To accompany the 2023 Summer Update and celebrate all the players of Lost Ark in our global community, our teams at Amazon Games and Smilegate RPG are excited to share the following gift!
Special Animal Skin Selection Chest
Bunny Skin Selection Chest
Beetle Mount Selection Chest
Ancient Platinum Coin x100
Collective Battle Item Chest x10
Menelik's Tome x5
A Special Legendary Card Selection Chest (that contains Kadan and Thaemine)
Magick Society Special Dye Chest x10
Lvl 5 Tripod Wishful Amulet
Lvl 4 Tripod Hope Amulet x5
Pheon x100
The gift will be available as a first-time log-in bonus after the weekly maintenance on 6/28. If you haven’t taken a look at the 2023 Summer Update, check it out for a more in-depth look at July and August. You’ll find an update on the progression updates intended to help all adventurers in Arkesia, especially those new to Lost Ark or returning after some time away.
Thank you for your continued support! We’ll see you in Arkesia.
2. When does the review embargo lift and will we see reviews before pre-order chance runs out?
The review embargo drops this Wednesday, June 28th for both streamers and reviews, so you will get to see plenty of content ahead of time.
3. Is the Elite edition available for physical copies?
No, the Elite Edition is only a digital option.
4. Will Matt Hardy be available to all players post launch? If so, will it only be for a limited time?
This DLC will be released on release day June 29.
5. If I pre-order the PS5 version, will I also get the PS4 version at release and vice versa?
You can upgrade a PS4 to a PS5 version, yes, but not the other way round.
6. Will the game be available on Epic and GOG?
No, the game will be on Steam only for the time being.
7. Will the game be available on other platforms such as Xbox Gamepass, GeForce Now, EA Play or Microsoft Store for PC?
Not planned for now.
8. Will the music in-game be streamable or is there a risk for CCs to receive copyright strikes?
Creators should avoid capturing/uploading/streaming content that includes the game intro trailer, road to elite trailer and below list of talents' licensed intro music
Chris Jericho
Bryan Danielson
Orange Cassidy
Jungle Boy
CM Punk
The Hardys
DISCLAIMER: It should be noted that there are options to mute the music for these entrances in-game.
9. I am a content creator/member of the press–where can I get a review copy?
1. Which engine is used for creating AEW: Fight Forever?
Unreal 4 Engine.
2. Will a permanent internet connection be needed to play?
Only if you want to play online. :)
3. Will the game be moddable? If so, will Yukes/THQ Nordic provide modding tools?
The game has a strong customization mode, therefore THQN/AEW does not officially support modding.
4. Will the game have cross play between consoles and PC?
We don't support cross-play between different consoles and PC. There is cross generation, which means PS4 can play with PS5 and Xbox Series S/X can play with Xbox One.
5. Will the game have cross play between different PC platforms (i.e. Steam/Epic/GOG)?
The game is only available on Steam for now.
6. How many players can play at the same time (e.g. in Casino Battle Royal)?
Four players
7. Will there be ultrawide support or a FoV slider?
10. Will the game be available for Linux/Mac systems?
There is no support for Linux/Mac at this point.
11. Will AEW have dedicated servers? How is the multiplayer structured?
The multiplayer connection is peer to peer.
12. Will there be graphics settings for the console versions like a framerate, quality, or resolution mode?
No.
13. Is Steam Deck supported?
We are working on getting the Steam Deck verification shortly.
Content questions:
1. Is there gonna be local/couch multiplayer?
Yes, local/couch multiplayer is included.
2. Will content be added post launch? If so, will there be roadmaps?
We already have a kind of roadmap which is highlighted through the Season Pass/Elite Edition. But there is more to come. :)
3. Can you play with a friend against the AI?
Yes.
4. Will new match types be added after release?
There is more to come. :)
5. Can blood be turned off?
Yes.
6. Can each wrestler overall be customized?
Yes, custom wrestlers have a lot of freedom in this area and official wrestlers are within reason of the AEW world.
7. Can you use custom wrestlers in the Road To Elite?
Yes and RTE helps you to skill your custom wrestler.
8. Are there full entrances?
No, we have shortened entrances.
