Happy New Year! Celebrate with our latest update—it includes the improvements from the last experimental update and some new changes. Check out the list below!
UX/UI:
– Added resolution selection window after language selection. – Config settings saved separately for easy access. – Added animated hourglass on the loading screen. – Fixed the bug that made the Hero achievement not count.
Behavior:
–Resolved save bug related to boss red zones: Now, if the boss has no red zone around them, they will have no red zone after the game loads. – Addressed sudden teammate teleportation during combat. – Introduced heavy walking animation for fat zombies and mutants. – Improved behavior of units to prevent them from walking into walls. – The Find Materials task now correctly registers gathered materials. – Allies will now not fire at a wall if the enemy is behind it.
Balance:
– Reduced scream time for bosses: Now, they start using their next attack faster. – Improved accuracy of heavy object throws by bosses: The target of the throw is now determined at the end of the throw animation, making it harder for the player to dodge. – Fixed loot stashes. – Reduced chance of the "Phantom" bow appearing. – Increased rate of fire for the "Karel-V" machine gun. – Refined and improved firing effects for firearms.
Level design:
– Added a small passageway near Broken Hills in Sector K-10. – Created small passages near Carnegie Farm in Sectors D-7 and F-7. – Introduced a passage in the Sector G-6 trader camp. – Increased enemy presence on valley outskirts. – Reduced enemies near Woodbury trail.
Visuals:
–Smoothed camera movement for improved visuals. – Improved firing effects for all firearms. – Smoothed transition from calm to combat animations.
Other various small improvements, changes, and optimizations.
Enjoy the updates and have a great time exploring the Dust Bowl!
We’ve got some news to share with you. From now on, we’ll be using a brand-new event cycle where events will start almost consecutively and will (wherever possible) be tied to real-life events.
In addition to this, each event — except the Winter event and some cosmetic only events — will only have one vehicle dedicated to them. Every event will last on average 12-18 days, where when it finishes, there’ll be a small pause of a few days until the next one begins.
The first event in this new cycle is due to start very soon — keep an eye out for all of the details surrounding this on January 25th.
Since each event will only have one vehicle, today we’re announcing the first three: the first event will have a Tank as the main reward, the event after will have an Aircraft as the main reward, and the event after a Naval Vessel, where events will follow this general cycle throughout the year.
Each event will be mission points based to earn tasks, where the amount of mission points required to obtain each task depends on the vehicle’s rank. The required amount will range from 35,000 to 45,000 mission points for each task (usually per 2 days).
That’s about it! If you’ve got some questions, we’ve got some answers. Check out the FAQ that we’ve prepared.
FAQ: Some answers to questions you may have
[expand type=details] Q: If each event will only have one vehicle, will there be ground, air and naval vehicle rewards in the future?
A: Yes. As mentioned in the news, the first event will be dedicated to a tank, the event after will be dedicated to an aircraft, and the one after, a naval vessel. Afterwards, a repeated cycle of each vehicle type (in most cases) will occur.
Q: With this format, does this mean that there’ll always be events throughout the year?
A: Yes. However it depends on the month and when events finish or start, but generally there will be 2-3 days of no events until the next event starts. The longest current gap planned is almost 1 month in the summer until the next one starts.
Q: Why have you chosen this format?
A: Based on player feedback, we want to provide players with ways to obtain all vehicles in events rather than only a select few. With consecutive events, players will be able to obtain vehicle types they want and miss vehicles they don’t want.
Q: Does this mean there’s no more crafting events?
A: Yes. Crafting events in their previous format will no longer be a thing in War Thunder.
Q: Will the types of vehicle rewards change compared to how old events worked?
A: Each event will only be dedicated to one vehicle (with the exception of the Winter event). The type of vehicle in each event will be a mix of high, medium and low tiers, where the required number of mission points, tasks and stage purchase cost will vary in each event depending on the vehicle’s rank.
Q: Will events tied to real-life events have related cosmetics?
A: Yes, where possible. When an event is tied to a real-life event, it will have related cosmetics too. However, not all events will be tied to something — it will be tied wherever possible. If it’s not possible, the event theme will be something unrelated, and random.
