Adjustments to Address Frequent Notifications About Basket Capacity
Hello, and thank you for playing Fishing the Abyss! Today, I’d like to address an issue that some players might have noticed regarding the frequency of notifications about basket capacity. This was a concern I had even before the game’s release.
However, as how players perceive this notification frequency varies from person to person, I decided to wait and see how much feedback I’d receive about this issue after launch.
While the amount of feedback I received was somewhat less than expected, I concluded that it would be worth easing this restriction slightly.
That said, while this game includes idle elements, it is not what you might call a typical idle game that revolves around tracking numerical changes. I want players to experience the visuals, atmosphere, encounters with creatures, and the events along the limited journey I’ve crafted. The length of idle time can directly affect the richness of that experience. However, if the intervals are too short, it can interrupt players’ focus on other tasks.
While it’s impossible to create a perfect balance that satisfies everyone, I’m sincerely trying to find a middle ground.
This update aims to adjust that balance.
Update Details:
■ Slight Increase in Basket Capacity
■ Adjustment to Capacity Growth Based on Basket Levels
:Instead of a flat growth rate, early to mid-game capacity will now grow faster, while the growth rate will slow down as players progress into the late game. This change not only increases the maximum capacity but also makes the effects of capacity growth noticeable earlier in the game.
■ Reduced Point Multipliers Based on Depth
:This adjustment lowers the point multipliers associated with depth. While it might seem like it extends playtime, I’ve paired it with the next adjustment to avoid creating a purely grindy feel.
■ Adjustment to Point Multipliers Based on Rarity
:This adjustment works in tandem with the depth-based multiplier changes to ease the basket capacity limitation while ensuring the game doesn’t feel like it’s artificially dragging out playtime. As a guideline, creatures with lower rarity will now yield fewer points than before, while higher-rarity creatures will yield significantly more points than before.
In other words, rather than feeling like the basket is always full from repeatedly catching low-rarity creatures, players will enjoy longer idle times in scenarios where only low-rarity creatures are caught. At the same time, catching high-rarity creatures will now accelerate progression more than before and provide a greater sense of satisfaction compared to before. This adjustment aims to create a more dynamic and rewarding experience. When encountering high-rarity creatures during active gameplay, players will also likely level up as a bonus. Since actively collecting and spending points during gameplay is unlikely to feel tedious, I’ve shifted the focus of point acquisition towards these moments.
This concludes the adjustments in this update.
It’s possible that some players might still find the intervals too short, while others might prefer the previous experience. Although it may be difficult to create adjustments that feel perfect for everyone, I hope these changes make the game feel more worthwhile to as many players as possible.
Added stats for theoretical production, consumption and balance for each resource.
Added population age pyramid.
Added information about how much of a need services provide to their selection window.
Added shortcuts for surveying and exploration to survey office selection window.
Added continue button to main menu, which loads the last saved game.
Added a tutorial telling the player to turn the reactor on when out of power.
Added tooltips telling the player why unpausing is not available during tutorial.
Improved texts of some objectives.
Changed text of school enabled button in labs to make it clearer.
Added capacity to description of all service buildings.
Technical
Students studying in labs and colleges manage changing schools much better, not losing their chosen field or progress as long as a school of that field has space for them.
Balance
Colonists die of old age at younger age.
Fixes
Occasional crash when quitting to main menu or loading a game from a running game.
Crash after assigning a new home to a colonist and them mousing over their previous home.
Rare crash related to logistics.
Rare crash related to cancelling construction.
Extreme lag when trying to place new structures next to a very long line of planned structures.
Saving and exiting during the first tutorial could lock the game on reload.
Colonists were using buses much less than they should've been (related to last update's restriction on only using buses when it saved more than an hour of walking)
Shuttle could've been disabled during a mission, creating a host of bugs.
No waste water and CO2 was generated in mining drills and shuttles.
Cargo trucks could get stuck when taking away last batch of stone from a landscaping project that made the tile too steep for it.
SCAR could rarely require SCAR cores for its maintenance. It should never need them.
Potassium nitrate self-reliance objective had wrong requirements.
Disconnected life support providers were still shown in green instead of blue in life support overlay.
Text for Assembly line technology could block the button to research it in the research screen.
A new mode of long range transport has been added to the game. Capable of traversing difficult or impassable terrain, suspended high above the many threats posed on ground level. The cable car system will connect two separate bases (or the same base), and requires the player to construct cable car platforms at each end of the desired route. Then connect the two platforms using steel cable.
