Our primary goal with this update was the inclusion of remappable controls. This proved to be a monumental task, since user input touches basically every aspect of the game.
To avoid our work days becoming too monotonous, we've snuck in some extra quality of life-features that were much more fun to make!
Here are the new QOL-features included in SNØ 1.0.02.22
Additions
⌨️ Rebindable gameplay controls
📸 Rebindable photo mode controls
🎮 Platform responsive controller glyphs
🪂 Dynamic transparency glider
📝 Saved mountain notes
🌄 Saved mountain vibe preview
🎨 Glider material preview on start screen
🗼 Cairns are now color coded to indicate progression down the mountain
👕 UI element indicating number of collected outfits, and the one currently selected
🎽 Fast iteration through outfits by using mouse wheel or holding down shoulder button
💻 V-Sync settings
🎞️ FPS limiter settings
Changes
🏗️ New layout on the combined controller overview/remapping screen
⚙️ New design and layout on some UI elements in the settings menu
🎮 The gamepad controller overview will not fade in if controls have been remapped
⌨️ Improved on screen keyboard interaction. Should now accept input from keyboard, gamepad and mouse clicks interchangeably
#️⃣ Mountain generator now also accepts numerical seeds written with a leading "#"
⏸️ Photo mode is now also labeled as pause in the new controls overview/remapping screen
📖 Updated some Chinese translations (thank you @sai259752)
Bugfixes
⌨️ Fixed bug that caused user to sometimes select UI-elements behind the on screen keyboard
🔊 Audio levels now resets when restoring settings
🍬 Smørbukk easter egg no longer visible during first person gameplay
🔠 Missing letters and UI bug on Mac should be fixed (not verified)
Achievements
🧘 No additional achievements
🔒 Achievement gold lock - Henceforth, we will add no new achievements to the base game of SNØ. Happy hunting!
We hope the new features will help make SNØ more accessible and enjoyable to even more people!
Please let us know if you think any of the new features will improve YOUR quality of life, either here in the comments or on our Discord! 😀
Resplendent in glimmering gold, Yareli reemerges from the surf thanks to Yareli Prime Access, available now! Command the chaos and fury of the oceans while wielding her signature Prime Weapons, exclusive Prime Accessories and more. Enjoy instant access for a limited time only.
https://www.youtube.com/watch?v=XYy2XPR-cIo Acquire the Prime items you want by selecting from the Weapons, Prime, Complete and Accessories Packs, depending on your platform and preferences. You can also earn Yareli Prime and her signature Prime Weapons in-game by collecting and cracking Void Relics!
Yareli Prime The Waverider arises, reborn from the ocean foam. In her original Orokin-era splendor she embodies the undying vigor of youth.
Daikyu Prime Long believed lost, the mighty Daikyu Prime was the pride of many a Tenno Dojo. The strength demanded to draw it is repaid in added range and power.
Kompressa Prime Glinting like a golden dawn, Yareli Prime’s signature pistol engulfs foes in a cascade of virulent, explosive, water globules. None can escape the sea.
Exclusive Yareli Prime Glyphs
Yareli Prime Accessories include:
Thalassa Prime Ephemera
Merulina Prime Syandana
Merulina Prime Domestik Drone
90-Day Affinity Booster
90-Day Resource Booster
Get instant access to the Yareli Prime Warframe, plus her Prime Weapons, Accessories and more today!
Greetings, Aces! Update 7 features a renewed Time Trials Limited Time Mode we're calling Courage's Crucible – which'll be a brand new challenge for all of you Founders who've jumped into the fray over the past few weeks.
Alongside Courage's Crucible - we're delivering plenty of quality of life improvements along with critical refinements to new Class Skills. Beyond gameplay upgrades, expect these regular patch notes to spotlight style upgrades, too … scroll to the bottom for the latest on new Curio contents.
We're excited to keep our pre-1.0 momentum going … and have an even bigger content update we're working hard on slated for this June.
Here's what Update 7 has to offer:
Class Skills Tuning: Sharpen your edge with rebalanced and refined Class Skills, ensuring every class feels uniquely powerful and rewarding. Dive into missions and experience improved combat flow firsthand.
