0-9 A B C D E F G H I J K L M N O P Q R S T U V W XYZ
Xbox Early Game Preview (nur für Xbox Series X|S) Update Details
Beta Version: Entlisted (Xbox Series X|S) (Version 0.1.15.16)
Release: xboxdynasty.de
Training mode
- New players can now go through a full training camp:
Game mode selection menu → Training.
Weapons (Added authentic weapon models:)
- FNAB-43
- Springfield M1903 Air Service
- Mannlicher M1895 rifle
- PIAT rocket launcher
- РМ 38 mortar
- Ross rifle
Vehicles
- Fixed armor display in tank description
- Fixed airplane icon with broken propeller
AI-Soldiers
Improved AI-soldier behavior: (AI is is more focused on not blocking a player’s view)
- Fixed some sticking of AI-soldiers on stairs
- Fixed a bug causing AI-soldiers not being able to open low gates
- Now AI-soldiers tend to pass the player using better navigation curves so as not to create a ‘crowd’
- Aim accuracy of AI-soldiers now depends more on the distance, making them more dangerous at lower ranges (less than 25 meters) and less dangerous at long range shooting (above 50 meters)
Graphics and Animations
- Added water quality setting
- Vertical Sync setting now also works in windowed mode
- Added flash of light when a grenade or dynamite pack explodes
- Improved hair rendering
- Improved reflection quality from mirroring surfaces
- Lowered SSAO artifacts
- Optimised water rendering performance
- Fixed posture of Sturmpistole handling
Other Improvements
- Now soldiers in the Academy are grouped by types, not classes.
- Now in the squad selection window, reserve squads are hidden if you do not have them.
- Changed character acceleration and deceleration model. Now movement feels more natural.
- Improved campaign progress display after it reaches maximum.
- Improved upgrade levels display in the weapon description.
- Improved climbing on angled surfaces.
- Clicking on an unavailable slot in the soldier inventory now opens the improvements menu to unlock it.
- Xbox Controller: “LB” button is now default for launching rockets from aircraft.
- Xbox Controller: “D-pad Up” and “D-pad Down” are default for aircraft flap control.
- Xbox Controller: holding the „B” button is now the default for gear control.
- Sprinting and jumping now consumes less stamina.
- Artillery strike timer is now also visible in Lone Fighters mode.
- “Improved Reflections” setting now also affects reflections in water.
- Movement speed while leaning is now the same as in the aiming mode.
- Now there will be more blood visible on wounded soldiers.
- Increased icon sizes of control keys with hints in tutorial mode.
Improved debriefing screen template.
Added border highlighting for the squad slot where you can put the selected squad.
Increased velocity of Panzerwurfkorper 42 grenade for Sturmpistole
Fixes
- Fixed a bug causing a player to lose control of the tank cannon if there were other players in the same tank.
- Fixed a bug where a player could not aim horizontally from a mounted weapon while prone.
- Mortar model is now correctly placed on the soldier’s back.
- A message about a broken turret drive will now be correctly displayed.
- Fixed a bug causing the camera to shake too much when sprinting and aiming at low stamina levels.
- Fixed a bug allowing mounting of a stationary machine gun.
- Fixed a bug making vehicles explode after exiting them.
- Fixed a bug where upon hitting a soldier that was controlling an anti-aircraft gun, there was no damage.
- Now the correct sounds are used with the MG42 tank machine gun.
Beta Version: Last Oasis
Release: 08.04.2021 (Version 0.3.0.0 -> 0.4.0.0)
- 355,06 MB groß
Release: 16.04.2021 (Version 0.4.0.1)
- 277,06 MB groß
Release: 27.04.2021 (Version 0.4.0.2)
- 2,41 GB groß
Release: 10.05.2021 (Version 0.4.1.0)
- 10,82 GB groß
Release: 18.05.2021 (Version 0.4.2.0)
Quelle: xboxdynasty.de
GAMEPLAY & BALANCE
- With the addition of the Worm, new resources related have been added to the game. Some of them are exclusively harvested after a successful Worm kill,
some are obtained by directly attacking the beast for it’s valuable scales, and some are available in the territory where they roam, Worm Sighting event maps.
Alongside some other various misc resources, a successful Worm hunt will yield Worm Scales, Worm Silk,
and Worm Sand to the victors, as well as Worm Fangs, a trophy of tremendous value, proof of the ultimate feats of heroism and skill among Nomads.
- Added a new Meteor Fall event on all maps of the game (with the exception of Nomad’s Cradle), which brings a new resource essential to technology progression, as well as Walker construction… and raiding.
As the debris in the sky enters the atmosphere, leaving a blazing, fiery trail behind it to follow, make sure to be prepared for a fight over its spoils when it reaches the ground.
- Meteor Cores are a new resource which can be extracted from Meteor crash sites across any oases where they land.
They are a strange, energized crystal, harvested from the largest rocks falling off meteors. It’s not a resource exclusive to an event map, as it can essentially happen anywhere in the world, in any oasis.
They have a variety of uses, which include technology progression, Walker Mechanism crafting, as well as an important crafting material for a new Catapult boulder.
- New vitamin added to the game: Worm Tincture - It is produced with a mixture of Worm Sand, as well as a Worm Fangs, extracted from the mandible of a defeated Worm.
This potent vitamin will grant XP upon consumption when below maximum level, or +1 attribute point when at max character level.
- A new recipe has been added to Advanced and Artificer Woodworking Stations: Tablets.
Similar to the production of Tablets at an Ancient Fabricator, this will require glass, shattered fragments, and a meteor core in order to craft.
Tablets are guaranteed, but there is no guarantee of specific tablet types.
- The old Hullbreaker Catapult Boulder (now obsolete) has been replaced with Charged Boulders: Its main ingredient being Meteor Cores.
This new addition to the Catapult ammo can deal considerable damage against all types of armor (Soft, Hard, Robust, Reinforced, and Solid).
- The Ancient Crafting Station has received a new visual update, which brings renovated assets, animations, and effects, as well as some fixes to UI and related text.
And one secret or two that our mapping lead may or may not have hid in there as well.
- It is no longer possible to consume an interactable while being grappled to anything. This includes current bandages, and any future items in that category.
- Increased spread of Scattershot pellets, and further rebalanced damage versus different types of player armor.
With new balance, heavier types of armor will provide better protection against Scattershot.
OASES & POINTS OF INTEREST
- New event oasis: Worm Sighting. In this stretch of desert deep in the Wasteland is where the roaming Sandworms, dubbed “The Long Ones”, have taken as their territory.
The Worms are ravenous, monstrous beasts. Once one of them is focused on a Walker, it will lose sight of everything else around it.
In order to defeat the Worm, experienced nomadic hunters must band together, as entering their territory unprepared will mean certain death.
- Fixed Iron Ore node spawns on Kali Spires maps.
- Improvements were made on exit of the C8 pocket in Nomad’s Cradle. Fixed several sinkholes and other miscellaneous terrain issues.
- Misc fixes to inaccessible loot in Ancient City oases.
- Fixed small gaps in geysers on Kali Spires.
- Removed holy spheres from Kali Spires.
- Storm weather SFX should be lower now.
WALKERS
- Walker Mechanisms are now one of the resources required in the construction of many Walkers in the game.
The main resource utilized in the crafting of Walker Mechanisms (crafted at Woodworking Stations of any tier) is Meteor Cores.
- With the introduction of the Worm to the game, there’s been some re-balance work going on for some time, specifically for some Walker Upgrades resources.
Durability upgrade for higher tier Walkers (specifically Iron Upgrades) will now require Worm Scales to craft.
This will not affect all Walker Upgrades, only the large ones.
- Some Walker Legs and Wings have also been re-balanced to utilize these new resources more.
In general, Walker Wings will require more Worm Silk (which is now made more available), and Walker Legs will now require special Worm Scale resource.
Generally, it’s the late game ones which require new resources in greater amounts. As an example, only the Heavy Legs will utilize Worm Scales. But, as outlined below, they also come with some new advantages.
- As well as resource balance for crafting Walker Parts, there has also been some re-balance on not just the HP of these buildables, but the armor rating itself as well.
All Walker Parts which utilize Worm Scales in their construction will now have +1 to their base armor rating.
This means that, for example, Falco Raider Wings now have 5000 HP, as well as a Hard armor rating (old was Soft).
In the case of Heavy Legs which utilize Worm Scales, the armor rating will be Robust.
- Projectiles fired from siege weapons will no longer be affected by host Walker’s own movement.
Should make shooting on the move a bit more reliable, and allow for more interesting Raptor vs Raptor combat.
This is a fairly experimental change, so let us know your thoughts on it.
- Added functioning Raptor passenger seat. A second player can now sit alongside the pilot.
- Raptor “Flip” option will now only appear when it is stationary, and upside down(so not during flight).
- Fixed not being able to rebuild Hornet Walker’s legs in some specific situations.
- Fixed wrong torque consumption on Balang Walker.
- Fixed Silur Walker not consuming torque when starting to move.
- Improved spawn points on Panda Walker.
- Walkers in Nomad’s Cradle should no longer automatically log out after 6 hours.
MOBS
- Fixed an issue where Killins would get stuck attempting to exit their nests.
- Killins of the Spires should now be at a slightly greater height when on patrol.
TRADING STATION & QUESTS
- Fixed some improper collisions on Trading Station floors.
- Disabled quality usage on Quest Packages.
INTERFACE, VOICE & TEXT
- Lowered interaction distance for “Remove net” interaction on all objects.
- Lowered interaction distance on Battle Fan.
- Added a new equipment status UI, which will appear near the minimap area when your equipped gear is very damaged.
- Fixed issue which caused players using controllers to be unable to access Walker upgrade interface.
FIXES & IMPROVEMENTS
- Small optimization pass on Windmills.
- Fixed several client crashes.
- Further optimization work related to Players and Walkers has been done. Situations where there are potentially 80-100 players in very close proximity should now perform much better.
- Further Xbox related optimization pass on assets, sounds, and more.
- Fixed some jittering issues on grappling hook movement.
- Fixed problematic reload animation on Ballistas.
- Fixed a rare issue where the player could die from jump kicking.
- Fixed being able to net Poaching Huts.
- Netting a Hose Station will no longer just net the base, but the entire structure.
- Fixed animation issues with Sawblades.
- Improved description of help widget in Ancient Crafting Station: Now properly mentions Reinforced Planks.
- 3,30 GB groß
Release: 18.05.2021 (Version 0.4.2.1)
- 212,14 MB groß
Release: 31.05.2021 (Version 0.4.2.2)
- 387,77 MB groß
Release: 22.07.2021 (Version 0.4.3.0)
- 701,62 MB groß
Release: 29.07.2021 (Version 0.4.3.2)
- 391,68 MB groß
Release: 03.08.2021 (Version 0.4.3.3)
- 316,62 MB groß
Release: 06.08.2021 (Version 0.4.3.5)
- 314,75 MB groß
Release: 09.08.2021 (Version 0.4.3.6)
- 246,07 MB groß
Release: 12.08.2021 (Version 0.4.3.7)
- 248,02 MB groß
Release: 20.08.2021 (Version 0.4.3.8)
- 253,14 MB groß
Release: 04.08.2022 (Version 0.5.2.3)
- Speicherverbrauch von 11,3 GB auf 8,3 GB reduziert
- 6,19 GB groß
Release: 05.08.2022 (Version 0.5.2.5)
- 172,91 MB groß
Release: 06.08.2022 (Version 0.5.2.7)
- 215,29 MB groß
Release: 08.08.2022 (Version 0.5.3.1)
- 197,91 MB groß
Release: 10.08.2022 (Version 0.5.3.2)
- 186,68 MB groß
Release: 12.08.2022 (Version 0.5.4.0)
- 305,02 MB groß
Release: 17.08.2022 (Version 0.5.4.1)
- 185,30 MB groß
Release: 29.08.2022 (Version 0.5.5.0)
- 1,28 GB groß
Release: 30.08.2022 (Version 0.5.5.1)
- 177,38 MB groß
Release: 05.09.2022 (Version 0.5.5.4)
- 262,79 MB groß
Release: 08.09.2022 (Version 0.5.5.6)
- 221,99 MB groß
Release: 15.09.2022 (Version 0.5.6.0)
- Speicherverbrauch von 9,2 GB auf 8,6 GB reduziert
- 1,6 GB groß
Release: 16.09.2022 (Version 0.5.6.3)
- 153,77 MB groß
Release: 23.09.2022 (Version 0.5.7.0)
- 552,07 MB groß
Release: 26.09.2022 (Version 0.5.7.1)
- 163,12 MB groß
Release: 26.09.2022 (Version 0.5.7.2) später am selben Tag
- 66,93 MB groß
Release: 30.09.2022 (Version 0.5.8.0)
- 302,70 MB groß
Release: 03.10.2022 (Version 0.5.8.2)
- 70,02 MB groß
Release: 04.10.2022 (Version 0.5.8.3)
- 87,3 MB groß
Release: 10.10.2022 (Version 0.5.8.4)
- 169,90 MB groß
Release: 11.10.2022 (Version 0.5.9.0)
- 245,48 MB groß
Release: 12.10.2022 (Version 0.5.9.1)
- 167,7 MB groß
Release: 21.10.2022 (Version 0.5.9.7)
- 354,06 MB groß
Release: 28.10.2022 (Version 0.5.9.8)
- 271,46 MB groß
Release: 11.11.2022 (Version 0.5.9.9)
- 224,82 MB groß
Release: 23.11.2022 (Version 0.6.0.1)
- 816,48 MB groß
Release: 24.11.2022 (Version 0.6.0.3)
- 207,65 MB groß
Release: 27.03.2025 (Version 0.6.0.12)
- Speicherverbrauch von 9,2 GB auf 13,9 GB erhöht
- 12,21 GB groß
Beta Version: ARMA Reforger (NUR SERIES)
Release: 19.05.2022 (Version 0.0.0.9 -> 0.0.0.10)
Quelle: xboxdynasty.de | reforger.armaplattform.com
BUG FIXES
- Das Respawn-Menü konnte dazu führen, dass mehrere Charaktere gespawnt wurden
- Kamerakollision in der 3rd-Person-Ansicht
- Rauswurf von Spielern aus einer Sitzung, wenn die Replikation statische Objekte in einer streambaren Hierarchie neu streamt
- Absturz während der Replikation, verursacht durch Gegenstände, die während des Ladens eingefügt wurden
- Einige KI-Wegfindungsprobleme im Game Master-Szenario
- Skript-Compiler verursacht einen Absturz, wenn der Vektor nicht im Index ist
- Texturspeicher-Leck und möglicher Absturz beim Deallokieren
- 2,84 GB groß
Release: 25.05.2022 (Version 0.0.0.9 -> 0.0.0.12)
Quelle:
- 8,30 GB groß
Release: 02.06.2022 (Version 0.0.0.13)
Quelle: xboxdynasty.de
Game
- Fixed: Rendering artifacts related to shadow cascades
- Added: Smaller Conflict scenarios available in the Play and Scenarios menus
- Fixed: AI in Idle behavior was not checking its surroundings and now does
- Fixed: Explosives containers in Conflict would contain regular items instead
- Fixed: Changed the faulty background in the PlayerTile groups layouts
- Fixed: Magazines would stay attached to hands when a reload was interrupted by the equip action
- Fixed: Crash in inventory when dropping a vehicle inside a turret
- Tweaked: Ural upshift RPM increased to 1250
- Added: Option to change the gamepad Y-axis orientation
- Fixed: Potential character teleport under the surface when exiting a flipped vehicle
- Tweaked: AI perception at night
- Fixed: Mouse aiming of turrets became unreliable with high FPS
- Tweaked: Collisions and destruction of certain small props, walls and environmental objects
- Fixed: Steam platform saves are now gracefully freed
- Fixed: Potential crash when closing Game Master mode
- Fixed: The vicinity would not get refreshed when proxy clients manipulate items inside a storage hierarchy
- Fixed: Skipped paths in the climbing test for valid climb-over points (climbing through a window)
- Fixed: Suppressing sprint when going into ADS with binoculars or another gadget
- Fixed: Potential crash on exit related to UI
- Fixed: Collision of cars with gate bars could sink the cars under the terrain
- Fixed: Characters killed (or players disconnected) while inside a vehicle could end up stuck next to the vehicle or sitting on the road
- Fixed: Improved door contact detection
- Fixed: Item gestures would not be possible with the character in a throwing stance
- Fixed: Weapon equip actions are now checking the availability of gestures to prevent delayed pickups
- Fixed: Binding keys can now be cancelled by pressing the Escape key
- Fixed: Equipping a weapon could potentially crash the game
- Fixed: Changing the model of an animated items could potentially crash the game
- Fixed: Radios would not be returned to the radio pool on disconnecting
- Fixed: Players could get stuck during the Tutorial scenario when building a bunker
- Changed: When a player gets banned, the duration of the ban is displayed to them
- Tweaked: Localization strings and phrasing
Xbox
- Fixed: Password entry on the virtual keyboard
- Changed: TV audio is no longer muted when headphones are plugged into the controller
Multiplayer
- Changed: Improved the ACK system to reduce resend rates and bandwidth spikes when the server streams a new map regions to players
- Fixed: Clients are now handling disconnection from the server during a world reload
- Tweaked: Optimized the transfer of fire action in turrets
- Hotfixed: Graceful return from an online session to the main menu on resuming from being suspended
- Fixed: Sanitized ServerCommandHandler in case the player is no longer available
- Fixed: Improved the network frames acknowledgement mechanism
- Fixed: Network streaming or disconnecting could potentially crash the game
- Changed: Animation data from owners (rather than the server, as it previously was) is now played on proxies by default (this can be disabled by -noForwardOwnerAnimations on the server)
- Tweaked: Improved smoothness of characters in multiplayer
Rendering
- Hotfixed: Rendering artifacts visible on some surfaces when using scopes or the inventory
- Hotfixed: Building interiors going suddenly pitch black
- Fixed: Clutter not being removed by decals
- Fixed: Flickering clutter when removed by decals and flickering decals
Enfusion
- Fixed: An incorrect sub-scene name could be shown in the scene tree
- Changed: BattlEye is now always loaded from the game installation folder
Workbench
- Tweaked: Height resampling is default now when importing a height map in World Editor
- Fixed: RDB cache showing files not present in an addon
- Added: The current backend environment is shown in the status bar now
- Fixed: World Editor: Crash when trying to save a world into a read-only folder
- Fixed: Ignoring „Armature“ bones from Blender
- Changed: Forbidden use of Workbench as a replication client
- Tweaked: World Editor: Better default camera position
- Fixed: World Editor: Crash when displaying an entity’s context menu
- Fixed: Changing properties of DecoratorEntity in Behavior Editor could crash Workbench
Backend
- Fixed: Crashing for some people when they are manipulating the server browser
- Removed: Local rating update in Workshop
- Changed: Backend: Dedicated Server shutdown invoked in 3 seconds, after a heartbeat fails 3 times
- Tweaked: Manifests of old addons are now properly removed when updating
- Fixed: Backend: When room registration fails, a server now properly shuts down
- Fixed: Sometimes servers would not be visible in the server browser after disconnecting
- Changed: Improved error reporting of service-related issues
- 6,46 GB groß
Release: 08.06.2022 (Version 0.9.5.66)
Quelle:
- 6,21 GB groß
Release: 16.06.2022 (Version 0.9.5.73)
Quelle:
- 7,77 GB groß
Release: 30.06.2022 (Version 0.9.5.90)
Quelle:
- 3,25 GB groß
Release: 14.07.2022 (Version 0.9.5.97)
Quelle:
- 6,82 GB groß
Release: 21.07.2022 (Version 0.9.5.101)
Quelle:
- 5,18 GB groß
Release: 11.08.2022 (Version 0.9.5.109)
Quelle:
- 3,21 GB groß
Release: 25.08.2022 (Version 0.9.5.116)
Quelle:
- 4,04 GB groß
Release: 20.10.2022 (Version 0.9.6.56)
Quelle:
- 7,17 GB groß
Release: 25.10.2022 (Version 0.9.6.60)
Quelle:
- 1,09 GB groß
Release: 10.11.2022 (Version 0.9.6.64)
Quelle:
- 1004,46 MB groß
Release: 01.12.2022 (Version 0.9.7.41)
Quelle: reforged.armaplatform.com
Assets
- Added: Arland terrain
- Added: Arland specific buildings
- Added: 4×20 Carry Handle Scope for M16 rifles
- Added: Combat Ops scenario
- Added: Sa-58P and Sa-58V 7.62x39 assault rifles
- Added: Airport signs & lights
- Added: Color variants to structures & buildings
- Added: Everon Airport sign on top of its hangar
- Tweaked: UAZ469 now uses split wheels, doors, roof frame, and roof canvas
- Fixed: Transmitter station fixed
Game
- Added: Grouping of hitzones in damage and healing logic, an overhaul of bleeding, rework of the structure of consumable items, fixing of healing and bleeding characters from GM, and removing of redundant hitzones
- Added: Switching between first-person and third-person cameras now cancels ADS
- Added: It is now possible to use healing items in a vehicle
- Added: Weapon inspection X raise weapon X ADS actions now interact with each other correctly
- Added: Manual gearbox - Gameplay option for Driving Assistance
- Added: Inspected gadgets now support user actions as intended
- Added: When one vote is ongoing (not more, not less), holding 'P' will instantly cast a vote for it.
Pressing 'P' can still be used to open the player list and vote there
- Added: New animations and animation graph for the Russian radio_R148 with inspection
- Added: Flattening of grass under weapon at lower stances
- Added: Rebindable action for putting away currently selected item, also available while driving a vehicle - by default bound to DPad Right
- Added: Radial menu for quick slots 5-10 on the gamepad, controlled with Right Thumb Stick
- Added: RGD-5 fuze pop sounds
- Added: Magazine weights are now calculated dynamically, based on the weight and quantity of individual cartridges
- Added: Direction indicator is now shown when rotating an entity in Game Master
- Added: Antenna now has cost of building now
- Added: Separated combobox (selection drop-down list) for players' management menus
- Added: Hover over hitzone hint in the inventory
- Added: Medical crates are back in HQ tents
- Added: The voting countdown is now broadcasted to clients, so it can later be shown in notifications
- Added: Additional variants of M151A2, M998, M1025 added to US vehicle configs
- Added: Instant vote keyhint on sticky notification
- Added: Radial menu for quick slots 5-10 on a gamepad, controlled with Right Thumb Stick
- Added: Previous/Next page keybinds to the controls menu
- Added: Weapon scopes to arsenals
- Changed: Character will play sit-down/stand-up animations when entering compartments without animations
- Changed: Character magazine reload restricted during item inspection
- Changed: Improved flashlight control hints
- Changed: Action CharacterDropItem available while in the quick bar
- Changed: Slightly enlarged capacity of all trousers. US and Soviet soldiers now have two bandages
- Changed: Updated UI sounds in Inventory
- Changed: Right Thumb Stick Single Click toggles freelook, Right Thumb Stick Hold triggers Focus instead of Freelook while not driving
- Changed: Stance adjustment and leaning moved from RB + Right Thumb to RB + Left Thumb stick
- Changed: Players can now vote to kick only a player of the same faction
This should prevent enemies from exploiting this to kick the enemy team, and also lowers the limit for a successful vote, as the number of votes is now evaluated only based on the number of players in the faction
- Changed: Factions in Game Master are now in order US - USSR - FIA instead of US - FIA - USSR
- Changed: FIA soldiers rearmed from AK-74 assault rifles to VZ-58 assault rifles
- Changed: Level of details selection algorithm was tweaked for transitions to be less visible
- Changed: Perception settings for AI so they see better during the night
- Changed: Persistent braking behavior
- Changed: Disabled AO on vegetation billboards, tweaked wetness on forest surface and wheat clutter
- Changed: Set post-process anti-aliasing OFF on ULTRA PC graphics preset. It was blurring otherwise already anti-aliased image by MSAA 4x
- Changed: Content of PlayMenu updated for 0.97 to feature Combat Ops and 3 recommended missions
- Changed: Stationary character now does no checks if nearby collision objects are static and only a few needed ones when there is a non-static collision object
- Changed: CharacterLiftWeapon action changed from LMB to C and can now be rebound in the keybinding menu under Weapon
- Changed: Invalidation of render target shadow context
- Changed: To/from GP25 plays foley sounds now
- Tweaked: Entering ADS now cancels freelook
- Tweaked: Reduced occlusion of smoke grenades, meaning that AIs will see better through smoke
- Tweaked: Refactored AI behaviors to move from danger (running from a grenade, incoming vehicle, vehicle horn)
- Tweaked: Audio of weapon inspection
- Tweaked: Sounds of rolling with different equipment
- Tweaked: Head bob for sniper rifles when in ADS so the scope doesn't get crazy misalignment values
- Tweaked: Moved sight switching combo to Ctrl+RMB and RB + Left Thumb Click on a gamepad to prevent collision with firemode switching during ADS
- Tweaked: The kick threshold changed to 0.3 (the option for selection of only one faction will be added in the future)
- Tweaked: Weapon "default" radiuses to ensure reliable picking up
- Tweaked: Set CarShift input filtering to click to prevent gearbox state machine failure during the COUPLING state
- Tweaked: Mouse aiming vertical sensitivity set to the same as horizontal
- Tweaked: Slightly increased vehicle steering speed while stationary
- Tweaked: Tripod rotation speeds
- Tweaked: Increased spawn point default spawn radius
- Tweaked: Shortened vehicle burn time by 33%
- Tweaked: Explosive damage rebalance
- Tweaked: Control hints for manual gearbox
- Tweaked: Gamepad aiming speeds for characters and turrets
- Tweaked: Third-person camera in vehicles
- Tweaked: Colors of rain
- Fixed: Manually loaded ammo doesn't appear on weapon storage in the inventory UI
- Fixed: Hands pose properly refreshed after inspection
- Fixed: Magazines now go into inventory if the weapon is dropped during reload unexpectedly, instead of staying in the character's hand
- Fixed: Canceling of item actions by jump and stance change
- Fixed: Safety doesn't work on weapons that don't have it. Safety now stays engaged if switching to a lowered weapon
- Fixed: Sonic crack sound might have played when the projectile was subsonic
- Fixed: Sprint suppressing now doesn't cancel toggle sprint. Should also fix AI not being able to sprint after the reload
- Fixed: AI wasn't able to operate the hummer turret
- Fixed: AI BTR turret operator can't see enemies
- Fixed: ForceDeath now resets the instigator. This prevents people respawning from being considered as teamkills for example
- Fixed: AI soldiers didn't try to escape a vehicle that was driving backward at them
- Fixed: Running over players with a vehicle now properly sets instigators
- Fixed: Explosions now consider occlusions of hitzones
- Fixed: Explosion damage and Fragmentation damage now approximate the area of hitzones
- Fixed: AI soldiers constantly switching between two rifle magazines if they have different prefabs but the same score
- Fixed: Trunk can be accessed from the vicinity of destroyed vehicles
- Fixed: Crash when killing AI
- Fixed: Weapons and gadgets are properly dropped
- Fixed: Weapons were firing slowly
- Fixed: Vehicle horn off input action generated unnecessarily when entering a vehicle
- Fixed: Disappearing rocket during reloading in MP
- Fixed: Backpacks and weapons are properly hidden when equipped during switching seats
- Fixed: Weapon/item inspection won't continue during melee attack(s)
- Fixed: Grenade can now be switched to another weapon when it is being aimed
- Fixed: When selecting a weapon, AI was ignoring the weapon if it had a loaded magazine without any magazines in inventory
- Fixed: Can't enter into ADS after removing M21 scope
- Fixed: Changing stance will now cancel bandaging properly, and not cancel inspection if it isn't needed
- Fixed: ADS being on when entering the turret whose previous operator had ADS enabled when leaving it
- Fixed: ADS state for turrets wasn't set properly after reloading
- Fixed: Weapon inspection should suppress gestures as intended
- Fixed: Turret base movement sounds sometimes got stuck on clients
- Fixed: Weapon obstruction properties would ignore the aim angles limit set in the aiming component
- Fixed: Server browser server mod loading
- Fixed: Player didn't respawn when the deploy button was toggled
- Fixed: Controls: Gamepad - Player is unable to toggle 3PV camera with Binoculars/Compass/Wristwatch
- Fixed: Input sensitivity during weapon obstruction with optic sights should no longer be reduced
- Fixed: Persistent ADS will make the camera persist in 1pv during jumps and other actions in 3pv while ADS is active
- Fixed: Content of blouse and trousers wasn't saved/loaded for player saved loadouts
- Fixed: Invalid ADS camera behavior during jump transition(s)
- Fixed: Magazine loaded in turrets disappears after some time
- Fixed: Pinged position or entity is now indicated on the edge of the screen when it's outside of the view
- Fixed: While transforming an entity in Game Master, hovering over a slot, rotating the entity, and unsnapping it from the slot again reverted its rotation
- Fixed: Sight switching action didn't work
- Fixed: When respawning on a radio operator who is in the building, the chosen position was always outside of the building. Now it will try to search for suitable positions inside
- Fixed: AI was able to complete the "Move" objective
- Fixed: No more headless clients when dying during third-person weapon ADS
- Fixed: Clicking on the trait icon within the entity card in the entity browser didn't do anything. Now it behaves as if clicked anywhere else on the card
- Fixed: Server crash on player reconnect
- Fixed: Improved MT safety of physics regarding the character controller
- Fixed: Blur persisting after unconsciousness is removed. Also, the heartbeat after death is no longer audible
- Fixed: Displaying of selection button in group and player entries
- Fixed: Groups and player entries should now have the right visuals
- Fixed: Player options should display a vote warning when voting for a player was started
- Fixed: Crash related to delayed execution of a gadget task when streaming a character in
- Fixed: RPG rocket disappears if detached while no suitable inventory space is available
- Fixed: Crash when reloading without mag to inventory
- Fixed: Spamming deployment could spawn a player multiple times when lagging
- Fixed: Disconnected players will now stop moving (or stop the vehicle if driving)
- Fixed: WeaponRaised and ADS streaming desync
- Fixed: Client VoN crash caused by invalid PlayerId at the edge of character lifetime
- Fixed: Character can press space while swimming which leads to him being stuck in a broken freelook
- Fixed: Server browser mod details are now loaded even if mods were previously loaded in the Workshop
- Fixed: Campaign: Request timer triggers even when a vehicle isn't spawned because of obstruction
- Fixed: Preload placeholder stayed on screen upon reconnecting to a server in some cases
- Fixed: Vehicle order in Request action at depots
- Fixed: Controls hints priority sorting
- Fixed: Possible fix for incorrect player count shown in the faction selection menu
- Fixed: Make the deactivation threshold works with any input filter
- Fixed: Bar gates should now perform a slightly more precise check for blocking obstacles (OBB instead of AABB check)
- Fixed: Further strong references replaced with weak ones when creating JobManager tasks + other related issues fixes
- Fixed: Replacing a dead gunner that was shooting will no longer result in automatically firing
- Fixed: Characters sometimes would be "undead" if they got healed after dying
- Fixed: Tripod rotation limits reduced to fix arm stretching on tripods
- Fixed: Players spawning on the same spot when spawning on the spawn point group
- Fixed: Gadgets improperly set to the ground mode when unequipped while still in a compartment
- Fixed: Grenades are now hidden when holstered properly (before they just clipped inside the body but stayed visible)
- Fixed: Direction and Normal was vector.Zero during melee
- Fixed: BTR no longer shoots itself on the move
- Fixed: Signals not updated after a vehicle gets destroyed (e.g. the engine sound keeps playing)
- Fixed: Couldn't focus on items opened traverse storages via gamepad
- Fixed: PIP scope input speed scaling
- Fixed: Removed open and inspect actions from arsenal weapons/backpacks
- Fixed: Jumping off a ladder from the lowest bar, or from a tilted ladder, causes the character to get stuck in the falling animation
- Fixed: Removing sights result in undefined behavior and can crash the game at any point
- Fixed: Can't reload M1025 turret
- Fixed: Crash possible when performing jobs in JobManager and the entity associated with the job disappears
- Fixed: Editable entities with occluders have been removed as they can't be properly updated after editing
- Fixed: Some garage doors wouldn't collide with vehicles
- Fixed: PKT gunner stance
- Fixed: Right lean adjustment on the gamepad was too sensitive
- Fixed: ScenarioFramework - Triggers now properly account for all players that are currently in-game
- Fixed: FOV sliders not working properly
- Fixed: Removed callqueue calls for respawn and spawn music, which caused a crash when the player quickly disconnects or gets kicked
- Fixed: Incorrect usage of soundComponent. Terminate and audio handles on vehicles
- Fixed: VoN: Audio signals not set for streamed out characters
- Fixed: Possible crash on multithread racing condition in physics of characters
- Fixed: Possible crash when AI is using doors which gets deleted
- Fixed: Memory leak when a player is kicked mid-joining
- Fixed: Crash on preloading entities without a model
- Fixed: Backend: Crash of server when a certain combination of kicked player reconnection happened
- Fixed: User action aggregation broke sorting order within the user action context
- Fixed: After getting banned for friendly fire, it was impossible to reconnect even after the #unban command was used
- Fixed: Admin bans should now persist between reconnects
- Fixed: Server browser BattlEye and player filters
- Fixed: Cloud shadows: fixed cloud shadows disappearing near sunset/sunrise
- Fixed: Clouds: fixed clouds haze not matching with distance fog
- Fixed: Sun not correctly hidden behind clouds 2D plane at the horizon
- Removed: CharacterWeaponBipod action as it is currently unused
Xbox
- Changed: Added the first iteration of overall performance-oriented graphics presets for Xbox Series S/X
- Changed: Turn off connection reuse on Xbox
- Changed: Lockhart has forced static 1440 resolution, Anaconda 2160
- Changed: MSAA and 1080p target resolution on Xbox Series S
Changed: Disabled FSR for 30FPS mode for Xbox Series S
- Fixed: Possible crash after leaving a modded scenario
- Fixed: Mouse & keyboard fixes
- Fixed: Unable to select primary weapon, compass, or watch while the gadget is held
- Fixed: Keyboard disconnecting problems on Xbox
Multiplayer
- Changed: Remote vehicles start with their physics off
- Changed: Swimming and sliding commands made available for local replay
- Changed: Further vehicle animation states are simulated locally now (steering, throttle, clutch, etc.)
- Changed: Use unreliable RPL channel for Voice over Net (VoN)
- Fixed: Physics velocity not updating on remote proxies
- Fixed: Final transformation of items now consistent between running instances (replicated)
- Fixed: Weapon fire desync after reconnecting
- Fixed: Proper replication of dropping a weapon
- Fixed: Old values of movement, lean, and stance change not updating properly
- Fixed: Turrets get desync when a client exits them and another enters
- Tweaked: Item actions traffic
- Tweaked: Controller inputs delta compression
- Tweaked: Character shared variables traffic optimization
- Tweaked: Delta compression for PhysAgent orientation
- Tweaked: Animgraph streaming traffic optimization
Game Master
- Added: Game Master health settings for global scenario properties
- Added: Game Masters that don't have admin rights can now remove their Game Master right which allows them to become a normal player again
- Added: Game Master can now choose passengers of vehicles by means of a context action
- Added: Game Master gained the ability to quickly fill vehicles with Crew and Passengers by means of a context action
- Changed: Game Master Entity browser trait filters no longer require all filters to match in order for entities to be displayed
- Changed: When transforming an entity in Game Master (i.e., moving it around with its ghost preview visible), context menu action shortcuts are no longer available
- Changed: Game Master health settings for characters' scenario properties
- Fixed: Double cursor would sometimes appear in the Game Master map
- Fixed: Missing control hints for the Game Master
- Fixed: Game Master camera wasn't shown on the map
- Fixed: "Resupply" context action in Game Master didn't work on other players
- Fixed: "Save loadout" action on Arsenal boxes is no longer available for AI soldiers that Game Master took control over
- Fixed: Hiding the Game Master interface made the map disappear as well
- Speicherverbrauch von 16,9 GB auf 21,6 GB erhöht
- 11,49 GB groß
Release: 08.12.2022 (Version 0.9.7.48)
Quelle: reforger.armaplatform.com
Game
- Added: Custom arsenal into Combat Ops and the possibility to save loadout and spawn with it
- Added (Conflict): MP serialization, client data (stored faction & rank)
- Fixed: Login dialog password obfuscation
- Fixed: Explosions are now traced against the center of mass, not the origin
- Fixed: Explosions would not be blocked by walls
- Tweaked: Damage computation for explosions
- Tweaked: 2D Map: Update default values on Rasterization export
- Fixed: Avoid swapping AI movement components if the controlled entity is a player
- Fixed: Gamepad usage of GadgetMap (DPad Right + B) does not prevent GetOut action
- Fixed: ScenarioFramework: Task notification pop-up duplication when someone assigns/unassigns task
- Fixed: Missing penalty component to CombatOps
- Fixed: Weapon unequippable after being slung and then moved in inventory to a different slot
- Fixed: ScenarioFramework Deliver Intel glitch can cause the Exfil task to appear
- Fixed: Game slowdown caused by shooting into water bodies (ponds, lakes, rivers), fixes incorrect behavior of water impact particles
- Fixed: Script error when entering a turret compartment with an empty weapon slot
- Fixed: Conflict: Wrong assets spawned around relay towers
- Fixed: Leaning not replicated properly
- Fixed: Character state stayed modified even after the item in hand was deleted
Stability
- Fixed: Backend Crash when the player is removed during authentication
- Fixed: Crash when the inheritance of unrelated classes, fixes crash on modded loadouts
- Fixed: Crash when there is a type mismatch in BTNode inputs
- Fixed: Crash on ResetVehicle not handling missing entity
- Fixed: Memory leak in the scripted camera
- Fixed: Crash in audio caused by delays
- Fixed: Crash when BaseLoadoutClothComponent's area type is not set
- Fixed: Memory leak when server shutdowns immediately after creation
- Fixed: Crash because HelicopterControllerComponent doesn't perform validity check when running simulation
Enfusion Blender Tools
- Changed: Any game data processing is now done via Workbench Bridge, following are the features that require running a version of Workbench (Operator's/Property's description contains a warning too):
TXA export
- Enfusion materials import(Enfusion Tools → Import → FBX)
- FBX export(Enfusion Tools → Export→ FBX)
Colliders Setup
- Model Quality Assurance(only if " 'usage' Property " is checked)
- Changed: Model Quality Assurance now uses Geometry Nodes setup to visually indicate invalid geometry(see "Invalid Topology" Collection)
- Changed: New TXA export interface
- Better general look: no longer need to expand the right panel to see parameters
- Export profiles & diff poses are reliably stored in the file itself
- Ability to search through export profiles and diff poses
- Tweaked: Significant improvement to TXA exporter speed while exporting more complex actions
- Fixed: Exporting of weapon IK poses
- 3,11 GB groß
Release: 15.12.2022 (Version 0.9.7.53)
Quelle: reforger.armaplatform.com
Game
- Added (Conflict): Client data can now be re-applied after server restart
- Fixed: ScenarioFramework: Title and description for task notifications are not properly updated when overriding default values
- Fixed (Conflict): Wrong capture point count when resuming a scenario
- Fixed (Conflict): No longer possible to build already built structures when resuming a scenario
- Fixed (Conflict): Wrong faction variants of buildings spawned when resuming a scenario
- Fixed: Scenario menu inputs - double click = Play or Continue, Join and Restart has now different actions on the controller
- Fixed (Conflict): When resuming a scenario, the HQ composition would be spawned on a random starting point as well as on the proper HQ
- Fixed (Conflict) Incorrect amount of supplies restored in bases with supply depots
- Fixed: When possessing AI in GameMaster, the head of AI would not always disappear in first person
- Fixed: Missing structures when resuming a scenario with prebuilt compositions
- Fixed: ScenarioFramework - The message about finishing the objective is shown incorrectly
- Fixed (Conflict): Missing spawnpoints in small scenarios
- Changed: Disabled spawn occupants in the vehicle (context action in GM) until a proper fix can be made
- Tweaked: Fragmentation damage
Stability
- Fixed: Crash when saving loadout
- Fixed: Make loadouts area type safer and not crash when not setup
- Fixed: Race condition causing crash on aborting download
- Fixed: Potential crash in WeaponComponent::GetSightsTransformation
- Fixed: Possible crash in AI abort defend waypoint
- Fixed: Possible AI Crash in RequestAction
Multiplayer
- Fixed: If a player tries to reconnect during their ban duration they won’t be able to rejoin the server even after the ban expires resulting in a connection failure.
- Fixed (Backend): Crash related to auth fail and kick during player reconnect
- Fixed: Possible stall and kick when streaming of replicated objects merges multiple hierarchies
- Fixed: Possible stall during JIP if some nodes didn’t have a parent on the server
- Fixed: Possible continuous Room removal process
- 4,95 GB groß
Release: 13.01.2023 (Version 0.9.7.61)
Quelle: reforger.armaplatform.com
Game
- Added: EntitySlotInfo::OnAttachedEntity and EntitySlotInfo::OnDetachedEntity events
- Fixed: (Conflict): Reconnecting players should now always have the correct saved data applied
- Fixed: BaseInventoryStorageComponent::GetOccupiedVolume is not taking additional volume into account
- Fixed: GetClothByArea and IsAreaAvailable functions were not returning the correct slot when passing the parent type class as a parameter
- Fixed: SetAdditionalWeight and SetAdditionalVolume were not reliable RPC
- Fixed: Unable to switch items in both hands after mashing the number keys, caused by gadget show/hide animations getting stuck
- Fixed: AI should no longer spawn inside a tent
- Fixed: Removing an item from the quick slot with the gamepad resulted in an item slot stretched across the screen
- Fixed: Spawning on bases with no reverse signal (cannot reach HQ back)
- Fixed: Input: filter preset from/to combo user binding
Combat Ops
- Added (ScenarioFramework): Trigger notifications, expanded logic, and implementation to CombatOps Exfil point
- Added: Task Kill
- Added: (ScenarioFramework) Waypoints for Task Kill
- Added (ScenarioFramework): Settings for the maximal number of tasks that can be generated
- Added: Kill hvt task, with hvt soldier classname placeholder
- Added: Music when extractions starts, some compositions into tents
- Added (CombatOps): Task Kill to all viable areas
- Added: Finished Tasks list
- Added (ScenarioFramework): Proper end screen based on completed tasks and new logic counter features for easier workflow
- Tweaked: SCR_PopupNotification refactor
- Tweaked (ScenarioFramework): Minor fixes for the exfil trigger and addition of countdown to CharacterTriggerEntity
- Tweaked: Exfil trigger countdown notifications, play sound during countdown and removed obsolete ALL_PLAYERS since we have a percentage slider for PLAYER activation
- Tweaked (ScenarioFramework): Random Percent default value set to 100 as it caused improper spawning chance
- Tweaked (ScenarioFramework): End screen formatting improvements
- Fixed: Broken merge of CombatOps_Arland_Areas.layer causing some layers not to be created
- Fixed: SCR_PopupNotification progress bar timer setup
- Fixed: SCR_PopupNotification filter reset
- Fixed (ScenarioFramework): Exfil trigger was not properly decreasing counter and tweaked notification spam
- Fixed: (ScenarioFramework): Edge case for delivering intel task trigger not being correctly assigned which prevented completing the task and icon relocation on the map
- Fixed (ScenarioFramework): Seeking existing object could not properly retrieve ResourceName of the StaticModelEntity which caused Task Destroy not to register Antenna
- Fixed: The turning animation keeps playing after turning right
- Fixed: Debug spheres in combat ops
- Removed (ScenarioFramework): Obsolete extraction counter that is not utilized
Game Master
- Fixed: Spawn occupants could still be called with shortcuts potentially causing a budget overflow
- Fixed: When respawn menu was opened while the player list was visible, it prevented the player list from being opened in respawn menu
Multiplayer
- Fixed: Excessive preload requests could lock the player on respawn loading screen
Workshop
- Fixed: Workshop deleting of local mods and mods from different backend environments
Backend
- Added (Backend): Experimental feature allows us to fix issues with incorrect player counts in the Server Browser.
Fixed (Backend): Server Crash when player disappears during auth.
Stability
- Added (Crash Reporter): Crash unique GUID being logged
- Fixed: Crash when reading specific JSON files
- Fixed: Crash when adding HierarchicalParametricMaterialInstanceComponent on an entity.
- Fixed: Crash when starting ragdoll with a weapon in hand that doesn't have a physics component
- Fixed: Crash in AIWeaponTargetSelector caused by a null pointer
- Fixed: Crash in AIInventoryCache which was probably caused by dangling callback
- Fixed: Crash on Game cleanup due to a missing null check.
Enfusion Blender Tools
- Tweaked: The P3D import dialog now informs the user if Workbench with net API enabled is running, which is necessary for the proper P3D import process
- Added: New properties to EBT -> Export -> FBX window
- 2,93 GB groß
Release: 23.02.2023 (Version 0.9.7.91)
Quelle: xboxdynasty.de
Game
- Added: Free Roam Building feature
- Changed: Changed crack puddle sharpness for a bit more explicit puddles from detail textures
- Changed: Moved the MG in compositions to make sure Players stand behind it rather than sit
- Changed: Sorting is always set to default: behavior is now consistent across all browsers
- Changed: Optimized usage of pathfinding component in AI movement
- Tweaked: Position of context for open door action
- Fixed: Color values in LightRunway_02 prefab
- Fixed: AILimit counter condition when removing AI agents
- Fixed: Fixed Arland time zone
- Fixed: Wrong lighting on bunkers
- Fixed: Streamed out friendlies appeared as unknown source in VoN display UI
- Fixed: Combat ops: End screen only shows objectives that were completed while the player was connected
- Fixed: Conflict: Wrong points color in HUD
- Fixed: Coastal bases do not have Signal/antenna icons when missing range
- Fixed: Spawning in Morton, added 2 bunkers
- Fixed: Destroyed vehicles do not shut engine down
- Fixed: Incorrect keybind hint in tutorial stage 67
- Fixed: Tutorial: Screen flickering upon scenario start
- Fixed: Vehicles collide with grenades on the ground and can get stuck
- Fixed: Cannot loot binoculars and compass from dead bodies
- Fixed: Services in bases can be duplicated
- Fixed: Updating mesh every frame on supply trucks in conflict
- Fixed: Players can get stuck on loading in deploy screen when deploying to remote locations and getting spawn killed
- Fixed: Tutorial: Wrong waypoint position for bunker building stage
- Fixed: Wristwatch was not being updated after dropping and picking up
- Fixed: Entities were force-streamed to the client even when the editor was opened, but the mode that required streaming was not active
- Fixed: Compression on flashlight overlay textures in the map changed from ColorHQCompression to DXTCompression to remove the artifacts
- Fixed: Budgeting for stationary nodes with per connection streaming disabled
- Fixed: Create permission record on the fly
- Fixed: Conflict: Spawnpoint activation upon building an antenna in a base when all other conditions are already fulfilled
- Fixed: Conflict: Spawnpoint activation upon connecting a base to the HQ radio network by capturing another base on the way
- Fixed: UAZ wheels damage, misconfigured roof frame, and canvas
- Fixed: HQ Tents should no longer use Medical crates. Morton spawn moved.
- Fixed: A check is added to make sure that opened storage is still within the vicinity of the player
- Fixed: Crash when looting dead character
- Fixed: Engine not starting up reliably on high FPS
- Fixed: Disappearing interaction in vehicle depots
- Fixed: Conflict: No XP loss when causing a friendly fire from a turret
- Fixed: Regenerated vehicle maintenance depots for Conflict and editable prefabs for new signs.
- Fixed: Crash on shooting barbed wire
Modding
- Added: Math3D::IntersectionSphereAABB API
- Added: CharacterVicinityComponent::GetDiscoveryRadius API
- Added: Workshop API to get unfinished download
- Changed: Editor manager variable was not available in all events
- Tweaked: Workbench (Resource manager): Anim file types enabled for being duplicated in addon
- Fixed: Server events for mode activation and deactivation were not called in all situations
- Fixed: When importing FBX from not loaded project error message
- Fixed: When importing FBX check for it in all loaded Addon Projects
- Fixed: Check if FBX is imported from not loaded project
- Fixed: Error message when importing a model with wrong GUID and relative path
Scenario Framework
- Added: ScenarioFramework: Mission header for CombatOps with the ability to set the number and type of tasks
- Added (ScenarioFramework): Add Task Defend
- Changed: Names of the classes of the SF components.
- Tweaked (ScenarioFramework): Replacing obsolete GetTitleText() with GetTitle()
- Tweaked: ScenarioFramework: Formatting of code to comply with set conventions
- Fixed: ScenarioFramework: Exfil task is called move for clients
- Fixed: ScenarioFramework: Multiplayer issues with SCR_CharacterTriggerEntity, improved exfil countdown, and further polished the feature
- Fixed: ScenarioFramework: Randomized task generation issues that sometimes prevented tasks from being created
Xbox
- Added: UGC privileges are now considered in custom group texts
- Added: Group name/description now respects UGC and is also a friendly option
- Added: View target user created content Xbox permission
- Changed: Xbox mod storage has been increased to 20GB. Players on Xbox need to re-download all the mods.
- Fixed: Avoid underflow of Xbox PLS space reservation
- Fixed: XR-045: Player with Blocked UGC privilege can see custom group names in deploy screen
Rendering
- Added: Upper limit when computing offset to light cluster structure to avoid possible GPU crash
- Fixed: Broken river flow-maps generating
- Fixed: GPU crash due to page fault when accessing const buffer out of uploaded range
- Fixed: GPU crash due to vertex buffers overwrite in particles system
- Fixed: Rendering glitches on particles
- Fixed: GPU crash, fog read from unset const buffer instead of the internal structure
Multiplayer
- Fixed: Fixed rare case where reliable RPC sent once, followed by a constant stream of unreliable RPCs, may never be ACKed and gets resent constantly.
- Fixed: It isn’t possible to join a modded server with dependencies after the game restarts
- Fixed: Rare case when sliding window ACK sending is blocked due to uninitialized RTT.
- Fixed: High memory consumption on server: caused by replication stats
Workshop
- Tweaked: Workshop checks for an invalid state to improve API stability
- Tweaked: Improved download pause and resume stability
- Tweaked: Prevent downloading a mod twice at the same time
- Tweaked: Safety check on creating a http transfer
- Fixed: IsEnabled didn’t work correctly for local mods
- Fixed: Mods from a different environment break update
- Fixed: Race condition in request scheduling
- Fixed: Deleting and re-downloading mod leads to a crash
- Fixed: If player deletes and re-downloads a mod, it is deleted after opening workshop
- Fixed: Mods in certain state after download can prevent game starting
- Fixed: Crash on mod update on a Linux server
- Fixed: Infinite addon update if patch is empty
- Fixed: Pausing and resuming download results in failed addon data validation
Performance
- Fixed: Items in arsenals had active physics
Free Roam Building
- Changed: Free Roam Building activation limited to user action only
- Changed: Virtual area shaders now inherit from VirtualArea.emat. Shader set to MatCommon base on discussion Base building area is now more transparent at the bottom and less towards the top.
- Changed: Made the virtual area gradient not transparent, just at the line of contact with the ground in building mode.
This change doesn’t affect other virtual area usages
- Fixed: Provider can’t be accessed outside of the provider range.
- Fixed: Removing obsolete file
- Fixed: Bases without HQ tents were missing a sign to initiate a Free Roam Building
- Fixed: The missing sign at Chotain military base.
- 8,21 GB groß
Release: 02.03.2023 (Version 0.9.7.95)
Quelle: reforger.armaplatform.com
Game
- Changed: Player in building mode can no longer delete static guns with others players in them
- Changed: Refund value from deleted compositions in Free Roam Building was changed to 100%
- Fixed: Misaligned board at Chotain's millitary base vehicle depot
- Fixed: Possibility to switch to sea level placement
- Fixed: Moving a weapon from one inventory slot to other causes it to be dropped and bugged
- Fixed: Sprint impossible while weapon is raised
- Fixed: Procedural animations would fail on change of model mesh, for example destruction of radio tower
- Fixed: Teleporting of vehicles was stretching particle effects, now properly resets velocity
- Fixed: UserActions weren't properly initialized in Vehicle depots
- Fixed: Handle case where mesh object is changed with ProcAnimComponent
- Fixed: A dangling pointer, automatically reacts to a PhysicsComponent change etc
Multiplayer
- Added: Replication statistics available to user code (including scripts)
- Fixed: RplSession script callbacks were sometimes invoked too many times (beginning) or not at all (ending)
- Fixed: Possible network stall when encoding limits are hit
Modding
- Fixed: Create default export profile in the addon of given model
- 2,49 GB groß
Release: 23.03.2023 (Version 0.9.7.102)
Quelle: reforger.armaplatform.com
Game
- Added: Free Roam Building Composition direction indicator
- Changed: Optimized colliders on Sandbag_01_bunker
- Changed: Free Roam Building: New implementation of the ranks limitation
- Tweaked: Tripod prefabs + compositions which uses them. Also assigned correct anim graphs to tripods and tweaked compartment accessibility
- Fixed: Quick regenerating navmesh tiles could lead to incorrect final result
- Fixed: Make log-scopes infinite recursion bulletproof.
- Fixed: Closing stream not having prio record added when it's last frame was ACKed
- Fixed: Free Roam Building It's not possible to place composition into the water. A more precise placement check added
- Fixed: Null pointer to instance in SetAIWaypoint function.
- Modding: Enfusion Blender Tools
- Added: Automatically register & import TXA files upon export
- Added: Support for importing structures prefabs to blender.
- Fixed: Bug with importing materials that has space in a path
Modding - General
- Added: Version of MpTest world without game mode and any other prefabs which can be used by the community to test their custom game modes
VFX Update
- Added: Particle FX light
- Added (Particles): possibility to disable collision until certain distance
- Added: Weapon case 3d particles
- Added: 3D vehicle debris and explosions
- Added: Light into explosion
- Added: Lights into flash
- Added: SCR_ParticleEmitter - CreateOriented(), CreateAsChildOriented() and CreateOrientedEx() methods
- Added: Collision-enabled particle interaction layer settings
- Added: Case for 762x39PS, tweaked material
- Changed: Metal bullet casing impacts, generic attenuation curves
- Changed: Better particle FX collisions
Tweaked: Default values for particle material/prefab.