Cable Car Platform:
Cable car platforms can be crafted in the lathe. Bear in mind that two platforms are required to make a connecting route. The platform occupies the same space as a foundation/floor/ceiling and must be within range of a BCU or range extender to connect to the base power grid. Once placed, accessing the platform terminal will show a list of all the neighboring platforms within a 500 meter radius. Only platforms located at friendly bases will show. Here you can connect the platforms at the expense of steel cable and power.
Platform Radius Map View:
To assist players planning their builds, within the platform terminal there is a button that will reveal the connection radius of the platform in the map view. The radius will show as a blue sphere. Note: the radius sphere will not show underneath the map shroud, so the map will need to be explored to view the sphere at any given region.
Identify Platforms On the Map:
With many platforms, the platform list can start to get busy and confusing when trying to locate a desired platform. To help assist with this, there is a button next to each platform in the list which will switch to the map view and place a temporary beacon.
Cable Car:
Also crafted at the lathe. Cable cars are placed like normal buildables, and must be snapped onto a platform which is currently connected to another platform. There must be cable connecting the two platforms in order to place the cable car. The cable car rollers are fully animated and will update with speed and direction. On either side of the cable car are buttons that are used to start the car moving to the opposing platform. Each time the cable car starts a move, it will deduct a portion of power from the base it is currently docked at. The amount of power is determined by how far the travel distance is. If there is insufficient power, the cable car will not move. A cable car can be disconnected via one of the platform terminals it is connected to. Here you can also disconnect the cable. You will receive 100% of the cable back, however the power spent connecting the cable will not be returned.
Red 9 Pistol:
A new 9mm pistol has finally been added to the game. Crafted at the workbench, this pistol deals slightly more damage than the standard pistol, and offers a higher base ammo capacity of 10 rounds (which can be upgraded to a max of 18). There is a trade-off to these benefits, with it having a longer reload time. I've always loved this style of pistol in many other games, so excited to add it to the Subsistence arsenal. I worked hard on the animations and sound design, hoping to make it a satisfying weapon to use. There are 3 new skins available for it (see below).
Steel Cable:
Steel cable is required to connect two cable car platforms. It is crafted at the lathe. The length of cable required is dependent on the distance between the two platforms. It can get costly on iron fragments depending on how ambitious your cable car system is.
Fallen Logs:
Many players have asked for ways to reduce the burden of wood farming. In response I have added fallen logs that will spawn around the world, and can be collected by simply picking them up. I think this will especially help players starting out, where lumber is so important to getting established. I think they also add a nice decorative effect to the wilderness environment. They will also accumulate snow during the winter months. They are slightly less plentiful during winter (the same as many other resources). I may modify the quantity after getting more feedback from players. I've made the respawn timer quite long, but I still think this may need to be tweaked to find the appropriate balance.
Weapon Sway and ADS/Hip-fire Accuracy:
I have made some fairly large changes to the weapon handling. Previously there was no difference in accuracy between hip-firing and aiming down sights, and there was no weapon sway. To balance the weapons being too accurate I added a small amount of random spread. Meaning there was a random chance of missing, regardless of skill. This was not ideal. With the new update, now when aiming down sights the weapons are 100% accurate. However players need to manage a subtle weapon sway. Essentially this is replacing random chance with skill, and I think this is a much more fair system for players.
Also, hip-firing is now inherently inaccurate, as one would expect. This also eliminates monitor crosshair exploiting.
Tip: Crouching will reduce ADS weapon sway.
New Muzzle Flashes and Bullet/Shell Casing Ejection:
Almost all weapons now have a new and updated muzzle flash fire effects. In addition you can also now see bullet and shell casings eject and spin from the weapon between shots or reloads. There are also now sounds of the casings/shells hitting the floor. The sounds are dependent on the floor they are hitting. This is a minor detail, but I think it adds a lot to overall immersion.
Glass Triangle Ceiling:
As requested by several players.
Glass Wall (Curve/Slanted/Inverted):
Will add more flexibility to interesting base designs.
New Red 9 Achievement:
I've updated the achievements to include the service star for the Red 9 (achieve 100 large-game or human/hunter kills).
Mass Fabricator Production Increased:
The mass fabricator will now produce 50% more mass, at no increase to the power cost. This should make a noticeable difference to player progression speed.
Vehicle Construction Cost Reduced:
The power cost while constructing a vehicle has been reduced from 10 power per second to 6.
Many Craft Recipes Cost Reduced:
Boiling, frying and baking pans all substantially reduced in cost.
Advanced Mechanical Parts.
Lever Action Rifle.
Recurve Bow.
Double Barrel Shotgun.
Elevator Tracks (reduced by 50%).
