Today's devlog is gonna be rather short, as I just quickly wanted to let you know that our artists have been working tirelessly and prepare some fantastic stuff for you to collect. Enhance your Steam profile with Trading Cards consisting of some of the iconic characters from the game, change style of your Steam profile thanks to collectible Backgrounds, or chat with your friends with a style thanks to brand-new emoticons. How cool is that?
Snap to Grid Hotfix #1âď¸
Additionaly, we've also managed to deal with some pesky issues that appeared from the last update. Check the patch notes below to see what have been fixed.
Fixed a rare issue related to employee spawning improperly that caused crashes
Fixed issue related to Ice Cream Delivery leaving warehouse before player had a chance to unpack the order
Turning on automatic car wash should no longer be possible if you do not own Car Wash level 5
Max level of popularity should be now displayed on HUD correctly
P.S.
Ever watched "Clerks" and thought, "I could totally rock running a store, minus the existential dread and with way more fun"? Well, your oddly specific dream is about to come true with "Superstore Simulator"!
So, what are you waiting for? Click that wishlist button faster than Randal can recite the entire Death Star contractor debate. Let's make retail fun again - or, at least, as fun as it can be.
Greetings soldiers! A brand new major update for Abtos Covert is now available.
Introducing the much-anticipated photo mode, allowing our brave players to capture the eerie and desolate atmosphere of the outpost. Get up close or take a bird's eye view â the horrors await your artistic touch.
As we promised on our previous patch, we're committed to translating the game to other languages to expand the community of Abtos Covert, and introduce more players to the horrors of our desolate outpost. This update adds 5 new languages:
French
Hungarian
Russian
Chinese
Brazilian Portuguese
You can access all these new languages on the gameplay menu. Some technical terms might not be translated (like graphics settings, for example), but tapes, notes, VHF monologue and other story texts are all proper.
We can't wait to see your Photo Mode creations and findings, and we're eager to hear your feedback on the new languages, as well as languages you want to see added in future updates. You can reach us on our Steam Community Hub, Discord Server, and other social media noted on our Steam Page.
Thank you again for your continued support. Enjoy the game!
đź Get ready to embark on a tranquil journey into the heart of nature with Distant Bloom, set to release on March 27th, 2024. This cozy adventure invites players to witness the transformation of a desolate world into a vibrant paradise.
đż Distant Bloom isn't about rushing through challenges; it's about savoring every moment of your management and exploration escapade. Join the cosmic expedition as you land on an alien planet, tasked with establishing a new home for your species. But beware, what you find isn't a lush paradise but a world in ruins.
đ¤ With your trusty robot companion, Kei'ki, by your side, you'll set out to restore this planet's natural balance and breathe life back into its barren landscapes. Traverse through diverse biomes, from misty marshes to towering forests, each teeming with unique fauna waiting to be discovered.
đą As you gather resources, sow seeds, and expand your settlement, you'll encounter curious critters in need of aid and ancient ruins holding secrets of the planet's past. Distant Bloom is more than just a game; it's a journey of growth, harmony, and the power of nature's resilience.
đŽ Mark your calendars for March 27th, 2024, when Distant Bloom blooms onto Steam. For those eager to dive into this cozy adventure, a demo is available now on the Steam store page.
6.6.0.0 Added codec h265,av1 for the record 6.6.0.0 Added support 1920x1080\3840x2160\1080x1920\2160x3840 for the record 6.6.0.0 Added window capture 6.6.0.0 Support camera capture 6.6.0.0 Support game capture
Here are the patch notes for Patch #17, which just went live on Steam and it will shortly be available on our other platforms.
New Additions
Power Sword Special Activation
We have added a second weapon special activation action in the attack chain of the power swords. This new activation allows the player to continue an attack chain if using the weapon special in the middle of one. This mid chain activation was added to allow for a more varied attack pattern even with frequent use of the weapon special.
Munitorum Mk III Power Sword
The new activation will chain into the second light or heavy attacks. These attacks are very similar to the first light and heavy, just mirrored.
Munitorum Mk VI Power Sword
The new activation will chain into the second light attack or a new heavy that mirrors the first heavy diagonally down attack.
Dev note:Â We hope that these changes will make using the power swords to purge heretics from Atoma Prime a more enjoyable experience for you and a less so for the enemies of the Imperium. The emperor protects.
