We are excited to present Update 0.7.5, featuring new functions, improvements, and fixes to enhance your gaming experience. We also have important news about the future of Polygon. Let's start with the changes in this update:
BATTLE PASS SEASON 4
Welcome to the new Battle Pass season - The Art of War. This new season includes new weapon skins, wristwatches, VIP status, and Crowns. Additionally, it introduces brand new cosmetic content for Polygon, including character skins, patches, and weapon charms. This Battle Pass will be the most content-rich in the game's history. Don't miss the chance to express your uniqueness on the battlefield!
AS "VAL"
The game has been updated with a new assault rifle - AS "VAL". This perfect combination of high rate of fire, mobility, and stealth will make your enemies nervous whenever you appear. With the "VAL," you can effectively and silently eliminate targets, instilling fear and panic among opponents.
NIGHT CRASH SITE
The Crash Site map has received a night version. Prepare your flashlights!
STYLE
New cosmetic items, including character skins, patches and weapon charms have been added to the game. Character skins affect only clothing and do not impact external equipment (helmet, plate carrier), allowing you to always identify your enemies by their appearance. You can obtain new style items in the new Battle Pass season and purchase them through the in-game store.
CROWN PURCHASE DISCOUNT
For a limited time, you can get a discount of up to 35% on Crown purchases. Don't miss the chance to get the new Battle Pass at a great discount!
OTHER CHANGES:
NEW
Added a new weapon module - "Angled Grip";
Added tactical reloading. Now, during incomplete reloading, the round in the chamber will be preserved, allowing you to make an additional shot (e.g., 30 -> 31);
IMPROVEMENTS
Optimized storm performance on the "Sandstorm" map;
Some shaders in the game have been optimized;
NOW FOR IMPORTANT NEWS:
Today, I want to share important news about the future of Polygon. This announcement requires an honest conversation because big changes are coming, and I want to be transparent with you.
Reasons for the changes:
Hi, guys, My name is Nick, and I am the main creator and lead developer of the game. When I started developing Polygon, I was very inexperienced in game development, especially in first-person shooters. But I had a dream: I always wanted to create a truly large-scale shooter. However, I knew that first, we needed a stable foundation for the game, so I focused only on infantry battles. But the dream never went away.
Update 0.7 finally gave the game the necessary foundation, and about a year ago, I began looking towards my initial goal. To fully realize my goal, I needed certain tools, and the release of Unreal Engine 5 provided the necessary technologies for this.
Few people know that I am a big fan of Battlefield 3/4. The existing "Metro" map proves this, as it is a partial copy of the original version. Initially, Polygon was planned as an analog for Battlefield. This was supposed to include large-scale maps with many players, military equipment, destructibility, and other elements characteristic of the Battlefield series.
So, I made a serious decision to start a new path, a new story. For some time now, I have been developing something more global than the current Polygon. I think we can call it Polygon 2 (PG2). And yes, it will be a new game because I don't want to break the gaming experience of players in the current Polygon. Of course, there are those who do not share my vision and may not want such colossal changes. Therefore, the current Polygon will maintain its position of close-range infantry battles.
What will change?
Everything.
Classes will be added to the game: Assault, Support, Engineer, and Scout. Each class will have its unique feature, significantly impacting gameplay. This will also make the game more team-oriented.
Military equipment will appear in the game, from ATVs to tanks and combat helicopters.
You will be able to influence the game world with a destruction system: a building will collapse like a house of cards after C4 detonation, and fallen trees will serve as defense against the enemy.
We are creating completely new maps for PG2. Current maps will NOT be transferred to PG2 because they simply do not fit the new requirements.
We could list all the changes for a long time, but we'll leave that for future announcements.
Unfortunately, at this time, the gameplay is in such a state that I cannot show it. But I can demonstrate some of the changes that PG2 will receive.
We decided to start development by recreating one of the most popular maps. We strive to achieve maximum accuracy, maintaining 95% of the original scales and the location of all objects. The goal is to show the intention to move in a direction that will be familiar and understandable to every player.
I will reiterate that this is a super early version of development. The map still lacks numerous objects, visual effects, and other elements.
