Today, I would like to invite you to check out this slightly different take on my normal blog post, a little bit more personal than usual. See, two things happened recently that made my brain tingle in that special way, and I’ve been thinking about them a lot these days.
The first one came up a few weeks ago. As you know, we always try to hear out what you have to say. We read the comments, we’ve launched Community Ideas, but also we sometimes ask you directly for feedback on a range of topics that have to do with the Dying Light franchise. So, a couple of weeks ago, the results of a survey came back, where we asked the players of the first game, the cult classic behemoth that Dying Light is, why it is that they haven’t gotten around to playing Stay Human yet. We were very curious to find out what is the reason that keeps the fans of zombie-smashing from entering the city of Villedor.
There were a couple of good points listed, but my curiosity was piqued by one case – the survey shows that for quite a sizable group of players of the first Dying Light, the opinion they formed on Dying Light 2 Stay Human right after it premiered still holds true. Granted, for a lot of you it was a positive opinion, and that’s amazing, but there’s no use denying there was a part of the player base that didn't like the game as much as the rest and hasn’t touched it since. This notion got stuck in my head and I couldn’t get it out for weeks.
The other thing was that after we implemented the Nightmare Mode, I decided to replay Dying Light 2 Stay Human on that difficulty (you can check out the previous blog, where we dug a little deeper into this topic). Starting the game from the very beginning, I tried to put myself in the shoes of a player that’s going into it fresh. Which, in my case, proved to be pretty difficult, seeing as I’ve been working on Dying Light for more than 10 years now, and my Steam account shows I’ve already spent five thousands of hours in this game. But one thought kept cropping up: how much it evolved over the course of two years since its release.
So, combining these two thoughts: the fact that a lot of you still judge the game based on its state from two years ago and the reality of how different it is now – I wanted to give you a summary of all the changes and invite you back to take a fresh peak at Villedor.
It’s a no-brainer to start with the biggest improvements which totally revamped the face of Dying Light 2 Stay Human. First of all is the transformation of the night experience. Introducing roaming Volatiles, darker nights, limiting the visibility, so that the players can feel the terror that lurks behind every corner – those are the features that made the exploration of the city after dusk so much more intense. The night experience is a result of implementing our own ideas, but also benefits from the community’s feedback. Based on your guidance, we’re always tweaking and tinkering with features and functionalities to fulfill the expectations of both the most hardcore as well as more casual gamers.
Our continuous work on the physicality of gameplay plays a hugely important part in the reception of the game. It involves the refreshed, more realistic and grounded parkour, but also the behavior of the enemies. If on the release day you felt the lack of zombies falling from the roofs, well – here you go!
We also put a lot of work into leveling up the interactions with our zombie buddies, their faces are now more lifelike (yup) and full of emotions. We can now strike in a more realistic way, and the damage looks exceptionally more detailed.
We can also wreak more havoc on our enemies – as in cutting off limbs and making holes in their bodies. Our efforts were crowned with the introduction of firearms, with the help of which the players can be even more inventive when it comes to the creatively brutal combat Dying Light is known for.
I’ve done my homework and meticulously examined all the features we introduced to the game, along with over 10 updates that we released since its launch. We’ve been working on them at our own pace, which means it was easy to miss the fact that you can count these additions in hundreds. I think they significantly boosted the quality of practically all game elements.
What I mean here is, for example, the additions of several new enemy variants, more than a few dozen weapons, loads of improvements with respect to the UX and gameplay systems – the possibility of crafting and repairing weapons, or transmog. There was a lot that happened also to the graphics. The game has new skyboxes, lighting, refined environment and interior details as well as plenty of customization possibilities, including technical specs, field of view, or numerous color grading options.
I’ve also looked at our players’ sessions and, in my estimation, the co-op looks more stable now. I’m also very glad that we kept our promise and introduced dozens of bigger and smaller features that you requested directly.
There sure were a lot of upgrades, certainly too many to list every single one here. But during my Nightmare Mode replay of Dying Light 2 Stay Human, I also paid attention to a couple of other things that just struck me personally. It was cool to see the tweaks made to the narration and cutscenes. It felt incredible to explore Villedor in heavy rain. I had so much fun fighting with the electric Virals, which, in my opinion, is a feat on multiple levels. I still get amazed by how sunsets look in the Harran Sunset Color setting. I swear I sometimes just stood on a roof and looked at the disappearing sun.
Obviously, I realize that every player will consider different upgrades to be the most essential – what do you think, by the way? Let me know on <<reddit>>. I’m also aware that we haven’t gotten everyone fully onboard – YET! I think we put a lot of work into Dying Light 2 Stay Human over these two years. It evolved into a different, complex, grounded survival experience. I invite you all to take a second look – you can see for yourselves how all the community-driven changes turned out. You can expect plenty more where that came from.