Spectating HUD
We have enabled more HUD elements to be shown when spectating a player while waiting for rescue. We hope that this will give players more awareness of what is happening with the team while they wait.
Auspex Scanner HUD
Added an icon for the Auspex scanner to the HUD on the bottom right of the screen, displayed only during scanning events. This should allow players to more easily see when they can equip the scanner during these events.
Subtitles
We are adding some improvements and fixes to our Subtitles system in this patch as follows:
Subtitles will now be prioritised by importance.
Two subtitles will now be displayed simultaneously. This can be turned off in Interface settings.
Player speaker indicators are now colour coded by their assigned Strike Team colour.
Speaker Indicator setting now functions as intended.
Bug Fixes and General Changes
Weapon Description
We added weapon descriptions to the weapon inspect menu. It gives a short in-world description of the weapon adding some extra context, lore and flavour.
Talents - Abilities, Blitzes, Keystones and Auras
General
Fixed so that shouts that target enemies require a direct line of sight to hit sleeping Daemonhosts. This affects both Veteran talent âVoice Of Commandâ and Ogryn talent âLoyal Protectorâ.
Fixed an issue where abilities such as Veteran talent âVoice Of Commandâ and Ogryn talent âLoyal Protectorâ did not apply aggro on the correct player when waking up a Daemonhost.
Fixed an issue where Damage would spillover even with Zealots âBolstering Prayerâ or Veterans âVoice of Commandâ Toughness Bonus Active.
Fixed an issue where projectiles could receive or trigger the buffs from the wielded weapon blessings in unintended ways.
Dev note:Â All projectiles, including projectiles from weapons like Psyker Force Staves and Ogryn Rumbler or player blitz abilities like Psyker âAssailâ or Zealot âBlades of Faithâ etc, now will only receive the buffs that were active when the projectile was fired/thrown/spawned from the player and keeps those buffs during its trajectory. This for example means that the projectile will have the damage and power the player had when shooting it and they will not time out or be lost during the flight of the projectile.
Ogryn
Fixed an issue where the Ogryn talent âPulveriseâ inflicted more Bleed stacks than expected to enemies hit at the very end of the charge.
Psyker
Slightly lowered the time of the damage animation of âBrain Burst" and âBrain Ruptureâ, and it should now scale properly with the Speed increases from âKinetic Resonanceâ and âEmpowered Psionicsâ.
Fixed an issue where the Psyker âAssailâ Blitz did not recover charges up to the enhanced cap of 12 in the âEnhanced Blitzâ Maelstrom mission modifier.
Veteran
Fixed an issue where âGet Back in the Fight!â talent didnât grant stun immunity on the attack that broke toughness.
Fixed issue where âLeave No One Behindâ talent didnât properly grant faster Assists.
Fixed an issue with âShock Trooperâ talent causing rapid fire weapons to consume ammo during Critical Strikes.
Fixed an issue where the âAlways Preparedâ talent caused animation issues when switching to a weapon that is mid-reload and you get ammo in the clip from the talent.
Fixed issue where Veteran base Aura âScavengerâ was stacking with the upgraded âSurvivalistâ Aura.
Fixed an issue with âField Improvisationâ Talent that would allow Ogryns to find âBig Friendly Rocksâ in ammo crates. Additionally fixed an issue which prevented being able to pick up grenades from ammo crates affected by âField Improvisationâ when having a full ammo reserve, but not a full grenade reserve.â
Smoke Grenades should now stop enemies from shooting through the smoke instantly and prevent Scab Snipers from taking aim and shooting through the smoke.
Zealot
Fixed the action chaining to quick throw for the Zealot âBlades of Faithâ blitz on some weapons.
Dev note:Â Some specific attacks, like the Turtolsky Mk VII Heavy Sword first light attack, could not be cancelled into âBlades of Faithâ.
Weapons - Melee
General
Fixed an issue on several melee weapons where you would cancel push followup attack before it executed to completion if you also held the sprint button when starting the attack.
Foldable shovels - Sapper Shovel Mk II & Mk VII, Latrine Shovels Mk XIX & Mk V
Fixed incorrect action chaining from push with start attack from foldable Sapper Shovels (Mk II & Mk VII) and foldable Latrine Shovels (Mk XIX & Mk V) when the shovel is folded.
Standard-issue Munitorum Sapper Shovel
Increased time it takes to unwield the weapon after using weapon special, to potentially prevent exploits of very high attack speeds with weapon special.