9. Will we be able to customize the roster’s attire?
Yes.
10. Will wrestlers have their regular theme songs or will they be changed by copyright theme for AEW versions?
They have their official AEW theme songs.
11. Is there an option to create custom matches?
No.
12. Will there be an Insane / Extra Hard difficulty setting on release?
We have different difficulty levels for AI controlled bots.
13. Will there be achievements on all platforms?
With the exception of the Nintendo Switch, yes.
14. What localizations will be available? Is there any chance of more languages being added down the line?
Full Audio: English
Subtitles and Interface: English, French, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Japanese. Traditional Chinese is planned for one of the first patches.
15. Can championships be defended online?
Championships cannot be defended online, but can be defended in offline game modes. For online matches, you can improve your Player Ranking by winning matches. There are leaderboards for each season, and any players currently in the top 100 of the Player Ranking leaderboard of their platform will earn the rank of “Legend.”
16. Does AEW: Fight Forever have championship matches in Exhibition?
Yes, Exhibition supports championship matches. If your selected wrestler is a champion, the match will be a championship match by default. This can be changed in Options at the character select screen prior to starting the match.
17. Is there a limit to how many Custom Wrestlers I can have saved at once?
Time
Add Petition that explains Yir and Sizon during Guided Experience
Add Tooltip that explains Yir and Sizon in bottom right
Fermentation Barrel
Add Expected yield to in-progress recipe
Decrease yield slightly
Properly factor in Cook's skill
Fix bug that prevented consumption of ingredients
Fix bug that caused Fermented Drinks to start with 50% durability
Drinks
Add Fermentation Time to recipe tooltip
Injuries
Add Toast when a Mortal gains a Permanent Injury
Fix bug preventing possibility of positive outcome for Major Injuries
Add Reason for permanent injuries
Remove Injury icons from Portrait when a Mortal is dead
Temperature
Raise temperature for Warm on Status HUD
Sleep
Don't enter/exit sleep repeatedly with exactly 50 pain
Third Person
Increase height of Jump
Increase reliability of Jump
Bandits
Fixed bug where Capturing a Bandit resulted in bad items
Flintlock Weaponry Mod
Fix incompatibility
===============Emperium Patch 1.5================================= Content in this patch includes; -Nexus Dungeon Sunsetting Phase 3 -Abyss's Horizon Raid -The Breach Dungeon -New Gear Enhancement Material -Elemental Weapon Updates -Elemental Labyrinth Updates -Gathering Updates -Crafting Updates -Proofs of Victory Updates -New Story Chapters -Job Balance -Misc Additions and Updates -Bug Fixes ===============Nexus Dungeon Sunsetting=========================== With the implementation of patch 1.5 the Nexus Dungeon system has been completely removed from the game. Thank you to everyone who enjoyed it, my hope is to create content in the future that will make up for the lack of replayable content. ===============Abyss's Horizon Raid=============================== A brand new raid that drops item level 160 weapons and armor. The raid will be six bosses and feature less linearity than previous raids. Bosses 2-5 can be challenged in any order, however Boss 5 will be greatly enhanced by three buffs. With every additional boss defeated Boss 5 will lose a buff. You can choose to defeat specific bosses to remove more troublesome buffs and take on Boss 5 early in order to reach the sixth boss sooner, or you can fight it at it's full power for more of a challenge. There will be bonus rewards if you do defeat Boss 5 with it's three buffs. The final boss of the raid is the last major end boss of the base game and as a result it will be made incredibly special. Part of why this raid is small when compared to something like Citadel is I want more time to work on the final boss.
The item level 160 gear dropped from the raid will have a set bonus increasing maximum HP and primary stats. The four set bonus will also apply a new status called "Umbral Empowerment" which will further increase your stats as well as interact with a few different things inside the raid and dungeon. This raid will not drop accessories as there will be one more single boss raid released in patch 1.5.5 that will serve as a kind of epilogue to the base game. That will be where the item level 160 accessories will be obtained. ===============The Breach Dungeon================================= A brand new dungeon that drops item level 145 weapons and armor. This dungeon is three bosses and will be more traditional compared to the last couple of dungeons, I hope you enjoy! ===============New Gear Enhancement=============================== A new item is made available in patch 1.5 known as an Umbra Shard. Umbra Shards are a new type of augment for gear. Item level 160 chest pieces will have an Umbra Shard slot instead of a gem. Umbra shards increase all primary stats by a percentage. They are incredibly powerful however they require a large amount of a material called "Umbral Fragment" with each shard costing 100 fragments.
