This update 0.2.14 includes 32 improvements and bug fixes, including farming and the environment. I also reviewed it on Saturday and Sunday, but since the updates that have changed a little more systematically than before have been applied, stability may be particularly low in this update. If you report it, we will correct and supplement it immediately. thank you
Improvements
items
Added spinach seed item.
Cucumber seed item added.
Added radish seed item.
Cabbage seed item has been added.
Added Carrot Seed item.
Added corn seed item.
Added rice seed item.
gathering
When gathering crops with seed items added, there is a low chance that seeds can be obtained at the location of the harvested crop.
Increased Potato spawn rate to match other crops. (The probability was very low as other gathering items appeared, but it was adjusted so that it is naturally generated again)
farming
Changed fields to disappear when crops are harvested.
Changed the size of planted crops when fully grown.
Changed the number of crops planted when harvested.
Crops grow slowly, including previously planted crops.
convenience
Added a highlight effect when dragging an item in the inventory UI to another slot.
Natural environment
Added light fog when looking at a distance.
Improved the natural lighting system including day and night.
Reduced max heights for oversized grasses.
More types of flowers grow among the grasses.
Pools are spawning slightly less than before.
Slightly reduced tree generation at long distances.
balance
Increased Hoe durability.
Plants are too lopsided to prevent them from spawning in the natural environment.
Overall, the effects of almost all foods were slightly (within 15%) downgraded or upregulated.
optimization
Optimized terrain textures. Slightly faster loading of terrain textures in HDD environment (no effect in SSD environment)
GPU instance optimizations are applied on trees.
GPU instance optimizations are applied in buildings. * In areas with too many buildings, grass, and trees, lower than normal fps is less common than before.
bugfixes
Fixed an error causing Simmani to walk in place.
Fixed an issue where Simmani would re-gather plants that the player had already harvested.
Fixed an issue where you could not move while sleeping when saving & loading a sleeping bag.
Fixed an error where the durability of installable items was not saved.
Fixed an error where the fields would not be visible when there were many fields due to farming.
Fixed an issue where the angle would be weird when the angler was alert on a slope.
This patch mainly works on performance issues. Frame rates should now be a lot more stable at later stages. There are still a few things left to do which will follow in later patches.
Coming soon
The next patch will focus mostly on minor bug fixes, and will also include one or two bigger feature changes. Which ones, I haven't yet decided. (wow, what a helpful paragraph this was!)
Now off to the actual patch notes:
Performance
SHOTGUN, OH DEER, DEAD END, CONFLICT, BULWARK: Reduced polygon count by about 25% (millions of triangles sacrificed their lives for better performance), mostly by reducing vegetation.
Other levels: Reduced polygon count slightly.
Optimized path finding to take load off the CPU.
Many other small tweaks to optimize performance.
Frame rate increase (depending on level, situation and hardware) between 10 and 50%.
Features & other changes
Changed the way depositing cash works with the cash attachment: Old: Holding the button/key transferred cash from your pocket to a bullet. Shooting this bullet at an ATM transferred that cash from the bullet to your bank account. If you missed the ATM, a cash pickup spawned at the point of impact. No matter how far the ATM was upgraded, 100% of the money was deposited into the bank account. New: If the attachment is active, and a bullet hits an ATM, cash in your pocket is transferred to your bank account. The amount of cash transferred by each bullet is identical to the damage of that bullet. For example, a Vampyre’s high explosive round deposits $212.50, an Arrow’s hollow point bullet deposits $45. There is no need to long press the button/key, and there is no chance of losing cash by missing the ATM. As the new maximum for an ATMs conversion rate is 110%, money deposited this way always converts at 110%.
Changed the way depositing cash works with the cash grenade: Old: Double pressing the button/key threw a cash deposit grenade that carried some of the cash from your pocket. If it landed near (inside 5m range) of an ATM, the cash got deposited in your bank account. If you missed the ATM, a cash pickup spawned. New: When a regular cash pickup grenade (thrown by a single press) lands near an ATM, it deposits 75% of the cash in your pocket in the ATM. There is no chance of losing money anymore and 110% of the cash deposited this way ends up in your bank account.
There is now an ATM in HOME to let you practice depositing cash via attachment or grenade.
When reloading, your bullet count now updates once the new magazine is inserted (before: once the reload animation was completely finished). If you abort the reload animation with any action (melee, throw, weapons swap) after that point, the gun is treated as fully reloaded.
