Surprise! We're still here, and not just here - we have a whole year's worth of content coming to you! NFS turns 30 this year, and with that huge legacy, we couldn’t stand idle. However, this year will be a bit different from the previous one.
Because here’s the thing - the NFS legacy signifies different things to each and every one of you. Some of you were there at the start of it all on Road and Track. Some of you will remember taking on the Eastsiders in Olympic City or smashing your way through the Blacklist in Rockport. Or you might have started playing more recently. Hustling by day and risking it all by night in Palm City. No matter your memory, we all have a shared love of NFS, and we want to build new memories over the next 12 months.
But, we’ll be honest and admit we can’t build everything everyone wants right now, but we can decide together what NFS should be in the future.
Our vision is that through our second year of live service, you can, for the first time, begin to play the ultimate NFS experience in one place. Your feedback and gameplay will help shape the future of this iconic franchise. As you play, we will be listening, observing and reacting to the things you want to see and those you don’t. It’s an approach that we’re calling Kaizen.
Kaizen is a Japanese term that means change for better or continuous improvement. We feel this really encapsulates what we want to do with NFS, and we want to make you, our players and fans, a key part of it too. So how are we doing this?:
Evolving Volumes
We’re committing to adding four new volumes of content in the next year, each launching every few months. We aim to deliver some exciting themed updates, with at least one new major mode added to each volume. We will also continue to build on and evolve with each time. Adding more events, more challenges, new content, Ranks to earn, and new progression to chase. We will deliver at least two new fully customizable cars as part of the Speed Pass. And when we say cars, we mean cars in the NFS sense, like no one else creates. We aren’t just talking base models here and stock paint there; we are talking cars that come with fully customizable body kits with a myriad of interchangeable parts so you can tweak your ride just the way you want it.
Most Requested Bug Fixes and Improvements
We really want to be fixing and focusing on the things that you all care about most (like adding realistic driving effects last December), but as a small team, we need to prioritize where we spend our time, and it will always focus on what we feel is best for you all. Every improvement we try to make is a trade-off between something new and something different. So we’ll be closely monitoring your comments and feedback and coming to you with regular communications about what we’re learning along the way.
Premium Speed Pass*
Starting with Volume 6, we are introducing an all-new premium track to the Speed Pass that will grant you instant access to one of our hot new vehicles and unlock the ability to earn all its deep customisation content. It also includes custom versions of the vehicle, and it’s where you can find our hottest new customisation options each season. Refining our Speed Pass this way is how we can keep delivering unique new content and gameplay to you through a more simplified approach. If that’s not your thing, though, we will still be offering a free track of the Speed Pass with new vehicles and customizations for you to enjoy.
Always Be Learning
We see this as a year to test and learn and understand what works best for you. Committing to an extended Unbound live service allows us to really build on feedback, which we’ll be gathering in a few ways. We’re working closely with a dedicated Player Council - a great bunch of NFS influencers, core community members, and players to understand what’s important to them and their communities. We’ll be increasing the amount of telemetry we track from the games to better understand through gameplay data what’s working for you. And we’ll look to close the feedback loop by being as transparent as possible with you, letting you know what we’ve heard and what we can and can’t do.
Ok, you made it! Closing time. We hope more than ever that all fans of NFS can come join us as we continue to deliver updates to NFS Unbound. We might just have some nice surprises along the way as we take a tongue-in-cheek look back in the rearview before we drop a gear and power forward into the future together, testing, refining and constantly improving along the way!
*Requires Need for Speed Unbound (sold separately) and all game updates. Requires gameplay to unlock. You must log in before the end of Volume 6 to claim your reward. Failure to log in and claim during this period will result in forfeiting the reward.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. For more information, please refer to EA’s Online Service Updates at https://www.ea.com/service-updates.
Fixed UI bug with bigger numbers appearing too close to each other.
Fixed “Just a bit harder” achievement unlocking after any hard mode run, now only unlocks if you win.
Fixed appearing on negative health if you won and got burned in the last attack of the turn. (Now if you win, end of turn effects like burn and others will not trigger, making it more fair when fighting enemies that burn)
Fixed Grave Barricade ability bug where it was replacing the deck with the discard instead of shuffling it back. Now it properly adds them to the deck.
Fixed two card names that were not getting properly translated.
Haven't been available much to communicate becuase of family & housing stuff i've had to work on
first just to clear up some potential confusion:
- The Hades style prototype is for a sequel coming out after this game's 1.0. The prototype is extremely outdated though. Spellbook 1 will remain an auto-shooting game.
- The update that changed the knockback system and adds the 2nd character has actually been out for a few months, but I didn't draw attention to the launch of it. That update is not the "1.0" update.
here are some of the things coming in the next update:
Replaced Spellbook system, books now have unique "Signature Spells" that cost Mana. Regular spells still do not cost Mana, only Signature Spells.
Dual book upgrade can be found during runs allowing you to run 2 books & Signature Spells at the same time.
New Auto-attacking dual-wielding weapon system. Attacks generate Mana, and can be Charged. You can swap between 2 equipped weapons instantly with a button press.
New Weapon Fusion system to customize and extend their combos. All weapons can have their attacks replaced with those of any other weapon, letting you combine their unique abilities with any moveset you want. You can also slot Instant Attacks in between your regular combo attacks. These often come with bonuses like applying status effects on hit.