The shard combined with the tier set bonus will equal a 20% increase in your primary stat when wearing best in slot gear. Your character will be the strongest they've ever been by the end of the 1.5 cycle and will make leveling to 50 in 2.0 much easier. Shards are obtained through killing bosses and harvesting nodes within the dungeon and raid zones. ===============Elemental Weapon Updates=========================== The final stage of the Elemental Weapons will be made available in patch 1.5. They will be item level 190 and grant a new skill when equipped. The skills will be the same ones gained from equipping the Greatscale Weapons obtained from Zahak's Domain raid that was added in patch 1.3. A lot of these skills will be added to the job kits permanently in version 2.0 please look forward to it! ===============Proofs of Victory Updates========================== Proofs of Victory (PoV)were a forgotten feature as there hasn't been any new ones since patch 1.3, however in version 1.5 there will be 8 brand new proofs of victory obtainable from various pieces of content. And to support all the new PoV's additional rewards will be added to the system. Not only that but the number of Proofs you have obtained will now be shown in the save screen. ===============Job Balance======================================== **Base Stat Changes** Jobs have had their Base HP adjusted across the board; Paladin; level * 200 ----> level * 150 Warrior; level * 185 ----> level * 160 White Mage; level * 85 ----> level * 100 Fortune Teller; level * 100 ----> level * 105 Black Mage; level * 50 ----> level * 95 Arcanist; level * 75 ----> level * 100 Monk; level * 125 ----> level * 115 Ninja; level * 120 ----> level * 115 Gunner; level * 70 ----> level * 100 Bard; level * 100 ----> level * 110 **Basic Commands** Guard has been changed; HP recovered reduced 10% ----> 5% MP recovered increased 10% ---> 15% **Black Mage** Channel Mana has been changed; MP regenerated 75% ----> 100% Supernova has been changed; a.mat * 15 - b.mdf * 3 ----> a.mat * 10 - b.mdf * 5 **Monk** Snap Punch has been changed; Damage dealt increased: a.atk * 4 - b.def * 3 ----> a.atk * 5 - b.def * 2 **White Mage** Cure has been changed; Healing Potency Reduced: a.mat * 8 ----> a.mat * 4 Medica has been changed; Healing Potency Reduced: a.mat * 9 ----> a.mat * 6 **Fortune Teller** Fortune has been changed; Healing Potency Reduced: a.mat * 5 ----> a.mat * 3 Fortune II has been changed; Healing Potency Reduced: a.mat * 8 ----> a.mat * 5 Helios has been changed; Healing Potency Reduced: a.mat * 8 ----> a.mat * 6 ==============Adjustments & Misc Additions======================== -New gathering materials have been added on Tier 3 and 4 nodes. -New Tier of food has been introduced. -Material requirements for crafting food items have been reduced -Weekend bonus rewards have been increased. -Teleport menu has been updated so that undiscovered locations will not be visible on the list. -Mail story chapters 1 through 5 have been changed so that they will not be visible until the proper condition has been met, whether through a level requirement or boss kill. -Main Story chapters 6 through 30 have been changed so that they will not be visible until their relavent Eternal Quest has been started. -Eternal Quest Chapters will now remain hidden until the previous Eternal Quest Chapter has been completed. *This is not the case for The Sundered Plains and the Elemental Labyrinth -HP and MP will now regenerate out of combat in dungeons and raids. -New Music has been added to dungeon and raid zones. -Final boss encounters in dungeons and raids now have a unique theme -A new tileset has been added to the Elemental Labyrinth, new skills have also been added to the mimics for this new tileset. -HP values of mobs in the overworld have been adjusted. -When accepting the Quest "Take me to Church" the camera will now pan over to the NPC you need to speak to. -Reputation needed to unlock Crestmorne Temple Normal has been lowered. ======================Bug Fixes=================================== -Several sets of weapons were missing basic item descriptions and stats that has been fixed -Nightsworn Shield had the incorrect rarity -Forgotten Shield had no meta data attached to it. -Fixed a bug where you could not obtain weekend bonus rewards from the Arcane Archive -Fixed incorrect dialogue when prompted to leave the dungeon after completing the Arcane Archives -Fixed a bug where the wrong story chapter was set to complete after finishing Story Chapter 20 -Fixed a bug where it displayed the wrong key count requirement to progress past a boss floor in the Elemental Labyrinth -Fixed a bug where sometimes the tileset would change in the middle of a run in the Elemental Labyrinth -Fixed a bug when progressing past a boss floor in the elemental labyrinth the wrong amount of keys would be subtracted from the player -Fixed a bug where under certain conditions Emperial Arrow would not reset Damage over time effects applied by Bards
The day has arrived! Update 1.11 has been released. This is a large update. Please note on most platforms it reinstalls the whole game when updating, so make sure your headsets are charged. Due to the large amount of features and updates in this patch we will not be repeating as many details about the features we previously communicated in the May & June Sitreps. Otherwise these patch notes would get even longer, very quickly.
