1.Fixed weapon ammunition recovery bug 2.LockeManCannon's BUG has been fixed 3.Fixed the special effects bug after the weapon dropped 4.Fixed some text display errors
We've got a huge Quality of Life update for you, packed with over 100 fixes and changes, many of which came directly from your feedback. Seriously, we couldn't have done this without you guys. We hope this update is basically your wishlist coming true.
Not only that, but we've also made the big switch to UE5, revamped the tutorial for new players, and introduced dedicated server support. It's all about making the game better and smoother for everyone. Thanks for sticking with us and helping to shape the game into what it is today. Enjoy the update!
Engine was upgrade from Unreal Engine 4 to 5, this brings a whole lot of internal changes
New global illuminations and reflections as well as overall changes to the lighting
System requirements (both minimum and recommended) should not change even with the engine upgrade
Still performance might be different depending on system specs, work continues to improve performance even more
Save games should be fully compatible back and forth between the new and old engine. But as always with experimental builds unforeseen complications might come up, it is advised to back up your save data.
Game options are also shared between old and new versions. If you notice any issues with it, please report them on the Discord
Added "Overlay Settings" menu, accessable from button underneath minimap with detailed customizations for what unit connections, state icons or health bars are shown
Added a "Inefficient" state icon on units that run at less than 100% power efficiency
Added a "Running Behavior" state icon on units with a running behavior controller (off by default)
Added state icons for logistics settings "Connected", "Disconnected", "High Priority" and "Transfer Route" (off by default)
Added optional showing of unit connection lines for "Power Transmitters" and "Teleporters"
Allow individual toggling of showing unit connections globally or only for selected entities
Give health bars a different outline color depending on the faction of the unit and the local factions trust levels towards it
Added a "Stale Order" state icon on units waiting a long time for an order
Notifications can be toggled off by type under Options -> Game
Removed distinction between "Copy inside the game" and "Copy to clipboard". Now when copying anything with the C/V shortcut keys it will be in your operating system clipboard and can be easily shared online.
Support copy/pasting registers with C/V keys while hovering over a register or value, including the ability to paste a copied unit onto a production register
Show "Last Copied" blueprint in production selection as well as build view (and also in construction/production nodes in the behavior editor).This includes blueprint codes copied from outside the game
Added a "pin" to Control Center optionally allowing it to stay on screen
Show shields separate from batteries in Power tab of Control Center
Added "Select all" in the units tab of the control center
Added logistic filters for units in control center
Made left-click on frame icon open the Control Center order list with "only related to selected unit" checked
Editor: Support ctrl+click and multi selection with dragging.
Editor: Ctrl+drag copies original data to new instruction
Editor: Draw lines that loop back to the same row above that row instead of the top of the behavior
Editor: Added library of templates and examples as an introduction to behaviors
Added new "Is Unlocked" instruction (Checks whether a faction has an item unlocked)
Added new "Get Season" instructions (Divert program depending on season)
Added new "Compare Register" instruction (Compares Registers for equality)
Added new "Get Shield" instruction (Get a unit's shield as a percentage, current remaining and max amount)
Fix component check on "Can Produce" instruction
Fix "First Item" instruction when processing a unit without inventory (i.e. wall or beacon)
Fix for override items not handled properly in "Solve Explorable" instruction
Longer tutorial covering more topics
Yellow highlights and popups to help guide the user to the next step
Improved descriptions and more pictures to help with understanding
Various UI is hidden and only revealed when first needed
Generate a Lua Language Server library file which enables Lua code assist and analysis in VS Code (see documentation on the modding wiki)
Add Lua functionality UI.FindWidgetWithProperty and UI.FindWidgetsWithProperty to easily find any widget currently on screen
Add optional entity filter argument to faction:GetActiveOrders function
Add new function faction:GetNumActiveOrders also with optional entity filter
Fix UI.FindWidget/UI.FindWidgets which were unable to find widgets with a custom layout tag
Make entity.power_grid_index look up the power grid by tile location if the entity itself is unpowered
Add entity.battery_stored and entity.battery_total getters