Ahoy there! In the last month's Navy logbook, we explored the personal side of our developer team, answering questions and offering introductions to our vibrant community. In this months logbook, it's all about diving into the depths of Modern Naval Warfare’s development and showcasing a few of our latest efforts.
The team, though small, packs a mighty punch. They are now like a well-oiled machine, constantly sprinting forward in the development of Modern Naval Warfare.
Starting off, we figured it would be nice to show off some of the modeling work being done. Our artists have been hard at work designing ships and we have some pretty nice renders to show you today.
This model is currently a work in progress and may not represent the finished product Besides these beautiful new ship models, we also figured you would like to hear about the actual in-game process of firing shipboard weapons. In Modern Naval Warfare this launch is not just a simple "press button - missile fires", but a very involved process with multiple in-game factors occurring.
Let us consider a scenario where you are tasked to launch a BGM-109D Tomahawk missile. You receive the mission order and all the plans via satellite communication. Following the directives, you position the submarine 200 miles east of the Paracel Islands.
Moving to the Fire Control station, you select the missile in the vertical launch tube, start the fire sequence and patiently wait for all the lights to turn green before pressing the launch button.
Excitedly, you rush to the periscope to witness the missile emerge from the surface. Within seconds, the booster falls away, and the missile vanishes into the hazy morning, commencing its journey to the target.
But hold on a moment! While this 20-second event may seem straightforward, it's the culmination of months of rigorous research, coding, testing, and meticulous 3D and VFX work.
Let’s start. The AGM-109D Block III (TLAM-D) used for this mission was meticulously crafted and textured by our dedicated 3D team. The stunning engine exhaust and contrail plume were skillfully created by our VFX experts.
The development of the flight model involved a lot of research on missile flight and control, a long and meticulous debugging process (often accompanied with a lot of laughing) to accurately account for the aerodynamics and physics laws governing the missile's trajectory including considerations for weight, thrust, drag, fluid dynamic and more.
To ensure the missile stays on course between waypoints an Inertial Navigation System (INS), Terrain Contour Matching (TERCOM), and DSMAC (Digital Scene-Matching Area Correlation) models were also developed. Yes, in contested environments with GPS jamming, the missile will use the DSMAC to realign the navigation system.
Finally, upon reaching the point of impact, a complex process activates the warhead following the mission orders inputs (axis of delivery, altitude, ….). The missile's terminal attack mode, whether it's a pop-up maneuver, a sub-munition dispersal or a direct attack mode, dictates the outcome. This could mean a powerful detonation for a single strike or, in the case of dispersing BLU-97s, a series of smaller explosions. Each explosion is meticulously designed and executed by our skilled VFX team, adding a touch of realism and intensity to the simulation. As always, we all love big Boom!.
I know you're eagerly anticipating some videos and more screens, so let your wishes be granted!
NOTE: All media presented are works in progress and don’t necessarily represent the final product. Here's a sample of the works of the 3D and texturing artist
Video of the simulator flight model (work with aircraft, missiles, ….), at the end, a little blooper. It happens when some flight parameters inputs are incorrect.
Videos of the VFX artist. Since he got an Oscar, he got to have TWO videos (but only this time!) Underwater Explosions
Atmospheric Explosions
As you've witnessed in this logbook, the effectiveness and dedication of our development team are paving the way to deliver the most realistic consumer simulator of Modern Naval Warfare to date.
While I hope your craving for simulator development insights has been partially satisfied, I understand you're hungry for more, but that's all for today!
So, stay tuned for another exciting update next month!
In this latest edition of Designer’s Notes, we'll go into detail about the balancing changes that’ll come with the Y9S1.3 update and give you some insight into the reasons behind them.
BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE
Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban. Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.
OPERATOR BAN RATE
MESSAGE FROM THE TEAM
As observed in the Balancing Matrix, there has been a significant increase in the presence of certain operators. However, despite this shift, their performance statistics do not raise any immediate concerns. Consequently, we have decided not to make any adjustments to the sights distribution in this patch. It's essential to recognize that the graphs presented reflect only a small segment of the Ranked player base. Below those ranks and across the broader player community, the presence of these operators is considerably lower.
Their presence was higher at the beginning of the season and gradually declined to the numbers you see right now. This downward trend suggests that these operator choices are driven more by novelty than by overwhelming strength. We observed similar patterns during the 1,5x era, and based on tests conducted over the past year, we prefer a cautious approach rather than immediate reaction because the system is still too new. We believe maintaining the current distribution throughout the entire season won't compromise the overall balance.