Fixed Save Games During Climbing:
As some unfortunate players may have discovered, previously if a save occurred while climbing, reloading that save would result in falling from the rockface. I now have handling that will restore the player to the location they were before they began climbing. So no more cheap deaths for climbers.
Animal/Hunter/Player Rotation Movement Smoothed for Network Games:
Previously this was very jerky and distracting. This is now smoothly interpolated for clients of network games and looks much nicer.
Red 9 Skins:
Can be found on the Subsistence Steam Item Store. Thanks so much to everyone who continues to support the game through the in-game skins. I really appreciate it! 🙏
Fixed bug where glyphs would sometimes not show in the control bindings menu.
Fixed bug where crayfish would temporarily disappear while cooking.
Fixed some exploits of players being able to steal from sealed bases on multiplayer.
Fixed the Steam Deck controller diagram not showing (was showing the generic diagram).
Fixed weapon equipping sound playing multiple times for clients of network games.
Fixed weapon reloading animation often not playing on hunters and other players for clients of network games.
Fixed hunters not being able to fish on dedicated servers. Surprisingly this was never reported, but hunters have never been able to actually cast their rod on dedicated servers. They would only walk to the water with their rod and eventually return to their base.
Fixed bear head-crush animation not playing for clients of network games.
GeForce Now? I would love to have Subsistence supported by GeForce Now. However I believe it is a manual selection process based on interest expressed by users. If you would like to support the effort to have Subsistence selected, you could upvote/comment on this thread, or submit a request via the GeForce Now platform itself. 🙏
I hope everyone has an amazing Christmas with your family/friends/loved-ones. Thank you so much for all the continued support. 🙏 Please stay tuned for continued updates into the future.
If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). You are also free to host on your own hardware, and the server files are freely available on SteamCMD. You can view a detailed guide to hosting here: https://steamcommunity.com/sharedfiles/filedetails/?id=2201638184
Continued Translation Support Credits (in no particular order): Thank you so much for the support. Spanish (David Lascasas, MusicMan) Hungarian (Erb Ármin) Portuguese BR (Thiago Schumacke) Portuguese European (João C. H. Jorge) German (Philipp J. Rackl (LPCaiser)) Italian (Marcello Brancaccio, Federico D. Ravagli) French (Anthony Charrault) Czech (Dílna U mnicha) Dutch (Damster_NL) Danish (Jesper Vestergaard Bæk) Russian (FRAME) Turkish (Soulkast, Çagla Gurbet) Swedish (Mattias Gustavsson) Norwegian (Christer Djuvik, Svein Tore Stegemoen) Romanian (VaeVictis) Estonian (Streamerize) Polish (Robertus Lubin) Ukrainian (RoW-Team) Latvian (Martins Plucis) Finnish (Pewtsku and J4ntteri)
Fixed an issue with Steam Workshop puzzles that contain non-standard solution information and end in a move that is the opposite stone color of the player's stones. These instances will now function properly for detecting the solution, displaying the correct solution when clicking "Show Correct Move", and marking the workshop item as completed.
Fixed an issue with the Story Editor's stone selector (move dialogue, scripted battle custom endings) which wasn't preserving some of the behind the scenes data while editing the selected move, not selecting a different move, clicking accept, and save.
S.T.A.L.K.E.R. 2: Heart of Chornobyl - [GSC]Super_PropheT
Stalkers,
The Steam Awards 2024 voting is now open. Thanks to you, S.T.A.L.K.E.R. 2: Heart of Chornobyl is nominated in three categories:
Outstanding Story-Rich Game Award
Most Innovative Gameplay Award
Game of the Year
We know we still have a lot of work to do, and we would never be here without your support. Without your interest in this universe. If your feelings and emotions from playing the game allow you to cast your vote in any (or all) of these categories, please do so. You can place your vote here:
S.T.A.L.K.E.R. 2: Heart of Chornobyl was created under some of the toughest conditions, and your opinion is incredibly important to us. This is a purely user-driven vote, and no one but you, the players, will influence the final outcome.
This hotfix addresses the dPad not making any sense issue. The employee responsible for this programming mistake will be sent to the maze with the angry managerbots.
Thank you for your patience. Please continue to report any further issues to HR.
Our last little update before the Christmas break. We’ve decided to do a little patch to add some tutorials for building with the hammer and terrain editing through the spade. These will appear when you first select these tools (so may not appear in existing saves if you’ve already used the tools).
We hope you all like and approve of the additions and hopefully it will help everyone understand how the systems work as we definitely noticed a lot of players were getting slightly confused especially with snapping.
Also we’d like to thank Enixxx_ on twitch for doing the first stream of Pastures New (that we know of) last night on his Twitch channel.