Let’s get right into it and take a look at everything included in the update. You can also find the detailed itemized list of all changes and bug fixes in the Change Log.
New & Updated Features
New Weapons
Two new high capacity Light Machine Guns have been added. The M240L for MARSOC Support Class and Ultimax 100 Mk3 for Volk Support Class.
New Tent Design & Interactions
The tent environment has been updated to a new design throughout the game. The new tent also includes updates to improve accessibility and movement for the whiteboard. Additionally, you can now access the full settings menu inside the tent.
Player Exploit Fix has been Added
Players will be killed when trying to forcibly enter geometry such as walls, rocks, vehicles, or other various items they're not supposed to.
Player Animations and Movement have been Overhauled
We’ve added brand new animations for player characters. In addition, the overall player movement has been slowed down. Along with the overall slow slowdown, gun weight* has been added and will affect movement speed.
*Gun weight is based on the heaviest weapon on your person, whether it is held or holstered, or whether it is primary or secondary, and is indicated by the “Movement Speed” stat in the Primary Stats menu. There are currently five weights for weapons - Very Light, Light, Medium, Heavy, Very Heavy, each weight class progressively slowing you down compared to the previous one. For example: If you are dual wielding SMGs and you have an LMG holstered, the LMG is used to determine your movement speed. This is indicated by "Movement Speed" in the weapon stats menu
Ability to Simultaneously Hold Weapons in Both Hands
You will now be able to use both your hands to hold weapons at the same time.
Revamped Shooting Range & Improved Killhouse
The shooting range map has been extended to 600 meters. We’ve added multiple new rows of further range targets and a new shot display on the Shooting Range that scores your target shots.
The Killhouse has been upgraded to be more interactive and will provide stats and a score for each run through. A scoreboard has been added outside that will break down the scoring of your last Killhouse run and the top players in the lobby for both target shots and Killhouse runs.
Weapon Recoil Overhaul
Balancing changes include foregrip and non-foregrip recoil adjustments & Bipods have been updated to be more accurate. New additions to the recoil system include horizontal recoil and stance based recoil (crouching and going prone will net you a recoil advantage).
Custom Maps will be included in Lobby Map Voting
Custom maps can be selected and played without needing to be downloaded prior to playing. Custom maps download automatically any time you do not have them installed already, whether joining through the server browser or through map vote. In addition, custom maps can appear in map votes even if nobody in the lobby has them installed.
Quality of Life Improvements
Connecting with Friends
We have introduced Server IDs in lobbies (found in the back of the tent) and a filter in the lobby browser to search for server IDs. When a friend creates or joins a lobby, they can simply provide you with the Server ID. After entering the code in the browser it will narrow down all the options to quickly find your friends' lobby.
Social Game Mode Improvements
Various improvements have been made to the game modes One in the Chamber and Gun Game.