Allow :Add to be called with a widget that is already attached to something and have it switch parents without calling destruct/construct again on the widget
Introduced support for dedicated servers
Show a window in the UI in multiplayer when catching up the game simulation with the server
Improve speed of downloading map state from the server when joining by switching from RPC to custom data transfer channel
Add -GameSettings and -SessionSettings command line option to start up a specific scenario or directly host a multiplayer session from the command line (documentation to be written)
Allow auto save time to be set via -AutoSaveMinutes=X on the command line
Remove efficiency bar, change health/power bar to show numbers inside the bar, show battery storage instead of efficiency (details still available in tooltip when hovering mouse over the bar)
Show info box with health/power state on construction sites
Add "Center Camera" and "Show Orders" option to right-click context menu on units
Allow entering FPS manually when setting framerate limit
Add shift + double click to select multiple nearby units of the same type
New camera views for the main menu background
Show available Re-Simulator recipes in stability bar tooltip
Show current server name and more server settings when playing multiplayer in the in-game menu
Show info box with health/power state on construction sites
Show available Re-Simulator recipes in stability bar tooltip
Add "Flying Unit Only" setting to logistics network options. If both "Flying Unit Only" and "Item Transporter Only" are checked, either flying or transporters can do an order.
Add option to hide categories in the resource bar on the top of the screen
Changed "Power Grid" to be referred to as "Logistics Network", changed map overlay texture (with overlay by pressing "P")
Allow "Alien Soldier" to be searchable with the Radar component using the "Alien" filter
Allow inputting of negative numbers on unit base registers as well as behavior parameter registers
Modify order of items listed in the register selection (order by category, then tech race, and last alphabetically by internal id)
Charge batteries shield components first before batteries
When using the "Take All" button and components don't fit into the inventory of any interactor, try auto equipping these components
When right-clicking on dropped items, auto equip any components that don't fit into the inventory
Drone hubs now produce drones, but only if there is an available slot
Allow upgrading same sized buildings
Blueprint support for flying units such as drones
Allow construction of foundations under buildings and walls
Removed second Drop Pod when deploying
Update option on building context menus
Changed rules of netwalk puzzle to only require lamps to be lit not all tiles be connected to the grid (to match what a player might assume based on the visual representation of the puzzle)
Set default day per year to 20 instead of 0
Offer the user to enable "Safe Mode" when launching after a crash (fall back to D3D11 and disable NVidia NGX)
Remember unit shortcut groups per faction so switching the local player faction doesn't lose them
Added Alien Producer and Phase Turret
Recipe changes for several items
Added infinite button to register selection window
Partial Translations
Allow construction sites to be edit-able in blueprint editor
Added names to credits
Notifications options: allow disabling of virus, multiplayer ping, order aborted
***
Visual and Interface Fixes
Visual fix for gates on low detail setting
Update broken mothership/explorer repair user interface
Fixed outline width when DLSS is enabled
Fix image of tech in research queue showing vertically stretched when the list of unlock icons wrap onto a second line
Save Gamma setting
Fixed an empty tooltip box sometimes getting stuck next to the mouse cursor
Fixed selection of a unit filter closing the entire Control Center
Fixed perspective on icons of a few buildings
Fixed units becoming blurry when moving while the anti-aliasing method is set to "TemporalAA"
Small tutorial tweaks
Hide anti aliasing options when DLSS-SR is enabled
Fixed snow landscape height and particle effect on plateau
Gameplay and Mechanics Fixes
Trilobyte no longer able to eat foundations
Fix Trilobyte sometimes not processing item it has picked up
Multiplayer going out-of-sync fix for when multiple drones moved through each other
Human story mission, more fixes to stop the mission getting stuck / allow steps to be skipped if explorable already acquired by various other means / already had the 20 particles when accessing the human building for the first time when using "Connect"
Fix Deployer component on a building with a crane not being able to deploy a building larger than 1x1 at positions to the left and top of the crane building
Fix moving component between different sockets not properly moving any active effects with it (i.e. shield components)
Don't show ingredients on upgrade construction sites with negative numbers if there were more materials than needed in the building that gets upgraded