When you achieve a new high score, the end game screen makes it easier to change the text for the local high score list as well as selecting your flag.
Tracers are now a bit prettier.
Bug fixes
Fixed an issue that sometimes caused cash pickups to fall through the floor.
Fixed an issue that sometimes kept global high scores from being submitted.
When a Joggernaut got stunned just before or during throwing up, the vomit particles were stopped but the gloop/damage effect was still applied.
Zombies that are carrying explosives did still explode when they got close to the player, even when stunned.
Turrets were able to contribute to the score streak in certain situations (like the nailgun when hitting more than one enemy with a single projectile).
Cash pickups now collide with the invisible walls that keep the player from leaving the level bounds. This is especially important in SHIPMEND, where there are invisible walls around the big ships and the cash pickups were able to fall down into the bays where players couldn’t recover them.
Fixed various issues with the way SMART rounds handled money. It was possible to unintentionally both gain and lose money.
It was a bit hard to select certain levels on the map (mostly LAB and SHOTGUN), this works better now.
Sticky grenades that were stuck on a zombie were attached to the “base” of the zombie instead of the individual body part that they stuck to. They now attach to (and move with) the actual body part (just like the incendiary burns).
The text to tell players they weren’t allowed to construct something was too wide and got wrapped.
A teleporter that landed on an angled/slanted surface did not stay there (like the road in SUMMIT).
Fixed an issue where ADS (aiming down sights) sometimes lagged a bit when both walking and shooting before pressing the aim key/button.
When reloading an endless game, some parameters (like jump height) weren’t properly applied.
Improved Anti Aliasing. White outline/edges as well as “nervous vibrating/flickering” are reduced.
Scopes did not render hologram decoys.
It was possible for zombies to squeeze through the narrow gap between the construction grid and the workshop/office in SHIPMEND.
The SG90 now more accurately hits where you aim.
Enlarged the front post of the CyKa’s iron sights and corrected the sight picture: The gun now hits exactly above the front post.
Some throwables (e.g. cash grenade, teleporter) spawned in the place the previous throwable of the same place expired.
Sticky grenades sometimes bounced off instead of attaching if the target was very close to the player.
When starting the next (as of yet not completed) story level from HOME and setting the difficulty, it was ignored and overridden by the last difficulty you used with the switch in the RV.
If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue. This makes it a lot easier for me to replicate and fix it. If you would like any direct feedback, don't forget to include your email address.
Today we are starting to test major changes to one of the game’s core mechanics — the way weapon projectiles deal damage to vehicle parts. These are important changes that will affect many aspects of the game, as well as answer many of the questions and suggestions that you have shared with us.
We remind you that all the new features described in this news are not final and may be changed before they are introduced into the game or may not make it into the game at all.
Important Information
First of all, we’d like to note that these changes are experimental. The decision on their implementation/improvement/cancellation will be made based on the results of several stages of testing. For the same reason, there may be some audio-visual flaws present on the test server. There may also be errors related to damage dealing or with the work of any perk.
We would like to separately note that such important changes will go through several stages of testing:
The first stage begins today, where we want to introduce you to the updated mechanics, without implementing a lot of balance changes for certain weapons.
Then we plan to make necessary adjustments based on the testing results and implement balance changes to parts in order to bring them in line with the updated conditions. All changes will be tested together by the development team and our volunteers.
Once all the main work is complete, we will open the test server again for all players to present you the results, collect your feedback, suggestions and comments and finalize some of the aspects.
The feedback of everyone who takes part in the mass testing of the changes is very important to us. Please report any balance problems or bugs you encounter related to the updated mechanics in the feedback thread. Your active participation will greatly help us in working on this significant change for the game.
Important: In order for us to collect the most complete and reliable statistics, we ask all test participants to take part in the “Get the scrap metal!”, “Get the wires!” or “Get the batteries!” battles (PvP missions) as much as possible.
How do the mechanics work now?
Now, when a projectile hits a part, it can deal damage to the following parts in its path. The durability of each part hit is deducted from the amount of initial damage (“bullet damage” or “damage from projectile contact with the part”). The projectile disappears at the moment the damage from the hit is depleted or after two meters from the point of contact with the first part in the projectile’s flight path. The point of detonation occurs on the first hit.
