First of all, we apologize for the delay in releasing the patch notes. The board of directors had to scrupulously review the report.
The R&D department at Tindalos Interactive has been diligently working on "Building Better Games" with our latest project, Aliens: Dark Descent.
In pursuit of excellence, we're set to roll out our first major patch, meticulously crafted based on community feedback. This patch marks a significant leap in our constant drive to refine, balance, and achieve the perfect gaming organism.
With a mix of enhancements, balancing tweaks, and fixes, expect a more immersive descent into the alien world. This isn't just an update; it's a testament to our commitment to you, our esteemed shareholders.
Here’s a reminder of the topics for the general assembly regarding the next patch:
Add the possibility to skip the prologue
Introduce an option to make the campaign deathclock obsolete
Implement an autosave feature when quitting the Otago
And many more…
Please remember that profits should remain our primary consideration for the sake of the project's development. So, keep supporting us by giving the game a thumbs up.
Fix of an error preventing the player to unlock the Olduvai Refinery (Mission 11) when finishing Pryce of Deception (Mission 10). If your progress is currently blocked you can redeploy to Pryce of Deception and directly extract to unlock the Mission 11.
Heavily wounded marine are now saved when extracting after the defense phase at the end of Harper's Hell (Mission 3)
Prevent a bug allowing the player to complete the objective "Shutdown vent fans" before unlocking it during the mission Pryce of Deception (Mission 10)
Veterinarian McNeil no longer disappear when dropped on the ground in the mines of Dead Hills (Mission 1)
Civilians no longer disappear when dropped on the ground of a lift
Civilians dropped on the floor are still considered as part of the squad
Fix the Massive Onslaught directly stopping after it starts Improvement of several issues blocking the dialogs and preventing the player from progressing further
Add a protection that will teleport your marines, drones, civilians near their current position if they are stuck in the environment
Brawler personality trait is now working properly
General improvement of the stability when using a gamepad (Crash/navigation/usability)
Prevent a crash from happening on the Welcome screen
Fix a crash that could happen when eggs were opening to release facehuggers
Prevent a crash caused by the Alien AI
Fix an issue where a marines enduring a Facehugger's embrace during recover from ragdoll doesn't block his skills and movements
Reselecting an objective no longer makes it disappear on the top left corner of your tactical view
Fix an issue where in McNeil's lab, looting the datapad right after the sentry gun might result in a blocker
Fix an issue endlessly blocking the marine in an interaction when using the flashlight
Add of several safeguards preventing aliens to be stuck in patrol
Fix of the lift floor interaction first button focus by default (only on mouse/keyboard)
Fix of a crash when loading the autosave of the Runner's introduction cinematic
The alien will always attack Maeko if she gets detected in the Otago (Mission 9)
Humanoids will always spawn during the tutorial "Cover" in Berkley's Dock (Mission 2)
Fix of the crash occuring when repairing a Sentry in front of the Queen's room of the Tantalus Base (Mission 8)
Bleeding timer is now correctly stopped during a scripted sequence
Placing a sentry at the start of the basement -2 of Atmospheric Nightmare (Mission 6) no longer kill the scripted aliens which was resulting in a blocker
You can no longer be blocked using the incinerator unit during Berkley's Dock (Mission 2)
Repaired synthetic can now fire with a pistol
Fix of a potential crash when loading an autosave during a Massive Onslaught
Fix a blocker that was happening when spamming A + RB during the first deployment tutorial
To avoid a potential blocker, you can no longer take lift while the ARC tutorial is ongoing during Dead Hills (Mission 1)
Potential fix of a crash that was occuring when opening a datapad while watching a camera feed
The days are now displayed in the PCU list instead of the traumas' name
Marines no longer get stuck when taking damage during recover from a ragdoll
Fix pathfinding issue when taking the elevator from the 2nd floor to 1st floor in Berkley's Dock (Mission 2) creating a blocker
Fix a potential blocker when loading an autosave occuring while a scripted sequence is ongoing
Fix an issue where the player was not allowed to use the middle elevator after the APC tutorial in Dead Hills (mission 1)
Add auto saves during the power loader sequence in Olduvai (mission 11)
