Exoprimal - SAY_OT
Title Update 1 Launch Date

August 16th


Space Required for Download

Xbox Series X|S: 3.1GB
Xbox One: 2.9GB
Windows: 3.1GB
PlayStation®5: 3.3GB
PlayStation®4: 3.2GB
Steam®: 1.9GB

Note: The above values are estimates, so be sure to prepare a bit of extra space for the update. These values apply only to Title Update 1.


New Content and Features

Introducing Alpha variant exosuits!

- Deadeye Alpha: Burst Fire  - Zephyr Alpha: Energy Chakram  - Barrage Alpha: Rocket Hop  - Vigilant Alpha: Marksman  - Roadblock Alpha: Fortress Shield  - Krieger Alpha: Charge Shotgun  - Murasame Alpha: Frost Glaive  - Witchdoctor Alpha: Duality Beam  - Skywave Alpha: Thunderclap  - Nimbus Alpha: Double Barrel
These exosuit variants feature weapons that differ from their default counterparts and allow for different playstyles. 
Alpha suits can be purchased with BikCoins after increasing the suit level of a default suit to level 20. You can also use Early Unlock Tickets to unlock Alpha variants.

New modules have been added. 
Take advantage of 34 new modules that can be unlocked by increasing player level and Alpha variant exosuit level. 

Boss Battles are coming to Savage Gauntlet.  

From this Title Update on, excruciatingly difficult 5-person PvE boss battle missions will be added to the Savage Gauntlet rotation. Check the information site for more info on when these boss battles will be available, and take on the Gauntlet with your team!

New items for the following categories can be obtained from War Chests.
New exosuit skins, weapon skins, decals, charms, stamps, emotes, emblems, and player icon backgrounds can be obtained from War Chests. 

New medals have been added.   

New awards have been added, and the design for some awards has been changed. 

Some menus and portions of the UI have been slightly adjusted. 
- A respawn timer has been added next to the allied exosuit display in the bottom left of the screen.  - You can now toggle between allied and enemy team members at the results screen that displays after Commendations are awarded.  - You can now check a medal's score and Suit EXP values at the results screen that displays after Commendations are awarded.  - The amount of BikCoins granted by a Suit Level reward is now visible at the Exosuit Status screen in the Hangar.  - The slot number corresponding to a currently equipped module is now displayed on the module list at the Rigs & Module screen in the Hangar.

Bug Fixes & Balance Adjustments

Savage Gauntlet
An issue was detected where some players experienced a discrepancy between the rank displayed in the game and the rewards granted to some players whose clear times are very close to the cutoff time for a given rank.
https://info.exoprimal.com/pages/important_230803_001/

We will be redistributing rank awards to any players who experienced this bug at the rewards screen during Savage Gauntlet Trials 1–3.

Exosuit Adjustments   

Deadeye
  • Fixed a bug where using Deadeye's standard attack right after using the Thrust Attack ability would occasionally result in projectiles firing at a location other than where players were aiming.

Barrage
  • Fixed a bug where Skipbomber projectiles would occasionally pass through Krieger's Dome Shield under certain conditions.
  • Fixed a bug where players would eliminate themselves with damage from Triple Threat.
  • Fixed a bug where Stun Grenade would occasionally deal two hits to large dinosaurs.
  • Fixed a bug where enemies using Roadblock's Ballistic Wall or the Shield rig would not be stunned if they were hit by the Stun Grenade from behind.
  • Fixed a bug where players would occasionally receive the Flapjack medal twice when burning and flipping over an Ankylosaurus.

Vigilant
  • Fixed a bug where enemies using Roadblock's Ballistic Wall or the Shield rig would not be frozen if they were hit by Frost Lock from behind.

Roadblock
  • Fixed a bug where, under certain conditions, Roadblock's Storm Drive would not kill Pteranodons despite dealing damage to them.
  • Fixed a number of bugs that occurred when Skywave activated De-Synchronize while Roadblock's Storm Drive was active.

Krieger
  • Made Todesregen laser pointer more visible so that players can tell whether it is hitting the ground.
  • Fixed a bug where the impact point of Todesregen projectiles would differ greatly from the location the laser was pointed at.

