Within the rotted bark and branches of Xyloalgia, the wicked Poena emerges once more.
From 8/29 to 9/8, the Danger in the Woods Event will be live in Stone Story RPG. Poena brings her terrifying presence to the game as a Phase 2 in the Xyloalgia fight. Crafty adventurers would do well to carefully consider their strategy when facing the Mistress of Punishment.
Be mindful of Poena’s Mirror mechanic: any debuff inflicted upon Poena will be reflected back to its source.
All runs in Deadwood Canyone for the duration of the event will yield 2x loot!
We'll be at PAX WEST 2024 in Seattle at Booth 1415 🐄 [Aug 30th - Sept 2nd]
If you're attending the event at Arch Expo Hall, be sure to visit us at Booth 1415. We'd love to meet you! 😊
Special Giveaway:
Exclusive Temporary Tattoos: The first visitors who take a picture with Kyuri the Kappa and share it on social media will receive a limited edition Cornucopia temporary tattoo! Quantity limited to ~2000.
1.Computational Support prosthetics can provide characters with initial drives or relics. 2.Computational Support prosthetics cannot be leveled up, disassembled, or assembled. 3.There is a chance to drop new prosthetics when defeating enemies in matches. 4.Computational Support prosthetic mystery boxes can be purchased in the Circuit Store. 5.Recycling Computational Support prosthetics can accumulate bounty progress. 6.Original Core Implants and Enhanced Implants can also be recycled for a small amount of bounty progress. 7.When bounty progress reaches a certain value, it can be consumed to claim a circuit bounty mission. 8.Completing bounty missions will definitely reward a high-quality Computational Support prosthetic.
Newly Added:
1.New Losse Exclusive Core Implant Sets: Melisma, Sustain, and Legato 2.Two new special gameplay levels added
Bug Fixes:
1.Fixed an issue where Yan's weapon modification Heavy Attack 3-1 would stop firing missiles after continuous use for about 10 seconds. 2.Fixed an issue where Losse's weapon modification Heavy Attack 3-2 would not trigger the additional heavy attack effect when enhanced normal attacks were activated. 3.Fixed an issue where the drive "Privilege of the Strong" caused the cart to be unable to move in the Circuit pushcart level. 4.Fixed an issue where the duration of the weakened space triggered by the drive "Privilege of the Strong" was sometimes very short. 5.Fixed an issue where fully upgraded enhanced prosthetics were not prioritized when equipping prosthetics with one click. 6.Fixed an issue where the difficulty level could not be adjusted in the Circuit in offline mode. 7.Fixed some text errors in the illustrated encyclopedia. 8.Fixed an issue where level indicators were not displayed for level 4 relics in the in-game store. 9.Adjusted the text of the Gale Set effect to better match its actual performance in the game.
- Game renamed to 'Eldabyss' over 'Eldabyss 2' - Cell Shot temporarily vaulted, replaced by Bulletstream - Player can now quick swap weapons by pressing Q - Minor graphical reworks - Praxidice redesign - Subtitle, cutscene, and interaction text now has a translucent black bar behind it for readability - Camera parallax system reworked - Minor level redesigns
- Extrez boss fight renamed to "1001 "The Crash" - The Crash no longer can teleport out of his arena and softlock the player - Discord and Youtube link buttons upscaled, and no longer have broken rotation
Hey Forerunners, Get ready for the journey of a lifetime! Our favorite hero Matari is stepping into the legendary boots of Lara Croft in an exhilarating crossover event. This adventure sees Matari rocking Lara's trademark gear, poised to conquer the fearsome wilderness of Perdoria. https://www.youtube.com/watch?v=Vo9S8naffd8 But it's not just about the look—this crossover truly captures the spirit of Tomb Raider. Matari's gear gets some incredible updates, taking cues from Lara's arsenal. Experience the thrill of wielding the [Tomb Raider·Compound Bow] skin and taking on foes with the newly themed [Tomb Raider·Climbing Axe] skin for the Dual Blades. Each piece meticulously mirrors the design and resilience of Lara Croft's original equipment, perfect for facing any challenge head-on. And that's not all—this event transcends simple cosmetic changes, offering a deeply immersive Tomb Raider experience with a vast array of themed items that fans will absolutely love.
Grab your gear and prepare to leave your mark on the world alongside Matari in this awe-inspiring crossover. Are you ready to explore the unknown? 🌍✨
This week, we introduce a new growable plant: Sugarcane, which can be purchased as Seeds in the Orbital Workshop. Fully grown Sugarcane can be ground down in the Mortar and Pestle to make the newest ingredient on Icarus, Sugar.
With the addition of sugar comes new recipes and Candy, a new food group that doesn’t count towards the total active food buffs but provides small situational buffs for escaping dangerous situations.
We’ve also got a quick snapshot of what’s to come next week, and where you’ll find it nesting.
Jump in and have a read.