Additionally, prematurely removing these operators could prompt players to swiftly switch to the next operator equipped with Magnified Scope. Such a shift might adversely impact the balance of other operators that have not received as much attention and are currently in a good position. Hasty removal would not allow sufficient time to thoroughly evaluate all the pros and cons of the new sights, especially considering that nostalgia and novelty are still influencing the decisions.
OPERATOR BALANCING
________________________________________
AZAMI
[h4]KIBA BARRIER[/h4]
Increased by 10% the damage received by High caliber Handguns and Revolvers.
Handguns: .44 Mag Semi-Auto, D-50
Revolvers: .44 Vendetta, Keratos .357, LFP586
Increased by 10% the damage received by Medium caliber Submachine Guns and Assault Rifles.
The weapon base damage, the damage drop-off curve, the distance to the barrier, and the barrier resistance are just a few of the variables we need to consider for the +100 weapons available when balancing this system. We were already aware that the Kiba Barriers might still require too many bullets to be destroyed by certain weapons. However, we wanted to be cautious not to render the barriers completely ineffective now that every operator will be able to deal with them. As a result, we opted for an initial release with barriers that remain robust. Our plan is to iterate, seeking the optimal balance while closely monitoring the impact of each adjustment.
Despite the data is showing that the new feature is being utilized, the lifespan of the barriers hasn't significantly changed. This suggests that Attackers continue to face challenges when dealing with them. Explosives and melee attacks remain the primary methods of destruction, making the risk associated with shooting at a barrier still high enough to favor the use of explosives.
Upon analyzing the damage received by the barriers during destruction, we observed that Designated Marksman Rifles perform exceptionally well against them. Consequently, our focus will primarily be on increasing the damage received from Assault Rifles and Light Machine Guns. The additional weapons mentioned here are affected for the sake of consistency, as they share the same caliber configuration.
Considering her ability to bait defenders and facilitate re-frag opportunities for teammates following the hologram, she should be an excellent operator choice for support players. Additionally, her infinite intel gathering resources make her particularly advantageous in the current situation, where drones are limited. Therefore, we will enhance her support capabilities by incorporating Impact EMP Grenades and maybe look into the Gemini Replicator in the future.
LESION
[h4]GU MINE[/h4]
Initial damage: Reduced to 3hp (from 5).
Gadget refill timer: Increased to 25 seconds (from 20).
Since the removal of cloaking from his GU Mines, we've observed positive changes in his performance. Despite the uncloaked mines, the number of mines triggered per round has remained relatively stable, resulting in higher average damage than initially anticipated.
To maintain the core essence of the GU Mine, we have made a slight reduction in its initial damage. Our intention is to emphasize the urgency of removing the mine and the fear associated with encountering another one. Rather than an immediate kill, we aim to create a strategic window of opportunity for players to engage with the enemy.
Lesion's increased resources allow him to exert significant map control very quickly and block attackers' access to the building from very early in the round. Consequently, we've extended the time required to acquire the mines. While this may reduce early-round map control, it ensures Lesion's continued impact in late-game scenarios. He remains a priority target for attackers.
Regarding secondary gadgets, we believe that the GU Mines should be enough for slowing down Ballistic Shields and the Impact Grenades give him too much flexibility. So we are going to change them for the Observation Blocker, which also synergies well with its primary ability providing extra protection.
NOKK
[h4]HEL PRESENCE REDUCTION[/h4]
Duration: Increased to 30 seconds (from 20).
Cooldown: Increased to 30 seconds (from 20).
The recent changes to Frag Grenades, along with increased operator access, have had a negative impact on Nokk's presence.
To mitigate this issue while we investigate other solutions to make her more impactful, we will be increasing the duration of the HEL Presence Reduction. This adjustment will allow Nokk to traverse bigger areas more comfortably without being detected in defenders' cameras and catch them by surprise.
ORYX
[h4]REMAH DASH[/h4]
Will destroy Deployable and Talon shields. The dash is not interrupted.
We are updating the Remah Dash to improve comfort and consistency. From now on, Deployable Shields and Talon Shields will no longer impede Oryx during the dash; instead, they will be destroyed and he will go through. This adjustment aligns with player expectations, especially considering Oryx's existing ability to pass through Kiba Barriers and Reinforced Barricades.
SENS
[h4]R.O.U. PROJECTOR SYSTEM[/h4]
Max. Resources: Increase to 4 R.O.U. Projectors (from 3).
Despite the numerous improvements to the POF-9 and the additional utility that brings, Sens continues to underperform. We acknowledge the intricacy and skill required to use the R.O.U. Projectors effectively. The unpredictability of bounces can sometime work against you. We hope the new Trajectory Previsualization can help to improve accuracy, but we are going to allocate additional resources to enhance flexibility and provide more opportunities for error correction while we keep investigating new ways to improve it.
