill cap—this is exactly what we aimed for when balancing the game. You will find that most weapons require very precise aiming to be effective. At the same time, we have left room for more strategic playstyles. Robot abilities are a powerful tool, especially those installed on the Alphas. When used at the right time, you have the chance to turn the tide of battle singlehandedly. Of course, it’s better to be both a good marksman and a smart planner.
CHOOSE YOUR COMBAT STYLE
On the Frontier, there are no pre-arranged Robot builds. Your walkers arrive in parts—torso, legs, shoulders, weapons, and modules. There are plenty of possible combinations, and replacing even a single component can change the way a Robot works in battle.
If you go with items of the same brand, your final setup will feel intuitive and familiar. Bulwark, for example, lives up to its fortified name and features additional armor on the torso, legs, and shoulders. At the same time, it doesn’t have to be a walking shield for its squad. Opt for more fuel-efficient legs, maybe change one of its shoulders, slap a Stealth module on top, and your bot may just as well become a sneaky beacon runner that doesn’t shy away from a duel against a heavier opponent.
There are multiple roles you could try to fill, such as brawler (close-range fighter), sniper, support, or scout. However, you don’t have to adhere to one particular role—-by combining different parts, modules, and close/mid/long-range weapons, you can discover some interesting hybrids. Whichever playstyle you prefer, Frontiers will have you covered. We want to encourage you to experiment with your builds as freely as possible.
WREAK HAVOC
We want to convey the feel of piloting an unstoppable metal behemoth, and destructible objects on the map serve exactly that purpose. When missiles start flying, you will see that certain buildings around the map take damage. As they crumble down, new tactical decisions become available and the dynamics of the fight change.
Early in development, we agreed on three types of destructibles on the map:
Cosmetic: This destructible type reminds you what a huge and dangerous machine is now under your control. Most surfaces you shoot or tackle give you some kind of visual response. Shattering glass, crumbling stones or exploding vehicles—you name it.
Cover: This destructible type was different at first, with half-height obstacles serving as cover because Robots COULD crouch. Those are now gone, replaced with full-height objects that can take a shot or two for you if you manage your positioning correctly.
Path Blockers: The final and probably the most interesting destructible type provides you with shortcuts during the match. Players who know the map well can use big destructible structures to their advantage, either opening a faster way to the other side of the map or using the structures for cover instead.
The Cover type was the most difficult to implement, and it changed its purpose as development progressed. Early on, cover could only be crushed by Alphas, making ordinary Robots much less mobile by comparison. At some point, we gave the Dash and the Jetpack abilities to every walker in the game, which brought us to the point where cover simply didn’t deliver fun—-they felt like annoying obstacles. The technical art team reworked them and now you can rush right through, destroying the objects with the weight of your Robot.
Later, we also introduced cover which looks like part of a larger structure. For example, here’s one of the landmarks of the Crash Site map—a giant glass dome:
It can hide an ambush if most of its structure is left intact. Consider such terrain features as you plan your next move, or just wreck everything that’s not too durable for the sheer fun of it!
In the next Development Spotlight, we’ll do an in-depth rundown of Robot customization. There’s a lot to cover, so be sure to tune in next week!