- Tweaked (Particle editor): new emitter is always created with the default material/prefab
- Tweaked: Disabled lens flares for particle lights
- Tweaked: Firearms particles
- Tweaked: Polish of muzzle smokes
- Tweaked: Particle FX - ConeAngleMinDist and ConeAngleRndRange
- Fixed: Instability/oscillation/drifting of nearly static particles, sliding particles (oscillation and speed issues), adds more options for controlling bounce direction and sliding friction
- Fixed: Disabled some invalid combinations of particle settings Collisions for local-space-simulation particles, local-space for prefab particles (the option is unavailable in the editor, but it was loaded and used anyway)
- Fixed (Particle FX): random emit angle distribution for ConeAngle.x < 360
- Fixed: Particle FX - emit cone visualization for ConeAngle.x < 360
- Removed: PI division for diffuse lighting
- Removed: Casings on vehicle roof impact bank
Stability
- Fixed: Linux DS crash on bleeding particle FX
- Fixed: Crash in font rendering
- Fixed (Render Crash): Loading GM save with character holding RHS AN/PRC-152 radio
- Fixed: Crash while loading configs when lot of mods were enabled
Render
- Fixed: Flickering shadows
- 10,62 GB groß
Release: 30.03.2023 (Version 0.9.7.106)
Quelle: reforger.armaplatform.com
- Added: Peaked cap for USSR hvt character
- Changed: Build support structure task disabled
- Changed: DamageManager.HandleDamage now takes instigator as a parameter instead of damageSource
- Fixed: Multiple cases where instigators would be reset before player death
- Fixed: Crash on deleted Resource name of Behavior tree that was stored in BTmanager
- 5,82 GB groß
Release: 11.05.2023 (Version 0.9.8.53)
Quelle:
- Speicherverbrauch von 21,6 GB auf 22,0 GB erhöht
- 11,90 GB groß
Release: 18.05.2023 (Version 0.9.8.64)
Quelle:
- 5,73 GB groß
Release: 25.05.2023 (Version 0.9.8.73)
Quelle:
- 11,74 GB groß
Release: 20.07.2023 (Version 0.9.9.47)
Quelle: xboxdynasty.de
- 12,18 GB groß
Release: 10.08.2023 (Version 0.9.9.62)
Quelle:
- 7,58 GB groß
Release: 14.09.2023 (Version 0.9.9.97)
Quelle: reforger.armaplatform.com
Game
- Added Everon: New power plant location
- Added Everon: Tourist trails
- Added Everon - Set of recreational props
- Added Everon: Flavor update (murals, posters, notice boards)
- Added: New color variants of Church_01
- Added: New variants of cargo containers
- Added: Ocean simulation synchronization
- Added: Ambient bird flocks triggered by noise in the surroundings
- Changed Everon: Satmap updated
- Changed: Increased saline bag effect from 30 to 90 seconds
- Changed: Map markers configured.
- Changed: Squad marker: players' own squad now has higher opacity than others
- Changed: Squad marker info layout has squad leader nickname marked with an icon
- Changed: Squad marker refresh rate to 10 seconds
- Changed: Squad leader markers are now clickable and display group info on hover
- Tweaked: Blending of ADS state in different situations
- Tweaked: Damage application of missiles when hitting vehicles
- Fixed: Performance issues with spawned animals resolved
- Fixed: Player now remains authenticated after the game mode reset - the server was showing fewer players in the server browser
- Fixed: Player reconnection message does not indicate FAIL with authentication
- Fixed: ArmaVision Camera was visible on a map which allowed players to exploit it as a map marker
- Fixed: HUD Manager's Layer Handlers didn't register themselves to HUD Manager upon initialization
- Fixed: Base supplies are no longer deducted for pre-built services when loading a save
- Fixed: Game Master budgets desynchronizing for clients
- Fixed: Newly joined Game Master Clients have the wrong budget information
- Fixed: Arland base couldn't be captured because of defender FIA AI being spawned inside of a fuel tank
- Fixed: Fixed a bug where a turret could keep shooting after the character in it became unconscious
- Fixed: 2D Optics: Binoculars overlay stuck on screen when exiting free building mode
- Fixed: 2D Optics: Non-illuminated reticles may become translucent
- Fixed: Multiple issues with nametags
AI
- Changed: AI simulation was spread through multiple frames by default
- Fixed: Navmesh Server should run only when using Workbench.
Multiplayer
- Fixed: Streaming of player-controlled entity could be broken
- Fixed: Current muzzle not correctly replicated
Visuals
- Added: Ambient Insects
- Added: Shore waves effect
- Added: Tessendorf foam accumulation
- Added: Particles: Emissivity curve
- Added: Per-effect particle collision presets
- Added: Particle lights: world-space relative y-translation
- Added: Particle light shadows
- Changed: Forest Generator now supports partial regeneration
- Tweaked: Particle emissivity multiplier: better behavior for LV < 0
- Tweaked: Particles: Better behavior of emissivity map
Modding
- Added: ParticleEffectEntity is now replacing SCR_ParticleEmitter
- Added: BaseWorld::GetTimeSlice script API
- Added: Ability to disable AIGroup/AIAgent from script and code
- Added: Particles API getters/setters support for Max LV param
- Added: Dynamic marker example class with documentation
- Changed: Separate replication from ParticleEffectEntity to an inherited entity ReplicatedParticleEffectEntity
- Changed: DamageManger requires RplComponent now
- Fixed: Crash when there is no effect position in MuzzleEffectComponent
- Fixed: Crash when there is no effect position in MotorExhaustEffectComponent
Workshop
- Added: Downloading calculation of size between version patches
- Added: Author block/report cancel when joining a server
- Tweaked: Workshop: download speed optimization
- Fixed: Crash when addon download fails due to CRC check or corrupted SHA
- Fixed Workshop: download may freeze if the connection is unstable
- Fixed: Exiting the game during mod download corrupts said mod and redownloading shows download progress exceeding 100%
- Fixed: Interrupted add-on download fails after continuing
- Fixed: Various download issues
- Fixed Xbox Workshop: Download is aborted if the addon cannot fit
Enfusion Blender Tools
- Fixed: Batch FBX export no longer adds leaf bones
Stability
- Fixed: Compartment occupant was cleared too early leading to a server crash later
- Fixed: Crash that happened when destructible entities had HandleDamage called with non-valid damage types
- Fixed: Crash when trying to host the game from the client
- Fixed: Crash when download fails due to lack of storage space
- Fixed: Workbench crash with EquipedLoadoutStorageComponent
- Fixed: Crash caused by improper handling of controls
- Fixed: Linux server crash with gamecode::EntitySlotInfo::DetachEntity
- Fixed: Crash when meleeing a fire hydrant. DamageContext's lifetime could expire, resulting in a crash.
- Fixed: Game crashes when opening server details in quick succession
- Fixed: WB crashes if it starts with broken scripts
- Fixed: Crash when downloading addon on Xbox
- Fixed: Crash in fur material when fullscreen mode changes and the game project is not loaded
- Fixed: Crash when rendering BlurWidget without source render target set
- Fixed: Crash in JsonApi during script recompilation in Workbench
- Fixed: Rare crash in the underwater effect
- Fixed: Underwater crash for worlds with no ocean material
- Fixed: Crash when destroying entities with a Damage manager and no rpl component
Audio
- Added: WaterDepth signal
- Added: Dedicated sounds for explosions in water
- Speicherverbrauch von 22,2 GB auf 22,6 GB erhöht
- 12,50 GB groß
Release: 26.09.2023 (Version 0.9.9.104)
Quelle: reforger.armaplatform.com
Stability
- Fixed: Particle lights possible crash upon world destruction
- Fixed: Occasional crash when downloading mods on Xbox, mainly when players have some partially downloaded or corrupted addons
- Fixed: Crashes in SoundMapData
- Fixed: Newly created entities put into the hierarchy could end up orphaned and not linked at all, leading to leaks and possible crashes
- Fixed: GPU crash caused by indexing error in clutter preparation
Workshop
- Fixed: Unable to cancel Report to Author while joining a server
- Fixed: Addon order could differ when connecting to servers, causing script_mismatch kicks
- 1,29 GB groß
Release: 16.11.2023 (Version 1.0.0.47)
Quelle: reforger.armaplatform.com | xboxwire.com | xboxdynasty.de
- Aus der Beta Version wird die Release Version 1.0
Game
- Added: Helicopters
- Added: New Support Services which bring new gameplay: Repairing and Refueling vehicles as well as allowing players to quickly resupply and heal themselves at bases
- Added: Pausing simulation
- Added: Prone weapon deployment for weapons with bipod
- Added: Secondary damage - Supplies and fuel may create explosion damage upon destruction
- Added: Secondary damage - Supplies and fuel fire effects while the vehicle is on fire
- Added: Secondary damage - Supplies and fuel deteriorating while the vehicle is on fire
- Added: Characters are now not ejected from vehicles upon dying
- Added: Character can now fall out of an airborne vehicle during the get out animation after the GetOut_Eject animation event
- Added: Character now drowns when underwater for too long
- Added: Senior rifleman role for USSR faction
- Added: 6B3 added to USSR arsenal
- Added: Support service gadgets to be used in tandem with the support services allowing the player to repair, refuel, resupply, and heal in the field
- Added: You can now load unconscious allies into friendly ambulances' patient slots
- Added: Characters now respond when getting shot in the helmet but miss the head
- Added: M69 Olive variant to US arsenal
- Added: Hint bar to item infoWidgets in inventory
- Added: Placing multiple compositions into a single location isn't possible anymore
- Added: Players can now abstain from voting when a vote is active. Hiding the vote notification
- Added: Voting time left to show players when a vote ends unresolved. Only visible if there is one vote in progress that the player has not voted for
- Added: Ability to create multiple save files using the new "Save" toolbar action. Available only in singleplayer
- Changed: Respawn screen opening delay increased
- Changed: Gadgets - Allow gadget usage in turrets except for binoculars
- Changed: All vehicle types are garbage managed and have a common interface in VehicleControllerComponent_SA
- Changed: Another vehicle's driver becomes an instigator only if moving toward colliding vehicle
- Changed: Increase Xbox persistent storage size to 25000MB
- Changed: USSR Senior rifleman replaces other roles in several groups
- Changed: Bandage/tourniquet reactions don't appear when not bleeding
- Changed: VON is now enabled by default for unconscious characters in the Conflict and Editor gamemode
- Changed: M151 turret getIn and RemoveCasualty contexts added to the bench
- Changed: When taking high damage in helmets and most vests players can go unconscious
- Changed: Unconsciousness screeneffect now indicates how far or close the player is to waking up
- Changed: Inspect Casualty Widget now disappears after 5 seconds
- Changed: You now need to have your weapon in hand to be able to reload your weapon
- Changed: Disabled sorting of the playerlist as it was causing a lot of issues
- Changed: Balanced helicopter damage. Increased CollisionDamage, reduced chance to light on fire, added driveShaft config and rotor_base prefab
- Changed: Rotors now take CollisionDamage at lower collision speeds
- Changed: Deployable radio exclusion zone for enemy bases; also enabled query for all bases, not just HQs
- Fixed: The deflated model of clothes was not correctly displayed inside the inventory preview
- Fixed: Exiting a turret now places the character behind it, not on top of it
- Fixed: Exiting from seat when obstructed left players stranded in another seat
- Fixed: Switching seats and exiting at the last second will no longer break the seat
- Fixed: Vehicle ownership could be lost when any pilot compartment is exited, for now first is considered controlling
- Fixed: Handbrake does not engage and the engine does not shut off if the player ejects from the vehicle's driver seat, even if driving assistance is set to full
- Fixed: Engine system was only simulated if a vehicle was controlled
- Fixed: Ragdoll may slide when a character is neutralized during a walk
- Fixed: Weapon switching animations should now be smoother
- Fixed: Fuel tank warning icon disappearing while leaking when over low fuel threshold
- Fixed: Could lose magazine on the client if spamming the F-Key on the magazine in Inspection
- Fixed: Spotlights with projected texture correctly update also Subsurface scattering color
- Fixed: Better Subsurface scattering attenuation and diffuse normalization for spot/point lights
- Fixed: Water-surface vs under-water shaders inconsistencies (especially with the water erasers)
- Fixed: Character hit animation no longer plays when healing
- Fixed: The preview of vehicles inside the inventory was missing some parts
- Fixed: Inventory item previews are not rendering in some cases
- Fixed: Explosions - Fixed a bug where explosions would deal damage multiple times to some entities, depending on the amount of parent damage managers they had in the hierarchy
- Fixed (Explosions): Destructibles don't block traces to other destructible
- Fixed (TaskSystem): Task list entries had flickering buttons and show on map button was not working
- Fixed (DeployMenu):- Task list could not be opened when clicking on the map icon, issues with keybinds and after-respawn misalignment
- Fixed: Building Mode Budget Going Below Zero
- Fixed: Base supplies are no longer deducted for pre-built services when loading a save
- Fixed: General fixes to the voting system and player list 'player action' dropdown
- Fixed: It was possible to lose a magazine when using Weapon Inspection to remove a magazine
- Fixed: It was possible to switch position between isolated vehicle sections, like cargo and cabin section
- Fixed: Rain effects are not visible underwater
- Fixed: Weapon IK solver breaking elbows in extremes
- Fixed: Game settings were not saving window mode when it was the only changed setting
- Fixed: SpawnDecalEffect would not project on multiple entities
- Fixed: Missing particle light when a particle effect instance is not updated (e.g. because of a paused game)
- Fixed: Resource/Supply containers were not unregistering from interactors (Services, bases, vehicle actions, etc.) when rights or interaction rules changed
- Fixed: Resource containers are now ordered properly on interactors.
- Fixed: Weapon deployment made the character spin if used after getting out of the loiter animation
- Fixed: Tripod turrets could store vehicles inside them.
- Fixed: Supply caches now replenish resources once every hour to ensure the world doesn't run dry on supplies
- Fixed: Ragdoll and dead body position desyncs
- Fixed: Ragdoll LOD issues
- Fixed: Dead body teleportation
- Fixed: Invisible supplies had active collisions with players/vehicles
- Fixed: Supplies duplication
- Fixed: Support stations were not able to use supplies as the range was minimal
- Fixed: Passengers in a helicopter were turned 45 degrees counter-clockwise
- Fixed: Lights would turn off after the shutdown timer expired, but emissive parts would remain lit
- Fixed: Vehicle previews were displayed with loaded supplies despite not having supplies
- Fixed: Weapons were not rendered when viewing characters at long distance
- Fixed: Bases in conflict generated supplies on initialization to the wrong priority regarding supply containers and depots.
- Fixed: Gadgets - Flashlight was turning off when put away / ADS
- Fixed: Gadgets - Possible to toggle the flashlight while unconscious
- Fixed: It was possible to get out from a hovering helicopter. Get out action has been disabled when altitude above ground level exceeds 3 meters
- Fixed: Refunding a vest in the arsenal was breaking it into its components
- Fixed: Character's stance wouldn't reliably change when the character was colliding
- Fixed: Inventory was not closed when a character was deleted
- Fixed: Invisible supplies had collisions with projectiles and grenades
- Fixed: Empty groups on Game Master are no longer visible
Balancing changes:
- Supply income in bases is increased to the main base and the primary objectives
- Supply income in bases is increased per each base connected via radio signal
- Base structures have been reshuffled to allow more choice of vehicles in the beginning
Truck is available from the start
Helipads are only available from Sergeant
Prices are adjusted to provide meaningful choices
- Vehicles are reshuffled in cost and rank to ensure more advanced vehicles are more difficult to obtain outside of the primary bases
- The cost of weapons is rounded to 5 marks to make them more readable
AI
- Added: AITask Node to reset Pathfinding filters
- Added: BT Task to turn on/off vehicle lights
- Added: Navmesh Streaming can be disabled from server config
- Changed: Renamed AILimit methods so they make more sense
- Changed: Adjusted AI reactions to grenades to be more human-like
- Fixed: AI was not using their rifles against helicopters
- Fixed: Loitering AI in Conflict sometimes ignored the enemy
- Fixed: AI soldiers will now heal their unconscious teammates regardless of their threat level.
- Fixed: Members of the AI group could spawn on the sea bed instead of being on the sea
Multiplayer
- Added: RCON commands support
- Added: Server config param VONCanTransmitCrossFaction
- Added: Streaming statistics
- Changed: EnableStreaming(Con, Node) now supports hierarchy changes
- Changed: Proxy vehicles are no longer simulated
- Changed: NwkMovement systems now don't replicate when there are no positional changes
- Changed: Post game mission restart has been enabled by default (30 seconds). It can now also be disabled using the "autoreload" CLI parameter
- Changed: Marked NetScriptConnectionListener as obsolete
- Changed: disableLoadingLatestSave command line param phased out, dedicated server will no longer try to load the latest save automatically.
Replaced by -loadSessionSave, which loads the latest save, and -loadSessionSave [fileName], which loads a specific save
- Fixed: Ragdolls in MP stutter
- Fixed: Deletion of a child in the hierarchy would not properly update the streaming state/register
- Fixed: Streaming a huge number of entities in a single tick could bypass budgeting (streamsDelta)
- Fixed: Proxy could clear interpolation buffer improperly, resulting in choppy vehicle movement
- Fixed: Engine startup was not delayed so SCR_OnEngineStartBegin was not being called
- Fixed: SCR_OnEngineStartProgress could be called when the engine was shutting down, now only when starting
- Fixed: Proxy vehicle would not get proper OnEngineStartFail or SCR_OnEngineStartInterrupt callback
- Fixed: Old correction could be improperly invoked
- Fixed: Old vehicle correction could be invoked again upon entry, causing lerp to incorrect position
- Fixed: Desync when automatically reconnecting after entering a vehicle stalled
- Fixed: Drowned engine could be desynced during correction
- Fixed: Small chance of animation event causing engine state desync during startup
- Fixed: Vehicle correction could cause particles to have huge velocity during teleport
- Fixed: Proxy vehicles would sometimes float away or become invisible
- Fixed: Linear velocity allowance for cars was using angular velocity values
- Fixed: Improper precision range for wheel compression codec
- Fixed: DataCollectorDriverModule - Player or vehicle is null errors
- Fixed: Password dialog is missing when the player accepts an invite to the passworded server while he is on another server
- Fixed: Some vehicle lights would immediately go out again when switched on by a client
- Fixed: Vehicle parts (rotors, wheels, etc.) couldn't be healed
- Fixed: HitZone.Handle damage would not deal damage sometimes
- Fixed: Vehicle lights would immediately go out again when switched on by a client
- Fixed: Switching vehicle lights on the client would not always update emissive surfaces
- Fixed: Compartment desynchronization when exiting the driver seat and teleporting back into it
- Fixed: Game server properties were not kept after server reload
Modding
- Added: Memory budget for meshes/textures resource category could be defined in game-project config
- Added: Turrets can now have different angular limits based on character "stance" (sitting or standing)
- Added: Fitting decals and materials for virtual ballistic protection
- Added: VON usability in unconsciousness can be toggled in the new gamemode prefab attribute
- Added: Audio - "Normalized" signals for aiming that are independent of limits for turrets with multiple limit sets
- Added: Particle material - Overdraw Water feature
- Added: SetMaxHealth now has flags to modify current health
- Added: Polymorph object instance support to BaseSerializationContext
- Added: Serialization system is now saving only modified components. It is not saving all components anymore
- Added: Display storage limit reached error if downloading fails due to lack of storage space
- Added: "Eject unconscious and dead characters" option on BaseCompartmentSlot,
which makes it possible to mark compartments that should eject characters when they become unconscious or die
- Added: New Fire mode MANUAL for manual action
- Added: Manual Action option in BaseFireMode - Reload key cycles weapon manually
- Added: Script invoker to EntitySlotInfo::OnAttachedEntity and EntitySlotInfo::OnDetachedEntity
- Added: It is now possible to set GetOutAligningOnEvent on doorInfo on the vehicle compartment to delay aligning the character to the exit point when exiting the vehicle
Useful for vehicles where multiple seats exit through the same door, as part of the animation is played while still on the seat, and the rest is played at the door
- Added: Implemented Replicated Memory Tracking for Networked Stats API
- Added: _AO texture suffix for global AO texture registration in PBRMulti material
- Added: More information when printing GenericEntity in the script
- Added: Flammable hitzone fire state signal name can be customized
- Added: Destructible hitzone can specify the secondary explosion point, taken into account when computing the average explosion position
- Added: A new enum constant in EEntityCatalogType for handling items with supplies on them, the enum constant in question is SUPPLY_CONTAINER_ITEM
- Added: API for healing and checking the health of hitzones
- Added: "PostSimulatePhysics" system point to ESystemPoint enum
- Added: BaseWorld::GetPhysicsTimeSlice API
- Added: "SimulatePhysics" system point to ESystemPoint enum
- Added: GetAnimation, GetLoop, GetPlaySpeed, GetStartTime to AnimationPlayerComponent
- Added: ScriptCompiler: compile error for static arrays of typename (not supported)
- Added: Support for writing and reading typenames in the serialization system
- Added: TargetLayers to TraceParam. This gives the possibility to trace directly to layers instead of passing by the interaction matrix
- Added: All headgear with armor now inherits from Headgear_Helmet_Base.et
- Added: It is now possible to limit the stance of gadgets
- Added: Explosion containers can now configure the physics layer for their traces. The default will be the Projectile layer
- Changed: Blast impulse moved to separate effect on base explosive warhead explosion containers
- Changed: Flammable hitzone use ComputeEffectiveDamage instead of OnDamage, allowing it to receive incendiary damage after hitzone becomes destroyed,
and have separate thresholds from other types of damage
- Changed: LightUserAction can now be used for all types of lights instead of specialized implementations
- Changed: Interactors now process and store their last position changes
- Changed: Moved common vehicle functionality and script callbacks into the base vehicle controller class
- Fixed: Reactivating VehicleBaseSimulation does not work
- Fixed: Resource containers now always unregister if there is even a possibility of doing so on the UpdateInteractor method
- Fixed: Implicit conversions in local variables in anim expressions
- Fixed: Implicit conversions in conditions in anim expressions
- Fixed: ScriptAPI: Math.Repeat: negative values fix
- Fixed: ScriptCompiler: "vector /= int" proper int to float conversion before division
- Fixed: SCR_ItemAttributeCollection is not a selectable option for InventoryItemComponent
- Fixed: RestApi no longer incorrectly returns the request data if the webserver responded with an empty response body.
- Removed: Removed CharacterCommandSwim.WaterlevelCheck(), use new CharacterInputContext.GetWaterLevel()
- Removed: Removed CharacterCommandHandlerComponent.GetRelativeWaterLevel(), use new CharacterInputContext.GetWaterLevel()
- Removed: Virtual Engine and Gearbox hitzones from ground vehicles - Parent hitzones are now obsolete
- Removed: Legacy wheel hitzones from ground vehicles - wheels are separate entities
- Removed: CharacterControllerComponent.IsInFreeLook(). Please use the existing function CharacterControllerComponent.IsFreeLookEnabled() instead
- Removed: Entity Script API - obsolete particle methods
- Removed: SCR_ParticleEmitter and SCR_ParticleEmitterExtended from the game
- Removed: StanceLimits property on BaseWeaponComponent. Use the new property StanceLimits on CharacterModifierAttributes (stored in ItemInventoryComponent)
- Removed: EV_DIAG event mask has been removed and replaced by a diag system
Controls
- Added: Mouse aircraft control option in gameplay settings
- Added: Key shortcut for car high beam lights on L Hold / DPad Left Hold
- Added: QoL: Mouse buttons 4/5 can be used to navigate tabs in UIs like Q/E
- Added: Map tool shortcut - Compass on K / DPad Up Hold
- Added: Map tool shortcut - Wristwatch on O / DPad Up Double
- Added: Map tool shortcut - Protractor on B / DPad Down Hold
- Added: Map tool shortcut - Pencil on N / DPad Down Double
- Added: Gamepad - The radial menu can be closed also via Gamepad B
- Changed: Map tool scaling to MMB / RB Click, Map tool rotation to MMB / RB Hold
- Changed: Improved protractor rotation on map - follows mouse cursor while active
- Changed: Improved consistency of main menu bindings
- Changed: Improved flashlight control hints
- Changed: KB/M: Toggle illumination moved to Ctrl + MMB, deconflicted melee
- Changed: KB/M: Low ready changed to C Hold
- Changed: KB/M: Low ready can work as a toggle with Raise weapon if the same key and input filter are used
- Changed: Gamepad control scheme for the character has been adjusted based on community feedback and current possibilities
- Changed: Gamepad - Freelook - RB Hold instead of RS Click toggle
- Changed: Gamepad - Adjust lean to RS Hold + LS Move Horizontal, reset by sprint (was RB Hold + LS before 1.0.0, LS Hold + LS before 1.0.0.42)
- Changed: Gamepad - Adjust stance to RS Hold + LS Move Vertical
- Changed: Gamepad - Helicopter autohover input filter to LS Click
- Changed: Gamepad - Helicopter engine to LS + X (was View + X before 1.0.0.42)
- Changed: Gamepad - Helicopter brakes to LS + B (was View + B before 1.0.0.42)
- Changed: Gamepad - Car gear shifting moved from DPad L/R to Left Stick Vertical
- Changed: Gamepad - Vehicle lights moved to DPad Left, consistently with Flashlight Toggle
- Changed: Gamepad - Vehicle engine moved to X
- Changed: Gamepad - Vehicle persistent handbrake changed from RB + A to A Double
- Changed: Gamepad - Gadget shortcuts have been moved from DPad Right + XYAB to DPad Hold & Double
- Changed: Gamepad - Gadget Flashlight to DPad Left Hold
- Changed: Gamepad - Gadget Flashlight Toggle to DPad Left Double
- Changed: Gamepad - Gadget Compass to DPad Up Hold
- Changed: Gamepad - Gadget Wristwatch to DPad Up Double
- Changed: Gamepad - Gadget Map to DPad Right Hold
- Changed: Gamepad - Gadget Binoculars to DPad Down Hold
- Changed: Default quick slot items - Tourniquet in slot 7 instead of Binocular (B, DPad Down Hold)
- Changed: Default quick slot items - Morphine in slot 8 instead of Map (M, DPad Right Hold)
- Changed: Default quick slot items - Radio in slot 9 instead of Compass (K, DPad Up Hold) - may change in future versions
- Changed: Default quick slot items - Building tool in slot 0
- Changed: Default "Inspect item" binding changed to Hold R / Hold X on the controller
- Changed: Default "Rotate inspected item" changed to Click R on keyboard / Click X on controller
- Changed: VON radial menu - Tune frequency with Mouse Wheel / DPad Up/Down, modifier is removed
- Changed: VON radial menu - Cycle channel with Q/E / DPad Left/Right
- Changed: Jump out actions - 2x instead of Hold, to better prevent accidental ejections
- Changed: KB/M: Bigger steps of walking speed adjustment
- Fixed: Map gamepad cursor was resetting during dragging or rotating
- Fixed: Input: "virtual" +/- inputs for axis ignored "main" input source blocking by combo.
Adjusting zoom with Alt + Wheel shall no longer change movement speed
- Fixed: XBox gamepad disconnects popup logic. The popup is now skipped if the keyboard is connected
- Fixed: EndScreen - Debriefing screen could not be opened via keyboard/controller
- Fixed: EndScreen - Debriefing screen Chat and GM buttons could not be used via keyboard/controller
- Fixed: Keybinding - Game was freezing after pressing the Reset to Default/Unbind button in the controls settings
- Fixed (Gamepad): Inverting aiming at the controller should not affect the helicopter's cyclic. Thanks to scalespeeder for the report!
- Fixed (Gamepad): Wrong scaling of diagonal controller inputs, causing rectangular movement instead of oval. Thanks to bigbe28 for the report!
- Fixed (Gamepad): Left Trigger adjustable focus delay was interrupted upon key frames, resulting in erratic focusing when toggling ADS
- Removed (Gamepad): Focus removed from RS Hold - was duplicated with LT
- Removed: Gamepad - Toggle freelook removed from RS Click - now freelook is on RB Hold
Workbench
- Added: Support for file tagging and filtering based on it
- Added (Particle Editor): Improved ways of selecting emitters
- Added (Particle Editor): Copy/paste emitters
- Added (Particle Editor): Emitter panel improvements
- Added: Particle Editor - Full-screen support
- Added (Behavior Editor): Add context menu when right-clicking on nodes
- Added: Behavior Editor - Clicking on breakpoints on nodes in the scene disables/removes them
- Added: Behavior Editor - Enable/Disable breakpoints
- Added: Node Graph - Snap nodes to grids on mouse move while dragging
- Added: Full-screen mode (F11) for Resource Manager
- Added: Workbench: ScriptEditor: cyclic inheritance suggestions fix
- Added: Workbench - Behavior Editor - Breakpoints panel
- Added (Behavior Editor): Item Explorer panel
- Added: 'License' field to meta files
- Added: Global tags in animation graphs. Define tags that appear on output regardless of the starting node
- Added: Anim Editor: Add existing anim set instance to workspace
- Added: Time Save, Time Use anim graph nodes to store local time and reuse it elsewhere
- Added: Anim Procedural Node: Scale translation of bone / ik target
- Added: VSync option to workbench options
- Added: Node graphs settings in Workbench Options
- Changed (Node Graph): Holding mouse LB and RB at the same time is not allowed anymore
- Changed (Workbench): Action tooltip now also contains its shortcut
- Changed: Experimental build now has its own, separate user settings
- Changed: Forest Generator now supports partial regeneration
- Changed: A process of importing/reimporting textures in Workbench can now be canceled at any time
- Fixed (Particle Editor): Emitter list LOD slider handles right click without crash
- Fixed (Particle Editor): Redundant prompt to save files when opening a new file
- Fixed (Audio Editor): Selection of nodes out of sync when adding nodes
- Fixed (Particle Editor): Saving files and create/rename/clone emitters work again as intended without an infinite loop
- Fixed (Behavior Editor): Mouse RB on nodes does not clear existing selecting any longer
- Fixed: Clicking on filters did not refresh the Resource Browser instantly
- Fixed: Wrong search results from 'Workbench.SearchResources' script API
- Fixed: Behavior Editor - Connecting behavior node ports
- Fixed (Behavior Editor): Crash when connecting variable ports to node's rectangular port
- Fixed (Script Editor): on the new script tab, truncated lines when scrolling to the bottom of the document
- Fixed: Wrong dragging speed in Node Graph editors
- Fixed: Workbench: Jump to script definition
- Fixed: Workbench: Creating inherited configs in the addon
- Fixed: Workbench: ScriptEditor: Proper suggestions on primitive types
- Fixed: Workbench: ScriptEditor: Proper code suggestion inside methods returning generics
- Fixed: Light source visualization now respects the enabled/disabled state of the light entity
- Fixed (UI layout editor): Incorrect behavior during property editing
- Fixed: Disabled import of resources while scripts are not compilable
- Fixed: ScriptDebugger - Breakpoint duplication after recompiling on host
- Fixed: Switching World Editor back from full-screen not retaining window position
- Fixed: Disallowed publishing of read-only (packed) projects
Workshop
- Fixed: Incorrect update size if storage was full on Xbox
- Fixed (Xbox): workshop updates would always fail for addons greater than 2GB
Game Master
- Added: It is now possible to block the placing of new entities in Game Master through SCR_PlacingEditorComponent
- Added: Game Master's Budget System now supports the ability to reserve a specific amount of budget and release the reserved budget at any specific time
- Added: When there is no local player in the world, pressing the 'Home' key in the Game Master interface now teleports the camera to where it was when the interface was opened
- Added: Map Locations can now be extended by pre-configured compositions from Game Master
- Added: Mines have been added to Game Master mode, allowing Game Masters to place mines
- Added: Localization for Game Master's Slot Tooltips
- Added: Ability to load a specific file using the new "Load" toolbar action. Also available for Game Masters connected to a server
- Added: Toolbar action for pausing game simulation in the Game Master toolbar
- Added: Vehicles that have players inside are now identified as Player-Owned within Game Master
- Fixed: Placing a spawn point or composition with a spawn point in Game Master automatically enables the faction if it's disabled
- Fixed: Rotation indicator in the Game Master interface was sometimes aligned incorrectly to the surface below
- Fixed: Dead player body tagged as Unknown Player in Game Master
- Fixed: Content Browser in Game Master not displaying the correct budget
- Fixed: Dead Player's name is "unknown player" on Game Master
- Fixed: ArmaVision camera snapping to the ocean when opened by players without Game Master privilege
- Fixed: Placeholder images showing up on Game Master's Content Browser
- Fixed: Entity icons in Game Master were not updated when a dialog window was opened on top (e.g. when editing attributes)
- Fixed: In Game Master, the "Snap to terrain" context action was available even for composition slots or location labels but did not do anything.
The action is no longer shown in this situation
- Fixed: "Open Game Master" button as shown in the pause menu even when the mission did not offer to become a Game Master (e.g., Conflict)
- Fixed: In Game Master, it was possible to move soldiers onto a dead body, implying that they should join its non-existent group
- Fixed: Flushing entities in Game Master.
- Fixed: Double-clicking on the AI group did not include group members in the properties windows, as opposed to RMB > Edit Properties
- Fixed: When moving players in Game Master, 3rd person's view and pose in turrets might become wrong
- Fixed: Game Master compositions could be placed in positions where it shouldn't be possible.
Playable Content
- Added (ScenarioFramework): Inventory and Tasks Actions
- Added (ScenarioFramework): Medical actions
- Added (ScenarioFramework): Dynamic Spawn/Despawn
- Added (ScenarioFramework): Compositions of common Tasks
- Added: Helicopters as a possible target for Task Destroy in CombatOps on Arland
- Added (Conflict): New XP rules: Penalty for suicide, award for veterancy and radio operators
- Added (Conflict): Reintroduced XP rewards for supply deliveries
- Added (Conflict): Gradual seizing timer decay
- Added (Conflict): Respawn delay penalty for repeated suicides
- Changed (Conflict): Rank progression reward for delivering supplies increased by 100%
- Changed (Conflict): Veterancy reward threshold
- Changed (Conflict): Base seizing timer is no longer for each service type built into it
- Fixed (ScenarioFramework): Slot preview persists after moving it in the hierarchy
- Fixed (ScenarioFramework): ScenarioFramework slot preview persisted after deletion
- Fixed (ScenarioFramework): Randomization not working as supposed
- Fixed (ScenarioFramework): Task Defend caused VME and notifications were not working in MP
- Fixed: ScenarioFramework: Missing default waypoint for SlotKill and SlotDefend
- Fixed: ScenarioFramework: Undo/Redo actions on ScenarioFramework components caused asserts in Workbench
- Fixed: ScenarioFramework: Additional QRF groups in CO weren't spawning on the server
- Fixed: ScenarioFramework: Drowning vehicle fully didn't complete Destroy vehicle task
- Fixed: ScenarioFramework: SlotDelivery broke when entering the trigger area without the item being delivered
- Fixed: ScenarioFramework: Intel item gets deleted by GarbageManager if it is not picked up soon after spawning
- Fixed (Debriefing): Player is told "Good job" while defeated
- Fixed (Tutorial): Missing hint for taking out protractor in Navigation
- Fixed (Tutorial): Active tasks outside of seizing tutorial
- Fixed (Conflict): Supply count can go into negative numbers with several players spawning on the same deploy point
- Fixed (Conflict): Bases are no longer marked as out of signal range when covered by both the Mobile Command Unit and radio tower while reaching only the tower
Stability
- Fixed: Crash when getting default magazine name on a muzzle without magazine template set
- Fixed: Proxy vehicle particles would have huge velocity during the teleport
- Fixed: Possible GPU crash in sky rendering
- Fixed (World Editor): Crash when adding a new script event handler to an entity by clicking a plus button
- Fixed: Crash when exiting application after load of mission saves
- Fixed: Crash when editing invalid anim graph while the World Editor is running
- Fixed: ContainerSerializationSaveContext::WriteValue crash on a nested array with weak references
- Fixed: Memory leak when shooting with a grenade launcher or a portable launcher
- Fixed: Addon handling: Server startup got stuck during download with a specifically corrupted local addon
- Fixed: Crash when destroying multiple mines at the same time
- Fixed: Crash when clicking proceed in the briefing screen
- Fixed: Crash after reactivating character physics if the character was in a collision when its physics were deactivated
- Fixed: Server crash when interrupting weapon change
- Fixed: Crash when moving a large number of entities in World Editor in Workbench
- Fixed: Crash on Xbox when a particle effect with a nonexistent particle prefab is simulated
- Fixed: Crash on Xbox caused by birds
- Fixed: Crash when damaging hitzones attached to colliders after a model swap.
- Fixed: Crash when neutralizing some sub-compositions from GM
- Fixed: Dropping a magazine while reloading could lead to a server crash
- Fixed: TaskSystem - Tasks with unassigned faction threw VME on UpdateMapTaskIcon
Performance
- Changed: Improved server performance
- Fixed: Server fps issues related to getting in non-vehicle turrets
Backend
- Changed: Ban commands are now defined in the script and use the new BanServiceApi
- Fixed: Server can show an addon list of previously focused server
- 13,68 GB groß
Release: 22.11.2023 (Version 1.0.0.53)
- 9,18 GB groß
Release: 30.11.2023 (Version 1.0.0.59)
- 11,80 GB groß
Release: 08.12.2023 (Version 1.0.0.70)
- 11,03 GB groß
Release: 14.12.2023 (Version 1.0.0.80)
Quelle: reforger.armaplatform.com
Stability
- Fixed: Possible crash on replicating destructible entities
- Fixed: Possible crash on complex projectiles interaction layer
- 786,86 MB groß
Release: 06.02.2024 (Version 1.0.0.95)
Quelle:
- 11,92 GB groß
Release: 29.02.2024 (Version 1.0.0.98)
Quelle:
- 1,55 GB groß
Release: 13.03.2024 (Version 1.1.0.34)
Quelle: reforger.armaplatform.com | xboxdynasty.de
Assets
- Added: M16A2 camouflaged variants
- Added: M16A2 carbine
- Added: Carry handle red dot sight
- Added: AK-74N assault rifle
- Added: RPK-74N light machine gun
- Added: NSV heavy machine gun and 6T7 tripod
- Added: 1P29 rifle scope
- Added: PGO-7V3 launcher scope
- Added: SPP scope for NSV machine gun
- Added: UAZ-469B armed vehicle, version with PKM and version with UK-59
- Added: KLMK oversuit
- Added: KZS blouse and pants
- Added: SSh-68 helmet with KLMK, netting, and KZS cover
- Added: UK-59L machine gun
- Added: TAZ83 blouse and pants
- Added: RF-10 radio backpack for FIA
- Added: Orlik watch for FIA
- Added: Civilian clothes: denim jacket, turtleneck sweater, pants, suits, raincoat, hats
- Added: Civilian items to FIA Arsenal
- Added: Civilian vehicle Šárka S1203
- Added: Civilian vehicle Šárka S105
- Changed: M203 grenade launcher model
- Changed: M16A2 model
- Changed: M21 materials and textures
- Changed: 4x20 carry handle scope model
- Changed: GP-25 grenade launcher model
- Changed: AK-74 model
- Changed: M9 pistol model
Playable Content
- Added: Combat Ops: Everon
- Added: More defensive positions for FIA bases
- Added: Game Master can now enable and disable supplies on entities with supply usage as well as globally
- Changed: Rank limitation for Requesting AI and building Barracks has been changed to Sergeant
- Changed: Vehicle request no longer affected by enemy presence in the base
- Changed: FIA supply caches will no longer be depleted on session start
- Changed: The rate of progression through ranks has been significantly reduced when transporting troops by helicopter
- Changed: Requests for transportation are now limited to deployable radios positioned by the player's group.
- Changed: The victory timer no longer fades out when the game is paused
- Changed: The rate of progression through ranks has been increased for killing enemies
- Changed: The rate of progression through ranks has been increased for deploying radios
- Changed: Vehicles requested in a base without a fuel supply point now start with only a limited amount of fuel
- Changed: Fuel supply points built-in bases no longer affect the seizing timer
- Changed: Defending radio relay stations in an enemy's radio range now also triggers rewards for the defender
- Changed: Friendly bases will no longer generate supplies while under attack
- Changed: Increased deploy time on bases under attack
- Changed: Supplies are no longer generated more rapidly when the stored amount is low
- Changed: It's not possible anymore to place an AI or composition when an enemy is inside the building perimeter
- Tweaked: Rules for supplies being generated in bases
- Tweaked: Supply storage placement in the vicinity of military bases
- Fixed: Building and dismantling support structures in bases now has a real-time effect on the seizing timer
- Fixed: Enemy faction can no longer observe map icon flashing when you start capturing a base
- Fixed: Wrongly calculated budgets Game Master/Free Roam Building when more players were in building mode
- Fixed: Tutorial: Take long-range radio was not available
- Fixed: Combat Ops: Support Attack in Saint Pierre could not be completed
- Fixed: Conflict: Objectives should now correctly reflect the current base owners
- Fixed: Helicopter placement was often impossible due to obstruction
- Fixed: Icons of finished or canceled tasks were still present on the map when loading a save
- Fixed: Objectives list can now be closed with the Escape key
- Removed: Respawn on non-deployed radio backpacks
General
- Added: Some of the furniture is now destructible
- Added: When walking in deep water, character tries to keep weapon above the surface
- Added: Saved loadouts are now available after a disconnection or a kick
- Added: JIP functionality for after-death deactivation of character
- Added: Character can now be forced into fall by applying enough up impulse
- Added: Player's movement speed and stamina consumption are influenced by the slope of surface they move against
- Added: Arsenals with repair kits to Tool Racks in the world
- Added: Server restart timer to end screen
- Added: Game Master (GM) mode now allows for placing vehicles with crew and/or passengers using the toolbar buttons when placing a vehicle
- Added: Vehicle ground and water collision VFX and SFX
- Added: Free Roam Building mode is now used for requesting vehicles and AI soldiers. Possibility to command AI in base via Free Roam Building
- Added: Parallax projection for picture-in-picture (PIP) sights
- Added: Rotor collision particles and sound effects for helicopters
- Added: Static compositions are blacklisted from Game Master asset browser and are only available at specific places in world
- Added: All weapons have a tailored depth of field intensity when using Bokeh
- Added: Spawning with loadout takes the cost of the entire loadout
- Added: Synchronization of physical weapon drop
- Added: ScreenShake for occupants effect when crashing any vehicle
- Added: Game Master now supports Replicated Visibility setting where if enabled, when the visibility of an Game Master Entity changes, it is replicated to all Clients
- Changed: Vehicle inventories have been changed. Items have been updated, and some vehicles now have arsenals with specific items
- Changed: Optimizations around InteractionHandlerComponent
- Changed: Relays now only work if the encryption matches the transmission
- Changed: Default fuel consumption multiplier reduced from 12 to 8
- Changed: Game Master Content browser now supports entries from the Entity Catalog and is used to spawn vehicles and groups in build mode
- Changed: Increased the Fuel Support Station range of fuel pumps to make refueling with larger vehicles easier
- Changed: Arsenal items in catalogs can now have separate costs for arsenal items depending on which system asks for the cost.
Magazines in resupply kits, for example, will have a separate cost from magazines in arsenals to balance out use cases
- Changed: Rotors now take collision damage at lower speeds
- Changed: Inspect Casualty Widget now disappears after 5 seconds
- Changed: Vehicle ramps in the world now can repair vehicles fully with the Repair wrench
- Changed: Ragdoll simulation is now independent of server FPS
- Changed: Arsenal contents, now all weapons start without attachments
- Changed: The garbage collection behavior was adjusted to minimize the impact on gameplay.
Items on the ground will not be removed while a player is within a 5-meter radius of it
Vehicles loaded with at least 25% of their supply cargo capacity have twice the lifetime (40 instead of 20 minutes)
Getting within a 25 meters radius of a vehicle will reset its lifetime to at least 5 minutes and will only start to count down once no more players are nearby
The Game Master clean map button no longer removes items dropped, or vehicles exited within the last minute to e.g. reduce disruption to players working on their loadout
- Tweaked: Prone weapon deployment offset of buttstock from shoulder has been changed to prevent weapon clipping into the head
- Tweaked: Unconscious ragdoll parameters, so it doesn't end so quickly
- Tweaked: Significantly reduced secondary fire damage and removed impulses from them
- Tweaked: Increased reload time of M60 and PKM on tripods to 7.5 seconds
- Tweaked: AI perception light curves
- Tweaked: Adjusted swimming collider size
- Fixed: False positive weapon deployment positions, where the weapon would undeploy in next frame
- Fixed: Character would be teleported on top of another character if they run into each other
- Fixed: When a character enters fall and is unconscious, it doesn't interrupt it but makes it ragdoll instead
- Fixed: When a character becomes unconscious when falling, it didn't exit fall command
- Fixed: Freezing of game when player ejected from flipped vehicle
- Fixed: Dropping ALICE Automatic Rifleman with machine gun ammo and picking it up will place magazines outside of pockets
- Fixed: Character was slowly sliding away from the turret at certain angles
- Fixed: Character orientation in unconscious animation is now calculated using normal surface
- Fixed: Particles were not paused anymore
- Fixed: Character can no longer fall through small gaps
- Fixed: Character doesn't get pushed away from surface when landing during jump
- Fixed: Jerrycan could be desynced if left inside vehicle while in hand
- Fixed: Character turning at a spot on a slope leads to continuously interrupted turning animation
- Fixed: User actions were sometimes hard to access/view
- Fixed: Character exiting from a turret propped up on sandbags would exit in the air and drop down
- Fixed: Equipped gadget was sometimes still attached to character's hand when pointing
- Fixed: Character could interrupt continuous action and continue it right away, breaking animation
- Fixed: Selecting an item/gadget while loitering will equip that item once loiter is canceled
- Fixed: Street lamps were not correctly disabled when playing during daytime
- Fixed: Replication flags of throwing did not reset on the server, leading to bugged-out throwing animations
- Fixed: Ragdoll started inside/on top of the vehicle when a character dies at the beginning of getting out animation
- Fixed: Aim down sights (ADS) toggle in rejected while obstructed in third-person view
- Fixed: Flickering powerline shadows on world leaf boundaries
- Fixed: Streamed in dead bodies didn't have their physics destroyed
- Fixed: Dropping your clothes while a tool is in your hands won't leave you stranded with the tool stuck to the hand, visible to everyone
- Fixed: Character stuck in the falling animation after jumping off a ladder
- Fixed: Character got stuck in item changing when they started falling right after exiting a vehicle
- Fixed: Server Browser: Stuck in a password loop when displaying details
- Fixed: Climbing on a ladder and running away could cause a character desync
- Fixed: Character got stuck if they started using an item immediately after using the previous item had finished
- Fixed: Dropped jerrycan cannot be refueled
- Fixed: Vehicle third-person camera offset was too extreme
- Fixed: Host would lose mouse control of character when a client dies
- Fixed: Ladder command was not canceled when character was teleported away from it while climbing
- Fixed: Hide gadgets in hand when doing a picking up animation
- Fixed: Helicopters involuntary take-off when ground assist is enabled
- Fixed: Player could get stuck in inspect animation
- Fixed: Magazine/Grenade stuck to player's hand when reloading is interrupted
- Fixed: Collimator sights were jittery
- Fixed: Character preview was very slow
- Fixed: Major character shaking during weapon deployment while moving weapon using A/D in first-person view
- Fixed: The grass was flattened under helicopters even when it was high in the air
- Fixed: Game Master button being visible in debriefing menu when it should not be
- Fixed: Destruction multi-phase component plays duplicate destruction effects when destroying it with RPG in multiplayer
- Fixed: Moving inventory items within character inventory while virtual arsenal was open would cause them to get refunded
- Fixed: Opening virtual arsenal within character storages caused it to become bugged
- Fixed: Supply explosion VFX for vehicles was paused until vehicle appeared on screen
- Fixed: Turret freelook was influenced by weapon elevation
- Fixed: Fall damage is now applying damage to physical hitzones and can be healed
- Fixed: Listen Server - Dropping weapon as the Host would drop them for connected clients
- Fixed: "Clear dead or destroyed entities" Game Master action is available for client Game Master
- Fixed: Moving Items directly to a vehicle while the vehicle storage is opened and the trunk is full will now move the item into cargo if it is available and has space
- Fixed: Arma vision player character effects are not applied to enemy faction
- Fixed: Windows were not destructible
- Fixed: Random Weather Changes parameter in mission header is now working correctly
- Fixed: M72 launcher had an excessive depth-of-field effect in ADS when using Bokeh
- Fixed: Vehicle refund action works properly now
- Fixed: Character/Soldier/Group refund action works properly now
- Fixed: Supply count not updating properly on build mode
- Fixed: FIA arsenals did not have the system filter assigned to them
- Fixed: Supplies not updating correctly when Game Master moved compositions with supply storages
- Fixed: Game Master: Updated entities in the game master to have a default Entity name instead of a placeholder name
- Fixed: SCR_ResourceSystem.OnUpdate VME when deleting a vehicle
- Fixed: Conflict: FIA enemies should no longer appear in player's close proximity
- Fixed: Conflict: Transporting dead crew members no longer awards rank progression
- Fixed: Conflict: "Base seized" jingle playing when connecting to a match
- Fixed: "Trucker Joe" achievement would not be unlocked even when the condition was met
- Fixed: Tasks were not able to be assigned via map marker
- Fixed: PIP Sights: Reticle lines were significantly thicker compared to 2D sights, despite using the same texture
- Fixed: Car engine stop sounds were not being played
- Fixed: Players couldn't spawn on a base that doesn't have enough supplies
- Fixed: Smoke trail of a rocket disappeared right at the moment the rocket exploded
- Fixed: Building preview could be possibly spawned to player who doesn't use his shovel or the preview is out of his reach
- Fixed: Arsenal did not refund dropped weapons
- Fixed: Moving items after interacting with Arsenal caused them to get refunded
- Fixed: Sandbox resource container decay and gain grace/timeout periods now take effect
- Fixed: Empty groups on Game Master are no longer visible
- Fixed: Debriefing screen Chat and Game Master buttons could not be used via keyboard/controller
- Fixed: Debriefing screen could not be opened via keyboard/controller
- Fixed: Tasks with unassigned faction threw VME on UpdateMapTaskIco
- Fixed: U.S. Command Post now properly shows up when searched through Asset Browser within Game Master
- Fixed: Character's stance wouldn't reliably change when character was colliding
- Fixed: Character was sometime falling straight down from flying helicopter
- Fixed: CWU-27/P Pilot Coveralls have spots on the rear of the characters that clip through the model
- Fixed: Removing uniforms and/or helmets in a vehicle will no longer make your backpack reappear
- Fixed: Shells were not getting replicated over long-range distances
- Fixed: Slot selection with mouse wheel was changing character speed
- Fixed: Characters were sometimes sitting sideways in vehicles
- Fixed: Soviet medical bag was causing shouldered weapons to create a gap between weapons and body
- Fixed: No animation was played when jumping unarmed
- Fixed: Supplies were shown incorrectly when opening inventory container
- Fixed: Character should not jump up/down when manning static turrets
- Fixed: Objective description was not visible when using controller to select task
- Fixed: No refund when disassembling a composition
- Fixed: Hosting a listen server now properly stops ongoing addon downloads
- Fixed: Freelook was reset when opening pause menu
- Fixed: Chat window was still visible in Armavision when UI was turned off
- Fixed: Freelook was behaving incorrectly in some vehicles
- Fixed: Single deaths sometimes counted as multiple deaths
- Fixed: Sight zeroing could be unaligned for newly equipped weapons
- Fixed: Missing sound of turret hitting aiming limits
AI
- Added: Cover system
- Added: Agents received basic training in the use of smoke grenades in medical situations
- Added: Agents reactions to explosions
- Added: Group investigation of potential sources of detected grenades
- Changed: Door links now use navmesh agent radius for pass and intersection checks
- Changed: Renamed AILimit methods so they make more sense
- Tweaked: Rules for selecting targets for AI
- Tweaked: Now AI will not attack enemy vehicles that are already burning
- Tweaked: All vehicles now utilize SCR_VehiclePerceivableComponent instead of VehiclePerceivableComponent.
NOTE: This change might break vehicle prefabs. Please ensure you have backed up your work.
- Fixed: Incorrect shifting to the right of paths generated using road network
- Fixed: AI character was not able to aim while reloading
- Fixed: Animals could get triggered by disabled AIs
- Fixed: Birds flying in place
- Fixed: Crash when AI is switching weapons and is put into the unconscious state
- Fixed: AI shooting at disabled AIs
- Fixed: Birds not being visible
- Fixed: PerceptionComponent now properly determines its FOV
Stability
- Changed: RegionalDestructionManager and DestructibleEntity replication is safer in case of errors
- Fixed: Removal of dead bodies, abandoned items, and vehicles not working correctly
- Fixed: Crash caused by reloading while a turret was being deleted
- Fixed: Possible crashes where TurretControllerComponent expected presence of BaseWeaponManagerComponent
- Fixed: Crash when leaving compartments of a vehicle without a physics component
- Fixed: Crash when death ragdoll ends on remote proxy
- Fixed: Crash on navmesh when building Compositions
- Fixed: Crash on turrets with no sight component
- Fixed: Navlink edges falling out of bounds of heighfield causing crash
- Fixed: Possible server crash when mass killing AI on ladder
- Fixed: High memory consumption when using large enum value in ECommonItemType
Controls
- Added: First iteration of simple controller keybinding
- Added: Inventory: Press F/Y to equip, and hold F/Y to use an item directly. Thanks to Scalespeeder for the suggestion!
- Added: Game Master now features a "Create Player" action and the associated Controller input is to double tap "a"
- Added: Allow rebinding lean and stance adjustment modifiers
- Fixed: Controls: Radial menu does not block aiming with mouse
- Fixed: Keybindings: Missing input filter preset names on Game Master category bindings
- Fixed: Keybindings: Missing input filter preset names on Manual Camera category bindings
- Fixed: Keybindings: Missing input filter preset name on Common - Perform action binding
- Fixed: Forced freelook now does not reset toggle freelook input
- Fixed: Character movement uses mouse wheel speed adjustment even when input type is analogue
Server Administration
- Added: RCON: Configurable limit for max connected RCON clients
- Added: Server config parameter to completely disable AI (disableAI)
- Added: Command line parameters for controlling number of worker threads in job system
- Changed: RCON: Exposed logs to normal log level
- Fixed: RCON: Minimum length for password (3 characters) was missing in config validation schema
- Fixed: RCON: Update interval for better responsiveness when processing commands
- Fixed: RCON: Removed null-terminator in response packets for Protocol Compliance
- Fixed: RCON: Whitelist and blacklist params could not be defined with empty arrays
- Fixed: Server will now shutdown with proper error message when it is launched with blocked addons
Scenario Framework
- Added: SlotWaypoint with extended waypoint API for SlotAI
- Added: New attributes for SlotAI, such as formation, combat type, and perception factor
- Added: AI actions for SlotAI
- Added: Action Spawn Objects Based On Distance with many options
- Added: Action On Compartment Entered Or Left
- Added: Audio Voiceline Actions and processing based on spawned objectives
- Added: Action Show Popup notification
- Added: Action to feed string parameter according to the prefab display name
- Added: New vehicle actions to start/turn off engine, Set Fuel, OnEngineStarted/Stop events, and DamageWheels
- Added: Randomize ragdoll attribute for Kill Entity action
- Added: SpawnPoint Plugin API
- Added: Better descriptions, new prints to inform scenario creators about improper setup, and simplified getting entities
- Changed: Wait and Execute action extended by randomization and looping settings
- Fixed: Action Show Hint not working on dedicated servers
- Added: Graph API
- Added: SCR_ContainerBudgetManager class for managing budgeting on game systems or frame-dependent logic
- Added: Save In Loadout property on BaseInventoryStorageComponent, to decide if the storage should be saved in the loadouts
- Added: Vehicle overall drivetrain damage can now be retrieved using the GetMovementDamage method
- Added: SCR_WheeledDamageManagerComponent which can take into account wheel damage
- Added: NwkPhysicsMovementComponent to synchronize generic physical objects in multiplayer
- Added: Systems can now decide if they are only on client, only on server, or on both
- Added: Systems can now save and load replication data between client and server
- Added: Systems can now send broadcast RPCs from server to clients
- Added: UpdateBlacklist, OnInsertRequested, and OnBeforeDelete to provide scripted control over the GarbageSystem
- Added: Script: vanilla keyword
- Added: Accessing base class methods from inherited class using "super"
- Added: Also print variable name in null pointer VME
- Added: ScriptAPI: FileIO.MakeDirectory to make dir tree
- Added: ScriptAPI: ShapeEntity.IsClosed
- Added: GetResolutionScale to RenderTargetWidget
- Added: WorldSaveApi - exposed SetCurrentSave to script
- Added: Serialization now has the possibility to keep binary format in memory and read it later
- Added: Support for multiple sight components on turrets
- Added: Game modes can now have supply resource system disabled, and spawn cost now has a multiplier dictating how many supplies it costs to spawn
- Changed: The GarbageMananger was replaced by the GarbageSystem. It is now configured only through the ChimeraSystemsConfig.conf.