Fix for miner range to include visibility modules
Made drones get attacked by enemies again
Drones require a drone port once again but can be undocked and moved around. Drones without a drone port will not accept orders
Removed Drone Packages, removed internal sockets from initial drone
Restrict component radar searches to your own faction
When dumping to shared storage, if either source or target is set to 'Only Item Transporters', an item transporter on the source or target must be in range to do it
Fix for human datacubes in Re-Simulator
Fix Deployer components not keeping their content across building upgrades, adjacent issues
System and Performance Fixes
When closing the game while the video options are opened, revert any video mode settings that haven't explicitly been applied
When closing the game while the video options are opened, avoid crash if there are unapplied complex video options (i.e. HDR)
Fix mod refreshing being confused about relative paths
Quality of Life Fixes
Limit building name length to 16 characters
Sort items in the resource bar that have equal amount alphabetically by id instead of reverse alphabetical
Fix applying settings to multiple units only applying the settings fully to the first selected unit
Added support for XInput game controllers again
Fix keys not working after changing unit name
Equip Component Instruction fix
Fixes for BlueprintEditor and usability
Fix map overlay connection lines for "Power Transmitters" showing for all units even when limited to selected units
Improve path finding tiles blocked by a bot not connected to the logistics network
Fixes to AI Base
Lua fix for balance game when the UI disappears while dragging a wire
Updated translations
Behavior Editor UI fixes
Correct initialization of DLSS when switching from NIS
Fixed foundation normals
Stop forcing switch to blight music after researching blight plasma
Updated default settings for overlays
Keep resource bar filter settings across game save/load or multiplayer leave/rejoin
We're excited to bring you the latest update to our game! We've been hard at work addressing issues and enhancing your gaming experience. Here’s a detailed breakdown of the new features, fixes, and improvements in this update:
New Features Progression Save We've added a progression save system! Now your game progress will be saved automatically, allowing you to pick up right where you left off. No more losing your hard-earned achievements and levels.
Leaderboard A brand-new leaderboard is now live! Compete with other players and see where you stand in the global rankings. It's time to show off your skills and climb to the top.
Display of Current Online Players Curious about how many players are currently online? We've added this information to the main menu. Now you can easily see the active player count and join the bustling community of adventurers.
Fixes and Improvements Memory Hack Protection We take game integrity seriously. This update includes enhanced memory hack protection to ensure a fair and balanced gaming experience for everyone. Cheaters beware!
Missing Sao Tome and Principe Flag Sprite We fixed the issue where the Sao Tome and Principe flag sprite was missing. Your collection of flags should now be complete and accurate.
Changed Pirate Flag of Stede Bonnet The sprite for the Pirate Flag of Stede Bonnet has been updated. Enjoy the new design as you sail the high seas!
Minor UI Corrections We’ve made some minor corrections to the user interface for a smoother and more intuitive experience. Every detail counts in making the game more enjoyable.
Minor Code OptimizationsUnder the hood, we’ve optimized the code to improve overall game performance. Expect a smoother, faster, and more responsive gaming experience.
Additional Notes Pirate Flags Dropping Stopped We wanted to let you know that Pirate Flags have stopped dropping in the game. This change is part of our ongoing efforts to balance the in-game economy and ensure a fair distribution of items.
Thank you for your continued support and feedback. We're committed to making the game the best it can be, and your input is invaluable. Stay tuned for more updates and happy adventuring!
Fair winds and following seas, The Flag Clicker Team
I am happy to announce that we are exactly one month away from the release of Criminal Attraction! I have spent a lot of time creating this game, working hard on the characters and the story. The result, according to the testers, is great and I can't wait to share this work with you! I am sure you will enjoy Criminal Attraction and it will become your favorite adult VN!
-Added domestic animals system. -Added new area. -Added new NPC Farmer. -Added Chicken. -Added Cow. -Added Pig. -Added Horse. -Added chicken feeder. -Added henhouse. -Added cow feeder. -Added pig feeder. -Added automatic Sprinkler Seeder. -Added mill. -Added a good scarecrow. -Added golden boulder. -Added golden ore. -Added golden ingot.
