• 70.040425 release. • Fixed a couple of storylines not properly being internally associated with their respective Hubs (didn't affect progression but might have made it impossible to get back to them if you started a different storyline at the same time). • Fixed an issue where players with TTS enabled would be unable to progress past the start of Chapter Five. • Fixed a Cinemachine glitch in the last update that caused the camera to misbehave.
- Witness changes at Convergence Zone / endgame possible softlock fixed - Lore addition at Convergence Zone & Tesseract
WARNING ABOUT THE END " SHATTERING":
For some of you, removing the Core in the Convergence Zone causes Unreal crashes due to certain drivers.
UPDATE YOUR GRAPHICS DRIVER SHOULD FIX IT
But we have temporarily removed it just in case, until we can fix the problem for everyone. It's a bonus ending, it doesn't affect the experience, and it will be back for achievement seekers.
Atelier Yumia: The Alchemist of Memories & the Envisioned Land - KTG_Dev_Messenger
• Added the ability to skip and fast forward the animations at the beginning of synthesis. • Added the ability to turn the result screen at the end of battle on/off under the battle tab in the options menu. Note: This setting is set to "Off" by default. • Added the ability to set sprinting to "Auto," "Manual," or "Switch" under the controls tab in the options menu. - Auto: Begin sprinting automatically while moving. - Manual: Manually toggle between running and sprinting. - Switch: After toggling sprinting once, will sprint by default. • Adjusted the shaking during the prologue stage after beginning a new game. • Minor adjustments and bug fixes.
Today we're pushing a patch with many bug fixes and finally updating the main branch. So now, all of the players in the stable branch will finally be able to experience the latest features and fixes we've been adding. And here are the patch notes!
Version EA_0.30
Partridges and Boars should now be able to feed on their own in outdoor locations.
Fixed a bug which was preventing Partridges from laying eggs.
Fixed a bug that was preventing soap from being cooked in Fireplaces and Ovens.
Fixed a bug where an invisible quest would show up when loading a Research Mode save after the introduction of tallow crafts.
Turnroots and other items which do not interact with the Kiln can no longer be placed inside it.
Fixed a bug which caused cooked fish to regain spoilage in storage pot during winter.
Brick Mold no longer accepts Willow Twigs for the MudBrick recipe.
Various art and text fixes.
Mittens now protect against rash when harvesting nettle stems from your Garden Plot.
Bark Sandals can now be enchanted.
Changed the unlock requirements of candles, salves and soap in research mode.
Dismantling a Fishing Line no longer destroys its inventory contents.
Dismantling a Log Trap now gives ingredients it was built from ( only works for traps built after this update )
This update delivers fresh content, a reworked Ash, polished mechanics, and community-requested fixes to elevate your journey. Dive into the details below.
Viridity Pass – A New Frontier
Explore: A sprawling starting map filled with open paths, dynamic challenges, and untapped resources. Perfect for testing new strategies and for a fast understanding of the game.
Viridity Pass will replace Train Plateau as the first map the players experience in Atomic Picnic. Train Plateau will be unlocked via Discoveries. Also, to streamline the user experience, Viridity Pass will not feature a Boss Fight; completing the map requires only 2 Main Objectives.
Notice: Train Plateau might be locked for you once this update goes live. Just beat Viridity Pass to unlock it!
Evolution System Improvements
Unlock & Adapt: Discover evolution recipes mid-run via the ESC menu.
If more than one evolution has been found, the remaining will be displayed encrypted in the Atomic Font.
New players: Unlock your first evolution to reveal the system.
New Cursed Curios We've remade some of the less-used Cursed Curios and created new ones with 2 brand-new stats!
Weapon Skill Fill - The higher it is the faster your Weapon Skill will charge!
Weapon Skill Charges - The higher it is the more times you can use your Weapon Skill!
New Weapon Skill
Wind Blast
A great weapon against a group of smaller enemies! Enemies hit by its effect will receive damage and knockback!
The more charges it consumes when activated, the higher the effect!
Key Additions
Combat & Progression
Unstuck Mechanic: Escape terrain traps (10s delay, 3min cooldown). Activate it on the ESC Menu.
Weapon Mod Visuals: Enhanced VFX for mods like Sniper Trampoline to match their impact.
Quality of Life
Tab Menu Stats: Monitor your build’s stats in real time.
New Enemy Healthbar: Elite, Normal, and Mini-Bosses now have different healthbars. Mini-Boss bars now persist throughout the combat!
Combat Polish: Smoother dodging, absorbing, and UI responsiveness. We reworked the Gear Dash Colliders and Mechanics, so it's easier to take advantage of Dodge-related Curios like Good Times.