GADGET BALANCING
________________________________________
IMPACT GRENADE
[h4]EXPLOSION[/h4]
Damage: Reduced to 40hp (from 60).
Radius: Reduced to 2 meters (from 3).
[h4]OPERATORS AFFECTED[/h4]
Azami
Caveira
Clash
Echo
Goyo
Maestro
Melusi
Rook
Valkyrie
Vigil
Wamai
We recognize the growing significance of Impact Grenades over the years. They play a crucial role in site setup, facilitate defenders' swift rotations, aid in clearing attackers utility, deny walls, and even eliminate adversaries. However, we acknowledge their excessive versatility, which prompts us to address their killing potential and wall-denial capabilities.
We have implemented a reduction in damage. As a result, double-impacting an enemy will no longer result in an immediate kill. Also, opponents must be even more damaged to employ a grenade to secure the elimination.
The reduction in explosion radius will yield two key effects:
1. Impact-Tricking countermeasures: Attackers can prevent it by positioning the hard-breach device as close to the ground as possible in additional locations, And defender must be more accurate to do it successfully.
2. Precision requirement for utility clearance: Defenders must exercise greater accuracy when dealing with attackers' utility, such as Airjabs and Claymores. This adjustment allows attackers to place more reliance on this type of gadgets and experiment with unexpected placements.
Our intention is to promote the use of the right tool in the right situation, rather than relying solely on something that can serve multiple purposes. Defenders have other tools at their disposal that can achieve these objectives more effectively. Our final goal is to enhance tactical gameplay and reward the correct decision-making in every match.
WEAPON BALANCING
________________________________________
BALLISTIC SHIELD
[h4]GUARD BREAK[/h4]
Explosion: Trigger threshold reduced to 30 damage (from 50).
OPERATORS AFFECTED
Blitz
Fuze
Montagne
Clash
Our goal is to ensure that the Impact Grenades remain effective counters against Ballistic Shields. Because of the recent damage change, we find it necessary to adjust the threshold for breaking a shield owner's guard.
The guard break system relies on the damage received, and it's important to note that no other explosives have undergone alterations. Consequently, other explosive devices will now create larger openings than before.
________________________________________ Follow us and share your feedback on X and Reddit.
One new main story event, the Astarte war council (with two new sex scenes, Andras x Rowan, and Rowan x X'zaratl)
Two new Blackholt Goblin Arc events (with one new sex scene, Rowan & Tue-Row x Zii-Zii)
One new Helayna event (with one new sex scene, Orcs x Helayna)
One new Fae Arc event (with one sex scene with two variant paths, Rowan x Whitescar or Whitescar x Rowan)
One sex scene has been added to the Andras Arc finale (Andras x Rowan)
One sex scene has been added to the Liurial Arc finale (Rowan x Liural & Alexia)
One sex scene added to the Aryzl riddle event (Rowan x Jezera & Arzyl)
A meeting with Alexia has been added to the pre-Astarte battle event, with both low/not-low relationship variants (includes one sex scene, with two more to follow based on Alexia's level of corruption).
If the chaos incursion Rip and Tear has been completed, Ghorza can now be visited prior to the battle of Astarte in the pre-Astarte battle event.
A new Jezera-focused threesome has been added to the Arzyl riddle competition fey event.
Both the Helayna's day off events have been substantially reworked, with one new and one extended sex scene.
REWORKED SCENES:
The Rowan helps Helayna escape event has been edited to bring it in line with the rest of the new Helayna content
You can now fulfil Mission 3 requirements by completing the Blackholt storyline
OTHER:
Bunch of bugs squashed
Whitescar and Heartsong paths have been separated, both are available in Whitescar's room
As an added bonus- the game will be on sale for the next week! If you or a friend have been looking for the right time to pick up a copy of Seeds of Chaos, now is the time!
Beyond the Depths - Theme World is being brought to you along with Patch 3.0.0, a major patch with new and splashy content for everyone, usability improvements and of course tons of bug fixes!
As a water ride, everyone is receiving the Log Flume coaster which comes with many adapted coaster modules from non-water coasters and two completely new coaster modules, the Turntable and the Waterfall module.
Along with this new content, several food and drink items have received fitting modifiers that will affect the needs of your visitors. Consumables can now have modifiers like spicy, refreshing, soothing, energizing or heavy.
To ease your placement and building experience pillars, fences, eaves and trims have now been categorized in the same way as walls, roofs and ceilings to make your desired building pieces easier to access. On top of that, the search function in the placement menu now also works for object tags.
With this patch you will also have an easier time finding the save game you are looking for as we have added live park thumbnails and the ability to add custom names to your save games. Thank you all for your ongoing support and feedback! We hope you enjoy Patch 3.0.0 and have fun in Park Beyond!