Fix an issue that can prevent the mine objective to trigger in Dead Hills (mission 1)
Fix the Keller objectives in Nuclear Protocole (mission 5)
Fix the Anand objectives in Nuclear Protocole (mission 5)
Lot of display improvements and fixes on the UI during mission and the Otago
Fix marine upgrade visual sometime disappearing after purchase
Fix a problem with the lifts where the player had to get out of the lift to trigger it again
Fix a crash that could occurs when taking a lift with a left behind drone
Players now get the proper outcome for not saving the survivors in Olduvaï (Mission 11)
Fix an issue that make the skills unusable if in the drone menu when all tecker dies
Fix an issue where using the Overloaded Plasma Beam to an Alien performing a special attack could sometimes freezes the game
Fix a crash in Berkley's Dock (mission 2) that could occur when taking the elevator from the second floor
Synth recovered during mission are now properly converted into enginer when getting back in the Otago
Fix many issues when taking the lift to Montero (mission 7)
Fix the event "sabotage of the Otago's generator" so it could not be repeated indifinitly
Minor
Retribution can now be used in every condition (not blocked while a marine is under Suppresive Fire)
Reprimand can now be used in every condition (not blocked while a marine is under Suppresive Fire)
The loading bar will now correctly appear above the Sentry when upgrading it
Removal of the Kill Objective Icon displayed outside of the map at the beginning of the Tantalus Base mission (Mission 8)
Aliens should not longer die in T pose
Fire now destroy the eggs as expected
Marines secured inside the ARC/APC can no longer be killed or take any stress damage by any way
Fix an issue preventing you to brake the weld in Atmospheric Nightmare (Mission 6)
Removal of the indestructible door in Atmospheric Nightmare (Mission 6)
General improvement of the colliders in every missions
Removal of a flying object in Atmospheric Nightmare (Mission 6)
The cursor is no longer invisible when opening the ESC menu during an interlude
Aliens are now able to breach all breachable doors
ARC/APC are no longer blocked by a dead marine
Fix an issue that was changing the colorimetry when opening the Inspect Squad while checking a camera
Graphical improvement of Berkley's Dock (Mission 2)
Fix a door that was not updating its colors properly when unlocked
Fix gamepad issue during the tutorial of the Deployable Motion Tracker on Dead Hills (Mission 1)
Changing the shortcut of the Deployable Motion Tracker no longer blocks the tutorial of the skill
The game could crash under specific conditions when doing the tutorial "Cover" in Berkley's Dock (Mission 2)
A marine could get stuck between a cover and an ammocrate near the moutain door of the Tantalus Base mission (Mission 8)
Fix of an icon clipping on a title on the mission report Statistics panel
Fix texture error on minimap
Fix an issue preventing all Command Points from being restored if you heal the stress effect disobediant in the process
Fix a bug preventing all the sentries to be picked up to obtain the maximum amount
Fix of the attribute Encouraging speech healing the right stress value only the first time a Rest was done (now heals every time)
Fix of door where the marine was playing the animation in reverse in Pioneer Station (Mission 5)
The event "Mental Breakdown" will now apply the right amount of trauma points when acquired
The turret of the ARC will now correctly rotate while on waiting on a waypoint position
The VFX of the ARC firing will now correctly appear while on waiting on a waypoint position
Fix of the animations while interacting with terminals on the Security floor in Pryce of Deception (Mission 10)
Fix of sound not playing while many sounds are played simultaneously
Dockers are now visible even after loading the related autosave during the Docker's Reveal cinematic in Berkley's Dock (Mission 2)
Fix of the objective indicator position for the related "Kill Squad" objective in the Office level of Pryce of Deception (Mission 10)
Fix the size of the shelter tooltip on the map
Dead marines and drones don't give vision anymore
Marines can now walk in the fire area if they are stuck inside one Between Atmospheric Nightmare (Mission 6) and Berkley's Dock The Montero (Mission 7) the highlight of the Medbay button will be correctly displayed
During the misison report the tooltip of trauma acquired by marines will now be correctly displayed
You can no longer skip the Hangar sequence during the Otago mission (Mission 9)
Floors of locations are only displayed relatively to the campaign's progression
The cursor will keep its current position on the welcome screen