Thunder Hammers
Fixed an issue where the activated special attacks from Thunder Hammers could interact with barrels, effectively âhittingâ them and wasting the attack.
Chain Weapons
Fixed a crash that could happen when sawing enemies with chain weapons activated special attacks.
Power Mauls
Fixed an issue where the Indignatus Mk IVe Crusher and Achlys Mk I Power Maul weapon special attack explosion could appear as delayed.
Deimos Mk IV Blaze Force Sword
Fixed an issue where Heavy Attacks were not displayed as Strikedown in the Inspect menu.
Catachan Mk III & Mk VI Combat Blades
Fixed an issue where the combat knife had a chain time that allowed you to cancel weapon special attack into light attack before the damage window was triggered. Aligned Mk III and Mk VI chain times:
Mk VI Block From 0.32s to 0.3s and Heavy from 0.7s to 0.6s
Mk III Light from 0.2s to 0.32s.
Weapons - Ranged
General
Fixed an issue where shoot actions were immediately aborted after shooting the last shot on single fire weapons.
Fixed an issue causing Flamers and projectiles from Force Staves to trigger hit markers when attacking exploded explosive barrels.
Fixed an issue where the âno ammoâ sounds wouldnât play if all ammo in both the weapon clip and reserve was depleted and trying to shoot.
Fixed an issue where the detailed damage numbers for the secondary action attacks were not displayed for some ranged weapons in the weapon Inspect menu.
M35 Magnacore Mk II Plasma Gun
Mitigated the issue of invisible and inaudible Plasma Gun shots.
Dev note:Â We fixed an issue that made the chance of triggering invisible/inaudible shots very likely for the plasma gun. The issue may still be reproduced when playing with a bad or unstable connection to the server but should be much less likely to happen now.
Shotguns and Ripperguns
Fixed an issue where no ammo would be consumed when shooting a Combat Shotgun or Rippergun if swapping to another weapon the same frame damage was applied.
Fixed an issue where Combat Shotguns and Ripperguns would play FX but not shoot when starting to sprint the frame after starting a shot.
Added detailed damage numbers for Combat Shotguns weapon special shell attacks in the weapon Inspect menu.
Ripperguns
Increased default damage modifier vs Carapace armour 0.01 to 0.05 to align and make it consistent between Rippergun Marks and hip/braced shooting.
Kantrael Mk X Heavy Laspistol
Fixed a bug where Kantrael Mk X Heavy Laspistol could be fired slightly faster in ADS than from hip due to total time being incorrect in the ADS shoot action. Total Time is now the same on both hip and ADS shots.
Rifthaven Mk II Purgatus Force Staff
Fixed an issue where the weapon special attacks could be cancelled before they could do any damage if spamming the special attack.
Weapon Blessings
Fixed an issue where the effects of âScattershotâ could trigger upon hitting a single enemy.
Dev note:Â This could happen when a shot was blocked by a Bulwark shield if other enemies were standing right behind it.
Fixed an issue where âBlaze Awayâ would incorrectly reset on Lorenz Mk V Kickback and Lorenz Mk VI Rumbler when going into ADS or when shooting multiple shots with the âLucky Bulletâ talent.
Fixed an issue where âBrutal Momentumâ was kept active while wielding a range weapon.
Dev note:Â The effect of the blessing would be applied to the melee attacks available on ranged weapons, like bashes or bayonet stabs.
Combat
Fixed an issue where the Celerity Stimm increased the charge time of attacks and abilities instead of reducing it.
Fixed an issue where players could enter an incorrect state when being stunned while using the auspex scanner in a scanning event.
Fixed an issue that made it possible to throw luggables and grenades through walls and floors if standing close to them.
Added a unique sound event for when players absorb fire/burn damage with toughness.
Fixed a case where the backstab sound could trigger for enemies that were in front of the player.
Enemies
Removed push force applied from shots by Scab/Dreg Shooters and Scab/Dreg Gunners.
Fixed an issue where the Bulwark shield would not properly be disabled when light or medium staggering forward.
Dev note:Â This change will mean that the Bulwark will be easier to damage when it is staggering forward.
Fixed an issue where the shield explosion from Scab Captains didnât abort âstickyâ weapon special attacks from Chain and Force Weapons.
Fixed cases where the Scab Trapper could shoot through fences / grates or other transparent barriers.