The config layout has been adjusted to give mods finer control over rule priority
- Changed: TagManager entity is now the TagSystem. Any usage of the old entity class in custom maps needs to be fixed.
- Changed: Renamed ScriptedHitZone to SCR_HitZone
- Changed: EWheelDamageState renamed to SCR_EWheelDamageState
- Changed: Renamed SCR_DestructionBaseComponent to SCR_DestructionDamageManagerComponent
- Changed: HitZoneContainerComponent is now sealed
- Changed: SCR_WheelHitZone now inherits from SCR_VehicleHitZone
- Changed: ActionManager in the PlayerController isn't assigned if the PlayerController doesn't belong to the locally controlled character
- Changed: Renamed PlayerController.OnPlayerRegistered to PlayerController.OnLocalPlayerRegistered as it better describes when the method is called
- Changed: Reworked functionality of SCR_AdjustSignalAction to support click, click and hold as well as hold and scroll actions
- Changed: SCR_ResourceContainer.SetResourceValue to SetResourceValueUnsafe
- Changed: SCR_ResourceContainer.SetResourceValueEx to SetResourceValue
- Changed: PIP Optics: Parallax m_fProjectionDifferenceScale replaced with m_fVignetteParallaxScale that accounts for optic FOV
- Changed: Integrated rest of muzzle attachment classes (pistol and 308) present in Attachments Compatibility addon with vanilla game
- Changed: Game Master now takes character Groups, Characters, and Vehicles from the Entity Catalog rather than the Game Master-specific list
- Changed: Invalid "new ref" syntax is now compile error
- Changed: ScriptInvoker's now automatically remove null handlers
- Fixed: Previous params fetch fail when publishing an addon for the first time was logged as an error
- Fixed: BaseContainer.Cast was always returning null
- Fixed: Crash in anim editor when adding event to very long animation
- Fixed: SCR_Shape.DrawCircle precision issues with small radius
- Fixed: It was not possible to call super method in overrides of PerformReaction of SCR_AIDangerReaction-derived classes, which made it hard to mod those methods
- Fixed: Obsolete addon could be incorrectly marked as removed instead of obsolete in UI
- Fixed: Scenario Framework: Slots were not sending invoker when entity was already spawned
- Fixed: ScriptAPI: Widget.AddChild crashed when given null
- Fixed: Calling super method together with method overloading would cause compile error
- Removed: SCR_HitZoneContainerComponent
- Removed: BaseScriptedDamageManager
- Removed: EMISSIVE_GLASS_SLOTS property from StreetLampComponent. This is not supported anymore.
- Removed: SCR_FuelNozzleComponent is not needed anymore
- Removed: InventoryItemComponent.SetCanBeGarbageCollected method and attribute, replaced by UpdateBlacklist calls to the GarbageSystem directly
Workbench
- Added: Solution for using Peer tool - Linux, Windows game, server, and Workbench binaries with "Diag suffix"
- Added: Split view support for Script Editor
- Added: Create and manage window layouts at runtime
- Added: Resource Manager: "Duplicate to Addon" action for duplicating subscene worlds
- Added: Resource Browser: Multiple addons support for "Override", "Duplicate", and "Inherit" actions
- Added: Resource Manager: TortoiseSVN actions Blame, Diff, ShowLog, and CheckForModifications to the context menu
- Added: Confirmation popup when user is added as an addon contributor
- Added: Option to automatically register FBX files as models without animations (To skip the question dialog on every FBX import)
- Added: Step property support not working for UIWidget.Slider
- Added: ScriptAPI: WBModuleDef.GetPlugin
- Added: MetaFile.GetSourceFilePath
- Added: Process handling methods (Workbench.IsRunningProcess/WaitProcess/FinishProcess)
- Added: Script Editor: auto-connect after changing debug target
- Added: World Editor: Entities validation
- Changed: "Open with addons" dialog now shows addon names instead of IDs
- Changed: Curve Editor: Input field labels now correspond to axis labels
- Changed: Improvements of diag menu
- Changed: Workbench Script API refactor
- Changed: Refactored all WorldEditorAPI methods to use IEntitySource
- Tweaked: Resource manager - Improvements of "Transfer to addon" action
- Tweaked: Mesh and Prefab preview - Added indicator of current collider visualization mode
- Tweaked: BI-account handling - renamed Login -> Link, Logout -> Unlink, Abandon Identity -> Logout
- Tweaked: World Editor: Hiding/showing 3D debug texts together with shapes on G key
- Tweaked: World Editor: RigidBody component - Center of mass is now editable through a gizmo in scene
- Tweaked: World Editor: Pasting whole config objects in property grid now affects all selected entities
- Tweaked: World Editor: Project name removed from title bar information
- Changed: World Editor: "Save As" action enabled as an alternative option for duplicating subscene worlds
- Changed: World Editor: Creating and deleting config objects in property grid now works for all selected entities at once
- Fixed: World Editor: Invalid behavior of "Restore to prefab value" action in property grid on object array that is inherited from prefab
- Fixed: World Editor: Crash when opening prefab edit mode while an edited world is already loaded in fullscreen
- Fixed: World Editor: Crash when drag and dropping invalid prefab into the scene
- Fixed: Curve Editor: moving curve points right after selection
- Fixed: Scalar slider had big step value by default
- Fixed: UIWidget.Slider precise mode (dragging while holding shift)
- Fixed: Several issues in Font Viewer
- Fixed: Crash when resizing surface terrain textures
- Fixed: Broken color picker in color dialog
- Fixed: Script Editor - Closing tabs sometimes changed the currently active tab
- 16,95 GB groß
Release: 26.03.2024 (Version 1.1.0.42)
Quelle: reforger.armaplatform.com
2035 „Futura”-Einstellung
Zwei neue Gewehre und zwei neue Pistolen
Neuer „Cougar“-Hubschrauber mit Varianten
Neuer „MOOSE”-Pick-up-Truck mit Varianten
Ein neues Mikro-UAV
Zwei neue statische Mörsersysteme
Neue Waffenmastsysteme
Neue Uniformen und Ausrüstungen
Open-World-Koop-Szenario: „Air Control”
Kooperatives Szenario: „Quick Reaction Force”
Kompetitives Szenario: „Cashpoint”
Zwei Einzelspielerszenarien zur Bekämpfung von Waldbränden
Neue Musik
- 4,55 GB groß
Release: 26.06.2024 (Version 1.2.0.70)
Quelle: reforger.armaplatform.com | xboxdynasty.de
Assets
- Added: UH-1H and MI-8MT (Armed Transport versions)
- Added: AKS-74U and AKS-74UN
- Added: M9, 6Kh4, and Sa-58 bayonets weapon attachments
- Added: M112 demolition block with M34 detonator
- Added: TNT block with KPM-3U1 detonator
- Added: 40mm UGL flares (white for Soviets; red, green, and white for US)
- Added: Pilot survival vests
- Added: US pilot, woolen, and leather gloves
- Added: IIFS backpack
- Added: Ushanka hat
- Added: UH-1H and Mi-8 machine gun magazines into Arsenal
- Added: 6B2 vest to the FIA Arsenal, as some of their soldiers use it
- Added: Support for Open Bolt weapons
- Added: Ushanka hat for civilian faction
- Added: Several new soldier roles and groups have been added to US, Soviet and FIA factions
- Added: Variants of load-bearing systems for US and Soviet officers and platoon leaders have been added
- Tweaked: Lights on UAZ452 were dark from afar
- Tweaked: PKMT on Mi8 now uses 2Ball1Tracer magazine instead of 4Ball1Tracer
- Tweaked: Inventory preview of M60D mag
- Changed: Replaced the USSR radio in the FIA catalog with the FIA radio
General
- Added: Ukrainian localization
- Added: Vehicles - Unflipping interaction
- Added: Vehicles - Toggle handbrake interaction to allow passengers to operate it while there is no conscious driver
- Added: Vehicles - Ability to push vehicles
- Added: Vehicles - Riding the clutch when moving off from a halt
- Added: Vehicles now take damage when falling into water
- Added: Commanding menu allows you to send orders to your group
- Added: Commanding orders can be bound to the quick slot menu
- Added: Visualization of commands in the world
- Added: Added handwear slot
- Added: Ability to switch control of aircraft between pilot and copilot seats
- Added: Opening and closing doors on vehicles is now separated from getting in and out of vehicles
- Added: Turrets - Unconscious gunners will elevate guns on pintle mounts while falling
- Added: Improved ejecting from moving vehicles
- Added: Realistic application of external forces on exposed occupants of vehicles experiencing unintended orientation changes
- Added: Game option to enable/disable HUD elements
- Added: Grass flattens under tripod turrets
- Added: Ability to automatically adjust collimator brightness by environment light
- Added: It's now possible to add attachments to a weapon via drag and drop from the arsenal
- Added: Reload equipped weapon in inventory via drag and drop
- Changed: Inventory visualization and operation was heavily polished
- Changed: Weapon obstruction is now animation driven instead of IK driven and changed to 3 phases approach where there is more room for the character to shoot
- Changed: Enabled player movement while using morphine, tourniquets, and bandages on the upper body
- Changed: Reworked entire character damage implementation to use the new damageEffects system
- Changed: Optimized destruction OnFilteredContact
- Changed: MultiPhaseDestructibles no longer collide vs other static entities
- Changed: Updated localization
- Changed: Increased the incendiary effect on destruction of fuel tank being destroyed on trucks
- Changed: Made all extremities (hitzones further away from center of mass) less likely to bleed
- Changed: Optimization of processing colliders data in Hit Registration System
- Changed: Field manual illustration for Commanding
- Changed: Changed position of interior fan for Mi-8
- Changed: Visualization of Commands in QuickSlots
- Changed: Added blending between grenade locomotion and idle in the prone position
- Tweaked: Optics: Increased vignette intensity
- Tweaked: Helicopter engine startup time increased to 2 seconds, consistent with interactions
- Tweaked: Medical and rearming kits now fit into smaller backpacks
- Tweaked: Passengers can interact with all vehicle lights when pilot/driver is unconscious, dead, or not present
- Tweaked: Moved lock controls user action to both sticks for pilot and copilot
- Tweaked: Helicopter turret reload durations to be more equal, around 8 seconds
- Tweaked: Vehicle emissive light surfaces
- Tweaked: Removed offsets on the passengers and navigator idle compartments that break the get-in animations
- Tweaked: Sway: Minimum sway set back to 33%, allowing for slight misalignment while the player is rotating in place; increased maximum sway speed up to 3.6
- Tweaked: Sway: Increased steepness for more meaningful speed regulation; reduced vertical angular bob
- Fixed: Freelook no longer follows gun elevation
- Fixed: Damage: M151 could not be set on fire by shooting damaged fuel tank with tracerless kinetic projectiles
- Fixed: Vehicles - S105 front lights emissivity with dipped and beam lights
- Fixed: S1203 wheels damage setup
- Fixed: Possible character clipping through doors and gates
- Fixed: Turret-mounted weapons now support burst and semi-automatic fire modes
- Fixed: Arresting handbrake (double-tap space)
- Fixed: M60 was sometimes forced pointing downwards after deployment
- Fixed: Vehicles - Gear shifting controls locked while shifting to or from neutral or reverse
- Fixed: Weapons: Weapon input context was active while unequipping, sometimes causing reload instead of applying health items
- Fixed: Weapons: NSV optics reticle was rotated incorrectly when gun was placed on a slope
- Fixed: Hitreg issues with unconscious character
- Fixed: Severe hit registration issues when a character was getting in/out of the vehicle while server has low fps
- Fixed: Turret reload state got stuck when reload elevation is outside of stance specific bounds
- Fixed: When a player places mine, as long as he has more in his inventory, they will remain assigned to that quick slot
- Fixed: Players can no longer get in the back of transport trucks if it has supplies and vice versa
- Fixed: Attached GP-25 grenade launcher would not work correctly with zeroing
- Fixed: Vehicles - Machine gun is stuck in quickbar after exiting machine gunner seat
- Fixed: "Remove casualties" action missing on some vehicles
- Fixed: Switch seats animations to the Mi8 front turret
- Fixed: Character would not go to sitting animation when closing doors from inside of a vehicle without char animations
- Fixed: Previously incorrect condition for locking seats when entering them, allowing 2 chars to enter 1 seat
- Fixed: Character pose in turret and its replication and replication of aiming in turret
- Fixed: Teleporting from a child object of a vehicle would choose the incorrect door
- Fixed: Starting a new CommandVehicle on server when a player reconnects leading to desync in vehicle state
- Fixed: Binding the correct door when entering a vehicle consisting of multiple parts
- Fixed: Character moves with vehicle while getting in
- Fixed: Character gets stuck on Get In after surviving a Get In interrupted by vehicle deletion
- Fixed: Obstructed door can lead to character teleporting high up on roofs and such
- Fixed: If the Get Out animation started, character can continue exiting into geometry
- Fixed: Kicking dead characters out of vehicles would not work and would desync the door state
- Fixed: When getting into the helicopter as a navigator player no longer gets stuck, also fixed alignment points when getting in or out the Mi8 helicopter
- Fixed: User action inconsistency of get in, get out, open, and close door on various vehicles
- Fixed: Character could get stuck if mashing X during Get In
- Fixed: Character no longer gets stuck when entering the gunner seat on UH-1H. Replaced compartment seats on the UH-1H cargo seats prefab for compartment door reference
- Fixed: Character clipped through the roof when getting in and got stuck inside the vehicle of UAZ-452 ambulance as a doctor or patient
- Fixed: Door opening no longer gets stuck when getting out from the rear doors of M997 ambulance
- Fixed: Opening/ closing doors from inside as driver/codriver no longer makes the character rotate in their seat
- Fixed: Re-exported switching seats and idle poses for copilot/pilot of UH-1H
- Fixed: Submunition spawns twice when submunition has RplComponent
- Fixed: Pilot and copilot seat position type variable was switched
- Fixed: Optics illumination toggle wasn't working on 2D sights
- Fixed: Mine placement range was too short
- Fixed: Chat could still be used while disabled in Interface settings
- Fixed: Supplies - vehicle transfer via drag and drop was not always registered
- Fixed: Supply boxes in inventory didn't take into account stacked supplies
- Fixed: Radio frequency display values in various field manual pages
- Fixed: Incorrect ammo type icon for rocket launchers in equipped slots
- Fixed: Issue where you would get duplicate regen effects after removing the tourniquet after bleeding was stopped
- Fixed: Misplaced character after switching seats from turrets
- Fixed: Character teleports out of vehicles that are upside down
- Fixed: Aiming angles snapping in first person camera when exiting vehicles. Character rotating before closing the door when exiting vehicles, instead of after.
- Fixed: Localization for deployable spawn point loadout switch
- Fixed: Twitching in character locomotion when holding backwards and then left-right
- Fixed: Getting stuck when switching seats between two entities
- Fixed: If during get out, the exit point is obstructed, the character stays inside the vehicle
- Fixed: Wrong seat type broke animation when getting into the left passenger seat of S105
- Fixed: Cancelling exiting a vehicle would not reset the character position to the seat
- Fixed: Desynced anims after getting kicked and joining back into a vehicle
- Fixed: Unable to join a server until unrelated downloads are finished
- Fixed: Removed offsets on various vehicles that break the get-in animations
- Fixed: Missing get-in locator for the S1203 mesh
- Fixed: Exit positions for nested turrets
- Fixed: Character correctly positioned into tripod turret. Hands correctly attached on proxy too
- Fixed: Character couldn't exit turrets, which were spawned inside the world layer
- Fixed: Camera angles resetting after performing vehicle actions even if we stayed in freelook
- Fixed: Cannot start get in/get out while someone else is opening/closing door
- Fixed: Desync when two characters manage to start entering a vehicle at the precisely same frame
- Fixed: Switching seats no longer gets character stuck when in the middle of the animation of sitting up or down
- Fixed: TSH400g explosive is no longer stretching the arm when prone turning, also M112 was missing an IK pose in the prefab
- Fixed: Applying turret passenger position for as long as we're in transition from Locomotion
- Fixed: Rendering artifacts on inventory items
- Fixed: Sidestep offset to not make character step on sandbags when moving in turret nest
- Fixed: Characters in helicopters going back to idle pose after dying
- Fixed: UGL zeroing is now properly aligned in the prone stance
- Fixed: Fixed haybales destruction
- Fixed: Wrong buffer in weapons graph inspection causing bad offset
- Fixed: Improper third-person camera position in some cases after leaving a vehicle
- Fixed: Mi-8 passenger compartment issues
- Fixed: USSR field hospital had no interaction point for supplies
- Fixed: Notification for being unable to command now appears properly
- Fixed: Bug where toggling auto-hover on helicopters sometimes would not work
- Fixed: ADS persisted after the operator left the compartment
- Fixed: Turret exit snapping
- Fixed: Sway was too strong while walking slowly
- Fixed: USSR and FIA AI no longer attack their own deployed radios
- Fixed: First-person view camera going under the ground in prone turns after interacting with vehicle doors
- Fixed: Slow-moving missiles on client
- Fixed: Freelook on RB preventing switching firing modes while in ADS
- Removed: Exit Game button removed on Consoles
- Removed: Decimal numbers by radio frequencies
- Removed: Attaching explosive charges to players who were in the vehicle
Playable Content
- Added: Any spawn point can now use supply costs when a player is spawning
- Added: All rank budgets are now supported by Free Roam Building
- Added: Road network initial state data for Conflict and CombatOps maps that takes into account pre-placed objects
- Changed: Deployable radios/tents now have the option to change respawn budget types between supplies, spawn tickets, or no respawn cost
- Changed: Conflict: Radio message notifying about a player volunteering for a specific objective is now audible only for the volunteering player
- Changed: Conflict: Supplies are no longer generated more rapidly when the stored amount is low
- Changed: Conflict: Some objective names now better correspond with the surrounding location names
- Changed: Conflict: Deployment with a saved loadout is now allowed only on bases with an armory
- Changed: Modding: Entity catalog now supports getting Inventory item UIInfo to quickly obtain the name and description of the item it entity catalogs
- Changed: Rank limitation to Requesting AI and building living area compositions has been changed to Sergeant
- Changed: US field hospital composition no longer contains a large amount of supplies
- Changed: Conflict notifications are now controlled by Notification Interface settings
- Changed: Conflict - FIA supply caches now replenish their storage much quicker
- Changed: Light vehicles like jeeps and UAZs are no longer available from the Heavy maintenance point
- Changed: The cost of the heavy maintenance point was increased to 350
- Tweaked - Combat Ops: Hideout spawn items, added flares and AK-74U
- Tweaked: Checkpoint and machine gun nest editable composition
- Fixed: Conflict: Objectives should now properly reflect the current base owners (resolving missing objectives or incorrectly uncompleted ones)
- Fixed: Conflict: Respawn icon will no longer appear on bases low on supplies
- Fixed: Weapons in arsenals are now refunded at the correct rate when you add or remove attachments
- Fixed: Combat Ops - Intel item now has a name and description
- Fixed: Intel in Combat Ops can no longer be duplicated by loadout saving at an arsenal with the intel in the players' inventory
- Fixed: Arsenal loadout saving for faction only is no longer possible if you interact with a loadout that is of a friendly faction
- Fixed: It was possible to respawn on a lost base
- Fixed: Improved performance after selecting a faction in conflict role selection menu
- Fixed: Combat Ops: Deliver Ammo/MedicalSupplies/Ammo task finishes itself as player approaches it
- Fixed: Conflict: Radio signal was not working on Conflict North and South scenarios
- Fixed: Field hospital was lacking supplies
- Fixed: Combat Ops Everon: Boris' hideout vehicle de-spawned on approach when it should not
- Fixed: Tutorial: Capturing course could not be completed
- Fixed:: Conflict: Incorrectly rotated bunker on the Arland map
- Removed: Conflict: Pre-built but unusable antenna installation on Arland
Game Master
- Added: Civilian faction was added to the game for Game Master mode; including Civilian arsenal, characters, and marking civilian vehicles as part of the Civilian faction
- Added: Attachable faction task and waypoints to entity
- Added: Cycle option that can be used with waypoints to create loops
- Added: Randomized civilian, civilian dockworker, civilian businessman, US soldier, USSR soldier, and FIA soldier to Game Master
- Added: Game Master can change the arsenal game mode in run time, restricting the available items to conflict items only or unrestricted
- Added: Game Master is now capable of enabling and disabling supplies on entities with supplies usage as well as globally
- Added: Game Master can now enable and disable certain arsenal types separately.
Giving the ability globally and on entity to enable/disable arsenal boxes and weapon racks, arsenals of vehicles, and arsenals of gadgets
- Added: Game Master can now set the spawn cost supply multiplier for spawn points when supplies are enabled.
Setting a value anywhere between 0 to 4 times the default value
- Added: Ability to add single items to the arsenal blacklist, preventing players from saving their loadout if the item is in their inventory
- Added: Game Master can now set arsenal loadout saving settings to be friendly faction items or to the specific faction only
- Changed: Supplies are disabled by default in Game Master
- Changed: Reduced default Game Master abandoned entities cleanup time from 60 to 30 seconds
- Tweaked: Character speed set to 100% on Game Master control taken
- Tweaked: Preview entity component to render active slots of meshes only
- Fixed: Rare cases where Game Master neutralizing/lighting-on-fire entities gave a player a (team)kill
- Fixed: Spawning a group into a neutralized entity would spawn orphan characters instead of a new group
- Fixed: Teleporting players in paused GM would break their animations
- Fixed: Defend Waypoint was replaced by Suppress Waypoint in living quarters
- Fixed: GM delay caused by preloading that caused group not to be set
- Fixed: AI waypoints have no budget associated
- Fixed: Character gets stuck if, during paused GM, they get moved into a vehicle, then out, and then back into the vehicle
- Fixed: Character stuck after being teleported into a vehicle by Game Master and then trying to exit through an obstructed door
- Fixed: Cycle waypoints not working on server
- Fixed: Get Out waypoint localization
- Fixed: Waypoints and tasks can be attached to more entities now
- Fixed: Get Out appearing in living quarters
Stability
- Changed: Prevented scheduler from ticking when replication is in the loadtime state, and the busy handler thread is removing and creating nodes
- Fixed: Crash on server when a character attempts to enter a vehicle without a VehicleAnimationComponent
- Fixed: Crash when removing damage effects
- Fixed: Crash when entering a compartment with no PositionInfo set
- Fixed: VME on SCR_ResourceContainer.Clear
- Fixed: VME with MultiPhaseDestructibles colliding with terrain
- Fixed: VME avoided when canceling Get In waypoint mid-activity
- Fixed: Crash caused by simultaneous system registration/un-registration in turret component
- Fixed: Inventory crash on processing already deleted items
- Fixed: Crash when trying to access invalid storage manager after hierarchy delete
- Fixed: Crash because of NULLPTR doorInfo when teleporting characters into vehicles
- Fixed: Fixed the fix for crashing by fixing characters not correctly teleporting into turrets when moved there via GM
- Fixed: Crash upon destroying a helicopter with a stuck occupant
- Fixed: Game would freeze when a player equipped the mine
- Fixed: Crash in animation sampling in model-space
- Fixed: Crash when a character dies in a vehicle
- Fixed: Crash when a vehicle gets destroyed
- Fixed: Dedicated server crash when loading scenario with AIs
- Fixed: Crash on exiting world while debugging in Workbench
- Fixed: VME in case GetInWaypoint misconfigured
- Fixed: VME when giving get in command to burning vehicle
- Fixed: Possible crash from setting formation displacements
- Fixed: Potential crashes for incorrect updates of roadparts and concurrent addition of roads while rebuilding
- Fixed: Crash during pathfinding when start/end road is missing
- Fixed: Crash when modifying roads
- Fixed: VME in ScenarioFramework Area during initialization
- Fixed: Crash due to a race condition between the main thread and busy handler thread in the scheduler
- Fixed: Non-reproducible crash with the projectile simulation system
- Fixed - World Editor: Vector tool crash
- Fixed: Workbench - PrefabPreview - Crash caused by opening an invalid entity prefab
- Fixed: Possible crash in DoorComponent
- Fixed: Possible crash on task destruction
- Fixed: Possible crash when vehicle parents didn't have proper physics but were moving
Fixed: RoadNetwork rebuild could freeze the entire game
AI
- Added: AI can drive vehicles now
- Added: AI can be recruited to a player group and commanded
Added: Better obstacle avoidance
- Added: Group's ability to issue suppressive fire orders to its members; overall improvements to suppressive fire behavior
- Added: Usage of suppression fire in combat
- Added: Usage of vehicle lights at night
- Added: Soldiers learned to adapt intensity of suppressive fire based on estimated threat
- Added: Usage of illumination flares at night
- Added: AI driver disables hazard lights when entering new vehicle
- Added: Ability to set vehicle speed for AI via script
- Changed: Reduced AI accuracy against poorly illuminated targets. Now, at night, AI accuracy is lower unless the target is illuminated by a light
- Changed: Rewrite of agent's firing times patterns, added the ability to define soldier/group fire rate
- Changed: Pathfinding failure of leaders not transferred to the group
- Changed: Invoke move to location only when there's a significant distance
- Changed: AIs close doors behind them when entering vehicles
- Changed: If no AIWorld is present or there's issues when creating/modifying move handlers, notify through logs
- Changed: Enlarged agent radius for vehicles navmesh from 2m to 2.6m
- Changed: Road network rebuilding also modifies the width of the road to prevent splitting roads when possible
- Changed: Road width modifications changed to be targeted to certain areas instead of the whole road
- Changed: Moved Obstacle Avoidance out of character and added it to car as well
- Changed: AIWorld default min road width, updated checkpoint bridge points
- Changed: disableNavmeshStreaming CLI param now accepts array of navmesh project names
- Changed: ChimeraAIGroup is considered inactive if it doesn't have any active agents
- Changed: GetOut command now applies to the position of the vehicle the AI is in
- Changed: Hazard lights are now used only for stuck movement results; auto-disabling of hazard lights for players has been fixed
- Tweaked: AI detection time coefficients. Now detection time is a bit bigger
- Tweaked: Road Network: Rework navlink insertion
- Fixed: Looking around fixed in defend behavior
- Fixed: AI turret operator in a car wasn't looking forward when moving to a waypoint
- Fixed: Get Out waypoint not working
- Fixed: Incorrect roadblock data generated
- Fixed: AIs choose wrong positions before starting the enter action on vehicles
- Fixed: AI get in vehicle now clears reservation of compartment at the end of the actual get in instead of at the request
- Fixed: APCs PID setting for sharp turns
- Fixed: AIs getting stuck while kicking their dead friends out of vehicles
- Fixed: Disconnected navlinks at Levi base
- Fixed: Get in now waits for full compartment occupancy
- Fixed: Partial exit of vehicle when only part of group gets stuck
- Fixed: Road network links didn't work well with narrowed roads
- Fixed: RoadNetwork may contain duplicate points near crossroads
- Fixed: BaseRoad.GetPoints() returning invalid vectors
- Fixed: Precomputed road network data didn't work on packed data
- Fixed: Pathfinding would stop working sometimes
Controls
- Added: Hint on how to cancel the toggled freelook
- Added: Simple switch weapon action to alternate between primary and secondary weapons (can be bound in the Weapons category)
- Added: Ability to rebind radial quick slots menu
- Added: Action to toggle focus regardless of being in a vehicle or unarmed
- Added: Aim Down Sights (ADS) toggle lean actions, canceled when exiting ADS, in Character bindings
- Changed: Default binding for low ready changed from C Hold to LShift Down, LS Hold to LS Click
- Changed: Reload action input restricted while the weapon is being inspected or while gadget is selected
- Changed: Player ADS sensitivity multiplier handling moved to script so that it can be blended by ADS progress
- Changed: Sight magnification use WeaponOpticsZoomIn and WeaponOpticsZoomOut instead of single WeaponChangeMagnification
- Tweaked: Quick slot selection keys show the selection bar until released
- Fixed: Weapon was being fired whenever player tried to unequip gadget while sprinting by LMB/RT
- Fixed: Holding Left Trigger 100% briefly resets toggled ADS in weapons and turrets
- Fixed: Toggle lean actions were not reliable
- Fixed: Right stick aiming with turrets was significantly slower than with personal weapons
- Fixed: Aim sensitivity behaves differently on Retail vs _Internal
- Fixed: AI aiming was using FOV input scaling and mouse/gamepad sensitivity of player
- Fixed: ADS sensitivity multiplier was not functional
- Fixed: Missing ability to unbind "Zoom in" and "Zoom out" actions from Alt + Mouse Wheel
Multiplayer
- Added: Refactored Inventory Replication, usage of new Replication Layers to lower the amount of streamed data related to hierarchies, mainly inventory
- Added: A new safeguard has been made to combat griefers that vote kick an entire server. A new voting cooldown system has been implemented.
When a player joins a server, they cannot initiate a vote kick until they have been in the server for a set time.
When a player initiates a vote kick, they cannot initiate another vote until a cooldown is finished.
There is a grace period for when a server just started/restarted, allowing kicking of players without a cooldown if the players join the server within that time.
- Added: Vote cooldowns have been added for starting a vote to become Game Master and when starting a vote to remove a Game Master
- Added: Players who are on the admin list but are not logged in as admin can no longer be kicked via player vote
- Added: Option to ban/unban by player name
- Added: Ban/unban supports spaces in player names (eg.: #ban create "Name with space" 1000)
- Changed: Moved HitRegistrationManager to HitRegistrationSystem
- Changed: Turret angles are now transferred as 16-bit instead of 8 for additional precision
- Fixed: When connecting, player could see weapons and backpacks on characters in vehicles
- Fixed: Toggle loadout spawning user action not showing for deployable radios on a dedicated server
- Fixed: Character sideways anims don't work when getting out of water on remote proxy
- Fixed: Some network operations could get assigned to the wrong channel and cause stalls
- Fixed: Shooting from turrets stops replicating to other clients after the gunner reloads a fully discharged magazine
Audio
- Added: Projectile traveling sounds for rockets and UGL grenades
- Added: Dynamic reverb based on roomsize
- Added: SCR_ShellSoundComponent which allows playing sounds from projectiles once they have been fired. (Requires a SignalsManagerComponent and a BaseMoveComponent or one of its children
- Added: Compartments can have a unique name for slot mapping
- Added: Glove sound variations for different hand-related actions
- Added: New bullet impacts for cars
- Added: New bullet impacts for armored vehicles (including audible penetration when inside)
- Tweaked: Removed obsolete/faulty subSonic sound definition on flares
- Fixed: Sound events playing twice in inertia animations
Scenario Framework
- Added: Option to set the amount of supply by ScenarioFramework action
- Added: Possibility to set a name for inventory items added by Scenario Framework
- Added: Possibility to set a scenario-specific variable
- Added: Possibility to play a single-line dialogue
- Added: Possibility to have generic tasks not tied to any entity
- Added: Filter by faction for GetArrayOfPlayers and GetClosestPlayerEntity getters
- Added: Action Based On Conditions that can execute other actions
- Added: Decrease Logic Counter action
- Added: Ability to cancel or prioritize AI waypoints
- Added: Ability to select multiple AI slots for one AI action
- Added: Ability to add waypoint to AI by name
- Added: VoiceOver Play Sequence action
- Added: SlotTrigger that has now generic purpose
- Added: User Action event listener
- Added: GenericTask Sample scenario
- Added: Possibility to set if the action should be removed on completion.
- Added: ScenarioFramework action to set max autonomous distance for an AI group
- Added: Sample world with Waypoints for AI
- Added: Repeated Task sample world
- Added: Improved Spawn Object Action activation type settings and checking
- Added: Action Delete Marker
- Changed: Increment/Decrease Logic Counter action has counter name as optional attribute if action is attached to desired counter
- Changed: SlotTrigger renamed to SlotPlayerTrigger to retain existing behavior used in community content
- Changed: Separate classes in different files
- Changed: Simplified getters for certain Actions
- Fixed: Intel item got stuck in the air when dropped from character/vehicle
- Fixed: Garbage Manager deletes Task entities when it should not
- Fixed: Logic Counter not calling OnIncrease actions when reaching the desired count
- Fixed: Activation type for slots is not properly handled
- Fixed: Trigger discrepancies and clean-up
- Fixed: Trigger init issues
- Fixed: Action Spawn Objects issues when sublayers had randomization in-place
- Fixed: Show Debug Shapes During Runtime doesn't work correctly outside of Workbench
- Fixed: Repeatable spawn is not working correctly with infinity
- Fixed: Plugin Spawn Point invoked when it should not be
- Fixed: InitParentLayer returned false instead of true when it was successfully initialized
- Fixed: Unhandled behaviors when ScenarioFramework components are deleted
Workbench
- Added: Cinematic Tool - Different glyphs for keyframes based on interpolation used
- Added: Cinematic Tool - Keyframes snapping
- Added: Cinematic Tool - Duplicating and renaming tracks
- Changed: Cinematic Tool - Layout improved
- Changed: Expose to editor minimum water depth value for marking navmesh
- Changed: Increased walkable climb check when applying navmesh rules to connection making
- Tweaked: World Editor - Transformations of rigid body geometries (Coords + Orientation properties) are now editable using gizmo in scene
- Tweaked: UI elements of RoadNetworkBuilderTool. Diag cleanup and diag ids for roads
- Fixed: Cinematic Tool - Depth of field track was not working in-game
- Fixed: Crash when manipulating curves in Particle Editor
- Fixed: Map generation for maps that are offset from 0
- Fixed: Crash when deleting roadnetwork manager
Modding
- Added: Set/GetBaseRotation method for TurretComponent
- Added: New Get In Get Out API on CompartmentAccessComponent
- Added: "Count" script API parameter to selected Inventory operations to process multiple with one call
- Added: Health items and bullets have their custom damageEffects added and configured on their prefabs
- Added: CompartmentDoorInfo can now clearly mark fake doors, and knows whether it is open or being used
- Added: CompartmentDoorReference for when seats in a child CompartmentManager need to use door from the parent CompartmentManager
- Added: ComputeStruckHitzones, function that fills an array with all hitzones that should get damaged by a particular BaseDamageContext
- Added: HitZoneContainerComponent.GetAllHitZonesInHierachy returns hitzones contained on that hitzone container and its children
- Added: DamageManagerComponent::FilterContact used to discard contacts that don't meet the requirements
- Added: DamageManagerComponent::OnFilteredContact alternative to DamageManagerComponent::EOnContact only called when FilterContact returned true for that contact
- Added: GetParentHitZoneContainer for HitZoneContainerComponent
- Added: BaseLightManagerComponent.GetEmissiveSurfaces
- Added: Ability for turrets to use weapon optics (no PIP)
- Added: M23 ammobelt UVs are animated by the SCR_AnimatedBeltComponent
- Added: Methods to SCR_Enum for retrieving next and previous enum values even from modded enums
- Added: RigidBody component template in Ammo_Rocket_Base.et, same GUID as Ammo_Rocket_PG7VM.et
- Added: RigidBody component template in Ammo_GrenadeLauncher_Base.et, same GUID as Ammo/Ammo_Grenade_HE_VOG25.et
- Added: SCR_CharacterControllerComponent.ComputeHitReaction in script, so the hit effects can be customized
- Added: New logic has been added to editable entity components to allow for Variant of prefabs when a prefab is spawned (by editor or, for example, as a player character)
- Added: Functionality of placeable items that can also be attached to other objects (e.g. check M112 explosive charge)
- Added: Better visual feedback when it's not possible to insert an item into a storage.
- Added: Ammo type indicators for magazines and grenades, visible in the item slots and hints.
- Added: Gadgets - WeaponNoFireTime attribute to prevent weapon fire while gadget is selected
- Added: Getter for sights position, front, and rear point PointInfos
- Added: SCR_Math3D static method GetRelativeLocalTransform, able to create relative transform between two BaseGameEntity members of same hierarchy.
E.g. use is in 2D and PIP sights (moved to SCR_EntityHelpers)
- Added: Disclaimer for modding about damage over time API in SCR_ExtendedDamageManagerComponent.c
- Added: Turrets can now use grass flatten components
- Added: Script API GarbageSystem.GetTrackedEntities() for modders.
- Added: Density and penetration resistance of material's ballistic info affects damage output - the higher, the less damage is dealt
- Added: Script callback for light state changes in light manager
- Added: Now you can also specify some init speed coeffs for which you want to generate precise data, so they are not interpolated.
- Added: TurretControllerComponent API for ADS states: SetWeaponADS, SetWeaponADSInput, GetWeaponADSInput
- Added: Vehicles - Shifting RPM curves in car controller debug
- Added: Ability to change arsenal game mode allowing items to be available in specific game modes. Game Master arsenal is unrestricted, and all items are available
- Added: Vehicle doors can specify if they require a specific graph to be bound to character to be opened/closed
- Added: Scripters can disable SPACE canceling loitering via disableInput parameter on StartLoitering
- Added: Glass emissive material bases for different content setups
- Added: Initial set of functions for the RplNode API
- Added: Script API for getting the node of BaseRplComponent
- Changed: HitZoneContainerComponent.GetAllHitZones now only returns hitzones contained on that hitzone container.
- Changed: All character-related scripts listening to bleeding invokers and events have been reworked to use damageEffects API
- Changed: Damage - SCR_DamagePassRule now handled in SCR_HitZone and SCR_DamageManagerComponent, using HijackDamageHandling
Changed: Renamed EFireState to SCR_EBurnState
- Changed: Weapon attachment costs for arsenals are now separately calculated.
Allowing modders to add the base value to all weapons regardless of the attachments and the attachment separately in the catalog lists and they will be counted up together
- Changed: Renamed the projectile effect BaseDamageEffect to ProjectileDamage
- Changed: Weapon obstruction parameters were changed so they allow to control new 3-phase approach
- Changed: Disabled supplies usage for the MPTest world
- Changed: SCR_ArsenalManagerComponent::ARSENALLOADOUT_COMPONENTS_TO_CHECK variable is now filled
by SCR_ArsenalManagerComponent::GetArsenalLoadoutComponentsToCheck method. This makes this part of the code more moddable
- Changed: Weapon_Base.et now has WeaponAnimationComponent
- Changed: Inventory layouts have been reworked, and their scripts have been updated accordingly
- Changed: User Action - Added default compartment definition (value 0 which equals to default value for driver/pilot compartment) to config files for light user actions
- Changed: Gadgets - In SCR_FlashlightComponent renamed m_LenseArray to m_aLenseArray so prefabs that use this functionality will need to be updated
- Changed: Gadgets - Gadgets that are attached to SCR_EquipmentStorageSlot will be informed
when that slot occlusion changes by triggering SCR_GadgetComponent.OnSlotOccludedStateChanged (bool occluded)
- Changed: Inventory - Visible storage slots have to disable UseVirtualInventoryReplication (ref: check FlashlightSlot in Jacket_M70_base prefab)
- Changed: Base Game mode now has all components to have arsenals working in the world. This might cause duplicate components if the components were added manually
- Changed: Added Explosion damage and changed config used by explosion impulse effect in Warhead_Shell_HE.et
- Changed: Weapons - Turrets ADS camera position prefers SightComponent's "Sight Position" over now obsolete TurretComponent "Camera ADS Attachment"
- Changed: Gadgets - Marked in SCR_GadgetComponent method CanBeToggled as obsolete since it will be replaced by GetUseMask
- Changed: LightSlot now saves ParentSurface attribute as name instead of index. Prefabs might need re-saving
- Changed: Damage diags to see HitZone health has been moved to GameCode->Damage->Type of damage info
- Changed: Moved GetAncestorToLocalTransform() to EntityUtils
- Changed: Optics - Separate RegisterInputs and HandleSightActivation, HandleSightDeactivation methods for scripted sights components
- Changed: Now clearing damage history when it becomes redundant
- Changed: Radio coverage calculation is now handled by SCR_RadioCoverageSystem.
Please update your Conflict base prefabs with SCR_CoverageRadioComponent to ensure correct functionality.
This component also sets up the Main bases in Conflict via the "Is Source" toggle.
- Tweaked: Scope prefab inheritance of character modifier attributes
- Fixed: Damage - SCR_DamagePassRule ignored root damage manager if hitzone struck was already in root damage manager
- Fixed: Entity catalogs of the same type now merge correctly on init
- Fixed: Weapons - Turrets without ADS camera attachment no longer lag behind gun rotation, as long as they have SightPosition defined in SightComponent
- Fixed: SCR_ResourceSystem::RegisterContainer and SCR_ResourceSystem::RegisterDynamicComponent now only register on authority
- Fixed: DamageManagerComponent OnFrame isn't called when activated
- Fixed: CharacterControllerComponent SetWeaponNoFireTime was not functional
- Fixed: GetAncestorToLocalTransform() failed on non-BaseGameEntity owner
- Fixed: JsonLoadContainer not reading back root-level entries correctly
- Fixed: DotDamageEffects work at half the speed
- Fixed: Broken regen and added improved API for canBeHealed
- Fixed: Spawning a character through DefaultOccupantName does not attach the vehicle graph and makes the character stand in the vehicle seat
- Removed: Having DamageManagerComponent::EOnContact exposed to script could result in too many calls and performance issues.
- 18,31 GB groß
Release: 03.07.2024 (Version 1.2.0.76)
Quelle:
- 7,31 GB groß
Release: 18.07.2024 (Version 1.2.0.92)
Quelle:
- 18,61 GB groß
Release: 18.07.2024 (Version 1.2.0.98)
Quelle:
- 4,14 GB groß
Release: 31.07.2024 (Version 1.2.0.102)
Quelle:
- 8,12 GB groß
Release: 22.08.2024 (Version 1.2.0.124)
Quelle:
- 12,95 GB groß
Release: 12.12.2024 (Version 1.2.1.169)
Quelle: reforger.armaplatform.com | play3.de
- PS5 Pro Support:
Assets
- Added: New skinning on all heads, allowing animation of faces
- Tweaked: Collision material of M151A2 and M998 (seats were impenetrable)
- Tweaked: Obstruction on Mi-8 side doors
- Tweaked: Šárka 1203 yellow variant now correctly uses yellow interior material
- Tweaked: Metal parameters of the SSh-68 helmet to decrease strength
- Fixed: Basebody_Male_Head_01 assigned materials and tweaked assigned materials in CharacterHead_Preview prefab
- Fixed: Character can get stuck halfway between attaching to vehicle on client if you manage to invoke user action first frame after previous one ended
- Fixed: Mi-8 APU leaking light
- Fixed: Turtle neck was clipping with neck
- Fixed: SpherePointGeneratorPreview.et had incorrectly named default variable.
- Fixed: Weapon switching was missing from turrets
- Fixed: AKS-74U collider
- Fixed: Duplicated furniture in House_Village_E_1I02
- Fixed: Invisible user action of M997 ambulance
- Fixed: Pilot switch seat context position
- Fixed: Mi-8 navigator pose when the engine was turned on
- Fixed: Position of dovetail slot on AKS-74U
- Fixed: Uncovered FIA and CIV variants of UAZ-469 did not eject rear passengers when flipped on the roof
- Fixed: Vehicles were catching fire from API & tracer rounds very easily
- Fixed: Vehicles - Door were closed but visually opened after interrupting get out animation with movement input
- Fixed: Vehicles - Machine gun was stuck in quickbar after exiting machine gunner seat
- Fixed: Vehicles - UAZ front wheels sunk in surface
- Removed: Testing variant of M70 jacket
Playable Content
- Added: New Tutorial scenario
- Added: Players are now able to disassemble enemy structures in conflict as long as they are capturing the corresponding base
- Added: Capture and Hold game mode and scenarios are now part of the base game
- Changed: Conflict: Base icon no longer shows respawn cooldown after being seized in case of insufficient radio coverage
- Changed: Conflict: FIA supply caches now replenish their storage depots faster
- Changed: Conflict: Notifications are now controlled by Notification Interfacesettings
- Changed: Capture & Hold: Area stays captured and is not cleared when a player leaves the area
- Changed: It's no longer possible to deploy on a Mobile Command Unit with a custom loadout
- Tweaked: Combat Ops: Added flares and AKS-74U to hideouts
- Fixed: Combat Ops: Garbage Manager deleted Task entities when it should not have
- Fixed: Combat Ops: Deliver Ammo/MedicalSupplies/Ammo task finished itself as player approached it
- Fixed: Conflict: Infinite XP by unloading supplies
- Fixed: Conflict: Radio signal was not working on Conflict North & South scenarios
- Fixed: Conflict: One of the US starting vehicles in Morton HQ would spawn in the ocean in smaller Everon scenarios
- Fixed: Low performance after selecting a faction in conflict role selection menu
- Fixed: It was possible to respawn on a lost base
- Fixed: Players received XP for transporting AI units
- Fixed: Chat window was not visible on scenario restart of Combat Ops
- Fixed: Disassembling compositions did not reset the base budget after save loaded
General
- Added: 7 new achievements
- Added: Language switching in edit boxes
- Added: Reporting of players with inappropriate behavior
- Added: BallisticTable::GetAimHeightOfProjectileAltitudeFromSource that computes aim height compensation for a target with different altitude than the shooter for ShellMoveComponent projectiles
- Added: Inventory Slot icon for carried objects
- Added: Collimator sights can now be used as vehicle sights
- Added: NoParent camera for 3rd person vehicle
- Added: Vehicles now take damage when falling into water
- Added: Compartments are now at risk of being ejected when vehicles are damaged by large explosions or collisions
- Added: Destruction for Freezer_01 asset
- Added: Destruction for ScaleMedical_01 asset
- Added: Turrets can now be controlled from within other compartments (unmanned turrets)
- Added: Portion of blast damage is delivered without trace at close range
- Added: Ability for explosions to pass through surfaces depending on material
- Added: Sniper rifle magazines to Arsenals
- Added: Minefield sign preview image
- Added: Additional animation events Event_Vehicle_CanFinishAction to the OpenDoorOut animations
- Changed: Settings menu MainMenu tile replaced by Icon in the account bar
- Changed: Settings: Moved "Use 2D optics" to "Video" section
- Changed: Settings: Moved "Use software cursor" to "Video" section
- Changed: VON now shows enemy players' names
- Changed: Increased the incendiary effect of destroyed fuel tanks on trucks
- Changed: Heavy explosives such as AT mines deliver significantly more damage
- Changed: Increased force with which players push and pull flipped vehicles
- Changed: Improved intractability of userAction contexts on all M16 and AK variants
- Changed: Door retrying opening/closing after collision, timer reduced from 2s to 1s
- Changed: Helipads now use the entire helicopter to calculate the repair and refuel action distance
- Changed: Character now doesn't land with gravity disabled
- Changed: Clients can no longer change DamageEffect values and call certain functions
- Changed: Detonators are moved into the explosive category in Arsenals so they are together with the Explosive Charges
- Changed: Group description and name now reset on leader leave
- Changed: Climb-down animation no longer abducts your camera whenever you make a step down from a low-height object
- Changed: Starting weapon inspection now cancels ADS (Aim Down Sights)
- Changed: Explosives: Order of the action for arming and picking up the item
- Changed: Explosives: The order of action when inspecting a detonator that has connected charges
- Changed: Field Manual Page: Interactions
- Changed: Field Manual Page: Suppressor
- Changed: FPS limit set to 30, 40, or 60 FPS now works with a 120Hz monitor
- Changed: Grenade throw can now be interrupted by vehicle actions
- Changed: Player group invite is now a multiline notification. This change fixed sticky notification issues with clipping, button icons, and background.
- Changed: Disabled objective opening with a shortcut when the map is open
- Changed: The player list voting dropdown menu now fits the text properly
- Changed: Commanding quickslots now are looking similar to other active quickslots
- Tweaked: Readded animations of get in and get out for the M923A1 cargo passengers that was removed during the GIGO refactor
- Tweaked: Color of the Šárka 105 lights
- Tweaked: Changed vehicle buffer save binding name from FullBody to FullbodyGadget
- Tweaked: Attachable entity types for waypoints and tasks
- Tweaked: Uncovered CIV and PKM variants of UAZ469
- Tweaked: Ural and M923A1 character animations
- Tweaked: Helicopter turret camera pitch/yaw effect reduced to 10%
- Tweaked: Main menu changed the textures of the tiles to more polished and color-graded ones
- Tweaked: Bleeding starting values adjusted to changed damage effect values
- Tweaked: When a turret reload is canceled with the magazine still inside, it will display the magazine
- Tweaked: Clear weather
- Tweaked: GarbageSystem not collecting discarded grenades
- Tweaked: ChurchSmall ladder's exit point was one bar too high
- Tweaked: Lowered wood kinetic resistance so that 7.62x39 is still able to penetrate 60mm thick doors
- Tweaked: Further improvements to the WeaponInfo HUD
- Tweaked: Notifications now correctly show that a player is killed by the Game Master (GM)
- Tweaked: Collim_AP2k ADS time so it's on par with ADS time on M16 with iron sights
- Tweaked: HDR darkness/brightness limits, target brightness + shutter limits by weather cycle
- Tweaked: First step in zeroing of Vz. 58 to 330 m
- Tweaked: Vehicle character animations for Ural 4320, UAZ-469, Šárka 105, Šárka 1203, M998, M997, and M1025
- Tweaked: Fueltank_02 hitzone on Ural 4320 prefab
- Fixed: Xbox: Mouse sensitivity options weren't available if a keyboard was used prior to entering the menu
- Fixed: Vehicles: Unflip occasionally exerted huge negative force depending on movement or rotation speed
- Fixed: Shared animation variables did not get copied immediately when SyncWithCharacter was called, instead of waiting until their first change.
- Fixed: Reconnecting into a character using a turret misplaced the character
- Fixed: Milliradian rangefinding text in the Field Manual now corresponds with its new image
- Fixed: Gadgets: It was not possible to select gadgets such as the map while in turret ADS
- Fixed: AI soldiers spawned by other players were recruitable
- Fixed: Unflipping actions were too optimistic with the number of players required
- Fixed: M72A2 rear sight clipping when aimed at certain angles
- Fixed: Random selection of time and weather followed the same pattern
- Fixed: Unconscious death animation made the characters inside the vehicle jump up from the seat
- Fixed: Unconscious state of Mi-8 navigator was using death animation instead
- Fixed: Player was unable to join a server until unrelated downloads were finished
- Fixed: Blur on inventory item slot turned off when item was locked
- Fixed: Quickbar would get incorrectly resized when items of size other than 1x1 were assigned to quick slots 6-10
- Fixed: Player would get duplicate regeneration effects by removing tourniquet after bleeding was stopped
- Fixed: Doors were visually closed when vehicle with open door was loaded
- Fixed: Driver and codriver would get ejected to the roof when killed inside the vehicle
- Fixed: Uninjured characters could be healed
- Fixed: Character would float in crouch stance
- Fixed: Water erasers rendering
- Fixed: Getting out of a helicopter mid-flight sideways teleported the character toward the ground with no damage
- Fixed: First-person-view camera in prone turned randomly after interacting with vehicle doors
- Fixed: Time to end ragdoll was using wrong default value
- Fixed: TurretADSHold had 250ms delay instead of instant (-1)
- Fixed: Projectile simulation did not stop when game was paused
- Fixed: Optimized healing DOT greatly by only healing hitzones that are still damaged
- Fixed: PIP Scopes - Division by zero when equipping different weapons
- Fixed: Infinite loop when fire would try to damage random hit zone
- Fixed: Ladder animations for entering and exiting ladder from sides were not rotation independent and were not triggering when direct exit was available
- Fixed: Interior windows had wrong interior material on glass
- Fixed: Inventory hint displaying of title and text
- Fixed: Flares did not appear for JIP players
- Fixed: Ammunition transferred from Arsenal occasionally ended up on the ground
- Fixed: Pinewood Lake physical layer set properly to Water
- Fixed: Explosive charges were garbage collected from player inventory or storage containers
- Fixed: Explosive charges would remain attached to the slotted parts of the vest when player would equip that vest
- Fixed: Character teleported under terrain when they exited some flipped vehicles
- Fixed: Character raised weapon when vaulting in lowered stance
- Fixed: Hints were not shown even when enabled in Interface settings
- Fixed: Highlights on storage depots no longer ignore equipment storage components when searching for free slots
- Fixed: Gadgets: Compartment restrictions for gadget types did not remove gadget from hand because they waited for animations
- Fixed: Gadgets: It was possible to equip shovel in vehicle
- Fixed: Guard tower setup that allowed for entering and exiting using points on sides at the top of tower ladder
- Fixed: Gadget of the same type would be equipped if player would try to put away such gadget using shortcut while having more than one in their inventory
- Fixed: Drawing on top of some markers would open their respective menus
- Fixed: Drawn lines on the map would scale improperly when zooming in or out
- Fixed: Gunner actions were missing on doors for clients
- Fixed: Adjusted stance sometimes did not work in ADS
- Fixed: When teleported out of a fast-moving vehicle, the character was not ragdolling
- Fixed: Resetting of inputs when occupant dies or goes unconscious
- Fixed: Incorrect recoil translation was applied to the camera while ADS of turret-mounted weapons
- Fixed: M1025: Gunner "remove casualty" interaction was sometimes missing
- Fixed: Characters were getting stuck when dismounting the camouflage net turret on a slope
- Fixed: Mine explosions couldn't trigger a chain explosion due to low damage caused by other mines
- Fixed: Passengers were stuck when getting into the Mi-8
- Fixed: Cutting the bottom of Czech language privacy policy
- Fixed: JIP group name blocking
- Fixed: keybinds in Item > Radio and Helicopter Movement Field Manual pages
- Fixed: WeaponUI was partially cut off
- Fixed: Interrupting weapon reload didn't cancel weapon animation
- Fixed: Entering UH1H for the second time got character stuck
- Fixed: Unreliable changing stance from prone using dynamic stance input
- Fixed: When in turret, character would sometimes have different poses based on the height of the handle
- Fixed: When getting into M151A2 left back seat from outside, the text said "Switch seat" instead of "Get In"
- Fixed: M21 AP magazine contained FMJ ammo instead of AP
- Fixed: RPK tracer magazine wasn't full of tracer rounds
- Fixed: M21 tracer magazine didn't use tracer rounds
- Fixed: Interrupt grenade throwing when opening/closing vehicle door or getting into vehicle
- Removed: Obsolete mags for UH1H
- Removed: Decimal numbers in radio frequencies
General Controls
- Added: Official support for TrackIR
- Added: Gameplay setting to enable or disable default freelook in aircraft while using controller, useful for rebinding the right stick
- Added: Gameplay setting for additional focus intensity while using PIP sights
- Added: VON: Action to cycle squad/platoon transceiver. Default: Caps Lock 2x
- Added: Keybinding: Ability to have platform-specific bindings
- Added: Ability to adjust magnification sensitivity curve in controller settings. 0% disables scaling with FOV, 100% means linear reduction compared to reference 1x FOV
- Added: Control hints indicating that currently held item can be inspected
- Changed: VON: Unified action to toggle long-range radio, acts as toggle both on gamepad and on keyboard. Default: Ctrl + Caps Lock
- Changed: VON: Simplified and improved consistency of keyboard and gamepad controls
- Changed: Weapon: "Safety" changed from Delete to Shift + V Hold
- Changed: Helicopter: Engine stop default binding changed to Ctrl + R
- Changed: Switch optics changed from Ctrl + Mouse Wheel to Mouse Wheel Click while aiming
modifier is no longer feasible for default binding due to collision with adjust stance/lean and exclusivity
- Changed: Illumination changed from Ctrl + Mouse Wheel to Mouse Wheel Hold while aiming
- Changed: Automatic ADS focus is paused during freelook
- Changed: Toggle bipod default changed to V Hold
- Tweaked: ADS automatic focus suppression by freelook depends on the freelook angle
- Fixed: Keybind hints would not show correct keys after binding was changed
- Fixed: Hints would show incorrect keybinds if action was not bound to a key
- Fixed: Freelook on RB prevented switching firing modes while in ADS
- Fixed: VON: Radio state was changing when switching between controller or keyboard/mouse
- Fixed: Item: Gadget cancel did not interrupt lower priority actions if bound to same buttons
- Fixed: Weapon: "Switch weapon" action did not handle turrets properly, couldn't switch weapon on BTR-70 turret with default control scheme
- Fixed: Weapon: "Switch weapon" action did not allow switching from grenade or sidearm if first slot was empty
- Fixed: Helicopters did not leave ground assist mode if collective was assigned to analog input
- Fixed: Some helicopter bindings were not possible to be rebound correctly. Please reset your bindings in case of cyclic forward/back action malfunction.