Murasame
  • Fixed a bug where, under certain conditions, Crescent Moon would not hit some small dinosaurs.
  • Fixed a bug where Murasame would occasionally become locked in the Vajra Counter stance and unable to sprint.

Witchdoctor
  • Fixed a bug that occurred in network environments with limited bandwidth where Repair Field's effect would not activate even though its number of uses would be reduced.

Skywave
  • Fixed a bug where attacks from Skywave's Aether Lance would only damage one enemy in a group of enemies clustered together.
  • Fixed a bug where using the Catapult rig during Air Supremacy prevented Skywave from returning to Air Supremacy.

Nimbus
  • Fixed a bug where Nimbus could not damage enemies when attacking while near the enemy Data Key.

Modules
  • Fixed a bug where Barrage's B - Boost Grenade module did not properly increase Skipbomber damage dealt to some enemies.
  • Fixed a bug where Stinger Shot's cooldown time would not be reduced when killing multiple hostile exofighters with a single Stinger Shot while Vigilant's V- Finishing Streak module is equipped.

Other
  • Fixed a bug where damage values would not display when damaging Data Keys, Uplinks, or other enemy assets while controlling a Carnotaurus via a Dominator.
  • Fixed a bug where using the Charge attack while controlling a Carnotaurus with a Dominator would occasionally cause damage values to display twice.
  • Fixed a bug where players could occasionally pass through Krieger's Dome Shield while controlling a Carnotaurus with the Dominator.
  • Fixed a bug where damage values would not display when attacking enemy Crafts with a Dominator.

Enemy Adjustments

  • Fixed a bug where Pteranodons appearing from vortexes would occasionally take zero damage from Vigilant's Railgun Charge.
  • Fixed a bug where the Neo Ankylosaurus would occasionally take zero damage from attacks that hit its tail.
  • Fixed a bug where the Neo Ankylosaurus would not be downed even after two of its growths had been destroyed.
  • Fixed a bug where the T. rex's Roar ability would cause Frost Lock and Stun Grenade projectiles to explode earlier than intended.

Game Mode Adjustments
  • Fixed a bug that affected the way the Omega Hammer carrier icon was displayed to players controlling a Dominator in Omega Charge.
  • Fixed a bug where unexpected chat log behavior would occur when players placed a marker on a hostile exofighter that had just been marked by another player.
  • Fixed a bug where behavior for placing markers differed between the Firing Range and actual matches.

UI Adjustments
  • Fixed a bug where damage value displays for some weapons overlapped with one another.
  • Fixed a bug where an ally's username would briefly appear when relenquishing control of a Dominator even though the Display Ally Name option was set to Hide.

A number of other, smaller bugs have also been fixed.


The Exoprimal team appreciates your interest and support, and we hope to see you in the wargame!
Star Conflict - Super Glix


Pilots! Time to improve your fleet strength! A representative of the Empire at the UMC reported that a new transport convoy from the domestic worlds had arrived in the fringe sectors.

We offer a 50% discount on the Tai'Kin starter pack! The pack can be purchased both in the in-game store, and directly in the Ellydium ship tree.

The ship includes all the latest scientific achievements of the Ellydium laboratories that have reached new heights in the development of Alien technology. The ship turned out incredibly fast and maneuverable.

The development of the ship and its active modules was led by Dr. Matthew Gilmour, head of the mysterious and well-guarded ‘Science Complex No. 2’ of the Ellydium Theta Station. And the development was supervised personally by Conrad Dimeni. Tai'Kin became the first ship that could fully use the unimaginable properties of singlet bosons to change the space-time.

The special offer is valid for a limited time and will end on August 17!

Sincerely,
Star Conflict team
Oblivion Override - Crystal Qiu
Hi Adventurers,

After the last Factory Extension update, we noticed that many players are looking forward to the mecha update mentioned in the Roadmap. We are also aware that the current mecha system still need more unique features and further optimization on designs.

