O2Jam Online - jrmiranda


We would like to inform you that our scheduled maintenance has been completed and the server is back online. You can now log in and enjoy the game.

We apologize for any inconvenience caused by the downtime and appreciate your patience and understanding.

Thank you for being a part of our gaming community, and we hope you have a great time playing the game.

Today's updates are as follows:

1. We have uploaded 10 free songs to challenge.
• Love Drive(7 key)
• Love Fighter(7 key)
• Monochrome(7 key)
• Monster Express(7 key)
• Poison(7 key)
• Puberty(7 key)
• Supa Ride(7 key)
• Surf(7 key)
• Separated Union(7 key)
• Summer Party(7 key)

2. Ranking rewards for the first season will be issued

O2Jam Online Operation Team
Apr 19, 2023
Farmer Against Potatoes Idle - Oninou
Hey everyone,

This update is about fixing the missing character for Japanese, Chinese and Korean (hopefully this time it will work and prevent that in the future).

I'm going to write a bit about what we are working on for the near/mid-term.

We will be releasing World 7 in approximately 10 days from now, it "may" have a few placeholders until the next feature goes live (which should be around A#10 or A#12, undecided yet). I have various features written down, but it will most likely introduce the next big "batch" with a Town system (various buildings = various features), and the first one could be "Farming" (planting various vegetables and fruits, expanding the farm, cashing out as a prestige to grow stronger, etc). I won't go further into detail in case I'm doing something totally different as the "first" feature from the Town.

The multiplayer event is also making good progress, we may start an internal test in May and likely some public testing in June or July. The main goal of the multiplayer event is to allow people to work together on a simple and easy mechanic.
You will have to fight a boss all together, getting an "attack" charge every 15–30 minutes. There will be a few upgrades that can be purchased with the boss's reward (a new currency). You also gain experience to grow a rank system to deal more damage, which is used to track player rankings on a leaderboard.
This feature will use "season", which allows every 3-4 months to be reset (with a few changes) and give new players a chance to not be left last, with a few rewards for every boss beaten (when a boss is beaten it level up, if he survives he level down), an Event point system that gives boosts to the normal game, those will be contribution based, anyone taking part in a boss battle will earn the same regardless of ranking for who did the most damage, then a part based on ranking that includes a few soul, potion, etc.

I could go deeper in explanation, but I will save a bit for later, when we have the UI ready to show. Feel free to join the Discord, as I may spoil most of it there (and anyone is free to share it over here, but it's easier for me to centralize everything on it).
DYSMANTLE - Hazamuth


It has been a hot minute since the last big update and things are heating up still! The update #26, version 1.2.0 is now out! There are some nice additions packed in this bad boy and I will now give you some highlights on what to expect.

Update Highlights

Doomsday - The Hidden Archipelago

Of course the star attraction here is the new DLC: Doomsday. As with the last DLC, upon purchase and activation you will get a popup denoting a new questline (provided you have gotten out of Capernaum). This quest will take you across a new open world map that has been loaded with new obstacles, deadly enemies, shiny new materials and a whole lot of things to smash to bits and pieces in pursuit of new items and abilities. The Steam store page will tell you a bit more of what to expect if you choose to embark on this new adventure. As with the last offering, don’t want to spoil too much in advance, so you will just have to see for yourself.

Check the DLC here: https://store.steampowered.com/app/2147250/DYSMANTLE_Doomsday/

ps. We have already started the porting process for other platforms as well, so sit tight.

Now for all of the stuff you will receive for free!

New Endgame Area

Some of you who worked really hard to push through the Ark might have felt that when you got the Power Fist, there wasn’t anything to really use it for. Thus we tasked the poor level designer to make up a really hard and nasty endgame area with an accompanying quest to offer a tough gauntlet with a really sweet food recipe at the end of it. Now you know what you have been stashing those Namazu for! The new area is activated upon reaching the escape pod at Crown and going a bit back to the “helipad”. Upon arrival all should be clear.



Surreal Door & Deathless Runs

If you have managed the arduous task of obtaining the key, you can now open the door and see what lies beyond. Remember to think like a proper magpie and snatch anything that seems valuable to take with you.