- Fixed: Improved autohover altitude control to reduce flaring
- Fixed: FreelookUp and FreelookDown did not respect vertical inversion option
- Removed: VON: Removed actions to toggle radio, only proximity voice chat can be toggled now
- Removed: VON: "Select direct/radio talk" and "Toggle radio" actions as part of VON control consistency improvements
Gamepad
- Added: Controller preset menu
- Added: Updated and Legacy control schemes
- Added: RB 2x: "Toggle focus"
- Added: Inventory: View + D-Pad 1x/2x: Alternate selection combo for slots 4-10, and ability to bind orders to slots 5-10 using D-Pad 1x/2x
- Added: Character: LS/RS while aiming down sight: "Toggle lean left/right while aiming"
- Added: Weapon: Y: 1x "Switch weapon", 2x "Slot 3"
- Added: VON: Action to cycle squad/platoon transceiver. Default: LB + B
- Added: Ability to bind to Menu button, if press or combo is pressed and released within 750 ms timeout
- Changed: "Toggle perspective" 3PV changed to Menu Hold
- Changed: "Toggle editor", "Game master ping" changed to View + Y
- Changed: Modifier for common game mode features combos like Groups, Player list, Tasks, Vote, Hints moved from Menu to View
- Changed: Interaction: "Perform action" from Y to X
- Changed: VON: "Push to talk" LB Hold is restricted to radio, unless disabled or not present
- Changed: VON: "Toggle voice" moved from LB+B to LB Click and now supports only direct talk
- Changed: VON: Unified action to toggle long-range radio, acts as toggle both on gamepad and on keyboard. Default: LB + A
- Changed: Inventory: Direct bindings for weapons removed from View + XYAB, please use Switch weapon on Y 1x/2x
- Changed: Inventory: Increased radial quick slots menu capacity from 6 to 7 items
- Changed: Inventory: "Inventory" and "Quick slots", "Quick slots (radial)" from View to D-Pad Right
- Changed: Inventory: "Commanding" from View + LB to D-Pad Right + LB
- Changed: Inventory: "Open gestures menu" from View + RB to D-Pad Right + RB
- Changed: Inventory: "Unequip" from View + D-Pad to D-Pad Right + A
- Changed: Inventory: "Drop" from View + D-Pad to D-Pad Right + B
- Changed: Inventory: LB/RB is now reserved by opened container if there are multiple pages, so radio will not be broadcast while traversing arsenal
- Changed: Item: "Put away" from Right Trigger to Y
- Changed: Item: "Inspect" from X Hold to Y Hold
- Changed: Item: "Inspect turn" from X Click to Y Click
- Changed: Item: "Use item" from X to Right Trigger
- Changed: Item: "Flashlight", "Flashlight Toggle" from D-Pad Left to D-Pad Up
- Changed: Item: "Compass" from D-Pad Up Hold to D-Pad Down 2x
- Changed: "Adjust stance" and "Adjust lean" modifier changed from RS to Hold A
- Changed: Weapon: "Reload" requires initial delay on gamepad to prevent accidental usage when picking up items
- Changed: Weapon: "Cycle fire modes" from RB Click to D-Pad Left
- Changed: Weapon: "Select grenade launcher" from RB + A to D-Pad Left Hold
- Changed: Weapon: "Safety" changed to LS + D-Pad Left Hold
- Changed: Weapon: "Lower weapon" from RB + B to Left Thumb 2x
- Changed: Weapon: "Raise weapon" added to Left Trigger as well
- Changed: Weapon: "Rest weapon" changed to A Hold
- Changed: Weapon: "Toggle bipod" default changed to A Hold
- Changed: Weapon: "Melee" changed from RB+LB to RS, available while not aiming
- Changed: Grenade: "Repin grenade" from X to Y
- Changed: Optic: "Switch weapon optics", "Toggle illumination" from RB+Y to RB+A
- Changed: Optic: "Zoom in", "Zoom out" requires RB modifier consistently with Alt + Mousewheel
- Changed: Turret: "Turret next weapon" changed to D-Pad Left
- Changed: Vehicle: "Start engine" and "stop engine" from X to Y
- Changed: Vehicle: "Lights" and "High beam lights" moved from D-Pad Left to D-Pad Up, freeing D-Pad Left for advanced controls in future
- Changed: Helicopter: Freelook not forced on gamepad by default so it can be controlled with Right stick
- Changed: Helicopter: Cyclic moved from LS to RS to accommodate for pilot controlled weapons like FFARs or bombs
- Changed: Helicopter: Antitorque moved from LT/RT to LS Horizontal, freeing triggers for weapon controls
- Changed: Helicopter: Collective moved from X/A to LS Vertical
- Changed: Helicopter: Wheel brakes moved from LS+A to A
- Changed: Helicopter: "Taxi lights" and "Landing lights" moved from D-Pad Left to D-Pad Up, freeing D-Pad Left for weapon controls in future
- Changed: Helicopter: Engine start default binding changed to Y Hold
- Changed: Helicopter: Engine stop default binding changed to Left Stick Down + Y
- Changed: Switch optics changed to D-Pad Right Click while aiming
- Changed: Illumination changed to D-Pad Right Hold while aiming
- Changed: Removed map cursor fade out/recenter mechanic when using a controller
- Fixed: Some actions were not reset with "Reset All" on gamepad
- Fixed: Actions with special gamepad preset could not be rebound on gamepad
- Fixed: When using a gamepad, the map cursor could go outside of the visible area
- Fixed: When using the map, the cursor could have an offset depending on the resolution
- Removed: Item: "Wristwatch" from D-Pad Up 2x
Scenario Framework
- Added: Action Restore Layer To Default can optionally affect randomization
- Added: Actions on leaving/entering/finishing Trigger
- Added: Custom task finish condition, custom Trigger Condition to check an array of generic conditions
- Added: Debug menu suite with Tasks, Areas, Layer, Action, Logic, Plugin, and Condition Inspector
- Added: Defend waypoint presets, Suppress, Deploy Smoke, and Animation waypoint
- Added: Faction-switched objects and faction key aliases
- Added: Action to set a vehicle cruise speed
- Added: Action to set a signal
- Added: Condition based on damage state of given entity
- Added: AI Action Change Attached AI
- Added: Action Delete Marker
- Added: Action to Change Task Title or Description
- Added: Action to randomly activate other actions
- Added: Get Array Of Entities Getter
- Added: Multiplayer support for Voice Over actions
- Added: Sample world with Waypoints for AI
- Added: Scenario Header Debug Areas and Dynamic Spawn attributes
- Added: Slot Task as a debug option
- Added: Possibility to set map markers as indelible by user
- Added: Conditional action and distance between entities condition
- Added: Hints can now show keys assigned to a specific actions
- Added: Logic operators and the ability to apply them for Activation and Finish conditions
- Changed: ScenarioFramework is a game system now
- Fixed: IsMaster condition null pointer
- Fixed: Task Clear Area sometimes could not be finished
- Fixed: Tasks broke after Save & Load
- Fixed: Unhandled behaviors when ScenarioFramework components got deleted
- Fixed: VoiceOver not working on entities without RplComponent
- Fixed: Dynamic Despawn improperly affected AI driving in a vehicle
- Fixed: AI group members were spawning underground or clipping into objects
- Fixed: Random Order did not work for AI Cycle Waypoint
- Fixed: Save and Load was not working
Stability and Performance
- Added: Missing kick code in kick dialog
- Changed: Registering and unregistering projectiles for simulation to improve stability
- Tweaked: Optimization of memory allocation process in a some places
- Fixed: Crash in animation sampling in model-space
- Fixed: Refund action error
- Fixed: Callsign manager error
- Fixed: Player XP Handler error
- Fixed: Crash when interrupting getout from vehicle
- Fixed: Crash when resetting reload in turret
- Fixed: Loiter None error
- Fixed: Crash when adding damage with no type
- Fixed: Crash on character collision when AIWorld is not present
- Fixed: Crash on exiting world while debugging
- Fixed: Crash on loading save on server
- Fixed: Crash when there was no game world when deleting a character animation component
- Fixed: Crash when wrong compartment name was given
- Fixed: Deadlock when changing character collision shape
- Fixed: Potential nullpointer in bloodOnClothesSystem
- Fixed: Game would freeze when player would equip a mine
- Fixed: Potential nullpointer in AnimatedAmmoBeltSystem
- Fixed: Crash when modifying roads
- Fixed: Related Assert on bird update
- Fixed: Crash on enter the edit mode
- Fixed: Dedicated server crash when loading scenario with AIs
- Fixed: Crash in AIFlockUpdateSystem if anyone takes a RefPtr to a bird entity
- Fixed: Possible crash on vehicle x vehicle avoidance
- Fixed: Crash caused by deleted consumable calling SetAlternativeModel
- Fixed: Crash in AIBirdManagerComponent when a soundmap had 0 columns
- Fixed: Crash on exit cause by navlinks
- Fixed: VME when connecting to a terminated session
- Fixed: VME with MultiPhaseDestructibles colliding with terrain
- Fixed: Server crash when client started getting into a vehicle that is immediately deleted.
- Fixed: Rare RoadBlockManagerCrashes
- Fixed: Possible VME in spawn protection component
- Fixed: Possible null pointer on task destructor
- Fixed: PremiumCheckRequest pointer was not nulled upon completion
- Fixed: Prevent crash when avoidance is active
- Fixed: A very rare crash when an in-world instance was applied to prefab
- Fixed: Crash when reconnecting after a stall in a vehicle
- Fixed: VME when interacting with action that has missing UIInfo
- Fixed: Callback is now static to prevent crashes
- Fixed: Crash related to MapMarkers, Map Markers not appearing if not visible on MapOpen
- Fixed: Possible crash in TurretControllerComponent
- Fixed: Potential crash when no weapon component was found
- Fixed: GPU crash fix in clutter mask
- Fixed: Client crash when AI gets unstreamed while mounting a turret
- Fixed: Crash after streaming out a vehicle but not passenger
- Fixed: Crash when taking control from a non-pilot compartment
- Fixed: Idle character physics optimization didn't work well with compound objects
- Fixed: Possible crash when a deleted entity would queue a damage state change
- Fixed: Several server crashes related to InventoryStreamingSystem
- Fixed: Extended loading check of modded scenario
AI
- Added: Obstacle avoidance to base movement component
- Added: Commanding - DangerEvent OnContact with player
- Added: ObstacleAvoidance shouldn't exceed infinity now
- Added: AI Danger event to clear the area where a composition is about to be built
- Added: AI finds the most appropriate medic, taking into account subformations and distance
- Added: AIDangerEventWeaponFire - Support for reaction to suppressed gunshots
- Added: Scripted danger event types, UnsafeArea danger event
- Added: Soldiers learned to adapt intensity of suppressive fire based on estimated threat
- Added: Optional functionality to NavmeshQuery to favor non-straight path (for basic AI flanking)
- Added: When attacking and investigating AI will avoid choosing the straightest or shortest path, but will favor a flank
- Added: AIExtraMoveParams class with script interface with optional movement parameters
- Added: Additional Heal icon for Commanding menu
- Added: Add attribute to AIWaypoints for Y-Precision
- Added: Navmesh: Mark as destructible around multiphasedestructibles
- Added: Possibility to set vehicle speed for AI from script
- Changed: AIComponentEntity also takes into account its owner when setting its AIAgent
- Changed: AITaskMoveInFormation evaluates if agent goes to its future or current formation location and its speed based on the tolerance set on the task.
AITaskMoveInFormation decides how much distance the formation position is projected on the subgroup's path
- Changed: AITaskMoveToWaypoint now takes into account Y-axis completion precision
- Changed: Added .meta file generation for RoadNetwork state files
- Changed: Added default values for AITaskMoveInFormation
- Changed: Change from vertex to triangle intersection detection for roadblocks and other minor improvements
- Changed: Regenerated AI ballistic tables for various rounds after changes to ballistic properties
- Changed: Road network rebuilding also modifies the width of the road to prevent splitting roads when possible
- Changed: Road width modifications changed to be targeted to certain areas, instead of the whole road
- Changed: When group generates a new path, its handler's movement component clears current path. If group can't move on its own, don't show movement param diags
- Changed: Increased walkable climb check when applying navmesh rules to connection-making
- Changed: NavmeshPath starts as Invalid instead of clear
- Changed: Navmesh and roadnetwork related issues found in .ent files are remapped to the Sin by default ()
- Changed: Fix the issue with Ais being recruitable by players who join in progress - missing SCR_ChimeraCharacter.c file
- Tweaked: Extend -disableNavmeshStreaming CLI to specify for which navmesh it should be used
- Tweaked: Detection time coefficients. Now detection time is a bit bigger
- Tweaked: Driving: Higher path cost for navmesh edge
- Tweaked: Navmesh max slope angle limit
- Tweaked: UI elements of RoadNetworkBuilderTool. Diag cleanup and diag ids for roads
- Tweaked: Increased magazine count threshold for AI suppressive fire. Now AI will reserve more magazines
- Fixed: Get out waypoint should unassign used vehicle
- Fixed: Get Out order in AI Commanding sometimes didn't work.
Sometimes group members still stayed in vehicle, other times they tried first to drive somewhere.
- Fixed: Nullpointer to instance when group in LOD 10 opens gate
- Fixed: AI RoadNetwork occasionally contained double points near crossroads
- Fixed: AI danger event on character contact didn't work when AI couldn't see the player
- Fixed: Driving: Obstacle avoidance caused movement failure
- Fixed: Driving: Roadnetwork rebuild sometimes froze the whole game
- Fixed: Turret operator in a car did not look forward when moving to a waypoint
- Fixed: APCs PID setting for sharp turns
- Fixed: Commanded AI icon did not disappear properly
- Fixed: Copy constructor of Paths registers new path to PathManager. Prevented same issue for move constructor.
ChildRoads generate pathpoints with correct pointers to themselves
- Fixed: Crash when calling OnQueryFinished and start/end road was missing
- Fixed: Crash when deleting roadnetwork Manager
- Fixed: Potential crashes for incorrect updates of road parts and concurrent addition of roads while rebuilding. Fixed potential disappearing of roads
- Fixed: Took first the component's controlled agent and if it was null, tried to use the owner
- Fixed: Leaks on NavmeshWorld
- Fixed: NavmeshWorld_Simulate_ModificationDone took too much time
- Fixed: GetOut boarding parameters stuck AI
- Fixed: GetOut waypoint not working, activity had 0 priority
- Fixed: Doing nothing after switching seats in the vehicle
- Fixed: Perception was using a bone that no longer exists
- Fixed: Birds would get stuck in the air
- Fixed: Crash in PerceptionComponent::GetEntitiesExcludedFromTrace if CompartmentAccessComponent is missing on entity
Modding
- Added: Skeleton rig of character; added multiple bones to heads
- Added: Ability to run custom animations using NPC graph attachment node
- Added: Attribute in SCR_RespawnSystemComponent for toggling Respawn button in pause menu
- Added: Gesture animations and logic for sitting on bed
- Added: Mood sets for facial animations
- Added: New animations for the tutorial
- Added: Static script invoker to SCR_PlaceableInventoryItemComponent.c that will be triggered when a placeable entity is placed by a player
- Added: Ability for UserActionContext to draw actions UI at the interaction reference point
- Added: Bloody clothes enable/disable toggle for CharacterDamageManager
- Added: Exposed 'float UserActionContext::GetVisibilityRange(float)' to script
- Added: Inventory hints, available through same as regular hints through SCR_HintManagerComponent
- Added: Scripted game mode pausing
- Added: Option to lock vehicle through a script or world editor
- Added: Exposed Defend Presets for Defend Waypoint in the script
- Added: Modders can use Animation AI waypoint now
- Added: Improved SCR_SliderComponent with new attributes: multiplier, offset, and clamp before rounding, ability to show secondary value display with separate multipliers and offset
- Added: Basic trigger curve templates for fire modes and muzzle components
- Added: Component to implement suppressors, bayonets, and other parameter-modifying attachments
- Added: Config templates for Explosion Damage Containers
- Added: ExplosionDamageContainer attributes to adjust damage and range scaling powers
- Added: ExplosionFragmentationEffect attribute FragRangeScale to adjust frag effect range separately from other attributes
- Added: GamepadControlAircraft API in CharacterControllerComponent
- Added: Improved explosives damage balancing equations, explained in descriptions of attributes
of ExplosionDamageContainer, BaseExplosionDamage, and ExplosionFragmentationEffect
- Added: Increased Charge Weight impact on damage output of explosives, making large explosives more powerful
- Added: SCR_Math.FixAngle and SCR_Math3D.FixEulerAngle methods
- Added: SCR_ResourceConsumerMilitaryBase which is a resource consumer that is now used for all supplies-enabled military bases.
- Added: SCR_ResourceConsumerServicePoint which is a resource consumer that is now used for all supplies-enabled services.
- Added: SCR_ResourceGeneratorMilitaryBase which is a resource generator that is now used for all supplies-enabled military bases.
- Added: SCR_ResourceGeneratorServicePoint which is a resource generator that is now used for all supplies-enabled services.
- Added: SCR_ResourceInteractor::OnResourceGridUpdated which gets called when the resource grid performs an update on the interactor.
- Added: SCR_ServicePointComponent::GetOnBaseRegistered which is an invoker that can be used to perform logic when a base has registered the service.
- Added: SCR_ServicePointComponent::GetOnBaseUnegistered which is an invoker that can be used to perform logic when a base has unregistered the service.
- Added: ScriptedSerializationSave/LoadContainer to implement custom storage formats
- Added: Stop explosion trace attribute in BallisticInfo of material - determines whether surface should stop the explosion trace.
Can be disabled to allow explosions through pass specific materials, for example tent or truck canopy. Attribute is enabled by default.
- Added: Disclaimer for modding about damage over time API in SCR_ExtendedDamageManagerComponent.c
- Added: Prefabs for new bullet types, 545x39 7U1, 556x45 M193, 556x45 M196, 762x54e 7BZ3, 9x19 JHP
- Added: Setting on GameModeHealthSettings component to kill players when going unconscious if they cannot wake up without a medic
- Added: More modern bullets (5.45x39 - 7N10, 7N22, 5.56x45 - M855A1, M995, 7.62x51 - M80A1, 7.62x54R - 7N13, 7N14, 9x39 - SP5, SP6) for use by community
- Added: Logs that will help identify complex colliders
- Added: New weapon sight base prefab which is now parent for WeaponCollimator and WeaponOptic prefabs
- Added: SOUND_LOAD to SCR_SoundEvent.c
- Added: SetTimer function in TimerTriggerComponent for script
- Added: Threshold for vehicle speed that determines when the character ragdolls when exiting the vehicle can be set on prefab and read from script
- Added: Control hints - Expanded SCR_AvailableActionsConditionData with a getter for a controller of the currently used turret
- Changed: Instigator is now autogenerated and sealed
- Changed: Exposed functions to manage character collider to script
- Changed: Instigators now have a GM type, which is set when a GM kills or damages something
- Changed: Improvement for explosion debug. Change in the way coloring works in debug
- Changed: DamageManager.OnDamage had the wrong damage value. DamageManager.OnDamage now will be the same as HitZone.OnDamage for the first-struck hit zone
- Changed: Adjusted penetration values of bullets to more realistic values
- Changed: Renamed 556 Stanag mags to specify bullet types inside
- Changed: Added singular action hint for unequipping gadgets that will use gadget name from InventoryItemComponent
- Changed: All configs and prefabs using SCR_ResourceConsumer for military bases have been changed to use the new SCR_ResourceConsumerMilitaryBase
- Changed: All configs and prefabs using SCR_ResourceConsumer for service points have been changed to use the new SCR_ResourceConsumerServicePoint
- Changed: All configs and prefabs using SCR_ResourceGenerator for military bases have been changed to use the new SCR_ResourceGeneratorMilitaryBase
- Changed: All configs and prefabs using SCR_ResourceGenerator for service points have been changed to use the new SCR_ResourceGeneratorServicePoint
- Changed: Base warhead prefabs use Explosion Damage Containers config templates to improve consistency
- Changed: Disabled ColliderHistoryComponet on Vehicle_Part_Base.et until optimized better, remains enabled on Vehicle_Rotor_Base.et and Vehicle_Ammunition_Base.et
- Changed: Improved explosive warhead configuration patterns. Please check GUIDs of fragmentation explosion damage effects in modded prefabs
- Changed: Limited reference BaseExplosionDamage attributes. Reference range for 1kg TNT limited to 50 m, damage to 65535, speed to 65535 m/s
- Changed: Limited reference ExplosionDamageContainer attributes. Charge Weight limited to 10 000 000 g, Tnt Equivalent (Relative Effectiveness) limited to 10
- Changed: Naming of ExplosionFragmentationEffect attributes: FragRangeFactor > FragDamagePower, FragRangeFactor > FragRangePower, added FragRangeScale
- Changed: SCR_BaseGameMode and SCR_BaseGameModeComponent OnPlayerKilled and OnControllableDestroyed functions and events have been updated to send over the instigatorContextData.
This data contains the information of the Victim and the Killer as well as the relation between them and if they were controlled by a AI, Player, Admin/Game Master or were a possessed AI.
The logic is centralized so other functions no longer need to check the player faction and the systems now know what kind of Character was killed and was the killer
- Changed: SCR_SupplySystem is now used instead of SCR_ResourceSystem in ChimeraSystemsConfig.conf
- Changed: Setting Case Weight, Charge Weight, TNT Equivalent (Relative Effectiveness) or Fragment Count to negative or zero sets ExplosionFragmentationEffect DamageValue to zero
- Changed: Supplies replication system now allows for derived classes of SCR_ResourceConsumer
- Changed: Supplies replication system now allows for derived classes of SCR_ResourceGenerator
- Changed: BaseFireMode templates added and used in vanilla weapon prefabs. Please update fire mode lists in muzzles
- Changed: Character control types are now flags
- Changed: CommonPhysicsComponentClass::GetPhysicsLayerMask to handle BAD_INDEX properly
- Changed: SCR_PlayerController.SetGameUserSettings made static
- Tweaked: Removed timeCheck in SCR_ShellSoundComponent.c
- Tweaked: MPD component to accommodate new sound types
- Tweaked: MPD of MetalGate_04
- Fixed: 2D optics misalignment no longer depends on objective FOV
- Fixed: CharacterModifierAttributes disabling option to allow equipping item in vehicle did not cause gadget to be removed from hands when getting in compartment
- Fixed: ExplosionDamageContainer default layer preset Projectile was not respected as default layer preset value does not work as expected.
Please use provided config templates for ExplosionDamageContainer or set layer preset to Projectile manually to prevent explosion traces from stopping at wrong layers, for example Interaction
- Fixed: Gadgets - Compartment gadget type restrictions were ignored when recovering hidden gadget or getting in
- Fixed: ETool inheritance of CharacterModifierAttributes
- Fixed: WorldSaveItem: Loading workshop settings after ID is filled in meta
- Fixed: WorldSaveItem - Download and deletion issues
- Fixed: WorldSubscene component changed to WorldSubsceneComponent component in Building_Base
- Fixed: SCR_AddPrefabToSelectedEntities classname
- Fixed: Added missing hierarchy component to Explosives_base.et
- Fixed: Static method SCR_PlaceableItemComponent.GetDistanceFromCharacter() wouldn't calculate the distance properly
for SCR_ECharacterDistanceMeasurementMethod.FROM_CENTER_OF_MASS
- Removed: 2D optics m_vCameraMisalignmentScale attribute is no longer necessary as its use case has been fixed
- Removed: Misleading ExplosionDamageContainer's Explosion Scale display that does not update while adjusting Charge Weight or Tnt Equivalent (Relative Effectiveness)
- Removed: Obsolete MaxZoomInADS API in CharacterControllerComponent
- Removed: Controls: Inventory20Context removed from chimeraInputCommon.conf
- Removed: SCR_BTParam.ToString() as it relied on ToString() of underlying class, which is not guaranteed to exist
- Removed: SCR_WorkbenchIEntityQueryCallbackArray and SCR_WorkbenchSearchResourcesCallbackArray
- Removed: Most of the obsolete GameState APIs
- Removed: Obsolete WorldSaveApi
- Removed: Control hints -> Replaced SCR_CharacterAimingSightsDownCondition, SCR_CharacterIsInGadgetADSCondition and
SCR_InVehicleTurretADSCondition with single SCR_IsCharacterADSCondition
Game Master
- Added: Ability for GM (and Tutorial) to enable/disable the vehicle decommission action
- Added: Get out waypoint
- Added: Ability to enable/disable team kill punishment
- Tweaked: Blue overlay on system when opening asset browser
- Changed: Player and AI Killed logic has been changed. Game Masters, Admins, and players on the admin list will never be punished for team killing
- Fixed: Cycle waypoints was not working on server
- Fixed: Asset browser results string
- Fixed: Delay caused by preloading that caused group to not be set
- Fixed: Heal option available for GM on undamaged characters
- Fixed: Canceling entity transform when leaving editor mode
- Fixed: Duplicate construction truck in Game Master
- Fixed: Loading GM saves on server
Workbench
- Added: Add prefab to selected entities world editor plugin
- Added: SCR_WorldEditorTestTool.GetSelectedWorldEntitySources() method
- Added: Support for Depth Of Field Advanced effect to Cinematic Timeline
- Added: WorldSaveItem - option to upload runtime created screenshot as preview
- Added: exposed GetPlayerPlatformKind and GetPlayerPlatformId into script
- Changed: Add Prefab To Selected Entities plugin shortcut (Ctrl+Shift+V → Ctrl+Alt+Shift+V)
- Changed: When going into game mode, wrongly setup damage managers now get deleted post initialization
- Fixed: ScriptEditor: Ctrl+C problem
- Fixed: World editor: Vector tool crash
- Fixed: Freeze in WB on entering the game mode
- Fixed: Audio Editor crashing on start
- Fixed: Random crashes when opening editors
- Fixed: Crash of decal visualizer (if intersected entity removed after decal creation)
Workshop
- Fixed: Addons could be corrupted by pausing and resuming update
Audio
- Added: 3 melee voice variations for Russian voices
- Added: Bounding volumes feature to SoundManager
- Added: Player shots routed to separate final mix input
- Added: Sound for impact effects
- Added: Loading and unloading supplies from a vehicle plays a relevant sound
- Changed: Impact SFX moves with vehicle
- Changed: Support for rocket sonic booms
- Changed: Fixed melee sounds playing twice
- Changed: Weapons handling spatial factor now driven by UnderPlayerControl signal
- Changed: Music manager inheritance allowing easier setup for custom missions
- Tweaked: APU effect position
- Tweaked: Added sound events to Mi-8 animations missing sounds
- Tweaked: Breathing loudness
- Tweaked: Cabin rattle sound
- Tweaked: Mi-8 animation sound events
- Tweaked: SimpleSoundComponent - SetEventMask not called twice when setup with OnFrame
- Tweaked: Sound events for new/changed character LMG sling animations
- Tweaked: Sound events for new/changed character animations
- Tweaked: Sound events of M151A2 character animations
- Tweaked: Sound events on some BTR-70 animations
- Tweaked: Tall grass movement sounds
- Tweaked: Wind sound
- Tweaked: UAZ-452 character animation sound events
- Tweaked: UH-1H animation sound events
- Tweaked: Crash sound light / heavy crossfade
- Fixed: AudioOutputState.Update not called
- Fixed: Missing seat creak SFX when getting out of codriver seat
- Fixed: Open door finish SFX
- Fixed: Priority for tire puncture SFX
- Fixed: Sound::Play() returns correct audio handle now
- Fixed: Turrets clamp angle from -pi to pi instead of -2pi to -2pi, fixing normalized signals
- Fixed: VON - Radio broadcast could be used in unconscious state, only proximity chat is allowed
- Fixed: Interior and RoomSize signals evaluation after spawn
Join Queue
- Added: Server Join Queue: Added: Server configuration parameter for Join Queue
Suppressors
- Added: Mark 3 and PBS-4 suppressors for M16 and AK-74 platforms
- Added: Field Manual: Suppressors page texts
- Added: Field Manual: Suppressors page and expanded Weapon customization page
- Added: Suppressors can now be attached and detached from AK-74, AK-74N, AKS-74U, AKS-74UN, M16A2, M16A2 with M203 UGL, and M16 Carbine
- Added: AI gunshot hearing is reduced for gunshots with suppressors
- Added: Set up particles for suppressors and muzzle devices
- Added: Muzzle attachments to faction Arsenals
- Tweaked: Added proper snap point for muzzle devices on AK rifles
- Tweaked: Decreased AKS-74U recoil by 10 %, increased AKS-74U muzzle brake recoil by 11.11%
- Tweaked: Increased AK-74 recoil, decreased AK-74 muzzle brake recoil
- Tweaked: Inventory previews of muzzle attachments
- Fixed: Set proper muzzle particle effect on AKS74U/Rifle_AKS74U_base.et
Tweaked Grass Rendering
- Changed: Grass rendering distance max is increased from 150m to 300m
Weapon Stats Manager
- Changed: Bayonet implementation now uses weapon stats manager
- Changed: Correct muzzle init speed of 7U1 - 303m/s is a speed from ASK74U and this round can be also fired from AK74 (which is baseline for 5.45 ammo).
AKS74U already has 0.835 muzzle init speed coef so setting speed of 7U1 to 360m/s should result in proper behavior both on AK74 & AKS74U
- Fixed: Muzzle Data wasn't properly replicated when muzzle device was detached
Common Projectile Types
- Added: Ballistic tables for new bullet types, 545x39 7U1, 556x45 M193, 556x45 M196, 762x54e 7BZ3, 9x19 JHP, and all added to ammo configs
- Added: Magazines for M193, M196, and M193 + M196 last 5 tracer
- Added: AP, tracer, and ball magazines added for M21 and SVD rifles
- Changed: Adjusted length of multiple bullets
- Tweaked: Adjusted muzzle velocity, mass, and air drag of M856
- Tweaked: M193 air drag used G7 BC value of 1.22. Adjusted penetration so the bullet doesn't penetrate SSh-68 (1.9mm of RHA) at 600m, which was the goal of the M855 round
- Tweaked: Improved M33 ball air drag to match M2 AP ballistics
- Tweaked: Slightly tweaked M61 AP mass and air drag
- Fixed: M33 & M2 12.7x99mm bullets were missing the correct length parameter
- Fixed: M33 ball bullet was using copy-pasted penetration values from AP round
- Fixed: M855/M856 STANAG magazine prefabs and localization
Refactored Terminal Ballistics
- Added: Implemented new terminal ballistics damage model (Mushrooming, Tumbling, Cavitation)
- Changed: Character hit zone and head hit zone are set for the new terminal ballistics damage model
- Changed: Configured all bullets to make use of the new terminal ballistics system
- Changed: Flesh material will now use mushrooming, tumbling, and cavitation. The penetration damage model is disabled
- Changed: Slightly reworked virtual ballistic protection logic
- Changed: Split final damage calculation in ProcessHit to make CavitationDamage more effective
- Changed: Stronger damage reduction when penetrating less flesh material
- Tweaked: All hitzones on character tweaked damage multipliers
- Tweaked: Ballistic vest strength and bleeding threshold
- Tweaked: Configured all bullet types with appropriate tumbling and mushrooming settings
- Tweaked: Mushrooming & tumbling properties of SP5 & SP6 bullets
- Tweaked: Mass, mushrooming & tumbling properties of 7N10 and 7N22. 7N22 is now more in line with rest of AP rounds
- Tweaked: Tweaked flesh.gamemat and project settings for improved cavitation, mushrooming and tumbling behavior
- Fixed: Cavitation damage multiplier now increases fast bullet damage
- Fixed: CavitationMultiplier was reducing cavitation damage instead of increasing it
- Fixed: Erroneous penetration values on 7N13 and 7N14
- Fixed: Expanded damage model for things without penetration damage model
Flashlight Colors
- Added: Ability to change flashlight color while inspecting the item
Destructible Vehicle Lights
- Added: Vehicle lights are now destructible and can be individually repaired like other vehicle parts
- Fixed: Light volume on BTR70 high beams had wrong offset
- Fixed: Saved Ural 4320 prefab that had wrong class in its emissive surface slot
- Fixed: Updated old configuration of parent emissive surfaces for command box of M923A1
Over-encumbrance
- Added: Hurt legs now cause harder landing animations after falling
- Added: Over-encumbrance now has a larger impact on movement speed
RCON
- Added: RCON: protocol command @logout to disconnect RCON client from the server
- Speicherverbrauch von 28,4 GB auf 43,6 GB erhöht
- 18,92 GB groß
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Quelle:
- 1,00 GB groß
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- 5,63 GB groß
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- 4,21 GB groß
Release: 27.03.2025 (Version 1.3.0.130)
Quelle: xboxdynasty.de
Neues Einzelspielerszenario: Eliminierung
- In einer neuen Einzelspielermission schlüpfen Spieler in die Rolle eines US-Spezialeinsatzkommandos, das einen hochrangigen sowjetischen Offizier in Régina ausschalten soll.
Ob man aus der Ferne schießt, einen explosiven Hinterhalt legt oder sich aus der Nähe mit einer unterdrückten Waffe einschleust – die Mission bietet mehrere Ansätze zum Erfolg.
Zusätzliche Erweiterungen & überarbeitete Spielsysteme
- Erweiterte Fahrzeuglogistik: Transportfahrzeuge (M923A1, URAL-4320) können jetzt bis zu 1.500 Vorräte transportieren.
Neue Transport- und Frachtvarianten des UAZ-452 verbessern Mobilität und Versorgungskapazität.
Die FIA-Kräfte haben jetzt Zugang zu UAZ-452, BTR-70 und BRDM-2 Fahrzeugen. Außerdem wurden zivile Varianten der Hubschrauber UH-1H und Mi-8 eingeführt.
- Ranghöhere Munitionsnachschubdepots: Spieler müssen einen höheren Rang erreichen, um Zugang zu fortschrittlicheren Waffen und Ausrüstungsgegenständen zu erhalten, wodurch das Arsenalsystem ausbalanciert wird.
- Konfliktmodus-Verbesserungen: Spieler können nicht mehr auf umkämpften Basen spawnen, was Strategie und Planung noch wichtiger macht.
Die Eroberungszeit hängt nun von der Funknetzwerkverbindung ab, was die taktische Tiefe erhöht. Kleinere Konflikt-Spielmodi wurden für schnellere Schlachten eingeführt.
- KI-Verbesserungen: KI-Soldaten können jetzt bewegliche Ziele besser verfolgen, effektiver in Deckung gehen, Gegenangriffe durchführen und Flankenmanöver ausführen, was sie zu einer tödlicheren und realistischeren Bedrohung macht.
- Speicherverbrauch von 43,6 GB auf 45,5 GB erhöht
- 20,79 GB groß
Release: 10.04.2025 (Version 1.3.0.144)
Quelle:
- Speicherverbrauch von 45,5 GB auf 45,0 GB reduziert
- 20,16 GB groß
Release: 17.04.2025 (Version 1.3.0.157)
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- 16,05 GB groß
Release: 07.05.2025 (Version 1.3.0.170)
Quelle:
- 16,54 GB groß
Release: 22.05.2025 (Version 1.4.0.22)
Quelle: xboxdynasty.de
- PS5: Mod Support endlich auch verfügbar
- 16,94 GB groß
Release: 29.05.2025 (Version 1.4.0.29)
Quelle:
- 13,12 GB groß
Release: 05.06.2025 (Version 1.4.0.31)
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- 4,63 GB groß
Release: 12.06.2025 (Version 1.4.0.38)
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- 16,33 GB groß
Release: 19.06.2025 (Version 1.4.0.45)
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- 15,70 GB groß
Release: 10.07.2025 (Version 1.4.0.48)
Quelle:
- 15,43 GB groß
Release: 28.08.2025 (Version 1.4.0.53)
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- 15,74 GB groß
Beta Version: Minecraft Preview
Release: 13.07.2022 (Version 1.19.2020.0 -> 1.19.2022.0)
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- 222,26 MB groß
Release: 13.10.2022 (Version 1.19.5020.0)
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- 207,82 MB groß
Release: 19.10.2022 (Version 1.19.5021.0)
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- 239,03 MB groß
Release: 26.10.2022 (Version 1.19.5022.0)
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- 204,42 MB groß
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- 227,82 MB groß
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- 220,44 MB groß
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- 207,39 MB groß
Release: 23.11.2022 (Version 1.19.6020.0)
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- 851,16 MB groß
Release: 01.12.2022 (Version 1.19.6022.0)
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- 231,87 MB groß
Release: 07.12.2022 (Version 1.19.6023.0)
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- 209,20 MB groß
Release: 14.12.2022 (Version 1.19.6024.0)
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- 248,89 MB groß
Release: 05.01.2023 (Version 1.19.6025.0)
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- 273,76 MB groß
Release: 11.01.2023 (Version 1.19.6026.0)
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- 211,22 MB groß
Release: 19.01.2023 (Version 1.19.6027.0)
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- 232,74 MB groß
Release: 26.01.2023 (Version 1.19.7020.0)
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- 220,46 MB groß
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- 211,93 MB groß
Release: 08.02.2023 (Version 1.19.7022.0)
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- 240,21 MB groß
Release: 15.02.2023 (Version 1.19.7023.0)
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- 242,59 MB groß
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- 230,14 MB groß
Release: 02.03.2023 (Version 1.19.7026.0)
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- 224,41 MB groß
Release: 08.03.2023 (Version 1.19.8020.0)
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- 242,59 MB groß
Release: 15.03.2023 (Version 1.19.8021.0)
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- 335,71 MB groß
Release: 23.03.2023 (Version 1.19.8022.0)
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- 335,49 MB groß
Release: 30.03.2023 (Version 1.19.8023.0)
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- 250,06 MB groß
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- 223,74 MB groß
Release: 12.04.2023 (Version 1.20.20.0)
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- 894,75 MB groß
Release: 19.04.2023 (Version 1.20.21.0)
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- 263,75 MB groß
Release: 27.04.2023 (Version 1.20.22.0)
Quelle:
- 308,08 MB groß
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- 261,16 MB groß
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- 252,70 MB groß
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- 232,74 MB groß
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- 272,81 MB groß
Release: 01.06.2023 (Version 1.20.1021.0)
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- 239,00 MB groß
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- 253,38 MB groß
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- 248,62 MB groß
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- 253,56 MB groß
Release: 12.07.2023 (Version 1.20.2021.0)
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- 253,87 MB groß
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- 274,23 MB groß
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- 225,55 MB groß
Release: 03.08.2023 (Version 1.20.3020.0)
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- 250,16 MB groß
Release: 09.08.2023 (Version 1.20.3021.0)
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- 257,32 MB groß
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- 262,80 MB groß
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- 233,21 MB groß
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- 258,80 MB groß
Release: 07.09.2023 (Version 1.20.4020.0)
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- 258,93 MB groß
Release: 13.09.2023 (Version 1.20.4021.0)
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- 244,42 MB groß
Release: 20.09.2023 (Version 1.20.4022.0)
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- 251,06 MB groß
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- 256,45 MB groß
Release: 04.10.2023 (Version 1.20.4024.0)
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- 249,71 MB groß
Release: 11.10.2023 (Version 1.20.5020.0)
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- 270,34 MB groß
Release: 18.10.2023 (Version 1.20.5021.0)
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- 263,83 MB groß
Release: 25.10.2023 (Version 1.20.5022.0)
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- 275,34 MB groß
Release: 02.11.2023 (Version 1.20.5023.0)
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- 224,82 MB groß
Release: 09.11.2023 (Version 1.20.5024.0)
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- 204,13 MB groß
Release: 15.11.2023 (Version 1.20.6020.0)
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- 218,11 MB groß
Release: 29.11.2023 (Version 1.20.6021.0)
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- 268,84 MB groß
Release: 06.12.2023 (Version 1.20.6022.0)
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- 284,21 MB groß
Release: 06.12.2023 (Version 1.20.6023.0)
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- 215,49 MB groß
Release: 04.01.2024 (Version 1.20.6024.0)
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- 311,45 MB groß
Release: 10.01.2024 (Version 1.20.6025.0)
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- 288,31 MB groß
Release: 18.01.2024 (Version 1.20.6026.0)
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- 220,70 MB groß
Release: 25.01.2024 (Version 1.20.7020.0)
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- 261,95 MB groß
Release: 01.02.2024 (Version 1.20.7021.0)
Quelle:
- 275,11 MB groß
Release: 07.02.2024 (Version 1.20.7022.0)
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- 261,65 MB groß
Release: 15.02.2024 (Version 1.20.7024.0)
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- 264,05 MB groß
Release: 22.02.2024 (Version 1.20.7025.0)
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- 221,67 MB groß
Release: 29.02.2024 (Version 1.20.8020.0)
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- 269,18 MB groß
Release: 06.03.2024 (Version 1.20.8021.0)
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- 296,67 MB groß
Release: 14.03.2024 (Version 1.20.8022.0)
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- 300,72 MB groß
Release: 20.03.2024 (Version 1.20.8023.0)
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- 268,68 MB groß
Release: 27.03.2024 (Version 1.20.8024.0)
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- 223,56 MB groß
Release: 03.04.2024 (Version 1.21.20.0)
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- 300,52 MB groß
Release: 10.04.2024 (Version 1.21.21.0)
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- 235,70 MB groß
Release: 18.04.2024 (Version 1.21.22.0)
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- 308,96 MB groß
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- 304,50 MB groß
Release: 01.05.2024 (Version 1.21.24.0)
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- 444,00 MB groß
Release: 09.05.2024 (Version 1.21.25.0)
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- 236,81 MB groß
Release: 15.05.2024 (Version 1.21.26.0)
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- 224,77 MB groß
Release: 22.05.2024 (Version 1.21.1020.0)
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- 310,19 MB groß
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- 259,77 MB groß
Release: 05.06.2024 (Version 1.21.1022.0)
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- 241,91 MB groß
Release: 12.06.2024 (Version 1.21.1023.0)
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- 316,40 MB groß
Release: 19.06.2024 (Version 1.21.1024.0)
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- 230,58 MB groß
Release: 27.06.2024 (Version 1.21.2021.0)
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- 311,95 MB groß
Release: 10.07.2024 (Version 1.21.2022.0)
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- 530,47 MB groß
Release: 17.07.2024 (Version 1.21.2023.0)
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- 646,71 MB groß
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- 235,96 MB groß
Release: 01.08.2024 (Version 1.21.3021.0)
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- 323,36 MB groß
Release: 07.08.2024 (Version 1.21.3022.0)
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- 253,27 MB groß
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- 250,79 MB groß
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- 320,04 MB groß
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- 234,72 MB groß
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- 386,73 MB groß
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- 290,66 MB groß
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- 302,77 MB groß
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- 281,17 MB groß
Release: 03.10.2024 (Version 1.21.4025.0)
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- 238,63 MB groß
Release: 09.10.2024 (Version 1.21.5020.0)
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- 1000,83 MB groß
Release: 17.10.2024 (Version 1.21.5024.0)
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- 328,65 MB groß
Release: 23.10.2024 (Version 1.21.5025.0)
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- 314,68 MB groß
Release: 30.10.2024 (Version 1.21.5026.0)
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- 304,65 MB groß
Release: 07.11.2024 (Version 1.21.5028.0)
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- 360,36 MB groß
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- 273,45 MB groß
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- 304,25 MB groß
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- 331,21 MB groß
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- 353,34 MB groß
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- 342,13 MB groß
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- 295,69 MB groß
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- 285,86 MB groß
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- 347,84 MB groß
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- 342,67 MB groß
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- 339,07 MB groß
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- 392,32 MB groß
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- 343,85 MB groß
Release: 05.03.2025 (Version 1.21.7026.0)
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- 296,40 MB groß
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- 330,38 MB groß
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- 371,19 MB groß
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- 446,95 MB groß
Release: 15.04.2025 (Version 1.21.8028.0)
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- 377,31 MB groß
Release: 22.04.2025 (Version 1.21.9020.0)
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- 386,73 MB groß
Release: 29.04.2025 (Version 1.21.9021.0)
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- 344,14 MB groß
Release: 07.05.2025 (Version 1.21.9023.0)
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- 439,79 MB groß
Release: 13.05.2025 (Version 1.21.9025.0)
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- 473,5 MB groß
Release: 20.05.2025 (Version 1.21.9026.0)
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- 446,45 MB groß
Release: 27.05.2025 (Version 1.21.9027.0)
Quelle:
- 417,91 MB groß
Release: 02.06.2025 (Version 1.21.9028.0)
Quelle:
- 1,06 GB groß
Release: 10.06.2025 (Version 1.21.10020.0)
Quelle:
- 430,75 MB groß
Release: 18.06.2025 (Version 1.21.10021.0)
Quelle:
- 331,19 MB groß
Release: 25.06.2025 (Version 1.21.10022.0)
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- 354,08 MB groß
Release: 01.07.2025 (Version 1.21.10023.0)
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- 348,52 MB groß
Release: 16.07.2025 (Version 1.21.10024.0)
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- 358,07 MB groß
Release: 22.07.2025 (Version 1.21.11020.0)
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- 447,56 MB groß
Release: 30.07.2025 (Version 1.21.11022.0)
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- 374,71 MB groß
Release: 06.08.2025 (Version 1.21.11023.0)
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- 409,00 MB groß
Release: 12.08.2025 (Version 1.21.11023.0)
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- 348,83 MB groß
Release: 19.08.2025 (Version 1.21.11025.0)
Quelle:
- 380,46 MB groß
Release: 26.08.2025 (Version 1.21.11026.0)
Quelle:
- 354,95 MB groß
Beta Version: Slime Rancher 2 (NUR SERIES)
Release: 15.11.2022 (Version 1.0.0.42 -> 1.0.0.53)
Quelle:
- 1,07 GB groß
Release: 16.02.2023 (Version 1.0.0.65)
Quelle: slimerancher.com | xboxwire.com | xboxdynasty.de
ADDITIONAL CHANGES
- Additional Treasure Pods added to Conservatory, Ember Valley, and Starlight Strand
- In-game analytics added to improve our ability to balance and tune the game. This can be opted out of in settings
- Triple Plort switch door in Starlight Strand now only requires one Plort switch
- When loading a save fail, player now has the option to recover by loading the last autosave
- Refinery items you haven’t unlocked yet are now hidden
- Improved slime and resource interactions with lava
- Page indicators on all UIs now clickable
- New UI button animations
BUG FIXES
- Replaced outdated visual effects and materials for classic slimes
- Minor slime behavior bug fixes
- Fixed keybinding icon display in options
- Fixed incorrect or missing icons in the Fabricator
- Corrected typos and inconsistencies in localization
- Troubleshooted general in-world locations where players would get stuck, or fall through the world
- Energy will now drain if Bea continues sprinting after landing
- No more hen hens trapped below the coop in gully plot or trapped behind couches
- Fixed edge cases that impact performance in the conservatory
- Fixed issue where player couldn’t obtain the pink bonsai blueprint
- Minor environment asset texture updates
- Implemented missing shader quality function
- Speicherverbrauch von 1,7 GB auf 1,9 GB erhöht
- 1,60 GB groß
Release: 27.03.2023 (Version 1.0.0.74)
Quelle:
- 1,43 GB groß
Release: 05.04.2023 (Version 1.0.0.79)
Quelle:
- 1,36 GB groß
Release: 14.11.2023 (Version 1.0.0.115)
Quelle: slimerancher.com
- Expanded Original Score: Each severe weather pattern features a beautiful new melody to accompany your treacherous dash home or daring storm chasing adventure.
- Dervish and Tangle Slimes Return: Riding in on cyclones during windstorms or popping out of the ground through tangles of creeping vines,
Dervish and Tangle Slimes return to join Beatrix’s latest adventure. Carefully track severe weather patterns to wrangle these elusive slimes!
- Tasty Snacks: We can’t leave these newly wrangled Tangle and Dervish Slimes hungry!
Their favorite foods Prickle Pears, Painted Hens, and Painted Chickadoos also return.
Remember: A hungry slime is an unhappy slime, and we don’t want any unhappy slimes…
- Slimepedia Makeover: The Slimepedia has undergone an extensive overhaul to make learning about the world of Slime Rancher a much easier experience.
Poke around and enjoy the new beautiful interface. Be sure to check the map for the latest weather!
WEATHER PATTERNS INCLUDE:
- Wind, with varying levels of intensity, culminating in a windstorm that can stir up whirling cyclones, and features a unique musical score.
- Rain, with varying levels of intensity, culminating in a rainstorm that can create puddles and waterfalls, and features a unique musical score.
- Thunder, with varying levels of intensity, culminating in a thunderstorm that can cause lightning bolts to rain down from above, and features a unique musical score.
Thunderstorms often occur during rainstorms, but not exclusively.
- Pollen, with varying levels of intensity, culminating in the growth of creeping vines in the area, and features a unique musical score.
- Snow, which remains exclusive to Powderfall Bluffs, where the unnaturally cold climate can support it.
- And finally, Slimefall. Wait, Slimefall? Oh no…
SLIMES
- Dervish Slime
- Tangle Slime
RESOURCES
- Prickle Pear
- Painted Hen
- Painted Chickadoos
THE SLIMEPEDIA
Framework
- UI buttons revamped
- UI systems refactored
Navigation
- Listings and grids
- Key bindings
Accessibility
- Font changes and sizing
- Screen scaling
- Better control options
ADDITIONAL CHANGES
- Updated the environment around the Strand portal to make it more visible
- Updated game credits
- Improved overall persistence error handling
- Improvements to tutorial timing, HUD notifications, and pop in visuals
Map system improvements
- Added weather icons on map
- Improved zone name and treasure pod displays
- Add a visualization for zoom level
- General system and layout optimizations
BUG FIXES
- Fixed a bug that caused resources to slide through and get stuck under the terrain
- Moved some ranch plots in the Gully so they are more accessible
- Yolky Slime eggs will now display “Giant Egg” when targeted
- Fixed some localization issues in Mochi Comm Station dialogues
- Fixed issues where a Saber Honey Largo could get stuck in hop loop
- Fixed issue where items would fall out of a storage device when aimed at with the vac
- Fixed issue where Ringtail Largos were overfilling corrals with plorts when returning to the Conservatory (it was fun while it lasted…)
- Smoothed out lightning transition when approaching the volcano in Ember Valley
- Gold Slimes struck with crafting resources now create plorts
- Various typos, translations, and unsupported characters updated
- Speicherverbrauch von 1,9 GB auf 2,1 GB erhöht
- 2,13 GB groß
Release: 09.02.2024 (Version 1.0.0.132)
Quelle: xboxdynasty.de
- Speicherverbrauch von 2,1 GB auf 2,9 GB erhöht
- 2,36 GB groß
Release: 29.02.2024 (Version 1.0.0.139)
Quelle:
- 1,58 GB groß
Release: 30.05.2024 (Version 1.0.0.161)
Quelle:
- 2,45 GB groß
Release: 02.07.2024 (Version 1.0.0.12)
Quelle:
- 1,87 GB groß
Release: 30.07.2024 (Version 1.0.0.172)
Quelle:
- 1,37 GB groß
Release: 12.12.2024 (Version 1.0.0.195)
Quelle:
- Speicherverbrauch von 3,1 GB auf 3,5 GB erhöht
- 3,08 GB groß
Release: 17.12.2024 (Version 1.0.0.198)
Quelle:
- 1,66 GB groß
Release: 28.01.2025 (Version 1.0.0.204)
Quelle:
- 1,68 GB groß
Release: 03.04.2025 (Version 1.0.0.220)
Quelle:
- 2,03 GB groß
Release: in Arbeit 23.09.2025 (Version 1.0.0.220)
Quelle: xboxdynasty.de
- Heute erscheint Version 1.0 von Slime Rancher 2
- GB groß
Beta Version: Phantom Abyss (NUR SERIES) (beendet)
Release: 22.11.2022 (Version 0.8.0.4 -> 0.8.1.10)
Quelle:
- 236,35 MB groß
Release: 25.01.2024 (Version 1.0.46.0)
Quelle: twitter.com | xboxdynasty.de
- Heute erscheint Version 1.0 von Phantom Abyss
- Speicherverbrauch von 2,3 GB auf 2,6 GB erhöht
- 2,29 GB groß
Release: 23.02.2024 (Version 1.0.48.0)
Quelle:
- 585,12 MB groß
Beta Version: Inkulinati
Release: 17.02.2023 (Version 1.24.168.0)
Quelle:
- Speicherverbrauch von 2,1 GB auf 3,7 GB (nur für Xbox Series X|S)
- Speicherverbrauch von 1,9 GB auf 3,4 GB erhöht
- 3,04 GB groß (nur für Xbox Series X|S)
- 2,72 GB groß
Release: 21.02.2023 (Version 1.29.0.0)
Quelle:
- 655,91 MB groß (nur für Xbox Series X|S)
- 668,33 MB groß
Release: 13.03.2023 (Version 1.31.0.0)
Quelle:
- Speicherverbrauch von 3,7 GB auf 4,1 GB erhöht (nur für Xbox Series X|S)
- Speicherverbrauch von 3,4 GB auf 3,8 GB erhöht
- 3,13 GB groß (nur für Xbox Series X|S)
- 2,90 GB groß
Release: 07.06.2023 (Version 1.39.0.0)
Quelle: xboxdynasty.de
- Neue Monster: Zwei Hasen (die größere und bösartige Version der Kaninchen), Bienen (mit tödlichen Stichen und kleinen Hüten) und der allmächtige Drache (das mächtigste Biest in Inkulinati).