Then after two months of mecha system development, we expect to roll out the next update [Mecha Frenzy] around the end of August. The new update would bring extra mecha styles and redesign the current mecha system in terms of active & passive abilities, ultimate skills and evolutions. We hope that the mecha rework would help new players in getting a better grasp of early combat while providing more build options for fight styles.

More Mecha Styles
Since the Early Access release, many players have asked us "can I unlock the third mecha other than Crimson and Lee?", or "are there more mechas available in-game".

Despite that this Mecha Frenzy update will focus more on adjusting the structure of the mecha system, we will bring two new [mecha styles] to the game. Both of them will inherit one of Crimson's active skills and bring extensions on gameplay.

Conte the boxer's design is mainly based on Crimson's figure and his ability to conterstrike will help you break through adversity.



Meanwhile, the new mecha Vik is more familiar with heavy weapons. With the power to summon an unknown digital spirit that fights alongside him, he has the potential to swipe out wave of enemies at one blow.



These two mecha styles can be unlocked after completing certain tasks. And we will bring new mecha characters in future updates to explore more possibilities in gameplay.

Mecha Skills and Passive Features
For the mecha update, we hope each mecha can be developed to be more unique, not just varied in having an active skill and different HP. We are trying to design each mecha that specifies in certain builds encouraging players to experience distinct types of combat styles.

In order to prevent players from getting frustrated not getting their desired Active Skills, as well as to better distinguish different mechas in early game, each mecha will only have one Active Skill and the Active Skill would be innate. The two new mechas would respectively inherit Crimson's Shoryuken and Tyrannosaurus as default Active Skills.

Together with the innate Active Skills, new Passive Features would also be given to each mecha as default abilities. Each mecha's Passive Feature would provide extra boost for specific builds or weapon types.

For example, Lee can throw his Flowing Knives while wielding daggers, making his attacks more stylish while maintaining the agility.



Vik is better at heavier weapons like hammers and axes and can summon the digital spirit to make extra attacks, allowing heavy weapons hit harder and deal greater damage.



We do not expect Passive Features to be too powerful to bound players to certain builds, but consider them as a possible way of encouraging players to try more weapons and get creative with their combat styles.

Mecha Evolution & Fusion
As the Active Skills becoming innate, Mecha Exclusive Evolutions will also be reworked. The current mecha evolutions do not really fit in other General Evolutions. We'd like to see Mecha Active Skills better integrated into the player's builds.

In the next update, Mecha Exclusive Evolutions will create Fusion Evolutions with two specific General Evolutions. These Fusion Evolutions can link the effect of General Evolutions to the mecha's Active Skill and even change your play style.

For example, Conte's Shoryuken can fuse with Thermal Mastery and create the Fusion Evolution Dragon Blaze, which inflicts Burn after a successful counter and trigger extra effects.



Besides, activating Mecha Exclusive Evolutions will cost Nanites in the new update, while the Nanites required to refresh evolutions will be reduced from 10 to 5. We hope that this change can help you plan the build evolution route more flexibly and economically.

Mecha's Ultimate Skill
In the current Mecha Evolution system, Ult Skills have quite a lot prerequisites to activate and are limited to specific active skill route. To enhance their presence, we will reduce the prerequisites to unlock Ult Skills in Evolution options and each mecha's new Ult Skill will have different effects based on the mecha's characteristics:

Being the first mecha the players can get, Crimson's design is expected to draw a close connection between Mecha Skills and Weapon Skills so as to help players better get used to the combat system in early stage. The reworked Crimson focuses more on using skills continuously, and this feature is very well represented in his Ult Skill - Laser Blaster.

Crimson assembles Tristan's left arm and emits a powerful beam, dealing high damage to enemies hit by the beam. In the next 3 seconds, Crimson will be in Fever Mode which allows him to skip any weapon skill cooldown.



Most weapons in the early stage are cooldown weapons, while we feel that what players often need when getting started with the combat system is some simpler and more direct damage output. In this sense, we hope that the laser beam's high damage and the Fever Mode would make Crimson more powerful to use in early game.