Courage's Crucible: Test your skills against waves of foes - and the clock. See Courage to delve into this limited-time mode, available for the next two weeks. Survive the onslaught and earn bragging rights and rewards.
Quality of Life Enhancements: With your feedback in hand, we've made improvements to enhance the experience. Expect smoother interactions, refined UI, and seamless adventure management.
Gameplay & Exploration
Limited Time Mode - Courage's Crucible: Time Trials is back but with a new name and a whole bunch of new improvements! The biggest improvement is the introduction of the Courage Stockpile. As you play through Courage's Crucible you will earn Clashmarks that then allow you to unlock a variety of Cosmetics and other goodies, including Writs! If you missed out on getting the Courage Cosmetic set now is your chance to get them. We also added Cosmetics for Rockbreaker, Pyroclast, and Shadowstriker as well.
Courage's Stockpile Store! Gain clashmarks by playing Courage's Crucible to unlock rewards
Fixed an issue with Projectile Strikes in Courage's Crucible that allowed the projectiles to be parried by enemies
Shrines are now always permanent buffs. Detailed descriptions now exist for each Shrine
Extended Focus: Increases the Focus Meter by 1.
Extra Time: Add 25 seconds to the clock!
Airborne DMG Up: Increases damage of airborne combos by 5%.
Break Bar DMG Up: Increases Break Bar DMG by 10%.
Crit Chance Up: Increases the chance of scoring a critical hit by 10%.
DMG Up: Increases damage dealt by 10%.
DEF Up: Increases defense by 10%.
Mending Potency: Flask Healing +10%.
HP Up: Increases Max HP by 500.
Extra Umbra Charge: Increases number of Umbra Charges by 1.
Focus Gain Up: Increases Focus Gain per hit by 10%.
Mender's Boon: Increases Flask Uses by 1.
Speed Up: Permanently increases movement speed by 5%.
Umbra Strength Up: Increases Umbra Strength by 10%.
Ebb Crystals spawn through gameplay to provide temp buffs. These are always 45 seconds
Might!: Gives Might
Explosive Dash!: Dash and Dodge causes explosions
Focus Shockwave!: Focus Skills cause Shockwaves
Haste!: Gives haste.
Lightning Dash!: Dash and Dodge causes Lightning to spawn
Lightning Jump!: Jumping causes Lightning to spawn
Unlimited Umbra: Gives unlimited umbra use
Projectile Strikes!: Attacks cause projectiles to spawn
Stunny Strikes!: Strikes have a chance to stun enemies
Focus Regen!: Focus meter auto regenerates
Venom Strikes!: Attacks deal poison
Fired Up!: Attacks deal fire
Prickly Strikes!: Attacks deal bleed
Stink Mist: Leaves poison cloud
Classes & Combat
It's been awesome seeing everyone enjoying the Class Mastery system added in Update 6. There's been a lot of great feedback already! For this update, we're largely keeping things light. Most of the changes that you'll see below are bug fixes. In some cases, some numbers were just too high and very obviously needed to be normalized. It's an important philosophy of ours to make sure that the changes we make do not make the game less fun to play. We want to encourage exploration, encourage excitement when it comes to build crafting. In addition to bug fixes, we also made a decision that Launchers should just be an innate Skill. It didn't quite feel right not having this ability right off the bat. As a result, you'll now have a few more Skill Points to use for other Skills!
Sentinel
Launcher is now a universal ability unlocked at the start of the game
Rising Strike
Fixed a bug where damage was sometimes being doubled
Pyroclast
Launcher is now a universal ability unlocked at the start of the game
Sear
Fixed a bug that caused additional stacks of Burn to apply when activating Sear
Volcanic Wrath
Fixed a bug that caused each projectile to duplicate Burn stacks
Pyro Surge
Fixed a bug that caused additional stacks of Burn to apply when Sear was active
Rising Strike
Fixed a bug that caused additional stacks of Burn to apply when Sear was active
Fixed a bug that allowed you to perform Rising Strike without having the Skill equipped
Rockbreaker
Launcher is now a universal ability unlocked at the start of the game
Atomic Shockwave
Fixed an issue where the Skill Preview was not reflective of how the move is performed
Rising Strike
Fixed an issue that allowed you to perform Rising Strike without having the Skill equipped
Jackhammer
Fixed a bug that caused this Focus Skill to technically cost more than 2 bars of Focus Meter
Shadowstriker
Rising Strike
Fixed an issue that caused Rising Strike to do significantly more damage than intended. Always double check your decimal placements!