Gun Game will have randomly generated loadouts that include random guns, attachments, and equipment. The host can choose four different progression options: Fixed Decreasing (the original non-procedural progression), Random Increasing, Random Decreasing, or completely randomized with Random Chaos. Every loadout progression ends in a finale stage, like the current shield and knife. However, there are now different finales you can possibly end on. The host can also determine how many stages are in the progression as well as if stages include hand grenades.
One in the Chamber will include options for weapon types and weapon sights. These will allow you to play the mode with the original pistol, or shotguns, or bolt actions, or RPGs, as well as a Random option. In addition, when the last two players are left alive, their watches will beep and you will be able to see the opposing player's location on the tablet. This signals the start of Sudden Death, which will require one player to kill the other within two minutes or they both lose. Additionally, spawns will be randomized each round as originally intended.
New Watch Design
The graphics and overall look of the watch have been updated. The new design includes a compass and a more clear numbering system for directional callouts.
Added Additional Hand Movement Settings
Added the option in the settings menu to choose whether you want to use the controller in your dominant hand or your in your non-dominant hand for movement.
Tablet UI Improvements
Tablet icons can now be seen scaling down on the Tablet when the player moves away from them. The icons on the tablet map are always positioned on the boundary line between the user and the object it represents on the map no matter the rotation of the tablet. Additionally, the compass visual on the tablet has been improved.
Change Log:
System
Player exploit fixes have been added throughout the game
Player animations have been replaced with new animations
Overall player character speed has been reduced
Gun weight mechanic has been added to player movement
Tent environment has been updated to new design
Free Roam games to be created as Public in the Create a Lobby menu
Footstep audio is more synchronized with new animations
Updated splash screen and loading bar when launching the game
Improved character animations in main menu on PCVR
Quest users no longer have to input a passcode anymore when joining private games via invite
Fixed player arms looking distorted when too close to their bodies
The word "Suicide" has been removed and replaced thoughout the game
On Quest, your preferred server region is now saved and not longer resets to default after you restarting the app
Players will now feel bHaptics impulses when launching the game or turning on bHaptics to verify that the device is working correctly
Fixed an issue that was causing bHaptics to to not work properly resulting in weapons not working correctly
Fixed issue that was causing bHaptics vest to not work for players on SteamVR or Oculus PCVR
Fixed an issue that was causing ProTube to to not work properly resulting in the game crashing or not opening
Quest players can now see Oculus friends when using the “Show friends only” filter in the lobby browser
Fixed a bug that would cause the player characters to look stuck with broken position tracking when viewing as a caster
Fixed "Height exceeded" warning message becoming unreadable when lowering the "Texture Resolution" setting on PC
UI/UX
Updated some maps with new loading screen artwork
Weapon Pivot setting has been added to the settings menu
Player watch design has been updated
Whiteboard in Tent has improved accessibility and movement
Whiteboard marker graphics have been updated
Orange interaction has been added to Tent
Added additional setting for movement (dominant or non-dominant) hand
Settings Menu has been added to back of Tent
Helmets can now be clicked on as well as picked up and placed on head to select faction
Movement Comfort Vignette setting has been added to the settings menu
Lobby browser filter has been updated to include new filters
Removed Advanced Training button from Main Menu
Introduced Server IDs in lobbies and Join Server By ID button in lobby browser
Icons on the tablet now scale down the further offscreen they are
Improved Tablet compass UI
Fixed an issue where players would get a continuous stream of pop-ups after opening the Oculus Browser after exiting a match on a custom map
The recoil bar in the tent weapon details has been changed to green when indicating recoil is improved
Gameplay
Added spawn protection to Shooting Range, Free Roam and Gun Game
Free Roam and Co-Op hosts can now start map votes at any time
Lighting has been adjusted for Spectator Goggles in the tent
Players are no longer able to exploit movement while downed
Ability to reach and use your radio on your shoulder when downed as you do when alive instead of it dropping onto the ground with your body
Map voting now offers the option to change the game mode in social or cooperative, within the same mode category, mimicking the current behavior of core modes
Fixed a bug that would cause players character to appear gray and not function correctly when spawned on map. Additionally fixed issues that would happen to player once this bug was triggered
Players are no longer killed when respawning if damage is dealt to their previous life's corpse
