A quick heads up, intrepid pioneers of the Farthest Frontier, another update is soon upon us.
We hope you have been enjoying the major additions in v0.9.2 and are eagerly awaiting what's next. We wanted to give you a quick heads up that v0.9.3 should be entering public playtesting in the next couple weeks.
Performance This update has a heavy focus on optimization, especially for very large settlements. From our own internal testing, we observed as much as a 90% increase in framerate for towns with over 2000 villagers. Naturally, your mileage will vary based on your system specs and town setup, but we expect most players should see measurable gains! This is our first major pass on performance, but not the last. You can expect more improvements as we approach v1.0.
Balance v0.9.3 also includes a significant pass on game balance. For starters, buildings will have significantly increased radii for desirability bonuses, granting you much more flexibility in how you lay out your settlements.
We also we made the decision to adjust the pace of the game overall. You will find that, at 1x speed, each game day will take 8 seconds, up from 5 seconds. We found that, as we balanced the game over the years, it became difficult to balance villager productivity and needs against the limit of how fast we can make them move around (before it looks ridiculous, and some of you might argue things have already gone too far) and how much distance they can cover in a day. Increasing the length of the day will provide much needed flexibility, result in less villagers accidentally dying of exposure, and provide a more relaxing 1x pace for those that currently find the game to be a bit frantic.
Combat In addition, we are working on further improvements to combat controls:
In v0.9.3, you will see all of your active military companies on the bottom of the screen, which you can use for quick-selection and deployment without having to track down your military buildings or using control groups.
We also made significant improvements to Archers, letting them move faster and automatically go to rearm themselves when they run out of arrows rather than charging in to their doom in valiant fisticuffs combat.
What's next We know you are eager to see our plans leading up to v1.0, and we are eager to share them with you. We are in the process of preparing another big State of Early Access update in June that will lay it all to bare! Everything from v0.9.4 to the vaunted v1.0 will be revealed!
- New Rental field : Mountain Paintball (still need a bit of work) - New Mechanical gun mode (semi auto). You can select the gun mode when you create a server - New CS3 skins - New camo jerseys - New pants - VOIP has been turned off until the new version is tested (next update) - Accuracy is now reduced when player speed increases. (to make running and shooting harder) - Static Jump animation changed to add movement to the gun making it harder to shoot while jumping - Static Jump height reduced - OTB + Left Hand + Snap glitch fixed - Ambient sound Mixer added. You can now reduce the ambient sounds in Audio Settings. - Server player count logic changed. Wrong player count on server Fixed - Fixed Team Switch to spectator let your player in the previous team - No point as soon as one team is empty - + lot of little things :)
- Added a sound when successfuly duplicating objects.
Bug fixes:
- Cork Pieces will now display their material name properly. - The scale button now works with coaster nodes. - The weather sounds are now controlled by the ambience volume again. - The rotation and scale gizmo won't have an audio glitch anymore. - When pausing, the menu will go back to the main pause screen. - When unpausing, the correct movement mode will be applied. - The terrain brush will now only detect terrain. - Clicking on an object through the interface is no longer possible. - Rotating groups and using the rotation box on groups should now work. - 4x4 Door Frames will now display the correct dimensions. - The group ID will now update when grouping/ungrouping/disolving objects. - The Reflection Quality slider will now work properly.
We are happy to share that the game works great on Steam Deck! We even recommend running it on Steam Deck, where you can use touch or the stick and buttons as you please. You can already test it out with the demo, which you can find on the store page. We are also preparing to join Steam Next Fest, just around the corner. See you there :-)
🚀 Join us for a video showcasing the initial part of the game.🚀 Explore the vibrant world of Woanope, meet quirky characters, and dive into our new features.
The livestream will walk you through the start of your adventure, offering insights into the game’s development and highlighting what makes Crashlands 2 an epic follow-up to the original.
🚀 Join us for a video showcasing the initial part of the game.🚀 Explore the vibrant world of Woanope, meet quirky characters, and dive into our new features.
The livestream will walk you through the start of your adventure, offering insights into the game’s development and highlighting what makes Crashlands 2 an epic follow-up to the original.
Dear players, I'm happy to announce that open beta test has been released and will be available between 30.05 and 02.06.
Try out different units and their abilities in single player mode against the AI, or local multiplayer with your friends, also available via Steam Remote Play!
Looking forward to hear your feedback that you can send over through a dedicated feedback form.