Sker Islanders, another week, another patch as our devs want to keep improving on the Sker Ritual experience for you, our amazing players! Check out the additions, upgrades and fixes below.
Sker Ritual Patch v.0.4.4 - 30/06/2023
NEWLY ADDED
- Added a Waypoint Marker when a teammate dies and can be Revived for free with a timer counting down
- Interacts which require to be held now show a black circle around the button and fill up further when pressed shortly
ISSUE FIXES
- Fixed an issue causing the Interact UI when holding to be stuck if you use an ability while holding - Fixed an issue causing AI to ignore it's cooldowns on reaction behaviours - Fixed an issue causing AI to be able to start abilities when staggered - Fixed an issue causing the correct profile level to not display in Inspect Player Profile menus - Fixed an issue with The Stranger boss gliding through unintended environment - Adjusted health bar for the The Stranger underground bodies - Fixed an issue causing some shockwave decals to appear in the air and render incorrectly - Fix potential issue with multiple Oil pots being used on a single interact on Deadly Lover's Fortress
Don't see a fix or a suggestion that you think would help improve the Sker Ritual experience? Our team are active over on the Sker Ritual Discord where you can chat with the devs and the community!
If you also have a spare moment please do leave the game a review over on the Steam page which supports our Early Access Beta journey!
- Added a Village for Feedback Gathering: Travel to the village where you can provide your valuable input on what you would like us to develop next! Your voice shapes the future of the game.
UI:
- Craftable Menu Progression: Unlock new items to craft as you craft lower level items
USABILITY:
- Added Weapons category for the Rucksack to more easily sort your items - The 'What Next' section of the rucksack is now more highlighted for new players
Remember, your feedback is essential in shaping the game. Keep exploring, crafting, and leveling up to reach new heights in RPG Fitness VR!
Blythe testing is completed and we aim to release the next chapter in Subverse’s story, Patch 0.8, on the 3rd of July 2023. Thank you for your patience and continued support of the project. We will communicate the remaining release schedule in the next diary, which will also feature notes from the designers and the director.
ANIMATION
Moneyshot
It was a painful push to finish off Blythe’s remaining Pandora scenes, just something about her that is distracting.
But it is very refreshing to go play with big toys in the cinematics again, got some wonderful things to show you in the future.
Manski
Finished the final lightpass to the Pandora scenes included in this release. Everything I've learned so far in Unreal goes into lighting Blythe's ginormous tits and hips. I only hope I'm worthy of you now, mommy.
Massimo Decimo Meridio
This month, after spending a bit of time performing lipsyncs, I gave life to two new animations, a sweet moment between Blythe and the Cap, and a new one for Taron and the Captain. I’ll keep moving into sex animations before diving into cinematics :D
Yagskie
We haven’t forgotten about Taron, shes getting some new scenes for 1.0 This month, I’m animating a scene of Demi and Captain tag-teaming Taron on the couch.
Mendez
I’ve been knee-deep into setting up scene blocking for a whole heap of awesome cut scenes, many of which occur at pivotal narrative beats of the story. It’s been a good time applying some storytelling skills to really have the moments land the way we want.
I’d share screenshots of my work for the month, but I don’t want to spoil anything of course ;)
PROGRAMMING
Hungry JJ
Hello,
Today I would like to share some screenshots for 3 new side quests. Two are Space Combat and the other is Grid Combat. Nothing too major as far as changing gameplay but we were able to customize them a bit to provide something more memorable and unique. Also, I have been working on getting the anomalies in game for navigation. It’s always amusing reading the different descriptions provided. The one that stuck out this time is a planet named “Peabhe N'Jae”, I did my best to achieve the look described 😊.
Samantha Flowers
Hello everyone!
Recently I had the pleasure of getting back in the booth and recording some fresh content for Sova (ooh yes, some of it very spicy…). I’ve also been working on the sound design for Blythe’s set of pandora scenes. She has quite a lot, so long time fans of her will hopefully feel she’s been worth the wait!
Billy Grande
Hello everyone!
I couldn't ask for more exciting content to include in my first Dev Diary entry! For this month, it has been an absolute pleasure to work out an upgrade system for our favorite mainframe (to be included in 1.0. I’ve also reviewed Blythe’s skillset to make sure she can assert dominance, and gave an obsessive fangirl enough toys for her closet! I'm really looking forward to showing you what's next.
ART & MODELING
WTX
Having worked on so many… phallic implements over the years, it felt very rewarding that this month I got to build a museum environment to house some of my unholy creations.
ErinTheSketchy
Hi guys!