We also added a death counter into the Collections screen under Total Progress so you will know for sure how many times you have expired. Also fixed are some pertinent issues, so using Amber Mana Pills will not count against gaining the key.

New Game +

You might have found a map of the Island at the Ark level 2. There are some red lights which seem to denote certain locations or objects. If you manage to turn all those lights green, you will get to go deeper and reach a way to start over. You will be able to retain some things (such as the prizes from the new area and beyond the surreal door) in addition to your level, skills and all materials put into the Ark.

Once you start the next cycle, everything will otherwise be as when starting the game from scratch with a fresh save (including the possibility to reach the surreal key). Well, that was a lie. Enemies will be a bit tougher and there might be some new dialogue in certain places. NG+ cycles are not limited, so head deeper and deeper if you wish, but it will only get more challenging.



New craftables

Paint brush will allow you to paint those disturbingly white walls and some of the objects and furniture you are able to build. You can finally have as good looking (or as unsightly) adobe as you wish.

Rubber duck is a trinket that stops you from drowning. We know it is quite aggravating to be in a tough spot and backpedal into a lake when defending yourself against undead threats. Rubber duck will teleport you safely back to land without any loss of life.

Portable monster scanner should be a godsend to those people who want to do ascensions, as you will now be able to check monster positions out in the field instead of heading back to link tower each and every time. As alluded earlier, there are now additional incentives to doing ascensions besides only gaining some more of those smooth and shiny mana beads. Ascension level is also now shown per area in the Collections screen.



Quality Of Life

You can now set your preferred gamepad icon sets in the controls options. This should make it much more comfortable to play with your chosen controller and not worry about popups and interactions having some weird non decipherable symbols that don’t correspond to your chosen hardware. You are able to choose from Xbox, PS (colored/grayscale) and Switch icons. Do note that this is only available for some platforms, such as PC.

The upgrade list is now ordered in the way that fully upgraded items are moved to the bottom, to ease on the visual clutter and making it more clear what you are able to upgrade. The invention tree has also gotten a slight revamp. The leftmost branches have been reworked from three to two sub branches which should have better progression.

We also did some rebalancing around certain items and craftables that people felt were either too strong or lackluster. You should now find more reasons to change your loadout from time to time and perhaps try new approaches and builds. I’ll leave the details to the changelist.

On the technical side we have managed to optimize memory usage and texture sizes which should speed up the game on hardware on the lower end of the spectrum. Save backup system has also been revamped so that the game creates a backup file every time the game is saved, instead of at certain intervals. This should lessen the impact any unforeseen happenings might cause.

Whew, now onto the actual changelog:

VERSION 1.2.0 - Doomsday

ADDED
- Doomsday DLC
- New end game area and a related quest at Crown. After reaching escape pod at Crown, return to the area with "helipad".
- New game+ for those who reach the Ark level 3.
- Surreal door can be opened.
- Paint Brush tool can be used to color walls and built objects.
- Portable Monster scanner.
- Rubber Duck trinket that stops you from drowning by teleporting you back to shore.
- Fast travel map highlights current player location.
- New Save Game backup system. Save is backed up each time you're saving so you shouldn't lose any progress in case something awful happens.
- Using compressed textures with 2x resolution (but less memory consumed) on Windows.
- New sound for the monster lure.
- Map marker is now shown on the ground and disabled when the protagonist walks over it.
- Area ascension level is shown in the map and in the Collections Screen.
- Death count is now shown in the Collections Screen under "Total Progress".
- Gamepad icon set art can now be selected (xbox, ps, switch) in controls options.