New "Augments" system: Lets you socket upgrades into your spells and abilities to add effects. Spells begin with no Augments, but each Ability comes with 1 starter Augment. As you equip new Augments in runs you will also unlock them to use as your starting augment as well, offering lots of horizontal progression.
New Level Up System: The character you aren't playing as brings you reward portals of various types. That character can also be customized each run with utility upgrades.
New Battle Modifiers System: After you level up you are given a choice between a few different portals to continue through. Some of them will add additional risk/reward effects onto combat, letting you scale the intensity to your liking.
New Wall Slam system: Damages and staggers enemies when you bounce them off walls and objects with Knockback. (Stagger is also new)
New "Devour" system: Strong enemies are crystallized on death. Devour their corpse within 13 seconds to make the crystals explode. The crystals are also objects that can block or Wall Slam enemies. Devour is considered an Ability, so it can be socketed with Augments.
New "Shapeshift" System: Hold the dash button to shapeshift into Astral Fox Jeanne, draining Mana to greatly reduce your hitbox size. Shapeshifting also happens while you are Dashing, but regular dashes no longer cost Mana. The Mana drain only begins if you continue Shapeshifting after the Dash ends. Shapeshifting is an Ability that can be socketed with Augments.
Runs in this new system can be far more different than they can now, even without taking build archetypes into consideration. You can have runs focused entirely on weapons, on basic spells, on signature spells, focusing on any of your abilities, or mixing and matching any of them freely. Then within all of that, you also have archetypes like building into various status effects, elemental effects, and so on.
The previous version of the game is nothing compared to what this will be.
plus a lot more. i'llalso be replacing some existing parts of the game that are bad.
The new update also has a lot of improvements to fundamentals like:
New tooltip system that displays info about your stats, detailed info on attacks & spells, and also displays a box of all upgrades you have that share the same tooltip. You can press the "View Embedded Tooltips" button to dig into these tooltips and view the tooltips of the upgrades that are being displayed inside the original tooltip.
New text system that shows before & after info about stat changes on upgrades.
Good controller support (i now play mainly on controller)
Fully rebindable controls
Overhauled aiming. On controller, simply aim with the Right Stick to instantly take control with manual aim, then let go of the stick again to immediately switch back to autoaim. On keyboard and mouse, hold or toggle the "Aim With Mouse" button to seamlessly switch between automatic and manual aiming.
New camera and lock-on systems
Redesigned every UI in the game
Improved fonts and colors
Expanded options menu
New Stats & Stat reworks (especially Energy Shield)
A bunch of new music by artists like Novander, including existing songs like LOTUS and VICIOUS and new original tracks created for the game.
Many of you might have inferred from our recent patch notes, which introduced leaderboards, that multiplayer was the natural progression. Your requests for this feature have not gone unnoticed, and we are pleased to announce its arrival. Dive into the excitement of free-flying, engage in races with friends, or aim for leaderboard supremacy. With multiplayer, training becomes an immersive and exciting journey !
Key features
Multiplayer: Dive into the action with friends or competitors in our newly launched multiplayer mode.
New Menu UI: Redesigned menu interface
Christmas Carnival/Longrage Map: The Christmas Carnival/Longrage map has been renamed to "Grassland"
Props in View Option: Added ability to display props in view.
Map Optimization: Improved performance on some maps and adjusted weather lighting for better visuals.
Controllable Car: Drive a controllable car in single and multiplayer modes.
Bug fixes
Imperial or Metric Selection: Fixed the choice between imperial or metric systems.
Yaw Power Correction: Fixed a bug where yaw was providing excessive power at very high rates,
Rainy Weather Car Lights: Fixed car lights not displaying correctly in rainy conditions.
Thanks to your support, Uncrashed continues to grow. We are committed to maintaining this momentum and are already in the process of planning additional updates for the future ! Feel free to come to our discord for any suggestions or bug reports.
Nobody likes tutorials but they are a necessary evil in order to teach the players how to play the game. Tutorials are also infamous for being tough to design and for a UI-heavy strategy game doing an "invisible tutorial" (ex: Half-Life 2 and Super Mario Bros 1-1) just doesn't work.
One of the most important design philosophies in Goblin Colony is that it should be as intuitive and clear as possible. I've taken much care when designing icons and made sure to include tooltips and non-intrusive explanatory texts whenever possible. By doing this I'm hoping to have a less heavy-handed approach for teaching how to play. That said, the game is relatively complex and still needs tutorials.
Personally I don't like when tutorials include quirky characters that drag things out with "flavor text". With that in mind I intended for my tutorials to be as quick and to the point as possible. However, my first attempt ended up being very dry and boring so in the end I backtracked some and chose a middle ground. Now it's quick and to the point but there's also a few story elements with custom events to spice things up. I'm very happy with how it turned out and hopefully it will be a good introduction to the game.
Goblin portrait used in dialogue.
The tutorial is of course an important part of the upcoming demo. Almost there! :) As always, thank you for your support! Until next time.
Simplified character support Fixed a problem in which the correct effect was not displayed when there was no increase or decrease as a result of color sorting Fixed UI Lightweighting