Launcher
Launcher is now a universal ability unlocked at the start of the game
Fixed an issue that made it difficult to perform follow up attacks if the final hit landed on a nearby enemy
Heavy Combo
Adjusted the hit reaction caused by the final hit of the YYYY combo finisher. It now allows you to perform follow up attacks without ending your combo right away.
Shadow's Edge
Fixed an issue that caused status effects to do 1 damage when this Skill was equipped
Critical Fever
Fixed an issue that caused status effects to do 1 damage when this Skill was equipped
Shadow Drift
Fixed an issue that caused the Ace to flip backwards when hitting nearby enemies
Silent Resupply
Slightly reduced Weapon Meter gain
Allies & Enemies
Umbra
Querida
Fixed a bug that caused tick damage to be doubled the intended value
Art, UI, and UX
Fixed loss of selection in Curios
Added new score readouts for LTM modes
Improved group finder window scrolling and interactions
Improved rendering of Japanese texts in many locations
Fixed text overflow cases when on largest font in certain languages
Improved timer readout on request board - display rules and time units
Fixed crash when interacting with the Forge
Improved controller navigation on skills screen
Fixed text input displays that would sometimes not show
New Curio: Birds of a Feather
The Birds of a Feather Curio has landed! Deck your Ace in feather-flecked finery—from crimson Crowbo daggers to plague-doctor chic—and strut into battle like the biggest bird in the Belfry. To see what each set piece looks like, check out our website post here.
【Lightforge Loot Crate Rules】 While this Lightforge Loot Crate is available, you can spend Lightforge Ingots to open it. Each Loot Crate is guaranteed to yield cosmetics or Lightforge Gems. Opening counts and cosmetics obtained are shared between all characters on the same account. 1) The Lightforge Loot Crate is available for a limited time and will be removed after the event ends. Unused Lightforge Ingots, Lightforge Relics, and Lightforge Gems will remain available in your account and can be used for other Lightforge Loot Crates. 2) Each crate opening costs 1 Lightforge Ingot, valued at 160Crystgin. The first 10 Lightforge Ingot purchases will be at half price. Each crate has a chance to grant Lightforge Gems or a cosmetic reward. Once the maximum number of crate openings (9,999) is reached, further openings are not allowed. 3) The crate now includes a special collection token, the Lightforge Gem, with guaranteed drop rules: A Lightforge Gem is guaranteed every 20 crate openings. When a Lightforge Gem is obtained, the counter resets, and another Lightforge Gem drops within the next 20 openings. There is no limit to how many Lightforge Gems can be obtained, and they can also be redeemed from the Redemption Shop using Lightforge Relics. 4). The Redemption Shop offers cosmetic rewards from all Lightforge Loot Crates, as well as limited amounts of Lightforge Gems, Lightforge Ingots, and Colorful Badges. Cosmetic rewards can only be redeemed once and are removed from the shop after being obtained through a crate. If a redeemed Lightforge Collection item is drawn again, the spent Lightforge Relics will be fully refunded. 5) Each Lightforge Loot Crate theme comes with its own unique limited-time discount, and these discounts are independent of one another. The discount can only be used once per Lightforge Loot Crate theme.