CHANGED
- Long range teleporter doesn't work in tombs anymore.
- Fishing spots are now discovered from farther away.
- Enemy position & pathing changes in multiple base game areas.
- Upgradable gear list is now sorted, fully completed items are on the bottom and the ones you can upgrade are on the top.
- Reworked the left branches of the invention tree and repositioned everything to else to fit better.
- Buffed Power Fist range slightly.
- Buffed Sledgehammer modifiers, by adding multiple object hit modifier.
- Buffed Monster Lure effect radius from 600 to 750.
- Home Portal unlock from lvl 15 to 25.
- Home Portal Long Range from lvl 17 to 30.
- Material Transporter from lvl 36 to lvl 20.
- Explosive stun duration from 6 seconds to 5 seconds.
- Raised tamed adult deer damage done to enemies from 10 to 25
- Buffed Hunting Rifle damage & modifiers. One less max ammo in turn.
- Lowered costs for: Bandolier, Katana
- Need to kill only one vulture for Collections text, buffed drops.
- Axe upg. levels 3 & 5 now add multiple object hit modifier.
- Cost to sow ground with hoe from 20 -> 12.
- Dice effect buffed to 2.5%/5%/7.5%/10%
- Changed damage thresholds and drops for stone, streetlights, fabric dropping objects.
- Leapers are much more agile now. Nerfed damage done by them in turn.
- (DLC1) Sawed Off Shotgun: Reduced spread 16 -> 1.2, ammo max 7-> 6. projectile amount 15 -> 12, projectile damage multiplier 0.75 -> 1
- (DLC1) Thimble damage reduction from 2% -> 5% and now has synergies with DLC2 content.

FIXED
- Optimized memory usage in pause menu and in general GPU usage.
- Optimized texture sizes.
- Minor bugs here and there.
- Fixed two digspots at Vulcan which were undiggable.
- Fixed an issue where some doors would not open correctly in COOP mode.
- Minimap now stays centered on the player no matter what.
- (Base game & DLC1) Fixed pathing issues, floating objects, graphical glitches.
- Fixed fast traveling from campfire to same area link tower.
- Fixed Collections showing wrong text in Audio Logs.
- Crown link tower area changed as it covered few wrong areas.
- Some wall pieces of the type "Log" were missing death sounds.
- Fixed the Amber Mana Pills so usage doesn't contribute against attaining surreal key.
- Slight terrain optimisations to areas in the base game that are adjacent to water.
- Fixed level 1 and 2 recipes getting marked as new at last levels with no new skill options.
- Small fix to main quest progression at the point where you have to find a key for a door on the road to launchpad.
- Sawed Off Shotgun was missing long press prompt.
- Some cooking recipes had white text on white background.
- (DLC1) Fixed "Call of Mana" quest phase where players could destroy actors required for quest progression prematurely.
- (DLC1) Fixed Mana Crossbow now showing up in "Collections".

Up Next

Of course there will be a post release patch to fix any issues people might be having. At the same time we will be porting the new update to other platforms. Then again, that much is clear. I know what you are really here for.

We mentioned the last time we did a news post that we weren’t sure whether Dysmantle would head into maintenance mode or whether we will make another DLC. I have both good news and bad news. The good news is there will be a continuation, while the bad news is that is the extent of the information I am able to share with you at this date. We hope you will find enough enjoyment from this update that the wait for the next communique won’t feel too long. See you later!
Paragon: The Overprime - IGF
Greetings, Warriors!
This is Paragon: The Overprime.

We are aware that certain players have been abusing the in-game automatic reporting system, and producing innocent victims.

We plan to reestablish the reporting standards and improve the overall system so that there are no more innocent victims due to abusing of the automatic reporting system.

Also, we are conducting additional investigations on accounts that are currently abusing the system based on reports that are continuously being received.
Accounts that report falsely for malicious purposes may be restricted from using the game for up to 365 days in accordance with the operating policy.

Please refer to the guidelines above to create a healthy and pleasant gaming environment.

Thank you.
Community Announcements - GM Chii

안녕하세요. 소울워커 입니다.
4월 19일(수) 점검 후 일부 게임 환경에서 발생하는 클라이언트 크래시 및 접속 불가 문제를 확인했습니다.

현재 개발진에서는 클라이언트 크래시 및 접속 불가 문제의 원인 파악 및 해결을 위하여 대응중에 있으며,
빠르게 안내드리지 못한 부분에 있어 워커 여러분들께 사과의 말씀을 드립니다.
해당 문제가 조속히 해결될 수 있도록 노력하겠습니다.

자세한 상세 내용은 추후 공지를 통하여 안내드리도록 하겠습니다.
※ 관련 문제 해결을 위하여 클라이언트 패치 및 임시 서버 점검이 이루어 질 수 있는 점 양해부탁드립니다.