Dead synths will no longer talk
Fix of a room name not displayed on the right floor on Tantalus Base (Mission 8)
Marine's models will no longer reset when cancelling a marine promotion
The spawn point of the final mission are no longer revealed after the first scripted sequence of the mission (Mission 12)
Fix of the camera misplaced when entering the mines after taking the elevator during Dead Hills (Mission 1)
Object icons are no longer reveal on the map after a scripted sequence
Fix of the covers in the warehouse in Pryce of Deception (Mission 10)
You can no longer save and kill the same survivor in Atmospheric Nightmare's secondary objective (Mission 6)
Tooltips are now correctly displayed when navigating with the gamepad on the marine panel
Fire now works properly on every enemies
The UI is no longer displayed during the chestbuster skin scripted sequence of Dead Hills (Mission 1)
The UI is no longer displayed during the Queen scripted sequence of Dead Hills (Mission 1)
The UI is no longer displayed during the first scripted sequence of Olduvai Mine (Mission 11)
A marine about the enter the powerloader or ordered to carry is no longer eligible to perform interactions
A carried marine no longer stays attached to the carrier after a save load even when crouching
Fix an issue when promoting a marine and using a controller
The mine floor is no longer displayed on the sectormap in Dead Hills (Mission 1)
The motion tracker no longer works on the basement -2 floor of the Olduvai Mine mission (Mission 11)
Fix of the legend of the map to add the terminals unlocked
Fix of an entry point disappearing after going into the deployment selection
There is no longer a lost signal on the motion tracker if the player goes back from basement -2 to basement -1 in Olduvai Mine (Mission 11)
Removal of the timer displayed next to "interfering signal" in the basement -2 in Olduvai Mine (Mission 11)
Maeko now have a FX when using a welder in the Otago mission (Mission 9)
Revealing a corrupted floor on the sector map won't cost any tools when using a gamepad
Fix of the camera rotation not stopping during the Queen scripted sequence in Olduvai Mine mission (Mission 11)
Fix of the camera during the scripted sequence at the start of the second floor of the Refinery mission (Mission 3)
Fix of the camera misplaced when entering the Montero after taking the elevator during Berkley's Dock (Mission 7)
You can no longer select the continue button multiple times during the warning message
The Cheyenne can no longer pass through the floor during the cutscene at the end of the Prologue
Fix an animation issue that was occuring when a marine is interupted when getting in the Powerloader
The Codex categories new entry marker will now be correctly removed when all the new entries are checked
Enemies dots on the map no longer have different sizes
Aliens are no longer affected by other Aliens crowd control effects to avoid potential alien getting stuck in the environment creating a blocker
Aliens are no longer attracted by an abducted marine
Tactical GUI no longer stays displayed while opening the map
Stasis tutorial in the warehouse of Berkley's Dock (Mission 2) now have enough cover space for the squad and followers
Civilians now have unique customization
Fix of a flying crate in the Otago Hangar during the mission launch
Loading or leaving the game when a marine is abducted no longer unlocked the related achievement
The GUI is now correctly updating when switching from keyboard to controller on the map
The text "The squad is in the search area" is now correctly displayed when the squad is effectively in the search area
The two Basement -1 floors of the Olduvai Mine (Mission 11) are now distinguished as B-1A/B-1B
Drake's datapad informations are correctly updated in the choice if you have recovered the related datapads
Fix sound issues when opening the ESC menu
ARC/APC no longer pushes marines who are in coma
Loading an autosave with a sergeant that has the backpack upgrade will no longer put a command point on cooldown
Various text overlap fixes across various menus
The lift leading to the Montero from Berkley's Dock (Mission 7) now correctly display floor -2 instead of floor 0
General improvement of the secondary mission of Montero from Berkley's Dock (Mission 7) requiring the player to check several datapads
ARC/APC will no longer push marines that are in a coma and on their path and will simply roll over them
Map will no longer blink when opening/closing fast a camera feed
Lighting improvement on Olduvai (mission 11)
Fix an issue where one of the marine during the final Olduvaï defense phase could be stuck
Add a video on ambush codex entry