Fixed a bug in Shooting Range, Co-Op, and Free Roam that was causing the vote kicking system to not properly kick a player
Fixed an exploit where a player could revive as invisible if while being downed another player's Syringe is simultaneously being pushed into their body. Other players would see invisible player as downed
Fixed a bug that caused the laser pointer to disappear when a player is revived after being downed while equipped with a Stun Gun
Fixed a bug where players would see Volk scoreboards on both sides of the tent after resetting the title and joining a coop server with a custom map
Co-Op
Tweaked AI bots in Co-Op to make them more aggressive, move and close down more often, increase their accuracy at higher difficulty settings and reduce instances of bots getting stuck
Fixed AI movement paths and being able to walk through buildings throughout several maps
Bots will no longer obsessively focus on downed players
Added the loadout table tent radio (from Assault mode) to Co-Op modes to talk to players in-game from the tent
Fixed a bug in Evacuation game mode that would cause players to be unable to evacuate after entering the helicopter too early
AI bots now function correctly if a player grabs the attention of the bots then leaves the server
Fixed a bug that would cause AI animations speed up momentarily when fighting users
Fixed visual for AI Bots with a PKM or M249 weapon to have proper reload animations
Social Modes
Added additional progression modes for Gun Game
Added varying finales players can possibly end on in Gun Game
Host can now determine how many stages are in the progression as well as if stages include hand grenades in Gun Game
One in the Chamber now includes options for weapon types and weapon sights
Sudden Death added to One in the Chamber to speed up the end of the round
You will start with night vision goggles when playing on night maps in Gun Game and One in the Chamber
The radio on your shoulder will be available for use during Gun Game and One in the Chamber game matches
Gun Game and One in the Chamber now available on Subway and Tanker
Improved spawning in Gun Game and One in the Chamber to make it less likely to spawn in front of other players
Fixed spawns on One in the Chamber not being randomized.
Fixed a bug that would cause radio voice chat remains enabled in social modes after getting kicked in a core mode while holding the radio
Core Modes
Increased the audio range for disabling uplink alerts in Assault mode
Fixed a cascade of issue that would happen in Escort when host was set as the VIP after leaving ongoing matches of other game modes
Fixed a bug in Assault matches that would cause the 'Fireteam Leadership' to transfer to a VOLK member when the 2nd round begins if no MARSOC members ready
Fixed issue on Escort where red objective smoke grenades would appear with a mostly white cloud when observed
Maps
Quest users will now have more accurate colors displayed throughout the game. A color gamut palette has been selected bringing the display colors closer to what the game looks like on PCVR.
Abandoned
Objects no longer clip into stairs found indoors throughout building on the map
The lights inside the three story building top floor have been increased in brightness
The fog is now slightly reduced on Abandoned. Allowing players to see a bit better at distance
Corrected the terrain texture colors on the Quest version to look closer to the version seen on PC
Fixed visual pop of lights that would disappear/reappear when activating/deactivating Night Vision Goggles
Fixed visual on Day map where the sky was not being affected by the fog
Bottles & Mugs now include collision throughout the map
Items and equipment no longer clip through black tarp throughout the map
Character model shadows now correctly appear throughout the map
Fixed Ammunition box clipping through the ground near the destroyed helicopter
Fixed Z Fighting visuals throughout the map
Fixed visual for dirt that appeared like it was floating off the wall
Cargo
Drones can now fly through gaps on the pipe support beams throughout areas on map
Fixed C4 orientation to be consistent when the player plants it on similar walls throughout map
Players can no longer look through the tarp covered boxes with an Air Drone
Downfall
Fixed ammo box that was unable to be seen due to clipping inside another object
Colliders on walls fixed throughout map
Fixed lighting that was causing character models to appear unnaturally dark inside the first floor central rooms of several buildings
Helicopter blades no longer clip through a nearby vehicle as it lands near the 'East Tank'
Fixed visual where players could observe some debris extending onto the floor inside the building near the helicopter
Fixed a bug that would cause some players to dye while evacuating inside the helicopter
Fixed character lighting saturation when standing above a tire near the west church
Fixed audio where the outdoor ambiance and weapon reverb ws being used when shooting inside the center bungalow building
Fixed visual where projectiles would impact with the sky when a player shot upwards
Lighting has been adjusted for indoor locations throughout the map
Drones can now travel between the gaps in the wooden fences
The smoke on the PC variant of Downfall has been reduced in size to improve the crossplay balance for PC users.