Fixed an issue where kills from a Poxbursters explosion did not contribute to the player killing the Poxburster.
Changed the number of players the Daemonhost kills before leaving to 1 across all difficulties.
Dev Note:Â This change is to address the frustration of teammates waking up Daemonhosts, also causing innocent players to die from it.
Changed so Scab Trapper aborts their shoot net sound and plays a stop sound if interrupted while shooting, to better interface that you successfully triggered its shooting cooldown.
Missions
Consignment Yard HL-17-36
Fixed locations where enemies could clip through the end event turrets.
Extended a hang ledge at the end event that previously could cause players to fall down.
Warren 6-19
Fixed an issue where enemies would take position on the upper floor of the end event and get an unfair advantage during the scanning segment.
Fixed an issue where the final interact point in the mid event would remain on screen after interacting.
Fixed an issue where enemies could not use the doors in the mid event.
Fixed an issue where the respawn was located above the ground.
Fixed a bug where the final tank objective could become indestructible.
Refinery Delta-7
Added a hang ledge in a spot where it was previously missing.
Fixed location where snipers could shoot through the floor.
Moved respawn beacon in Hab Dreyko to prevent players from teleporting too far before the mid event.
Visual enhancements to some areas in Ragtown Bazaar.
Added blockers to prevent players from going out of bounds in Smelter Complex HL-17-36.
The end event in Relay Station TRS-150 was reworked: changed music during the event and added music during the satellite part while also tweaking the event sounds.
Fixed visible wall gaps in Power Matrix HL-17-36.
Fixed visible wall gaps in Enclavum Baross.
Fixed visible wall gaps in Chasm Logistratum.
HUD/UI
Missions
Fixed so that the frame glow of the combat ability HUD icon is active if you have at least one charge and are recharging multiple charges.
Fixed so that if a player is looking at an item and has the interaction HUD open for interacting with it, pressing the tag button will now tag that item.
Fixed an issue where the interaction UI could briefly be seen moving over the screen when picking up pickups.
Fixed an issue where duplicate âTagâ prompts could be shown when standing close to a pickup that couldnât be picked up.
Fixed an issue where players joining an ongoing mission would get an unintended player colour.
Mourningstar
Mourningstar interaction points should now be easier to detect.
Fix for issue with previews not updating when selecting colours in the character appearance options.
Commodoreâs Vesture purchases now get a new item marker in the inventory when acquired.
Fixed an issue where the prerequisites for completing âVantage Pointâ, âPraise the God-Emperor!â, âTouch the Voidâ, and âBeat-'em-Upâ were sorted differently in each Penance.
Small UI tweaks and fixes to better fit multiple languages.
VO and Audio
Music for ambush hordes have been re-added after receiving community feedback.
Improved the audio mix of the game to mitigate the issue of missing or barely audible enemy sound cues.
Dev note:Â We did a balance pass on the audio mix of the game, giving more priority to sound cues from dangerous enemies to make sure they are played at an appropriate volume when close to players (e.g. Poxbursters).
Fixed an issue where enemies playing a dialogue could fail to trigger sound effects for their other actions.
Dev Note:Â This issue would cause enemies to be silent when playing important interfacing sounds (like Scab Trapper footsteps, Scab Bomber pin pulling, etc.) which contributed to the feeling that specialist enemies sometimes were silent.
Added alerted voice for the Dreg Rager being alerted.
Fixed health station tutorial VO in the Psykhanium Tutorials.
Made the Scab Shotgunner and the Scab Trapper a little more vocal.
Ensured the latest chain weapons can trigger the Agitator chain weapon kill spree lines.
Added Scrierâs Gaze VO for female Savant.
Added some new announcements in the Mourningstar.
Sefoni will now gossip to rejects in the Meat Grinder.
Added minor visual/audio changes to Mutants spawned by âWaves of Mutantsâ mutator.
Cosmetics
Changed the chest bag to be less flat on the Veteran âKrieg Greatcoat MkIâ upper body cosmetic.
The Psyker âHonourum Mk XII Rebreather with Psykana Collarâ headgear should now properly display longer hairstyles.
Fixed clipping issues with the following Ogryn lower body cosmetics:
âRecon Fatigues (Frostrime, XXXXL)â
âFatigues (Brute-Sized, Bleaklands Camo)â
âPadded Brute Fatigues (Model IV, XXXXL)â
âConvict Garb (Misplaced Faith, XXXXL)â
âReinforced Fatigues (Sun Scorch Camo)â
âBulwark Trousers (Brute-Sized) and Armoured Boots (Montar Camo)â.