※ 유의 사항 안내 ※
- 우편을 받지 못하신 경우 초기화 시간 전에 접속한 워커님들은 새로고침하여 우편을 확인해주세요.
- 우편 메시지는 최대 50개까지만 표시되며, 노출되는 최대 수량인 50개의 메시지를 초과할 경우
 기존에 보유한 메시지를 삭제하여 주시면 새로운 메시지 확인이 가능합니다.
- 우편 수령 가능 기간 종료 이후 아이템 지급이 불가합니다.


워커님들의 게임 이용에 뜻하지 않게 불편함을 드리게 된 점 진심으로 사과드리며,
안정적인 서비스를 제공할 수 있도록 노력하는 소울워커가 되겠습니다.

감사합니다.
Community Announcements - Conqueror‘s Blade Community


Hello warlords,

We will update the game during our maintenance on April 20, which will last for 3 hours and run between 12:30-15:30 (UTC+8). After the maintenance we will give all players 8,000 Bronze Coins, 300 Honor, and 15 Unit Medals as compensation for any inconvenience caused. Be sure to arrange your time accordingly.

Check out the full Patch Notes and join in the discussion on our Discord.

For most recent hotfixes see here.
Apr 19, 2023
Freestyle 2: Street Basketball - [GM] Winter


Here comes the Devil's Tower!

There are specific requirements for this event but there's no need to worry.

To participate, make sure to follow the guide and instructions that we'll
be preparing down below.

What's important is that you'll be able to obtain rewards from each level,
and there's a chance to reach the highest level as well.

Event Duration:
4/19 00:00 ~ 5/3 23:59 PDT

Event Mechanics:

Devil's Tower Help
1. Purchase Stamina and climb the tower.
2. Climb the tower to randomly obtain the items allocated to the levels.
3. Climb up more levels at once to obtain more 'bonus steps'.
- You can climb additional levels depending on the amount of bonus steps.
- Moving 1 level does not grant bonus steps.
4. Upon reaching the final level, you will randomly obtain one of the rewards set
with the same probabilty.
5. Receive the final level reward to go back to level 1.
6. Upon reaching the final level again, you will randomly obtain one of the remaining rewards.
7. If you obtain all of the level rewards for the first round, the rewards will be
replaced with a fixed list of normal items.
8. From the second round, the list of items will be fixed and set with the same
probability. (Same items may be obtained again).

Devil's Tower Inventory Help
1. Devil'sTower rewards are sent to the inventory by default.
2. You can select a character and send all items collected in the inventory.
3. If you want to send different rewards by character, you need to change settings
so that the items will be 'directly sent to the gift box' before starting the event.
4. Please note that the settings will take effect after they are applied.

How to participate in Devil's Tower:


Step 1: Purchase the event resource “Stamina” to challenge the Devil’s Tower.

Step 2: Use the purchased stamina to play the gacha and obtain the reward from
each level.
Step 3: You can draw 1, 10, 30, or 50 times.
Step 4: Obtain rewards from each level and reach the highest level!

Bonus Steps
- Bonus Steps add a certain amount of stamina.
- Additional chances may be granted based on the number of draws.
- Bonus Steps may be granted when drawing 1, 30, or 50 times.

Event Reward Distribution Notice
- Obtained rewards can be sent to the Adventurer’s Inventory (backpack)
or gift box directly.
- You can set where to send the rewards to from the event page.

[Devil’s Tower Event Reward Distribution Settings Screen]



Obtaining through Backpack
- Up to 8 obtained items will be displayed in the Adventurer’s Inventory
(backpack).
- You can select a character and “send items to inventory”.
- If the rewards are left unclaimed until the event ends, the items will be sent
to the gift box.

[Devil’s Tower Adventurer’s Inventory Screen – Storing in Backpack]



[Devil’s Tower Adventurer’s Inventory Item Distribution Screen]



Distribution to Gift Box
- Obtain items will be sent to the gift box immediately.
- You can view up to 8 items obtained through the Adventurer’s Inventory.

