Today at 7PM CET we're playing the new build featuring new content! Here are some of the new buildings and features you can see tonight:
1. Boatbuilder
Self-explanatory, the boatbuilder will allow you to construct your first watercraft and take to the seas! Or at least go fishing in proper fashion.
2. Tier 2 Buildings
We've already implemented a lot of the new buildings from the new tech tier (pictured above: the Tier 2 Workshop), so we will be able to take our first steps out of the "Stick Age".
3. Farming
The agricultural revolution is now upon us! Players will now find seeds whenever they gather plants and will be able to plant them in fields. Fields will need tilling, watering and fertilizing. Each plant has its own season when it needs to be planted and harvested, but the exact details are for you to discover.
Ștefan and Adi will be your guides for this evening, teaching you how to turn the harsh odds in your favor. From sticks and stones, to shelters and houses, we'll show you how to build your very own Viking settlement!
Remember the rage of the sea! Remember the light in the darkness! See you there, tribe leaders!
Greetings everyone, we hope you all have been enjoying a great start to 2023!
We have an extremely promising year ahead of us for Automobilista 2 - it hasn´t been the smoothest start however as evidenced by the new update being a bit behind schedule. Some of the developments we had planned in this cycle are proving a bit more troublesome than expected, so in order to avoid a longer delay for valuable developments and bug fixes we already had in the bag we´ve decided to break the update into parts - the first is just around the corner and should be available at least as a release candidate for this weekend, and it will then be complemented with further updates over the course of March.
Let´s get into it then and have a look into what we have been working on lately for the next update and beyond.
Improvements & Bug Fixes
The last update slipped out with a few bugs which have taken us a while to figure out, but that have since been sorted for the upcoming update - these include fixing the issues with customized drivers disappearing and the track issues with Snetterton and Imola 2001.
We have made some further good progress with the AI, with several further improvements to their pitstop strategy decisions and also fixing some issues with their pit in / pit out routines that were costing them a lot of time.
There have also been some improvements to championship mode, increasing the number of custom championship slots to 5, adding the option to configure pit speed limit in custom championships and fixing the bug causing official championships taking grid setup of custom championship slot in some cases.
AMS2 Multiplayer Development in 2023
We remain aware users are still occasionally running into reliability issues in Multiplayer and urging for further developments in this area - efforts have been ongoing for months now and even though there haven´t been many fruits from it yet, there are good prospects for significant developments over the course of the year.
We have already outlined a plan with various quality-of-life developments such as expanding client voting options, adding support for auto-advance sessions without host interaction, the option for host to join as spectator along with adjusting the time window for clients to join or rejoin in various sessions - these and other relatively lower hanging developments should be delivered over the course of the next few months.
Sadly, more intrinsic reliability bugs have proved more challenging to track down precisely because they aren´t so easy to reproduce - we have been picking through the code throughout the second half of 2022 looking for potential improvements, and have recently begun to evaluate a more extensive reform to the whole multiplayer structure - given the complexity of such project however and the number of unknowns involved we can´t really reliably assess a timeline for its conclusion nor how fruitful it will turn out to be.
So while there may be no quick prospects in this area, we want to assure we are not oblivious to the issues and are doing all we can to bring substantial developments over the course of this year.
Bathurst 1983
Our sim racing time machine has now been set to 1983 Australia, more specifically the glorious Mount Panorama - this track complements the Historic Track Pack Pt1 DLC released in December and it´s free of charge for those who own it or packages that include it.
Although the layout itself is not substantially different to the modern track - the main difference then was the Conrod straight still uninterrupted by the Chase section to be introduced in 1987 - there is a perceptible 80s grit to the place, and the general absence of barriers between the race track and surrounding hills and trees make its roller coaster nature that much more daunting.
The development of Historic Bathurst include the addition of 3D trees in more immediate trackside surroundings also for the modern track, replacing the rotating 2D trees that could look a bit awkward especially in VR mode - this over time will also be done to other tracks with trees close to trackside.
Nürburgring 1971 Development
Hard work is also ongoing on the mammoth Nürburgring Historic 1971 project - unfortunately it still won´t quite make it in time in the upcoming update, but for good reasons as the project has been extended to include the Historic Sudschleife (South Loop) layout along the more famous Nordschleife layout we all know and love.
Although the roads are still there, the Sudschleife has not been used for competitive racing since 1971 and there is precious little reference material for it which is why it wasn´t part of the original project - recently though the track team managed to get hold of some LIDAR data for the roads and decided to take on the challenge to reproduce the lesser known southern end of the Green Hell.
The Nordschleife in turn is in its finishing stages - a couple of fresh previews to whet appetites:
We expect to conclude this much anticipated project before the end of March.
Formula Inter
The new update introduces a new free series to the sim - Formula Inter is a Brazilian series initially created in 2015 as a platform for new racing talents looking to start their careers out of karting. The series had been in hiatus in recent years but is returning in 2023 with some races already on the schedule.
With little under 500kg, 190hp and 5-speed H shifter, the MG15 is an excellent car for rookies to grasp racing fundamentals.
That covers the thick of it for this cycle - there is not long to wait now as the update with Bathurst 1983 and Formula Inter should be available very soon. We hope you all enjoy it!
Before you opt into the development branch, please make sure that you back up your save file, as progress you make on the development branch WILL NOT CARRY OVER to the stable version if you later choose to switch back. The patch will be pushed to the stable version and other platforms as soon as we have confirmed that it is indeed stable.