Fix fog of war issues on Olduvai (mission 11)
Fix culling issues on some assets of the final mission
Fix some clipping issues
Fix an issue where the lift door stay closed after the defense phase in Berkley's Dock (M2)
Fix an issue than could occurs when spam clicking during multiple level promotion
Fix camera orientation issues during scripted events in Olduvai (mission 11)
Marlow's blood in the final mission is now white : )
Fix an in game animation when saving Stern
Fix some minor tactical drone issues
Fix an issue where the dialogue icon could not be removed properly
Fix some shelters that did not triggered properly in Berckley's Dock (Mission 2)
Fix distorted texture in the building on the ground floor of Extraction (Mission 8)
Fix a UI animation in the save menu
Fix a visual issue where some collider could be visible
Fog of war is now properly rendered in the prologue
Fix the ARC starting position in Otago last stand (mission 4) that could cause some bugs
Fix the position of a crate in Olduvai (mission 11)
Fix Aliens reaction to fire
Shortcuts for drone skills are now properly working
Now marine can't run when using overchaged plasma skill
Fix an issue where mines did not trigger properly
It is now possible to reload a secondary weapon
The "kill that bastard" icone is now removed properly on dead eggs
Fix some issues with the oil puddle interaction
The ARC now corectly rotate its barrel to aim at the aliens during defense phase of Harper's Hell (mission 3)
Fix some animations during the Otago cutscenes
Fix an issue where Alien could ignore Maeko after using Chemical tracker in Facing the beast (mission 9)
The flare icon is now correctly remove from eggs that are already opened.
Fix barks spamming when time is dilated
Localization
Update of the localization (add of new elements and improvement of existing ones)
Update of the stress effects tooltip and related Codex entries to match the effect
Update of the description of the weapons statistics to match the proper Ammo per Burst for each weapon
Update of the Tired tooltip to match the effect
Update of the values in the tooltip description (upgrade, traits, traumas, Codex assistant)
Fix of format of the XP gain in the Training Room (no longer display 1-1XP)
Fix of typo error in the Otago events descriptions (Abandoned Lab / Salvage Operation)
Update of the Precision Shot tooltip description to match its true damages
Add of the shotgun stun information on the Codex Assistant Titan entry
Improvement of the Codex Assistant (fix typo issues and overall improvement of the descriptions)
Fix of the Codex entry Workshop to display the right amount magazines value for the Smartgun and the Heavy Pulse Rifle
Fix of the Codex entry Workshop to display the right Material cost value for the Plasma Rifle
Improvement of the Facehugger Codex Assistant entry
The "Security Pass" is now localized
The "Power Core" is now localized
Fix of the Mind of Steel attribute description to match the effect
Fix of the Credits
Torrance name will now use all available alphabets
Interactions tooltip will no longer display cost when they cost 0 supplies
Update of the customization name limitation in several language to avoid too long names
Precision on several attributes and upgrades that their effects are not cumulative
On the loading menu the difficulty Easy is now correctly displayed as Story
Workshop weapons description has been fixed and improved
s for second is now correctly translated in all languages
Fix of an error message in russian not dispalyed correcly "Pick up Sentry"
Fix of the weapon panel translation in every languages
In the loading panel the Otago mission (Mission 9) is now correctly translated in every languages
Balancing :
Aliens will now only detect you faster if you are close to the source of the noise you've made (instead of all the time)
Few covers were disabled in Atmospheric Nightmare (Mission 6°)
Drastically increase the humanoids respawn timer in M2, M3, M7 and M10
The power loader phase of Olduvai Main Mine (Mission 11) is now an infinite onslaught
Suppression of various shelter position across various locations (M1, M3, M7, M10, M11)
The power loader phase of Tantalus Base (Mission 8) is now an infinite onslaught
Crushers during the final defense of the Olduvai Mine (Mission 11) are dispatched through every available spawn points
New content
Addition of 5 new traumas to add more diversity : - Hypochondriac - Hematophobia - Anthrophobia - Obsessive-Compulsive - Xenomorphobia
We're thrilled to introduce an exciting new track that will put your drifting abilities to the test like never before. Brace yourself for the ultimate challenge as we take you on a wild ride through a wet and slippery downhill course.