Lightforge Loot Crate: Phaze Blitz
Availability: May 22 - June 19 Loot Crate Item Drop Rates: 1) Lightforge Gem: 7.00% 2) Legendary Lightforge Collection Items: 0.32% Including Evernight Realm, Hyper Blitz Set, Caught in a Web, and Fish Among Lotus Leaves. 3) Epic Lightforge Collection Items: 0.68% Including Initialization - DBSG. 4) Other Epic Rewards: 57% Including Frostbloom Makeup Pack, Beyond Good and Evil Top, Neon Goggles, Weapon Charm: Amplifier, Cradle Charm: Mini Keyboard, Sticker: Crack, and Sticker: Astronaut. 5) Other Rare Rewards: 35% Including Twisted Cross, Modern Industrial Greenery, and Paint: Pounding Heart.
Today, we're excited to start outlining our future vision for the Class System in Battlefield.
The gameplay mechanics of classes and aspects that players have enjoyed most have evolved throughout the history of the Battlefield franchise. Our goal within Battlefield Labs is to test and refine the best aspects of the Class System from our history, and to evolve them into a cohesive vision for the future.
As we begin testing these class-defining systems, we invite you to either play, test or read along with what's to come for classes in Battlefield.
Let’s begin!
OUR DESIGN PHILOSOPHY FOR CLASSES
We envision the future of Battlefield classes to be a series of interconnected systems and fundamentals that shape your role on the field, while granting you the freedom to customize how you execute that role. Through Battlefield Labs play sessions, feedback, and data gathering, we aim to strike a balance between defined roles and player choice.
The Class System is defined by two main components: Customizable and class-defining.
The customizable components empower players to explore and push the boundaries of their roles within their chosen class while also still adhering to the expectations of the class.
The class-defining components are designed to enhance "pick-up-and-go" playability and reinforce the expectations of your class identity.
CUSTOMIZABLE:
Weapon Loadouts: Fully customizable weapon loadouts allow you the freedom to play the way you want. Play to the strengths of your class by using your signature weapons, or easily switch to any other weapon to meet the needs of your squad.
Class Gadgets: You'll have the option to carry two gadgets onto the battlefield, tailored to each class and its specific role. Recon aficionados specialize in intelligence and counterintelligence, with class gadgets including Deploy Beacons, Anti-Personnel Mines, and Laser Designators.
Training: Our philosophy with Training is to offer a series of traits that can be unlocked during play to enhance your ability to perform your role. As you engage more in a match, you'll gradually earn flat-stat bonuses and more to support the effectiveness of your role further.
Throwables: Our approach to throwables prioritizes enabling each class to effectively fulfill its role by providing tailored throwables.
CLASS-DEFINING
Signature Weapon: Each class has a Signature Weapon category tied to their class identity, which, when used, enhances their role on the battlefield.
For example, using our same ongoing test subject, the Recon class, if you select a weapon from the Sniper Rifle category, you will benefit from increased breath-holding duration. In contrast, an Assault player choosing from the same category will not receive this bonus.
DMRs, Carbines, and Shotguns remain viable options, no matter your class, but don’t benefit from any Signature Weapon bonus.
Signature Trait: Each class features a unique Signature Trait, providing passive bonuses tailored to optimize your role on the battlefield. For instance, a Recon player automatically spots enemies while aiming down sights, encouraging the use of weapons that complement this specialization.
Signature Gadget: These gadgets are unique and singular to each class with an aim for you to always have access to a tool that fulfills the role of that class.Separate from what you may choose as gadgets within your loadout.
Default Weapon Packages: The default weapon package is a pre-set combination of attachments and visual customization for each class to be combat ready, with the option for further progression and personalization.
What’s Next The Class System and its individual components will be available for testing within Battlefield Labs in the coming weeks. Participants will be able to go hands-on with these features, discuss, and provide feedback.
Following further play sessions, we'll be back with another Community Update to unpack class components in more detail, and share learnings based on participant feedback.
Get Involved Sign up for Battlefield Labs now if you’re interested in helping us validate the future of Battlefield. Read our FAQ if you’d like to learn more, and join the discussion on Battlefield Discord.
As a reminder, Battlefield Labs is a closed environment, and attendance is limited, but we’ll make sure to share to keep everyone updated!
Thank you for joining the discussion. We look forward to connecting again soon - see you on the battlefield!