Here we are again to show you the new things we are making for the upcoming updates. Very cool stuff is in progress, and one is our girl DEMI's proposed leveling system that Billy talked about. I'm very excited that we are now ready to share this WIP UI with you! Hope you enjoy it!
LoeJigma
Hi everyone, The upgrade system took me by surprise as well, I'm looking forward to how it would affect the game!
Tibor
I continue to work full time on the project. I'm busy with improving usability, adding new UI elements, implementing new modules, fixing issues, and optimizing the code, etc.
Most aircraft, terrains, modules and campaigns are on sale with huge 50% savings. Please take this opportunity whilst it lasts on our Shop. We will also be participating in the Summer Sale on Steam. Please note that the DCS Summer Sale 2023 ends on the 16th of July, 2023, at 25:59 GMT.
GFM
Development Progress
Following the completion of tight formation GFM implementation our current GFM task is development of algorithms loose formation behavior. Due to the large turn radius for loose formation modes, wingmen must follow their own independent trajectories in order to position correctly on the leader. New algorithms are being developed to take both kinematic trajectories and pilot/aircraft visibility conditions into account, similar to what real pilots must to keep their lead aircraft always in sight.
Stab and trim position during speed changes
The above graph is a recording of the stab trim position during acceleration and deceleration. As increased power creates a nose-up pitching moment, the stab trim positions are not the same for acceleration at max AB and deceleration at idle, especially at low speeds and requires more nose-down input. Mach-related changes are noticeable near Mach 1. We are really excited with the progress being made and are confident that the wingman GFM and general AI aircraft GFM will be unique in any simulation worldwide. Please follow the news for more information as we continue to enhance this highly complex general flight model.
B-17 Flying Fortress
Livery Contest
Contest details: The livery must be created using this template. The livery must be based on historical liveries in use for the B-17G in the timeline of 1943-45. The livery should be associated with a country who genuinely operates the B-17G, USAAF, RAF, etc. If you do a specific livery with nose art and aircraft name, please also include a generic version with no nose art, aircraft name or bort numbers. This will give users more options.
The contest will run until the 30th August 2023. The top five winners will receive a free copy of the DCS: World War II Assets Pack or a module of their choice. The top ten will have their liveries added to DCS. The top winner will also receive two additional modules of their choice. Good luck!
Get ready to experience the ultimate challenge with our latest game update!
- Unlock the new game mode: After clearing the game, prepare for an exhilarating challenge where Bat Boy's skills are fully unleashed right off the bat. Dominate the game and break your speedrun records!
- Introducing the new HP mechanic (Speedrun+ only): When Stamina points run low, Bat Boy now taps into his inner strength and uses HP instead. It's a risk worth taking for the fastest and most daring players!
- Dazzling golden color scheme: Immerse yourself in a world of luxury as Bat Boy and Garou shine in gold!
Don't miss out on this update that will push your skills to the limit. Get ready to hit another homerun as Bat Boy saves his squad once again!
We're preparing the next update for Espresso Tycoon! But, as you know, we want to be sure that it is well-prepared and will not introduce new bugs.
We love your engagement so - let's test the next update together, too! ːsteamhappyː
You can already test our new improvements on a separate branch on Steam. You must have purchased the game first in order to switch to the testing branch ːsteamhappyː
Let us remind you how you can do that.
To access the branch on Steam, follow these steps: 1. Open the Properties of Espresso Tycoon in your Steam Library.
2. Enter your password there. You can see it on the screenshot (if you already typed the password there in the previous beta tests, just switch the branch).
3. Choose the proper branch
And that's it!
Here's what we've done!
added: the possibility to drag and move the layers (and change their order without the need of removing them!) already added to the recipe in the Coffee Editor
added: the option to enable/disable challenges in the Sandbox mode
added: the possibility to enable/disable random events in the Sandbox mode
added: the new filter in the Supplies window - "On the Menu" - shows you all the supplies that you're using in your coffee recipes
added: the button "Go to next Mission" to the Exit window (the one which is open when you're pressing the ESC button) when you decided to stay in the completed Mission a bit longer
increased: the limit of units of the Supplies ordered to 25
removed: the random event related to the employees quitting their job
fixed: achievements related to getting 1 000 000 money and having the "Perfect Menu"
made: some improvements in German and Japanese language
For those who do not want to test our beta update - thank you for your patience! As soon as we are sure that everything works well, we will upload it to the official update ːsteamhappyː
Remember, that sometimes there might be a problem starting the mission after the update. This issue could be related to Steam and not the game itself. If you encounter a problem like that, please check your local files here:
Sometimes Steam can have issues with updates, and this is a simple solution. 😃
Update 5.1.0 deploys across all platforms next week to further enhance your experience with Battlefield™ 2042.