WHAT'S NEW • New Hero: Demoness. Skill: Inferno ∙ 1-Star: Summons a small meteor. The meteor hits the ground, dealing AoE DMG. Inflicts DMG per second to affected enemies for 4s. ∙ 2-Star: Summons a medium meteor. The meteor hits the ground, dealing AoE DMG, stunning enemies for 1s. Inflicts DMG per second to affected enemies for 4s. ∙ 3-Star: Summons a large meteor. The meteor hits the ground, dealing AoE DMG, stunning enemies for 1s. Inflicts DMG per second and [Silence] to affected enemies for 4s. [Silence: Cannot cast active skills] • New 6-Star Weapon: Windforce. Skill: Zephyr ∙ Passive: Every 6th attack releases an enchanted arrow that knocks back the enemy. ∙ Active: Activate to gains bonus Speed +200 and Attack Speed of Windforce +50%. Normal attacks do not cost stamina when the skill is activated. Lasts for 8 seconds. • New Monster/Pet: Vulture. Can be obtained through Gacha or taming in the game • New Skins for Paladin and Nun • New achievement: Slay Nergal within a limited time • Added sound effect for Nergal CHANGES • Optimized Ritual Firecannon's look and stats • Adjusted the map and mobs • Optimized English Language Localization BUG FIXES • Fixed an issue that might causes Lumberjack Claw owners get stuck on walls • Fixed an issue that might causes Nergal unable to return to his territory after being resurrected • Fixed an issue that might causes Tree Spirit getting stuck in Safety Zone • Fixed an team request display issue
Hi, if you came across this article, you probably like pixel art games, or in the atmosphere of the Middle Ages.
We are currently creating a 2d platform game for you, with a great story that you will be able to play in a few months. In the meantime, it's time to slowly get to know the plot of the game.
In Hammer Of Pain, you step into the worn boots of an exhausted father, left alone in a world that has forgotten its history and plunged into darkness. Game immerses you into the grim corners of the Middle Ages, where the once vibrant spark of life has been replaced by the cold shadow of madness.
Your daughter has vanished into the darkness of this world, leaving behind nothing but echoes of her memories. You are to navigate through myriad trials to decipher her fate and unravel the ghostly threads of history that led to the collapse of kingdoms.
Are you ready for an adventure? If so, follow and join our community on Discord to be up to date with Hammer Of Pain. Discord: https://discord.gg/pkUGbguVSZ
With the Great Gate closed, souls can no longer find their way and pass to the Realm Beyond. Lost and lingering in these lands, many have been consumed and corrupted by the Blight.
This update is focused around providing more replayability and customisation for players who already cleared a run or two. We're already working hard on the next region, but we feel it's important to provide some replayability options now rather than waiting for when all the regions are complete.
Another new feature in this update is kept a secret from these patch notes, can you find it? Let us know on Discord!
New Features
Stray Soul Challenges
After completing a successful run, you will be granted access to a new menu that will trigger before you start a new run.
You can assign new difficulty modifiers here to make the game more challenging. Applying modifiers also increases the health and damage of enemies, but allows you to increase your Essence Multiplier beyond its original limit.
Additionally, each challenge modifier applied will give you one Stray Soul for that run.
These stray souls are meant to be purified and released. However, doing so will not remove the modifier they applied until the run ends.
You can use Stray Souls at tribute altars to consume the Blight from them and get the altar’s reward without sacrificing Health. This will come in handy as challenge levels increase and Health becomes more valuable.
Stray souls have another part to play, both in the current version and the official release. Can you uncover their mysteries?
Please note that this is a work-in-progress implementation of this feature. It will currently be available to everyone that completes the 3 regions. As more regions are added, an updated full run will be required to unlock it. There will also be more challenges added to it throughout the Early Access updates.