Fixed an issue where the Zealot Miserâs Cage head cosmetic would incorrectly remove hairstyles.
Fixed an issue where the Zealot Miserâs Cage head cosmetic would incorrectly remove hairstyles.
Updated the description of the Psyker âDeimos MK VID Rebreatherâ head cosmetic to have correct references.
Other Fixes and Tweaks
Fixed a crash which could happen if a player joined a mission in the exact moment the mission was transitioning from the lobby phase to the Valkyrie loading phase.
Fixed a crash which could happen when accessing the Shrine of the Omnissiah in the Mourningstar.
Fixed a crash that could occur during level up if the gamepad disconnected during the process.
Fixed an issue where some Penances could be completed at a difficulty lower than intended and stated (e.g. Penance missions played on Malice being completed on Heresy).
Additional Patch Notes (Added After Original Posting - 22 February)
The front post of Stub Revolverâs weapon appearance "Cadian 61st Officer Spec ââ should now be properly visible when aiming down sights.
The area before the objective was updated to improve the combat experience by increasing playable space.
Optimizations to reduce loading times in certain scenarios.
The amphitheatre in Habzone HL-70-04, âThe Carnivalâ has been modified to allow more fluid pathing for enemies.
We want to express our gratitude to everyone who shares feedback with us, whether on Discord or Steam. Your input is invaluable in shaping the game. Please continue to use the in-game "report issue" tool to share your thoughts directly with our team. Your feedback helps us identify and address issues promptly, ensuring a better gaming experience for all. Thank you for your continued support and contributions!
Version: 1.3.1.72335; download size: 41.4 MB
Hotfix 8 - All changes:
Fixed an issue that occasionally caused inventory stat previews to display incorrect values.
Fixed an issue that could have blocked playersâ progress if a client joined a coop session during the opening cinematic.
Fixed an exception that occasionally caused Random Dungeons to load incorrectly or fail to load altogether.
Fixed an issue that could have caused the game to crash upon leaving a location if a player unit had an active overhead notification.
We are committed to making this game as perfect as it can be. The Dark Envoy team đĄď¸â¨
I'm putting the last touches on a playtest event to go live March 1, which will feature more influence from folklore and fairytales. But don't worry - the goblins aren't going anywhere!
New parameter in the User Interface settings - Dynamic Inventory Avatar
Added arrows to the category icons in the radial menu for crafting items
Fixed
Inhabitants consume items containing water too slowly
Setting locations of bandits in caves
When client leaves session there is [name] in house this player was assigned that blocks reassignment after rejoining session
In some cases NPCs that left/were thrown out of the village may still be visible in client's management
If confirm input is held in building's details while on other tab than overview or setting up production then it will open details of last selected NPC/Animal even though input is not shown at the bottom
Giving custom names to animals, buildings and fields doesn't work if done by a client
Client sometimes becoming stuck on initialization if he has high latency and packet losses
Well sometimes becoming uninteractable due to empty reference when ending crafting animation
Not visible mood of npc in inspector mode after recruiting them to player's village
Growing chickens are always brown
Character creator appearing when dismounting on valley map
Loading tip about changing hairstyles will not show up anymore.
Transfering items as a client to mount through interaction doesn't update weight correctly
Transfering items as a client to mount through inventory doesn't update weight correctly
Assigning apprentice to workplace doesn't update management tab
Problems when building roads using gamepad
Clients getting launched at high speed when entering ragdoll state in some cases
No snow on one of the hay piles
Sometimes an NPC may get stuck in stairs, logs, village decorations, etc.
Some bandits' issues
Unstuck and map border now reset player velocity to remove potential issues with player moving too quickly and continuing to move even after teleport
Players thrown outside of the map now will get teleported to the center of it
Boys have their eyes open while sleeping
Bandits have hair breaking through the hood under certain conditions
Updated
Keys forbidden to use during keybinding (num lock, scroll lock, windows key, menu key, F5 and F9)
if player is laying in bed on season skip then that player wakes up in the same bed (so if you sleep without home in another player's house or in the starting Sedowin's infirmiary then you won't be teleported)
Failsafe logic in case player is outside playable area of the map
Changed prices of bucket, saddle, horseshoes and saddlebags