[Devil’s Tower Adventurer’s Inventory Screen – Sending to Gift Box]



Devil’s Tower Reward by Level
- Up to 5 rewards are placed on each level, and you can randomly
obtain one of them.
- After you receive the reward on the final level, you will go back to the first
level and play again.
- After you have claimed all 5 rewards on the final level, “level 0” will be unlocked
where you can randomly obtain one of the rewards placed there.
- The Card Option Changer item obtainable through the Devil’s Tower event allows
you to change the sub attributes of the Allstar Cards (offense/defense).

> When you reach the final level, you will return to level 1 and play again.
> Rewards you obtain on the final level cannot be obtained again.
> Once you have obtained all rewards on the final level, you will randomly obtain
one of the rewards from level 0.







** Note:
Click the link below for more information about Card Option Changer:
https://freestyle2.joycitygames.com/news/notice/16800







- Freestyle 2 Team
Apr 19, 2023
Shelter 69 - a.kedzior
Welcome to Vault Opening in Shelter69!



Take part in new 5-day event, unlock new sexscenes & gather Vault Coins!
Gain Bonus Scene by purchasing one of time-limited offers or get it later in the Vault!

Check out our social media:

Facebook JNTGames
Facebook INTERMARUM
Twitter INTERMARUM
Instagram INTERMARUM

https://store.steampowered.com/app/1905950/Shelter_69/
The Cycle: Frontier - TC_Roderick
Hello Prospectors!

Community Team here once again to drop a virtual pile of papers on that corner of the internet to make up a little something we call Patch Notes. Yes, this first sentence was unnecessarily complicated and we won't even apologize for it.

This time, we'll be talking about Tharis Island, your feedback on MK II weapons, as well as some other changes that should push us in the right direction as we continue to navigate throughout Season 3. We've also got a hefty list of bug fixes for visual issues, localization issues, and a whole lot more. Come check out all we have in store for this patch!

Changes
Tharis Island
Grab your favorite space hammer and get ready for some space forging, 'cause the gates of Tharis Island are now open again! Notice how every word can sound more sci-fi when you just put "space" before them?

This map can be accessed after progressing through faction quests, and contains a very powerful tool known as the Alien Forge, which allows players to apply perks to their gear to make them stronger. Think of it as a crafting station within the map, so make sure to keep a fresh pair of eyes on the back of your head, as you never know who or what may be lurking around the corner.

As far as changes goes, we did some minor tuning to the creature spawning on Tharis - do take the time to share your thoughts with us after roaming the area to tell us how it feels now. Overall though, the bulk of the changes applied to Tharis are about the Alien Forge. We spent a lot of time reading our player feedback on this topic, and we do think we're ready to turn the forge back on and see what happens!

With that in mind, let's dive into the highlights of our Forge changes.

Alien Forge:
  • The Forge will no longer upgrade the rarity of gear when forging, because of this:
    • The outcome of forging will always give you the same quality gear that was used as a base for forging.
    • The forge will only accept Epic, Exotic, and Legendary gear; Rare gear will no longer be accepted.
    • Base ingots are used with Epic gear and give Epic results. Charged ingots are used for Exotic gear. Supercharged ingots are used with Legendary gear.
    • You cannot turn Exotic gear into Legendary in the forge anymore, but using Abyss Alloy makes it possible to get Legendary gear with perks on it. This gear can then be used as a base with Supercharged ingots to roll a new set of perks.
    • It is no longer possible to craft gear without perks on it. Therefore, when crafting gear, you will need to throw in at least one valid perk-bearing material in the required quantity.
  • In situations where more than one of the same ingredients has been put into the forge (in required quantity), only the first material will be used to reroll perks. Other identical materials will be ignored.
  • Faster Healing perk can now only appear on helmets, which means it is no longer stackable. The range of possible values for the perk have returned to its original state: Minimum +10% healing speed, Maximum +30% healing speed.
Badum's Final Questline
Our favorite (and only) bartender has been keeping busy since the start of the season and is now ready to offer some juicy opportunities to the more hardened of his protégés. In other words, Badum now offers a new questline specially tailored for end-game players!