A slight adjustment has been made to the rock walls texture
The lighting for player model brightness throughout the map has been adjusted to prevent player models from looking super bright when close to a wall whilst inside of a dark building
Quarantine
The laser sight attachment is no longer visible to other players through items on the map
Quarantine has a much brighter lighting setup now
The stairs inside the big open warehouse(some users know this as ‘hospital’) have been lit up with lights to better show player silhouettes as opposed to its earlier dark lighting conditions
The atmospheric fog has been reduced a lot in Quarantine allowing users to see and spot better at distances
The lighting system responsible for player model brightness throughout the map has been redone from scratch, allowing for much more accurate player lighting
Shooting Range
Props have been updated throughout the map
Map has extended to 600M
Added multiple new rows of further range targets
Updated shot display to score a player's target shots based on accuracy and distance
The Killhouse has been upgraded to be more interactive and will provide stats and a score for each run through based on accuracy and speed.
A scoreboard has been added outside the Killhouse that will break down the scoring of your last Killhouse run and the top players in the lobby for both target shots and Killhouse runs
Many models and textures have been redone
The atmospheric fog has been reduced a little allowing users to see a bit better at distance
Fixed consistency for several objects on Quest and PCVR throughout the map
Fixed missing action sounds on the target standees when knifed in the hesco box area behind kill-house
You can now use the taser, explosives, knives, M203 blunt damage, and molotov cocktails on target standees.
Fixed visual where wooden post appeared to be clipping through a white table underneath the tent near the open range
Fixed an issue where reaching out and grabbing in the air at very particular location on the map a player would unintentionally grab their tablet
Snowpeak
Performance improvements on areas throughout
Fixed visuals for ground drone camera so the ice lake no longer appears black
Fixed volume on Molotov bottle breaking sounds
Fixed audio where the outdoor ambiance and weapon reverb ws being used when shooting inside a specific area in an eastern room of the map
Trees have received new visuals
The PC version of snowpeak will now see a subtle snowfall particle effect throughout the map
Lighting for the roots for trees have been adjusted so they no longer appear really dark
Adjusted brightness for vents to be consistent when viewed at close and far distances
Adjusted brightness for shovel in the Northwest hangar because it was too bright when viewed at a distance
Fixed visuals where water puddles were visible through smoke which could allow players to see silhouettes of other players
Suburbia
Performance improvements made while using the Air Drone camera
Fixed bug where player would be killed if sticking their head close to a wall on buildings
Adjusted the lighting and tuned down how colorful and saturated the overall looks
The road and bricks have received adjustments to the textures
The atmospheric fog has been reduced a little allowing users to see a bit better at distance
Subway
Performance improvements on areas throughout
Corrected the visuals and audio when shooting the outer rail of double rails when not next to a subway platform
Fixed Z fighting visuals throughout the map
Fixed visual where players could see through the map when using the air drone from a certain angles
Tanker
Fixed a visual seam that allowed players to view into the tower of tanker from the outside, when players could not see out from the inside
Fixed Z Fighting visuals throughout the map
Turbine
Fixed visual on Night map where the sky was not being affected by the fog
Workshop & Custom Maps
Custom maps now auto-download if you do not have them when joining servers or map voting within servers
Custom Maps can now be included in lobby map voting whether or not anybody has them installed
Environmental audio has been fixed and can be heard on Custom Maps
Fixed a bug that would cause players to be unable to subscribe to unsubscribed custom maps and their thumbnails appear blank
Adjusted visual that would cause the incorrect tags to be highlighted when hovering the cursor between the tick boxes and the text
Weapons and Utilities
NEW M240L added to MARSOC Support Class
NEW Ultimax 100 Mk3 added to Volk Support Class
Added functionally to simultaneously hold weapons in both hands
The 4x and SV98 12x scopes for Volk now has a green illuminated reticle
Improved the hand disconnection on weapons to not feel unnatural to users or disconnect at inappropriate times
Changing fire modes will now play different haptic effects for different firing modes to allow you to differentiate between them by feel