Now let's talk a little about the style of PG2. As you may have noticed, the graphics in PG2 will become more realistic, and at the same time, the game will receive a new feature - pixelation. This will preserve the game's stylization while adding many missing details that we would like to see in the game.
PG2 will receive an arsenal update. Numerous types of assault and sniper rifles, SMGs, and LMGs are in development.
Such items as C4, claymores, smoke grenades, and other tactical tools will also be added.
We want to give you a completely new experience compared to the current version of the game.
Implementation timeframe:
At this moment, we don't have exact dates for completing all plans. But this is definitely not a quick process. We hope to move to the first public playtests by the end of the year. Your patience and support during this period will be extremely important for us.
What will happen to the current Polygon?
We will continue to release new content, such as the current update, but we will have to divide our time between developing two games simultaneously. Therefore, the interval between updates may increase. But of course, the game will NOT lose support even after the full release of PG2.
We hear you!
Your opinion is very important to us. We are open to your questions and suggestions. Please leave your comments and share your thoughts in our Discord.
That's all the news we can share with you for now. We will continue to keep you updated on the development of PG2.
Thank you all.
Join our Discord. There you can get news about the game faster, receive quick assistance with any issues, and participate in various contests with in-game rewards.
You can also support us on Patreon and receive unique rewards, including an exclusive weapon skin, development leaks, and early access to game updates.
Human changes: Olaf: - Savage Drums: bonus attack/attack speed per level: 10/15/20/25 -> 4/8/12/16
Uruz: - base attack speed: 60 -> 50
Eiwaz: - base attack speed: 30 -> 25 - base health: 70 -> 80
Undead changes: Banshee: - Never Ends: health regen 7/14 -> 5/10
Cerberus: - base attack speed: 35 -> 45
Items: Item changes: - Mana Ring: mana regen 2 -> 3
New items: - Amulet of Death - Fork of Death - Boot Of Death - Skull Cap of Death
New item effect: - Agony
UI - better Summary Screen - now Summary Screen shows in story mode
Other - now by getting levels you unlock new items (progression system) - when buying Attributes for bones, the Attributes name is now displayed - added new display options: saturation and contrast sliders - improved brightness slider (now it's actually changing brightness) - from now on Cemetery of Bob runs in background (as an app)
- Introducing a new option to customize the hotkey for free camera rotation (Middle Mouse Button). - Now you can set a specific button for the Wiring tool (Default: C). - Access the universal dismantle tool with ease using the newly assignable button (Default: Z). - Ability to to rebind the radial menu (Default: RMB) . - Additionally, you'll need to hold the radial menu button for 0.3 seconds for it to appear.
## Fixes and Improvements
- Auto-save functionality no longer interferes with your module handling. - Maintain mirroring when placing modules with the Shift key held down. - When copying mirrored modules, you'll now receive the mirrored version. - Improved proofreading of Input settings for clarity. - Fixed room detection issues with the oxygen dispenser. - Removed debug contracts. - Fixed bug when you are unable to accept contracts when reputation was too good.
## Balance updates
- Increased the base speed of the rover and truck. - Increased the base battery capacity of the rover. - Changes to the research map: increased the cost of some research, added research that increases rover speed. - Added a chance for Urgent Contracts to appear. - Increased the average time given to complete Moon delivery contracts. - Increased the volume and profit from Moon delivery contracts. - Increased the upper limit of all contract volumes. - Increased global reputation growth from successfully completing contracts. - Decreased the growth rate of faction relationships. - Adjustments to colonists: - Decreased energy and food consumption of colonists. - Reduced the impact of discomfort on colonists. - Reduced the impact of the workplace on decreasing colonists' energy and food. - Adjusted LODs for Water Extractor and fuel factory - Added smart concrete for small solar panel building price - Less science would be generated from rover - Increased starting resources - small adjustments - added new urgent contracts
# Patch 0.90.35
- Fixed a bug where the lunar contract delivery point was generated at a bullseye point
Since some features and exploration map have been touched up in the game we recommend you start a new game. To avoid issues with newly added hotkeys, we recommend resetting the input settings page and then setting up hotkeys that feel comfortable for you.