Vik's Ult Skill, Spirit Ascension, focuses more on continuous high damage and can enhance his attacks. The originally vague spirit would show its true form and Vik's each attack would be enhanced to Heroic Slashes, making his attacks wider and constantly dealing significant damage.



Mecha Data Pad
In the new mecha room, we will add a data pad for each mecha which holds data of every run, including number of enemies defeated, number of successful runs, fastest run and highest alert level.


(Mecha preview on the data pad. The design is still undergoing adjustments.)

Public Demo & Discount
While we release the new content update, we will launch a two-week discount and publish a free open demo on the Steam Store page. Players who are still deciding can download the demo version to experience some of the game's early content, and do not forget to add Oblivion Override to your wishlist!

https://store.steampowered.com/app/1952370/_/

After the Mecha Frenzy version, we will continue to polish and enrich the gameplay to optimize the player's gaming experience. If you've got any cool ideas or suggestions, hop on our Discord and chat with us!

Karos - Julia


Maintenance completed, servers are back online ⚒

Enjoy your game, heroes!
Aug 15, 2023
Zodiark Reform: Bandage Rewind - Neil
Resolved several bugs that were causing crashes and stability issues.
Uncharted Waters Origin - Uncharted Waters Origin

Enter into the Endless Possibility!
Hello, Admirals.

Here is information about the Aug. 16 (Wed) New Mate Pick-Up event and information about the Pick-Up mate.

Please see below for more details.

✨EN:https://uwo.floor.line.games/us/bbsCmn/detail/1692163651433009717

✨TW:https://uwo.floor.line.games/tw/bbsCmn/detail/1692163638740020596
Alien Swarm: Reactive Drop - Ben Lubar
Missions
  • Operation Cleansweep: Storage Facility: Removed tech marine requirement. Added a chainsaw near the first door and twin pistols near the last door.
  • Research 7: Illyn Forest: Removed "Melee" game instructor hint from blockade. (thanks Dmitriy!)
  • Research 7: Illyn Forest: Generator no longer takes damage from marines or explosions.
  • Research 7: Illyn Forest: Adjusted boss bar graphics.
  • Tilarus-5: Cold Catwalks: Fixed a misaligned railing. (thanks WTF-8!)
  • Paranoia: Crucial Point: The satellite dish no longer takes damage from marines. (It could previously be damaged with the Tesla Cannon.)
  • BioGen Corporation: Operation X-5: Fixed a spot where marines could fall out of the map. (thanks Blueberry!)
  • Accident 32: Information Department: Fixed reactor hack area sometimes being disabled.
  • Accident 32: Information Department: Made aliens move slower in water.
  • Accident 32: Powerhood: Changed eggs objective to clearing out any eggs rather than eggs in specific rooms in the map, for challenges that spawn additional eggs.
  • Accident 32: Powerhood: Unwelded supply room door and added more ammo types.
  • Accident 32: Research Center: Added a button to blow away the fog.
  • Accident 32: Research Center: Adjusted spawns.
  • Accident 32: J5 Connector: Made aliens move slower in the shower.
  • Accident 32 (all missions): Improved reflective surfaces.

Bugfixes
  • Fixed the crosshair not rendering correctly for some users. This was most noticeable while hacking.
  • Fixed the mission chooser no longer showing bonus, endless, or deathmatch missions after viewing the missions in a campaign and then backing out.
  • Fixed a crash in the new PBR shader.
  • Fixed the L1/LB button ceasing to function after using the radial menu to activate equipment. This also fixes the marine swap radial menu sometimes dropping commands.
  • Reverted dedicated server workshop changes as they were causing unreasonably increased server load.
  • Fixed tech weapons requiring the ability to hack rather than specifically the ability to use tech weapons like weapons for other classes did.
  • Bots can no longer fire medic guns, the mining laser, or the tesla cannon after a mission has ended.