-Added Saddle. -Added eggs. -Added chicken meat. -Added borsch. -Added milk. -Added cheese. -Added salo. -Added pot. -Added berry jam. -Added mayonnaise. -Added sunflower oil. -Added send and take stacks button to player inventory. -Added Dutch localization. -Added new achivements
-Sleeping at night now restores more stamina. -Trees between the player and the camera will now become transparent. -Harvesting, seeding and watering now require less stamina. -Improved copper Sprinkler interaction colliders, will no more conflicts with nearby garden beds. -Decreased required stamina to mine boulders. -Increased stamina recovery. -Decreased stamina recovery interval. -Collecting honey now requires a pot. -Sprinting now uses less stamina. -Added indicators to bee houses when it is ready to collect. -Gardener quest was reset in old save files. -Added dialogue tipt to traders. -Repair workbench now does not require a recipe. -Sewing machine now does not require a recipe. -Increased drop chance and quantity for bones, meat and animal skin in wolves and boars. -Subtabs in the workstations menu were combined into one. -Flour now requires 3 wheats to craft.
-Fixed bug when the copper sprinkler is turned on will not water the beds the next morning. -Fixed bug when can't place gates near garden cells. -Fixed a bug when after trying to collect water without a bucket, stamina was wasted. -Fixed bug when raven can spawn inside building. -Fixed but when crafting seeds from beetroot gives only one seed.
We are excited to release our first update since the last Director's Cut update. Patch 1.5, called the Tactical Combat Update, introduces expanded specialization choices, additional skill levels, and numerous bug fixes. Balance changes include reduced weapon damage and enhanced skill power, along with difficulty adjustments to improve gameplay.
Version: 1.5.0.73523; download size: 4.1GB
Changelog
Extended secondary specialization choice by all remaining specializations to make reaching the milestone more exciting. For example warrior characters will be able to become elementalist, gunslinger or technomancer.
Introduced additional levels for both active and passive skill (4th and 3rd respectively) for base class and first specialization. Skill costs of additional level equals 2, but their mana cost remains the same.
Fixed a potential issue with game breaking in case unit wasn't properly removed when leaving a dungeon
Fixed an issue with auras (e.g. from chaos armor enchantment) triggering with every unit attack
Fixed an issue with multishot enchantment not applying resistance strip even when applied on items with resistance strip
Vasso will now join us in autonomous mode during tutorial sequence
Party will automatically be reselected after Vasso leaves during tutorial sequence
Fixed a critical issue with input hotkeys not working for players who had played earlier versions of the game
Fixed an issue with inventory item slots not updating correctly when lots of items were sold and the inventory was almost emptied
Improved camera fade in/out during dialogues and cutscenes in game
Lighting improvements in cutscenes in chapter 1 and 2, and Capital Ruga Quest
Fixed an issue with player not being able to interact with quest characters if settings from a previous version of the game were corrupted
Suggested characters will now be shown when selecting party for different quests
Characters not added to party will now be presented as holograms when taking part in dialogues
Fixed bug with damaging auras that dealt damage multiple times (cooldown reset every time unit attacked).
Fixed Gunslinger’s Stream of Metal issue where bullets were stopped by allied units.
Fixed some audio issues on skills.
Fixed a game breaking bug in explosions challenge that prevented players from completing the challenge
Balance Changes and Crafting Changes
Weapons:
All tier 2 and 3 weapons damage (both melee and ranged) was slightly reduced across the board as we received feedback that they were too powerful in comparison to skills:
Tier 2 weapons damage reduced by 2
Tier 3 weapons damage reduced by 10
In addition to that we reduced crit chance and crit damage values that could be rolled during crafting as secondary stats. Those values are doubled for two handed weapons.