We will be grateful for any and all feedback and bug reports either in the discussion section of this post or via the THQ Nordic Redmine (when creating a ticket, please make sure that you enter the correct version).
Thank you all so much for trying out the Demo and filling out the survey!
This way we know much more about what you expect from us. And of course, we sincerely thank you for all your ideas and additional suggestions. They have been forwarded to the relevant departments and work on them is in full swing!
Some of you wondered what was happening to the snow that was being scraped off and that it should pile up into heaps and piles of snow. We immediately passed the suggestion on to our SNOW DEPT. and the result was a completely new and much truer-looking snow physics. Here are the results:
A significant number of respondents were looking forward to being able to go beyond the HUB. What kept us from doing so was the trial system, which was not fully worked out. But after a few sleepless nights, our TRAILS DIVISION prepared a trail system. And it looks like this:
And finally! Almost all respondents were looking forward to being able to clear snow with vehicles. And when we saw how important this is to you we immediately pressed our auto mechanics to prepare a fully functioning tractor! Thanks to their work, we can already drive and clear snow from properties and roads, and even - why not - landscapes!
Thank you again for your interest and the unexpectedly large response! It motivates us a lot for further work. We will report here on the progress of work and as soon as we have a version of the game that takes into account all our assumptions and, of course, your comments - we will appear in early access.
Time for a new update! This update adds some more variation for the hostile abilities in the waves and also some hostile ability variation on the different maps. It also comes with a rebalance of the difficulty. The game should now hopefully feel much less frustrating and not be too hard for new players.
The curse upgrade has also been reworked and split into different categories so you through the skill tree can increase the difficulty with for different upgrades for anyone that finds the game too easy after the difficulty adjustments.
Also two new abilities that can be unlocked, both healing abilities to help you keep the health up during the tough waves. Full details of the updates is in the patch notes below.
Since this update rearranges the skill tree a bit it will be automatically refunded for you when you start the game. So don't forget to head into the skill tree and pick the upgrades you want in there.
Features/Improvements
Added new hostile ability Arcane Spin that will spawn in some waves. It spins around the spawn position and deals damage if hit
Added new hostile ability Ice Projectile that will spawn in some waves. It deals damage and slows the player if hit
Added new hostile ability Whirlwind that will spawn in some waves. It deals damage and stuns the player if hit
Added new hostile ability Galaxy Orb that will spawn in some waves. It grows larger the longer it travels and deals damage based on the size if hit
Remade a lot of the waves and some of them are now different on the different maps
Darkened the colour of the sand on the Pirate Map to make spells more visible on top of it
Curse in skill tree has been reworked and split into 4 different "upgrades". One for increasing minion spawns, one for increasing the number of abilities spawned, one for increasing the hostile ability damage and one for increasing minion damage
New ability Healing Circle, Place a circle of healing on the ground which heals you and any allies in it for 20 health after 3 seconds
New ability Healing Potion, Throw a Potion of healing on the ground which grows over time for up to 2 seconds and heals for up to 10 health depending on the size when you walk into it
Balance changes
Dragon Resilience passive now unlocks healing upgrades for the abilities that have healing upgrades
Removed Curse from in game upgrades
Reduced minion spawn rate
Reduced the max number of abilities that can spawn at the same time on Asag's Forest
Increased the max number of abilities that can spawn at the same time on The Forge
Bugfixes
Fixed a bug causing the light from flamestrikes to flicker when more than one flamestrike was active at the same time
Fixed a bug where the sprint after stealth upgrade did not always apply the corrent movement speed multiplier
Fixed a bug where the sprint after stealth upgrade could override the sprint ability's duration
Fixed a bug where block did not remove slow effects when used
Fixed a bug where dash when upgraded with invulnerability did not remove slow effects when used
Changes the way 3D links work, so that in the wordsearch game you can bidirectionally link to multiple other cells (where the shape definition defines it). Previously ambiguous links were mapped out and couldn't be used. These occur around the edges of objects where there are multiple intersections.
Greetings, our dearest fishing community! This March, you will witness (and some of you even directly participate in) a truly historical event. Fishing Planet will hold its first bottom fishing tournament, World Cats Cup! Remember to register for this unique opportunity and take part in the new competitive event.
Have fun competing with other players and trying to catch the biggest fish! You will go on an exciting journey starting in North America, traveling through Europe, and finally reaching the waters of South America!
Fight for fame, recognition, and a prize pool of many Credits, BaitCoins, and unique fishing tackle, and most importantly — for the title of the first bottom fishing Champion!
The tournament will last from March 7 through 12, with registration starting on March 6, one day before the first qualifying game. Here’s the tournament schedule:
March 7: Qualifier 1 at Saint Croix Lake in Michigan.
March 8: Qualifier 2 on the beautiful Sander Baggersee Lake in Germany.
March 9: Qualifier 3 on the swampy shores of Quanchkin Lake in Louisiana.
March 11: Semifinal on the tropical banks of the Marron River in Bolivia.
March 12: Tournament Final in the winding streams of the Amazonian Maze in Brazil.
Rewards will include unique x-series items:
X-Series Frogman™ 310
X-Series Ballisto Groundbait Catapult
Rivertex™ WCC Champion’s Cap
X-Series Slider
X-Series Cap'n Hook #12/0
X-Series Sinker 150 g
The World Cats Cup Pack will be your reliable support in achieving this goal! This bundle contains everything you need for a bottom fishing tournament!