These quests will require a good amount of grinding, but lemme tell you, the rewards will be worth it! By completing Badum's final quest, you will gain access to the Fortuna's Favored area, the most exclusive part of Prospect Station. Additionally, you'll be rewarded with a nice Karambit skin and the Tempest Prospector archetype, some of our favorite skins in the game if we're completely honest!



Enjoy the grind, Prospectors. We're interested to see who completes Badum's quest first. Sure, it's not a race, but it can be one if you want it to.

Crescent Falls
We've heard your thoughts on Crescent Falls feeling a liiiiiittle too crowded and have applied some changes as a response. Feel free to drop on that second and check how it feels, we're very interested in hearing your new thoughts!

For the future we would like to tune the different values of the map separately for solo, duo and trio squads. For instance, we're aware 21 solo players behave differently on a map than 7 teams of 3. This however was not possible for the moment, but this doesn't mean further changes won't happen in the future. We will check our data to keep adjusting our numbers if we see a need for that.
  • Crescent Falls player count has been decreased from 21 to 18, so you all have a bit more breathing space.
  • Increased the number of EVAC points on Crescent Falls from 2 to 3. That's only one more but also a 50% increase. Perspective is important!
    • Dropping with a group of 3 means you're looking at 6-7 spawn points for players who will likely stick together. However, when playing alone, you're looking at a much larger amount of spawn points and player engagements. A slight reduction could help alleviate this while we continue to investigate more permanent solutions.
"No Drop" Items
We are currently exploring a new solution to combat trading by marking items as "No Drop" items. We will be testing this out on Scrips for the moment, meaning those can no longer be dropped on the ground and given to another player.
  • Players trying to bring Scrips to the surface will be notified that, should they choose to drop with some, they won't be able to drop them on the surface from their inventory.
  • Dropping a No Drop item will result in it being permanently deleted.
  • Dropping your backpack will cause any No Drop items within it to be permanently deleted.
  • No Drop items can still be found in on the surface and can still be picked up, as long as they are generated by the game.
  • After being looted on the surface, No Drop items will never be droppable again.
Weapon Changes
Because we are still early in the season and the meta is still solidifying, we've gone through several smaller adjustments to weapons that have been deemed a bit problematic by the community. We will of course continue monitoring weapon balance after these changes, and you can expect more adjustments to pop up in upcoming patches. These changes are quite conservative for now, as we want to take a closer look at each weapon and see how they perform in their intended role, based on our usual feedback and data.

Those balancing passes will also include armor, as we're getting ready to tweak their stats and durability. After all, we're still looking at implementing armor degradation as a new game mechanics in the near future.

Damage Changes:
  • PDW damage reduced from 10 to 9.
  • PDW Mk2 damage reduced from 11 to 10.
  • C-32 damage reduced from 50 to 48.
  • C-32 Mk2 damage reduced from 55 to 50.
  • Rusty AR-55 damage reduced from 12 to 11.
  • AR-55 damage reduced from 12 to 11.
  • AR-55 Mk2 damage reduced from 13 to 12.
  • Flechette Prototype damage increased from 8 to 9.
Headshot Multiplier Changes:
  • Manticore headshot multiplier reduced from x1.7 to x1.5.
  • Manticore Mk2 headshot multiplier reduced from x1.7 to x1.5.
Looting Experience Changes:
  • Slightly reduced the chance of finding a PDW Mk2.
  • Slightly reduced the chance of finding a Manticore Mk2.
New Prospectors



Our Prospector roster is expanding a bit as two newcomers are making their appearance for Season 3, ready to jump straight into the heart of the action. Everyone, please give a warm welcome to Artillery and to the Jungle Bandit!

These are some of the nicest folks you will encounter in your adventures. Just... don't ever turn your back on them if you can help it. For, uh, y'know, reasons.

Miscellaneous
Before diving in the meat of the matter, we'd like to start with a quick clarification that left several of our players confused in a previous notice. To keep things simple, please note that matchmaking algorithms based on gear score values are only used for Bright Sands. In other words, gear score is irrelevant for both Crescent Falls and Tharis Island.