Run Augmentation
After completing a successful run, you will be able to use your spare resources in future runs to augment them to your liking.
Dormant Embers can be used to set the first Divine Spirit you encounter.
Combat Runes can be used to start you off with a specific Enchantment.
Esoteric Scrolls can be used to start you off with a specific Relic.
Gameplay / Balance Changes
General Balance Changes
Drenched Status Effect: Now has separate values for stun duration and Wall Splat damage. Wall Splat damage per stack increased from 5% to 20% per stack.
The knockback scaling on Blightborn enemies has been increased.
The Shroombiter enemy type now has less health (normal:200-> 175, elite: 400->350)
The Slashell enemy type now has Shields (can be found in the Burrows).
The Arachnobolter enemy can now move backwards before attacking you.
The base cooldown for all Bolts has increased from 3 sec. to 4 sec.
Tribute Rooms are no longer an Ordinance, and will become available after your first run automatically. This is to support the new Stray Souls altar benefits provided by the challenges.
Weapon Balance Changes
Link Blades Down Attack: Sweet Spot will knockback enemies towards you.
Astral Cord Bow Side Attack (3rd hit): Slightly increased air-time during the attack, deals increased shield damage to enemies hit very close to the bow.
Astral cord Bow Side-Air Attack: Slightly increased air-time during the attack.
Sisterhood Gauntlets: Increased the base damage of the 4th hit of the side attack combo from 15 to 20.
Sister Gauntlets Down Attack: Increased speed and range.
Spiritforged Masks Balance Changes
Mask of Mishved: Increased Wintertide damage from 30-50% to 60-80% (min to max upgrades). Duration increased from 3 sec. to 5 sec. The amount of charge time required to fill the meter was reduced by 20%.
Mask of Solesh: Increased Skybound damage from 20-40% to 30-50%.Duration increased from 2.5 sec. To 7 sec.
Mask of Navolik: Hyperspeed damage changed from 40/50/60/70/80% to 45/50/55/60/65%.
Mask of Sharbora: Damage buff threshold lowered from 85% to 80% Health, and the bonus was increased from 15% to 20%. Nature’s Wrath Health reserve increased from 55-75% to 60-80%.
Mask of Yamphas: Turbulence damage increased from 15-35% to 30-50%.
Skill Tree Balance Changes
Verdant Fortitude: Max Health increased from 25 to 50, cost increased from 2 to 3.
Unyielding Fire: Health threshold reduced from 30% to 25%, cost reduced from 4 to 2.
Bite Marks: Damage increased from 10% to 20%.
Spirit Blessings Balance Changes
Shatter: Shield Damage increased from +200% to +250%.
Extinguishment: Now also causes burn to inflict more damage per stack to make up for the reduced status effect duration.
Antipode: Combustion damage to bosses is now boosted without requiring any frost stacks.
Chain-Lightning Bolt: Range increased by 20%.
Voltaic-Blink Dash: Damage reduced from 20/24/28 to 14/18/22.
Ice Shards: Damage increased from 6/10/14 to 8/12/16. Luminous Gems upgrade value per gem increased from 4 to 6.
Magic Shards: Damage changed from 50/65/75% to 40/60/80%
Aurora Borealis: Essence gain increased from 10/14/18% to 10/15/20%.
Breaking the Ice: Damage increased from 40/55/70% to 40/60/80%.
Edgeguard: Damage and Knockback increased from 12/16/20% to 14/22/30%.
Avalanche: Damage changed from 25/30/35 to 15/25/35. Luminous Gem 2nd upgrade increased from 6 to 8 damage.
Woof Punish: Damage increased from 10/15/20% to 15/20/25%. Luminous Gems upgrade value per gem increased from 5% to 10%.
Occultation: Damage increased from 10/15/20% to 20/25/30%.
Absolute Magnitude: Bonus now displays as added instead of set. Max Multiplier increased from +0.3/0.5/0.7 to +0.4/0.7/10. Can no longer be upgraded by Luminous Gems.
Dousing Attack: Drenched duration increased from 4 to 6.
Dousing Launcher: Drenched duration increased from 6 to 7.