Misc
  • Voting to change the mission during briefing or after the mission has ended now only requires a majority of the voters to agree, not a majority of the players in the lobby. Repeatedly calling unsuccessful votes will result in a temporary cooldown. Voting to change the mission during gameplay is unchanged.
  • Muting a player in a lobby, voting to kick a player, or voting to make a player the lobby leader will now send a mini-report to our ticketing system if you have not performed that action on that player recently. We're using this to test our reporting server while we work on a more versatile in-game reporting system.
  • The convars r_flashlightdepthres (1024), rd_max_depth_texture_shadows (1), r_flashlightdepthreshigh (2048), and rd_max_depth_texture_highres_shadows (0) can now be changed while the game is running (or added to autoexec.cfg). Changing them should only be done while not in a mission as they will cause your game to freeze for a few seconds while the render targets are reallocated. We might consider adding settings to change these in the future, but for now they're being made available for power-users (people who are comfortable editing autoexec.cfg).
RPG in a Box - Ol' Smaug
  • Added initial support for enemies to use ranged weapons in tactical turn-based combat (weapon will be automatically used when given and equipped)
  • Added initial support for status effects to tactical and menu-driven turn-based combat (status effects will tick at the beginning of a character's turn)
  • Added "Interval (Turn-Based)" setting to the Stats Editor for configuring how often an applicable status effect will tick when applied during turn-based battles
  • Added "Default Equipment" section for characters to the Voxel Editor's Model Properties tab (items will be automatically given and equipped on startup)
  • Updated standard camera functionality for tactical turn-based combat to now track enemy characters during their turn instead of only party members
  • Updated limit for the camera zoom's maximum value in the Game Configuration dialog to 1000 voxel units instead of the previous limit of 300
  • Updated "Attach Effect" failure message from an error to a warning when attempting to attach an effect to an entity without the specified attach point
  • Updated signature hints used by the Script Editor and debug console's auto-complete to bring it up to date (37 event functions, 18 utility functions)
  • Fixed issue where "On Hit" scripts were not being properly triggered when enemies equipped with melee weapons would attack a player character
  • Fixed issue where real-time health bars were not displayed or updated for characters that were being damaged by a "Damage Over Time" status effect
  • Fixed issue where a status effect's image and description were inadvertently cleared out in the Stats Editor when the "Effect Type" setting was changed
  • Fixed issue where the "Interval (Roguelike)" setting in the Stats Editor was not being hidden for status effects of type "Stat Buff" or "Stat Debuff"
  • Fixed issue where enemies with the "Attackable in Real-Time" setting enabled were able to attack player characters in real-time during tactical turn-based battles
  • Fixed issue where enemies that had spawned via an enemy spawn could not be attacked with the left mouse button after saving then loading a game
  • Fixed issue where current counts for enemy spawns were not being stored when saving a game, causing the spawn limit to potentially be exceeded when loading
  • Fixed issue where a player character's idle animation wouldn't trigger after having attacked an enemy with a ranged weapon then stopping on a tile
  • Fixed issue where the "Two-Dimensional" setting in the Voxel Editor was not properly preventing characters from rotating towards their movement direction
  • Fixed issue where the "Character Stops on Tile" event (global and per tile) was not being triggered when an NPC was moved via "Put Entity" (only the player)
  • Fixed issue where widget element properties (<element>.text, <element>.script, etc.) were not properly being allowed as operands in conditional expressions
  • Fixed issue where shop item slots were being inadvertently cleared out if the game was restarted instead of being reset to their original state
  • Fixed issue where an input binding could not be added back again after being removed unless it was also removed from the other keyboard layout first
Aug 15, 2023
Uncharted Waters Origin - Uncharted Waters Origin

Enter into the Endless Possibility!
Hello, Admirals.

Please be informed of the known issues below to help reduce disruptions to your gameplay.
We apologize for the inconvenience caused.

We will always strive to maintain the quality and reliability of our services.
Thank you.

==========================================
Please refer to the following information for details.
EN : https://uwo.floor.line.games/us/bbsCmn/detail/1692162016611003710

TW : https://uwo.floor.line.games/tw/bbsCmn/detail/1692161994260020698
Aug 15, 2023
Bridgebourn Playtest - bamboobandit.sr
  • Added new Channel ability.
  • Increased Push force from the reagent + ice reaction.
  • Made it easier to chill things with low ice damage.
  • Fixed an issue with dust particles angles.
...