There are additional mechanics, such as shifting the explosion point after parts are hit, or dealing damage excluding the durability of parts (perk of the “Scorpion”), but basically the damage is dealt as described above.
Reasons for changing the mechanics of projectile damage
The two-meter limitation, after passing which the projectile disappears, has led to the appearance of the so-called “screens”. The “screens”, in turn, have led to lightweight, low-durability parts being just as effective, or even more effective, than heavier, mode durable ones. Also, due to the two-meter limitations, many weapons cannot reach their full potential when playing against “screens”.
We would like to fix this and make sure that the damage mechanics are devoid of such restrictions, and durable parts are more effective in terms of car armouring.
We’d like to take this opportunity to ask you for your opinion: how do you feel about the so-called “screens” and a 2-meter limit for a projectile? And do you think that this restriction should be abandoned, considering that damage and part durability are adapted to the new realities? Please share your opinion about the results of testing in the comments to this publication or in the special thread.
Changes in the mechanics
First, it’s important to clarify that the introduced changes are relevant for projectiles that have flight speed and size. The so-called “hit scan” (instant damage to a certain point), which is relevant for most machine guns and shotguns, works according to the old principle. Changing it is less useful in terms of impact on the game, but it can have a significant effect on the game’s performance. Explosions also have a “hit scan” mechanic and remain unchanged.
Main changes:
Projectiles no longer have a 2-meter limit and continue to fly until their firearm damage is depleted or until the projectile’s “lifetime” ends. The amount of firearm damage inflicted is spent according to the previously described principle — through the subtraction of the durability of the destroyed parts.
The explosion, if any, occurs after direct (firearm) damage is exhausted. This will also create situations where a projectile hitting a lightweight part from the edge of the armoured vehicle will destroy it and, without encountering other parts, will fly further without exploding.
The mechanics of the “Prosecutor” and “Executioner” perks work in such a way that the first 2 “pins” of the part are pierced by the projectile without taking into account the durability of the pierced parts (and therefore without loss of damage). Then the calculation of the durability of the destroyed parts begins (according to the general principle, like with all standard projectiles).
Reworked the calculation of damage dealt by “Scorpion”. This is because, without the 2-meter limitation, its projectile could deal a potentially huge amount of damage. Now after a part is pierced, the damage multiplier is not static as before, but constantly decreases with each pierced part. The size of the multiplier depends on how much damage the “Scorpion” projectile didn’t deal to the previous part. This way, “Scorpion” will be able to deal more consistent, but at the same time, limited damage.
On the test server the “Scorpion” projectile doesn’t pierce through the cabin.
Additional information:
The perks related to projectile hits work on the first contact.
The perk of “Yokai” activates on projectile detonation, not on the first contact.
The impulse is applied at the last contact, that is, when the projectile can no longer destroy the part with firearm damage.
Please, pay attention that parts' and mechanics' descriptions haven't been updated on the test server.
Changes to parts
There will be frequent changes to the parameters of the parts on the test server. This is necessary in order to test the mechanics and adapt the game to its realities. It’s far from certain that these parameter changes will ever make it to the game servers.
Currently, there are only 3 changes to parts that are planned to be added to the game on the test server:
Fixed an issue where the damage absorbed by “Omamori” was further reduced by the resistance upgrade, the talent of the co-driver “Grizzly”, or any other similar perk.
Fixed an issue where the “Avalanche” projectile didn’t lose direct damage when destroying vehicle parts.
The perk of “ST-M26 Tackler” will now be implemented through resistance rather than by damage blocking. This is due to technical features and optimization.
How to get to the test server?
If you have already participated in testing on a special server, then it will be enough to start the Launcher from the folder with the test client and wait for the update to complete.
Create a new folder for the game on your hard drive.
Download the Launcher from this link. The file name should not contain numbers indicating that the file is a duplicate. Please note that you should launch the file that does not contain any digits (1), (2), etc. in its name. If, when starting the installed launcher, you get to the live game servers, you need to delete all downloaded launchers from the download folder and try again.
Start the Launcher and install the game to the folder you created (for example: D:\Public test\Crossout).
After the installation is complete, start the Launcher and enter the game with your username and password.
The whole progress of your main account will be transferred to the main server (including parts in storage and levels of reputation in factions).
After logging into the server, to transfer progress from your account, press the “Esc” key and select “Copy account data”.