Finally we will be having a little break over the holidays so there won’t be any patches to the new year. However if you have any questions or problems please pop us a message on our discord server or on the Pastures New Community Hub and I’m sure one of us will get back to you reasonably quickly.
STAR WARS™: The Old Republic™ - SWTOR Community Team
Hi folks!
Happy 13 years with Star Wars: The Old Republic! Much has been accomplished this year and we are happy to see players enjoying Game Update 7.6 “Galactic Threads”. Let’s take a look at what’s happened in 2024 so far!
Game Updates
We started off the year with Galactic Seasons 6 “Building a Foundation” and debuted Date Night Companion missions featuring Arcann, Koth Vortena, Theron Shan, and Lana Beniko. We will continue to deliver these throughout the year and keep you all posted on the next companions. Game Update 7.5 “Desperate Defiance” released in late May and came with a variety of new content including the continuation of the main storyline, the debut of the Basilisk Prototype Venture, a new spring seasonal event, and a modernization update for the planet Hutta.
Galactic Seasons 7 “The Greatest Bounty”, which released with Game Update 7.5.1 was extended to January 7, so be sure get all your bounties in to reap all the rewards!
The team has done an incredible job with the modernization updates over the last couple years, and one question I have seen pop up every now and then is “why modernize the game?”. The short answer is that SWTOR launched in 2011, and we have to replace, extend, and refine our technology which enables us to continue delivering regular updates to the game. Both hardware and software have substantially improved over the years and many of our changes enable us to leverage the new tech.
There have been huge improvements made in 7.6 to the environments of Tython, Korriban, Hoth, and Ilum, and I am pleased to see our modernization efforts continue with character models.
In case you missed it, we now have an open beta test for the new Mac launcher! Back in October, we opened a closed technical test and we received nearly a thousand players responding to it! We rolled out the technical test to several groups of players to validate how the launcher and ultimately the game would perform on select M-Series Mac machines. We’ve now moved to open beta, and anyone who would like to check it out can download the launcher from the main page on swtor.com.
Skeleton Crew inspired items
Our collaboration with Lucasfilm Games continues on with new Cartel Market offerings inspired by the Disney+ series Star Wars: Skeleton Crew™. The Mysterious Rogue outfit and Fearless Buccaneer weapons are fun additions to any player’s wardrobe who may want to indulge in the pirate life.
Fun fact, a new mount inspired by the speeder bike as seen in Star Wars: Skeleton Crew is now in-game and you’ll notice that it has a rather unique feature about it.
That’s right, companion and mini pet functionality has now come to SWTOR! The Meirm Cicada mount is our newest reward for any player who is a Subscriber through January 4, 2025.
What else is happening?
Another Twitch Drop campaign is now active and the reward is a highly requested Amethyst Vulptilla Mount. Watch four hours of live SWTOR content on Twitch to unlock this reward. If you haven’t connected your SWTOR and Twitch account, you can do so on the account page on https://account.swtor.com/en/account.
Events and sales
Our Anniversary Event is now live and will be active until January 3, 2025.
The Coruscant and Kaas City Strongholds are discounted to 13 credits (down from 5000) until the next game update.
Life Day is now live and will be active until January 7, 2025.
The Double XP event runs from December 22, 2024 to January 2, 2025.
The 50% off Collection Unlocks sale is now active and will run until January 7, 2025.
If you missed the announcement during our dev stream, all dyes in the Cartel Market are 50% off!
180 Days Subscription Time + 600 Cartel Coins per month
5500 Cartel Coins
Vectron 240R Starbolt Mount
Rideable at level 1
Base speed as fast as Speeder Rank 5 (130%)
Gives players a speed boost while mounted
Primary Metallic Yellow Dye (x5 per character)
Secondary Metallic Yellow Dye (x5 per character)
Bundle is priced at $99.99 USD
Be sure to pick it up before January 14, 2025!
What’s coming up?
We are really excited as we look towards 2025! Let's talk about the beginning of the year. First up will be Game Update 7.6.1 in the first quarter of the year which will kick off our next Galactic Season. This one will be a fun one as we throw you into some content you may not have played in a bit... be sure to come back early in the year for our livestream to hear about that season and everything else planned for the update.
And then of course, right on the horizon of 7.6.1 is 7.7! Really looking forward to talking about our plans here as we have a new <redacted> coming with some new <redacted>, the continuation of our story, along with a host of other things to tell you about! Last but not least, we can't forget that 2025 is the next Star Wars Celebration 2025 is just around the corner and so I'm just excited as a Star Wars fan to see what next year holds for all of us.
Enjoy Game Update 7.6, have a happy holiday, and we will see you in the new year!