Dousing Bolt: Damage per projectile changed from 16/18/20 to 16/20/24.
Wall Splash: Damage per Stack changed from 10/20/30% to 20/25/30%
Uncharted Waters: Luminous Gems upgrade value per gem increased from 0.5% to 1%.
Hydro Pump: Damage increased from 4/5/6% to 10/15/20% per stack. Luminous Gems upgrade value per gem increased from 1% to 2%.
Hydration: Max Health per Fountain increased from 5/10/15% to 10/13/16%.
Lost at Sea: Damage increased from 10/15/20% to 20/25/30%.
Splash Damage: Increased radius by 20%, Damage increased from 15/25/35% to 20/30/40%. Luminous Gem 2nd upgrade increased from 6% to 8%. This blessings now has a visual effect indication when it triggers.
Equilibrium: Damage increased from 10/12/14% to 12/14/16%.
Natural Selection: Damage increased from 10/15/20% to 15/20/25%.
Ravaging Growth: Damage increased from 8/10/12% to 10/12/14%.
Resolute Stance: Duration increased from 0.5/0.75/1 sec. to 0.75/1/1.25 sec.
New Achievements
Purification
??? (Hidden Achievement)
New Codex Entries
Arbiter Mallet
Stray Soul
??? (Hidden Codex Entry)
New Ordinances
Spiritforged Synergy
Accessibility
Enemy Proximity Humms: We are experimenting with a system that emits looping sounds based on position to improve accessibility for vision impaired players. While we do not have a lot of resources to dedicate to this, we intend to improve it over time. If this is relevant to you, please let us know what you think.
Sounds Relative to Player: Toggle between sounds relative to the camera or to the player. Works best when paired with the Proximity Humms.
QOL / Miscellaneous
New room layout variations can appear in the Burrows region
A new detection method for unwanted device input was implemented due to several players experiencing input from unknown / undetected controllers. This will allow you to disable the input completely from within the game.
Health bars have been tweaked to be more compact across different health values
The Relics menu hide/close animation is now faster
Bug Fixes
Fixed a damage bug with the Accelerating Vortex enchantment.
Fixed some Minor Enchantment prices being wrong (Aptitude, Judgment).
Fixed some Minor Enchantments requirements (high tier enchantments were able to be obtained randomly without owning a previous tier).
Fixed a bug that could cause the player to be temporarily stuck in place when opening and closing menus in specific combinations.
Fixed a bug that allowed you to Air Jump while using Mishved’s mask (sorry!).
Deep Rend will now deal damage relative to the percentage of Health indicated in its description to Blightborn enemies, instead of scaling from their unlimited health bar.
Hypercritical doesn’t trigger on enemies that cannot be slain (such as Blightborn enemies)
Fixed a bug with some enemies that caused them to get stuck in a room’s corner.
Fixed an outdated image in the codex.
Antipode now applies increased combustion damage to Boss enemies without requiring them to be inflicted with frost
Fixed a bug that caused the Lost At Sea blessing to not apply properly in most cases.
Fixed a bug that caused Winds of Change to move shielded enemies
Fixed a bug that caused weapon training instructions to display incorrectly at times.
Fixed a bug that could cause the legs of Crystal Rockwalkers to be affected by physics.
Attempted to fix some softlock issues during bosses, please report in-game if this happens to you.
Fixed a bug that caused Crystalline Vessel to offer gems on un-upgradable blessings.
Fixed an audio bug that caused some sound effects to play when entering a new region or equipping a weapon after enchanting it.
Fixed a bug that caused some blessing effects not to trigger on killing blows versus enemies.
BUG FIXES . More robust sprite picking code, could fix possible crashes . Fixed possible crash in the Weapon editor . Text Sound sound was not always initialized . FX particle orientation was wrong after a clone
Following on from the release of F1® 23 you can take on some of the first F1® 23 real-world challenges right now in F1® World.
Master these limited-time events this July to unlock some special items to customise your F1® World and My Team cars.
What is F1® World?
F1® World is an exciting new way to enjoy F1® 23, serving as a central hub for multiple game modes. It features solo and multiplayer experiences, a shared progression system, daily, weekly, and seasonal content, an overhauled Licence Level system, and many different ways to play.
