The newest inductees into the Baseball Hall of Fame are celebrated in this week's new Perfect Team content. With special cards spanning their lengthy careers, and mission rewards resulting in incredibly powerful Perfect cards, these Rolens and McGriffs will pay huge dividends for your league and tournament teams!
Congratulations to Scott Rolen and Fred McGriff on their Hall of Fame careers!
If you moved your V8 to the Dentside pickup, I don't want to leave you with a mediocre four cylinder engine for the Diamondback. Now you can add a compound turbo system to your four cylinder engine to make it worthwhile again. Remove the air filter from your turbocharger, attach a compound pipe, attach a large turbo, add a secondary compound pipe, and add an air filter to the larger turbo. You can also find a rare 18v battery in the junkyard which only works with the golf cart. System performance issues with the Dentside pickup have also been addressed.
-Added a compound turbo kit for 4 cylinder engine. -Added compound turbo parts to auto parts store. -Added an 18v battery to the junkyard which can be used in the golf cart to improve speed. -Added bucket #3 to Jiggs' recovery menu. -Increased reverse speed of golf cart. -Fixed a performance issue where Dentside would lag when transporting heavy objects. -Fixed an issue where pickaxes would not despawn after being used. -Fixed an issue with the pyramid trophy not saving. -Fixed an issue where trophies could become invisible if moved too far from the race booth. -Fixed an issue where welding wire would not save its location.
In this patch I've revamped the toolbelt for VR players. Now, items on the toolbelt are not grabbable. Instead, the toolbelt icon itself is grabbable, and when you grab it it will automatically make you grab the item instead. This means that the grab positions are always the same regardless of the item on the belt, and should make it easier to know what you're grabbing. It is also now only possible to grab toolbelt items when you're looking down at your toolbelt, which should stop any accidental un-toolbelting.
This change is quite experimental so let me know what you think. If you have any bugs with it, comment here or post in the discord.
I believe the slow hands glitch is now fixed too, but it is quite intermittent for me so hard to confirm.
Welcome Back Co-Pilot, You keep telling us these Cosmic Rifts are too easy so we wanted to provide you with a challenge to rival the very cosmic echos that keep us imprisoned. In the Deep Space Scanner you will find Rift Infusers that you can take with you to empower a Rift with otherworldly power!
- Rift Infusers are consumed when you open Rift - 3 Rift Infusers are found when completing the Rift! With a higher rift rarity being found on the harder rifts - Black Market rift infusers are now IN STOCK at the Black Market!
Randomised Rewards from Rift Completion!
Updates / Changes
- The Singularity has evolved and learned some new abilities! Be careful of the ever-moving wall of plasma - Updated the visuals of multiple emission projectiles to use 3D renditions - Updated the Awarded Trophy UI and Main menu UI screens to better match the environment - Updated the Black Market UI screen to work with the NEW rift infusers
Bugs Fixed
- Fixed audio issues with multiple Active items - You now cannot pick up a Health Artifact if your health is already full
This is a slightly experimental build as we've made some combat changes, minor UI updates, and made a few level changes.
- Several maps/areas have been slightly tweaked in lighting, item placement, and other details - Blight zones now slowly deplete HP - Chance of sword+gun variant possessed armors may spawn instead of normal variants - Possessed armors now block - Temporary removed yellow/blue tier possessed armors that could spawn when there were 3-4 players - Ghosts can now create blighted zones - Specters can now be destroyed with certain weapon types - Aves now use the athletics skill to fly - Grapplehooks once again properly level up - Added Luna to several areas - Added several weapon abilities (Many of these are works in progress) - Split weapons into categories. Smaller weapons like the rapiers, daggers, etc now only parry, while larger swords or axes will block - Reworked a few magic abilities - Added standalone spells that can be cast without the element - Enemies should now (mostly) properly take cold/fire/blight/poison damage - Fixed poison damage as it was incorrectly scaling - Fixed airship prologue timing - Added step 1 of save validation/correction - When loading up a save, it will verify items match standard values, such as damages, the description, etc. You'll primarily notice this if you load a really old save. - Reduced bow/rifle men HP - Added a bunch of Otter animations - Added magic shield obtainable from metal magic - Fixed some effects so they didn't disappear so quickly - Made some dialogue tweaks - Checkpoints no longer destroy nearby enemies when used - Airship on cliffside is accessible again