- Neue Unterschlüpfe: Eine neue Art des Gefechts im Reise-Modus. Die Monster-Unterschlüpfe sind ein Element auf dem Kampffeld, aus dem immer wieder gegnerische Monster auftauchen. Spieler gewinnen den Kampf nur, wenn alle Monster-Unterschlüpfe auf dem Schlachtfeld zerstört werden – und alle Gegner.
Beta Version: Lightyear Frontier (nur für Xbox Series X|S)
Release: 08.02.2024 (Version 0.0.999.0 -> 0.1.232.0)
Quelle:
- Preload ist verfügbar
- 2,62 GB groß
Release: 18.03.2024 (Version 0.1.345.0)
Quelle:
- 708,98 MB groß
Release: 19.03.2024
Quelle:
- Heute erscheint Lightyear Frontier (Spielevorschau)
Release: 22.03.2024 (Version 0.1.361.0)
Quelle:
- 672,67 MB groß
Release: 27.03.2024 (Version 0.1.373.0)
Quelle:
- 508,22 MB groß
Release: 15.04.2024 (Version 0.1.407.0)
Quelle: xboxdynasty.de
CHANGES
- Optimised memory usage. Significantly reduces likelihood of crashes on Xbox Series X|S
- A message will now be displayed if the game fails to save
- Increased angle threshold for Seed Shooter lock-ons
- Added a glow effect on Coal-nodes to make them easier to see
- Updated wild Weeds particle system for better visibility between tiers
- Slightly increased the weight of Dried Glo Fruit.
- Minor graphical tweaks
- Updated Crobling material
- Updated Small Meadow Trees material and LODs
BUGS
- Rebuilt the Achievement system to fix issues where some achievements wouldn’t unlock for some players
- Fixed issue where the Radio Tower quest did not complete after building the Radio tower
This will only affect new save files
- Fixed issue where the Daily Request menu doesn’t reset properly after certain actions
- Fixed Compost Box not saving and loading properly
- Fixed issue with Compost Box not working correctly for clients
- Fixed collision on the Request Board
- Fixed Upgrade Dock not being paintable
- Fixed issue where some sessions would not show up in Recent Sessions list
- Quest destination should now complete if player already is in destination when receiving quest
- Fixed issue where holograms progress were displayed incorrectly for clients
- Fixed paths only being visible to the host of a session in certain scenarios
- Fixed issue where VFX of harvested wild plants did not show for clients
- Goo and weeds should now be destroyed when on plots that get recycled
- Fixed spawning of wild plants so it won’t happen on paths or fields
- Fixed issue where some Noxious Weeds spawned underneath the map in Yellow Forest
- Fixed issue where one Noxious Slime spawned underneath the map in Stepstone Peak
- Fixed coziness and crafting buff indicators displaying incorrect values sometimes
- Fixed auto-pickup not behaving properly when over-encumbered
- Fixed several issues with weeds spawned by the Weed Seeds hazard event
- Fixed issue with grass not coming back after recycling the Mansion
- Fixed an issue where players could not exit the mech while looking at a treasure
- Fixed an issue where players could use the Tool Cycle button while the Tool Wheel was open
- Fixed an issue regarding Mech jumping while selecting a Tractor Mode that had unintended side effects
- Fixed an issue where certain UI elements sometimes unintentionally reset their scroll position
- The Farmer can no longer interact with objects while selecting a tool
- Znork should now behave same for clients and hosts
- Fixed clients sometimes not being able to place holograms of fences
- Fixed an issue where players could interact with certain constructs during the day transition
- Fixed clipping issues with some nodes and terrain
- 471,14 MB groß
Release: 17.04.2024 (Version 0.1.430.0)
Quelle:
- 434,27 MB groß
Release: 26.06.2024 (Version 0.1.644.0)
Quelle: xboxdynasty.de
- Das „Making it Home“-Update führt eine Reihe neuer und von Fans geforderter Verbesserungen ein, die den Spielern neue Möglichkeiten zur Anpassung und Interaktion mit ihren Höfen bieten.
- Verlängerte Tages- und verkürzte Nachtzyklen geben den Spielern mehr Zeit, das Sonnenlicht zu genießen, während das Hinzufügen von Wanddekorationen Exofarmern die Möglichkeit gibt, ihren Konstruktionen noch mehr Persönlichkeit zu verleihen.
- Mit einer Auswahl an Bannern, Postern, Aufklebern, Bänken, Lichtern und vielem mehr, die man selbst herstellen oder beim Händler kaufen kann, gab es noch nie einen besseren Zeitpunkt, um mit der Dekoration zu beginnen.
- Für diejenigen, die sich in neue Gefilde wagen wollen, wird die Erkundung mit der Einführung eines neuen Kartenmarkierungssystems viel einfacher und angenehmer.
- Mit 1.000 Stempeln, die zwischen Spielern auf einem Server verfügbar sind, können wichtige Orte wie Höhlen, Wasserquellen, Tiere oder geheimnisvolle Ruinen auf der Karte für alle sichtbar markiert werden.
- Von der Einführung neuer Laubsprossen und dem automatischen Sammeln von Lagerkisten und Hologrammen
bis hin zur Möglichkeit, bestehende Konstrukte zu verlagern und vieles mehr.ungsprozess vereinfachen und rationalisieren.
- Weitere Verbesserungen an den Daten zur Wiederherstellung von Regionen werden Exoframern mehr Klarheit über die Upgrades verschaffen,
die zur Säuberung und Verjüngung verschmutzter Gebiete erforderlich sind, und den Wiederherstell
- 1,0 GB groß
Release: 28.06.2024 (Version 0.2.671.0)
Quelle:
- 818,50 MB groß
Release: 04.07.2024 (Version 0.2.687.0)
Quelle:
- 489,52 MB groß
Release: 30.09.2024 (Version 0.3.913.0)
Quelle: xboxdynasty.de
Update "Neighbors & Animals"
- verlassene Eier in der Wildnis können gefunden werden
- Dieser wachsen mmit Futter, Wasser und viel Liebe, diese produzieren einzigartige Ressouscen
Damit können neue Dekorationen und Konstruktionen hegestellt werden
- Zusätzlich bringt das Update eine große Auswahl an neuen handwerklichen Gegenständen und Konstruktionen,
die den Spielern noch mehr Möglichkeiten geben, ihre Farm und die vorgefertigten Häuser der Nachbarn zu schmücken.
- Das Rendering von Gras wurde ebenfalls komplett überarbeitet, mit dynamischeren Umgebungsinteraktionen und verbesserter visueller Qualität, wodurch sich die Welt noch lebendiger und eindringlicher anfühlt.
- Ein neuer Rasenmähermodus macht es noch einfacher, die Landschaft individuell zu gestalten und gibt den Spielern die Möglichkeit, das Gras auf ihrem Hof zu trimmen.
- 754,28 MB groß
Release: 10.10.2024 (Version 0.3.964.0)
Quelle:
- 454,05 MB groß
Release: 16.10.2024 (Version 0.3.998.0)
Quelle:
- 452,77 MB groß
Release: 28.11.2024 (Version 0.4.116.0)
Quelle: xboxdynasty.de
- Speicherverbrauch von 6,7 GB auf 6,9 GB erhöht
- 1,31 GB groß
Release: 11.12.2024 (Version 0.4.11410)
Quelle:
- 479,43 MB groß
Release: 20.01.2025 (Version 0.4.1236.0)
Quelle:
- 328,60 MB groß
Release: 03.02.2025 (Version 0.4.1282.0)
Quelle:
- 261,91 MB groß
Release: 28.05.2025 (Version 0.4.1568.0)
Quelle:
- 480,83 MB groß
Release: 04.06.2025 (Version 0.5.1590.0)
Quelle: xboxdynasty.de
New Content
- Added a modular building and integrity system
- Added Exofarmer tools (H.O.E, Watering Can, Seed Bag, Repair Tool)
- Added Types to Crops and Mounds with various effects when they interact to encourage crop rotation
- Added drones to automate the watering process, accessed by building a Watering Drone Station
- Added Mech and Exofarmer health
- Damage can be scaled for each in the Settings menu
- Added the Mech needing fuel to operate (Fuel consumption rate can be scaled in the Settings menu)
- Added Home Area system to streamline various home-related systems like crafting from storage, Coziness, and fast travel
- Added the ability for Exofarmer to pick up resources, instantly moving them to the Mech’s inventory
- Overhauled core progression with a new crop delivery system, accessed via the Delivery Cannon
- Added inspection points that players can interact with to get information about things in the world
- Added loadout functionality to make it easier to quickly swap parts and tools on the Mech
- Added “Queue Max” accelerator button to timed crafting Constructs, instantly queues as many of a resource as possible
- Added an indicator to show new recipes and Constructs
- Added “Quick Deposit” accelerator in storage Construct menus
- Exofarmers can now cycle between equipped tools on unpiloted mechs by interacting with the equipped tool
- Constructs can now be recycled with a shortcut while in build mode
- Added “Auto-hide HUD” setting
- Added new Exofarmer emotes
- Added several events and hazards to the game world
- Added new lore text unlocked by finding artifacts
- Added “Day Length” setting
- Added additional Decorations
- Added new minerals to the game world
- Added snow and gravel materials to the landscape
- Added more artifacts in various places in the world
Changes
- Improved Exofarmer animations
- Made physics simulation, including Mech movement, start slowing down when below 19 FPS rather than 30 FPS
- A Mech colliding with an object can now deal damage to that object
- Items placed directly into storage now count towards discovering new recipes
- Storage constructs can now be relocated without having to empty them first
- Available items will now be automatically contributed to a construct when placing it
- Overhauled Mech animations and effects
- Changed build mode controls to allow full movement capabilities
- Many larger objects will now appear to break apart when destroyed, e.g., trees and large bushes
- Split resource nodes between respawnable and one-time nodes, with new art to distinguish the two
- Overhauled Mech customization to allow for easier and expanded control over parts appearance and colors
- Recoloring is now done via a menu instead of via the Exofarmer’s Paint Gun
- Removed Paint Gun’s secondary color mode
- Overhauled game world
- Overhauled fertilizer to make it easier to get and apply with a new transform mode
- Overhauled scale of game world objects and constructs to be more suitable for the exofarmer and properly convey the mech’s size
- Overhauled the Irrigation Hose’s secondary ability to make it more viable for larger fields
- Overhauled the Artifact system to unlock lore texts and rewards over time
- Split the Field Plow and Harvester into two separate Transform Modes
- Changed the third-person camera for Exofarmer
- Added distance blend to cliff materials, leading to sharper textures up close
- Overhauled narrative and game introduction
- The mech can now absorb water simply by standing in it
- Updated the world map, including a more granular fog that clears as you explore
- Changed the shape of respawning resource bases so that dropped resources are easier to retrieve
- Updated and added many Mech and Exofarmer sounds
- Completely rebuilt crop systems to support much larger fields
- Removed hazardous events that occurred on your farm (Slime Bubbles, Noxious Weeds)
- Increased the render distance of player-made paths
- Exofarmers can now be submerged deeper in water before getting teleported back into the Mech
- Increased Mech acceleration and turning speed
- The Vacuum Harvester can no longer be used to harvest crops
- Renamed to “Resource Vacuum”
- Adjusted achievements to fit the new progression and world
- Made the Mech stick better to the ground when running at high speeds (Drastically reduces the frequency of situations where the Mech stops running on slopes)
- Overhauled tutorial missions
- Updated main menu visuals
- Increased queue size in timed crafting Constructs
- Added amount slider to timed crafting Constructs
- Made trees and other landscape features visible from further away
- Updated item pick-up and discovery HUD notification
- Updated water tank HUD element
- Made the mech heavier: faster falling, more stable, rolls less when falling over, can’t be pushed by exofarmers anymore
- Updated water materials for more variety and improved visuals – there are now differences between rivers, ponds, and lakes
- Water now reacts to the Mech and Exofarmer moving through it
- Added and improved various animal animations
- Overhauled various ruins
- The alien-themed music now stops playing when players have found all artifacts in a larger ruin area
- The Mech now assumes a different, slightly crouched pose when unpiloted
- Improved collision on several objects
- The Seed Shooter can now be fired continuously by holding down the shoot button
- Significantly improved Seed Shooter lock-on performance, especially network performance, to allow for more simultaneous targets
- Adjusted Seed Shooter lock-on behavior to make the acquisition of many targets much easier
- Made the Irrigation Hose’s primary mode cover more area, requiring less precision aiming
- Rebalanced resource progression and changed nearly all construct costs
- Mech thrusters will now fully recharge in the same amount of time, regardless of duration upgrades
- Recycling a painted construct will now give back the applied paint
- Crops no longer wither 3 days after reaching the mature stage
- Recycling constructs now adds items directly into the Mech’s inventory
Bug Fixes
- Fixed recycled, or relocated hologram casting a shadow before disappearing
- Fixed players getting stuck attempting to create a new save game with all save slots filled
- Adjusted pop-up message when unable to disembark the Mech
- Farm animals can now experience the “Alone” status if they don’t have enough company
- Fixed a rare issue where the player didn’t spawn correctly, sometimes leaving them in a blue void
- Potentially fixed issue where some players would lose system audio when entering Multiplayer
- Fixed an issue that could progressively decrease performance and increase memory usage during a play session
- Fixed issues related to movement speed and encumbrance when using a Transform Mode
- Fixed several issues related to the spawning of resources
- Fixed snapping in build mode being too aggressive on the vertical axis
- Fixed most camera clipping in first-person as the Exofarmer when using zero view bobbing
- Fixed player-made paths sometimes being visible where they shouldn’t be
- Fixed issues related to the frequency and context of PIP-3R dialogue, which should now happen less frequently and be more relevant
- Fixed controller vibration pausing periodically when using Mech thrusters for longer periods
- Fixed oversized snapping boundaries on Grinder
- Speicherverbrauch von 6,9 GB auf 7,9 GB erhöht
- 2,25 GB groß
Release: 05.06.2025 (Version 0.5.1593.0)
Quelle:
- 806,60 MB groß
Release: 11.06.2025 (Version 0.5.1603.0)
Quelle:
- 518,04 MB groß
Release: 23.06.2025 (Version 0.5.1619.0)
Quelle:
- 847,66 MB groß
Release: 25.06.2025 (Version 0.5.1628.0)
Quelle:
- 719,00 MB groß
Release: 02.07.2025 (Version 0.5.1648.0)
Quelle:
- 1,11 GB groß
Beta Version: Predecessor (nur für Xbox Series X|S)
Release: 25.03.2024 (Version 0.0.16.0)
Quelle:
- Preload ist verfügbar
- 14,5 GB groß
Release: 26.03.2024
Quelle:
- Heute scheint Predecessor Game Preview (free2play)
Release: 11.04.2024 (Version 0.0.17.2)
Quelle:
- Speicherverrbauch von 14,5 GB auf 15,1 GB erhöht
- 1,93 GB groß
Release: 16.04.2024 (Version 0.0.17.4)
Quelle:
- 295,30 MB groß
Release: 30.04.2024 (Version 0.0.17.6)
Quelle:
- 932,36 MB groß
Release: 03.05.2024 (Version 0.0.17.7)
Quelle:
- 281,10 MB groß
Release: 21.05.2024 (Version 0.0.18.0)
Quelle:
- Speicherverrbauch von 15,2 GB auf 16,3 GB erhöht
- 4,12 GB groß
Release: 24.05.2024 (Version 0.0.18.1)
Quelle:
- Speicherverrbauch von 16,3 GB auf 16,4 GB erhöht
- 386,20 MB groß
Release: 29.05.2024 (Version 0.0.18.2)
Quelle:
- 310,92 MB groß
Release: 11.06.2024 (Version 0.0.18.3)
Quelle:
- 927,62 MB groß
Release: 02.07.2024 (Version 0.0.19.0)
Quelle:
- 926,36 MB groß
Release: 08.07.2024 (Version 0.0.19.1)
Quelle:
- 300,27 MB groß
Release: 20.08.2024 (Version 1.0.0.2)
Quelle:
- Aus der Spielevorschau (Beta, Early Access) wird eine Vollversion (free2play)
- Speicherverbrauch von 16,8 GB auf 17,9 GB erhöht
- 4,65 GB groß
Release: 23.08.2024 (Version 1.0.0.3)
Quelle:
- 313,65 MB groß
Release: 10.09.2024 (Version 1.0.0.4)
Quelle:
- 716,04 MB groß
Release: 08.10.2024 (Version 1.0.0.5)
Quelle:
- Speicherverbrauch von 18,1 GB auf 19,7 GB erhöht
- 2,81 GB groß
Release: 10.10.2024 (Version 1.0.0.6)
Quelle:
- 379,70 MB groß
Release: 17.10.2024 (Version 1.0.0.7)
Quelle:
- 526,77 MB groß
Release: 19.11.2024 (Version 1.0.0.8)
Quelle:
- Speicherverbrauch von 19,9 GB auf 21,5 GB erhöht
- 4,09 GB groß
Release: 26.11.2024 (Version 1.0.0.9)
Quelle:
- 360,80 MB groß
Release: 10.12.2024 (Version 1.0.0.10)
Quelle:
- 606,44 MB groß
Release: 16.12.2024 (Version 1.0.0.12)
Quelle:
- 352,30 MB groß
Release: 14.01.2025 (Version 1.0.0.14)
Quelle:
- Speicherverbrauch von 21,6 GB auf 22,1 GB erhöht
- 2,39 GB groß
Release: 15.01.2025 (Version 1.0.0.15)
Quelle:
- 350,57 MB groß
Release: 04.02.2025 (Version 1.0.0.16)
Quelle:
- Speicherverbrauch von 22,1 GB auf 22,7 GB erhöht
- 1,49 GB groß
Release: 12.02.2025 (Version 1.0.0.17)
Quelle:
- Speicherverbrauch von 22,7 GB auf 22,2 GB reduziert
- 786,12 MB groß
Release: 11.03.2025 (Version 1.0.0.21)
Quelle:
- Speicherverbrauch von 22,2 GB auf 23,2 GB erhöht
- 2,85 GB groß
Release: 12.03.2025 (Version 1.0.0.22)
Quelle:
- 400,60 MB groß
Release: 18.03.2025 (Version 1.0.0.24)
Quelle:
- 396,40 MB groß
Release: 20.03.2025 (Version 1.0.0.25)
Quelle:
- 359,55 MB groß
Release: 25.03.2025 (Version 1.0.0.26)
Quelle:
- 231,61 MB groß
Release: 08.04.2025 (Version 1.0.0.28)
Quelle:
- 690,17 MB groß
Release: 11.04.2025 (Version 1.0.0.30)
Quelle:
- 381,27 MB groß
Release: 16.04.2025 (Version 1.0.0.31)
Quelle:
- 510,10 MB groß
Release: 29.04.2025 (Version 1.0.0.32)
Quelle:
- Speicherverbrauch von 23,2 GB auf 23,4 GB erhöht
- 12,48 GB groß
Release: 30.04.2025 (Version 1.0.0.33)
Quelle:
- 328,81 MB groß
Release: 01.05.2025 (Version 1.0.0.34)
Quelle:
- 437,09 MB groß
Release: 02.05.2025 (Version 1.0.0.35)
Quelle:
- 403,51 MB groß
Release: 07.05.2025 (Version 1.0.0.36)
Quelle:
- 541,78 MB groß
Release: 09.05.2025 (Version 1.0.0.37)
Quelle:
- 383,86 MB groß
Release: 14.05.2025 (Version 1.0.0.38)
Quelle:
- 500,31 MB groß
Release: 20.05.2025 (Version 1.0.0.39)
Quelle:
- Speicherverbrauch von 23,4 GB auf 24,4 GB erhöht
- 1,62 GB groß
Release: 21.05.2025 (Version 1.0.0.40)
Quelle:
- 547,34 MB groß
Release: 23.05.2025 (Version 1.0.0.41)
Quelle:
- 627,52 MB groß
Release: 10.06.2025 (Version 1.0.0.42)
Quelle:
- Speicherverbrauch von 24,4 GB auf 24,9 GB erhöht
- 3,38 GB groß
Release: 17.06.2025 (Version 1.0.0.43)
Quelle:
- 436,56 MB groß
Release: 01.07.2025 (Version 1.0.0.44)
Quelle:
- 700,10 MB groß
Release: 02.07.2025 (Version 1.0.0.45)
Quelle:
- 173,48 MB groß
Release: 22.07.2025 (Version 1.0.0.46)
Quelle: xboxwire.com | details=predecessorgame.com
- New Hero: Renna
- New Labs Mode: Legagcy
- Permanent 24/7 Ranked Mode
- Speicherverbrauch von 25,0 GB auf 26,5 GB erhöht
- 3,48 GB groß
Release: 24.07.2025 (Version 1.0.0.47)
Quelle:
- 471,12 MB groß
Release: 30.07.2025 (Version 1.0.0.48)
Quelle:
- 578,51 MB groß
Release: 12.08.2025 (Version 1.0.0.49)
Quelle:
- 915,70 MB groß
Release: 15.08.2025 (Version 1.0.0.50)
Quelle:
- 448,93 MB groß
Beta Version: Phasmophobia (nur für Xbox Series X|S)
Release: 24.10.2024 (Version 1.0.0.1 -> 1.0.0.4)
Quelle:
- 4,18 GB groß
Release: 29.10.2024
Quelle: xboxdynasty.de
- Heute erscheint Phasmophobia
Release: 30.10.2024 (Version 1.0.0.6)
Quelle:
- 250,68 MB groß
Release: 04.11.2024 (Version 1.0.0.7)
Quelle:
- 3,01 GB groß
Release: 11.11.2024 (Version 1.0.0.8)
Quelle:
- 2,60 GB groß
Release: 21.11.2024 (Version 1.0.0.9)
Quelle:
- 497,39 MB groß
Release: 12.12.2024 (Version 1.0.0.10)
Quelle: kineticgames.co.uk
New
- The Achievement Hunter challenge has been added to the Event Board.
- Players will need to play 1 game to receive the Achievement Hunter badge.
Changes
- Main Menu navigation can now loop between menus.
- Example: Players can now navigate Contract Board > Main Board > Shop > Contract Board > Main Board > Shop > Contract Board etc.
Fixes
- The most played map stat will now track the correct map.
Note: This will only work for new maps played after this change.
- Fixed several issues that were causing crashes.
- Players can now rebind global push to talk.
- Fixed an issue that was causing Blood Moon reflections in the Edgefield death room.
- Fixed an issue that caused the seasonal event clock to count down to an incorrect date for some players.
PS5:
- Foveated Rendering will no longer cause the screen to wobble
- Speicherverrbauch von 24,5 GB auf 25,8 GB erhöht
- 5,20 GB groß
Release: 23.12.2024 (Version 1.0.0.11)
Quelle: kineticgames.co.uk
Changes
- Added lights to the tinsel and adjusted Warehouse decorations.
- The weekly and daily tasks will now reset when the event starts and ends, instead of carrying over non-event progression.
Fixes
- Fixed several issues that were causing snow to clip on Event Maps.
- Fixed an issue where a wreath was blocking the fuse box in Bleasdale. This wreath has been removed.
- Fixed an issue that was causing Blood Moon weather to happen to select players in a group, rather than all players.
Now, if the Host gets Blood Moon weather, all players will.
Xbox Series/PlayStation:
- Fixed an issue preventing players from being able to receive the seasonal daily and weekly tasks.
Additional Notes
- In a future update, we will be adding an additional leaderboard to show you current position.
- 1,82 GB groß
Release: 20.02.2025 (Version 1.0.0.12)
Quelle: xboxdynasty.de
- Die Spracherkennung, eines der kultigsten Features des Spiels, nun auch auf PlayStation 5, PlayStation VR2 und Xbox Series X|S unterstützt wird.
Die Spieler können nun ihre Ausrüstung nutzen, um mit den Toten zu kommunizieren, was den Konsolenspielern eine neue, erschreckende Art der Geisterjagd ermöglicht.
- 727,84 MB groß
Release: 21.02.2025 (Version 1.0.0.13)
Quelle:
- 245,91 MB groß
Release: 10.03.2025 (Version 1.0.0.14)
Quelle: kineticgames.co.uk | notes=kineticgames.co.uk
- Bleasdale Farmhouse Rework
Changes
- Bleasdale Farmhouse is now classed as a medium map due to it’s rework.
- Point Hope is now classed as a medium map.
- Pianos found in maps now have new interaction sounds for players and ghosts.
- “Get a ghost to blow out a firelight” objective now only counts for player equipment (Firelight T1, T2, T3)
- Paintings now fall down more realistically.
- Implemented performance improvements across all maps.
Fixes
- Fixed an issue causing white blocks to appear on screen when loading into a contract in multiplayer.
- Fixed several Spanish questions when using voice recognition with the Oujia Board
- Fixed several location issues that would cause the player to get stuck.
Xbox/PlayStation:
- Fixed an issue that would cause Xbox players to get stuck on the initialisation screen if no account profile picture had been set.
- Speicherverrbauch von 25,8 GB auf 26,3 GB erhöht
- 7,06 GB groß
Release: 13.03.2025 (Version 1.0.0.15) HOTFIX
Quelle: notes=kineticgames.co.uk
Fixes
- Fixed an issue that was causing inconsistencies in ghost line of sight when hiding in select spots.
- Fixed a non host crash that would occur when the ghost interacted with the clothes in the Bleasdale Farmhouse wardrobe.
- Fixed an issue in Bleasdale Farmhouse that caused the bowl to collide with the player.
- Fixed an issue that caused ghosts to be able to see the player between the double glass doors in Bleasdale Farmhouse.
Xbox / PlayStation
- Fixed a common crash on Xbox Series X/S that was introduced in the last update.
- Implemented several PlayStation performance improvements.
- Fixed an issue that caused a visual desync on PlayStation when opening certain doors in Bleasdale Farmhouse.
- 2,80 GB groß
Release: 14.03.2025 (Version 1.0.0.16) NUR XBOX
Quelle: notes=twitter.com
- address some crashes
- 2,80 GB groß
Release: 17.04.2025 (Version 1.0.0.17)
Quelle: roadmap=play3.de, xboxdynasty.de | event=xboxdynasty.de
- Neue Event "Cursed Hollow" ist gestartet
- New Small Map
- Map Rework: Bleasdale Farmhouse
- Speicherverbrauch von 26,3 GB auf 27,7 GB erhöht
- 4,83 GB groß
Release: 01.05.2025 (Version 1.0.0.18)
Quelle: notes=kineticgames.co.uk
Changes
- You can no longer "place" equipment on Jackalope nest eggs, which is now consistent with the nest itself.
- Obake ghost model can now shape shift during seasonal events where the model is replaced with an event ghost model.
Fixes
- Fixed an issue that caused no audio to play when opening the Cursed Hollow leaflet in the warehouse.
- Fixed an issue that caused the player’s vote tape to not return to its original point after deselecting a map.
- Fixed an issue that prevented the lobby volume not adjusting when using the slider in Audio settings.
- Fixed an issue that caused different daily and weekly challenges to appear from player to player as well as rotational maps.
- Fixed an issue that caused inconsistencies with DOTS T2 when the ghost and Forest Minions were too close to the player.
- Fixed an issue that removed textures from Point Hope’s terrain.
- Fixed an issue introduced with the gamepad deadzone change that caused changes to player’s sensitivity settings.
- Fixed an issue that prevented the ghost from killing a player when playing in VR.
- Fixed an issue that gave the incorrect name to the Cursed Hollow event badge.
- 1,88 GB groß
Release: 09.05.2025 (Version 1.0.0.19)
Quelle: notes=kineticgames.co.uk
Fixes
- Fixed an issue that caused the Cursed Hollow trophy to not display properly in players’ cabinets after the event had ended.
- Fixed an issue that caused the animations on the Tier 3 Cursed Hollow trophy to not display correctly.
- Fixed an issue that caused some Cursed Hollow decorations to appear in Camp Woodwind.
- Fixed a visual issue in Camp Woodwind that caused some trees to not render properly.
- Fixed an issue that was causing incorrect reflections in Tanglewood and Point Hope.
- Fixed an issue that caused the Menu to be reflected in the trophy cabinets.
- 1,81 GB groß
Release: 24.06.2025 (Version 1.0.0.21)
Quelle: xboxdynasty.de | release=xboxdynasty.de | notes=kineticgames.co.uk
- Überarbeitung des Fortschrittssystems
- Eine neue Hauptmenü-Oberfläche
- Sowie zahlreiche Bugfixes, die das Spielerlebnis verbessern.
Neugestaltung der Beweissammlung
- Darunter die innovative Sound-Evidence, die mit dem neuen Sound Recorder erfasst wird.
Dieses dreistufige Gerät ermöglicht es den Spielern, paranormale Geräusche wie Geisterereignisse, Antworten aus der Spirit Box oder mit dem Parabolmikrofon aufgefangene
Klänge präzise aufzuzeichnen und auszuwerten, wodurch die Ermittlungen eine neue Dimension erhalten.
- Das Journal wird komplett neu gestaltet und ersetzt die bisherige Fotosammlung durch eine Mediensammlung, in der alle gesammelten Beweise in Form von Fotos, Videos und Soundaufnahmen übersichtlich zusammengeführt werden.
Für eine perfekte Ermittlung müssen Spieler eine vollständige Sammlung einzigartiger Medieninhalte anfertigen, die von EMF-Spitzen bis hin zu Geisterinteraktionen und mysteriösen Erscheinungen reichen.
Zudem fließen alle Medienaufnahmen in einen Multiplikator ein, der die Abschlussprämie des Spielers erhöht.
Changes
- The Crucifix now visually “cools down” after successfully preventing a hunt.
- Consoles now default to the last selected region, rather than the region with lowest ping to match PC.
- Phasmophobia will now be able to load on Steam without an internet connection.
- Goryo now has an increased chance of D.O.T.S.
- Banshee can now change rooms.
- The player will no longer have to click the ready up button in single player.
Fixes
- Fixed an issue in Point Hope that restricted player movement when holding the large pan from the kitchen.
- Fixed an issue that would cause Salt to be placed in the air.
- Fixed a visual issue where the CCTV screensaver would appear outside of the monitor.
- Fixed an issue that would cause Cursed Possessions to be thrown out of a players reach in Bleasdale’s attic.
- Fixed an issue where bones would spawn behind inaccessible locations on the following maps: Tanglewood, Point Hope, Maple Lodge and Willow Street.
- Fixed an issue that allowed for infinite sprinting after using the Monkey Paw.
- Fixed an issue for VR players where the Tier 3 Firelight, Tier 3 Incense and the Voodoo Doll would swing oddly while held.
- Fixed an issue where a cabinet door would not show as open for non-VR players if opened by a VR player.
- Fixed an issue that prevented Head Gear from being useable by others if a player was disconnected or died.
- Fixed an issue that prevented D.O.T.S and Motion Sensors from being picked up if placed inside static lights (Example: ceiling lights in Grafton Farmhouse)
- Fixed an issue that caused hunts to happen if a player was outside the door on several maps.
- Fixed an issue that caused Hantu breath to be visible after being killed with extended hunts on.
- Fixed an issue that caused the Store to scroll while in the tutorial.
- Fixed an issue that allowed items to be thrown through the outside wall of Ridgeview.
- Fixed an issue that caused the Ouija board to not break when asked a question that would take the player below 0 Sanity.
- Fixed an issue that caused items to get stuck behind the TV in Tanglewood’s Living Room.
- Fixed a visual issue that caused overlapping text when using the Ouija board.
- Fixed an issue that listed the UV lights in the wrong order in the main menu lobby.
- Fixed an audio issue that caused flies to be heard when Master Volume was set to 0 on Maple Lodge.
- Fixed an issue that sometimes prevented a ghost from moving rooms when wishing for sanity with the Monkey Paw.
- Fixed an issue where the ghost could become stuck in lockers in Prison.
- Fixed an issue that prevented the player from being killed when hiding behind a chair in Prison.
- Fixed an issue that allowed the Obake to walk backwards during a hunt.
- Fixed an issue that caused lights to turn off when a Crucifix is used.
- Fixed an issue that prevented seated VR players being able to reach the breaker box on Sunny Meadows. This has now been adjusted to be reachable.
- Fixed an issue that caused the Music Box to be broken if the player left a previous game while using it.
- Fixed a visual issue that caused the Tier 1 Crucifix to clip under carpets.
- Fixed an issue that caused the ghost to become stuck behind crates during a hunt on Maple Lodge.
- Fixed an issue where left-handed mode in VR would not correctly swap button layouts.
- Fixed an issue where the ghost could begin a ghost event on Maple Lodge and be out of bounds.
- Fixed a visual issue with the camping chair found in the yellow tent in Maple Lodge.
- Fixed a UI issue that selected Random as a player’s map choice when they are navigating menus.
- Fixed an issue that prevented players from mounting video cameras on tripods when playing in VR.
- Fixed an issue that caused the Music Box to flip when placed on a carpet.
- Fixed an issue where other players could see a dead VR player’s journal.
- Fixed an issue that caused difficulty lighting Incense in VR.
- Fixed an issue in VR that caused the Tier 1 flashlight to be angled incorrectly when attached to a player’s belt.
- Fixed an issue on VR that, when teleport grab is turned off, caused incorrect interactions with doors.
- Fixed an issue for VR players that caused inconsistencies with door handling if Grab Types were not synced.
- Fixed an issue that allowed the player to stand in small tents (Maple Lodge, Woodwind) and prevent the ghost from killing the player.
- Fixed an issue that caused inconsistencies with the door interaction points in VR for small tents (Maple Lodge, Woodwind).
- Fixed an issue that caused the Ouija board to not provide a correct number when asked how many people are in a room.
- Fixed an issue for legacy players that prevented them from setting legacy options if the EULA splash screen was displayed,
- Fixed various issues in VR training mode that caused interaction problems.
- Fixed an issue that allowed dead players to hear a heartbeat while stood next to the ghost.
- Fixed an issue that caused a player to become un-ready if they open the Journal while in a multiplayer lobby.
- Fixed an issue in VR where, when using teleport movement, players would drop all their equipment.
- Fixed an issue where equipment belonging to a VR player would appear on the floor of the map for non-VR players.
- Fixed an issue that prevented the Raiju receiving a speed increase around held electronical equipment.
- Fixed an issue that caused the ‘’Most Deaths To’’ stat to not display correctly for some users.
- Fixed an issue that caused the ghost model to not be visible at distance during a hunt.
- Fixed an issue that would cause tripods to become unusable for all players ifn a camera is placed on them by a VR player.
- Fixed an issue that displayed Spirit Box UI when opening the journal, requiring the player to close the game to proceed.
- Fixed an issue that prevented players from reporting other players when using a gamepad or playing in VR.
- Fixed an issue when playing in VR where fog would remain after using the Monkey Paw (‘‘I wish to see the ghost’’), reducing vision for the player for the remainder of the game.
- Fixed an audio issue that would play footstep sounds when a player is not moving.
- Fixed an issue that would remove the Apocalypse map selection icon after going in and out of a game.
- Fixed an issue which caused the tick over the Apocalypse icon to now display after completing Gold.
- Various other bug fixes and improvements.
Release: 10.07.2025 (Version 1.0.0.22)
Quelle: notes=kineticgames.co.uk
New
- Added new recordable video evidence:
The ghost turning Crucifix in Sunny Meadows.
The burning Crucifix in the chapel of Sunny Meadows.
Obake shapeshifting.
- An audio and visual cue will now signify the completion of recording video evidence.
A flashing light will appear on the Tier 1 Video Camera, while an audio signifier will accompany this on Tiers 2 and 3.
- Map names are now displayed when browsing available rooms in multiplayer.
Changes
- The Journal keybind can no longer be mixed with another keybind.
- Adjusted rewards so harder-to-record media feels more valuable.
Examples: Freezing Temperatures and Ghost Writing now reward $10 instead of $5, Sounds of a hunting ghost reward $20 instead of $15, while a dead body now rewards $5 instead of $10.
- Adjusted the range for recording sounds during ghost hunts and events.
On top of this, the scream heard at the end of an event can now be recorded, giving a larger window to capture sounds from the event.
- Volume adjustments for several interactions:
The audio from the teddy bear has been reduced.
Light extinguish interaction audio has been reduced.
Door rattle/slam/squeak interaction audio has been reduced.
- The Tier 3 Photo Camera’s screen is now larger, aligning it with the aspect ratio for polaroids found in the Journal.
- The CCTV unit in the warehouse van is now the updated design.
- The number of available media deletions is now linked to the difficulty type or custom game difficulty multiplier implemented:
Amateur / x0 - x1.99 - 5 deletions
Intermediate / x2 - x2.99 - 4 deletions
Professional / x3 and above - 3 deletions
- Photos with $0 value can now be deleted without the need to vote.
In a match with 3 or 4 players, only a majority vote - not unanimous - is required to delete a piece of media.
Several pieces of video evidence have been changed from being unique to now counting as an interaction:
Phones
Sinks
Showers
Camping stove
Bear trap
- Removed rocking chair sound evidence due to it not being a ghost sound.
Fixes
- Fixed an issue that caused all players to receive the same statistics as the player responsible for capturing media.
- Fixed an issue that would allow for videos to be recorded again from the same spot after deleting the original from the Journal.
- Fixed an issue that would cause the rocking chair to not be recordable if the recording started halfway through the animation.
- Fixed an issue that allowed players to record video evidence through cars.
- Fixed an issue that caused a translucent ghost to be labelled as ‘Ghost’ on Photos.
- Fixed an issue that caused the Sound Recorder to be unaffected by Master Volume.
- This fix also applies to Sounds from the Journal.
- Fixed an issue that caused the Voodoo Doll to be thrown by the player at a greater distance than intended.
- Fixed an issue that allowed flickering lights to be recorded during hunts, causing interference for players trying to capture a hunting ghost.
- Fixed an issue that would sometimes spawn the location of a Sound within a wall or outside the playable area, preventing it from being recorded.
- Fixed an issue that caused keybinds to be applied without the player selecting ‘Apply’.
- Fixed an issue that caused the lights and side screen of the Tier 3 Video Camera to turn off when not recording.
- Fixed an issue that prevented players from scrubbing through recorded Sounds in the journal.
- Fixed an issue where freezing temperatures could not be captured as Photo evidence if set to Fahrenheit.
- Fixed an issue that caused missing localisation on Apocalypse trophies.
- Fixed an issue that prevented the player from reviving despite having pulled the High Priestess tarot card.
- Eye adaption will now work correctly when viewing the trophy cabinet.
- Fixed an issue where the Firelight would remain lit when a player cycles through their equipment.
- Fixed an issue where the ghost’s footsteps could not be heard in Training.
- Fixed an issue where clicking a special badge applied the prestige theme to ID card.
- Fixed an issue where Sound Recorder SFX could be heard from far away on larger maps.
- Fixed an issue where the Firelight Extinguished sound could not be played back from the Journal.
- Fixed an issue that caused Sounds to be cut off early when being played back in the Journal.
- Fixed an issue that prevented the Incense (at any Tier) to be lit if USE was held too long.
- Fixed an issue where, if the player deletes a Unique piece of media, the remaining Duplicate would not then become Unique.
- Fixed an issue that prevented VR players from pulling all 10 tarot cards.
- Fixed an issue in Prison and the campsites where the generator light would display incorrectly depending on the player’s distance.
- Fixed an issue where VR players could not interact with the tarot cards if they have first been interacted with by a non-VR player.
- Fixed several localisation and visual issues with the trophies found in the cabinets.
- Fixed an issue that caused some ghost Photos to not count towards completion of the Apocalypse challenge.
- Fixed an issue where ghosts could spawn inside walls.
- Fixed an issue that would cause a clone of the host to remain in the lobby, despite the host having left the game.
- Fixed an issue that prevented the Monkey Paw wish ‘‘I wish to see the ghost’’ from working correctly if there was no summoning circle also in the map.
- Fixed an issue that prevented gamepad-users from selecting the Enable Loadout shortcut with the correct button.
- Fixed an issue for VR players where their character’s hands would shake involuntarily.
- Fixed an issue that prevented the correct UI from displaying on a video camera if a player was recording from the same camera in the van.
- Fixed an issue where the Crucifix would disappear through the floor of Sunny Meadows when placed down.
- Fixed an issue that allowed players to use Equipment after death if they had shaken the Tier 2 UV Light right before dying.
- Fixed an issue that prevented earned Bronze and Silver Apocalypse trophies from displaying correctly after being earned.
- Fixed an issue with VOSK for French users that would result in frequent game crashes
- Various other bug fixes and improvements.
- Speicherverbrauch von 27,5 GB auf 27,2 GB reduziert
- 4,29 GB groß
Release: 11.07.2025 (Version 1.0.0.23) HOTFIX
Quelle: notes=kineticgames.co.uk
- Fixed an issue that was causing high levels of chromatic aberration in the warehouse.
- Fixed several issues that impacted keybinds.
Added missing interact rebind option for mouse and keyboard.
- 704,09 MB groß
Release: 12.08.2025 (Version 1.0.0.24)
Quelle: notes=kineticgames.co.uk
- Neue überarbeitete Karte: Grafton Farmhouse
Changes
- Challenge mode for the week starting 11th August will be Do As I Command but for Grafton Farmhouse instead of Sunny Meadows.
- Camping stoves are now turned on and off via the switch on the front of the stove, rather than the stove itself.
Fixes
- Fixed an issue that caused recording the Obake shapeshfiting was harder than intended.
- Fixed an issue that prevented the ghost from being able to interact with hanging light bulbs in Farmhouse maps.
- Slight performance improvements on Bleasdale Farmhouse.
- Speicherverbrauch von 27,2 GB auf 29,3 GB erhöht
- 6,74 GB groß
Release: 14.08.2025 (Version 1.0.0.25) HOTFIX
Quelle: notes=kineticgames.co.uk
- Fixed an issue on Xbox Series X/S that would cause the CCTV unit screen to go dark after placing multiple cameras in Grafton Farmhouse. This would then cause the player that placed these to disconnect.
- Fixed an issue that caused mannequins to hover and clip through the environment after moving.
- Fixed an issue that caused the player to become stuck in the downstairs bathroom in Grafton Farmhouse.
- Fixed an issue that caused missing text when saving custom difficulties.
- Fixed an issue that caused line-of-sight issues above the dining room table in Grafton Farmhouse.
- Fixed several visual issues when a player was using hiding spots in Grafton Farmhouse.
- Fixed an issue that would cause thrown items to become lost if thrown from the upstairs table in Grafton Farmhouse.
- Fixed an issue that incorrectly classed distorted music Media as a Ghost Video.
- 1,54 GB groß
Release: in Arbeit 2025 (Version 1.0.0.24)
Quelle: xboxdynasty.de
- Neue Karte: Nells Diner
Release: in Arbeit 2025 (Version 1.0.0.20)
Quelle: kineticgames.co.uk
Additional Notes
- In a future update, we will be adding an additional leaderboard to show you current position.
Release: in Arbeit 2025 (Version 1.0.0.30)
Quelle: roadmap=play3.de, xboxdynasty.de
- Neue Event "Halloween" ist gestartet
- New Small Map
- Map Rework: Grafton Farmhouse
Release: in Arbeit 2025 (Version 1.0.0.10)
Quelle: roadmap=play3.de, xboxdynasty.de
- Neue Event "Holiday" ist gestartet
Beta Version: Blindfire (nur für Xbox Series X|S)
Release: 18.10.2024 (Version 1.0.8364.0 -> 1.0.8537.0)
Quelle:
- 364,81 MB groß
Release: 25.10.2024 (Version 1.0.8704.0)
Quelle:
- 658,16 MB groß
Release: 05.11.2024 (Version 1.0.9021.0)
Quelle:
- 966,57 MB groß
Release: 21.11.2024 (Version 1.0.9711.0)
Quelle: xboxwire.com
- 1,41 GB groß
Release: 28.11.2024 (Version 1.0.9982.0)
Quelle:
- 313,64 MB groß
Release: 06.12.2024 (Version 1.0.10439.0)
Quelle:
- 1,13 GB groß
Release: 30.01.2025 (Version 1.0.11519.0)
Quelle:
- 1,15 GB groß
Release: 06.02.2025 (Version 1.0.11788.0)
Quelle:
- 195,64 MB groß
Release: 04.03.2025 (Version 1.0.2263.0)
Quelle:
- 1,91 GB groß
Release: 26.03.2025 (Version 1.0.13680.0)
Quelle:
- 1,70 GB groß
Release: 15.04.2025 (Version 1.0.14349.0)
Quelle:
- Speicherverbrauch von 3,4 GB auf 2,9 GB reduziert
- 1,62 GB groß
Release: 07.05.2025 (Version 1.0.14895.0)
Quelle:
- 993,48 MB groß
Release: 29.05.2025 (Version 1.0.15684.0)
Quelle:
- 1,17 GB groß
Beta Version: Stampede: Racing Royale (nur für Xbox Series X|S)
Release: 11.11.2024 (Version 0.74.4.0 -> 0.74.9.0)
- 1007,01 MB groß
Release: 21.11.2024 (Version 0.74.21.0)
- 1023,35 MB groß
Release: 16.12.2024 (Version 0.74.32.0)
- Speicherverbrauch von 6,5 GB auf 6,6 GB erhöht
- 1,38 GB groß
Release: 23.01.2025 (Version 0.74.36.0)
- Speicherverbrauch von 6,6 GB auf 6,5 GB reduziert
- 1,21 GB groß
Release: 13.03.2025 (Version 0.75.9.0)
- Speicherverbrauch von 6,5 GB auf 7,1 GB erhöht
- 3,12 GB groß
Beta Version: Overthrown (nur für Xbox Series X|S)
Release: 03.12.2024 (Version 0.6.3.0)
- Preload ist verfüagbar
- 11,4 GB groß
Release: 05.12.2024 (Version 0.6.6.0)
- Heute erscheint Overthrown im Early Access (Spielvorschau)
Day One Update
- 4,09 GB groß
Release: 23.12.2024 (Version 0.6.9.0)
Quelle: notes=steam.com
Changee
- Removed the X/Y count from the employee section of the building interior menu to avoid confusion between employed and indoors citizens.
- Structures are now immune to piercing damage and will not be attacked with muskets or by tuskars.
- Fortifications (castle walls, arches, etc.) are now immune to all damage and will not be attacked by any NPC.
Balancing
- Reduced the salary cost for soldiers by half.
Fixes
- Fixed demolishing and rebuilding a building that has an employed NPC causing an extra commoner to spawn.
- Fixed the Alehouse not consuming inputs.
- Fixed the building interior menu not refreshing correctly when its input/output values change.
- Fixed NPCs rotating weirdly when staggered and stunned.
- Fixed NPCs not being knocked back correctly when staggered or stunned while they’re attacking.
- Fixed the work range being displayed for buildings whose employees don't gather resources from the world when selected in map mode.
- Fixed tree foliage rendering artifacts when viewed in map mode.
- Speicherverbrauch von 11,4 GB auf 11,2 GB reduziert
- 4,08 GB groß
Release: 16.01.2025 (Version 0.6.10.0)
Quelle:
- Speicherverbrauch von 11,2 GB auf 10,7 GB reduziert
- 3,60 GB groß
Release: 03.02.2025 (Version 0.7.2.0)
Quelle: twitter.com
- The Woolie
- Fire & Mortars
- New Buildings
- New Workers
- Tool Tips
- Map Icons
- Speicherverbrauch von 10,7 GB auf 11,1 GB erhöht
- 4,07 GB groß
Release: 09.02.2025 (Version 0.7.4.0) HOTFIX
Quelle: hotfix=twitter.com
- This hotfix makes an update to planting crops, as well as implements a variety of fixes.
- 3,65 GB groß
Release: 21.02.2025 (Version 0.7.6.0) HOTFIX
Quelle:
- 4,03 GB groß
Release: 04.03.2025 (Version 0.7.12.0)
Quelle: notes=steam.com
Features
- New building: Builder’s Barracks
Employs three Builders on rotating shifts who build and repair kingdom structures
- New building: Builder’s Post
Builders will stand guard by Builder’s Posts like Halberdiers and Musketeers do with their respective posts
- Added Steam Cloud support. Saves will now be backed up on and synced from Steam Cloud if an internet connection is available
- Map mode icons have been added for various entities:
- Citizens: icons indicate their job and change to show relevant issues affecting them (e.g. fighting, starving, etc.)
- Construction holograms: icons indicate construction state
- Crop plots: icons are displayed for every contiguous group of plots
- Natural world entity groups (e.g. plants, boulders): if they contain a harvestable entity, an icon of the relevant resource will be shown
- Added a basic fog of war system allowing players, citizens and friendly structures to reveal hostile entities, causing them to display a map mode icon.
Enemy structures will display an icon after being revealed once, and enemy characters will display an icon as long as they are actively revealed
- NPCs can now sleep
- Sleeping NPCs have no vision and their hearing distance is cut in half
- Outlaws will now sleep at their tents at night, or on the ground if they have no tent
- Tuskars will now sleep next to their nest at night, or on the spot if they have no nest
Woolies will now sleep on the spot at evening and night if they have no barn
- Citizens collapsing from exhaustion now have appropriate animations (but still no facial animations, so it’s only slightly creepy for now), and enter a new sleeping state rather than effectively being knocked down
- Resources dropped as a result of an interaction or melee attack will now be absorbed by the interactor or attacker automatically, if possible
- Players can now interact with or dash into mature crops, wild plants and fluffy Woolies to instantly harvest them
- While on ground, shovel terraforming input (both raising and lowering) can now be held to terraform once every time the targeted tile changes, allowing for much smoother continuous terraforming
Added a “[HOLD]” suffix to related contextual prompts
- While holding the seed bag or shovel, a preview of targeted tiles is now shown
- The color of the preview indicates whether the action is possible or not
- The opacity of the preview indicates whether it corresponds to a regular or alt action (e.g. lowering or raising terrain, respectively, with the shovel)
- Map mode now has a virtual cursor when using gamepad to allow inspecting entities and selecting zones. Moving the cursor close to the edge of the screen will pan the camera
- Changed panning on gamepad to right stick (from left stick) and zooming to D-pad up/down (from right stick up/down), as left stick is now used for virtual cursor movement
- Added option to toggle screen shake under the general tab of the settings menu
- The sound effect indicating when damage is fully absorbed by a character’s armor now varies to make a distinction between the local player, other players, enemy NPCs and friendly NPCs
- Added VFX for shearing Woolies
- Added more VFX to indicate an entity is burning
- Added VFX to indicate an entity is wet
- Added smoke VFX to indicate an entity is extinguished
- Added chimney smoke and rooting/uprooting VFX and animation to the Alehouse
- Added chimney smoke and rooting/uprooting VFX and animation to the Bakery
- Added operation and rooting/uprooting VFX and animation to the Weaving Mill
- Added chimney smoke VFX to the Pie Shop and the Soaper’s Workshop
Changes
- All wild plants can now be lifted, thrown around and rooted, and are no longer destroyed upon being uprooted or thrown. They also have cute little roots!
- Crops in their growing stage are now destroyed when lifted (instead of just mature ones)
- In map mode, on mouse and keyboard, middle mouse button can now be used to demolish structures targeted by the cursor (rather than the structure in front of player)
- Sunflowers and herbs, as well as planted wheat and garden crops, now disappear in Winter
- On the last day of Fall, farmers will no longer sow crops and players will also be unable to, since those crops will disappear in Winter anyway
- Player are now unable to sow during Winter
- When first starting a new world, no natural entities (trees, boulders, etc.) will spawn close to the player and crown spawn positions
- In map mode, there is now a restriction on the maximum distance from the player within which buildings can be constructed.
Buildings placed outside this range will appear as holograms instead of being constructed immediately, even if they can be afforded
- In map mode, there is now a restriction on the maximum distance from the player within which lifted entities can be rooted
- Construction holograms are now hidden when far enough away from the player outside of map mode, or when zoomed out enough in map mode, unless build mode is enabled
- Raising/lowering terrain on the spot with the shovel pogo is now faster
- Map mode icons that are currently displaying an override icon (to indicate an issue) will now alternate between that and the base icon (e.g. the building’s icon)
- Low priority map mode icons no longer disappear when zooming out; instead, icons of the same type will fade away when overlapping
- Changed default keybind for map mode drag panning on mouse and keyboard to left mouse button (from middle mouse button)
- Removed buildings and wildlife counters from map mode UI, since that information is now more clearly conveyed via map mode icons
- In map mode, only the boundaries of the currently selected zone and the boundaries between playable and non-playable zones are shown now (rather than all boundaries between all zones)
- The “Shoot” contextual prompt appearing when players are inside Hunting and Mortar Towers are now greyed out while the tower is not reloaded
- Updated the Powder Keg explosion VFX size to match its damaging radius
- Updated Mortar Tower and Field Mortar firing, shell, and impact VFX
- The Halberdier’s Post and the Musketeer’s Post models have been updated, matching the new Builder’s Post
- Charcoal Burners (employed by the Charcoal Kiln) now have their own models, rather than reusing the Sawyer models
- Tree foliage now becomes transparent when the player or camera intersects it, instead of fading out completely
- Grass tiles now visually overlap dirt and stone tiles, rather than the other way around
- Fire sounds now vary based on the burning object’s size
- NPCs harvesting entities will no longer cause resources to drop in a lower than normal arc, since that was done to make it easier for them to immediately target and pick up the resources.