Got any more questions? Let us know in the comments and we’ll do our best to answer them! [/expand]
We're excited to share the latest update for Orange Season—v0.11: Season of Stories. Our focus in this patch has been on addressing community feedback, fixing bugs, and adding some new content to enhance your experience.
IMPORTANT NOTE: Please start a new save to enjoy the full story and prevent issues with sequence breaks from old save data
Here's a sneak peek at what's in store:
Narrative: + Added a Main Story + Amanda's Story + Cindy's Story + Devin's Story + Lucas' Story + Nathalia's Story + Viktor's Story
New Features: + Added controller vibration (beta) + Added Goat & Yak + Added second house upgrade + Added prizes for winning the festivals + Added more sound effects + Updated all item descriptions + Reworked "Sleep and Save" feature + Reworked several icons + Reworked tasks + Farmland is now highlighted + Farm well is more intuitive + Improved wildlife
Main Story After settling in Orange Town, your new life seems to be going fine. However, the previous owner of your farm returns, and he wants it back!
On this journey to guarantee your future, your new life will mingle with a cast of strange, friendly and conflicting personalities. What kind of people will you and them be at the end?
Fixes: - Fixed Saving/Loading - Fixed issues with Animal Shop - Fixed minor issues with animals - Fixed "Meet & Greet" task completion - Player can no longer move while the TV is playing - Screen no longer goes black when selecting "Return to Main Menu" - Shops that require ingredients will now display the full item name - Player doesn't start the game in the bathroom anymore - HUD is no longer visible during Chicken Race - Fixed music playing even at 0 volume - Cutting grass is now easier - Fixed tree sprites blinking randomly during Autumn/Winter - Improved interactions during festivals - Chick now animates properly - Fixed clouds going through the player's house in the intro - Improved item descriptions - Improved animation of the Type B protagonist - Time no longer speeds up during festival days - Fixed delayed transition when the player collapses - Player no longer soft locks during Swimming Festival dialogue - Repositioned lopsided images in the UI - Fixed vending machines - Fixed key mapping to an already existing key - Improved drag-and-drop of items in the interface - Fix animal name overflow - Breaking objects on the upgraded farm now works properly - The player no longer spawns on the wall at the mines - Improved friends screen - Player can no longer use their tools while running - Forest bonfire no longer stays lit during daytime - Fixed some items being held below the player - Now, if the inventory is full, the reward for completing the festivals is sent to your storage - Corrected spa animation - Fixed stump breaking animation - Fixed player getting stuck after receiving some tasks - Wrong request item icon on some tasks in the Task Menu - Fixed wrong day number on the HUD after starting or loading a game - Removed night animal sounds playing during the intro cutscene - Fixed stretched sprite inside the cooking interface - Corrected some collisions being too small - Improved outline of interactable objects - Player can now properly show emotion balloons outside of cutscenes - Fixed animals emitting light during storms - Fixed farm animals not animating properly at Benjamin's Farm - Fishing at Orange Town now works - Fixed minor lighting issues - Fixed a lot of task issues. - Fixed trashcan issues - Fixed shipping bin issues. - Fixed weather forecast not working properly - Fixed double player character bug - Fixed chicken race selection issue - Fixed a lot of collision issues - Fixed beehive - Improved fishing chance - Improved fish spawns - Fixed sprite issues while carrying items - Fixed seeds randomly appearing while watering the farm - Fixed trees changing colors randomly - Fixed game pad controls while interacting with NPCs - Several audio fixes during normal gameplay - Plus several smaller fixes throughout the game!
We hope you enjoy these additions and improvements. Your feedback has been invaluable, and we can't wait to see your farms thrive in Orange Season. Happy farming!
The mansion returns to its previous rhythm, the difficult search for snowflakes is over, and new ones are yet to come. It's time to take a break and replenish supplies.
Unexpectedly, the Puppeteer came to the rescue - he announced a 50% discount on instruments. Timers, triple lasers and chronometers - all this in the next 2 days in the Puppeteer's shop with a big discount. ⏰