If you want to read more about F1® World, head to the deep dive article here.
Each month, F1® World will be the home to a series of gameplay challenges that will test even the most seasoned veteran.
Bringing back the heat of Miami
To celebrate this weekend’s Austrian Grand Prix, players can compete in a hot lap challenge at the Red Bull Ring and instantly receive the iconic Oracle Red Bull Racing’s Miami Grand Prix car livery for use across F1® World and My Team modes.
Beat the respective lap times in the event and here’s what you’ll instantly unlock:
To access the event, head to F1 World > Play > Solo & Multiplayer Events > Race Week: Hot Lap Challenge.
Put a lid on it
We’re not just letting you unlock Red Bull Miami RB19. As a bonus for anyone that logs-in during the Austrian Grand Prix weekend, you’ll receive Max Verstappen’s special edition Miami Grand Prix race helmet.
Complete the look when the helmet is delivered to your in-game mail from July 3.
F1® Replays - New Event Type
Also arriving later in July is a brand new F1® World event type - F1® Replays.
Ever finished watching a grand prix and said to yourself: “What if…?”. This is your chance to rewrite history. In F1® Replays, you'll be able to take the place of any driver on the grid based on their race starting position, recreating the real-world race that just took place.
Showcase your driving ability and see if you can match or even improve on any of the driver’s performances with rewards to unlock based on how well you do. You’ll also be able to replay the event as many times as you want from any position on the track.
Keep an eye out for this new F1® World event type later in July with a new event appearing following a race weekend.
More to come in July
With some blockbuster races in the British, Hungarian, and Belgian Grands Prix coming in July, there’s plenty more to look forward to when it comes to F1® World challenges.
To keep up to date on all these new events and the latest F1® 23 news by following the official Instagram, Twitter, TikTok, and YouTube channels.
A new update is available for PCM. You can read the most important points below, or read the full changelog.
Most important points
👉Important sprint train improvements: teams organize themselves better according to their resources. 👉Fixed too easy sprints in mountain finish with AIs starting too late without properly using their energy. 👉Fixed issues with disconnection/game crashes when the server was unstable. 👉Fixed the crash in multiplayer games that happened within the rankings page during a race. 👉Fixed the shift that appears from season 2 Pro Cyclist between calendar and rider’s fitness. 👉Added functionality to create typical training weeks for Pro Cyclist blocks.
Full changelog
Race
Important sprint train improvements: teams organize themselves better according to their resources.
Fixed too easy sprints in mountain finish with AIs starting too late without properly using their energy.
Sprinters start sprints a little earlier and with a little more variation.
Fixed a bug that caused riders wanting to catch up to a leader to not apply high enough power on a climb.
Fixed racing map interface bug in 2560x1440 resolution.
Fixed the bug of custom comments from riders never being played.
Team time-trial: The display of times in the team rankings was not correct and did not correspond to the sum of the individual times.
Multiplayer
Fixed issues with disconnection/game crashes when the server was unstable.
Fixed the crash in multiplayer games that happened within the rankings page during a race.
Added player names (with specific color) into rankings.
Fixed bugs that prevented the ladder from being functional.
Pro Cyclist
Fixed the shift that appears from season 2 Pro Cyclist between calendar and rider’s fitness.
Added functionality to create typical training weeks for Pro Cyclist blocks.
Fixed wins in the Achievements tile.
Career
AI Roster improvements for leaders to participate more in the Dauphiné and Tour d'Helvétie in June.
AI Roster improvements for sprinters to participate much more often in the UAE Trophy in February.
Fixed a bug that caused sprinters to often participate in Medium Mountain Classics (Gran Premio San Sebastian, GP di Lombardia). Fix only valid on new games AND if the mods also fix the problem on their side.
Increase in maximum budgets for teams (1.2 M€ / month => 1.5 M€ / month).
Various fixes for visual issues or component overruns.
Other/Various
Fixed a possible crash when a player loads or creates a game.
Small corrections on various stages (Vuelta, Switzerland, Catalonia).