This is no longer needed as NPCs will now automatically absorb the harvested resources (see Features section)
- The Tuskar walk cycle has been polished
- The “Bread and Games” research has been renamed to “Entertainment”
Balancing
- Fortified entities (castle walls, stairs, battlements and arches) are now resistant to explosive damage and take 50% of the damage rather than 100%
- Increased health of arches to match castle blocks
Fixes
- Fixed build mode being unavailable if the "build a town hall" objective is reached but then gets overridden (e.g. when dying and dropping the crown)
- Fixed build mode being entirely unavailable in some old saves
- Fixed failure to join server when another (non-host) client on that server is attacking
- Fixed NPCs spawned in some places (like inside completely enclosed walls) being unable to path to targets
- Fixed NPCs sometimes keeping themselves in a state where they can’t path, even though they should already be able to
- Fixed enemies never picking up the crown
- Fixed localization formatting errors causing the game to stop
- Fixed foliage rustling effects sometimes causing the game to stop
- Fixed entering buildings causing the game to stop under rare circumstances
- Fixed certain ongoing NPC interactions being able to carry over logic when exiting to main menu, causing issues when then loading other levels
- Fixed resource storage cap being 10,000 instead of 50,000 despite what was stated in a previous change log
- Fixed raising/lowering terrain underneath a blueprint's footprint (most notably from explosions) not canceling the blueprint
- Fixed NPC camp objects not leveling terrain when respawning on day change, making them able to spawn in midair or overlapping terrain
- Fixed NPCs being able to start performing some job-related actions after reserving the job but before actually claiming it, such as idling at the workplace
- Fixed outlaws being unable to claim jobs at tents at all once they’ve been interrupted from claiming a reserved job once
(e.g. by engaging them in combat while they’re on their way to claim the job)
- Fixed fences not displaying map mode icons when damaged
- Fixed fences not being repairable with wrench attacks
- Fixed knocked down NPCs not bouncing correctly off the ground some of the time
- Fixed various systems checking for objects overlapping a certain volume sometimes also getting false overlaps from previous checks.
This fixes some minor issues in some cases and is simply less wasteful in others
- Fixed various plants not being rendered from too near of a distance, making them disappear and reappear noticeably
- Fixed large objects sometimes being incorrectly occluded, causing them to visibly appear and disappear
- Fixed armor hit VFX not appearing for non-host players
- Fixed various plants flowering during Fall
- Summoned back the night sky
- Fixed building blocks not setting their footprint to the Construction biome when placed as a hologram
- Fixed holograms that were automatically placed by a destroyed building, which set tiles underneath their footprint to the Destroyed biome, not resetting the biome to Barren when canceled
- Fixed crop plot tile biomes being rendered as Dirt rather than their respective biomes when placed at Highland elevation
- Added missing ..Woolie sounds
- Fixed some wrong .. Woolie sounds
- Fixed rooted sunflowers not rotating when other entities collide with them
- Fixed plant destruction VFX sometimes stretching into long lines
- Added tooltips to the join world menu which display long player/world/level names that have been truncated
Performance
- Optimized memory usage during save and level loading, which sometimes allocated too much memory and slowed down loading
- Reduced memory allocations during loading, further speeding it up
- Optimized water buoyancy checks for loose objects, reducing their performance cost
- Slightly optimized occlusion culling, speeding it up
- Fixed certain effects being able to break render batching, incurring extra rendering costs when they do
- Speicherverbrauch von 11,1 GB auf 14,7 GB erhöht
- 7,47 GB groß
Release: 24.03.2025 (Version 0.8.1.0)
Quelle: notes=steam.com | xboxdynasty.de
Features
Gameplay
- Removed the Pantry building, as its functions have been separated to the Farmstead and Forager’s Hut
- New decoration: Frog Chair
- New decoration: Workbench
- New decoration: Scarecrow (2 variants!)
- Physics collisions no longer deal damage or stagger, stun and knock down characters under most circumstances
- Physics collisions where one of the colliding entities was charge thrown deal massive damage and knock down NPCs
- Physics collisions where one of the colliding entities was dropped or thrown using a non-charged throw can still stagger, stun and knock down characters
- Physics collisions that destroy, absorb or knock down an entity (e.g. sawmills absorbing trees or a boulder destroying a tree) no longer impede the other entity's movement
- Enemies thrown using non-charged throws will no longer be knocked down immediately, and will land upright
- New creature: ?
New equipment: Greathammer
- Slow to attack, but deals massive Wrecking damage as well as stunning and knocking down enemies
- Unlocked by the Fortifications research
New off-hand equipment: Lantern
- Illuminate your surroundings! RMB on mouse and keyboard or LT on controller, by default, to raise the lantern
- Commit arson! Attack while raising the lantern to swipe it, dealing a small amount of burn damage and setting entities on fire
- Unlocked by the Incendiaries research
New resource: Entertainment
- A luxury good that citizens can consume for a happiness bonus
- Employs a Bard and produces Entertainment from Coin
New building: Farmstead
- Employs a Farmer who sows and harvests crops
- Employs a Forager who extracts and gathers wild plants
NPCs can now take fall damage
- Any thrown friendly NPC will not take fall damage
- Enemies thrown using non-charged throws will not take fall damage
- Stopping a charge run on ground while holding movement input will now immediately enter a dash run rather than regular run
UI
- Replaced various placeholder HUD elements with updated visuals
- Updated all resource icons
- Updated all Equipment icons
- Updated all HUD hotkey icons
- The total amount of stored food is now listed in HUD by the clock, with its color changing to indicate whether food supply is low
- The amount of soldiers in the kingdom is now listed separately from civilians in the HUD by the clock
- When citizen spawning is paused, a pause icon is now shown on the citizen counter in the HUD by the clock
- A popup banner is now displayed whenever the main objective changes
Graphics
- Fir tree foliage visuals have been updated
- Fir bush visuals have been updated
- Added VFX to creature mutation
- Added sleeping VFX for all NPCs
Sound
- Added a sound effect to creature mutation
- Added sound effects to Weaving Mill rooting, uprooting and operation
- Added sound effects to Bakery rooting, uprooting and operation
- Added sound effects to Alehouse rooting and uprooting
- Added a sound effect to Well rooting
Changes
Gameplay
- The Town Hall’s citizen spawn rate now increases with average citizen happiness, and spawning is paused while average happiness is non-positive
- The max citizen limit (settable in the Population menu) has been increased to 200
- A setting has been added to the Population menu to toggle whether or not the citizen limit is set automatically to the amount of available jobs
- Military buildings, and buildings that employ workers who gather resources from the world, now provide housing for their employees
- The Town Hall no longer provides any citizen housing
- The Population menu now lists the various housing structures and their occupied and full capacities
- Commoners can construct blueprints and repair damaged buildings again, but will prioritize taking a job first if available
- Burning now decays naturally for characters over a few seconds. Burning them again resets the decay timer
- Added “Pioneer Spirit” as a happiness bonus to citizens when the kingdom’s population is small (below 16). This bonus is reduced by 1 for every citizen in the settlement
- The Unemployed and Homeless happiness penalties for citizens now scale over time, up to a cap
Added tooltips to these penalties in the Citizens tab of the Population menu to indicate how long a citizen has been homeless and/or unemployed for
- Bushes now drop Fuel instead of Fodder
- Sunflowers now drop Fodder instead of Grain
- Outlaw raids can now trigger on any day of a season except the first (excluding the first season, during which no raids will trigger), and will only trigger once per season
This is only relevant for the Aggressive world hostility difficulty setting, since outlaw raids are disabled for any other hostility setting
During that day, an objective will appear and count down time until the raid begins, as well as inform the player how many outlaws need to be defeated for them to cancel the raid
- There are now fewer initial progression objectives, containing more sub-objectives instead
- Removed various emergency/fallback objectives (e.g. “Rebuild Town Hall”), which are now shown in the issue tracker instead
- Issues will now be shown in the issue tracker when stored food is below the amount needed to sustain the current population for 1 day, 3 days or rest of Winter, replacing removed objectives
- Removed the Carpentry research and updated Frontier Settlement to be the initial research unlocked by default
Certain buildings unlocked by the Frontier Settlement research will only be available in the build menu once the relevant objective is reached
Builders are now civilians, rather than soldiers, and no longer costs Coin to recruit
The Builder’s Barracks has been renamed to Builder’s Workshop, and its roof recolored blue (from red), to reflect this
The Builder’s Post banner has been recolored blue (from red) to reflect this
- The shield bash attack is now triggered by attacking, rather than interacting, while blocking with the Shield, matching the controls for the new Lantern swipe
- The new Citizens tab in the Population menu displays effects affecting all citizens’ happiness (currently, Pioneer Spirit and Crownless)
- The Seaside Cliffs level has been reworked to be more mountainous and slightly larger
Quality of Life
- The “Show Resources” key (T on mouse and keyboard and D-pad up on controller by default) can now be used while in map mode
UI
- The Population menu now has separate Citizens, Creatures and Needs tabs, to display information more clearly
- The player’s health bar is now hidden while they’re not in combat if it’s full
- Map mode icons with special statuses now flash the status icon more quickly for better clarity
- Renamed the “Block” key binding to “Use Off Hand” under the Controls tab of the settings menu, as it is now also used for the new Lantern
Graphics
- Updated light and colors for all times of day
- Tweaked fog density for all times of day
- Updated daytime light with softer shadows
- Updated night visuals for a more fitting overall atmosphere
- Tweaked some underwater lighting
- Updated Grassland grass color for all seasons
- Updated Forest grass color for all seasons
- Updated Highland grass color for Autumn and Winter
- Tree foliage now fades out partially based on camera and player proximity, rather than the entire tree’s foliage all at once
Tweaked how tree foliage fades out in map mode to look nicer, making use of the new partial fading
- Outlaws’ faces have been updated to better differentiate them from citizens (and give you a bit more of a 😡)
- Recolored the Weaving Mill’s roof to blue (from dark grey)
- Recolored the Soaper’s Workshop roof to blue (from dark grey)
- Ferns now drop a dry variant of their fodder loot during Fall and Winter to match the look of the plants themselves
Sound
- The sound for burning entities is now differentiated better for entities of different sizes
Balancing
Gameplay
- Removed the 50% damage bonus crowned players used to receive, and instead slightly increased base damage of all weapons
- All weapons’ final ground combo attack deals significant bonus damage
- Generally decreased the costs of later research nodes, and reduced the amount of nodes that require Components to research
- Reduced the percentage of outlaws who started a raid that needs to be defeated to cause them to rout
- Slightly increased the initial amount of stored Wood when starting a new playthrough
- Increased the Composter’s work radius
Fixes
Gameplay
- Fixed being unable to load any save after failing to load a save once
- Fixed Mutant Woolies loaded with a save being unable to move at all, and not disappearing after being defeated
- Fixed NPCs being entirely unable to execute attacks anymore after defeating another NPC with an attack
- Fixed Tuskars being able to get stuck in place during their charge attack
- Fixed human NPCs often failing to jump onto terrain that’s higher than the water surface. They will now climb ledges at those heights, rather than attempting to jump onto them
- Fixed wet entities being able to burn from effects that apply burning immediately, such as Powder Keg explosions
- Fixed jumping next to tall bushes causing the player to float
- Fixed being able to root existing objects or build new ones partially inside castle arches
- Fixed being able to raise terrain into arches using the shovel
- Fixed demolishing arches leaving any entities that were rooted to them rooted in midair
For all the players who were enjoying this exploit to create incredible builds: we love you, so ......
- Fixed thrown NPCs being able to pass through other NPCs under some circumstances
- Fixed player charge run and Tuskar charge attack impacts not pushing friendly NPCs out of the way
- Fixed thrown entities being able to collide with the thrower, causing their trajectory to deviate
- Fixed fruiting apple trees not dropping apples if destroyed due to being uprooted
- Fixed apple trees sometimes being able to create floating apples that can’t be interacted with
- Fixed some jarring camera field of view transitions when charge and dash running
- Adjusted all NPC water buoyancy heights to look better, also taking individual character height into account
Graphics
- Fixed burning Mutant Woolies having their flame VFX obscured almost entirely due to their size
- Fixed build mode grid not adjusting its height to castle blocks built and demolished on top of terrain in some cases
- Fixed Z-fighting between some overlapping terrain tile types, causing them to flicker back and forth
- Fixed small fir tree foliage impostors (which replace the tree models when seen from far away) having their Summer and Spring colors swapped
- Fixed player movement VFX not matching snow and Highland grass
Performance
- Fixed performance degradation during long play sessions
- Reduced autosaves’ impact on framerate
- Improved performance in worlds with lots of farmland, infrastructure and/or buildings
- Implemented castle block LODs for far castle block columns, improving rendering performance
- Implemented dynamic reduction in the accuracy of throw trajectory preview calculations to drastically speed them up for large, complex objects like oak tr
ees. This will be further optimized in the future to allow for less accuracy loss on such objects
- Reduced the duration of every level load by a few flat seconds
- 4,51 GB groß
Release: 03.04.2025 (Version 0.8.2.0)
Quelle:
- 4,33 GB groß
Release: 22.05.2025 (Version 0.8.4.0)
Quelle:
- 4,04 GB groß
Release: 22.05.2025 (Version 0.8.6.0)
Quelle:
- 4,71 GB groß
Release: 21.08.2025 (Version 0.9.2.0)
Quelle: notes=steam.com
Content & Gameplay Additions
New creature: Snapper
- Amphibians consisting mostly of a big mouth that spawn in the water!
New resource: Raw Fish
- Drops from Snappers
New construct: Fishing Boat
- An autonomous boat that hunts down Snappers using its powerful harpoon and electric coil, and collects Raw Fish
New building: Fishing Wharf
- Can be built right above water height to construct a Fishing Boat
- Repairs its Fishing Boat when nearby
New resource: Fried Fish
- Can be consumed by citizens
New building: Fishmonger’s Shop
- Fries Raw Fish!
New weapon: Spear
- An agile, precise weapon that can be used underwater and for jousting on land
Added target lock-on for players
- Soft lock-on: nearby hostile targets are automatically locked onto, causing the player to face the targeted entity
- All standard player attacks triggered while soft lock-on is enabled will be executed in the direction of the target, unless explicitly moving away from it
- Non-friendly entities (such as plants and boulders) hit with an attack while no hostile entities are nearby will be temporarily soft locked onto,
until the player moves far enough away or a hostile entity enters soft lock-on range
- Soft lock-on can be disabled entirely in the controls tab of the settings menu
- Hard lock-on: you can now hard lock onto targets to have the player character face them at all times, and the camera keep the target centered onscreen
- Toggled using middle mouse click on mouse and keyboard, or right stick click on controller by default
- On controller, map mode is now toggled using D-pad right by default (previously right stick click)
- Onscreen hard lock-on targets can be cycled between by flicking the mouse or controller right stick in the direction of the desired target
New building: Apothecary
- While operational the Apothecary will continuously heal injured citizens and players, one at a time, at the cost of Herbs
New plant: Tall Grass
- Exclusively grows in grasslands and can be harvested for Fodder. Useful for sneaking around!
New plant: Cattail
- Grows on coasts and can be harvested for Fiber. Also useful for sneaking!
New plant: Kelp
- Grows underwater and can be harvested for Fertilizer. Useful for underwater sneaking!
- Added an arrow that guides the player to the Crown when it is dropped
- Reserve Stamina is now stored in the Crown, and is only usable by the player wearing the Crown
- The Crown can now be dropped by clicking the Crown icon in the Character menu. Pass it to a friend on demand!
- When the Crown is dropped it can now be claimed by interacting with it, rather than simply walking up to it
- The souls of defeated NPCs will now visibly be absorbed by the crown and charge it
Changes & Improvements
- The Shield is now unlocked by default
- Strafing in all directions is now as fast as regular forward movement
- While charged running on water, pressing crouch will now transition into a charged swim
- When dolphin jumping out of the water during a charged swim, holding jump while landing back in water will transition into a charged run on the water
- The Greathammer charged run attack now sends out a shockwave, dealing massive damage, sending entities flying and stunning enemies
- Creature nests and outlaw camps can no longer spawn within 200 meters of the Crown tile
- The logic for the amount of creature nests appearing in each zone has been simplified for more consistent results and better randomization
- NPCs will no longer attack creature nests, allowing the player to better decide whether or not to destroy them
- Ore Deposits are no longer prioritized to spawn on outcrop (rock) tiles, but can now spawn with equal probability on any type of tile
- Replaced the dots on the compass bar representing NPCs with their corresponding icon, with their friendly/neutral/hostile status now being shown above the icon
- Building map mode icons have been updated, and now display unique alternate icons to inform of pressing conditions such as when damaged, on fire, or missing resources
- In map mode, overlapping NPC icons of the same faction are now merged into a single faction icon, showing the number of NPCs it represents
- The dot above NPCs showing awareness of the player is now red when hostile towards the player
- An issue tracker message will now be shown when a player or kingdom entity is under enemy mortar fire
- Adjusted map mode camera movement to be less restricted around the map’s bounds while still providing a good view of the level
- In map mode, moving the cursor over an icon in the Local Resources info box will display entities containing that resource on the map, and clicking the icon will do so until anything else is clicked
- In map mode, entities containing relevant resources are now shown when build mode is enabled and a building is selected or lifted
- When a building is selected in build mode, only resources required for its construction are shown in the HUD resource display
- When the Mine is selected or lifted while in build mode, Ore Deposits are now highlighted on the compass and with in-world icons within a certain range
- Map mode icons will now show tooltips when hovered over with the cursor
- Increased the size of map mode icons
- Updated many build menu icons
- Resources that have not yet been gathered are now greyed out in the HUD resource display
- Replaced the placeholder icon for a dropped Crown on the compass and improved its visibility
- All NPCs now have proper attack animations while swimming
- Players and all NPCs now play appropriate animations when knocked down in water
- Players now play water-specific animations when damaged while swimming
- Oak and Fir Saplings and Bushes now have appropriate visuals for every season
- Added collision animation and destruction VFX to all plants
- The midair held attacks for all weapons now have proper sounds and VFX
- VFX are now shown when a player hits terrain with an attack
- Added sounds to the Tuskars, Mutant Tuskars and Mutant Woolies warning nearby neutral entities
- Added sounds and VFX for taming a Woolie
- Added polish to the UI
- Map mode icons now animate as they appear onscreen
- Updated the look of notification badges
- Unlocked menu hotkeys in the bottom-left of the HUD now show a badge until opened for the first time
- Hotkey icons now animate when a menu is newly available to the player
- Compass icons now fade and scale down as they get closer to the ends of the bar
- Damage numbers increase in size based on the number of successive hits on the same entity
- The day counter of the HUD clock is now animated
- Added animation and VFX to the HUD clock matching the current season
- The HUD resource display key icon under the clock now displays a timer indicating when it will be automatically hidden again
- Updated the burn icon beside the player’s health bar
- Updated the highlight color of the selected item in the equipment bar
- The alternate HUD inventory bar has been removed, and now only the equipment bar is ever shown
- Equipment is now permanently added to the HUD equipment bar when unlocked
- The equipment bar in the HUD now has two off-hand slots
- In the Character menu, the equipment bar has been simplified and equipment can be moved around more freely
- In the inventory view, the resources wheel has been removed
- Replaced the placeholder icon for unequipping off-hand equipment in the equipment wheel
- Replaced the empty off-hand icon in the equipment bar to better match the style of other icons
- Updated the background art in the main menu
Optimization & Fixes
- Massively reduced the time it takes to launch the game and enter the main menu
- Optimized NPC physics, reducing CPU usage
- Reduced runtime memory usage. On Xbox, overall stability is improved
- Implemented new and improved occlusion culling, which is both faster than the previous system and produces fewer artifacts
- Fixed a memory leak during world generation, improving stability on all platforms
- Fixed a potential crash related to mortars
- Fixed plants not being rootable outside of the elevation range they naturally grow in (but rooting them there will now prevent them from growing or propagating)
- Fixed explosions (from Powder Kegs, Mortars or Fire Bombs) sometimes not damaging objects in their range
- Fixed NPC pathfinding not taking Castle Blocks into account correctly
- Fixed equipment icons getting stuck in the Character menu if dragging them while closing the menu
- Fixed the Stamina wheel not always showing the correct amount when using reserve charge
- Fixed NPC awareness UI sometimes not disappearing when the NPC is defeated
- Fixed an issue with entities being revealed while still in fog of war
- Fixed an issue with non-host clients not being informed correctly of the initial objective being completed when the Crown is first picked up
- Fixed an issue with resources in the HUD resource display not being correctly initialized when loading a save
- Fixed equipped player equipment not persisting when loading a save
- Fixed Field Mortar and Mortar Tower not being audible from far away when firing
- Fixed movement being able to interrupt ground combo attacks before a buffered follow-up attack has a chance to execute, causing the buffered attack to be canceled as well
- Fixed the unarmed ground combo’s 3rd attack being able to send enemies up in the air, making it harder to keep hitting them
- Fixed growing Ember Roots not having their trajectory preview collide with anything when aiming a throw, and a performance hitch when hitting them
- Fixed charged swimming collisions not matching up well with the player character’s orientation
- Fixed charged running and swimming directly into terrain or an object at a slight angle when already touching it causing the player to skim it rather than hitting it immediately
- Fixed the out of bounds warning message timer only counting down while player is moving
- Fixed Ore Deposit tiles being generated atop existing ones every time the game is saved and loaded, potentially worsening performance in saves
(although this is highly unlikely as the game would have to be saved and loaded hundreds or thousands of times). The fix retroactively addresses saves already affected by this issue
- Fixed tuskars with no nest never going to sleep
- Fixed Oak Saplings’ footprint preview only filling out three quarters of a tile when lifting them and with build mode active
- Fixed NPC attack sounds not following the NPCs as they move during the attack
- Fixed players not seeing each other pitching up and down while charged swimming
- Fixed player equipment being held while dolphin jumping out of water (during a charged swim)
- Fixed falling into water while charged run attacking causing the player to keep falling unimpeded through the water at high speed until the attack is finished
- Fixed unarmed and Greathammer charged ground attacks depleting crown charge immediately once initiated and while still cancelable, rather than when they can begin hitting and are no longer cancelable
- Fixed resource absorption preview numbers not displaying correctly when aiming a throw with a creature at a building that can absorb them
- Fixed the Greathammer not having equip and unequip sounds
- Fixed some buildings lacking workers not displaying the corresponding inspection UI
- 5,08 GB groß
Release: in Arbeit 2025 (Version 0.7.4.0)
Quelle: roadmap=twitter.com
- New Plants
- Polluted Biome
- New Creature Nests
- New Takedowns
Release: in Arbeit Sommer 2025 (Version 0.7.4.0)
Quelle: roadmap=twitter.com
Fishing
- Aquatic Creatures
- Pirates Gunboats
- New Outlaws
- Lock-on Camera
Release: in Arbeit Spätsommer 2025 (Version 0.7.4.0)
Quelle: roadmap=twitter.com
- Airships
- Slime Creatures
- Skill Tree
- Unlocks
Beta Version: 33 Immortals
Release: 27.02.2025 (Version 0.61.0.8256)
- Preload ist verfügbare
- 3,9 GB groß
Release: 13.03.2025 (Version 0.62.0.8419)
- 2,04 GB groß
Release: 18.03.2025
- Heute erscheint 33 Immortals
Release: 31.03.2025 (Version 0.62.1.8632)
- 1,70 GB groß
Release: 14.04.2025 (Version 0.62.2.8848)
- 1,72 GB groß
Release: 04.06.2025 (Version 0.65.1.9654)
- Heute erscheint 33 Immortals auch für die Xbox One
- Speicherverrbauch von 3,9 GB auf 2,7 GB reduziert (nur für Xbox Series X|S)
- 2,17 GB groß
Release: 15.07.2025 (Version 0.69.0.10085 | Series 0.69.0.10084)
- Speicherverrbauch von 2,8 GB auf 2,9 GB erhöht
- 1,47 GB groß (nur für Xbox Series X|S)
- 1,29 GB groß
Release: 21.08.2025 (Version 0.72.0.10501 | Series 0.72.0.10502)
- Speicherverbrauch von 2,7 GB auf 2,8 GB erhöht (nur für Xbox Series X|S)
- Speicherverbrauch von 2,7 GB auf 2,9 GB erhöht
- 1,24 GB groß (nur für Xbox Series X|S)
- 1,04 GB groß
Beta Version: Towerborne
Release: 09.04.2025 (Version 0.0.4.0 -> 0.35.3495.0)
Quelle: xboxdynasty.de
- Preload ist verfügbar
- 12,74 GB groß
Release: 21.04.2025 (Version 0.36.3754.0)
Quelle:
- 483,13 MB groß
Release: 28.04.2025 (Version 0.36.7089.0)
Quelle:
- 448,03 MB groß
Release: 29.04.2025
Quelle: xbox.com | xboxwire.com
- Heute erscheint Towerborne
Release: 07.05.2025 (Version 0.37.1662.0)
Quelle: xboxdynasty.de
Bug Fixes
- Spieler sollten nicht mehr zu viele Belohnungen für den Abschluss von Snaggleshire auf Gefahrenstufe 4 erhalten
- Ausrüstungssets sollten nun auf Gefahrenstufe 5 an der vorgesehenen Stelle gedroppt werden
- WIP-Ausrüstung sollte nicht mehr auf Gefahrenstufe 5 droppen
- Cross-Plattform Gruppeneinladungen funktionieren jetzt korrekt.
- Das Scrollen des Gruppenfinders funktioniert jetzt korrekt.
- Spieler mit dem Fehlercode LGN-ONX-003 können sich jetzt normal anmelden.
- 433,16 MB groß
Release: 21.05.2025 (Version 0.37.9895.0)
Quelle:
- 3,03 GB groß
Release: 11.06.2025 (Version 0.39.4704.0)
Quelle: xboxdynasty.de
- Speicherverrbauch von 12,8 GB auf 17,5 GB erhöht
- 9,32 GB groß
Release: 25.06.2025 (Version 0.39.9392.0)
Quelle:
- Speicherverrbauch von 17,5 GB auf 17,0 GB reduziert
- 6,48 GB groß
Release: 10.07.2025 (Version 0.40.7922.0)
Quelle: xboxdynasty.de
New Feature!
Community Request: Rakentague Overflow
- A tide of enemies is coming from the Rakentague area. The Council has deemed this threat to be Ace Level, and bounties are issued.
Help protect the refugees in the area!
- Community Requests are a new feature added to Towerborne in this update.
This is a 3 week challenge. Each step unlocks automatically after the step before it is completed.
Work together as a Community to complete the new Request to claim rewards!
Ace Goals
- Complete 5 missions in Grasslands
- Defeat 200 Beastkin
- Complete the Rakentague Venture
Belfry Goals
- Complete 1000 missions in Grasslands
- Defeat 10000 Beastkin
- Defeat 1000 Ratslasher Bloodletters
GAME UPDATES
Classes & Combat
Death / Revive Improvements
- The revive meter now decays over time instead of resetting when revive is canceled
- It is now possible for multiple Aces to revive a downed player, which also increases how fast it takes to revive players
Gear Updates to account for Death / Revive changes
- McKracken’s Pride Legendary revive aspects have been replaced
- Revive Ally affixes grant HP now
- Revive Ally Duration affix now grants DEF instead
Ace Stats
- “Revive Ally HP” and “Revive Ally Time” stats have been removed
Classes
Sentinel
- Increased the amount of Weapon Meter generated from attacks
- It is now possible to cancel Combo Finishers with Universal Launcher and Universal Block Breaker attacks
- Heavy Combo Finisher hit reaction has been changed to allow for follow up attacks
- Heavy Combo Finisher no longer launches enemies super far away, making it easier to perform combos
- Hit reactions on some attacks have been adjusted so that it’s easier to perform combos in general
- Steady Strikes: Increased speed of attacks so that it feels snappier
- Adjusted the hitbox of Shield Toss so that it’s more likely to hit enemies from further distances
- Fixed an issue where Steady Strikes only applied 3 seconds of bleed instead of 4 when The Butcher is equipped
- Fixed an issue where Dashing Skewer did not apply the correct number of bleed stacks when The Crimson Reaver is equipped
- Fixed an issue with The Erudite Legendary Weapon that caused Crownbreaker to not grant 1 bar of Focus Meter when used in the air
Improved gameplay feel of all attacks.
Heavy -> Light combo tree has been improved significantly
It is easier to cancel into Launcher and Block Breaker following a Light Combo Finisher
Cancel windows of all attacks have been adjusted to feel snappier
Hitbox sizes have been adjusted to alleviate issues where attacks could whiff midcombo
Pyroclast
- Adjusted the hitreaction caused by the Heavy Combo Finisher now launches up better, making it easier to perform follow up attacks
- It is now possible to cancel the Heavy Combo Finisher with the Universal Block Breaker attack
- Jump Heavy Attack has been adjusted so that it’s less floaty
- Fixed an issue that caused Jump Heavy Attack to cancel early when performed right before landing on the ground
- Adjusted attack speed of the Launcher follow up blasts so that they are faster and snappier, making it easier to use
- Fixed an issue where Blazing Roar did not cause Burn when the Ironflower Legendary is equipped
- Fixed an issue where Stable Footing did not activate when Sear is performed in the air
- Fixed an issue where Crimson Uppercut would still hit even after the visual disappeared
- Fixed an issue where Feral’s Nightmare passive did not properly allow for Air Heavy Attack follow ups to cause a bonus explosion
Improved gameplay feel of all attacks.
- Heavy -> Light combo tree has been improved
- Cancel windows of all attacks have been adjusted to feel snappier
- Adjusted the size of attack hitboxes so that certain attacks are less likely to whiff mid combo
Rockbreaker
- Adjusted Heavy Combo Finisher so that it’s easier to perform follow up attacks
- Universal Block Breaker attack now causes a normal knockdown hit reaction when hitting a grounded enemy
- Bare Knuckle Blast: Adjusted hit reactions so that it’s easier to perform follow up attacks
- Fixed an issue where the a level 2 Powderkeg Punch did not function properly when using the Stone Cold Skill
- Fixed an issue that caused level 3 Powderkeg Punch and Bare Knuckle Blast to not cause Stun
- Fixed an issue where Powderkeg Punch did not fill to level 3 when defeating a blocking enemy with Cracking Skulls equipped
- Fixed an issue where the bonus damage from Shock and Awe was not applied on enemies affected by Vulnerability
Improved gameplay feel of all attacks.
- Cancel windows have been adjusted so that attacks feel snappier
- Hitboxes have been adjusted so that attacks do not whiff unexpectedly
- Adjusted the distance of the basic Light Combo so that it doesn’t move quite as far as before
- It is now possible to cancel Combo Finishers with Universal Launchers and Universal Block Breakers
Shadowstriker
- Fixed an issue that caused Air Heavy to abruptly end if performed right before landing after a jump
- Adjusted wording of Shadow Feint and Shadowsting Skills to avoid confusion
- Fixed an issue where Death Veil conflicted with Smoke Veil
This should reduce the number of instances where defeating enemies triggers Death Veil and removes stealth at the same time when Stealth is active
- Fixed an issue that caused specific Focus Skills with projectiles to activate Focus related perks for each projectile instead of only once per move activation
Improved gameplay feel of all attacks
- Cancel windows have been adjusted so that attacks feel snappier
- Hitboxes have been adjusted so that attacks do not whiff unexpectedly mid combo
Aspects & Gear
- Fixed an issue where Aspect of Defensive Inspiration incorrectly calculated DEF, making it less powerful than intended
- Fixed an issue where the Stoutswine’s Legacy perk did not provide the stated damage bonus properly
Enemies
Gobo Skewerspear
- Fixed an issue that caused the hitbox of the Ring of Fire to be misaligned
- This issue is also fixed in missions where the Ring of Fire is a persistent Hazard
Ratslasher Bloodletter
- Fixed an issue where you go through the enemy when it was in the recovery frames of certain attacks, making it harder to perform combos
Merk Trickster
- Fixed an issue where you can parry the bear trap explosion.
- Fixed an issue that caused the enemies to not deal damage to wagons
Shield Gobo
- Fixed an issue that prevented Shield Gobos from being block broken during their shield push attack
- Speicherverrbauch von 17,0 GB auf 17,1 GB erhöht
- 6,92 GB groß
Release: 17.07.2025 (Version 0.41.1212.0)
Quelle:
- 469,2 MB groß
Release: 20.08.2025 (Version 0.42.7297.0)
Quelle:
- 496,43 MB groß
Beta Version: Grounded 2
Release: 29.07.2025 (Version 1.0.0.0 -> 0.1.193.6650)
Quelle: xboxwire.com | roadmap=twitter.com
- Heute erscheint Grounded 2
- kein Preload ist verfügbar
- 15,11 GB groß
Release: 30.07.2025 (Version 0.1.194.7890)
Quelle: grounded2.obsidian.net
- Fixed a crash for Steam players when players launch the game without Gaming Services enabled.
This fix disables Crossplay from being enabled. If you don't have Gaming Services installed, you can download Xbox Services through the Xbox app and will be able re-enable crossplay after a restart.
- Speicherverbrauch von 15,1 GB auf 15,6 erhöht
- 1,44 GB groß
Release: 02.08.2025 (Version 0.1.195.4911)
Quelle: grounded2.obsidian.net
- Fixed a bug where certain debug commands were left in the game
- Fixed a bug where Grounded 2 was referred to “Augusta” on Xbox Console Invites
- 1,84 GB groß
Release: 06.08.2025 (Version 0.1.196.1134)
Quelle: grounded2.obsidian.net
QOL & Community Requested Features:
- Acorn tops are now a guaranteed drop
- Created a flow for Steam players to access Crossplay
- Updated character icons in the HUD and map
- Removed “explore” and “go to entry” where it wasn’t possible to use
- User can now hot deposit their haulable on a buggy
- Wolf spider fur polish
Major Bug Fixes:
- Various Performance Improvements
We don’t expect this to fix the performance problems as a whole, but various optimizations are underway behind the scenes
We will continue to work on optimization throughout all of development
- Fixed the issue where the ORC Bee by the blueberry bush was above the skybox and was unable to be hit
- Fixed a bug where ORC Creatures did not return to their intended locations after being pulled away
This fix is not retroactive to the save file: Please note you are not softlocked, please go to where you died last to find the ORC Creature Missing
- Various Stability Improvements
Major Stability Improvements were made: in our estimates were expecting a 40%- 60% improvement from 0.1.1.3
- Fixed a bug where Shared Worlds Crashed after prolonged gameplay
Also fixed a bug on the backend that would cause Shared World saves to be lost indefinitely
- Opening Photo Mode no longer causes clients to lose functionality during multiplayer sessions.
- Resolved an issue where the sizzle effect persisted indefinitely after saving and loading the game.
- Fixed a progression blocker that occurred when saving/loading after defeating tutorial mites.
- Addressed a bug where clients could fall beneath the terrain textures during multiplayer gameplay.
- [Redacted] now properly descends during the [Redacted] encounter.
- Corrected instances where Park terrain failed to render for players.
- Key mappings now remain intact after exiting a session, preventing unwanted resets.
Multiplayer Bug Fixes:
- Various De-Sync Improvements
- Fixed a bug where clients joined with improved stats
Building Improvements:
- Various Improvements preventing building on dirt piles around The Park
- We don’t expect this to be fixed completely - but improvements have been made
- Fixed an issue where the “S” key wouldn’t respond during build mode.
- Corrected naming inconsistencies across various building structures.
- Resolved a problem that prevented decoration blueprints from being placed on walls or furniture.
Buggy Improvements:
- Buggies can now be summoned from greater distances without issue.
- Fixed a bug where the Red Ant Buggy incorrectly spawned as a hostile Red Soldier Ant.
- Addressed a controller issue where RB wouldn’t function after mounting the Orb Weaver Buggy.
- Resolved a visual glitch where Eggs stored in inventory became invisible after saving and loading.
- Fixed a scenario where players could become stuck beneath a buggy after dismounting.
- Prevented Eggs from disappearing in storage following a save/load cycle.
- Eliminated overlapping UI elements for clients loading into a save while mounted.
- Fixed a bug that caused buggy loss after entering the cooler.
- Buggies no longer take gas damage while blocking.
- Improved buggy summoning logic to avoid spawning inside terrain (e.g., caves, anthills).
Creative Mode:
- Fixed a bug where the Handy Gnat feature was not functioning as intended
- Invert Vertical Look setting now properly affects Handy Gnat controls.
- Removed unintended calls from Sloane while in Creative Mode.
- The Mysterious Stranger no longer appears in Creative Mode sessions.
- Ranger Outposts are now correctly unlocked in Creative Mode.
The Park:
- Various Fixes with Creatures spawning inside of Geometry
- Fixed a bug where scorpions didn’t attack correctly in the Ice Sickles event
- Raw Science orbs are now easier to see from a distance
- Patched several terrain gaps throughout The Park.
- Corrected floating waypoint markers in specific areas.
- Reduced shadow flickering across various Park regions.
- Fixed a softlock that could occur after dying in the Teleporter.
- Bees now follow proper sleep behavior at night.
- Closed off access to unfinished areas that were previously reachable.
- Addressed a stuck spot on the ramp in the O.R.C. Cockroach Queen arena.
- Clients now experience proper collision when parkouring on plant stems.
- The Resource Finder now correctly detects all intended resources.
Combat:
- Wearing Wolf Spider Armor no longer causes all daggers to apply venom on regular attacks.
- Fixed an issue where drinking dirty water caused infinite Sick debuff stacking.
- Thrown weapons no longer get stuck mid-air for clients.
- Fixed a bug where the death timer was not visible to Client after Save/Load
Additional Bug Fixes:
UI/UX
- Replaced placeholder text in the Fertilizer description with finalized content.
- Tutorial tooltips now correctly reflect custom key bindings.
- Removed a nonfunctional “Activate Handy Gnat” prompt from the interface.
- Corrected item preview behavior in the Crafting Menu to prevent unintended replacements.
- Eliminated an unintended grain texture from the UI background.
- Resolved an issue where 3D models displayed with a black backdrop in the UI.
- Updated the Summoning Wheel to show accurate status indicators.
- Ensured Buggy status is properly reflected in the interface.
- Adjusted UI text scaling for better readability across resolutions.
- Fixed the incorrect buff icon for “Human Food.”
- Corrected location messaging in the map UI.
- Addressed input dead zones in the Crafting Menu that blocked navigation.
- Localized the Camera Mode Toggle label correctly.
- Prevented text cutoff in Ominent audiolog entries.
- Removed multiplayer prompts from singleplayer sessions.
- Improved resolution for Comms Array images in the UI.
Gameplay
- Players can now complete the Hatchery blueprint from all sides.
- Restored functionality to the “S” key in build mode.
- Quests now progress correctly after smoothie creation.
- Optical Discs are now collectible post-tutorial.
- MIX.R event completion no longer blocks subsequent quests.
- Blueprint placement near dirt clumps and MIX.R now works as expected.
- Removed duplicate quest entries for already completed objectives.
- Candy consumption on the Buggy now counts toward mutation progress.
- Improved Buggy summoning and pathfinding consistency.
- Fixed a trap scenario on the web bridge.
- Status effects now visibly apply to creature models.
- “Confront the Stranger” quest now unlocks properly.
- Photo references for Ominent Optical Discs are now present.
- Thistle Needle preview now displays correctly.
- Suppressed the post-battle incoming call after defeating the Mysterious Stranger.
Environment
- Resolved terrain gaps that were visible in the Snack Front region.
- Prevented out-of-bounds visibility near the MIX.R area.
- Restricted unintended access to unfinished zones.
- Removed an out-of-world camera angle above Ranger Outpost: Ceremony.
- Patched multiple visual breaks near the Tennis Ball, Empty Terrarium, and surrounding locations.
- Adjusted spawn points to prevent Bombardier Beetles from appearing inside geometry.
- Corrected Orb Weaver placement to avoid spawning within terrain.
- Fixed an issue where Bombardier Beetles became stuck in foliage around The Park.
- Addressed spider fall-through behavior when interacting with webs.
- Eliminated flickering on Brittle Quartzite Shards in the park.
- Enabled proper placement of decoration blueprints on walls and furniture.
- Refined Buggy summoning logic to avoid spawning inside terrain (e.g., caves, anthills).
- Relocated Scorpion Adult spawns to prevent overlap with the statue bush.
- Restored blueberry harvesting functionality on the Picnic Table.
- Fixed one-sided texture rendering in the Ceremony zone.
- Realigned stone collision near Mollar Stash.
- Corrected mosquito sleep spot positioning.
- Sealed an out-of-world gap near Ranger Station: Flower Bed.
- Closed visual breaks near the Yoked Girth Magazine Ad.
- Smoothed out terrain inconsistencies throughout the park.
- Repaired misaligned textures in the Ice Cart Outpost.
- Addressed glass clipping issues across various map locations.
- Fixed respawn logic that placed players outside the Flower Bed Outpost.
- Added collision to the oak tree model.
- Prevented save/load traps involving pinecones.
- Removed unintended gap visibility in the Statue Area.
- Patched out-of-world gaps in the Ice Cart Outpost.
- Grounded floating acorns.
- Corrected floating terrain assets across multiple zones.
- Fixed clipping issues with environmental props.
- Eliminated a visual gap in the Fire Pit region.
- Covered a visible break behind the Fresh Mint.
- Resolved out-of-world gaps in the Toxic Anthill.
- Smoothed angular stretching of dirt textures.
- Fixed one-sided rendering on root textures.
- Prevented grass from growing through the Thistle leaf.
- Corrected one-sided dirt textures between the Picnic Table and Fire Pit.
- Addressed dirt clipping in the Trashbags Outpost.
- Added missing collision to the Shalpz Amplifier mesh.
- Fixed overlapping grass blades near BURG.L.
- Removed terrain obstruction in the Snackbar area.
Audio
- Adjusted sound behavior so the Mysterious Stranger’s global SFX no longer plays outside the lab.
- Limited the Array ringing sound effect to its intended floor level.
- Synced the Cockroach Queen’s Body Slam animation with its audio for proper timing.
- Restored missing ambient audio in the Ice Cart area.
- Corrected playback issues with Pete’s voice lines.
- Updated glass impact sounds to match expected audio cues.
- Fixed a looping issue with the SCA.B 2K scanner sound after saving and loading.
- Ensured global sound effects are now audible to all players, not just the host.
Localization
- Addressed an issue where the terms “Button” and “Slide/Unlock” were not properly translated.
- Resolved missing localization for the suitcase interaction on the Picnic Table.
- Corrected inaccurate Italian text in pop-up notifications.
- Spanish translations for MIX.R messages have been added.
- Fixed a UI overflow problem in the Smoothing Station caused by localization inconsistencies.
Art
- Updated the Cockroach Queen’s [Redacted] state to use the correct texture instead of an outdated one.
- Resolved an issue where character poses caused floating behavior in Photo Mode.
- Fixed hair clipping on Willow when wearing headgear.
- Smoothed out texture stretching on teen characters during wake-up animations.
- Standardized hair visual effects for consistency.
- Adjusted the Ladybug Chestplate to prevent leg clipping with teen models.
- Corrected Grub Leggings overlap with Willow’s boots.
- Refined Clover Poncho string movement to behave as intended.
- Reattached Sizzling Robes components that were detaching and clipping into teen characters.
- Fixed visual clipping on the Butterfly Circlet accessory.
- Addressed head clipping on Willow during death animations.
- Corrected one-sided texture rendering behind Major Diesel.
Multiplayer
- Key bindings now persist correctly after exiting a multiplayer session.
- Omni-Tool interactions are no longer interrupted for client players.
- Founder Pack skins remain equipped after joining a new session.
- Prevented users from launching multiple instances of the game simultaneously.
- Realigned client-side waking animations for proper visual flow.
- Fixed Shared World save renaming functionality.
- Restored visibility of Founder Pack gear and hairstyles in PEEP.R mode.
- Removed indefinite “Waiting for others” prompt triggered by Lean-To destruction.
- Speicherverbrauch von 15,6 GB auf 14,6 reduziert
- 5,84 GB groß
Release: 08.08.2025 (Version 0.1.196.4992)
Quelle: grounded2.obsidian.net
- Resolved an issue that caused players to crash when the Founders Pack equipped.
- Addressed an issue that should fix AI pathing behavior.
- Due to an unintended issue - The ORC bee by the blueberry bush should now move back to their intended location.
- Various stability enhancements have been made, including improvements to the process of sending your buggy home.
- 2,23 GB groß
Release: 25.08.2025 (Version 0.1.201.3975)
Quelle: grounded2.obsidian.net | xboxdynasty.de
Quality of Life Updates
- Snail Shells will now automatically despawn after 24 hours.
- Added various “Game Repair Options for fixing saves: We intend this to be a quick fix while we work on an some major changes down the road
Added a “Creature Reset option” - This should move back all creatures to their intended locations
Added a “Reset Buggy” option - This will send all Buggy's back to the nest no matter the state they are in around The Park.
- Added UI about Save Data limits being capped to 10.
In 0.1.2 update we put a limit on the amount of saves a player can have per world.
Players before the update can still have hundreds of saves and we are noticing various performance issues because of this change.
We recommend deleting unneeded saves to increase your performance.
Major Bug Fixes
- We've made significant improvements to game stability, with an estimated 30% performance gain compared to version 0.1.2.1.
As we are in Early Access, we will continue to improve performance and stability throughout development.
- General performance improvements were made when opening UI.
- Fixed various issues on the backend with not being to login to your Microsoft account on all platforms.
- Resolved an issue where certain players could not start the Mysterious Stranger Fight in certain scenarios.
- Fixed a progression break where the passage to Ice Sickles arena would become blocked after a Save and Load.
- Resolved an issue where some creatures appeared without textures.
- Patched several duplication exploits involving Buggy inventory.
- Fixed an issue where consumables used on Buggies had infinite duration.
Crash Fixes:
- Resolved a crash triggered when fleeing from the ORC Wave.
- Fixed crashes occurring when accessing various UI menus.
- Addressed several other crash scenarios.
Story/Quests
- Players who complete the MIX.R before doing the ORC Receivers quests, will now have all quests up to "Wait Theres More" be auto completed upon completion of the MIX.R.
The Park
- Resources will no longer respawn through player-built structures.
You will have to chop down resources already growing through your base after the update, but after chopping it down it should not return.
- ORC creatures will now remain stationed at their intended guard posts instead of roaming.
- Fixed an issue where players were prompted to repurchase pebblet foundations.
- Players should no longer spawn on top of the skybox.
Buggies
- Removed Unused Torch UI from the buggy
The User can still equip a torch on their buggy:
Mouse and Keyboard: By using “5” or use “V” for the Hotpouch.
For Controller: Hold “LB” then use the Right stick to select the torch.
Combat
- Fixed a bug where only two mutations were equipped after saving and loading.
- Addressed multiple bugs related to losing equipment.
- The mantis should no longer freeze mid-air during its jump attack.
- Fixed a bug where certain ORC Creature cards could not be retrieved after defeating them.
This fix should be retroactive to your save file.
Audio
- Corrected various robotic voice from various teenagers.
UI
- Rust will now display correctly instead of showing as an “Invalid Harvest Node.”
- Fixed the issue where changing the Omni-Tool Key Bind in the Settings, does not update the UI Prompt for the "Repair" Action
- Resolved the Omni-Tool and Interact key binds were conflicting with each other.
- 2,29 GB groß
Release: in Arebit Herbst 2025 (Version 1.0.0.0 -> 0.35.3495.0)
Quelle: roadmap=twitter.com, xboxdynasty.de
- AXL Arena
- Hotpouch on Buggies
- AXL: Park Boss
- AXL Amor & AXL Weapons
- New Texts: Japanese & Brazilian Portuguese
Release: in Arbeit Winter 2025 (Version 1.0.0.0 -> 0.35.3495.0)
Quelle: roadmap=twitter.com, xboxdynasty.de
- Playgrounds: Sour 2.0 & PEEP.R 2.0
- Ladybug Buggy
- New Tier 3 Equipment
- Mushroom Set 2.0
Release: in Arbeit Sommer 2026 (Version 1.0.0.0 -> 0.35.3495.0)
Quelle: roadmap=twitter.com, xboxdynasty.de
- Smoothies 2.0
- Swiming 2.0
- Ziplines
- Watery Buggies
- Watery Creatures
- New Tier 4 Equipment
- Watery Bases
Release: in Arbeit 2026 (Version 1.0.0.0 -> 0.35.3495.0)
Quelle: roadmap=twitter.com, xboxdynasty.de
- Passive Mutations
- Active Mutations 2.0
- More new Buggies
- Buggy Mutations
- Buggy Customization
- Buggy Progression
- New Creatures
- New Park Bosses
- New Colossi
- New Amors
- New Weapons
- New Archetypes
- New Building Materials
- New Buildings
- Customization
- Base Moving
Beta Version: DUCKSIDE
Release: 11.08.2025 (Version 0.0.0.1 -> 0.10.0.1)
Quelle:
- Preload ist verfügbar
- 13,80 GB groß
Release: 25.08.2025 (Version 0.10.1.0)
Quelle:
- 1,03 GB groß
Release: in Arbeit ??.08.2025 (Version 0.1.196.1134)
Quelle:
- Hetue erscheint DUCKSIDE
- Cross Play ist aktiivert (PS5 & Xbox Series X|S) ohne PC
- PC Early Access seit dem 24.09.2024 auf Steam verfügbar
BEENDET: Sheltered / Layers of Fear / Prison Architekt / Solus Project / Everspace / Gigantic / Slime Rancher / The Long Dark / Rivals of Aether / The Culling / Subnautica / Fable Fortune / Pit People /We Happy Few
Beta Version: We Happy Few (Beendet)
Release: 16.08.2016
- Einige Fehler welche den Fortschritt der Aufgabe verhinderten wurden behoben
- 3,08 GB groß
Release: 30.09.2016
- 3,22 GB groß
Release: 08.12.2016
Quelle: xboxdynasty.de
- Einige Fehler welche den Fortschritt der Aufgabe verhinderten wurden behoben
- 3,80 GB groß
Release: 22.12.2016
- 113,08 MB groß
Release: 13.04.2017
Quelle: xboxdynasty.de | gamezone.de
- 4,43 GB groß
Release: 15.08.2017
Quelle:
- 6,22 GB groß
Release: 31.08.2017
Quelle:
- 4,30 GB groß
Release: 07.09.2017
Quelle:
- 7,33 GB groß
Release: 09.08.2018
Quelle:
- Aus Beta wird Vollversion
Von Version 1.0.9 auf Version 1.2.0 angehoben
Von 6,7 GB auf 10,6 GB vergrößert
- 10,43 GB
Release: 28.08.2018
Quelle:
- 6,43 GB groß
Release: 26.09.2018
Quelle: xboxdynasty.de
- 8,33 GB groß
Release: 26.10.2018
Quelle:
- 6,43 GB groß
Release: 11.01.2019
Quelle:
- 8,67 GB groß
Release: 25.03.2019 (Version 1.70)
Quelle: xboxdynasty.de
Survival / Überleben Modus wird kostenlos hinzugefügt
- Survival ist eine Rückkehr zur Überlebenserfahrung des Early Access Programms. Wie der Name schon sagt, geht es im Überlebensmodus darum, in einer rauen und unnachgiebigen Welt zu überleben.
- Habt ihr euch jemals gefragt, wie es sich anfühlen würde, diesen lästigen Downers einen fröhlichen, guten Schlag zu verpassen?
In The Night’s Watch (früher Wellie Mode genannt) erwecken die Entwickler einen der gefragtesten Charaktere der Community zum Leben, so dass ihr als Spieler als der berüchtigtste Bobby Constable Constable, spielen könnt.
- Sandbox ist ein nicht-narrativer/nicht-zielorientierter Spielmodus, der es euch ermöglicht, mit den Systemen der Welterzeugung und den Spieloptionen der Entwickler herum zu experimentieren.
Dies ist kein skillbasierter Modus, sondern ein ruhigeres Erlebnis, entwickelt für Spieler, die die Freiheit haben wollen
- Im Hauptmenü wurde der Season Pass und seine Inhalte vorbereitet
- Arcade-Modus wird kostenlos hinzugefügt
- Bugfixes und Verbesserungen wurden vorgenommen
- 8,78 GB groß
Release: 05.04.2019 (Version 1.7.0.0)
Quelle: play3.de | gamezone.de | xboxdynasty.de
- Story-DLC "They Came from Below" wird kostenpflichtig ins Spiel hinzugefügt
Season Pass besitzer können direkt kostenlos mit dem neuen Inhalt los spielen
Release: 26.07.2019 (Version 1.8.0.0)
Quelle: xboxdynasty.de
- Story-DLC "Lightbearer" wird kostenpflichtig ins Spiel hinzugefügt
Season Pass Besitzer können ab dem 30.7.2019 kostenlos herunterladen
- 8,76 GB groß
Release: 12.11.2019 (Version 1.9.0.0)
Quelle: xboxdynasty.de | play3.de
- Story-DLC "We All Fall Down" wird kostenpflichtig ins Spiel hinzugefügt
Season Pass Besitzer können ab dem 19.11.2019 kostenlos herunterladen
- 8,88 GB groß
Release: 19.12.2019 (Version 1.9.1.0)
Quelle:
- 6,83 GB groß
Release: 06.11.2020 (Version 1.9.2.0)
Quelle:
- 169,70 MB groß
Beta Version: Pit People
Release: 15.02.2017
Quelle: xboxdynasty.de
USER INTERFACE
- House Menu now has tool tips.
- House Menu now shows % chances for weaponry as well as elemental defenses.
(Please note: Not all readouts are displaying as intended, primarily with Mushrooms, Octoclops, Troll Mom, Wraith and Mascot)
- House Menu now shows portrait of character being moved in Lower House Menu.
- Now sorts fighters by type in Lower House Menu by clicking the left stick
- Pause Menu now allows player to see their overall unlock progress.
- Pause Menu now has Survival Guide accessible from it.
- Pause Menu backdrop changed for easier reading.
- Survival Guide updated with all new creature information.
- How to Play help area updated with notes.
- Arena Lobby online/offline button changed.
- Arena Lobby Spectator button placement changed.
- Arena Lobby now has more clear and fun visuals on how it all works!
- Options Menu has had some wording and organizational changes.
- Added all remaining creature icons for Troll Mom, Vampiress, Wraith,
Hair Troll, Rainbow Horse icons in default HUD move status.
BALANCE & TOURNAMENT
- ”Trade-offs” have started to be introduced to weapon categories.
Critical chance, Damage, Armor Pierce, Dodge, Stun, Defense,
Weight Reduction have all been given to weaponry at the cost of other stat reductions.
Approximately 100 existing weapons with no stat changes have received this treatment so far. No shields,
helmets or creatures have received these new Trade-offs at this time but are being considered.
- Trade-offs are usually limited to 2 max in house inventory.
There is unfortunately no marker in the house that indicates a Trade-off item at this time.
Some can be guessed by changes in stats scrolling through the House Menu cosmetic area.
(Indicator & further information on these coming soon™!).
- Weaker versions of Fire and Acid have been introduced to a couple weapons.
Acid is currently not displayed (The Dismantler Sword and Tech Support Bow have both received Weak Acid).
Yes, this means that Red Hot pepper everyone’s been talking about does Fire damage now 🙂
- PVP maps added for more 1v1 / 2v2 variety. Look out for explosive barrels!
- Added a few Tournament items
- Recruits are now randomized in level within a preset range. AKA Recruits will no longer be set to level 1.
- Rewards have been shifted in the Pit to focus more on Gold. Lots of special loot’s outside that gate!
- Level balance is a very delicate thing. We’re making a change here and seeing how it affects things for everyone rather
than doing anything too violent with the math. The amount of ‘power’ gained (primarily damage stat)
is up from 0.12% per level to 0.24% per level.
Fighters you’ve already leveled will adjust accordingly. 6 fighters at level 99 will have 24% more power than before individually.
This adds up to quite a lot!