This announcement is related to content in development through Battlefield Labs, and may change as we listen to community feedback and continue developing the next Battlefield title and beyond. We will always strive to keep our community as informed as possible.
We hope you all fun on the slopes! We just wanted to inform you that we dropped a small patch today, fixing some issues that popped up over the last few weeks.
Here is the full patch log:
Improvements & Polishing
Minor: Fixed camera being too far ahead of the player when going very fast.
Fixes
Major: Fixed a bug handing out invalid XP and snowflakes as reward.
Minor: Small performance improvement by correctly disabling colliders on startup.
Minor: Fixed a small bug when restarting a trail in single player.
All the best and see you on the mountains! Your Megagons
Today, we're excited to start outlining our future vision for the Class System in Battlefield.
The gameplay mechanics of classes and aspects that players have enjoyed most have evolved throughout the history of the Battlefield franchise. Our goal within Battlefield Labs is to test and refine the best aspects of the Class System from our history, and to evolve them into a cohesive vision for the future.
As we begin testing these class-defining systems, we invite you to either play, test or read along with what's to come for classes in Battlefield.
Let’s begin!
OUR DESIGN PHILOSOPHY FOR CLASSES
We envision the future of Battlefield classes to be a series of interconnected systems and fundamentals that shape your role on the field, while granting you the freedom to customize how you execute that role. Through Battlefield Labs play sessions, feedback, and data gathering, we aim to strike a balance between defined roles and player choice.
The Class System is defined by two main components: Customizable and class-defining.
The customizable components empower players to explore and push the boundaries of their roles within their chosen class while also still adhering to the expectations of the class.
The class-defining components are designed to enhance "pick-up-and-go" playability and reinforce the expectations of your class identity.
CUSTOMIZABLE:
Weapon Loadouts: Fully customizable weapon loadouts allow you the freedom to play the way you want. Play to the strengths of your class by using your signature weapons, or easily switch to any other weapon to meet the needs of your squad.
Class Gadgets: You'll have the option to carry two gadgets onto the battlefield, tailored to each class and its specific role. Recon aficionados specialize in intelligence and counterintelligence, with class gadgets including Deploy Beacons, Anti-Personnel Mines, and Laser Designators.
Training: Our philosophy with Training is to offer a series of traits that can be unlocked during play to enhance your ability to perform your role. As you engage more in a match, you'll gradually earn flat-stat bonuses and more to support the effectiveness of your role further.
Throwables: Our approach to throwables prioritizes enabling each class to effectively fulfill its role by providing tailored throwables.
CLASS-DEFINING
Signature Weapon: Each class has a Signature Weapon category tied to their class identity, which, when used, enhances their role on the battlefield.
For example, using our same ongoing test subject, the Recon class, if you select a weapon from the Sniper Rifle category, you will benefit from increased breath-holding duration. In contrast, an Assault player choosing from the same category will not receive this bonus.
DMRs, Carbines, and Shotguns remain viable options, no matter your class, but don’t benefit from any Signature Weapon bonus.
Signature Trait: Each class features a unique Signature Trait, providing passive bonuses tailored to optimize your role on the battlefield. For instance, a Recon player automatically spots enemies while aiming down sights, encouraging the use of weapons that complement this specialization.
Signature Gadget: These gadgets are unique and singular to each class with an aim for you to always have access to a tool that fulfills the role of that class.Separate from what you may choose as gadgets within your loadout.
Default Weapon Packages: The default weapon package is a pre-set combination of attachments and visual customization for each class to be combat ready, with the option for further progression and personalization.
What’s Next The Class System and its individual components will be available for testing within Battlefield Labs in the coming weeks. Participants will be able to go hands-on with these features, discuss, and provide feedback.
Following further play sessions, we'll be back with another Community Update to unpack class components in more detail, and share learnings based on participant feedback.
Get Involved Sign up for Battlefield Labs now if you’re interested in helping us validate the future of Battlefield. Read our FAQ if you’d like to learn more, and join the discussion on Battlefield Discord.