Visual & Immersion Upgrades
Snowbro Redesign: A chilling new model for Alternate Actuality.
Loading Screen Poses: Dynamic character art to set the tone.
UI Revamp: Sleeker menus with animated backgrounds.
Changes:
Bosses and Minibosses cannot be stunned by One-Eyed Whirli Curio anymore
Weapon Mods now need to be unlocked via Discoveries!
As we said before, the Trial period for Weapon Mods is over now, and all players need to unlock them via Discoveries now!
But for those of you who have been playing since the last update, you might've already reached the Discovery Threshold to unlock them, resulting in an auto-unlock!
Ash's abilities and skills have been overhauled!
Scout (Passive): Ash has one extra Air Gear charge. Every time Ash uses Air Gear or Gear Bomb she gains a cumulative Movement Speed buff stack, max 10 stacks. Stacks are lost over time.
On the Prowl (Passive): Whenever Ash moves a certain distance, gain a Fire Rate Buff stack, max 10 stacks. Stacks are lost over time.
Flare (Passive): When Ash uses her last Air Gear Charge, her arm emits a special glow in an area around her. When a player touches or enters the area, they gain the Flare buff. When a Player with the Flare buff defeats an enemy, that Player's Air Gear cooldown is reduced by 0.2 sec.
Dash Bomb (Active - Level 2): Every enemy hit creates a minor explosion. Gear Bomb damage now also multiplies based on Ash's Movement Speed modifier.
Paulão Shop: There was a bug allowing Players to buy more items and upgrades than the cap allowed; the bug has been fixed, and the value has been updated to a maximum of 10 of a specific stat.
The critical hit SFX now correctly plays when a critical hit defeats an enemy.
Twister VFX now correctly stops when pausing the game.
Fixed Incorrect Prompt for Curios Screen: "Touch Pad" Shown Instead of "Share" on PS5 Controller.
Fixed PS5 controller glyphs. The scroll button was showing the Left Stick glyph instead of the Right Stick.
Fixed Level up SFX playing in a loop when returning to camp via the ESC menu.
Fixed Throwing Knifes Crosshair overlapping Weapon Skill Charges on UI.
Removed a random explosion sound when healing shrine despawns.
Fixed Deposits spawn overlapping other Deposits.
Fixed Events spawn overlapping other events, often preventing completion.
Fixed the terrain on the Tutorial map being more elevated than expected.
Fixed Jonathan's health bar not being displayed for clients.
Fixed Combat text and HP not being displayed for Mini Jelly and its egg.
Known Issues
Unexpected Offerings Event and Cursed Curios Synergy: Stacking negative Damage Taken modifiers may trigger instant death if you accept an offering since its damage will be higher than 20hp and could kill you. Hotfix inbound! Meanwhile make sure you have enough health when picking up offerings!
Discovery Progression: Revives and Events aren't tracking correctly. We are already looking into this!
This might cause issues for some Discovery unlocks and End Game Screen stats.
Ash's Flare VFX is not final and will be reworked in the near future.
Music Box SFX is not playing consistently
Director's Commentary
Hey Loners, Edu here!
This is one meaty minor update, right? We managed to squeeze a lot of fixes but also some cool stuff like the complete Ash Skills redesign and a brand new map for new players!
I'm very happy with what we managed to ship this time, but work hasn't stopped. We're doing some experimentation internally for new Curios and Evolutions. There are also a bunch of UI updates that we are also in the pipeline (and that the community has been asking for, btw). Exciting stuff!
One big focus for us on this minor update was the new player experience, but internally, we are also tackling community-related issues such as Solo vs. Multiplayer balancing and how combat will scale later on! Hopefully, I'll be able to share a bit more with you all soon!
See you at our next Picnic!
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Share feedback, report bugs, and showcase your builds on our forums or Discord. Your input shapes the future of the game.
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Ooze: The Great and Powerful - tarikmoguchelcaptain
Our team decided to redesign the layout of level 15, because in its current form it does not match the original idea and overall tone of the game. All other changes bellow:
Ooze: 1. Fixed issue that prevent Ooze from entering the door after first keypress.
Vampire: 1. Fixed issue with vampire stuck in flying animation after being consumed. 2. Improved interaction between vampire and rotating platforms.
UI: 1. Restart hint now shoes correct Icon depends on Input device. 2. In pause menu "Main Menu" button was changed to "Level Selection"
Settings: 1. Added cancel button on Keyboard and Gamepad rebinding screen.
Levels: 1. Level 15 - layout redesigned to match original puzzle idea 2. Level 29 - fixed issue with reflection tower floating in the air 3. Level 29 - improved beam behaviour 4. Level 38 - removed switch timers 5. Level 31 - added killboxes outside of the castle