- Minor balance changes to Hair Troll, Zombie, Mushroom, Kobold, Gorgon, Medium Mallet, Medium and Heavy Helmet, Rainbow Horse,
Electrobot, Octoclops, Alpaca Lips, Safety Last. Mortar is undergoing changes and may not be working as intended. Pardon our dust!
- Somewhat_Epic items were adjusted in damage and weight (Excalibeef)
- Socket To Them sword adjusted to be closer to Pixie Slayer.
- Multiple offhand thrown objects can now actually be thrown (woops)
- Gorgons Spit now has gained a chance to slow on hit
- Octoclops has now gained a Confuse chance roll on top of their Ink chance roll.
- Confuse status introduced. Confused fighters will not be able to distinguish friend from foe and can still be controlled on movement.
You can still move a confused fighter to a position where the only target in range is your enemy.
- Gnome flinging of their own friends is now more accurate/reliable than it was before.
(If you have any issues with Gnome flings please save a replay and send it our way!)
PROGRAMMING
- Captured/bought fighters start with a random level and number of kills.
- The item count is red in the equipment grid if you own the maximum number of that item.
- Subtitles are hidden when the game is paused.
- Changed warning to a non-interactive notification if you don’t have a hero on a team.
- Spectators can now return to the city from a battle using the pause menu.
- When items are dropped on the world map, they go back to their original owner if they’re picked up (when possible).
- Damage flags use team colors.
- Spectator game is saved when receiving gold.
- Show version numbers in options menu.
- Show the insane mode animation less frequently.
- Add a HUD icon to show ghost partner teams on the world map.
- Vampiresses now take damage when landing on a hazard.
- Audio is no longer muted when the window loses focus.
- Added Russian language support.
- The comm icon menu can be clicked on.
- Players get the default set of quests even if the save was created before some of the quests existed.
- Players cannot flee battles with elite teams on the world map.
- Fixed a bug that prevented other users from finding your session after you disconnected from a prior session.
- Updated to fmod 1.08: fixes exit crash after unplugging USB headphones.
- Fixed a bug that caused problems if you canceled the battle transition by shooting a world map NPC:
one thing that broke was the ability to trigger switches.
- Fixed a crash when 2nd player drops out after returning to city.
- Fixed a bug that could cause the wagon to get stuck if an NPC was near a quest turn-in point.
- Fixed a bug that would cause some subterranean tiles to not appear.
- Fixed a desync in replays of certain quest levels.
- Fixed a desync that could occur when playing online after having played certain quests during the same session.
- Some replays that used to hang on the last turn now end correctly.
- Fixed a bug that caused fighters to appear solid white when standing near occluding objects.
- Fixed a crash that occurred when a local user dropped out when matchmaking succeeded.
- Fixed a bug that caused the envelope to fail to show all items if you clicked on it with the mouse.
- Fixed a bug that could cause player to get stuck with hourglass icons on city buildings if the host dropped out
while the player was returning to the city.
OTHER CHANGES
- Added hundreds of possible names.
- Gankie added as a possible name.
- New Items added for Electrobot, Rainbow Horse, Kobold, Troll Mom, Spidaur, Gnome, Human.
- Some FX now allow character art to be seen through them.
- Mascot mount animation updated.
- Gorgon REMOVE ITEM item now is the Royal Pain item.
- New worldmap enemy teams wandering for encounters.
- Kobold skin mislabeled as Pink Bow is now Spelunker.
- Removed extra, wandering Dolphs.
- Helmetites have new fashion.
- Worldmap coin trails updated.
- Toastmaster Fixes.
- Updated all Unfair and Normal enemy teams to use updated gear and skins.
- Replay Folder now generated upon bringing it up.
- Various Quest/Mission updates.
- Added Muscley Nipples as a possible name (<– very important)
- 210,18 MB groß
Release: 10.03.2017
- 187,82 MB groß
Release: 30.03.2017
Quelle: x
boxdynasty.de- Daily Tasks have been introduced. These tasks include Co-op in each one of the Pit modes (PVP and Unfair Challenge) and
will also involve completing a Quest in Co-op. Get ready to work together!
The Emissary will give you the info once you’ve completed the introduction and have logged in for the first time that session.
- The Emperor’s Orders have been introduced. Once your current order is completed, a new one will pop up.
Look for the Emissary on the side of your screen! Chain those rewards! There’s no limit to how many you can do per day.
- Both the Daily Tasks and Emperor’s Orders will grant gold/items immediately upon completion.
- Survival Guide now has two COLLECTIONS pages for unlocks
- Survival Guide now has MINI-MAP reference guide (When outside the city,
you can bring up the MINI-MAP with your Survival Guide accessible via the menu)
- Survival Guide MINI-MAP will show the city location and all available WORLDMAP quests
- Survival Guide now has DAILIES and EMPEROR’S ORDERS pages
- House Menu has a completely reworked equipment area („Paper Doll“ interface)!
Many of the creature menus are placeholder and will be updated by Update 4.
- House Menu now shows +DODG, +DEF, and +DMG tradeoff icons
- Slightly reworked most pop-ups that have dialogue in them
- Higher resolution icons for in-fight advanced cursor hovering
- Option to turn off Camera Bobbing
- Small chance to find colored names, wavy names, or shaking names of any possible ’standard‘ name in the game.
They can potentially have two effects on them.
- Rainbow Horse Horns now have pretty, pretty rainbowy trails
- Archers now ‚wiggle‘ in a placeholder struggle animation when encroached.
This is to avoid confusion of the archer thought to be ‚firing‘ point-blank when they are really just doing a weak melee attack.
- Balance changes to Light Swords, Gnomes, Kobolds, Electrobots, Vampiress, Zombies, Gorgon, Octoclops,
Mushroom, Humans, Wraith, The Stinger. Most changes are very small.
- More names have been added.
- Added new lines for the narrator in certain situations.
- Readjusted narrator “impatient” commentary.
- Narrator volume adjustable
- Improve handling of lost network packets
- Prevent blind-locking
- A yellow outline appears on the selected fighter in battles
- Added a separate audio channel for the narrator with its own volume slider
- Fixed a crash that would occur when returning to the lobby after a PVP match with 4 players and 1-2 spectators
- Fixed issues with gunner keyboard/gamepad controls
- Players can do their battle planning while AI and the auto battler are planning
- Fighter stat numbers at the end of the battle can now have 4 digits
- Support more colors for colored text
- Fixed a multiplayer desync issue related to AI gnomes
- Options menus now scroll
- Delay rider attacks until mount has finished attacking
- Added a world map progress tracker that shows how many regions and area missions are complete
- 181,11 MB groß
Release: 23.06.2017
- 853,27 MB groß
Release: 30.06.2017
Quelle: xboxdynasty.de
(These will be fixed in future updates)
- Saying No in the Serf’s Up Quest can cause a progression bug AKA, your Wagon will
be stuck and you won’t be able to return home for that session.
- Players may see Emperor’s Orders updates from online player’s progress
- The Bone on the Jurassic Get Up cosmetic has a transparent layer.
- In online co-op, Mr. Whispers dialogue will overlay on the Host screen
when running into Mr. Whispers and a quest objective enemy at the same time.
- Stepping into a cannon placement with a mounted Spidaur will cause a soft lock
- All AI controlled units use the slower planning speed when one user turns on auto-battler
- 14,83 MB groß
Release: 29.09.2017
- 140,01 MB groß
Release: 08.11.2017
Release: 16.01.2018
Release: 04.03.2018
Quelle: gamezone.de | gameswelt.de
- Beta Phase (Early Access) wird beendet
- 1,74 GB groß
Release: 26.04.2018
- 1,71 GB groß
Release: 01.06.2018
- 8,96 GB groß
Release: 07.06.2018
- 8,78 GB groß
Release: 16.11.2018
- 1,92 GB groß
Release: 12.12.2018
- 33,00 GB groß
Release: 11.02.2019
Quelle: xboxdynasty.de
- Changed how client and server executes player and NPC actions to avoid servers becoming unresponsive.
Specifically it should significantly cut down on instances where interacting with the environment (harvesting and combat) did not work as intended.
- Additional crash fixes
- 3,83 GB groß
Release: 18.02.2019
Quelle: xboxdynasty.de
- Added additional console-specific performance improvements based on community feedback. The game should run more smoothly now.
- 3,83 GB groß
Beta Version: Fable Fortune
Release: 09.08.2017
- 1,77 GB groß
Release: 08.08.2017
Release: 13.08.2017
Release: 11.10.2017
Release: 26.10.2017
Release: 13.12.2017
Release: 19.12.2017
- 488,46 MB groß
Release: 22.02.2018
Quelle: xboxdynasty.de | xboxdynasty.de | gamezone.de
- Aus der Beta wird eine Vollversion
- 4,59 GB groß
Release: 22.02.2018
- 1,09 GB groß
Release: 15.03.2018
- 15,73 MB groß
Release: 20.03.2018
- 1,71 GB groß
Release: 27.04.2018
- 1,16 GB groß
Release: 01.06.2018
- 3,10 GB groß
Release: 04.03.2020
Quelle: xboxdynasty.de
- Server wurden abgeschaltet
Beta Version: Subnautica
Release: 11.07.2016
- 5,6 GB groß
Release: 23.08.2016
- 5,08 groß
Release: 07.10.2016
- 4,44 GB groß
Release: 07.10.2016
- 3,28 GB groß
Release: 04.01.2017
- 4,65 GB groß
Release: 24.02.2017
- 5,63 GB groß
Release: 08.03.2017
- 5,92 GB groß
Release: 29.03.2017
- 3,74 GB groß
Release: 12.04.2017
- 191,48 MB groß
Release: 11.10.2017
- 6,52 GB groß
Release: 14.11.2017
- 6,02 GB groß
Release: 23.12.2017
- 6,44 GB groß
Release: 24.01.2018 (Version 1.0)
Quelle: gamepro.de | gamezone.de
- Aus der Beta wird eine Vollversion
- 6,52 GB groß
Release: 15.03.2018 (Version 1.1)
Quelle: gamepro.de
- Performance wird gesteigert
- Probleme mit der Sta wird gelösst
- 3,18 GB groß
Release: 04.12.2018 (Version 1.?)
Quelle: xboxdynasty.de | play3.de
- Xbox One X Support
- 6,80 GB groß
Release: 12.12.2018 (Version 1.?)
Quelle:
- 2,16 GB groß
Release: 18.12.2018 (Version 1.?)
Quelle:
- 6,32 GB groß
Release: 23.01.2019 (Version 1.?)
Quelle:
- 2,24 GB groß
Release: 20.02.2019 (Version 1.?)
Quelle: xboxdynasty.de
- Fixed a bug causing the controller to become unresponsive
- Removed a false-wall in the Aurora locker room that could interfere with progress
- Seamoth docking is now more reliable
- Optimizations to address memory related crashes in the end-game
- 4,25 GB groß
Release: 02.03.2019 (Version 1.?)
Quelle:
- 4,04 GB groß
Release: 19.04.2019 (Version 1.?)
Quelle:
- 1,88 GB groß
Release: 08.05.2019 (Version 1.0.65.011.0)
Quelle:
- 6,48 GB groß
Release: 14.07.2021 (Version 1.2.2174.0)
Quelle:
- Xbox Series X|S Support:
Release: 27.07.2021 (Version One 1.1.2480.0 | Series 1.2.2489.0)
Quelle:
- 229,14 MB groß (nur für Xbox Series X|S)
- 1,05 GB groß
Release: 14.12.2022 (Version One 1.1.2480.0 | Series 1.21.5577.1)
Quelle: xboxdynasty.de
über 800 Fehler behoben
All Platforms
- Improved font rendering to increase UI readability and visual quality
- Adds accessibility features: UI scaling, PDA pause, option to disable light flashes
- Item bars
- Adds pinned recipes
- Adds run mode
- Improved Air Bladder functionality
- Adds the Large Room and Glass Dome base pieces from Subnautica: Below Zero
- Adds Land Hatches from Subnautica: Below Zero
- Pings are now visible when piloting the Cyclops
- Save system improvements
- Improved performance
- Improved subtitles sync
- Loading screen improvements
- Intro skipping improvements
- Various performance optimizations
- Improved control mapping, for things like transferring items between inventory and storage
- Fixed some creatures not spawning properly
- Fixes for some VFX issues
- Fixed multiple terrain streaming issues (vehicles/items falling through)
- Fixed multiple issues related to base-building, vehicles
- Fixes for many possible photosensitive issues
…And many more various bug fixes!
- Speicherverbrauch von 8,3 GB auf 7,0 GB reduziert (nur für Xbox Series X|S)
- Speicherverbrauch von 8,5 GB auf 7,4 GB reduziert
- 5,16 GB groß (nur für Xbox Series X|S)
- 5,42 GB groß
Beta Version: The Culling
Release: 30.06.2017
Quelle: x
boxdynasty.deChanges and Fixes
- Made input queuing behave more consistently across various situations, especially when changing weapons
- Improved layout of Weapon Skins page
- Man Tracker no longer displays an arrow if the nearest opponent is beyond 99 meters
- Fixed a bug where automatic region selection would not always work properly
- Fixed a bug where loot award rarity randomness was not as random as it should be
- Player no longer breaks out of crouch to sprint automatically when pushing thumbstick to full extent, making it easier to crouch through traps
- Added “Jump Start” Perk – starts players with a random Tier 1 melee weapon
- Reduced Stamina cost for sprinting
- Increased duration of stun when struck in the back by a thrown weapon
- Revised aim assist settings
Increased area where aim sensitivity assist applies
Decreased area where rotational assist applies for ranged weapons
Reduced maximum target lock-on duration
- Added Iron Sight sensitivity setting for aiming mode with ranged weapons
- Fixed a bug that could cause game audio to become distorted
- Added a detailed map of the Prison to the booth
- Fixed a bug that prevented toilets from periodically spawning items
- Fixed a bug where purchase prices for cosmetics sometimes failed to display
- Fixed a bug that allowed a gun reload to be initiated again before a previous reload action was complete,
resulting in the reload sound playing multiple instances
- Fixed a bug that could cause the teammate highlight to fail to appear in some cases
- Fixed a bug where scoreboard would display incorrect player match rank
- Fixed a bug where bows would sometimes fail to fire a projectile
- Fixed a bug where terrain would sometimes fail to draw when loading basic tutorial
- Fixed a bug where players could become stuck in trees
- Changed settings to allow players to introduce more diagonal movement
with the controller without incurring a movement speed penalty
- Fixed a bug where player names would sometimes fail to display correctly in a match (or on the scoreboard)
- Fixed a bug where player cosmetics would sometimes fail to appear properly in a match
- Revised all controller schemes to drop/swap inventory items by holding the X button
(based on situational context), requires less time holding the button to drop/swap
- Fixed bug where players were sometimes unable to activate a Man Tracker
- Fixed bug where Match Summary and customizations menus could freeze
if players pressed down on d-pad using controller under certain conditions
- Fixed bug where snare placement visuals were incorrect
- Game now properly saves Xbox configuration settings (i.e. controller settings) between sessions
- Fixed bug where Victory Celebration animation could fail to display properly based on player state at end of match
- Fixed bug where players that were slow to load into the match could result in certain gameplay elements failing to initialize properly
- Coop is now defaulted to off in Quickplay filter. Players who wish to queue for teams matches
should either team with a partner or remove the filter.
- Fixed a bug that could force players to replay the basic tutorial under some conditions
- Game now re-establishes a connection to game servers more reliably
- Fixed a bug that could allow brief flashes of nudity *GASP* on female character model
- Fixed a bug that caused aim assist and rotational assist to target teammates
- Better handling of sign-in changes for Xbox profiles
- Better behavior for sending and accepting Xbox teammate invites in various situations
- Fix for potential crash when accepting a teammate invite
- Fix for Chokening console sometimes failing to activate
- 4,3 GB groß
Release: 11.07.2017
Release: 28.07.2017
- 4,48 GB groß
Release: 06.10.2017
Quelle: xboxdynasty.de
- Aus Spielvorschau wird die Vollversion
- Im Update enthalten sind kosmetische Verbesserungen
- Unterstützung für Xbox Sprachchat
- sowie zahlreiche Bugfixes
- Zudem, noch 8 goldene Waffen: Bleeding Blade, Triflector, Nutcracker, Axetinguisher,
Vampire Bat, Doppledagger, Infinity Pole, VomiHawk
- 4,86 GB groß
Release: 25.10.2018 (Version 1.0.5.0)
- 5,68 GB groß
Release: 14.05.2020 (Version 1.0.6.264)
Quelle: xboxdynasty.de
- Aus dem Free-to-Play-Titel wird ein Pay-To-Play-Titel
Das Spiel kann nun für 5,99€ gekauft werden
- Alle Spieler fangen wieder bei Level 1 an
- ACHTUNG: Pro Tag ein kostenloses Spiel, danach kann man Spiel-Tokens erwerben
0,99€ für 3 Token, 4,99€ für 20 Tokens oder
unbegrenztes Spielen für 7 Tage zum Preis von 1,99€, unbegrenztes Spielen für 30 Tage zum Preis 5,99€
- 5,47 GB groß
Release: 08.07.2020 (Version 1.0.6.277)
- 5,49 GB groß
Beta Version: Rivals of Aether
Release: 14.10.2016
- 364,02 MB groß
Release: 20.01.2017
- 345,94 MB groß
Release: 24.12.2016
- 248,19 MB groß
Release: 24.02.2017
- 279,41 MB groß
Release: 23.08.2017
Aus der Beta raus und nun eine Vollversion
- 357,39 MB groß
Release: 20.02.2018
Quelle: xboxdynasty.de
- Neue DLCs wurden ins Spiel eingebaut
Summit Skin Pack für 4,99€
Champion Skin Pack für 4,99€
Char Pack: Ranno, der Giftige Pazifist & Clairen, die Erlösung der Flamme für 4,99€
- 417,34 MB groß
Release: 05.10.2017 (Vom Server aus geändert)
Quelle: xboxdynasty.de
- Cross Play zwischen Xbox One und Windows 10 PC Spielern möglich
Release: 17.11.2017
Quelle:
- 1,33 GB groß
Release: 10.10.2018
Quelle:
- 451,15 MB groß
Beta Version: The Long Dark
Release: 16.08.2015 (v. 258)
Quelle: xboxdynasty.de
- Fixed bug with long survival times not increasing in very rare cases.
- Fixed issue with button collision being offset at certain resolutions.
- Fixed bug with Invert-Y not changing when modified in Options.
- Reduced brightness of snow at night.
- Fixed issue with falling out of world when loading save after falling through ice.
- Fixed problem with containers not restoring to correct location if previously stuck to ground.
- Fixed issue with confirmation dialog input being processed by UI underneath the dialog.
- Fixed bug with wolves sometimes making unprovoked attacks on players in Pilgrim Mode.
- Fixed issue with blood hit effects not playing on wolves.
- Increased wolf detection range for footstep audio when feeding.
- Fixed interior reset issue when spawning inside an interior
- 1,846 GB groß
Release: 01.10.2015
Quelle:
- 2,2 GB groß
Release: 04.11.2015
- 1,879 GB groß
Release: 16.12.2015
- 2,0 GB groß
Release: 24.12.2015
- 1,294 GB groß
Release: 16.01.2016
- 1,294 GB groß
Release: 09.02.2016
- 1,326 GB groß
Release: 19.02.2016
- 1,207 GB groß
Release: 22.04.2016
Quelle: xboxdynasty.de
- 2,5 GB groß
Release: 28.04.2016
Quelle: xboxdynasty.de
- 1,624 GB groß
Release: 10.05.2016
- 1,700 GB groß
Release: 29.06.2016
- 2,5 GB groß
Release: 07.07.2016 (v349)
- Mehr Sprachen werden unterstützt
- 1,860 GB groß
Release: 12.07.2016 (v350)
- Bus in the Survivor and Experience Mode are now fixes
- 1,738 GB groß
Release: 30.09.2016
- 2,7 GB groß
Release: 25.11.2016
- 2,61 GB groß
Release: 10.01.2017
2,44 GB groß
Release: 18.01.2017
2,45 GB groß
Release: 25.01.2017
97,50 MB groß
Release: 25.01.2017
Quelle: xboxdynasty.de
- 3,84 GB groß
Release: 17.06.2017
Quelle:
- 1,90 GB groß
Release: 01.08.2017
Quelle: xboxdynasty.de
- Aus der Beta wird eine Vollversion
- 6,98 GB groß
Release: 11.08.2017
Quelle:
- 3,54 GB groß
Release: 22.08.2017
Quelle:
- 3,68 GB groß
Release: 25.08.2017
Quelle:
- 2,18 GB groß
Release: 06.08.2017
Quelle: playm.de
- Zusätzliche Checkpoints in den ersten beiden Episoden wurden hinzugefügt
- Eine verbesserte Performance konnte erreicht werden
- Ersetzte einige fehlende Audio-Dateien
- Veränderungen bezüglich des Speichern
- Veränderungen bezüglich desWiederherstellens
- Verbeserungen der Spawning-Fehlern
- Verbesserung der Speicheroptimierung
- fehlender Untertitel wurden hinzugefügt
- Fehler eines schwebenden Lagerfeuers wurde beseitigt
- 3,98 GB groß
Release: 28.09.2017
Quelle:
- 2,93 GB groß
Release: 15.12.2017
Quelle:
- 4,39 GB groß
Release: 20.12.2017
Quelle:
- 1,51 GB groß
Release: 10.04.2018
Quelle:
- 5,34 GB groß
Release: 20.04.2018
Quelle:
- 953,24 MB groß
Release: 15.06.2018
Quelle:
- 6,44 GB groß
Release: 27.06.2018
Quelle:
- 5,64 GB groß
Release: 27.08.2018
Quelle:
- 5,01 GB groß
Release: 31.08.2018
Quelle:
- 2,52 GB groß
Release: 29.10.2018
Quelle:
- 3,71 GB groß
Release: 02.11.2018
Quelle:
- 1,28 GB groß
Release: 22.11.2018
Quelle:
- 3,07 GB groß
Release: 18.12.2018
Quelle: xboxdynasty.de | play3.de | gamezone.de
GENERAL FIXES
- General performance improvements across the game
- Widespread audio optimizations
- Upgraded to a new version of Unity, enabling widespread improvements across the game
GENERAL ART FIXES
- [Enviro] Numerous optimizations to improve performance
- [Enviro] Fixed numerous areas the player could become stuck in
- [Enviro] Fixed numerous areas the player could get outside of the intended play area
- [Enviro] Fixed numerous clipping and floating objects
- [Enviro] Performed various optimizations to avoid texture popping
- [Enviro] Improved alignment on some power lines
- [Enviro] Updated many snow banks, rocks, and fauna
- [Enviro] Numerous environment improvements
- [Enviro] Improved Aurora visuals; reduced the visible banding effect
- [Enviro] Improved blood decal lifetime
- [Enviro] Improved waterfall splash effects appearance when dark
- [Enviro] Improved light flicker visuals during an Aurora event
- [Enviro] Update to many items to prevent floating after an object is broken down
- [Enviro] Improved decal sorting
- [Enviro] Improved grass reflections lighting for time of day
- [Enviro] Fixed many instances of grass clipping through trees and railway tracks
- [Broken Railroad] Fixed invisible rocks near Rope Climb
- [Broken Railroad] Fixed overlapping pipes and debris near the Maintenance Yard
- [Carter Dam] Fixed box clipping into wall
- [Mystery Lake] Fixed corpses spawning sunken into the ground
- [Coastal Highway] Fixed stretched snow textures around some cabins
- [Mystery Lake] Fixed visual artifacts in river terrain
- [Mountain Town] Fixed flickering textures on mountain near Milton
- [Mountain Town] Fixed missing texture on rocks near transition to Mystery Lake
- [Mountain Town] Fixed missing collison on the barn at Paradise Meadow Farms
- [Mountain Town] Fixed flickering textures on the cars outside of Milton
- [Mountain Town] Fixed player being able to clip through parts of the silo
USER INTERFACE
- Improved the visibility of HUD button prompt when using a controller
- Improved Main Menu appearing off-center in 21:9
- Fixed back button taking player to wrong screen when viewing a Note at the end of a Survival Game
- Fixed Reticle appearing over non-interactable cabinets
- Fixed alignment of UI when reading a note
- Fixed Online Messaging only showing only the latest announcement, instead of all new announcements
- Fixed Back button option being highlighted by mistake in certain scenarios
- Fixed player being unable to back out of Save/Load menu if it was empty
WINTERMUTE FIXES
- Improved map markers to allow merging of critical information when multiple icons are at the same location
- Fixed frightened Wolves becoming aggressive after game is saved and loaded
- Fixed conditions that caused players to start Episode Two holding a lantern
- Fixed pelts not curing if partially cured when completing Episode One
- Added option to easily start Episode Two if the player quit after completing Episode One
- Fixed issue that caused audio to cut out when entering certain cars in Milton
- Fixed multiple sound effects playing when climbing rope breaks
- Fixed Neighbours Note clipping into ground
- Fixed deer carcass disappearing when loading an autosave
- Fixed Wolves not always fleeing from flares
- Fixed Wolves being able to attack players while in Dialogue Mode
- Fixed weather not restoring correctly when loading a game
- Improved accuracy of the Episode Completion stat
- Fixed issue that caused players to be pushed into another room when opening the vault door in the Bank
- Numerous wildlife pathfinding updates
SURVIVAL MODE
- Fixed player being able to use weapons while afflicted with a sprained wrist by saving then reloading the game
- Fixed issue with mapping in Mountain Town on some legacy save files
- All bedrolls now use the same skill when repairing
- Prevented deer from fleeing to inaccessible areas in the Ravine transition
- ixed items becoming lost under the Farmhouse in Pleasant Valley after a struggle
- Fixed animal sound effects playing when leaving Trapper’s Cabin
- Fixed issue where a cairn found in Coastal Highway could be found twice
- Fixed issue that could cause Rifles placed on racks to fall off when player exits the building
- Fixed Bear spawning in terrain in Mystery Lake
ALL GAME MODES
- [All] General gameplay tuning across a variety of systems.
- [All] Improved aiming mechanics for thrown Stones, to make Rabbit Hunting a bit easier.
- [All] Retuned Wolf flee behaviour to react to being hit by a thrown Stone (probability is subject to Experience Mode).
- [All] Bear breath effect optimization
- [All] Male survivor can no longer be heard breathing when Survivor Voiceover is turned Off
- [All] Fixed players arms becoming stuck if entering a wolf struggle while holding a Flashlight
- [All] Decreased campfires placement size to avoid players trapping themselves
- [All] Fixed condition that could result in the the player becoming stuck when picking up a stunned Rabbit
- [All] Fixed exploit that allowed Encumbered players to travel uphills at regular speed by crouching and standing repeatedly
- [All] Fixed Cooking Pots sinking into cooking surfaces
- [All] Improved how items snap onto cooking surfaces
- [All] Fixed last Cartridge in a stack dropping as a box
- [All] Fixed Bows and Rifles floating above placed location
- [All] Fixed placed Campfires sinking slightly after player leaves area
- [All] Fixed “You are not thirsty” message appearing incorrectly when trying to drink soda or tea
- [All] Fixed player becoming stuck in animation if attacked by a wolf while reloading the Rifle
- [All] Fixed Distress Pistol becoming stuck in hand if the reload button was pressed rapidly
- [All] Fixed instances where subtitles could play when turned off
- [All] Fixed issue where the fade to black after wolf struggle hid the get up animation
- [All] Fixed unplugging the controller during movie a not pausing playback
- [All] Fixed Ropes becoming inaccessible if player saves and reloads while on a ledge
- [All] Adjusted Flashlight lighting effect
- [All] Player can no longer enter a door when a Struggle has been initiated
- [All] Improved wildlife pathfinding in Milton
- [All] Fixed issue that caused Aurora to not appear correctly when using OpenGL
- [All] Improved wildlife pathfinding in Paradise Meadows Farm
- [All] Fixed player being able to throw a Flare while opening a car trunk
- [All] Fixed flickering sky that could occur during wind storm
- [All] Fixed not being able to place a Campfire on concrete
- [All] Fixed unlocked lockers in Trapper’s Cabin requiring a pry bar to open
CUSTOM EXPERIENCE SETTINGS
- [Custom Settings] Updated several description strings to reflect specific settings more accurately.
- [Custom Settings] Fixed „Struggle player strength bonus“ option not working correctly
- [Custom Settings] Fixed „Struggle damage received modifier“ option not working correctly
- [Custom Settings] Fixed “Stick, Branch, and Stone spawn frequency” always being set to high
- [Custom Settings] Fixed Hidden Caches in River Valley not appearing as empty in Custom Mode
- [Custom Settings] Fixed animals fleeing when Custom Mode set to Interloper mode
- [Custom Settings] Fixed Blizzard Frequency not working correctly
- [Custom Settings] Fixed Wildlife Respawn Frequency not working correctly
- [Custom Settings] Fixed Wolf Spawn Chance settings not matching intended preset
- [Custom Settings] Fixed Cabin Fever and Parasites being On when using the Pilgrim preset
- [Custom Settings] Fixed Medical Treatment voice over playing when Survivor Monologue was disabled
- [Custom Settings] Fixed Custom Experience options being unavailable until user scrolls to the bottom of the menu
- [Custom Settings] Fixed „Interrupt If Freezing Starts While Sleeping“ option not taking effect
PS4-ONLY FIXES
- [PS4] Fixed missing Bear breath
- [PS4] Improved stability when transitioning scenes
- [PS4] Optimized Aurora performance
- [PS4] Improved lighting performance
- [PS4] Fixed cursor not resetting to correct position
- [PS4] Improved visual effects on Flares when thrown
XBOX-ONLY FIXES
- [Xbox] Fixed grass rotating to face the camera
- [Xbox] Improved performance when in the Whaling Station
- [Xbox] Improved performance during strong wind conditions
- [Xbox] Improved performance on breath effects
- 8,34 GB groß
Release: 21.12.2018
Quelle:
- 1,82 GB groß
Release: 11.01.2019
Quelle:
- 4,76 GB groß
Release: 18.01.2019
Quelle:
- 4,11 GB groß
Release: 27.02.2019
Quelle:
- 4,22 GB groß
Release: 27.02.2019
Quelle: xboxdynasty.de
- New! Revolver: A close-quarters defensive tool against hostile wildlife.
- New! Birch Bark Tea: A slow-gain condition restoration item brewed from a renewable natural resource.
- New! Energy Drink: Quick-shot Stamina and Fatigue boost, useful for getting yourself out of a variety of bad situations.
- New! Improvised Cloth Wraps: Stave off Frostbite on your Head and Hands with these basic wraps.
- Overhaul! Rifle & Shooting Gameplay: Completely overhauled shooting and aiming mechanics for the Rifle and other ranged tools.
- Overhaul! Sprain System: Improved Sprain gameplay dynamics and first aid solutions.
- 7,35 GB groß
Release: 10.05.2019
Quelle:
- 1,07 GB groß
Release: 01.06.2019
FQuelle:
- 2,76 GB groß
Release: 03.06.2019
Quelle:
- 1,45 GB groß
Release: 17.07.2019
Quelle:
- 922,11 MB groß
Release: 22.10.2019
Quelle: xboxdynasty.de | play3.de | xboxdynasty.de
- Xbox One X Support: dynamische 4K Auflösung
- High Dynamic Range 10 für Xbox One S und Xbox One X
- 9,24 GB groß
Release: 27.10.2019
Quelle:
- 8,46 GB groß
Release: 31.10.2019
Quelle:
- 4,72 GB groß
Release: 11.12.2019
Quelle:
- 8,91 GB groß
Release: 13.12.2019
Quelle:
- 4,38 GB groß
Release: 16.12.2019
Quelle:
- 549,91 MB groß
Release: 17.12.2019
Quelle:
- 1,08 GB groß
Release: 19.12.2019
Quelle:
- 4,22 GB groß
Release: 20.01.2020
Quelle:
- 5,10 GB groß
Release: 23.01.2020
Quelle:
- 422,30 MB groß
Release: 30.01.2020
Quelle:
- 481,16 MB groß
Release: 07.02.2020
Quelle:
- 500,98 MB groß
Release: 20.05.2020
Quelle: xboxdynasty.de
GENERAL FIXES
- Fixed stuttering when looking towards Wolves, while in Milton.
- Fixed null exception that would occur when lighting the Pot Belly Stove.
- Bear sound effects no longer play when a carcass is removed from the world.
- Updated Steam Controller profile.
- Fixed an issue that prevented Players from being able to save or load their game if the save contained invalid data.
GENERAL ART FIXES
- Numerous optimizations to improve performance.
- Fixed numerous areas the player could become stuck in.
- Fixed numerous areas the player could get outside of the intended play area.
- Fixed numerous clipping and floating objects.
- Performed various optimizations to avoid texture popping.
- Added casting shadows to numerous trees.
- Improvements to item placement system to reduce frequency of out of reach items.
- Fixed many minor art bugs to improve general polish in Bleak Inlet region.
- Environment art polish to improve sight-lines between major visual landmarks in Bleak Inlet.
- Removed extra window outlines that could appear on Trailers.
- Fixed several instances of trees placed incorrectly in Coastal Highway.
- Fixed several instances of collision being incorrect on porches in the Milton townsite.
USER INTERFACE
- Fixed an issue that caused icons on the Map to no longer populate, after mapping or discovering a large number of locations.
- Updated alignment on help text to make it consistent.
- Added missing Map icons found in the Town of Milton.
- Added missing Map icon hover text, when viewing the Derailment in the Ravine Crummy.
- Fixed missing UI elements when viewing notes, while the HUD is disabled.
- Fixed an incorrect tooltip found in Options->Display menu.
- Cooking UI now displays updated weight of items, instead of always showing the base weight.
- Added Audio options for selecting Headphones or Speakers.
- Fixed incorrectly named transitions areas on the Bleak Inlet Map.
- Updated labels on transition zones to be more consistent.
- When Crafting Tinder Plugs, the craft value will no longer appear as Rounds.
- Updated scroll bars to work consistently across all menus.
- Removed an extraneous line in the Skills menu.
[Loc] Fixed multiple instances of overlapping Russian text.
ALL GAME MODES
[All Modes] Added Lost and Found boxes to all remaining scenes.
- Players will no longer lose Stamina if they are holding shift, while lighting or extinguishing a Lantern.
- Replaced the non-interactable stack of papers found on the Workbench, with an interactable version.
- The Cooking Pot now provides the correct bonus when cooking meat.
- Breaking down items will no longer cause nearby gear items to drop through the ground.
- Updated the water in the Mine Tunnels to deal less cold damage.
- Fixed bug where Revolver Bullet weight changed when added to your inventory.
- Improved moving items to the Lost and Found box, if they have fallen outside of the world.
WINTERMUTE FIXES
- [WINTERMUTE] Completing an Episode 1 or Episode 2 Side Missions now displays a completion message.
- [EPISODE THREE] Fixed an issue in the Mine exiting Pleasant Valley, where players would be repositioned after reloading a saved game.
- [EPISODE THREE] Added missing foley to the second part of the Mine Tremor cinematic.
- [EPISODE THREE] IDs are now removed from the Players inventory when completing the Fallen Star mission in Episode Three .
- [EPISODE THREE] Removed access to Timberwolf Mountain from Pleasant Valley.
- [EPISODE THREE] Fixed the spawn condition of the Revolver found in Molly’s basement.
SURVIVAL MODE
- Fixed incorrect spawn rate for the Prepper Cache found in Pleasant Valley.
- All cabins now display smoke coming out of their chimney, when a fire is lit inside.
- When sleeping, the save file screenshot will now occur after the player transitions from sleep, instead of during the transition.
- Players can now place a Rifle on the gun rack found in the Hunting Lodge.
- Cancelling while drinking Coffee will now award the appropriate amount of progress to the “Straight to the Heart” Feat.
- Pre-Spawned campfires will no longer respawn, when loading a save where they were previously broken down.
- [Saves] Implemented a check to force the Aurora to be enabled on Survival Mode save files created prior to the Aurora being enabled.
- 7,04 GB groß
Release: 26.05.2020
Quelle:
- 3,46 GB groß
Release: 04.06.2020
Quelle:
- 2,71 GB groß
Release: 29.06.2020
Quelle:
- 4,13 GB groß
Release: 01.07.2020
Quelle: xboxdynasty.de
- Sommer Event ist gestartet und wird bis zum 31. Juli 2020 stattfinden
während des Events die durchschnittliche Welttemperatur sowie die Innentemperatur um 10 Grad gesenkt.
Spieler müssen sich auch häufiger auf länger andauernde Blizzards einstellen.
- Zum Kanada Tag am 1 Juli 2020 werden 2 neue Lebensmittel hinzugefügt: Ahornsirup und Ketchup Chips
Neue Herausforderungen
- Kanadisches Fest: Findet und konsumiert 25 Flaschen Ahornsirup und 25 Tüten Ketchup-Chips über mehrere Speicherplätze hinweg, während Winter’s Embrace aktiv ist.
- Winter im Juli: Überlebt 25 aufeinanderfolgende Tage mit einer einzigen Rettung durch Winter’s Embrace, während das Ereignis aktiv ist.
- 422,41 MB groß
Release: 08.07.2020
Quelle:
- 569,44 MB groß
Release: 31.07.2020
Quelle:
- 2,51 GB groß
Release: 30.10.2020
Quelle: xboxdynasty.de
- Halloween Event ist gestartet und ist vom 30.10.2020 bis zum 12.11.2020 verfügbar
- 8,44 GB groß
Release: 04.11.2020
Quelle:
- 2,41 GB groß
Release: 24.11.2020
Quelle:
- 2,41 GB groß
Release: 07.12.2020 (Version 1.89.0.0)
Quelle: xboxdynasty.de
HIGHLIGHTS
- New Region: Ash Canyon
- New Challenge Mode: Darkwalker
- New UI: Region Selection Menu
- New Gear Items: Crampons and the Technical Backup
GENERAL FIXES
- Fixed an issue that caused the game to hang when loading, while a third party overlay (IE Steam, Nvidia overlays) was active.
- Fixed a potential hang that could occur when launching the game.
- Post Unity 2019 upgrade optimization.
- [Audio] Fixed an issue that prevented wildlife audio from playing.
GENERAL ART FIXES
- [Enviro] Fixed various floating or clipping objects found throughout the world.
- [Enviro] Fixed numerous areas Players could become stuck on terrain.
- [Enviro] Fixed misaligned texture on the Park Sign found in Milton.
- [Lighting] Optimized indoor light volumes to help remove seams in dark areas.
USER INTERFACE
[Map] Improved how icons are sorted when in close proximity on the Map.
[Map] Added missing icon for the Mystery Lake, Carter Hydro Dam exit.
[UI] New Region Selection Menu.
[UI] Tuned the Crafting menu to approve the general quality of life.
[UI] Update the States Menu to be more visually clear.
[UI] Added more Loading Icons on the Load Screens.
[UI] Localization pass and bug fixes.
[UI] Improved the Russian description for the Hunted Part 2 badge.
[UI] Fixed Gear items not appearing correctly when viewed Inspection mode, while the HUD is disabled.
SURVIVAL MODE
[General] Fixed an issue that could cause the Spray Glyph option to appear in Survival Mode games.
WINTERMUTE
[EP3] Fixed an issue that could cause the game to lock-up, when answering a phone call.
CHALLENGE MODE
[Darkwalker] Fixed the incorrect death message appearing when killed by natural causes.
[Darkwalker] Fixed an issue that caused the Spray Paint cap to appear at an incorrect offset, when spraying a Glyph.
[Darkwalker] Improved how the Darkwalker tracks the Player after transitioning to a new Region.
[Darkwalker] Added ropes to some climbing points in Broken Railroad and Pleasant Valley.
[Darkwalker] Fixed an issue that caused some localized Tool Tip text to be cut off.
[Darkwalker] Added missing subtitles.
[Darkwalker] Fixed an issue that prevented the audio stringer to play correctly, when the Darkwalker appears while inside an interior.
[Darkwalker] Ward fires now go out once the ward has expired.
[Darkwalker] Wards placed on the outside of an exterior now expire correctly, while inside.
[Darkwalker] Interiors now prevent players from placing a ward fire while one is already active.
[Darkwalker] No longer able to remove a banish glyph, once placed
[Darkwalker] Fixed an error that would cause a dialog to appear in-game, if the player left, then returned to a region with an active ward fire.
[Hunted Pt 2] Fixed an issue that would cause the Old Bear to disappear, if the player transitioned at a very specific point in the Old Bear’s animation.
PS4
[Enviro] Fixed an issue that caused some waterfalls to appear black.
- 8,59 GB groß
Release: 14.12.2020 (Version 1.90.0.0)
Quelle:
- 8,53 GB groß
Release: 18.12.2020 (Version 1.91.0.1)
Quelle:
- 2,58 GB groß
Release: 19.01.2021 (Version 1.93.0.0)
Quelle:
- 2,82 GB groß
Release: 30.04.2021 (Version 1.94.0.2)
Quelle:
- 2,61 GB groß
Release: 07.10.2021 (Version 1.95.0.0)
Quelle: xboxdynasty.de
- Episode 4 „Fury, Then Silence“ wurde hinzugefügt
- 11,72 GB groß
Release: 28.10.2021 (Version 1.97.0.0)
Quelle:
- 9,26 GB groß
Release: 07.12.2021 (Version 1.98.0.0)
Quelle:
- 11,54 GB groß
Release: 14.12.2021 (Version 1.99.0.0)
Quelle:
- 426,39 MB groß
Release: 07.04.2022 (Version 2.0.0.0)
Quelle:
- 7,58 GB groß
Release: 29.08.2022 (Version 2.1.0.3)
Quelle:
- 3,70 GB groß
Release: 09.09.2022 (Version 2.2.0.0)
Quelle:
- 581,04 MB groß
Release: 02.03.2023 (Version 2.3.0.0)
Quelle: xboxdynasty.de
TALES FROM THE FAR TERRITORY - PART 1
- Drei neue Regionen, verbunden durch die langen Reisezonen und die Knotenpunktregion. Die erste dieser Regionen, „Verlassener Flugplatz“, und die Reisezonen werden mit dem Erweiterungspass eingeführt.
- Die beiden anderen Regionen werden im Laufe der 12-monatigen Kampagne freigeschaltet.
- Drei Geschichten, erzählerische Herausforderungen, die innerhalb des Überlebensspiels stattfinden und Einblicke in die geheimnisvolle Geschichte des Fernen Territoriums gewähren.
- Neue Gameplay-Systeme, darunter: Transponder, Travois, Safehouse-Anpassung, Händler, komplexe Kochrezepte und neue Item-Varianten.
- Über 20 Minuten neue Survival-Musik (über 10 Minuten im ersten Drop enthalten).
- 430,92 MB groß
Release: 30.03.2023 (Version 2.9.0.0)
Quelle: thelongdark.com | xboxdynasty.de | 60 FPS=xboxdynasty.de
- Xbox Series X Support: 4K mit bis zu 60 FPS (Beweis Video unten ab 4:00 Minuten
TALES FROM THE FAR TERRITORY - PART 2
USER INTERFACE
- Added a unique Icon for Cured/Dried Guts.
- Updated the Insomnia affliction tooltip to reflect proper duration.
- Fixed an issue where Accessibility Options and Keyboard Bindings would reset after updating the game to a new version.
- Fixed an instance of debug text that would appear on the Map screen, after finding a Visor Note.
- Fixed an issue that prevented players from setting a custom Display Number in the “Settings Menu”, locking the game to the Primary Monitor.
- Added the correct “Sawing” text that displays when using the Hacksaw.
- Fixed an issue that caused the wrong audio to play when pressing the 'X' button on a Controller in the Crafting Menu.
- Fixed an issue that caused the "Back to Home" button to disappear when using a controller.
- Reviewed and adjusted translated text for TALES FROM THE FAR TERRITORY as needed.
AUDIO
- Fixed an issue where wind sound effects would not play correctly when loading from a Save file.
- Fixed an issue where wind was not being occluded while indoors, making it sound like the player was still outside.
- Fixed an issue that would cause the wrong footstep sounds to play when walking on carpets.
ENVIRONMENT
- Fixed terrian that could not be crossed near the Brittle Cave in the Forsaken Airfield.
- Fixed floating items found inside Mystery Lake Trailers near the Carter Hydro Dam.
- Fixed graphical texture issues found throughout Forsaken Airfield.
- Fixed an invisible corpse found in the Carter Hydro Dam.
- Fixed loot placement in one of the caves in Broken Railroad.
- Fixed various floating objects found in the Forsaken Airfield.
- Fixed visible texture seams found on some of the distant mountains in Broken Railroad.
- Fixed an issue that would cause the Security Hut to become invisible at certain distances.
- Fixed a light source in the Farm House in Pleasant Valley.
- Fixed an issue that caused the Water Tower to pop-in unexpectedly in Mountain Town at certain distances.
- Removed numerous locations where the player could become trapped in the environment throughout Forsaken Airfield.
- Fixed low resolution textures found on the Safe in the Hydro Dam.
SURVIVAL
- Updated Memento Cache Interloper Spawn Table, and fixed an issue with some Keys spawning for disabled Memento Caches.
Please note that players might not see the fix in an existing save if they have already visited that location.
- Fixed an issue that caused Cat Tails to have the incorrect weight, after being partially eaten.
- Fixed an issue that would cause the player to teleport to a pre-placed Snow Shelter, if they saved and reloaded, while in a different Snow Shelter.
- Fixed an issue that prevented the player from breaking down the Scrub Brush found in the Broken Railroad region.
- Fixed an issue that could cause the player to shift vertically, if they saved the game while crouching.
- Fixed an issue where spray-painted Markers would not appear correctly when applied to some trees.
- Fixed an issue that caused cured Pelts to float above the ground.
- Updated the Deer Pelt icon to better match the in-game item.
- Speicherverbrauch von 12,8 GB auf 16,2 GB erhöht
- 15,97 GB groß
Release: 31.03.2023 (Version 2.11.0.0)
Quelle:
- Speicherverbrauch von 16,2 GB auf 16,0 GB reduziert
- 4,22 GB groß
Release: 06.04.2023 (Version 2.12.0.0)
Quelle:
- 2,94 GB groß
Release: 15.04.2023 (Version 2.14.0.0)
Quelle:
- 2,97 GB groß
Release: 28.04.2023 (Version 2.16.0.0)
Quelle:
- 3,54 GB groß
Release: 21.06.2023 (Version 2.17.0.0)
Quelle: xboxdynasty.de
TALES FROM THE FAR TERRITORY - PART 3
- Das neue Frontier-Kochsystem, das mit Hilfe von Rezepten und neuen Zutaten eine Reihe von gemütlichen Überlebensmitteln herstellt
- Das Schneehuhn, das Fleisch für den Lebensunterhalt oder Daunen zum Herstellen einer improvisierten Bettrolle und einer improvisierten Isolierung liefert
- Ein robuster neuer Sportbogen
- Eine Taschenlampe für Bergleute mit einer effizienteren Batterie
- Drei neue Revolver-Varianten (Jäger, Förster und Aufseher) mit einer Reihe von Vorteilen, die euch das Überleben in den wilden Weiten des fernen Territoriums erleichtern
- Speicherverbrauch von 16,0 GB auf 14,4 GB reduziert
- 5,95 GB groß
Release: 30.06.2023 (Version 2.19.0.0)
Quelle:
- 2,05 GB groß
Release: 25.07.2023 (Version 2.22.58.0)
Quelle: xboxdynasty.de
ALLGEMEIN
- Benutzeroberfläche: Es wurde ein seltenes Problem behoben, das dazu führte, dass sich der Text im TALES-Menü überlappte.
- Audio: Es wurde ein Fehler behoben, durch den die Stimme eines Überlebenden unbeabsichtigt zwischen den Sprachoptionen wechselte.
- Audio: Es wurde ein Fehler behoben, durch den Schrittgeräusche nicht mehr abgespielt wurden, nachdem ein Spieler auf eine Ranke geklettert war.
- Benutzeroberfläche: Es wurde ein Problem mit der Logik behoben, mit der die Bettrolle im Radial-Menü angezeigt wurde.
Die Bärenfell-Bettrolle und die verbesserte Daunenbettrolle werden jetzt im Radial-Menü angezeigt, vorausgesetzt, sie sind die wärmste verfügbare Bettrolle-Option.
- Gameplay: Es wurde ein Fehler behoben, durch den ein beleuchtetes Streichholz nach dem Passieren eines Wasserfalls leuchtete.
- Gameplay: Es wurde ein Fehler behoben, durch den Erinnerungsstücke verschwanden, wenn sie in einem Autovisier spawnten und der Spieler die Umgebung neu lud
(entweder durch Laden einer Speicherdatei oder durch Wechseln in einen anderen Bereich).
Wenn die Notiz in eurem aktuellen Spielstand bereits verloren gegangen ist, müsst ihr möglicherweise erneut laden oder die Region einmal verlassen und zurückkehren.
- Gameplay: Es wurde ein Fehler behoben, durch den das Gewicht einiger Gerichte nicht übereinstimmen konnte, je nachdem, wo man sie ansah (z. B. Rucksack vs. Rezepte).
- Gameplay: Es wurde ein Fehler behoben, durch den Hagebuttenkuchen Durst beeinflussten.
- Gameplay: Es wurde ein Fehler beim Stapeln der Brühe behoben, der auf eine fehlerhafte Berechnung aufgrund einer erhöhten Kochfertigkeit zurückzuführen war.
- Gameplay: Es wurde ein Fehler behoben, durch den das Schneehuhn stecken blieb, wenn es mitten im Flug getötet wurde.
- Spielablauf: Es wurde ein Fehler behoben, durch den Gegenstände in der Nähe von Gebieten, die an den offenen Ozean grenzten (einschließlich düstere Bucht, Verwüstungspunkt usw.), seltener als vorgesehen auftauchten.
- Gameplay: Es wurde ein seltenes Problem behoben, durch das neue Kochgegenstände und Rezeptkarten nicht spawnten.
- Gameplay: Es wurde ein Fehler behoben, durch den das Schneehuhn in benutzerdefinierten Spielmodi nicht spawnte.
XBOX
- 2,40 GB groß
Release: 26.09.2023 (Version 2.23.69.0)
Quelle: notes=hinterlandforums.com
- Fixed an issue where inaccurate time values were shown in the player Journal during the Nomad Challenge.
- Fixed an issue where Bear walk-cycle animations could break during an Aurora event.
- Addressed multiple visual issues in which objects could pop-in when approaching them.
- Fixed an issue where an Acorn location could not be interacted with in the Mystery Lake Region.
- Fixed an issue where Wolves would ignore campfires when trying to get to the Survivor.
- Fixed an issue where items left atop televisions could fall inside the object when transitioning to and from an interior.
- Fixed multiple issues where certain items within Vehicles were inaccessible to the player.
- Fixed an animation issue with Stags where they would turn oddly in certain circumstances.
- Fixed an issue in which a corpse was mislabelled as "Crow Feather".
- Fixed multiple visual issues within the Control Tower in Forsaken Airfield.
- Fixed a visual issue in which the interior of Snow Shelters could be seen from unintended positions.
- Fixed a lighting issue with the couch in the Pleasant Valley Farmhouse.
- Fixed a lighting issue in the Community Hall which caused three spotlight effects.
- Fixed a rare issue preventing Survivors from interacting with objects after searching a container while holding a lit Match.
- Addressed a visual issue caused by viewing objects through Campfire smoke.
- Addressed a visual issue where shadows in Ash Canyon could pop in and out depending on the player's position.
- Fixed an issue that could cause items dropped in particular Caves to be lit inconsistently.
- Fixed an issue where some structural objects in Blackrock Penitentiary were invisible to the player.
- Added the option to skip the initial Photosensitivity Warning screen upon subsequent launches of the title.
- Fixed an issue where some players using the Epic Game store were unable to progress past the Disclaimer screen.
(If you continue to encounter this issue, please send a message to our Support portal using the link provided below.)
- Fixed multiple issues in which items on harvested surfaces would remain mid-air instead of dropping to the ground.
- Updated the Emergency Stim to allow for easier placement of the object.
- Fixed multiple issues where interacting with specific objects or terrain while holding an item could result in the game hanging, forcing a restart.
- Fixed an issue that caused Firewood to disappear on approach at the Rail Tunnel entrance of the Mystery Lake Region.
- Fixed an issue where incorrect resources could spawn in Prepper Bunkers when playing on Interloper Experience Mode.
- Fixed an issue where the Draft Dodgers Cabin was incorrectly shown as Fishing Cabin upon entering the cabin and when referenced in the Journal.
GAMEPLAY
- Fixed an issue where the Weapon Hotkey would not cycle through Weapon Variants correctly.
- Fixed an issue in the Hopeless Rescue Challenge where Distress Pistols could be found in unintended locations.
- Fixed an issue where Ruined meat would appear fresh when returning to it after transitioning between Regions, or to and from an interior.
- Fixed an issue where the Repair skill would improve for unintended player actions, making this improvement too easy.
- Fixed an issue where ice floes in Coastal Highway and Desolation Point would instantly drop the Survivor into the ocean,
and have been updated to show the Weak Ice notification symbol as intended.
- Fixed a location in which a player could become trapped in Desolation Point near the Hibernia building.
- Fixed an issue with the Bedroll which allowed it to be placed in locations it wouldn't feasibly fit.
- Fixed an issue where the visuals for Weather effects would appear within structures and Caves, as well as locations which might have a reasonable degree of shelter.
- Fixed an issue which prevented the Survivor from revealing the Frozen Delta location trigger in Bleak Inlet when surveying from certain locations.
- Fixed an issue which prevented Recipes requiring water as an ingredient from being crafted.
- Fixed an issue where Custom Survival settings were being applied to the As the Dead Sleep Challenge.
- Fixed an issue where Wolves and Bears would not spawn in the As the Dead Sleep Challenge.
- Fixed an issue where Lockers unintentionally always contained items, regardless of Experience Mode.
- Fixed an issue where damaging a Bear after it had already died would result in the carcass flying upward.
- Fixed an issue in which Bedrolls could be repaired without the use of a Sewing Kit, or Fishing Tackle.
- Fixed an issue where Bearskin Coats only required 1 hide to craft instead of the intended 2.
- Fixed an issue where consecutive uses of the word “search” were used in the Frozen Corpses Journal entry.
- Fixed a location in which items could fall beneath the ground layer in a Forlorn Muskeg Region cave.
- Fixed an issue where non-potable water left on the ground would become potable when the player reloaded their save file.
- Added an option to consume Water directly from the vessel used to boil it.
- Fixed a bug where containers would fail to open on rare occasions.
- Fixed an issue where Wildlife could get stuck when moving through a particular area of the Mountain Town Region.
- Fixed an issue where Sticks, Branches, and Limbs would be removed from a location after the Survivor revisited it.
- Fixed an issue where Pelts and Hides decayed more quickly in an interior compared to outdoors.
- Fixed an issue where sometimes Peaches could not be placed within a certain proximity of a campfire.
- Added functionality to allow players to light torches via the X button (for Playstation) and A button (for Xbox) from fire sources.
- Fixed an issue where the Survivor wouldn’t stow held items when interacting with Transmitters.
- Fixed an issue where cancelling while crafting Gunpowder incorrectly resulted in Gunsmithing Skill advancement.