While drops in TC:F are meant to be somewhat uncertain, we definitely understand how frustrating it can be to constantly die due to an total imbalance in weaponry before you have a chance to react. To combat this, but still maintain some sense of tension and uncertainty about what you might encounter during any given drop, we will be implementing a form of gear score in combination with a Kills/Deaths ratio when determining a player's Matchmaking Rating calculations. This doesn't mean that you will only see players wearing the same gear as yours in a match, that would limit the nice feeling of overcoming unlikely odds, but it will help keep players more fairly matched and make it less likely that new players will be constantly overpowered while they are learning the ropes.

We are keeping a close eye on the matter and might adjust the systems as we see fit going forward.
  • Project Fireball Part 7 - Heavy Strider kills needed during the storm on Bright Sands has been reduced from 12 to 6.
  • The UI for certain shop images have been spruced up.
  • Fixed terrain near Geothermal Plant area to prevent gear from disappearing in the mud, which was frankly revolting.
  • Evac ship pilots have received some additional training on bringing Prospectors back to the station safely. Players should no longer clip through the floor when moving instead of evacing.
  • Fixed a typo in the description for the "In A Deep Dark Hole" mission.
  • Re-centered the area to call evac around the evac pad between Sparking Pools and Korolev Island HQ on Tharis Island.
  • Fixed a launch error for some users on the Epic Games launcher.
  • A disclaimer has been added to the Loadout Preset description that altered gear perks are not taken into account.
  • Adjusted item mesh for Letium Bio Samples needed for Research Costs Part 5. These should now look different than Sample Containers to prevent any confusion.
  • The Elite Crusher has visited a laryngologist and its mighty roar can be heard Crusher Caverns agan.
  • Crusher de-aggro time has been readjusted to be more in line with its intended behavior.
  • Adjusted rewards from daily Supply Crate packages so there is less overlap with items obtainable through Free Loadout Runs.
  • Increased the max stack size of Letium from 10 to 20.
  • Players will now hear an audible cue when armor reaches 0 durability. The shield should play a "shield breaking sound" for both players. Information is power.
  • Improved the Howler's ability to fight Prospectors who are standing on higher locations. Insert reference about having the high ground.
  • Added some missing localizations.
  • Keycards will now be obtainable through Free Loadout Runs, as intended.
Bugfixes
  • Fixed an issue where Prospectors would appear only as a backpack to other Prospectors. Not quite what we had in mind when we told you to go bag some enemy Prospectors.
  • Fixed an issue where unknown errors would occur when trying to equip a loadout preset.
  • Fixed an issue with the Howler staying stuck in investigation mode near buildings. The alternative was to give them a pipe, a magnifying glass and a deerstalker hat, but we went with an actual fix instead.
  • Fixed an issue with the Howler pushing players out of the evac ship. In other words, we've applied a nerf to the power of Y E E T.
  • Fixed an issue with Prospector heads disappearing when mixing archetype heads. There are, after all, better ways to stay ahead in the fashion game.
  • Fixed an issue with Howler Grenades not affecting some creatures.
  • Fixed an issue with players getting stuck during the Supply Crate step in the tutorial missions.
  • Fixed a UI issue for the Blood Freak skin.
  • Fixed an out-of-bounds exploit on Tharis Island. We're bound to find them all, eventually.
  • Fixed an issue with some SMGs being audible far beyond their intended range. Imagine how loud those shots must have been for the ones doing the shooting.
  • Fixed an issue where the flying droids in the Prospect Station would sometimes, uh, randomly explode. Yeah let's not talk about that.
  • Fixed an issue that caused the "Osiris Research Center" and "Korolev Quarry Building" locked rooms to not properly reset.
  • Fixed an issue with rendered shadow for a building on Crescent Falls between Nutrion Farms Processing and Favela.
  • Fixed an invisible collision issue near a cave in the North Uplink area on Bright Sands.
  • Fixed an issue with assets failing to render on potato setups lower spec machines.
  • Fixed an issue with Howler Grenades not stacking properly.
  • Replaced missing tooltip for currency items when redeeming a code in game.