Content
Beyond the Depths DLC: - 2 new Sandbox maps: The Ancient Ruins, Grim Peninsula - 2 new Flat Rides - New theme with scenery objects, modular structures and animatronics - New shop, facility and decoration prefabs - New coaster type River Rapids - 2 new coaster modules : Waterwheel | Geyser
New coaster type Log Fume for everyone
2 new coaster modules for everyone : Turntable | Waterfall
Mission maps can now be skipped and no longer need to be unlocked individually
Pillars, fences, eaves and trims are now categorized in the placement menu for an easier building experience
The search function in the placement menu can now find objects based on their tag
Save games now show the last state of the park as thumbnail and can be renamed
Visitors that are currently arriving or leaving the park no longer appear colored in heatmaps
Selected food and drink items now have effects on visitors: spicy food for example will make them thirsty, soothing drinks will alleviate nausea
Transportation rides have been rebalanced so their income, fun and amazement gain are referring to the actual amount of stations each visitor group will travel, instead of referring to visitors making a full round arriving back at the station they initially boarded
Stability
Fixed a random crash on loading a save file
Fixed a random crash after some playtime
Fixed a crash on undoing a coaster on specific mission maps
Fixed a freeze on performing undo after deleting a coaster and adjusting the station size
Fixed a crash that occurs when accessing and waiving the community content browser continuously
Fixed a rare crash on selecting stuck visitors
Fixed a random crash that occurs randomly after loading an older save file
Fixed a random crash after placing a flat ride with automated path
Fixed a crash on deleting save files in an empty load menu
Performance
Multiple performance improvements on all platforms leading to more stable framerates
Improved performance for placement preview of any modular ride prefab especially with long track length
Improved performance related to supports and supports updating
Improved performance related to coaster adjustments
Improved performance around scenery objects containing audio like e.g. animatronics
Improved framerate when moving nodes in the ride editor
Optimized VFX effects
Optimized LODs and shadows settings
Loading time improvements
Fixed that frames drop heavily on moving a second station module around on Mission 05
Modes and Missions
Adjusted collision on Mission map ‘Sky is the Limit’ to improve the overall placement on the floating platforms
Adjusted snapping of assets on Mission map ‘Sky is the Limit’ to the anti-gravity floating platforms
Fixed that after selecting any asset via gamepad the 'Start Pitch Meeting' button is hidden and no longer accessible
Fixed team goal ‘Have 3 distinct impossified rides’ accomplishing on placing and impossifying the same flat ride
Fixed the challenge ‘Build and open at least 3 toilets inside the park’ accomplishing with only 2 toilets in the Exploration Park
Fixed that it is possible to interact with removed challenge stands when box selecting the area it was previously available
Fixed that challenge stands can be selected while attempting to create an object group
Fixed the team goal ‘Shooting star’ accomplishing before exiting the coaster editor mode of a coaster
Fixed the team goal ‘Let 50 visitors experience catastrophic failure’ accomplishing incorrectly
Fixed the team goal ‘Was there even any doubt’ accomplishing regardless of if the condition remains fulfilled over the requested period
Mission 2 - Welcome to Cloudstormer
Fixed that the object group editor stays active throughout mission 02 if it was activated before the pitch meeting
Fixed an incorrect tracked count displayed for the goal 'Build and open a flat ride that is relished or loved'
Mission 3 - The Dawn of Impossification
Fixed the spelling of ‘Slingshot’
Mission 4 - An Eye for Details
Fixed the goals from Mission 04 ‘place 3 staff lounges’ counting incorrectly on loading saves from an older version of the game
Mission 7 - Taken at the Flood
Fixed the challenge ‘Use launcher module to tunnel through the mountain’ not accomplishing when the coaster station is placed on a different land extension on Mission 07
Fixed broadcast messages flickering during the intro and outro sequences
Fixed that one of Izzys lines is cut off during the pitch meeting in multiple languages
Mission 8 - Top of the World
Fixed an issue where the antigravity platform is not available after loading into Milestone 1 of Mission 08
Fixed the optional goal "You've made my heart so full" not resetting on selection resulting in the goal immediately failing
Sandbox Maps
Fixed the goal display ‘Sell 10 impossified dogs’ to ‘deconstructed dog’ for sandbox map goals
Fixed the sandbox goals ‘impossify Flat Rides’ accomplishing with double impossifications on the same placed ride
Fixed offrail tracks not working on preplaced water body in any mediterranean sandbox map
Fixed that preplaced scenery cannot be moved properly on the desert map 'The Oasis'
Chicken Run: Dawn of the Nugget: - Fixed that the chicken run ‘Funland Farms’ can display a checkerboard texture when zooming out - Fixed the 'Do you want to but this land extension? It Costs $1' tooltip for non-purchasable land being displayed in the map 'Funland Farms'
Placement
Removed redundant ‘Purge’ pop up while trying to place subscribed DLC prefabs consisting of a purgeable asset
Fixed the ‘Remove from Object Group’ option not being available for single objects within an object group