- Fixed an issue where dead Wildlife could be found in a standing position upon reloading the game.
- Fixed an issue which prevented the Curator's Rifle from spawning.
- Fixed an issue that resulted in consumed items remaining visible in the Survivor’s inventory.
- Fixed an issue with loot tables which could result in certain containers being unintentionally empty, regardless of Experience Mode.
USER INTERFACE
- Adjusted the Ice Fishing UI for easier readability and removed an asset overlap when using a controller.
- Added further detail to Bleak Inlet's in-game map.
- Fixed an issue where the stars in the night sky of the Brightness Settings Menu would not appear.
- Fixed an issue in which Clothing items would appear dark or poorly lit when viewed in the Clothing Menu item carousel.
- Fixed an issue where the Region selection screen would flicker when swapping between Region views in the new Survival Menu.
- Fixed an issue where swapping game resolutions could result in UI elements becoming displaced.
- Fixed an issue where Status and Clothing Menus would exhibit noticeable lag when opened.
- Fixed an issue where the display resolution would not correctly update after changing it multiple times.
- Fixed an issue where the in-game Map would lag and stutter while scrolling if an abundance of map markers had been revealed in the Region.
- Fixed an issue which caused the News panel to open if the X button on Steam Deck was pressed during Feat selection of a new Survival game.
- Fixed an issue that could result in a ruined food item incorrectly remaining at 1% condition.
- Adjusted Spray Paint markers on the map to appear in front of pre-existing symbols for clearer visibility.
- Fixed an issue where Old Man's Beard was incorrectly referred to as "Bandage" instead of "Dressing" in the Crafting Menu.
- Fixed an issue where Security Logs were incorrectly oriented when examining them from the Journal.
- Fixed an issue where collecting multiple items at a time caused an incorrect amount to display on the item Inspection screen.
- Fixed an issue where on-hover text would not properly update an object’s status after interacting with it.
- Fixed an issue which revealed Map markers in unsurveyed areas when a player picked up a Polaroid.
- Fixed an issue where activating a Vista would incorrectly reveal nearby Memento Caches on the Map, regardless if the Survivor had collected the associated Memento.
- Fixed a bug where raw meat could appear mid-air when inspecting a piece of cooked meat on a cooking surface.
ENVIRONMENT ART
- Fixed multiple issues where map gaps and visible seams could be seen.
- Fixed an issue which could cause shadows to appear incorrectly on snow surfaces at particular times of the day.
- Fixed an issue with The Control Tower rendering incorrectly from certain distances.
- Added additional lighting effects to snow based on the sun’s position.
AUDIO
- Fixed an issue causing doubled footstep audio when traversing the staircase in the Long Rail Transition Zone.
- Added audio for failed crafting attempts for items crafted at the Ammunition Workbench.
- Fixed an issue where wolf howls would repeat unintentionally.
PLATFORM SPECIFIC
- Fixed an issue which could cause a crash on launch for Linux players.
- Fixed a missing button prompt for “more info” on Xbox
when a New Mission is added or updated, or when hovering over an objective
on the Map.
WINTERMUTE
- Fixed an issue where the "Blood Soaked Note" could fall underground if the bush next to it is harvested before picking it up.
- Fixed an issue which rarely occurred in the Hangar in Episode 1 resulting in players being unable to progress their Mission Journal.
(Players previously affected by this issue can continue their games by loading a prior save file.)
- Fixed an issue which resulted in players loading into the game after the ending cinematic of Episode 3, preventing them from progressing to Episode 4.
(Players previously affected by this issue can continue their games by loading a prior save file.)
- Adjusted lighting in the Old Bear Cave of Episode 2.
- Fixed an issue where Jeremiah's Knife and the Scrap Metal Knife could appear as an optional tool for crafting in Survival Mode.
- Fixed an issue which prevented Steam Community translations from being applied in Wintermute.
TALES FROM THE FAR TERRITORIES
- Airfield Region: Fixed an issue with the Field 31 memo which allowed it to be moved with the placement feature.
- Fixed an issue where holding a lit Match while interacting with a Transmitter of Bunker Hatch would ruin all Matches in a stack.
- Fixed an issue which caused lighting in Bunkers to be far too bright during Aurora events.
- Fixed an issue which prevented Players from dropping items when the on-hover text for a Transmitter was visible.
LOCALIZATION
- Fixed an issue where Ukrainian and Spanish translations would show Closed-Captioning subtitles when set to Subtitles only.
- Fixed an issue where mission objectives for the Nomad Challenge were incorrectly stated in the Finnish translation.
- Fixed multiple translation errors in Finnish.
- Fixed a translation error with the Turkish word for "smoke".
- Fixed a translation error in the Crafting Menu that resulted in the word "Craft" remaining in English regardless of language settings.
- 4,55 GB groß
Release: 29.09.2023 (Version 2.24.71.0)
Quelle: notes=hinterlandforums.com
- Fixed an issue that caused a crash to occur if a Bow broke while being shot.
- 264,01 MB groß
Release: 06.12.2023 (Version 2.25.89.0)
Quelle:
TALES FROM THE FAR TERRITORY - PART 4
- Speicherverbrauch von 14,4 GB auf 15,0 GB erhöht
- 5,16 GB groß
Release: 14.12.2023 (Version 2.26.93.0)
Quelle: notes=hinterlandforums.com
Bug Fixes
CRASHES
- Fixed an issue where entering or exiting the Langston Mine in the Zone of Contamination from any entrance could result in a crash on Xbox and Playstation.
- Fixed a rare crash which could occur when interacting with the Security Chief's remains during the completion of the Buried Echoes Tale.
GAMEPLAY, UI, CONTROLS
- Fixed an issue where time spent in the Langston Mine portion of the Zone of Contamination was not reflected in the Survivor's Journal > Stats.
- Fixed an issue where the Insulated Flask would never be damaged during Struggles.
- Adjusted Vitamin C content in Fish, so fish of the same species provide more consistent values.
- Fixed an issue where Polaroids in the Zone of Contamination would not reveal their associated Vista location when picked up.
- Fixed an issue where Bears would not spawn in multiple locations where they normally should.
- Fixed an issue where after a Bear Struggle, notifications for new Afflictions would not appear.
- Fixed an issue where the Buried Echoes Badge would not appear on-screen upon completing the Tale.
- Fixed an issue where Broth could not be consumed and displayed no Calorie value..
- Fixed an issue where Broth was no longer needed to Craft Recipes which should require it as an ingredient.
- Fixed an issue where Broth weighed twice as much as intended.
- Fixed an issue where Poisoned Wolf Carcasses could disappear after Harvesting them.
- Fixed an issue where exiting the First-Person Harvest UI for Rabbits or Ptarmigans caused the Carcass to disappear.
- Fixed an issue where some containers could not be searched in the Langston Mine.
- Fixed an issue where the Respirator could lose Condition and and in some cases be found in a Ruined state.
- Fixed an issue where some randomly spawned corpse and container locations would reset or double upon entering and exiting the Concentrator Building in Zone of Contamination.
- Fixed an issue where the camera could temporarily dip underground when interacting with a Timberwolf Carcass.
ART & ENVIRONMENTS
- Fixed an issue where Travois trails would disappear upon entering and exiting an interior.
- Fixed an issue where Chemical Hazards would change their level of detail too abruptly, making it look like parts of the pool were appearing and disappearing.
- Adjusted the tank rail car to better visually match other rail cars.
- Fixed an issue where a portion of the ceiling in the Langston Mine could appear and disappear based on the Survivor's location.
- Fixed multiple locations in the Langston Mine where the player could force themselves into terrain, resulting in being able to see out of bounds.
- Fixed an issue in the Zone of Contamination where the player could climb out of bounds and become stuck.
- Fixed an issue where pipes could be seen intersecting through the wall in the main entrance to the Concentrator Building.
- Fixed an issue with an exit door inside the Concentrator Building, which resulted in a seam through which the player could see out of bounds.
- Fixed multiple issues with terrain in the Langston Mine which resulted in gaps through which the player could see out of bounds
- Fixed multiple issues where terrain and objects intersected in the main entrance to the Concentrator Building.
- Fixed an issue where collision was missing from a wall in the Concentrator Building, allowing players to fall out of bounds.
- Fixed multiple issues in the Zone of Contamination to Airfield transition cave where missing or misplaced terrain could allow the player to see out of bounds.
- Fixed an issue where a toxic barrel could be found suspended mid-air in the Zone of Contamination.
- Fixed multiple issues in the Langston Mine which could cause the player to become stuck.
- Fixed an issue which caused a Toxic Gas warning sign to appear and disappear based on the Survivor's location.
ANIMATION
- Fixed an issue where sometimes when Harvesting a Timberwolf with a Knife, the Knife would be missing from the Survivor’s hand.
AUDIO
- Fixed an issue where the sound effect of turning off a Flashlight was delayed.
- Fixed an issue where Chemical Hazard ambience and audio would trigger at incorrect times.
- Fixed an issue where Canisters provided no audio feedback when picked up, dropped, or moved to and from the inventory.
- Fixed an issue where ambient audio suppression was never disabled after listening to Foreman's Site Report Collectables.
- Fixed an issue where no sound effects would play when automatically reloading a Canister.
- 3,06 GB groß
Release: 24.01.2024 (Version 2.27.101.0)
Quelle:
- 3,75 GB groß
Release: 24.06.2024 (Version 2.28.117.0)
Quelle:
- Speicherverbrauch von 15,0 GB auf 15,4 GB erhöht
- 6,77 GB groß
Release: 27.06.2024 (Version 2.29.119.0)
Quelle:
- 1,68 GB groß
Release: 03.07.2024 (Version 2.30.122.0)
Quelle:
- 1,24 GB groß
Release: 08.07.2024 (Version 2.30.125.0)
Quelle:
- 2,91 GB groß
Release: 07.08.2024 (Version 2.32.135.0)
Quelle: notes=steam.com
BUG FIXES
GAMEPLAY, UI, CONTROLS
- Added an icon to the "Injuries Sustained" counter in the Daily Log so as to be consistent with the other stats shown.
- Fixed an issue that allowed players to interact with a snow pile from an incorrect position, resulting in unintended camera positions during the animation.
- Fixed an issue that resulted in a snow pile reappearing after having been interacted with previously.
- Fixed an issue which resulted in save files being renamed to the default "Sandbox" value after Cheating Death.
- Fixed an issue that could result in a player briefly falling halfway into the ground layer after interacting with a Snow Pile.
- Fixed an issue that prevented the player from being able to pick up a flare on a small set of stairs in Sundered Pass.
- Adjusted the Broken Road Vista location to be larger and more forgiving.
- Fixed an issue in the Affliction menu that could cause the duration timer of an Affliction to overlap with other UI elements.
- Fixed an issue where the camera would slowly drift to the left on the main menu indefinitely.
- Fixed an issue that prevented players using only a controller from selecting Sundered Pass as a spawn Region, if only Transfer Pass and Sundered pass had been discovered.
- Fixed an issue where Skill Books could be lost permanently when Cheating Death.
- Fixed an issue where the satellite dish in Sundered Pass had no collision, and could be passed through by the player.
- Fixed an issue where items that spawned in the back of a flatbed truck in Sundered Pass could not be collected.
- Fixed an issue where both Sundered Pass Polaroids displayed an incorrect image when viewed in the Collections Journal.
- Adjusted the location of Tale collectibles in the Omega Bunker to better communicate Mission critical items.
- Fixed an issue where after Cheating Death, then quitting and loading, the player could subsequently fall and die in Hushed River Valley.
- Fixed an issue where players with the Settled Mind Feat active would gain skill progress after every scene transition.
- Fixed an issue where Tactical Gloves would glow white when viewed in the inventory after becoming ruined.
- Adjusted item conditions for Tactical Jacket and Gloves in long-running playthroughs for a better chance of not being ruined upon discovery.
- Fixed an issue which resulted in the Near Death state stagger being far too pronounced on higher frame rates.
- Fixed an issue in WINTERMUTE Episode 4 where subtitles were incorrectly timed during the final cutscene.
- Fixed an issue where buff timers would not properly count down during harvesting actions.
- Fixed an issue where entering the buried cabin in Sundered Pass while crouched would result in the player falling through the floor upon entering.
- Fixed an issue that resulted in the player taking no fall damage if they harvested an inventory item mid-fall.
- Fixed an issue where some items could spawn out of reach in the Sundered Pass Mine.
- Adjusted the location of a Hacksaw spawn in Misery Mode so as not to be too close to one of the Survivor's spawn locations.
- Adjusted the Cheat Death UI to only show the number of uses left after first Cheating Death.
- Fixed an issue in Custom Sandboxes that resulted in no fish being available to catch.
- Fixed an issue where items which should not appear in Misery Mode would spawn into the world invisibly.
- Fixed an issue where the Survivor could spawn into a cabin awning when Cheating Death.
- Fixed an issue that could result in a save error in Sundered Pass.
ART & ENVIRONMENTS
- Fixed an issue where players could incorrectly get on top of a broken trailer in Sundered Pass.
- Fixed multiple issues where the player could become stuck in terrain in Sundered Pass.
- Fixed multiple environment issues which caused terrain to jut out in unnatural formations.
- Fixed an issue that resulted in players being able to see out of bounds at a rock climb in Sundered Pass.
- Fixed an issue that resulted in a visible, flickering seam in a road section of Sundered Pass.
- Fixed an issue that resulted in players being able to see out of bounds in the Transfer Pass cave system.
- Fixed multiple issues where terrain and objects intersected in Sundered Pass.
- Adjusted multiple terrain features to better guide players on the route to Sundered Pass.
- Fixed an issue where a section of road in Sundered Pass was not properly grounded.
- Fixed multiple issues where, depending on the player's position, snow would appear and disappear on top of rocks.
- Adjusted the wooden bridge in Sundered Pass to better visually communicate inaccessible areas of the structure.
- Fixed multiple issues in Sundered Pass which allowed players to incorrectly see through the back side of terrain.
- Fixed multiple issues that resulted in terrain seemingly morphing as the player approached or left.
- Fixed an issue where multiple barrels were not properly grounded in Sundered Pass.
- Fixed an issue in the Station Bunkhouse that resulted in a strange visual effect when moving nearer or farther from the interior windows.
- Fixed an issue where objects were not properly grounded after breaking down a table in the Station Bunkhouse.
- Fixed an issue where objects were not properly grounded after breaking down a shelf in the Sundered Pass.
- Fixed an issue where snow intersected the interior of a Fishing Hut in Sundered Pass.
- Fixed an issue where snow could be found piled up in the interior of a truck near the Weather Station in Sundered Pass.
- Fixed multiple issues where trees in Sundered Pass were not properly grounded.
- Fixed an issue which allowed players to incorrectly see through portions of a frozen waterfall in Sundered Pass.
- Fixed an issue where the Miserable Haunt cave shone bright blue from a distance.
- Fixed multiple issues where the player could become stuck in terrain in Zone of Contamination.
- Fixed an issue where the player could become stuck on the wing of the plane in Mystery Lake.
- Fixed an issue where the player could become stuck in a waterfall in Mountain Town.
- 3,78 GB groß
Release: 02.12.2024 (Version 2.33.148.0)
Quelle: notes=hinterlandforums.com
TALES FROM THE FAR TERRITORY - PART 6 - Broken Silence
Instant Camera (TALES DLC owners only)
Trader (TALES DLC owners only)
Safehouse Customization (Free for all players)
- We’ve added a deep Safehouse Customization system for all players to use.
Over 100 locations in the game can now be modified by moving or removing furniture and decorative items,
crafting new items using the Furniture Bench and Woodworking Tools, and gathering materials and decorative items from all over Great Bear island and the Far Territory.
- The Cougar hunts and patrols its territory, mainly located in the rocky or deeply forested areas on the fringes of various regions.
Enjoy it from afar, or risk your life traversing its territory.
Global Wildlife Refresh (Free for all players)
- Establish new patterns for hunting and travel through the world to avoid, or seek out, wildlife.
Every wildlife spawn region in the game has been refreshed.
Meat Curing Box & Salt (TALES DLC owners only)
- Use Woodworking Tools to craft a new Meat Curing box. Gather salt from caves or the coastline, and preserve meat or fish for the long haul.
Achievements (TALES DLC & Free for all players)
- We’ve added Achievements for TALES, including some unlocks for features that were added to the base Survival game for free, and some that are TALES specific.
- 6,07 GB groß
Release: 03.12.2024 (Version 2.34.150.0)
Quelle:
- 3,49 GB groß
Release: 10.12.2024 (Version 2.35.156.0)
Quelle: notes=hinterlandforums.com
- The tools unlock the ability to craft certain things. Unlike our other tool types, they don't get "used up" with each crafting interaction.
They behave more like a permanent unlock that enables the new system, sort of like how the Handheld Radio works to unlock access to the Radio Tower caches (in TALES), etc.
- They currently spawn in three locations in the game world, and should be found in any of these three.
This should hopefully make it possible for you to find them without TOO MUCH of an expedition, depending on where you are in your current save.
- 4,74 GB groß
Release: 18.12.2024 (Version 2.38.164.0)
Quelle: notes=hinterlandforums.com
GENERAL
- Fixed an issue that caused an "Attempt to Save game FAILED..." error and returned players to the main menu when they attempted to leave an interior during an Aurora.
- 3,85 GB groß
Release: 19.12.2024 (Version 2.39.166.0)
Quelle: notes=hinterlandforums.com
GENERAL
- Fixed an issue that caused an "Attempt to Save game FAILED..." error and returned players to the main menu when they attempted to leave an interior during an Aurora.
- 786,27 MB groß
Release: 20.03.2025 (Version 2.40.172.0)
Quelle:
- 4,12 GB groß
Beta Version: SlimeRancher
Release:
- 372 MB groß
Release:
- 515 MB groß
Release: 15.12.2016
- 472,61 MB groß
Release: 26.01.2017
- 492,14 MB groß
Release: 20.02.2017
- 420,67 MB groß
Release: 10.03.2017
- 562,48 MB groß
Release: 01.05.2017
- 591,11 MB groß
Release: 17.06.2017
- 836,41 MB groß
Release: 24.06.2017
- 815,36 MB groß
Release: 01.08.2017 (Version 1.0)
- Wird nun zur Vollversion und verlässt den Beta Status
- 766,07 MB groß
Release: 14.09.2017
- 3,22 MB groß
Release: 14.08.2017 (Version 1.01)
Quelle: xboxdynasty.de | monomi.com
Changes
- Added a map interface that gives you a general sense of where you are on the Far, Far Range.
Map zones are unlocked after activating map data nodes in each zone.
The map will also tracked any teleporters or extractors you’ve placed, and give you
a total count of slime keys and treasure pods collected in each zone.
- Optimized tracking of distant areas of the world to improve overall performance.
- Added slime toys for the fire, mosaic, dervish, and tangle slimes.
- A single gilded ginger now grows once a day in the Glass Desert but can be very difficult to find.
Gilded ginger is the only veggie a gold slime will eat, providing extra plorts for those that manage to feed one.
And while it can’t be grown in a garden, it can be used to [REDACTED]
- Added a treasure pod behind the barn in the Lab to give new players a head start in building their first teleporter.
- Added some new tabby slime sound effects when they steal an item.
- Added intro text when starting a new save file in Adventure Mode.
- Adjusted extractor cycle time from 22 hrs to 12 hrs.
lease note that the 10 hours we removed did not go to waste and were recycled.
- Ponds now produce infinite water, much like water sources in the wild.
- Gardens now produce infinite harvests! In order to plant a new crop, you must select to replant from the garden menu.
Any gardens already active before the patch will need to be replanted to become infinite.
- Added Return teleporters to Hobson vaults after watching a few streams where players met
untimely deaths in the vaults and lost their gold plorts and Nick almost cried for them.
- Added water tutorial message on purchasing the water tank.
- Adjusted Incinerator trough to prevent fire slimes despawning in the trough.
As a note, an empty ash trough will not despawn a fire slime, though it will not feed them either.
- Odd onion crops on the ranch will now produce a minimum of 4 odd onions, but generally 6-8 of them.
- Shooting a chickadoo at a gold slime will now knock plorts out of it like other resources.
As a note, chickadoos have stated that they are really not cool with this change.
- Starmail popups now disappear once you’ve read the mail.
- Reduced time ranch-specific tutorials stay on screen after leaving the ranch.
- Optimized occlusion culling.
- Optimized lighting where a near-zero intensity directional light was being unnecessarily processed on the GPU.
- Optimized some miscellaneous memory usage.
Fixes
- Fixed bug where some players’ progress at opening slime gates and the plort puzzle door was not being tracked properly and affected their receiving certain Casey mails.
- Fixed bug where you could vac fruit off a tree from an angle and get them shaking but not ever popping off.
- Fixed some issues with the French translation.
- Fixed bug where slimes were not turning into largos properly while sleeping at night.
- Fixed bug where some new sounds could play when sleeping at night or after being knocked out.
- Fixed bug where some sounds would play right as the ranch initially loaded in.
Fun fact: this quirk has always persisted on the dev side and any time we test the game we hear the crickets chirping sound effect for a moment.
Now when I hear crickets in real life I think of our editor.
- Fixed bug where unripe phase lemons could fall through the world when their tree phased away.
- Fixed bug where Dervish Gordo’s key could spawn into the ground.
- Fixed a floating platform in the Glass Desert.
- Fixed bug where Beatrix was being stretched when viewed at different aspect ratios.
- Fixed bug where the Humble installer was not fully replacing certain files from an existing installation.
- Fixed bug where some geometry would allow the player to get too close and see inside the walls.
If any player claims they saw enslaved gnomes inside these walls building our levels, they are LYING.
- Fixed bug where Pause Menu could interfere with other in-game UIs on Xbox.
- 810,81 MB groß
Release: 26.10.2017 (Version 1.10)
Quelle: xboxdynasty.de
-1,06 GB groß
Release: 06.11.2017
Quelle:
- Vorbereitungen für die Xbox One X
- 724,68 MB groß
Release: 04.12.2017
Quelle:
- 846,53 MB groß
Release: 13.12.2017
Quelle:
- 688,28 MB groß
Release: 17.03.2018 (Version 1.2)
Quelle: xboxdynasty.de
Other Changes:
- Added 3 new gadget sites to Moustache Island. If you’re asking yourself, ‘what’s Moustache Island?’ don’t worry, it doesn’t actually exist.
- Ogden’s Retreat and Mochi’s Manor can now be recolored separately from Beatrix’s home ranch.
- Special chroma packs are unlocked by starting Ogden’s and Mochi’s missions. Mochi however has declared that depending on how you look at it, there is now only one chroma pack available.
- Added pop-up text whenever you earn or spend newbucks.
- On-ranch tutorials are now only on Beatrix’s ranch, and not Ogden or Mochi’s expansions.
- Locked the framerate to never go above 120Hz to prevent GPU overheating issues(this is ignored in VSync mode).
- Added option to disable the very limited mouse smoothing that is on by default.
- Upgraded Unity engine version.
- Gave the newbucks icon a facelift.
- Improved the way we are storing profile data: now you can have different options on different computers.
- Improved scrolling on map while using a gamepad.
- 5-Day Rush achievements have been adjusted to better suit Rush Mode.
Fixes:
- Fixed a possible bug related to gold slimes fleeing improperly.
- Fixed a bug related to tangle vines and dervish whirlwinds that could sometimes result in launched slimes and other items.
- Fixed stuck spot in Dry Reef where players with no jet pack could get wedged.
- Fixed spot in Overgrowth where chickens could get stuck behind a tree. It was likely a secret hideout for chicken scheming so YOU’RE WELCOME.
- Fixed a minor offset in the vac rotation.
- Fixed bug where market reported all prices as having risen on game load. Thanks, Mochi.
- Fixed bug where oasis music was sometimes not playing properly on game load.
- Fixed the garden tutorial getting stuck if you planted a crop before the tutorial prompt.
- Fixed bug where Rush Mode was sending rancher intro emails.
- Fixed bug with diet readout for gold/lucky slimes and gordos.
- Fixed bug where it was possible to keep receiving radiation after teleporting while in rad auras.
- Fixed bug where silos were showing pink slime icon on empty slots.
- Fixed bug where doors in the Ruins would disappear from our reality if you look at it from a certain angle.
- Fixed bug where slimes could sometimes eat things beyond a corral barrier while Beatrix sleeps.
- Fixed bug with kookacrackers not playing their particle effects.
- Fixed bug where the Hobson journal glow would block the vac.
- Fixed bug where Range Exchange crates would sometimes launch their contents aggressively on break.
- Fixed issue with slime spawning taking into account chicken density. Thanks, BOb.
- Fixed damage hit flash so that it flashes again, because pain shouldn’t be ignored.
- Fixed bug where fire slimes in ponds sometimes did not despawn properly.
- Fixed bug where fire slimes in water did not become extinguished.
- Fixed bug where gold slimes could create plorts due to touching gold plorts.
There should be a lore reason for this so gather round and let me tell you the epic tale of Game Balance…
- Fixed timing bug related to getting newbucks from crates/exchange such that logging out at the wrong time doesn’t cost you newbucks.
- Fixed small gap along edge of Grotto floor.
- Fixed bugs related to restarting tutorials on game load.
- Fixed bug where extractors sometimes were not fully destroying themselves when complete.
- Fixed a particular type of ivy being used in the world that was insufficiently thick. Oh yes, you knew this update was going to be good.
- Fixed gamepad navigation on Load/Save Error Screens.
- Fixed „Requires“ label missing in the Fabricator UI.
- Fixed bug where the Quarry central cave was incorrectly being treated as part of the ranch.
- Fixed bug where low-res version of honey slimes had the wrong crest.
- Fixed bug on loading a game with max energy capping at 100 initially before refilling.
- Fixed some incorrect lighting in some small sections of the world.
- Fixed bug where disable-gamepad option was not saving properly.
- Fixed misspelling of “omelettes.” It is now spelled “fancy egg taco.”
- Fixed some minor issues with water rendering.
- A bunch of other miscellaneous small optimizations.
- 1,07 GB groß
Release: 06.04.2018 (Version 1.?)
Quelle:
- 871,65 GB groß
Release: 01.06.2018
Quelle:
- 924,91 GB groß
Release: 20.07.2018
Quelle:
- 963,30 MB groß
Release: 25.07.2018
Quelle:
- 534,37 MB groß
Release: 31.08.2018
Quelle:
- 974,17 MB groß
Release: 27.10.2018
Quelle:
- 1,11 GB groß
Release: 01.11.2018
Quelle:
- 142,02 MB groß
Release: 08.12.2018
Quelle:
- 1001,69 MB groß
Release: 15.04.2019
Quelle:
- 391,94 MB groß
Release: 16.05.2019 (Version 1.0.0.38)
Quelle:
- 1,68 GB groß
Release: 21.06.2019 (Version 1.0.0.39)
Quelle:
- 1,24 GB groß
Release: 27.06.2019 (Version 1.0.0.41)
Quelle:
- 248,21 MB groß
Release: 29.06.2019 (Version 1.0.0.42)
Quelle:
- 941,36 MB groß
Release: 09.08.2019 (Version 1.0.0.43)
Quelle:
- 289,21 MB groß
Release: 06.12.2019 (Version 1.0.0.47)
Quelle:
- 1,35 GB groß
Release: 12.12.2019 (Version 1.0.0.48)
Quelle:
- 188,57 MB groß
Release: 29.05.2020 (Version 1.0.0.49)
Quelle:
- 1,28 GB groß
Release: 10.12.2020 (Version 1.0.0.50)
Quelle:
- 1,24 GB groß
Release: 25.05.2021 (Version 2.0.3.0)
Quelle:
- 1,48 GB groß
Release: 28.05.2021 (Version 2.0.4.0)
Quelle:
- 42,52 MB groß
Release: 10.09.2021 (Version 2.0.7.0)
Quelle:
- 418,87 MB groß
Release: 03.12.2021 (Version 2.0.8.0)
Quelle:
- 670,26 MB groß
Beta Version: Gigantic
Release: 23.12.2016
- 3,28 GB groß
Release: 21.01.2017
Quelle: xboxdynasty.de
- Viele Änderungen
- 6,90 GB groß
Release: 03.02.2017
- 4,98 GB groß
Release: 24.02.2017
- 7,21 GB groß
Release: 09.03.2017
- 6,18 GB groß
Release: 06.04.2017
- 5,71 GB groß
Release: 26.06.2017
- 5,97 MB groß
Release: 20.07.2017
Quelle: playm.de
- Ab heute eine Vollversion
- Im Übrigen sind ab sofort auch ein Textchat
- Sowie der 19. Held Ramsay im Spiel enthalten.
- 8,19 GB groß
Release: 16.08.2017
Quelle: xboxdynasty.de
- Neuer Held: Oru der Kartenleger
- Eigene Spiele (Beta): 5v5-Matches zu erstellen, ohne die allgemeine Mitspielersuche verwenden zu müssen
- Push-to-Talk-Funktion für den Voicechat, die in den Einstellungen angepasst werden kann.
- 8,48 GB groß
Release: 22.08.2017
- 285,13 MB groß
Release: 12.08.2017
Quelle: xboxdynasty.de
- 7,45 GB groß
Release: 21.09.2017
Quelle:
- 6,04 GB groß
Release: 18.10.2017
Quelle: xboxdynasty.de
- 8,52 GB groß
Release: 16.11.2017
Quelle:
- 7,36 GB groß
Release: 30.01.2018
Quelle:
- 8,15 GB groß
Beta Version: Everspace
Release: 30.09.2016
- 4,33 GB groß
Release: 06.12.2016 (v0.2)
Quelle: xboxdynasty.de
- Schwierigkeitsgrad "Leicht" wird hinzugefügt
- Neues Spielerschiff zum freischalten "Colonial Scout" verfügbar
Release: 06.12.2016 (v0.3)
Quelle: xboxdynasty.de
- Neues Spielerschiff zum freischalten "Colonial Gunship" verfügbar
- Trennung von Piloten und Schiffe Perks
- kleine Veränderungen an einigen Perks
Release: 10.03.2017 (v0.4)
Quelle: xboxdynasty.de
- Ausrüstbare Upgrades sind im Hangar verfügbar
- Verlassene Koloniale Stationen wurden hinzugefügt
- Verschiedene Farben für die Spielerschiffe sind verfügbar
- Alternative Startausrüstungen für Schiffe sind im Hangar verfügbar
- Neue Gadgets: Notsignal, Nano-Extraktoren, Sensordrohnen wurden hinzugefügt
- Neue Herausforderung „Überlebe einen Kriegsschiff-Angriff“ wurde hinzugefügt
- Neue 1st Person-Ansicht ohne Cockpit ist verfügbar
- Neues Spielerschiff: Kolonialer Jagdbomber wurde hinzugefügt
- Änderungen bei den Perks: Diese sind nun unterteilt in Piloten- und Schiffs-Perks
- Schiff-exklusive Perks wie „Panzerung“ für den Jagdbomber und „Sensorenreichweite“ für den Aufklärer wurden hinzugefügt
- Neue Piloten-Perks „Handeln“ und „Diplomatie” wurden hinzugefügt
- Zwei neue Arten von Naturphänomenen wurden hinzugefügt
- Ein neuer Planetentyp wurde hinzugefügt
- Zusätzliche Stationstypen wurden hinzugefügt
- Drohnenträger wurden als neue Feindesart hinzugefügt
- Backer-Logbucheinträge sind nun verfügbar
- 6,43 GB groß
Release: 14.12.2016
Quelle:
- 4,6 GB groß
Release: 13.04.2017 (v0.7)
Quelle: xboxdynasty.de
- Auch Schiffe haben Neuerungen erhalten. So wurden funktionale Cockpit-Anzeigen für alle Schiffe implementiert
und liefern jetzt Informationen zu aufgeschalteten Zielen
sowie den Schadensstatus der eigenen Schiffskomponenten direkt auf den Bildschirm.
Koloniale Jagdbomber haben hingegen hat ein exklusives Gadget erhalten: den Raketengeschützturm.
Dieses mächtige Gerät feuert automatisch Salven zielsuchender Projektile von zerstörerischer Wirkung,
jedoch mit dem Nachteil langer Ladezeiten zwischen den einzelnen Schüssen.
- Zu Guter Letzt hat man die Darstellung des Spiels nochmals optimieren können.
Die gelegentlichen Abstürze innerhalb der kürzlich eingeführten kolonialen Stationen auf der Xbox One wurden behoben
- 6,99 GB groß
Release: 27.05.2017 (v1.0)
Quelle: xboxdynasty.de
- 7,69 GB groß
Release: 07.06.2017
- 7,15 GB groß
Release: 06.12.2017
Quelle: xboxdynasty.de
New Features
- Added Hardcore Mode
- Added new device: Drone Disassembler
- Added new device: Target Decelerator
- Added new consumable: Plasma-Powered-Jump
- Added a spectator camera that can be activated during Action Freeze mode
- Added two new gamepad schemes that switch the mappings of thrust and hover
Tweaks
- Don’t allow energy consumption mod on energy discharger
- Outlaw Snipers can no longer be affected by Mainframe Override
- Outlaw Drone Carriers will no longer override player drones
- Outlaw hangars will no longer spawn ships if there are too many outlaws present already
- The ARC-9000 will no longer damage friendly units
- Improved Gunship turret accuracy
- Increased Gunship Loadout B Light Missile amount from 10 to 20
- Increased dark matter spawn chance around black holes
- Slightly increased G&B freight container loot chance
- Adjusted sector 2 environment colors to look less like sector 5
- Set LOD scaling to less agressive values
- Hardcore runs now also count towards the „Fast and Fragile“ and „Slow and Sturdy“ achievements
- Buffed Gunship: Starts stronger (more hitpoints, more armor, more energy regeneration,
increased boost) but ends up with same values as before - when fully perked
- Slightly reduced enemy accuracy on „Hard“ difficulty
- Increased HUD visibility when sensors are damaged
- Slightly reduced Okkar Drone burst duration
- Slightly reduced Coil Gun spread
- Destroyed ships no longer deal collision damage while tailspinning
- Show message when fuel limit is reached
- Show current cooldown of devices, secondary weapons ammo and consumables amount in selection wheel
- Increased Temporal Anti-Aliasing sharpness
- Added a „fully mined“ indication sound
- Used a special warning sound for silo missiles
- Initial loading time is much shorter now
Bugfixes
- Add more safety to preventing Okkar Forces from jumping in during cutscenes
- Fix Okkar Gunship MK2 occasionally hitting itself with own projectile
- Fixed player wrecks neither having names nor any loot
- Fixed missile warnings sounds and hud markers still being present after missile lifetime expired
- Fixed flashback videos not correctly fading out when watching and skipping in hangar
- Fixed G&B freighters sometimes having no loot at all
- Fixed player jumping out of cutscenes if jump beacon was targeted beforehand
- Fixed unspent credits warning sometimes showing even though there were no perks available to spend credits on
- Fixed incorrect display of modded turret attributes
- Fixed some mods not working properly on missile turret
- Hopefully prevent Ancient Wardens from teleporting outside of level bounds
- Fixed Mine Cluster recharging Okkar Corvette shields
- Fixed drones occasionally straying too far from drone owner
- Fixed Sensory Overload enhancement sometimes not uncovering everything
- Made some minor adjustments in the Polish translation
- Fixed a bug where the Ancient Warden would not blind the player
- Fixed Admiral Gorc codex entry not unlocking
- Berserker enhancement: Do not interrupt jump focus when boosting, reset kill timer when destroying shield generators
- Fixed player drones having full health after each jump regardless of any perks
- Fixed wrong ship banking values in Action Freeze Mode leading to jumpy contrails
- Fixed Okkar Corvette Energy Discharge firing if player is cloaked
- Fixed Okkar Frigate not dealing collision damage when destroyed
- Prevented opening the pause menu while the player is jumping via jumpgate
- Fixed a bug where clones would not spawn again if once killed and then exited out of the run and continued
- Fixed infinite loop bug when selecting previous consumables if there is an empty slot at the end
- Fixed Okkar Corvette Mk2 plasma cannons not becoming friendly when Corvette gets mainframe-overridden
- Fixed Missile Turret device not all stats being displayed
- Fixed thermal beam not being affected by sound fx volume settings
- Fixed wrong Gunship device slot amount showing in perks screen
- Fixed „Scanning…“ message occasionally not being removed
- Fixed Okkar forces and Warships jumping in with Low Profile Glyph equipped during story missions
- Fixed fuel being restored after a jumpgate jump when having the Fuel Conservation glyph equipped
- Fixed teleporter device wall hack
- Fixed very last mission not progressing correctly
- Fixed Predetermination glyph incorrectly removing all jump suppressors
- 8,60 GB groß
Release: 16.03.2018
Quelle: xboxdynasty.de | gamezone.de | xboxdynasty.de | xboxdynasty.de
- Xbox One X Support
Option 1 : native 4K Auflösung mit 30 FPS
Option 2 : 1080p mit 60 FPS, bessere Schatten-, Shader-, Licht- und VFX-Qualität
- 6,75 GB groß
Release: 12.05.2018
Quelle: xboxdynasty.de | gamezone.de | xboxdynasty.de | xboxdynasty.de
- DLC "Encounters" für 9,99 GB mit mehr als 10 Stunden Spielzeit
- 2,71 GB groß
Release: 25.06.2018
Quelle:
- 5,40 GB groß
Release: 05.12.2018
Quelle:
- 2,49 GB groß
Beta Version: Sheltered (Beta beendet)
Release: 24.08.2015
- 476 MB groß
Release: 02.10.2015
- 419 MB groß
Release: 05.11.2015
- 439 MB groß
Release: 13.11.2015
325 MB groß
Release: 07.12.2015
456 MB groß
Release: 09.12.2015
Quelle: xboxdynasty.de
- 576 MB groß
Release: 16.12.2015
- 115 MB groß
Release: 11.01.2016
- 175 MB groß
Release: 29.01.2016
New Features
- New Scenario: Family Ties: A new scenario has been added which on completion allows the players to locate
and recruit additional family members
- New Quests: The Sickness & The Doll & Arms Dealer & On the Road Again
(reclaim the RV quest, will only appear on fresh saves)
New HUD element to distinguish family members from recruited outsiders
- New sound effects added for character actions
- Weapon descriptions now include stats on damage, accuracy and required strength to wield
- New tips added to loading screen
- Bedrock now visible beneath bottom floor of fully expanded shelter
- Added Kickstarter backer likenesses NPCs that walk across the top of the shelter
- Added zoom function for the mouse wheel
- Able to discard items from storage
Changes and Balancing
- The ‘Good Shower’ has been moved to Tier 3 of the work bench
- “Ending” catatonic characters has been removed
- Characters will now abandon shelter instead of going catatonic for second time
- ‘Valium’ has been renamed ‘Relaxant’
- Tool are now less frequently found at locations
- Petrol is now less frequently found at locations
- ‘Super Impatient’ quest has been renamed ‘Super Impatient Guy’
- Character customisation interface now occupies less of the screen
- Updated the way the encounter system works out if a trade/recruit/bully attempt is successful or not
- Disloyal characters can now be selected after recruitment, but remain automated until loyalty is 33%
- Player can now harvest trapped animals despite freezers being full
- Players can assign tasks to recruited characters immediately without improving loyalty
- Flies now appear over shelter mess (empty cans, vomit etc.)
- Increased the time between quest and scenario spawns
- Snare traps now have a sound effect when an animal is caught
Bug Fixes
- Fixed an issue with intruders becoming stuck during a breach
- Breaching NPCs will no longer get stuck climbing ladders
- The camera can no longer be moved before the tutorial starts
- UI pop has been added informing player when trade cannot be completed
- Factions now spawn in a set order; Scalpers, Matriarchs, Marauders, The Corp
- Obsolete button prompt removed from pause menu in encounters
- Reduced the spawn frequency of petrol at houses and farms
- Oxygen filter audio no longer plays when no power is supplied
- Animation added when getting water for a catatonic character
- Defend animation no longer plays twice in combat
- Character no longer say they haven’t left the shelter in a few days if an expedition is on-going
- NPC refusing trades will no longer stop character from exploring a location
- Audio added when crafting a shelter room
- Added construction sprites for the sleeping bag
- Changed the efficient shower icon in the workbench to match the object
- Changed the efficient shower sprite
- Added ‘under construction’ symbol for objects under construction.
- Added construction sprites to toybox
- Added name and descriptions to the door upgrades
- Changed the upgrading time from 1 second to 15 seconds for the shelter doors
- Changed trade value of books, toys and records to 25 from 50
- Added construction sprites to the mop
- Added construction sprites for the jukebox
- Incoming transmission sound effect now plays 3 times instead of once per transmission
- Added audio for when character use ladders
- Hazmat suits are now returned to the rack when the corpse wearing one is harvested, incinerated or buried
- Updated the small water butt icon
- Changed the background of the incinerator panel to match the other interfaces
- The punchbag no longer loses integrity when a character tries to use it if they are too tired
- Objects on fire now causes the object's integrity to decrease
- Added audio to the punch bag when being used
- Added sounds when character gain trauma and loyalty
- Audio for the generator and oxygen filter change as they get upgraded
- Added ability to view map by pressing M on the keyboard or the View button on the Xbox One controller
- Fast forward audio no longer remains on when fast forward has stopped
- Added sound effect for refuelling generator
- Owned number of meat now correctly reflects the amount of meat in the shelter storage
- Fixed 5:4 aspect ratio so it no longer cuts of some UI
- Characters are now correctly awarded XP for killing an enemy with a counter-attack
- Quests locations can now be visited once per expedition
- Medicate option for indoor pets has been removed
- Spike trap no longer resets it position when the game is loaded
Added animation for characters using the jukebox
- Added animation for characters cleaning the bucket toilet
- Added animation for characters adding parts to the RV
- Characters in automation no longer use objects in their burnt out state
- The journal now creates a day 1 entry if the game is exited at the end of the tutorial
- The repair icon now appears above objects when they are at 25% integrity
- Can no longer catch rats when moving rat traps in rearrange shelter mode
- Extinguishing a single fire no longer causes characters to slide towards a second fire
- Tooltips now only appear once per game
- Corpses can now only be interacted with by one character stopping characters from carrying around body bags
- Fixed the cursor from being hidden when players had certain items plugged into their computers
- Rain audio now stops when it is no longer raining
- The back button text is now centred on the button in the leaderboards
- Added audio to snare traps when animals are caught in them
- Characters on expeditions now take less trauma from deaths of characters in the shelter
- Adding a lock icon to the backpack space when going on an expedition with the RV
- Can no longer loot animal for weapons
- Can no longer disarm or steal from animals in combat
- Enemies no longer reset level after saving and loading
- Characters now use the correct colour scheme in the map and encounter resolved UI instead of using character 1’s colour scheme
- Able to add more than 5 water into the last trade slot when trading at the shelter
- Updated the amount of cursor nudge for d-pad object movement
- Changed the default speed for characters on expeditions
- Characters no longer appear incorrectly on ladders if the game is save/loaded when multiple characters are cued up to use a ladder
- Characters can now remove hazmat suits from corpses
- A message box now appears when the last character is going to be sent on an expedition
- Characters now become hardened after killing multiple NPCs
- NPCs can no longer leave the shelter wearing hazmat suits if their stress is too high
- Characters who died in combat no longer increase stats if they killed an NPC in the same combat
- An error message now appears if the game is unable to set at the requested resolution
- When doors are upgraded, the room between is now updated to match the doors
- When the horse dies, the stable and saddle can no longer be crafted
- If the stable is built as the horse dies, the items are now refunded
- Added activity pane text if a character is killed by a snake bite
- Not enough room' tooltip no longer appears multiple times if rations cannot fit into the pantry
- Updated the description of resistance upgrades for the oxygen filter
- Updated the small pantry sprites so when there is no food, it shows an empty sprite
- Characters no longer appear behind each other when walking off screen with the horse
- Multiple tools can now be in the shelter storage
- The horse now visually returns from an expedition properly
- The horse can no longer die from radiation poisoning during the tutorial
- The horse no longer appears behind the hatch when crafting a stable when the horse in on an expedition
- The horse now saves/loads correctly while on an expedition
- Updated the construction sprites for shelter rooms
- Loading when the camper van is going on an expedition no longer shows the incorrect camper van sprite
- Characters now have dialogue when in encounters started by NPCs
- Characters can no longer interact with objects that are being moved
- Animation added for characters using the bucket toilet
- Can no longer pause the game during the game over screen
- The delay before recruits turn up at the shelter is now based on the party's speed and distance from the shelter
- Added console button prompts to the pause menu
- If the ‘Super Irritating Guy’ quest is refused, the NPC will ambush you instead of attacking you after the encounter
- Added a missing apostrophe into a day 1 Journal entry
- Added a backing panel to the continue button on the game over screen
- Changed the amount of meat gained from harvesting pets
- Answering transmissions will no longer disable returning parties
- Names of cities on the map have been changed so that location can be seen easier
- Changed the hardware store map icon so it has its own unique icon
- Changed the map cursor when using a controller
- Changed the map waypoint flag size
- Changed the name of the Small Water Butt from "Water Tank" to "Small Water Butt"
- Updated the tooltip text for the incinerator
- Updated the position of the title on the 2nd child's customisation screen
- Toilets no longer lose integrity if they try to be used with no water
- Infections have a higher chance of being contracted when health is low instead of being random
- Infections now clear up after 7 days
- Faction members now have names
- Expedition party and dog will no longer become stuck if dog eats a rat prior to departing shelter
- Snake can no longer kill an expedition party member as they are leaving causing the expedition party to become stuck
- Can no longer send and un-loyal character on an expedition if another character in the party was loyal
- The camera will no longer become displaced if a transmission is accepted in rearrange mode
- Meat will now transfer between freezers if one is deconstructed providing the meat is not rotten
- Updated the opening line of dialogue for the "Protection Racket" scenario.
- Fixed the good shower, efficient shower, luxury shower and good toilet
so they display correctly and become transparent when re-arranging
- Updated the radio scanning time to 150 seconds from 300.
- Added body armour to the "Wetwork" NPC
- Updated the expedition loadout screen to order the items with weapons, equipment, armour, bags and ammo listed first
- Updated the crafting panel so it shows the correct amount of "Owned" objects
- Updated the description of the X button on the leaderboard panel. It now says "Time" instead of "Next"
- Changes to radio scanning to help results remain balanced
- Updated the snare trap harvest panel to tell the player when some items were not harvested
- Updated the snare trap to show a panel when harvested
- Widened the text box for the "Take All" text as it was not big enough to fit "Take All" on a single line
- Updated the amount of waypoints that can be placed on the map to 50
- Changed how XP is calculated for books and toys
- Also added some speech for adults trying to use the toy chest and children trying to use the bookshelf
- Updated some dialogue for the "Well This Is Awkward" quest
- Updated the tabs background sprite on the ammo press panel and lab panel, to remove rogue shadow
- Updated camper van travel speed and carrying capacity
- The ‘Super Irritating Guy’ quest options now appear correctly when missing necessary items
- Single bed will no longer spontaneously combust on its own
- Updated the names of the makeshift toilet and good shower to include their quality prefix
- Faction controlled area now appear correctly on the map
- 599 MB groß
Release: 15.11.2016
- 591,41 MB groß
Release: 18.12.2018
- 765,75 MB groß
Release: 18.03.2019
- 586,50 MB groß
Beta Version: Layers of Fear (Beta beendet)
Release: 04.11.2015
- 2,2 GB groß
Release: 08.04.2016
- 2,5 GB groß
Release: 08.04.2016
- Addon wurde hinzugefügt
- 3,39 GB
Release: 04.02.2017
- 3,22 GB
Beta Version: Prison Architekt (Beta beendet)
Release: 13.06.2016
- 97 MB groß
Release: 01.07.2016
- Aus Beta wurde Vollversion
- 88 MB
Release: 20.07.2016
- 69 MB groß
Release: 02.03.2017 (Vollversion)
- 90,96 MB groß
Release: 10.06.2017 (Vollversion)
- 94,99 MB groß
Release: 02.11.2017 (Vollversion)
- 94,99 MB groß
Release: 29.08.2018 (Vollversion)
Quelle: play3.de
- Escape DLC kann ab dem 31.08.2018 für 8,99€ erworben werden
- 273,59 MB groß
Release: 10.09.2018 (Vollversion)
Quelle:
- 110,80 MB groß
Release: 12.11.2018 (Version 1.0.0.22)
Quelle:
- 228,65 MB groß
Release: 21.11.2018 (Version 1.0.0.23)
Quelle:
- 280,66 MB groß
Release: 13.12.2019 (Version 1.0.0.24)
Quelle:
- 92,78 MB groß
Release: 23.06.2020 (Version 1.0.0.25)
Quelle:
- 288,20 MB groß
Release: 11.09.2020 (Version 1.0.0.26)
Quelle:
- 122,62 MB groß
Release: 28.01.2021 (Version 1.0.0.28)
Quelle: play3.de
- 295,17 MB groß
Release: 12.03.2021 (Version 1.0.0.29)
Quelle:
- 128,86 MB groß
Release: 08.04.2021 (Version 1.0.0.30)
Quelle:
- 128,85 MB groß
Release: 16.06.2021 (Version 1.0.0.32)
Quelle: play3.de
- Mit diesem Update wird die benutzerdefinierte Gefangenenaufnahme eingeführt, die den Spielern mehr Flexibilität bei der Planung und Einschränkung der Gefangenenaufnahme bietet.
- 353,10 MB groß
Release: 02.07.2021 (Version 1.0.0.33)
Quelle:
- 162,20 MB groß
Release: 29.07.2021 (Version 1.0.0.34)
Quelle:
- 185,46 MB groß
Release: 28.10.2021 (Version 1.0.0.35)
Quelle: xboxdynasty.de
- 162,20 MB groß
Release: 28.01.2022 (Version 1.0.0.39)
Quelle: xboxdynasty.de
- Perfect Storm DLC kann ab dem 28.01.2022 für 9,99€ erworben werden
- 366,08 MB groß
Release: 22.02.2022 (Version 1.0.0.40)
Quelle:
- 194,26 MB groß
Release: 24.03.2022 (Version 1.0.0.41)
Quelle:
- 172,02 MB groß
Release: 15.06.2022 (Version 1.0.0.42)
Quelle: xboxdynasty.de
- Gangs DLC kann für 5,99€ erworben werden
- 467,20 MB groß
Release: 05.07.2022 (Version 1.0.0.43)
Quelle
- 271,11 MB groß
Release: 13.09.2022 (Version 1.0.0.46)
Quelle: xboxdynasty.de | play3.de
kostenlose Inhalte
- Häftlingsprotokoll und verbesserter Zeitplaner:
Mit dem neuen Häftlingsprotokoll haben die Spieler immer im Blick, was in ihrem Gefängnis passiert. Sie überprüfen die Aktivitäten ihrer Insassen, decken Fehlverhalten frühzeitig auf und behalten den Überblick darüber, wer entlassen wird, sich bessert oder wieder rückfällig wird.
- Speichern und wiederverwenden
Jedes Mal, wenn sie ein neues Gefängnis, eine neue Richtlinie oder einen Schnellbaustein erstellen, können die Spieler diese in ihren Einstellungen speichern. So sparen sie Zeit bei der Einrichtung ihres Gefängnisses, wenn sie das nächste Mal neu beginnen möchten.
- Älter werden bedeutet Fürsorge
Ab jetzt werden die Insassen in junge, ältere und alte Menschen eingeteilt. Nachdem sie eine längere Zeit in ihrem Gefängnis verbracht haben, werden sie sich sowohl optisch als auch funktionell verändern. Sie werden auch andere Bedürfnisse entwickeln.
- Neue Ränge für Wärter
Die angeworbenen Wärter kommen jetzt ohne Rang in das Gefängnis und müssen hart arbeiten, um zum Offizier und zum Fachoffizier befördert zu werden.
Verbesserte Bau- und Planungswerkzeuge
Das Planungsmenü wird mit vielen neuen Optionen für Zäune und Mauern erneuert
- 296,69 MB groß
Release: 11.10.2022 (Version 1.0.0.49)
Quelle: xboxdynasty.de
- Undead DLC kann für 2,99€ erworben werden
- 472,70 MB groß
Release: 22.11.2022 (Version 1.0.0.50)
Quelle: xboxdynasty.de
- Future Tech DLC kann für 2,99€ erworben werden
- 159,87 MB groß
Release: 07.02.2023 (Version 1.0.0.51)
Quelle: xboxdynasty.de
- Jungle DLC kann für 2,99€ erworben werden
- 164,14 MB groß
Release: 16.05.2023 (Version 1.0.0.53)
Quelle: forum.paradoxplaza.com
- Sunset DLC
QoL Improvements / Features:
- Capacitor 2.0: I introduce to you, the Capacitor Max Plus - an upgraded version of the capacitor which allows your Power Stations to now produce twice the amount of power than they did before - for twice the price of course.
- Remote Doors: We have added a coloured variant of the remote doors for both Death Row and Supermax security levels.
- Riot Van Speed: Due to the efficiency of air-bound emergency units we have increased the movement speed of the Riot Guard Vans, to lower their arrival time.
- Super Dog Mutator: Due to our undeniable fondness of them, we’ve added a new mutator based on the Super Guard mutator which will help give our furry friends and upgrade.
- Updated Descriptions: After sweeping through the game we decided to update or add a number of new text strings. As such we’ve updated text for Item description, Staff descriptions, and also Need Descriptions
Console:
- Crops will no longer show a red outline when you are attempting to plant on valid spots with objects in planting radius.
- Doors have learned not to appear on top of turbines.
- Fixed so that you cannot spawn multiple doors when changing ui
- Ferry docks will not render as overlapped
- Issue with air plumber hoses and helipad stairs fixed.
- You can now see a yellow line follow the trajectory of the taser
- Bounty Hunters have now been given maps as well as lessons on how to hunt the undead.
- Workers are no longer trapped when removing rubble from under a jail door.
- Tracking belted inmates go to the infirmary first when overdosing
- Door timer now corrected
- Updated new regime items
- Paper lanterns can now be dismantled/dumped
- Removed unwanted pixels for hybrid wind turbines
Multiplayer:
- Fruit Trees now correctly sync between host and players
- Drip pipes and sprinklers now properly work for players
- “Expires In” for players now matches the host
- Auto harvesters now properly work for players
- Prisoners without cells added to data register so player gets value on connecting to the host
- Tracking monitors will no longer constantly show a false error for players.
- Planning area rendering is not updating if change from walls (with foundation) planning to fence planning
- 336,59 MB groß
Beta Version: Solus Project (Beta beendet)
Release: 11.03.2016
Quelle: xboxdynasty.de
- Neue Insel zum erkunden "Flashpoint"
- Eingie Probleme, Fehler und Bugs werden ausgebessert
- 5,0 GB groß
Release: 15.04.2016
Quelle: xboxdynasty.de
- Neues Gebiet "Highpoint"
- Verbesserungen im Balancing
- Bugfixing
- Neue Features
- 6,1 GB groß
Release: 12.07.2016
Quelle:
- 8,4 GB groß
Release: 12.11.2016
Quelle:
- 8,29 GB groß