Notable Improvements
Aluminum buildables have received a LOD pass, meaning there are no more black lines that ascend when viewed from a distance
Added a new master glass material and reworked all the current glass BLD materials, to reduce the excessive amounts of fog that could be seen through the glass
Adjusted the weight and curve of throwing a grenade to a more accurate motion. We’ve also balanced this against other throwables for cohesion and synced it better with the audio speed
Turrets will no longer attempt to shoot a target if they don't have a line of sight (e.g. behind solid walls)
Upped the stack size of kiwifruit to 100 to match most other harvested small fruits/veggies
This Week: Sugar & Sugarcane
Sugarcane seed packets can now be purchased from the Orbital Workshop, and subsequently grown on the surface of Icarus. Fully matured sugarcane can then be harvested and ground into sugar using your Mortar and Pestle.
Sugar allows us to expand our food choices in the game, providing different alternatives with new buffs that facilitate new ways to play, just as the previous addition of salt did.
The beauty of adding Sugar is that it also allows us to explore other chemical applications and how food groups behave with this compound. The obvious area we may experiment with in the future is fermentation.
This Week: Cookies & Candy - New Recipes
We have added a few new sugar-based recipes: an Energy Bar crafted on the player, Salted Caramel Pastry and Caramel berry Tarts craftable on the Biofuel Stove, and Chocolate Chip and Coconut Cookies craftable on the Electric Stove.
All of these sugar-based recipes provide a boost to the charge speed of bows and the reload speed of guns, making them an excellent choice for enhancing ranged combat.
We’ve also added two new recipes for Strawberry Hard Candy and Watermelon Lollipops, which give you a short buff to movement speed and penalty reduction for being over-encumbered, respectively.
Candy won’t take up any food buff slots, allowing them to be used on top of other foods, countered obviously by the shorter window of effectiveness. Think of them as a get-out-of-jail-free card for those sticky situations when you need to hot-foot it.
Coming Soon: NullSector
As mentioned in previous weeks, the NullSector (our Free Prometheus Expansion) will include new Operations, a new exploration mechanic, new mutated creatures, and one new giant creature.
We are still actively working on the NullSector, with some big mission revamps in the works, more narrative, more dialogue, and more missions to provide the experience it deserves.
This region is not for the faint of heart. All the adjustments and differences are geared towards this being a hardcore survival challenge, so make sure you enter it prepared.
If you are interested in reading about what we plan to do with missions in the future, click here.
Next Week: New Creature - Arctic Vesper
Next week, we plan to introduce a new creature that emerges from nests in Arctic zones. This creature will come with its own trophy, bestiary entry, and new resource type that will offer an alternative to some existing recipes.
Unlocking Sugar Cane Seeds, Workshop Packs and Sugar Items
Sugar now requires a blueprint and is craftable on the marble kitchen bench
Adding new sugar food recipes and Item setup
Sugar is not only craftbale on the mortar & pestle and material processor
Fixed Sugar Cane crops having too low seed drop chance
Fixed Sugar Cane seed rewards
Added Sugar Cane seeds to dynamic quests rewards list
Increase the water requirements for cookies and candies, working around a bug with processors turning off at low water requested
Adding crunch default food to crunchy new edible candys instead of soft sounding chewing
[/expand]
Fixed
[expand type=details expanded=false]
Added second batch of aluminium buildables with improved LOD pass
New master glass material, rework of all glass BLD materials
Railings place with less of the railing underneath the floor when snapped, and some of the railing buried when not snapped. This looks more natural and has railings appear as a more similar height on stone floors particularly
Fixed a typo in quest step for heal device
Fixed a typo in item flavour text
LOD and material fixes for various windows and doors, art deco and stone fireplace meshes
Fine tuned the throwable curves to be in line with each other so the grenades dont fall right on the floor at a light tap.
Adjusted weight and curve to feel like a grenade. Balanced against other throwables for cohesion and synced better with the speed of the audio
Turrets will no longer attempt to shoot a target if they don't have a line-of-sight (e.g. behind solid walls).
Did an optimisation pass on Turrets to reduce the cost of their target selection and status/material updating
Fixed texture errors on glass door, added tempered glass variant materials for window and door, added texture tiling controls to MA_GLS_BLD to adjust scale of reinforcing
Shields durability now reduce based on total damage rather than mitigated damage
Increased shield durability maximums to reflect damage intake change, higher tier shields will have the same or higher durability
Fixed issue where beehive upgrades would collide with player even if they weren't visible or attached to hive. Added additional inventory slots to Larkwell meta backpack (shotgun), previously gave none. Upped stack size of kiwifruit to 100 to match most other harvested small fruits/veggies
Fix character talent weapons are not repairable at bench. Add a validator to pick this up in future
Fixed incorrect material assignment on scoria trap door floor
Fix typo in IDs on dynamic collection mission
Slightly offset refined wood halfpiece floors so they line up correctly
Adjusting smoke grenades bounce audio from feeling like its bouncing on the spot. Adjusted friction to prevent continuous sliding of grenade triggering constant annoying audio
Adding grenade bounce impact event for spacial awareness of grenade proximity. Setting up for new boss grenades etc
Adding New Function for retrieving utility item data so it can be queried from different places in the code base
Added SK_GUN_Rock_Golem
Add viewport blocker for instanced levels (for the player that is entering + loading)
Cliff Placement Pass and Riverbank Pass, Outpost 11
Changed flicker to prevent escessive flickering
Added meshes, materials, mask textures for Inverted Concrete Ramp and Floor
Teleport mounts to instanced level exit when instanced level is being torn down
Adding hornets throwing knives audio and data table setups. Fixed flying audio sounding a bit fake
Added and replaced ice crystal material for the ice shield
Added a tag water.NoShow to disable an objects mesh from being displayed when slotted into a water purifier.