We’ve thoroughly enjoyed watching you jump into Season 5: New Dawn, and fight through lands slowly Reclaimed by nature with weaponry such as the GEW-46 and your new trusty sidearm the BFP.50.
We'll see you out there!
//The Battlefield Team
The Arkangel Legion are ascending
Before we head into the changes taking place for Update 5.1.0, we wish to confirm that your next Seasonal Event will be arriving in July.
We'll share full details with you as we get closer to launch of the event. Expect new earnable cosmetics to acquire and we look forward to seeing you take control of the situation.
Stay Informed Follow us on the @BattlefieldComm Twitter account to stay informed on the roll out of our updates. You can also follow along with our tracking of Known Issues.
Areas of Improvement
Vault Weapon Attachments
Season 5: New Dawn marked the start of Vault Weapons receiving All-Out Warfare attachments with Assault Rifles and the GOL Sniper Magnum became the first to receive these improvements. Marksman Rifle Vault Weapons are next to receive this same support with the M39 EMR and the SVD.
Squad Spawning Improvements
There will now be a ‘Low Vehicle Health’ prompt when attempting to spawn on vehicles from the deployment screen, allowing you to better see the state of the vehicle, or if it is in combat. We have also restricted the ability to spawn on-foot with the CAV-Brawler should the vehicle be at capacity and currently in combat. This helps prevent your untimely death upon spawn.
Changelog
Audio
Fixed an issue where grenades play the pin-out twice if you wait a long time to throw
Fixed an issue where silencers were affecting underbarrel shotgun & launcher firing sounds
Updated when the game thinks the player is on the Exodus to catch edge cases where the mix of the game would be wrong.
Fixed visual and audio sync for countdown timer in End of Round.
Fixed bug where the Main menu character animations would sometimes not play because of audio being culled.
Added fallback to loading music when going to a level in case the normal loading music trigger doesn't get hit.
Expanding the season 5 main menu to be more alive and engaging with sounds of soldiers working, PA announcements and alarms when joining a level, no penguin sounds though, we’ll keep asking.
General & Gameplay Improvements
Fixed an issue that caused players to stutter/jitter while freefalling at high speeds.
Dev Comment: This is also a speculative fix for an issue that prevented players from safely deploying their parachute as they got close to the ground. Let us know if your experience improves!
Fixed an issue that caused damage numbers to appear in the skulltrain when the crosshair placed damage numbers option was enabled.
Fixed an issue that prevented players from being able to cancel a Danger Ping.
Fixed an issue that would cause a pinged objective or vehicle to no longer be pinged if another squad member also pinged it.
Fixed an issue that would cause the confirm counter to count incorrectly if the Squad Leader cancelled a previous ping.
Fixed an issue that prevented players from being able to spot vehicles when inside of a vehicle.
Fixed an issue that prevented players from being able to spot nearby enemies when inside of a vehicle.
Fixed an issue that was causing vehicle icons on the minimap to stutter/jitter as they moved.
Fixed so Chat position respects Horizontal HUD padding.
You’ll now be able to separately alter the scaling of Vehicle Seating and Game Hints within the HUD Options
Added a preview window to the Options setting for the Minimap Orientation.
This preview window now also displays the aforementioned updates.
Battlefield Portal
Fixed an issue that caused default attachments on weapons to appear in the Restrictions tab
Thermal scopes have now been added to the restrictions tab in Battlefield Portal
Fixed an issue that caused multiple attachments to be missing from the restrictions tab
Fixed an issue that prevented the 2042 Vault weapons to not show in the 2042 rule editor
Fixed an issue that caused Season 4 weapon attachments to not show in the restrictions tab
Fixed an issue that allowed the default attachments of the 1942 Sniper Rifles to be disabled in the restrictions tab.
Maps
Reclaimed
Placed extra environmental cover and VFX to limit the ability for players to look into the spawn of the defending side whilst standing at a hill on D1.
Resolved an issue that allowed players to vault through a Guard Post wall near C1.
Modes
Hazard Zone has received a range of alterations to improve the overall experience and gameplay flow.
Hazard Zone Coins have been removed along with the buy phase at the start of the round, and reward pay out at the end of the round.
Introduced XP gains as the main reward function for successfully extracting, data drives define the amount of XP rewarded upon successful extractions. Take note, only two teams can extract in total - ensure you’re one of them.
Similar to Conquest and Breakthrough, players will now be able to bring their normal loadouts into Hazard Zone.