Fixed ‘Set as anchor location’ option not being available for object groups
Fixed cloned scenery assets adjusting size to the current placement setting
Fixed some rotation issues that occur with specific scenery objects
Fixed overview panels of assets being based on the first asset selected when containing purgeable DLC objects
Fixed collision behaviour being inconsistent for coasters, flat rides, shops and facilities during prevision placement
Fixed that rides, shops and facilities cannot be placed right on top of water bodies with a height of 0m
Fixed demolish mode waiving immediately after performing undo
Fixed objects vanishing from the map on selecting move and exiting the object editor
Fixed preview of preplaced objects snapping back to its default position after moving on specific maps
Fixed ‘move’ and ‘clone’ options missing for multiple Beyond eXtreme prefabs
Fixed that the object group editor mode is not triggered for objects that were previewed for placement while undoing
Fixed the station preview snapping on hovering over terraformed terrain
Fixed an incorrect ‘Area Locked’ message being displayed on the land fragment border while placing an object with Grid width to 1M and Grid Alignment to 'World' on owned land
Fixed land extension border not displaying for Tracks, Modules and Coaster elements if accessed after selecting the track placement icon
Fixed modular structures being out of bounds after undoing and simultaneously placing a cloned structure
Fixed background flickering on rotating 90° in the prefab creation panel on desert maps
Fixed that the automated path price is doubled but only the normal amount is refunded on performing undo
Fixed an issue that path and queue textures mismatch with the texture displayed in the thumbnail during initial placement of rides
Chicken Run: Dawn of the Nugget
Fixed error message ‘Area Locked’ appearing incorrectly on trying to place water on owned land on the Fun-Land Farms sandbox map
Scenery Objects and Modular Structures
Added the ‘tree’ tag to the banana plants scenery objects
Scenery objects are now affected by the time scale
Set correct sets for truss pillar modular set
Removed some duplicate scenery and modular objects from the placement menu
Fixed multiple LOD issues on scenery objects
Fixed incorrect thumbnails for a few scenery objects
Fixed broken armillary idle animation
Fixed certain modular structures not triggering the object group editor mode on placement
Flat Rides
Colour customization fixes for the platforms of multiple flat rides
Adjusted the default ticket fee for the impossified ‘Castle Siege’ Flat Ride since that was set too high
Fixed that the ride animation of a flat ride continuing after undoing its deletion
Fixed that the ride status remains closed on connecting an exit path containing of more than one path segment
Fixed the ‘Area Locked!’ error message appearing on placing Flat rides near the borders on certain maps
Shops and Facilities
Fixed that there is a duplicate shop attractor after multiselecting and moving more than one impossified shop
Fixed attractors lacking collision with other game assets
Fixed that the impossified version of a shop is cloned instead of its base version
Fixed that the incorrect refund amount is added to the wallet on performing undo after replacing any shop
Fixed undo and redo not working on relocated shop attractor
Coasters
Generally improved camera and track placement behavior when using gamepad
Adjusted the hook ‘Acrophobia’ to also complete with a height of exactly 10 meters
Added theme tags to coaster prefabs
Fixed an issue with gamepad that pushes each newly placed track lower than the previous one
Fixed the hook of the 'Hammerhead Kiss' prefab fails to satisfy by default
Fixed an issue with the calculated default fee prices for coasters with low throughput: coasters with few cars and long coasters will have a higher default fee now to ensure they are profitable
Fixed the elevator module having issues with split trains
Fixed the spring module resulting in stuck coaster cars
Fixed that there are two different failure statements when cars of the same train stop at different station modules
Fixed transportation rides running and declining in maintenance despite having no visitors after loading a community map
Fixed that it is possible to place coaster prefabs on top of each other
Fixed that coasters do not show an error message on placing them very far below the terrain
Fixed that only a limited number of cars can enter the catapult module when placed at an inclined angle
Fixed that coasters are missing their operator after construction
Fixed the status of coasters switching to ‘Closed’ after performing undo after moving the station
Fixed that coaster tracks can be placed under water without any error message being displayed
Fixed an issue with the spring module on performing undo and redo during track placement
Fixed that it is difficult to select the coaster prefab ‘Hammerhead Kiss’ after placing it near the map boundary
Fixed track placement preview snapping randomly to one direction every time after placing a track segment
Fixed that the test train is stuck in a loop after changing the launch direction to backward and the train pass number to more than zero
Fixed the train snapping back to the primary station when a wind tunnel is used between two station modules
Fixed coaster test details being incorrect after editing a coaster or after save and load
Fixed car lift module options ‘reset after use’ resetting after save and load