Added the tag to water jerry can and t3 water can to fix mesh clipping into the purifier
Add implementation of inverted concrete floor and ramp
Setting up player audio component and FMOD parameter to play audio when container is full VS empty
Adjustment to medical scanner audio. Shortened it since the UI is instant. Also adjusted truck in same mission PM to be metal since its metal. Was set to plastic which we dont have footstep layers for
Cliff Placement Pass and Riverbank Pass, Outpost 11
Adding blueprint information and FMOD event volume adjustments to adjust the audio balance of emtpy container vs water sloshing dpending on water fill state
Fixed BP material overrides for inverted concrete floor and ramp pieces
Adding deploy audio for swamp ape trophy
Added on animation and emissive for DEP_Cooler_T4
Adding hornet wing pickup audio and event and data table
Fix Ape trophy preview mesh
Adjusted LOD distances for Portable Generator
Trunk Merge
Enabling ASHLANDS: RESCUE, adding quest markers and adding Small Mission Fixes
Enabling ASHLANDS: RESCUE, Fixing mission flow - fixing mission markers, fixing mission droppod so it actually drops at the correct location
Adding Action Promp to Empty Stasis Bag when focused
Empty Stasis bags are now consumed when you use them on injured NPC's
RESCUE: ASHLANDS - adding new mission, adding new recipe, quest flag and new items for stasis bags, adding new NPCs for the quest, adding new medevac ship, adding full quest steps and tag queries
Making adjustments to quest objective enteries so that we can display 'info' quest information
Adding new Prospector map marker
Adding new Rich text style for quests
Adding new modifier for near death
Adding new Prospect Row & Talent for RESCUE: ASHLANDS
Added some subtle spine rotation in new NPC lookat ctrlrig. All attached skeletal components are now correctly highlighted on mission NPCs
BP_Mission_NPC_Base::ShouldLookAt is now replicated
Added first pass AnimBP for mission NPCs and simple LookAt control rig
Adding unique cave mission audio, event and scatter ambient rocks
Adding in NPC Skeletal mesh and Anim states to use for NullSec mission
Added textures and materials for first kit of the Wood Beeswax building tier
Updated skinning on ITM_Backpack_FoodPrep_or_Chef
Cliff Placement Pass and Riverbank Pass, Outpost 11
Fixed Scyther bolt recipe output
Outpost_012 - rivers, riverbank and cliff placement, terrain adjustments
Added dev tool cheats to the Field Guide UI
Cliff Placement Pass and Riverbank Pass, Outpost 11
Demoved dev-lock on transform tool so it works on test builds
Enabled skeletal component update rate optimisations on deployables
Blockout Split of the Volcanic/Arctic Outpost
Tag items for Field Guide placement
Add Husbandry category to Field Guide
Adding appropriate ice mammoth audio setups
Added inverted concrete ramp and floor icon image
Splitting quests up [CRISIS: ASHLANDS] - Finding Location and Healing the Crew, [STRANDED: ASHLANDS] - Helping the Crew Resupply, [RESCUE: ASHLANDS] - Saving the 2 crew members who where off scouting
Adding concept for persistent mission actors that are spawned as part of missions but can exist and be retrieved outside of missions if required
Adjusted logic for CRISIS, STRANDED and RESCUE to retrieve persistent actors rather than spawn and delete every time
Fixing issue with RESCUE where the stasis bags did not mention where they where crafted
Cliff Placement Pass and Riverbank Pass, Outpost 11
Adding deploy sandworm wood building tier audio and data table setup
Added remaining textures and materials for the Wood Beeswax building tier, including adjusting data table entries for the skinning, as well as tested each piece
Fix Rimetusk head trophy mesh
Added Sandworm frame/pillar to beams set
Additional checks and logging for Foliage Instance Actors in WorldGeneration job
Added line to dry atmosphere modifier that the temperature will fluctuate throughout the day
Adjustment to sandworm wood deploy audio volume and fixing workshop grenade not having correct trigger audio setting for impact event
Cliff Placement Pass and Riverbank Pass, Outpost 11
inital lighting pass, adding far shadows
Added implementation of reinforced glass doors and windows
Lowered the price of glass window types
STRANDED: Dev locked mission as this is not yet available