As a reminder, Battlefield Labs is a closed environment, and attendance is limited, but we’ll make sure to share to keep everyone updated!
Thank you for joining the discussion. We look forward to connecting again soon - see you on the battlefield!
This announcement is related to content in development through Battlefield Labs, and may change as we listen to community feedback and continue developing the next Battlefield title and beyond. We will always strive to keep our community as informed as possible.
Today, we're excited to start outlining our future vision for the Class System in Battlefield.
The gameplay mechanics of classes and aspects that players have enjoyed most have evolved throughout the history of the Battlefield franchise. Our goal within Battlefield Labs is to test and refine the best aspects of the Class System from our history, and to evolve them into a cohesive vision for the future.
As we begin testing these class-defining systems, we invite you to either play, test or read along with what's to come for classes in Battlefield.
Let’s begin!
OUR DESIGN PHILOSOPHY FOR CLASSES
We envision the future of Battlefield classes to be a series of interconnected systems and fundamentals that shape your role on the field, while granting you the freedom to customize how you execute that role. Through Battlefield Labs play sessions, feedback, and data gathering, we aim to strike a balance between defined roles and player choice.
The Class System is defined by two main components: Customizable and class-defining.
The customizable components empower players to explore and push the boundaries of their roles within their chosen class while also still adhering to the expectations of the class.
The class-defining components are designed to enhance "pick-up-and-go" playability and reinforce the expectations of your class identity.
CUSTOMIZABLE:
Weapon Loadouts: Fully customizable weapon loadouts allow you the freedom to play the way you want. Play to the strengths of your class by using your signature weapons, or easily switch to any other weapon to meet the needs of your squad.
Class Gadgets: You'll have the option to carry two gadgets onto the battlefield, tailored to each class and its specific role. Recon aficionados specialize in intelligence and counterintelligence, with class gadgets including Deploy Beacons, Anti-Personnel Mines, and Laser Designators.
Training: Our philosophy with Training is to offer a series of traits that can be unlocked during play to enhance your ability to perform your role. As you engage more in a match, you'll gradually earn flat-stat bonuses and more to support the effectiveness of your role further.
Throwables: Our approach to throwables prioritizes enabling each class to effectively fulfill its role by providing tailored throwables.
CLASS-DEFINING
Signature Weapon: Each class has a Signature Weapon category tied to their class identity, which, when used, enhances their role on the battlefield.
For example, using our same ongoing test subject, the Recon class, if you select a weapon from the Sniper Rifle category, you will benefit from increased breath-holding duration. In contrast, an Assault player choosing from the same category will not receive this bonus.
DMRs, Carbines, and Shotguns remain viable options, no matter your class, but don’t benefit from any Signature Weapon bonus.
Signature Trait: Each class features a unique Signature Trait, providing passive bonuses tailored to optimize your role on the battlefield. For instance, a Recon player automatically spots enemies while aiming down sights, encouraging the use of weapons that complement this specialization.
Signature Gadget: These gadgets are unique and singular to each class with an aim for you to always have access to a tool that fulfills the role of that class.Separate from what you may choose as gadgets within your loadout.
Default Weapon Packages: The default weapon package is a pre-set combination of attachments and visual customization for each class to be combat ready, with the option for further progression and personalization.
What’s Next The Class System and its individual components will be available for testing within Battlefield Labs in the coming weeks. Participants will be able to go hands-on with these features, discuss, and provide feedback.
Following further play sessions, we'll be back with another Community Update to unpack class components in more detail, and share learnings based on participant feedback.
Get Involved Sign up for Battlefield Labs now if you’re interested in helping us validate the future of Battlefield. Read our FAQ if you’d like to learn more, and join the discussion on Battlefield Discord.
As a reminder, Battlefield Labs is a closed environment, and attendance is limited, but we’ll make sure to share to keep everyone updated!
Thank you for joining the discussion. We look forward to connecting again soon - see you on the battlefield!
This announcement is related to content in development through Battlefield Labs, and may change as we listen to community feedback and continue developing the next Battlefield title and beyond. We will always strive to keep our community as informed as possible.