Maintenance is now complete, and you can enter the game once again. Below is a list of fixes and optimizations implemented in this patch:
New Content:
Peak Showdown mode added to Dead Sectors:
Peak Showdown: In this mode, bosses will challenge Runners with even stronger abilities. Peak Showdown requires higher proficiency in your skills and a thorough understanding of the boss mechanics to successfully clear the stages
New Peak Showdown weekly missions have also been added
Added 38 new Red Mods, which can be obtained in Elite Run Endless Mode & Weekly Peak Showdown missions
[EDIT: Patch Notes originally referred to this mode incorrectly as Master Ops++. Apologies for any confusion caused as a result]
Bug Fixes:
Resolved additional technical issues that could lead to crashes in some scenarios
Fixed some localization issues
Fixed an issue which caused incorrect death animations to play when larger Nanos were defeated
Fixed an incorrect "swing" effect for the water bottle and grenade featured on the Lucky Leshy skin
Fixed an issue which occured when shooting at Nanos with The Bouncer: split bullets would not hit the original target and deal no damage when the original target moves
Fixed an issue which resulted in controllers failing to work correctly after attempting to claim rewards through the task interface via the store interface
Fixed an issue where Runners could accept a team invitation link from the world chat channel despite Power level being lower than the level requirement
Fixed occasional lag when rolling
Fixed an occasional overlap between a weapon's iron sight and its reflex sight when using ADS
General Optimization:
Reduced the challenge posed by NanoPillar enemies:
The number of NanoPillar spikes has been adjusted to 1
The NanoPillar will no longer give chase if the player moves away
Gold and red mods are now filtered out automatically when using the Batch Recycle feature
The maximum knockback distance has been adjusted from 10 meters to 4 meters
The drop rate of Guntech weapons dropped from caches has been adjusted as follows:
The first 4 levels will drop 1 specific Guntech weapon
Levels 5-18 will drop 1 random Guntech weapon (excluding gold quality guns)
The following levels will have a random chance to drop GunTech weapons (excluding gold quality guns)
Tyrant Flamers no longer deal ground burning damage to other enemy Nanos (however a status effect may still be applied)
Added a shader compilation progress bar, which is now visible after launching the game
Weak points are now displayed when enemy Nanos are knocked into the air
The "Healthy Dodge" mod cooldown has been extended from 5 seconds to 30 seconds
Weapon Balance Optimization:We have completed a comprehensive review of Vicious Cycle's performance in-game and made the following adjustments:
Weapon Basics Before: Fire Piercing Blades that return to the weapon when reloading or reaching their maximum distance. May also trigger a Stun effect.
After:
Fire Piercing Blades that can penetrate enemies
Every 3 shots a special Piercing Blade will fire that can return back to the weapon
Each time the weapon is reloaded, or when the Piercing Blades reach their maximum distance, the special Piercing Blades will return to the weapon and deal damage
In addition, every 4th special Piercing Blade will turn into a lightning ball and deal area damage on its way back, and all special Piercing Blades will have a chance to trigger a Stun effect
Stat Changes
Bullet velocity increase: 8000 → 16000 (160m/s)
Penetration damage no longer reduces upon each successive penetration
Flight time → 0.5 seconds
Flight distance: 60m → 80m
Penetration target count: 2/4/6/8/10 → 20 for all levels
Returning bullets have also received visual upgrades
Please log out of the game and close/restart your client to ensure the update applies correctly.
Twitch-drops have been launched in honor of the opening of show «Dead man's marathon». Now you can watch live broadcasts on the game "STALCRAFT" and get themed rewards!
In order to receive rewards for watching broadcasts, the first thing you need to do is link your EXBO and Twitch accounts.
As before, rewards are awarded for the time spent watching broadcasts on participants' channels. Watching different broadcasts will count towards progress.
When watching several broadcasts at the same time, only the progress from the last opened channel will be counted.
Thus the last award is given after 48 hours of watching live broadcasts.
Greetings! After such a colossal delay in development, we are glad to announce that the upcoming update is nearing completion and is scheduled for release at the end of the month!
Our initial goal was to provide you with a perfectly polished version of the game, where everything would run smoothly. But unfortunately, at this moment, we haven't been able to achieve the desired level of quality, and there is still much work to be done. However, the game is no longer in a semi-disassembled and broken state, and the core systems are functioning overall.
We've decided that further delays are unacceptable, so we want to release the update in its current state and enhance it through regular, often, and small updates, as we've done in the past before that three-year delay.
Furthermore, it's obvious that no update can fully justify such a long delay. Therefore, we've decided to release what we've managed to achieve and continue development with regular updates. We still encounter some real-life difficulties related to situation in our countries, as mentioned in previous posts. But we more or less have managed to learn to work in such situation, that allowing us to continue with development.
So, what can you expect in the next update?
Basically, every aspect of the game has been impacted, and the change log is so extensive, filled with countless small details that it no longer makes much sense. So, we will focus on discussing the most significant aspects of the upcoming update. Many things have already been described in previous posts, but that was a long time ago, and some of them have changed, so we'll tell you about the most important features again.
3D construction and capital ships
These two are the most significant and noticeable features of the upcoming update. Now you will be able to construct ships in 3 dimensions, so the ships no longer will look like a flat pancake, while the control of ships remains in a 2D plane, keeping its nice simplicity of control.
Moreover, every module is available in 3 or 4 sizes, which allows you to build capital ships with enclosed hangars to keep smaller ships inside.
You can place any module on any side with any angle for decoration purpose. As a result, you now have completely new possibilities for creativity, allowing you to easily construct absolutely impressive and unique ships.
(ships above were designed by the community member GNUSMAS)
We wanted to give you a lot of options for creative ship design, and we're glad to introduce these new features which seem to work well to make it possible.
Drones
The long-awaited engineering drones now act as the main tool for constructing ships and salvaging debris. They are much more comfortable to use than the previous short-range robotic arms, especially for construction of large ships.
And also, later we plan to add combat drones too, so it will be possible to build carrier ship.
Editor mode
Since ship building can now be more complex, we've developed a special isolated editor mode where, even while in survival mode, you can instantly place modules, experimenting as if you were in sandbox mode, and then press a button to order the designed ship to be built on top of your standard ship.
Mobile base
Having a huge ship which will act as a mobile base - it's a cool concept and it was our idea from the start of the development of Celestial Command. Now it is finally implemented in the game.
Now you will need to build your own large ship which will not be armed at first, but will be a base for warehouses, production modules and the warp drive, while on a small ship you will complete missions, returning to the base from time to time to replenish supplies.
World
There were significant changes in the game world. We realized that having multiple ships in various systems simultaneously was impractical, and let's be honest, this system never functioned properly, it had numerous bugs, caused several restrictions, and a significant load on the PC.
After the complete system redesign, locations became larger, planets appeared larger and realistic. In orbital mode, orbital mechanics gained more significance, and in aero mode, we added a large asteroids field to the environment to reduce the emptiness of space and make navigation more interesting.
The global map was also extensively overhauled to improve its appearance and usability.
That's all for now. in the following posts we will tell you more about upcoming changes and other new features.
Major update #2 for Daymare: 1994 Sandcastle is now live, bringing a new difficulty mode and some other quality of life improvements.
We received many requests for a New Game+ mode in the game, to add more replayability to the experience. Looking at the game we thought that simply restarting the same playthrough with all the upgrades wasn’t enough. So we created the H.A.D.E.S. mode, a new difficulty based on Hardcore and we tweaked it a little bit, keeping in mind that the player starts with all the available Frost Grip and weapons related upgrades.
We also addressed other feedback we received, such as the possibility to customize the camera distance and the ability to activate the Automatic Hacking process and the Frost Beam anywhere during the playthrough.
Finally we added the chance to drop Steam Trading Cards from playing the game.
We thank you for all your feedback and your support, if you find other issues you can report them to us on our Discord.
Below are all the changes we made in detail:
H.A.D.E.S. MODE
New difficulty mode, unlocked by completing the “Special Agent” challenge, this mode will feature:
Player will start the game with all Frost Grip and Weapons upgrades unlocked.
Enemies will be stronger and harder to kill.
Altered combat encounters and more enemies to fight a the same time.
EXTRA
Added an option in the Camera menu to customize the distance of the camera from the player.
Added an option in the Bonus menu that completes Hacking minigames automatically, unlockable by completing the “Computer Wizard” challenge.
Added an option in the Bonus menu that gives the player the ability to use the Frost Beam in the game, unlockable by completing the “Highlander” challenge.
FIX AND IMPROVEMENTS
Fixed a bug related to the shotgun upgrade material.
Spooktoper was a month of the scary QoL improvements and bugfixes. But the good news is, that Ding, a new artist, has temporarily joined the team.
Here is a preview on his Work In Progress:
Perks NEW Windows
Now the Perks/Spell Upgrades are divided into:
7 Elements
💨Wind | ⚡ Thunder | 🌿 Earth | 🌌 Chaos | 🔥 Fire | 🧊 Ice | 💎 Normal
4 Rarities
⬜ Common | 🟩 Uncommon | 🟧 Rare | ❓ Legendary Psst. Could you guess the color of Legendary Rarity?
Kickstarter Preparations
An Amazing Wizard would be released anyway, but Kickstarter could help the game have funds to be a better game. Everything that could be gained from it will go into game development, like keeping the artist for a longer time. Nothing will go into marketing. Also, backers could request enemies, decorations, and bosses that will be implemented in the game. Making the game that people would love playing is each indie developer's main inspiration driving us to keep working on the game after a full-time job.
I've released a minor update that fixes some issues: - Fixed build menu swapping to bird island if you stood on closest deck to it - Fixed vegetables model showing as turnip instead of lettuce - Fixed critical bug when closing the boat speed debug panel
Additional fixes from previous minor updates: - Fixed visual error with characters overlapping when displayed in equip UI window - Fixed encyclopedia showing secret entries of currently unobtainable items - Fixed error where build menu does not update if you flew to islands by kewi bird - Fixed an issue where mooncake island did not spawn - Fixed unable to talk to or ride mother kewi bird - Fixed unable to customize the mother kewi bird
GUYYYYS! Join us online this Thursday, October 26th, at 6 PM UTC for some Halloween update talks & spooky campfire stories! We'll be discussing the upcoming playtime, missions, and skins (by the way, this weekend will be YOUR LAST CHANCE to get them). We'll also share some scary stories and have a cozy little time together!
This post will be very long but it's worth the read trust me!
Our Community
Thank you so much again to our community. We know that we are small right now, but we have plans on how we will grow in the coming months. You early supporters mean the world to us. Thank you for believing in us. We hope to see you this Saturday for our Play Session!
You can now add the "looking for group" (lfg) role to yourself so that you can be pinged when others are looking for players.
We added a regular "looking for group" channel as well.
We also added a locked Events channel so you can see when the next event is coming up (typically the devs will be playing every other Saturday starting at 12 PM PDT and staying on for several hours.
I want to highlight a few big changes coming to our game real quick before getting into the details:
Local Voice Chat ("C" Key by default) can now be heard by enemies within range, so be sure to talk to your enemies ;)
If there are no matches/servers active, a match/server will now be started even if just 1 player is in queue. That player will need to be in queue for at least 200 seconds.
The server will now start 120 after the first player spawns. When another player connects the time will go down to 90 seconds.
Added objective indicators around the player ring to better guide the player where to Attack (red arrow) and Defend (blue arrow)
Saturday Play Session
We will be having another Play Session this Saturday, October 28th at 12 PM PDT // 3 PM EDT // 9 PM CEST. The play session will last about 6 hours and we will be streaming on our Twitch as usual while doing giveaways!
Added objective indicators around the player ring to better guide the player where to Attack (red arrow) and Defend (blue arrow)
Added spaces to all setting names (thank you @JoelPlzNo)
Added UI to show default keybinds to move the map and changed default keybind to move map to Right Click. (Thank you @ebaw for bringing this up!)
It will now show "killed by world" when a player clicks Respawn.
Added new ways to earn points:
Ammo Refill (support)
Capturing Point
Spawning at buildable (squad leader)
Constructing
Deconstructing
Place buildable (squad leader)
Buildable damage
Destroy buildable
Refill vehicle
Construct buildable
If there are no matches/servers active, a match/server will now be started even if just 1 player is in queue. That player will need to be in queue for at least 200 seconds.
The server will now start 120 after the first player spawns. When another player connects the time will go down to 90 seconds.
Set default map / overview map keybinding to RIGHT CLICK for moving the map. (It is still bound to MIDDLE MOUSE for people playing before this patch. thank you @ebaw)
Fixed
Fixed an issue where respawn in the preparation phase would cost you tickets.
Fixed capture point lock symbols being inconsistent.
Fixed help text not showing when "Ground to uneven" when trying to build.
Fixed an issue with enemy player's badge/banner not showing in the kill card.
Fixed a bug where camera zooming in and out would not work if you tried to join a team after being in spectator.
Fixed a bug where you could not resupply your ammo if the value in the vehicle was exactly what you needed to resupply.
Fixed an issue on Stafburg where you could glitch through a building (thank you @mrparadox)
Fixed terrain issue on Sumersgate (thank you @just_that_classy)
Fixed issue where you could vault on top of the doorway in the tutorial (thank you @truedoom)
Balance
For the Sniper, made it less punishing to walk while sniping.
Adjusted Support Class LMG on both teams to be more inaccurate when standing and added more delay to fire after coming out of a run
Adjusted SMG on both teams to have accuracy be less punishing when moving
Decreased weapon switch time slightly for the SMG.
Increase radius between FOBs from 100 to 125 to prevent spamming of FOBs
Looking forward
We will have a special announcement early next week. Beyond that, we will probably only have a small patch next week while we fully focus on getting community servers into the game. Again - there will probably only be a small patch next week, but rest assured we are working behind the scenes on community servers.
See you this Saturday at 12 PM PDT for our Play Session!
In this horror game, you are allowed to explore the entire place. There will also be multiple characters in the game. Feel free to talk to them, interact with various items, explore the place and learn about the story and lore of Before Sunset.
I can't wait to hear what you think of the game. Here are 2 characters I have spotlighted for this announcement. See you soon and have fun!