Improved the End of Round screen as part of the changes taking place with Hazard Zone.
Fixed various issues with the EOR which often would show the mission outcome as "failed" when in reality you extracted just fine.
Fixed a variety of issues with HUD elements, particularly in-world icons of drives.
The Penguins have infiltrated the barracks of AI Soldiers and ruined the durability of their armor, resulting in reduced health within Hazard Zone. It’s fine, they’re AI - they’ll never notice.
Fixed a variety of issues around the Second Chance functionality.
Added a dynamic minimum player requirement. If not enough players join the lobby in time, the player requirement to start a round will be automatically reduced to a minimum amount of 8 players in order to start a round.
Hazard Zone - Known Issues As part of this release, we are aware of some Known Issues with the improvements made to Hazard Zone, and we'll resolve these issues in a future update.
If your inventory is full with hard drives you will be unable to pick up any uplinks.
During the End of Round screen there is a chance for the extraction to state incorrect information, this is a visual error and does not impact your extraction streak.
The End of Round screen will only show a max extraction streak of 10, this is a visual error and your extraction streak will count beyond 10 - if you’re skilled enough to reach those numbers.
Specialists & Gadgets
Fixed an issue that allowed for Irish’s APS Shootdown Sentinel to unintentionally intercept vehicle weaponry from 20mm, 30mm and 50mm cannons.
Claymore lasers now accurately reflect team ownership and follow your custom enemy, ally and squad colours. Meaning they are colourblind friendly too!
Fixed an issue that caused Rao to enter an incorrect animation state when attempting to hack a vehicle that activated the CWP countermeasure mid-way through
Fixed an issue that prevented repairing a vehicle with the Repair Tool if you were stood next to a soldier.
Fixed an issue that caused overlapping text to occur when trying to lock onto a target that had been hit with the Tracer Dart.
Fixed some graphical issues on the Spring Grenade.
Fixed an issue that caused the Repair Tool UI to appear broken when repairing with a custom crosshair colour
Fixed an issue that caused the Lock On Diamond to get stuck if the enemy vehicle deployed the thermal smoke countermeasure
Weapons
Fixed an issue that caused the default attachments of the 2042 era Vault Weapons to not be displayed on the collection screen
Fixed an issue that caused the 1942, BF3 and BC2 default attachments not to show on weapons within the collection screen
Fixed an issue that caused the red dot sight on the PF51 sidearm to have a different field of view to other red dot sights
Fixed a graphical issue on the GEW-46 scope attachments when used in combination with the default weapon skin
Fixed an issue that caused the PP-2000 to incorrectly be categorized as a BC2 Vault weapon
Vehicles
Fixed an issue with 20mm flak cannon where it did extra unintended damage in direct impacts
Lowered 20mm flak cannon impulse, it should no longer move your air vehicles, wobble wobble.
Reduced range of 20mm flak to ~200m and below
Added replenishment to jets cannon to keep them consistent with other pods in the game
Increased range of jet rocketpods to 600m and below
AGM missiles on F-35E Panther should no longer lock onto empty vehicles
APS icon on vehicles now share the same icon as Irish’s Shootdown Sentinel
Fixed an issue where the Nightbird's rockets are not fired from both rocket pods upon holding the fire button.
AT Mines dropped by the M5C Bolte now properly sink into the ground after being deployed.
Fixed an issue that was allowing heavy air vehicles to be used as a battering ram against light ground vehicles without taking collision damage, this will no longer be the case!
Improved the BC2 MI-240’s gunner seat screen fade when zooming to be more responsive.
Fixed air vehicle camera clipping and crosshair visibility in all 3p views and transitions regular, zoom, rearview and rearview zoom
Fixed an issue that caused vehicle tracks to continue to move and spawn particle effects when descending in a vehicle elevator
Updated the description text for the decouple aim option to have some recommended settings.
Fixed an issue on the Stationary AA weapon that prevented screen shakes from playing when firing it.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
-added texture streaming support. Now the GPU and RAM memory usage should be unloaded massively. The setting can be found in Settings>Graphics>Textures>Texture streaming. By default it is set to On - Highest quality, but keep in mind that the textures will be streamed based on your VRAM and RAM budget, so when texture streaming is enabled, even at highest quality, some of the textures can and probably will look pixelated or blurry. If you are on a medium+ end PC and want to get the textures at full quality you have to turn texture streaming off. -massively reduced animation RAM load by half, from 2.71 GB to 1.41 GB -fixed an issue that caused the muzzle smoke and shell ejection smoke to be mispositioned sometimes