Fixed that it is not possible to construct a coaster with exactly 1500$ crash due to a rounding issue
Fixed that a coaster with exactly 200-meter length isn’t validated due to a rounding issue
Fixed the ‘Tracks are too long’ error message triggering at max length track placement
Fixed the car getting stuck at the elevator module when it is connected to any of the two- or three-way fork
Removed the non-functional switch direction setting from the filter module
Fixed the zoom while in car & train settings panel
Fixed an incorrect text displayed in the hook status section for ‘Projectile Experience’
Fixed an issue where the car lowered by the 'Car Lift' fails to collide with the cars passing through the bottom node of the module
Fixed that there are no costs on modifying a coaster after invoking and waiving the pause menu during track placement
Fixed the node of the elevator module not moving along in precision mode
Fixed that the 'Place Module' panel doesn't scroll automatically to show the selected scalable module during placement
Fixed an incorrect error message being displayed when the train enters the end node of the Cannon
Fixed supports not moving correctly when moving pieces attached to modules that split the train
Fixed an issue with split trains that wait in an incorrect position right before entering the elevator module
Beyond eXtreme
Fixed the spring module bouncing off at a distance for wide coasters
Fixed color customization for the wide coaster platform
Fixed that the preview of the paraglide course track are invisible on initial placement of prefabs
Chicken Run: Dawn of the Nugget
Added a tooltip video to the catapult module
Fixed the catapult module having issues with split trains
Fixed the information in the test detail panel when a coaster train enters the catapult module with high speed
Fixed the rocket from the rocket booster module being placed incorrectly on a train moving backwards
Fixed an issue in which trains would get stuck on the Cannon and Elevator if the backward rocket booster is placed before them
Fixed colour customization not working for Chicken Run: Dawn of the Nugget cars
Community Content
Fixed the asset available under ‘featured mods’ section not working in community content tab
Fixed the settings ‘close rides and facilities’ not working on loading into community maps after enabling it
Fixed some words showing up in the wrong language while downloading community park content
Park Management
Removed terraforming costs row in financial overview since it does not cost cash anymore
Added new help screens for park expansion, undo/redo, decoration and fees
Added new tips for ATMs, Ride Fees, Updating Ride Fees, Ride Creativity and Job Efficiency
When paying off a loan, the replay duration now stays the same but the monthly repay rate is reduced instead
Fixed an issue that displays an incorrect lab expansion number after unlocking the first expansion
Fixed that coaster prefabs are placeable without previously unlocking the required modules from Sofia’s Lab
Fixed that under certain conditions is it impossible to unlock new lab expansions on loading saves from an older version of the game
Terraforming
Added error message on adding water over a coaster that is placed in a cavity
Fixed that the error message ‘No cavity Available’ is displayed while adding water to carved ground
Fixed an issue in which the terraforming brush disappears on and under certain scenery objects
Fixed preplaced water not reappearing after undoing its deletion
Fixed error message 'No cavity available’ triggering on hovering the cursor close to terraformed terrain
Fixed that placing water in a cavity around or near another cavity removes water from the other one
Fixed the terrain deforming due to flat ride placement not restoring properly after performing undo
Fixed the painting brush not working anymore after clicking left mouse button while painting the terrain
Fixed that the terraformed terrain doesn’t restore after deleting any Ride
Staff
Changed ‘search for a staff lounge’ energy values for all staff members: they will now search for a staff lounge as intended when they reach 20% energy level
Improved the selection on entertainers with bigger costumes
Added descriptions and hints for staff duties
Fixed that fired staff still received salary until they leave the park
Fixed staff agents stopping to execute duties as soon as they start looking for a staff lounge
Visitors
Fixed visitors puking outside of the park entrance
Fixed visitors that have the ‘critical nausea’ status effect constantly re-enter toilets
Fixed visitors standing in queue snapping after closing a ride
Fixed visitors teleporting to the main station queue on closing a transportation ride
Fixed a case in which visitors can board transportation rides from the wrong station
Interface
The scenic mode no longer gets aborted when a park level pop up appears
Updated Tips and helpscreens to reflect the current path placement behaviour to ignore terrain
Removed a wrong description from ‘Reach Park Level’ sandbox goals
Adjusted the titles of DLCs displayed in the main menu, to properly reflect the Titles of the DLCs
Added tooltips for the ‘reset to default’ and ‘auto’ buttons
Removed non-functional ‘rotate 90 degrees’ button callout displaying while in prevision placement mode
Removed non-functional height adjustment button callouts being displayed when cycle prevision is activated during placement preview