Please note the schedule of the test server:
Monday, February 27, 2023 from 15:00 to 19:00 (GMT)
Tuesday, February 28, 2023 from 13:00 to 19:00 (GMT)
Wednesday, March 1, 2023 from 13:00 to 19:00 (GMT)
Thursday, March 2, 2023 from 13:00 to 19:00 (GMT)
Friday, March 3, 2023 from 13:00 to 19:00 (GMT)
Saturday, March 4, 2023 from 13:00 to 19:00 (GMT)
Sunday, March 5, 2023 from 13:00 to 19:00 (GMT)
Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS).
After testing the changes, we invite you to leave your constructive feedback on the planned rework in the comments to this news.
The public test server is intended only for testing of the upcoming update, and may not accommodate all players without exception. However, absolutely anyone can join the server, as long as there are free spots.
For more information on Crossout, follow these channels:
new: Latin-American Spanish localization (thanks Diego Hernández!) new: Ukrainian localization (thanks Lacki23!) change: small update to the French localization (thanks Wok!) change: small update to the Finnish localization (thanks Minilammas!)
On another note, Pawnbarian is now available at a discount in the Chess-like Rogue-like Bundle alongside The Ouroboros King, which released today. It's a very interesting take on the genre, and I'd say it has a bigger focus on the "chess" part than Pawnbarian - you get to feel more like a strategist guiding an army, and planning multiple moves ahead plays a bigger role. Check it out here.
Trading cards have been enabled for Ever Seen a Cat? 3!
Now all Ever Seen a Cat titles have their own trading cards, and it's all thanks to you for supporting the series. Thank you very much, and may you enjoy the card drops!
While Ever Seen a Cat trilogy is completed, we have other cat seeking titles in the making:
Factory automation games like Techtonica are about making things work as well as they possibly can. Efficiency. How do you eke out more efficiency?
These games are also about on-the-fly solving of logistics puzzles that you, the player, create. You create these puzzles as you plan and build your factories.
As makers of a factory automation game, it’s our job to get you info in a quick, digestible fashion. We’re constantly improving the UI that delivers that info.
Today, we’ll showcase Techtonica’s Overlay Mode, which relays critical factory information and enables rapid problem diagnosis in a 3D, massive factory space.
Before we start, remember that a lot of this art is temporary! Techtonica will launch as an Early Access game this year, and elements of the game’s art and UI are regularly changing.
Let’s dig in.
Hello, Overlay Mode!
Activating Overlay Mode is simple: press the Alt key on your keyboard, and boom, it’s there.
You now have an overlay on all machines, from Inserters to Smelters and Assemblers. This overlay contains critical information. On Inserters, for instance, you can immediately tell which way the Inserter is operating. On Assemblers, you can see what the currently selected recipe is at a glance. On Smelters, you can see which ingot the machines are producing.
We also color machines based on their operational status. Green means everything is good. Yellow means the machine is paused and waiting (perhaps an Assembler that’s configured correctly but just waiting for the goods). Red means something is wrong.
With Overlay Mode, even larger factory floors become instantly legible. In the example screenshot above, Overlay Mode immediately tells me which side of my Smelting operation is copper and which is iron.
Some folks at Fire Hose leave Overlay Mode on constantly. I use it whenever I need to rapidly understand my layouts or am returning to an older save, confused and lost. (This happens often.)
Rapid problem diagnostics with big red icons
In the spirit of making sure that Groundbreakers have immediate, highly-visible information about the status of their factories, major problems will show over machines regardless of Overlay Mode being on.
If your machines are out of fuel, if an Inserter is trying to insert the wrong resource type, or if your Crank Generator needs a fresh crankin’, we’ll tell you with a red status icon over the machine.
This means that your factories let you know about problems as soon as they happen. It’s super convenient when you’re working to keep large-scale operations running smoothly and an error shows up that you wouldn’t have otherwise noticed.
Overlay Mode concepts and the future
It’s time for some concept art! ...And practically ancient in-game screenshots.
Look closely and you’ll notice old versions of the Assembler and Inserters. You’ll also notice that Overlay Mode has been with us for, literally, years as our team drew on stuff like the Inserter directions.
What about the future? The icons are all changing to be cleaner, easier to read, and to feel like they're a better fit for the Techtonica universe. Here are some of the new concepts that we're picking from.
Techtonica drops later this year. Add it to your wishlist!
If you want to chat with some like-minded factory automation fans, join our Discord!