  • Backpacks will now properly have their weights reduced when placed in a backpack with the weight reduction perk applied. Please keep an eye out for "Backpack Clicker", our next idle incremental backpack-stacking game. (Just kidding. Unless?)
  • Fixed a visual issue with the Kawaii Scarab skin. Try saying that 10 times very fast.
  • Fixed a visual issue with the Rebel Reporter Chest piece.
  • Fixed an area where players could get stuck between Windfall's shop and the launch terminal on Prospect Station.
  • Adjusted captions to match spoken words from voice lines.
  • Adjusted collision boxes for the "Tech Ball" on the station between ICA and Osiris.
  • Fixed and issue with the Golden Key melee weapon where it was not making noise in 3rd person. Random musing, but silent keys would be so very useful when coming home late.
  • Fixed some icons in the Fortuna Pass being misaligned.
  • Fixed an issue that caused kills with Howler grenades to not count towards kill quest objectives.
  • Fixed an issue that caused suppressed Manticores and Scarabs to sound extremely similar to an Asp Flechette. We know Osiris likes cutting costs, but reusing weapon sound assets was a bit ridiculous.
  • Fixed a wall decal in Prospect Station that would sometimes display on Prospectors that stood right next to it. We have no further explanation to provide.
  • Adjusted some misplaced assets in the Korolev Faction Building.
  • Fixed multiple collision issues between ICA and Osiris faction HQs.
  • Finally called an exorcist and fixed an NPC that would sometimes clip through walls near the Korolev Faction Headquarters.
  • Fixed an issue where the takeoff alarm for the Laser Drill would sometimes be too quiet, making the whole alarm idea rather moot.
  • Fixed some visual glitches that would appear near the entrance to the Player Quarters.
  • For the sake of privacy, fixed players sometimes being able to see through the walls on Prospect Station.
  • Fixed some rocks on Tharis Island that would sometimes having no textures on low graphics settings.
  • Fixed issues with asset loading distance on Crescent Falls.
  • Adjusted audio effects applied to certain voice lines for consistency.
  • Fixed a localization issue in RU with distinction for words "outfit", "costume", "suit", and "chest".
  • Fixed a localization issue where Polish strings of text could be seen in Russian localization.
  • Fixed an issue with the C-32 Bolt Action not properly showing the Hive weapon skin in the weapon preview list when selected using the MK II weapon type.
  • Fixed a few weapon previews not being properly aligned for prototype weapons.
  • Fixed an issue where some quests would not properly showcase progress while on Fortuna.
  • Fixed a clipping issue with Vadim on the station. The man has finally learnt how to sit.
  • Fixed the Blood Freak prospector skin, so it can be equipped.
Known Issues & Things We Are Working On™
While some of these issues might take a bit longer, we are still investigating and aim to find fixes for our next planned patch.
  • Creature behavior might still have some issues that we are currently investigating.
  • We are aware of your feedback that you want to see a default weapon skin setting.
  • We are investigating changes to the stash & making the process of selling items smoother.
  • Deysnc Issues - we are constantly having an eye on it.
  • Getting kicked back to the lobby is currently under investigation.
  • We received a bunch of reports that performance has taken a hit in Season 3 and are investigating.
  • The Howler does not always drop loot, which is quite rude.
  • Your weapon model can become invisible. While invisible guns are cool, this is on our to-do list to fix.
  • Our Welcome Packs descriptions need to be reworded to reflect the disappearance of mandatory wipes.
  • Streaming tools can lead to crashes for some players.
  • CPU usage spikes seem to be back for some players.

As usual, don't forget to join us on Discord (https://discord.com/invite/thecycle) and our Reddit (https://www.reddit.com/r/TheCycleFrontier/) and make sure to follow us on Twitter (https://twitter.com/TheCycleGame)

Don't forget: Fortuna Favors the bold!
Master of Magic - Cherry
Greetings Wizards,

We have released a patch that fixed some essential bugs.

Legend:
FIX - Fixed an issue. ADD - New Features.

  • ADD buy button to towns on city manager screen
  • FIX The river/shoreline bug where the bonuses would not work after a game load
  • FIX Music not looping correctly
  • FIX Missing tooltip heading text on Number of Neutral Towns difficulty
  • FIX Popup messages should now be closable with Esc/Enter button, so, esc = cancel/exit, enter = ok (this does not include things like diplomacy, or other screens, only popup messages, screens can be closed with Esc only)




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