The foregrip can now affect recoil on some weapons more or less than other weapons - did a balancing pass on these values. This is shown on the recoil bar in the tent
Bipods have been updated to be more accurate
New additions to the recoil system including horizontal recoil and stance based recoil
Belt fed firearms are now loaded and ready to shoot on spawn across all game modes
Improved shotgun combat performance
Improved brightness/visibility of IR laser beam when using Night Vision Goggles
Flashbang effects will no longer activate while waiting for round to start or during spawn protection
PCVR users view will no longer be stuck inside the 12x Scope when when attempting to steady with an AKM equipped
The air drone now has a gimballed camera which steadies your view as you move and turn
Added flashlight attachments for Support Class' secondary weapons in Free Roam
Weapon gripping will be reversed to its previous behavior (before 1.9)
Fixed an issue that was causing weapons to not fire or explosives to not able to be interacted with
Fixed a bug that would cause the M249 and PKM to fall in an unnatural manner when the weapon is loaded but not fired
Fixed bug where the P90 magazine would be upside down when held in the right hand
Fixed a bug with Gunstock Calibration that would cause the weapon to be in its default, uncalibrated, orientation if a player grips their weapon with both hands
Fixed attachments appearing shiny on the MP7A2 for Quest
Fixed visual where shotgun shells would clip through the chamber of the M1014 when seen from the perspective of another player
Fixed ammo jittering erratically on the PKM when a player grabs the ammo belt and places it up high above the weapon
Fixed visual of the ammunition belt on the M249 & PKM where is appeared to clip through the body of the weapon when player doubles the belt over itself while loading
Fixed hand alignments with the box magazines on the M249 and PKM when the player holds them
Fixed a bug on the M249 that would cause the weapon to leave your hands and have collision issues with the bullets when loaded and dropped
Fixed a bug on night vision goggles where if walking inside a red smoke grenade the fade effect would be red instead of green
Fixed a bug where loading a shell into an emptied shotgun while the bolt is open would cause the first shell to be ejected once you touched the bolt
Fixed position of players non-dominant hand on the M16A4 so it no longer clips into the laser sight attachment
The bolt of the AUG no longer clips through the butt of the gun while it is held back
Known Issues:
After refreshing a set of map vote options, the refresh button does not deselect for non-host users. Selecting another option and selecting Refresh again will allow players to refresh.
On-going matches appear non-active for readied players when Quest users automatically transfer host while unreadied during in-tent timer
If a player adjusts the desktop game window from Fullscreen, the player will experience an offset with their selection for all home screen & tent selectables
On Suburbia, players will occasionally experience a hitch when they eject the magazine of a weapon with a drop free magazine
On Snowpeak Night, collision blocks movement when users attempt to ascend the stairs of watchtowers throughout 'Snowpeak (Night)' on PCVR
-ultimate attempt to improve the launching time. Now there is a clean scriptless scene loading when you open the game, and from there you will wait for the loading of webrequests and other backend code to execute. This way you won't be scared that the app runs too much in the background before starting, it should start almost instantly, and after that you'll wait for the authentication and other web requests to complete.
To celebrate the release of Sector 1: Dreadshore, we're inviting new Custodians to step into the wasteland with a free trial of Meet Your Maker, running from June 27th - July 3rd!
Here are some small fixes for some issues that came up in last weeks patch release
Fixed skulls not being collectable from burnt bodies and fixed colliders on burnt bones
Stone Storage can now be dismantled
Fix for side rack items disappearing in the log sled when pushed away from where it was spawned
Fix for cooking pot on a fire teleporting to the player's hands if they pick up an item and another player has placed a pot on the fire
Fixed some cases of Kelvin not correctly interacting with storage holders
Fixed bug when on fire and driving the golf cart that would break physics
Fixed a bug that would lose item mods when dying while driving the golf cart
Fix for input breaking mapping menu when in the golf cart
Improved logging in dedicated servers
Added new dedicated server setting to opt-out of the network accessibility self-test procedure "SkipNetworkAccessibilityTest"; check the Guide for more details
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub.