Every season when we roll out fresh content, we also provide an updated Roadmap to ensure transparency on upcoming features. When making those adjustments, we take various elements into account, including your feedback. Furthermore, we aim to offer additional insight into what you can anticipate from the upcoming Operation.
Now let's delve into the mid-season Roadmap update.
ROADMAP UPDATES
[MAIN FEATURE] NEW MAP
Status: Confirmed for Y8S4
Y8S4 will bring an exciting addition to the Rainbow Six Siege map lineup. We have been building a new map on the foundation of verticality with carefully designed layouts and fresh avenues for strategic possibilities like never before! Make sure to watch the Y8S4 reveal panel to discover more!
[MAIN FEATURE] NEW VERSUS AI PLAYLIST
Status: Confirmed for Y8S4
This season will keep on delivering with the incorporation of a new versus AI Playlist tailored to let new players sharpen their skills against specially AI trained Defender bots to become the best operator they can be. Practice, strategize, and dominate like never before in this dynamic training environment.
[BALANCING] [BETA] REVAMPED SHIELD MECHANISM
Status: BETA confirmed during Y8S4
Shields have been part of Siege since the beginning and have sometimes seemed unbalanced with the current playstyles. As a game striving for tactical depth, we're committed to integrating shields seamlessly into gameplay without compromising immersion. We have been working on this strategy from the ground up, redesigning ballistic shields while retaining a unique playstyle which is both balanced and immersive. Brace yourselves for the first iteration of this revamped mechanism, available later during Y8S4 on the Lab TS.
[PLAYER COMFORT] CONTROLLER REMAPPING
Status: Confirmed for Y8S4
We are actively working on improving our players' comfort on consoles. In Y8S4, we will be providing an easy way to completely customize your controller inputs. This long-requested feature is dedicated to ensuring it answers all our console players' needs. Taking your feedback into account, we will also implement a new action to allow leaning while hip-firing on Consoles later in the season!
[BALANCING] [NEW] UPDATED FRAG GRENADES
Status: Confirmed for Y8S4
As announced in the last Siege Classified: Balancing, Frag Grenades have risen to an overpowered position in the current meta. They currently heavily influence Operator choices, tilting the balance between primary and secondary gadgets in an unbalanced way. With our commitment to providing the best FPS competitive experience, we have thoroughly examined Frag Grenades and rebalanced their impact to be more in line with all the other Secondary Gadgets. More information on this balancing change will be shared during the reveal panel, so everyone can have a blast playing Siege, so stay tuned!
[PLAYER PROTECTION] NEW RANKED REQUIREMENTS
Status: Coming in Y9
Ranked is the most popular competitive mode in Siege. Hence, it's no surprise that it's always in our line of sight in terms of priority, ensuring that players can enjoy a balanced competitive experience, both with and against similarly skilled players. We are committed to making sure Ranked is a fair environment and are adding more Ranked requirements to reinforce the core experience.
[PLAYER PROTECTION] PRIVACY MODE ON CONSOLES
Status: Cancelled
The work required to deliver Privacy Mode on consoles has brought up external challenges that came up late in the process. As well as this, new privacy features have been made available inside of the console ecosystem itself. For this reason, we've made the tough decision to stop the development of this feature on consoles specifically for the time being.
As you know, Player Protection remains a top priority, and we are committed to improving your experience and making Siege an even safer and fairer game to play on consoles. Discover more on our plans in the coming weeks.
Whether you are #TeamPast ⬛ or #TeamFuture 🟨, thank you for being a part of our co-op adventure! 🙏 Here’s to many more years of exploring The Past and The Future together! 🖤
🥳 Join us in celebrating 1 year of The Past Within with a 60% OFF deal on Steam! ✨ 🎂
One moon has now passed since our last announcement, and we have now moved the cattle drive over the pass.
But now the time has come. With this major update we are now approaching a point where we say from here the prairies can be crossed and new things can be worked on. Of course, we know that the journey is not over yet, and we still have a way to go.
A lot of things have been fixed and improved, some things have been completely reworked and some features are new to the game. But we don't want to pin you to the stake for so long and leave you to the list of additions, improvements, changes, and fixes.
The teams from Moon Punch Studio and Toplitz Productions
PS: Wild West Dynasty is available now with a nice discount of 40%!
An important reminder before you can delve into the detailed list. The changes and updates are massive, and it won’t be the end of the journey. However, there is a drawback to all those changes, we noticed throughout the time of updating and reworking all these things that older saves became more unstable. We know and we’re absolutely aware of saves being the axiomatic holy grail in gaming, even in Early Access, but with so many far reaching changes we have to announce with a heavy heart, that older saves will not be compatible anymore. But it will be a chance to experience the game from a new perspective from the beginning and remember that the journey isn’t over yet!
Building system
All buildings should now have the ability to be moved vertically up/down while being erected (holding left shift). Buildings also got an improved ground detection system, so putting up should be more "forgiving" of unevenness. Some buildings have new lighting inside, this may affect the perception of the game (hopefully for the better) and will be the target lighting system with minor changes in brightness. Some buildings also received "skeletons" for the building system. The barn has received a new feature - if a field is placed in the barn range, it will become part of the collective and will be visible in the management menu. When building major buildings in range of a player city, the map will be highlighted in green to indicate this.
NPCs
Added more points where NPCs can work. NPCs should now navigate better back home after a day of work. Added a safe point behind doors, which NPCs will head to after finishing work. This system is WIP. Implemented a water, food, and satisfaction system for NPCs. If there's a shortage of water or food in the town, NPCs' satisfaction will start decreasing. When it drops to 0, they will leave the town.
Gameplay
Added winter as a visibly changing season (Work in Progress). Towns will no longer be "Some City".
Management
Redesigned the management UI (Work in Progress). Caravans can be attacked during transport (probability expressed as Attack Chance x%). For each transport, guards can be hired to reduce the chances of being attacked. Added the ability to trade between towns. Caravan can be called back. Transport within the same town's range cannot be attacked. An attacked caravan loses all resources + the horse-drawn wagon. Improved the appearance of the settlers' panel.
Animal Handling
Animals can be purchased in Taxation: cows, chickens, turkeys, goats, rabbits, and pigs. (Did we mention cows?) Each animal comes with its unique statistics, such as gender and age. Limit: 5 animals per farm. Two objects have been added to the stables: a water trough and a food trough. Interacting with them will replenish the supplies in the building, allowing animals to use them. Animals produce milk, eggs and so on.
Fixed
Fixed issues with first cutscene playing.
Fixed the Negotiation slider.
Shed ground detection while building fixed.
Shed production List fixed.
Fixed problems with removing items from production and detecting hover over actions on the production slot.
Fixed "Hire" button visible on empty entries in workstation selector.
Fixed the queue label in production.
Fixed buttons overlapping in the production slot.
Fixed an issue with a missing Interact label on workstations in houses after loading.
Fixed problem with snapping fences.
Fixed problem with snapping food/water interacting targets to terrain for load.
A horse will now spawn on the map if for some reason it fell through terrain.
Fixed a visual bug with the craft progression bar in City production.
Fixed exploit with production which caused issues with getting resources from the warehouse.
Several graphics/map bugs have been fixed.
Fixed an issue with shadow distances.
Fixed an issue with the resolution for settings.
Fixed the music on the load screen.
Fixed several occasions of clipping.
Fixed an issue with food consumption during the tutorial.
Added
Winter season (it has an effect on your town consumption, so does summer now).
Rain is added (Don’t forget to wear your Stetson!)
A temperature system has been added and clothing will either protect you or burden you. Mind that temperatures will take a toll in food and water consumption all along. Protection will be displayed in the UI.
The path between Hope and the Prairie has now been cleared.
Fields can be destroyed via Radial Menu at any moment.
Gender added for settlers.
Professions added for settlers.
Added category Animal Farms (and the animal farm buildings) to the radial menu. Also added the corresponding tech to the tech-tree.
Implemented Equipment UI.
Added better scaling for equipment for ultra wide resolutions.
Added option to place player's own marker to the map (left click -> adds marker, right click on marker -> removes it).
Added production of milk and cheese to Cow farm.
Flowing water added.
Added radial menu to manage an animal.
Added a feature to feed food/water for the animal manually.
Option to delete old campfires.
Option to pick up tents.
Add sticks to the sawmill production.
Added water visualization in wells.
Added a "saving" popup when saving.
Added rotten food.
Added crafting multiple tools in a single step.
Workers can now be assigned to the city warehouse, stables, and animal boxes.
There is more on the map now.
More clothing added.
Added a “skip tutorial” button and you can now sleep during the tutorial.
Death Screen added.
Updated
Better lightning to houses built by the player (post-processing).
Map redesigned and updated.
Balanced the amount of seeds needed to cultivate per farm size.
Balanced the amount of farm output per farm size.
Replacted production in Pigsty. Does produce fertilizer now.
Changed the new production time format to MM:SS.
Well rebalanced, restores 100 units per day.
Updated the animal context info.
Updated the shop design.
Improved the controller support (Resetting the bindings in the game settings is a necessity).
Changed most of the main panels in the game (WIP).
Fight (boxing) animation has been replaced.
Improved lightning system for several buildings and interiors.
Improved tree physics.
Improved pathfinding for animals.
Lifespan for tent usage added (two uses).
Assets and placement of objects changed in Snake Post.
Farmer Tech Tree refactored and restructured (every building now is single node on tech tree)
City buildings now require specific city level to build it
Missions for the City have been refactored and restructured. Much more missions have been added for various gameplay elements. They scale to city level.
Localization has been updated.
Performance upgrades in Taxation.
Improvements in UI.
Balanced water consumption and processing.
Updated the naming convention for various items.
Updated and added game chapters.
Updated and corrected fonts.
NPCs should evade the player better now.
Animals have improved navigation now. (No, no maps you could loot from them!)
Settings and Controls panels updated.
Craft menu default value set to 1.
The volume for the footsteps is now more soft.
Icons have been updated.
The questline after the elevator has been removed.
Updated – Hotfix 0.1.8632
Fixed translations of items in storage.
Food bar changed to pink.
Added animal statistics in inventory.
Added a missing items statistic in storage display.
Balancing for items.
Dialogue scroll bar added.
Minor fixes in management panel [QoL].
Fixed a bug where the player could buy more items than expected from a vendor.
Workaround for ESC not taking you to menu [note: Resetting the key binding is recommended. This issue is WIP!)
Removed bones from the city missions.
Fixed a problem with the chicken coop not unlocking in chapter IX.
Fixed animal UI sorting (age/gender/price).
Fixed animal UI icon for its gender.
Fixed an issue that could lock menu buttons when clicking "back" in the load menu.
* Added the Apprentice's Candlestick, a reusable spell tool that creates a small ball of flame in front of the caster, which can be found starting in Chapter 1
Polish
* On High/Very High graphics settings, the background blurs out when in the inventory or viewing new items to make text easier to read * Your number of upgrades thus far is now displayed next to each stat type in the level up screen * Enemies that die in doorways fall into the room * Improve Advanced Wretch Gate dissipation FX * The game no longer responds to input when not focused * Optimized memory use, loading and saving speed * Improvements to Fixed Camera Mode angles and spacing
Balance Changes
* Danger status effect now stays visible until cleared by healing * Length of invulnerability when Danger status takes effect reduced from 4.5 seconds to 3 seconds * Magical healing effects, such as Healing Barrier or vampirism, no longer work when in Danger * Increased Pipe speed * Gold Bear Ring, Silver Bear Ring and Rabbit's Heart Ring have been buffed * Monsters are more aggressive when exiting doors * Shield durability calculation has been changed to give additional durability for poise, and the Shield Ring's effect has been increased * Increased the radius of Corpse Explosion * Increased the spell toll reduction associated with leveling Weirdness * The Doll in Chapter 2 has double the health * Nightingale's Creature has dramatically higher health and damage(and higher scaling with upgrades) * Apprentice's Candlestick and Throwable Knife are both sold by the Masked Man in Chapter 1, meaning spell/projectile only runs are viable from the start of the game * Curse Rot immediately impacts health upon acquiring, rather than waiting a second * Warding Candle healing ramp has been speed up, but the speed resets when acquiring Curse Rot
Bug Fixes
* Fix several instances of treasure chests being empty upon open * Fix NPCs near interactable items, such as Rose, sometimes resulting in a softlock upon speaking to them * Fix being able to talk to Margaret after she disappears during the Chapter 1 tutorial, potentially resulting in a softlock * Fix tutorial and quest messages disappearing when entering the pause menu * Fix equipping multiple resistance providing equipment potentially resulting in all damage being blocked for a particular damage type * Fix spell scaling not properly applying to: Summon Spears, Annihilation, Corpse Explosion * Fix enemies disappearing when they exit a room you are peeking into * Fix the doll occasionally becoming invisible * Fix some bosses, such as Beast Nightingale, not awarding a Blemished Bestiary Page * Fix ghosts and other enemies that leave residue behind not awarding a Blemished Bestiary Page * Fix being unable to click on a dialog option when an item icon is shown during the dialog * Fix Ancient Greek subtitles not appearing properly when playing in Japanese * Fix being rammed while exiting a room causing the player to teleport to the exit upon completion * Fix having two controllers plugged in resulting in both button prompts appearing instead of the active one * Fix L2/R2 prompts for Playstation controllers not using glyphs * Fix the default PS5 controller bindings not being able to use the D-Pad to navigate menus * Fix duplicated ladders in the valley basements * Fix the Noise Effect causing some dark effects, such as being hit with cursed energy, to have an odd bright appearance * Fix the NPC in the Organ Processing room not being responsive if wearing the witch outfit * Fix keys not being able to be found in the Blackett House on some seeds * Fix some story elements that require an enemy or NPC to be on-screen not working when playing in Fixed Camera Mode * In Fixed Camera Mode, combat stance no longer causes zoom * Fix an issue where peeking in Fixed Camera Mode could leave the camera in the peeked room * Fix odd behavior when trying to cancel out of the circus ticket purchase screen * Fix Nightingale's Creature Summoning Knife not reducing player to 10% health
Hey, what's goin' on, Ethan? Woah no way for real? Haha, that's awesome! Y'know what, you should check out these patch notes. We've got some small changes today to your favorite game, Omega Strikers. With the launch of Nao, she helped us research into characters and that we should change - including herself! We also have another Asher buff, just like last patch, so you Asher mains can stop following me home. Okay, let us begin.
Strikers
Asher
Last patch buff wasn't as effective as we'd hoped, so we're buffing the buff lady a bit more.
BARRIER BEAM [PRIMARY]
Barrier width on her side of the field increased by 5%
Estelle
Though not dominant, Estelle excels in a lot of different ranges of gameplay tiers. This is just a little touch to bring her in line.
Players were sleeping on this Oni, but she's seen a resurgence a bit at higher levels of play and people are flow stating all over the place.
FLOW STATE [SECONDARY]
Base speed bonus :: 30% → 28%
Speed growth (per second) :: 2% → 1.6%
Nao
We put the director of special projects into your hands and she made a decent debut. She's a little weak following said debut, so this should help her fare better in all tiers of play.
Time to Destroy (How long enemies need to step on it) :: 0.65 → 0.8
LIFELINE [SPECIAL]
Range :: 1250 → 1500
Teleport duration :: 0.5 → 0.4
GEAR AND AWAKENINGS
Due to a bug, Demolitionist was demolishing your cooldowns instead of just barriers. We’re bringing back our old buddy Glass Cannon while we work on a fix!
ROTATED OUT: Demolitionist
ROTATED IN: Glass Cannon
Aerials
Projectiles with Aerials were projecting too much. Just a bit. This'll make it a little more appropriate.
Projectile range 35% → 30%
Dash range :: 0.75 → 0.7
Cast to Last
Cast to Last casts were really lasting, but now the Cast to Last casts will last less.
Buff and Debuff duration increase :: 70% → 60%
Dead eye
Dead eye is pretty underwhelming. It's now a little less dead.
Damage increase:: 30% → 32.5%
Egoist
His ego got the best of him, though he sticks around while his Energy friends are gone, he's a little weak without them.
Energy refund on flip :: 20 → 25
Energy refund on dodge :: 10 → 12
Heavy Impact
Heavy Impact? More like Heavier Than Before Impact
Impact Bonus :: 15% → 20%
Hot Shot
We nerfed Hot Shot last patch, but the chili pepper was still performing red-hot. This'll cool it down a bit.
Ability damage increase :: 14% → 12%
Quick Strikes
The higher your tier, the better Quick Strikes would perform. This'll help bring it down in line for all gamers of the game "Omega Strikers".
Strike Cooldown Reduction :: 25% → 20%
Energy bonus :: 2 → 1
Stagger Swagger
Defense awakenings can be a little offensive too, as a treat.
Base speed :: 8% → 10%
Strike Shot
Strike Shot is currently the worst of the goalie Gear by a bit. (Even though it's the patch note editor's favorite). This'll make it compete with the others a little better!
New areas in I3: Turnip Caves and Beet Caves. Turnips can be found in Tegan's Garden and in the center of Mahogany Trees. Under the ground of Turnips are Turnip caves, which contain monsters, treasure, more Turnips, and Beets. Under the ground of Beets are caverns where you can find the city of Essex.
The package_tutorial1 and package_tutorial2 packages have been added. These can be played by the user. That is, the user can interact with the tutorial worlds and also modify the tutorial code to learn how to mod the game. These worlds describe step by step how the user can create their own package (a world with its own game rules and entities).