Outage notification will disappear when the linked structure experiences a maintenance failure, and only pop up again if no one is maintaining the structure while it's getting used by visitors
Removed non-functional button callouts when any placements are made with precision tool
Fixed ‘toggle details’ button binding inconsistencies in the staff management screen using gamepad
Fixed the description displayed in the tooltip for ticket fee for all rides
Fixed the word ‘Points’ being displayed as ‘Paints’ in the tips section about entertainer points
Fixed the overview panel not triggering on waiving the move or clone option while in placement preview
Fixed that the path placement panel is closed upon performing undo and redo
Fixed that the price tooltip disappears while navigating past the boundaries of existing land segments
Fixed an issue from the 'Save Failed' pop up that selecting "OK" doesn't respond under certain conditions
Camera
Fixed shadow flickering when moving the camera far away
Fixed assets jittering on moving the camera during placement preview using gamepad
Fixed camera snapping on the tracks when in prevision mode while placing any coaster element
Fixed that the camera doesn’t move on selecting ‘Go to Location’ from the visitor panel while they are in a ride
Options
Fixed audio occlusion option not showing restart required message
Fixed that the audio of NPC commentary keeps playing after disabling it in the options settings
Fixed the ‘Colour Vision Deficiency’ filter not being applied to scenic mode
Chicken Run: Dawn of the Nugget
Fixed the option ‘Contact shadows’ failing to reflect on the sandbox map Funland Fiesta
Visuals
Added missing lights to several flat rides
Added the paraglider parachute to the Mantaray car style
Improved visuals to the rocket module when used with a wide coaster
Fixed some lights for the Bubbly Balloons flat ride
Fixed the animation for specific ghost car styles failing to trigger during its ride animation
Fixed that some cars do not open and close their doors while at the station
Fixed that the paraglider of the blue Pac-Man car doesn’t open
Fixed wooden coaster struts for intersection module appearing upside down
Fixed visual flickering on eyebrows during the pitch meeting in Mission 05
Fixed the VFX of maintenance failures and outages being barely visible on coaster stations
We've just released a hotfix for the Arsenal update, v1.2.1.
Here are the list of changes for this hotfix: • Removed instances of situations where you'd spawn within the ground in the basecamp • Fixed a crash occurring when the client player would unlock the Sunglasses and get back to the basecamp • Fixed a crash occurring when the host player starts the game right after their brobot has joined • Fixed a crash occurring when a brobot would join while the host is generating fury points in the practice range as the Commando • The Gorilla Bolter can no longer roll the Buckshot affix twice • Not finishing Doom Gardens before the timer expires will no longer result in a end-screen showcasing a Crystal Powder gain • Deactivated the difficulty selection while searching for a quickplay • You can no longer be stuck with the pause menu open when combining several inputs in a row with the gamepad • Fixed a bug with the Yoyo item not properly working • The Transformer-Toy summon now properly appears for the other player when you pick it • Fixed a bug with the Mini-Cricket not shooting exactly on your crosshair • Fixed an issue with the Mini-Cricket not shooting at the usual maximum range for all weapons (50m) - its fall-off range is still at 12m • If you added a perfumed affix to your unique weapon (Handgun, The Shovel or Buddy Bot), Smithing Ted will no longer remove it when upgrading it to Fantastic in the Oasis
That's it for the hotfix, happy robot smashing everyone!
Optimization: Separate mushrooms from the statistical category of vegetables, and set a separate production limit BUG: During the game customization, the set items did not take effect
We’d like to update you on the progress of the Reworked Chapter 1 Development and Playtest going forward.
As we enter the final stretch of working on the Reworked Chapter 1 Update, we’re preparing a Release Candidate build. For the last week, we’ve been cautiously working on implementing changes based on the feedback we’ve received from the playtest participants. We’re squashing bugs, balancing things out, and introducing improvements across the board.
We’d also like to inform you that we will be closing the signups for the Playtest on April 30, at 7PM CEST / 10AM PDT / 1PM EDT. However, those who have been with us since the beginning, or joined at any point of the playtest will still have access to the Reworked Chapter 1 build.
The Beta branch, which all Project Warlock II owners can access anytime, will also be updated with the Release Candidate build and will stay public until the Reworked Chapter 1 hits the main branch.
As we mentioned in the last news, we will post a 24-hour notice before ending the Playtest, thus closing the playtest branch.
Once again, thank you for being a part of this playtest, and if you haven’t shared your thoughts yet, we can't wait to hear your feedback - here on Steam forums, the feedback survey, or in our Discord.
The VR version of Protoplanet Express is now officially available, accessible either upon starting the game or through SteamVR.
This new VR edition includes a revamped control scheme, using VR controllers to navigate and scan the planets, stars, and formations visible in the protoplanetary discs.
*This mode is only compatible with Meta (Oculus) and HTC devices