Crit chance
Crafting research 0
Crafting research I
Crafting research II
Crafting research III
Tier I - 5% to 3% Tier II - 7% to 4% Tier III - 8% to 4%
Tier I - 7% to 4% Tier II - 8% to 5% Tier III - 10% to 6%
Tier I - 8% to 5% Tier II - 10% to 6% Tier III - 12% to 8%
Tier I - 10% to 6% Tier II - 12% to 7% Tier III - 15% to 10%
Crit damage
Crafting research 0
Crafting research I
Crafting research II
Crafting research III
Tier I - 12% to 4% Tier II - 20% to 8% Tier III - 24% to 12%
Tier I - 16% to 8% Tier II - 24% to 12% Tier III - 28% to 16%
Tier I - 20% to 12% Tier II - 28% to 16% Tier III - 32% to 20%
Tier I - 24% to 16% Tier II - 32% to 20% Tier III - 36% to 24%
Skills general boost
Most of the skills in base classes remained at the same power level as before.
All of the specialization’s active skills were buffed across the board by increasing their damage, summons duration, buff duration etc. Indirect buff to skills in crafting - allowing Skill Power to roll in additional stats for weapons. Detailed values (doubled for two handed weapons) below:
Skill power
Crafting research 0
Crafting research I
Crafting research II
Crafting research III
Tier I - 5% Tier II - 6% Tier III - 12%
Tier I - 6% Tier II - 8% Tier III - 15%
Tier I - 7% Tier II - 9% Tier III - 17%
Tier I - 8% Tier II - 10% Tier III - 20%
Debuff nerf
As it was possible to strip all of the enemy stats we added cap for strip status effects:
Armor strip cap introduced at 50 stacks
Resistance strip cap introduced at 25 stacks
Difficulty changes
We decided to make some changes in difficulties as we received some feedback that for some players the highest difficulty is too easy and vice versa normal difficulty is too difficult.
To target those issues we:
Added 10% damage reduction at normal difficulty. If it is still too hard we recommend decreasing it even further.
Buffed enemies hp on insane difficulty to make fights longer and force to build more tanky instead glass cannon raw damage:
Normal enemies from 5% to 25% hp increase per party level
Boss enemies from 2% to 25% hp increase per party level
We hope these updates enhance your experience and make the game even more enjoyable. Thank you for your continued support and feedback. Event Horizon team 🛡️✨
The final rankings for Savage Gauntlet Trial 40 have been calculated! Exofighters, thank you for your contributions to this excruciating combat test.
Note: Results will be displayed on the Main Menu. Completion time rankings vary from platform to platform.
Trial 40 Overview
Map
Spacetime Rift
Playable Period
21/06 2024 03:00 UTC ~ 25/06 2024 02:59 UTC 06/20 2024 20:00 PDT ~ 06/24 2024 19:59 PDT
Fastest Completion Time
#Discussions_QuoteBlock_Author
02:17.29
Note: This is the fastest completion time across all platforms.
Completion Rate
#Discussions_QuoteBlock_Author
19.8%
Note: This is the completion rate across all platforms.
Average Completion Time
#Discussions_QuoteBlock_Author
07:56.56
Note: This is the average completion time across all platforms.
Master Rank Cutoff Times
Xbox Series X|S / Xbox One / Windows
06:37.89
PlayStation🄬5/ PlayStation🄬4
05:35.95
Steam🄬
05:58.51
Fighter Rank Cutoff Times
Xbox Series X|S / Xbox One / Windows
07:42.64
PlayStation🄬5/ PlayStation🄬4
07:14.71
Steam🄬
07:14.92
Exosuit Usage Rate
First
Vigilant α: Marksman
Second
Nimbus
Third
Vigilant β: Bowhunter
Fourth
Skywave β: Lifeline
Fifth
Zephyr
Note: Usage rates are based only on data from players who completed Savage Gauntlet.
Rig Usage Rate
First
Shield
Second
Catapult
Third
Cannon
Fourth
Edge Strike
Fifth
Mortar
Note: Usage rates are based only on data from players who completed Savage Gauntlet.
Next Trial
05/07 2024 03:00 UTC ~ 09/07 2024 02:59 UTC 07/04 2024 20:00 PDT ~ 07/08 2024 19:59 PDT * Savage Gauntlet will not be available this week due to Time Loop Rebellion.
Thank you to all the exofighters who braved the Savage Gauntlet. We look forward to seeing you in future combat tests!